Configure default project render pipeline asset
This commit is contained in:
@@ -21,9 +21,14 @@
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#include <vector>
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#ifdef _WIN32
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#ifndef NOMINMAX
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#define NOMINMAX
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#endif
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#include <windows.h>
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#endif
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#include "../Fixtures/RenderTestRhiStubs.h"
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using namespace XCEngine::Components;
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using namespace XCEngine::Scripting;
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@@ -205,6 +210,15 @@ TEST_F(ProjectScriptAssemblyTest, DiscoversProjectAssetRenderPipelineAssetClasse
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std::vector<ScriptClassDescriptor> classes;
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ASSERT_TRUE(runtime->TryGetAvailableRenderPipelineAssetClasses(classes));
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EXPECT_NE(
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std::find(
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classes.begin(),
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classes.end(),
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ScriptClassDescriptor{
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"GameScripts",
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"ProjectScripts",
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"ProjectDefaultRenderPipelineAsset"}),
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classes.end());
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EXPECT_NE(
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std::find(
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classes.begin(),
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@@ -225,6 +239,76 @@ TEST_F(ProjectScriptAssemblyTest, DiscoversProjectAssetRenderPipelineAssetClasse
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classes.end());
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}
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TEST_F(
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ProjectScriptAssemblyTest,
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AutoConfiguresProjectDefaultRenderPipelineAssetOnRuntimeStart) {
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Scene* runtimeScene =
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CreateScene("ProjectDefaultRenderPipelineScene");
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engine->OnRuntimeStart(runtimeScene);
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const XCEngine::Rendering::Pipelines::ManagedRenderPipelineAssetDescriptor
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descriptor =
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XCEngine::Rendering::Pipelines::
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GetConfiguredManagedRenderPipelineAssetDescriptor();
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ASSERT_TRUE(descriptor.IsValid());
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EXPECT_EQ(descriptor.assemblyName, "GameScripts");
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EXPECT_EQ(descriptor.namespaceName, "ProjectScripts");
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EXPECT_EQ(
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descriptor.className,
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"ProjectDefaultRenderPipelineAsset");
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const auto bridge =
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XCEngine::Rendering::Pipelines::GetManagedRenderPipelineBridge();
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ASSERT_NE(bridge, nullptr);
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std::shared_ptr<const XCEngine::Rendering::Pipelines::ManagedRenderPipelineAssetRuntime>
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assetRuntime = bridge->CreateAssetRuntime(descriptor);
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ASSERT_NE(assetRuntime, nullptr);
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std::unique_ptr<XCEngine::Rendering::RenderPipelineStageRecorder>
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recorder = assetRuntime->CreateStageRecorder();
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ASSERT_NE(recorder, nullptr);
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const XCEngine::Rendering::RenderContext context = {};
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ASSERT_TRUE(recorder->Initialize(context));
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EXPECT_TRUE(
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recorder->SupportsStageRenderGraph(
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XCEngine::Rendering::CameraFrameStage::MainScene));
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recorder->Shutdown();
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}
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TEST_F(
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ProjectScriptAssemblyTest,
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DoesNotOverrideExplicitProjectRenderPipelineDescriptorOnRuntimeStart) {
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const XCEngine::Rendering::Pipelines::ManagedRenderPipelineAssetDescriptor
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explicitDescriptor = {
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"GameScripts",
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"ProjectScripts",
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"ProjectUniversalFeaturePipelineAsset"
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};
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XCEngine::Rendering::Pipelines::
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SetConfiguredManagedRenderPipelineAssetDescriptor(
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explicitDescriptor);
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Scene* runtimeScene =
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CreateScene("ProjectExplicitRenderPipelineScene");
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engine->OnRuntimeStart(runtimeScene);
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const XCEngine::Rendering::Pipelines::ManagedRenderPipelineAssetDescriptor
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descriptor =
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XCEngine::Rendering::Pipelines::
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GetConfiguredManagedRenderPipelineAssetDescriptor();
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ASSERT_TRUE(descriptor.IsValid());
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EXPECT_EQ(descriptor.assemblyName, explicitDescriptor.assemblyName);
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EXPECT_EQ(descriptor.namespaceName, explicitDescriptor.namespaceName);
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EXPECT_EQ(descriptor.className, explicitDescriptor.className);
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EXPECT_EQ(
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descriptor.managedAssetHandle,
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explicitDescriptor.managedAssetHandle);
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}
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TEST_F(
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ProjectScriptAssemblyTest,
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CreatesProjectAssetUniversalFeatureRuntimeThroughManagedBridge) {
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@@ -268,11 +352,15 @@ TEST_F(
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colorDesc.format =
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static_cast<XCEngine::Core::uint32>(
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XCEngine::RHI::Format::R8G8B8A8_UNorm);
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XCTest::TestRenderResourceView sourceColorView(
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XCEngine::RHI::ResourceViewType::ShaderResource,
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XCEngine::RHI::ResourceViewDimension::Texture2D,
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XCEngine::RHI::Format::R8G8B8A8_UNorm);
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const XCEngine::Rendering::RenderGraphTextureHandle sourceColor =
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graphBuilder.ImportTexture(
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"ProjectManagedPostProcessSource",
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colorDesc,
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reinterpret_cast<XCEngine::RHI::RHIResourceView*>(901),
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&sourceColorView,
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{});
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const XCEngine::Rendering::RenderGraphTextureHandle outputColor =
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graphBuilder.CreateTransientTexture(
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@@ -316,7 +404,7 @@ TEST_F(
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ASSERT_EQ(compiledGraph.GetPassCount(), 1u);
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EXPECT_STREQ(
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compiledGraph.GetPassName(0).CStr(),
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"ProjectManagedPostProcess");
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"Universal.ColorScaleFullscreen");
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recorder->Shutdown();
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}
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