refactor(rendering): formalize pipeline selection and engine asset discovery
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@@ -17,7 +17,8 @@ class GraphicsSettingsStateScope final {
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public:
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GraphicsSettingsStateScope()
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: m_savedDescriptor(
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GetGraphicsSettingsState().GetRenderPipelineAssetDescriptor())
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GetGraphicsSettingsState()
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.GetConfiguredRenderPipelineAssetDescriptor())
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, m_savedBridge(
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GetGraphicsSettingsState().GetManagedRenderPipelineBridge()) {
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}
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@@ -32,9 +33,9 @@ public:
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if (m_savedDescriptor.IsValid() ||
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m_savedDescriptor.managedAssetHandle != 0u) {
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state.SetRenderPipelineAssetDescriptor(m_savedDescriptor);
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state.SetConfiguredRenderPipelineAssetDescriptor(m_savedDescriptor);
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} else {
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state.ClearRenderPipelineAssetDescriptor();
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state.ClearConfiguredRenderPipelineAssetDescriptor();
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}
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}
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@@ -49,7 +50,7 @@ private:
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TEST(GraphicsSettingsState_Test, StoresRenderPipelineAssetDescriptorAndBumpsEnvironmentGeneration) {
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GraphicsSettingsStateScope scope;
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GraphicsSettingsState& state = GetGraphicsSettingsState();
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state.ClearRenderPipelineAssetDescriptor();
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state.ClearConfiguredRenderPipelineAssetDescriptor();
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const size_t generationBefore = state.GetEnvironmentGeneration();
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const Pipelines::ManagedRenderPipelineAssetDescriptor descriptor = {
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@@ -59,10 +60,10 @@ TEST(GraphicsSettingsState_Test, StoresRenderPipelineAssetDescriptorAndBumpsEnvi
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42u
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};
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state.SetRenderPipelineAssetDescriptor(descriptor);
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state.SetConfiguredRenderPipelineAssetDescriptor(descriptor);
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const Pipelines::ManagedRenderPipelineAssetDescriptor resolved =
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state.GetRenderPipelineAssetDescriptor();
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state.GetConfiguredRenderPipelineAssetDescriptor();
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EXPECT_EQ(resolved.assemblyName, descriptor.assemblyName);
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EXPECT_EQ(resolved.namespaceName, descriptor.namespaceName);
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EXPECT_EQ(resolved.className, descriptor.className);
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