refactor: extract scene render request policy utils
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213
tests/Rendering/unit/test_scene_render_request_utils.cpp
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213
tests/Rendering/unit/test_scene_render_request_utils.cpp
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#include <gtest/gtest.h>
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#include <XCEngine/Components/CameraComponent.h>
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#include <XCEngine/Rendering/SceneRenderRequestUtils.h>
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#include <XCEngine/Scene/Scene.h>
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#include <vector>
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using namespace XCEngine::Components;
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using namespace XCEngine::Rendering;
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namespace {
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RenderContext CreateValidContext() {
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RenderContext context;
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context.device = reinterpret_cast<XCEngine::RHI::RHIDevice*>(1);
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context.commandList = reinterpret_cast<XCEngine::RHI::RHICommandList*>(1);
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context.commandQueue = reinterpret_cast<XCEngine::RHI::RHICommandQueue*>(1);
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return context;
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}
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} // namespace
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TEST(SceneRenderRequestUtils_Test, RejectsNullDisabledAndInactiveCameras) {
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Scene scene("SceneRenderRequestUtilsUsableCameraScene");
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GameObject* activeObject = scene.CreateGameObject("ActiveCamera");
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auto* activeCamera = activeObject->AddComponent<CameraComponent>();
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GameObject* disabledObject = scene.CreateGameObject("DisabledCamera");
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auto* disabledCamera = disabledObject->AddComponent<CameraComponent>();
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disabledCamera->SetEnabled(false);
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GameObject* inactiveObject = scene.CreateGameObject("InactiveCamera");
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auto* inactiveCamera = inactiveObject->AddComponent<CameraComponent>();
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inactiveObject->SetActive(false);
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EXPECT_FALSE(SceneRenderRequestUtils::IsUsableCamera(nullptr));
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EXPECT_TRUE(SceneRenderRequestUtils::IsUsableCamera(activeCamera));
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EXPECT_FALSE(SceneRenderRequestUtils::IsUsableCamera(disabledCamera));
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EXPECT_FALSE(SceneRenderRequestUtils::IsUsableCamera(inactiveCamera));
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}
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TEST(SceneRenderRequestUtils_Test, SortsSceneCamerasByStackDepthAndKeepsStableTieOrder) {
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Scene scene("SceneRenderRequestUtilsSortSceneCameras");
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GameObject* lateBaseObject = scene.CreateGameObject("LateBase");
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auto* lateBase = lateBaseObject->AddComponent<CameraComponent>();
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lateBase->SetDepth(10.0f);
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lateBase->SetStackType(CameraStackType::Base);
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GameObject* firstTieObject = scene.CreateGameObject("FirstTie");
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auto* firstTie = firstTieObject->AddComponent<CameraComponent>();
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firstTie->SetDepth(2.0f);
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firstTie->SetStackType(CameraStackType::Base);
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GameObject* secondTieObject = scene.CreateGameObject("SecondTie");
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auto* secondTie = secondTieObject->AddComponent<CameraComponent>();
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secondTie->SetDepth(2.0f);
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secondTie->SetStackType(CameraStackType::Base);
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GameObject* overlayObject = scene.CreateGameObject("Overlay");
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auto* overlay = overlayObject->AddComponent<CameraComponent>();
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overlay->SetDepth(-50.0f);
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overlay->SetStackType(CameraStackType::Overlay);
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std::vector<CameraComponent*> cameras = { overlay, lateBase, secondTie, firstTie };
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SceneRenderRequestUtils::SortSceneCamerasForRendering(cameras);
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ASSERT_EQ(cameras.size(), 4u);
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EXPECT_EQ(cameras[0], secondTie);
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EXPECT_EQ(cameras[1], firstTie);
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EXPECT_EQ(cameras[2], lateBase);
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EXPECT_EQ(cameras[3], overlay);
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}
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TEST(SceneRenderRequestUtils_Test, SortsRequestsByPriorityAndKeepsStableTieOrder) {
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Scene scene("SceneRenderRequestUtilsSortRequests");
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GameObject* firstObject = scene.CreateGameObject("First");
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auto* firstCamera = firstObject->AddComponent<CameraComponent>();
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GameObject* secondObject = scene.CreateGameObject("Second");
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auto* secondCamera = secondObject->AddComponent<CameraComponent>();
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CameraRenderRequest overlayRequest;
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overlayRequest.scene = &scene;
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overlayRequest.camera = secondCamera;
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overlayRequest.context = CreateValidContext();
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overlayRequest.surface = RenderSurface(320, 180);
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overlayRequest.cameraDepth = 100.0f;
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overlayRequest.cameraStackOrder = 1;
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CameraRenderRequest secondTieRequest = overlayRequest;
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secondTieRequest.camera = secondCamera;
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secondTieRequest.cameraDepth = 5.0f;
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secondTieRequest.cameraStackOrder = 0;
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CameraRenderRequest firstTieRequest = overlayRequest;
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firstTieRequest.camera = firstCamera;
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firstTieRequest.cameraDepth = 5.0f;
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firstTieRequest.cameraStackOrder = 0;
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std::vector<CameraRenderRequest> requests = { overlayRequest, secondTieRequest, firstTieRequest };
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SceneRenderRequestUtils::SortCameraRenderRequests(requests);
