refactor(rendering): formalize pipeline selection and engine asset discovery

This commit is contained in:
2026-04-19 04:31:48 +08:00
parent 78bcd2e9ca
commit 48bfde28e3
17 changed files with 294 additions and 121 deletions

View File

@@ -37,7 +37,7 @@ TEST_F(ProjectGraphicsSettingsTest, BuildsDescriptorFromNativeSelection) {
nativeDescriptor.namespaceName = "Gameplay";
nativeDescriptor.className = "ManagedForwardRenderPipelineProbeAsset";
nativeDescriptor.managedAssetHandle = 77u;
m_state.SetRenderPipelineAssetDescriptor(nativeDescriptor);
m_state.SetConfiguredRenderPipelineAssetDescriptor(nativeDescriptor);
const auto descriptor = BuildDescriptor(m_state);
EXPECT_EQ(descriptor.renderPipelineAssetAssembly, "GameScripts");
@@ -54,7 +54,7 @@ TEST_F(ProjectGraphicsSettingsTest, SavesNativeSelectionIntoProjectSettingsFile)
nativeDescriptor.namespaceName = "Gameplay";
nativeDescriptor.className = "ManagedForwardRenderPipelineProbeAsset";
nativeDescriptor.managedAssetHandle = 88u;
m_state.SetRenderPipelineAssetDescriptor(nativeDescriptor);
m_state.SetConfiguredRenderPipelineAssetDescriptor(nativeDescriptor);
ASSERT_TRUE(SaveSelection(m_projectRoot.string(), m_state));
@@ -82,7 +82,8 @@ TEST_F(
ApplySelection(m_projectRoot.string(), m_state);
const auto nativeDescriptor = m_state.GetRenderPipelineAssetDescriptor();
const auto nativeDescriptor =
m_state.GetConfiguredRenderPipelineAssetDescriptor();
EXPECT_EQ(nativeDescriptor.assemblyName, "GameScripts");
EXPECT_EQ(nativeDescriptor.namespaceName, "Gameplay");
EXPECT_EQ(
@@ -99,13 +100,13 @@ TEST_F(
nativeDescriptor.assemblyName = "GameScripts";
nativeDescriptor.className = "ManagedForwardRenderPipelineProbeAsset";
nativeDescriptor.managedAssetHandle = 99u;
m_state.SetRenderPipelineAssetDescriptor(nativeDescriptor);
m_state.SetConfiguredRenderPipelineAssetDescriptor(nativeDescriptor);
ApplySelection(m_projectRoot.string(), m_state);
EXPECT_FALSE(m_state.GetRenderPipelineAssetDescriptor().IsValid());
EXPECT_FALSE(m_state.GetConfiguredRenderPipelineAssetDescriptor().IsValid());
EXPECT_EQ(
m_state.GetRenderPipelineAssetDescriptor().managedAssetHandle,
m_state.GetConfiguredRenderPipelineAssetDescriptor().managedAssetHandle,
0u);
}