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ASSERT_EQ(requests.size(), 3u);
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EXPECT_EQ(requests[0].camera, secondCamera);
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EXPECT_EQ(requests[1].camera, firstCamera);
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EXPECT_EQ(requests[2].camera, secondCamera);
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EXPECT_EQ(requests[2].cameraStackOrder, 1u);
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}
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TEST(SceneRenderRequestUtils_Test, ResolvesClearFlagsForExplicitAndAutoModes) {
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Scene scene("SceneRenderRequestUtilsClearFlags");
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GameObject* baseObject = scene.CreateGameObject("Base");
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auto* baseCamera = baseObject->AddComponent<CameraComponent>();
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baseCamera->SetStackType(CameraStackType::Base);
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GameObject* overlayObject = scene.CreateGameObject("Overlay");
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auto* overlayCamera = overlayObject->AddComponent<CameraComponent>();
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overlayCamera->SetStackType(CameraStackType::Overlay);
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baseCamera->SetClearMode(CameraClearMode::ColorAndDepth);
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EXPECT_EQ(
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SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
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RenderClearFlags::All);
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baseCamera->SetClearMode(CameraClearMode::DepthOnly);
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EXPECT_EQ(
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SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
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RenderClearFlags::Depth);
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baseCamera->SetClearMode(CameraClearMode::None);
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EXPECT_EQ(
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SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
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RenderClearFlags::None);
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baseCamera->SetClearMode(CameraClearMode::Auto);
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EXPECT_EQ(
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SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
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RenderClearFlags::All);
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EXPECT_EQ(
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SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 1u, 1u),
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RenderClearFlags::Depth);
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overlayCamera->SetClearMode(CameraClearMode::Auto);
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EXPECT_EQ(
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SceneRenderRequestUtils::ResolveClearFlags(*overlayCamera, 0u, 0u),
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RenderClearFlags::All);
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EXPECT_EQ(
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SceneRenderRequestUtils::ResolveClearFlags(*overlayCamera, 0u, 1u),
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RenderClearFlags::Depth);
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}
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TEST(SceneRenderRequestUtils_Test, ComposesCameraViewportWithinNestedSurfaceRenderArea) {
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Scene scene("SceneRenderRequestUtilsViewport");
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GameObject* cameraObject = scene.CreateGameObject("Camera");
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auto* camera = cameraObject->AddComponent<CameraComponent>();
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camera->SetViewportRect(XCEngine::Math::Rect(0.25f, 0.1f, 0.5f, 0.4f));
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RenderSurface surface(800, 600);
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surface.SetRenderArea(XCEngine::Math::RectInt(100, 50, 400, 300));
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const XCEngine::Math::RectInt renderArea =
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SceneRenderRequestUtils::ResolveCameraRenderArea(*camera, surface);
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EXPECT_EQ(renderArea.x, 200);
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EXPECT_EQ(renderArea.y, 80);
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EXPECT_EQ(renderArea.width, 200);
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EXPECT_EQ(renderArea.height, 120);
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}
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TEST(SceneRenderRequestUtils_Test, BuildsRequestMetadataAndRejectsZeroSizedRenderAreas) {
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Scene scene("SceneRenderRequestUtilsBuildRequest");
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GameObject* cameraObject = scene.CreateGameObject("Camera");
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auto* camera = cameraObject->AddComponent<CameraComponent>();
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camera->SetDepth(3.0f);
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camera->SetStackType(CameraStackType::Overlay);
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camera->SetClearMode(CameraClearMode::Auto);
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camera->SetViewportRect(XCEngine::Math::Rect(0.25f, 0.5f, 0.5f, 0.25f));
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CameraRenderRequest request;
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ASSERT_TRUE(SceneRenderRequestUtils::BuildCameraRenderRequest(
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scene,
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*camera,
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CreateValidContext(),
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RenderSurface(800, 600),
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1u,
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1u,
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request));
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EXPECT_EQ(request.scene, &scene);
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EXPECT_EQ(request.camera, camera);
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EXPECT_FLOAT_EQ(request.cameraDepth, 3.0f);
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EXPECT_EQ(request.cameraStackOrder, 1u);
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EXPECT_EQ(request.clearFlags, RenderClearFlags::Depth);
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EXPECT_EQ(request.surface.GetRenderArea().x, 200);
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EXPECT_EQ(request.surface.GetRenderArea().y, 300);
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EXPECT_EQ(request.surface.GetRenderArea().width, 400);
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EXPECT_EQ(request.surface.GetRenderArea().height, 150);
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camera->SetViewportRect(XCEngine::Math::Rect(0.5f, 0.5f, 0.0f, 1.0f));
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EXPECT_FALSE(SceneRenderRequestUtils::BuildCameraRenderRequest(
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scene,
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*camera,
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CreateValidContext(),
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RenderSurface(800, 600),
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0u,
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0u,
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request));
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}
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