Formalize camera frame composition stages

This commit is contained in:
2026-04-05 22:43:48 +08:00
parent 5342e447af
commit 58f97c416b
3 changed files with 306 additions and 41 deletions

View File

@@ -453,6 +453,58 @@ RenderContext CreateValidContext() {
} // namespace
TEST(CameraRenderRequest_Test, ReportsFormalFrameStageContract) {
CameraRenderRequest request;
RenderPassSequence prePasses;
RenderPassSequence postPasses;
RenderPassSequence overlayPasses;
request.preScenePasses = &prePasses;
request.postScenePasses = &postPasses;
request.overlayPasses = &overlayPasses;
request.directionalShadow.enabled = true;
request.directionalShadow.mapWidth = 128;
request.directionalShadow.mapHeight = 64;
request.directionalShadow.cameraData.viewportWidth = 128;
request.directionalShadow.cameraData.viewportHeight = 64;
request.depthOnly.surface = RenderSurface(96, 48);
request.depthOnly.surface.SetDepthAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1));
request.objectId.surface = RenderSurface(320, 180);
request.objectId.surface.SetColorAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(2));
request.objectId.surface.SetDepthAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(3));
ASSERT_EQ(kOrderedCameraFrameStages.size(), 7u);
EXPECT_EQ(kOrderedCameraFrameStages[0].stage, CameraFrameStage::PreScenePasses);
EXPECT_EQ(kOrderedCameraFrameStages[1].stage, CameraFrameStage::ShadowCaster);
EXPECT_EQ(kOrderedCameraFrameStages[2].stage, CameraFrameStage::DepthOnly);
EXPECT_EQ(kOrderedCameraFrameStages[3].stage, CameraFrameStage::MainScene);
EXPECT_EQ(kOrderedCameraFrameStages[4].stage, CameraFrameStage::ObjectId);
EXPECT_EQ(kOrderedCameraFrameStages[5].stage, CameraFrameStage::PostScenePasses);
EXPECT_EQ(kOrderedCameraFrameStages[6].stage, CameraFrameStage::OverlayPasses);
EXPECT_STREQ(GetCameraFrameStageName(CameraFrameStage::MainScene), "MainScene");
EXPECT_STREQ(GetCameraFrameStageName(CameraFrameStage::OverlayPasses), "OverlayPasses");
EXPECT_TRUE(request.HasFrameStage(CameraFrameStage::PreScenePasses));
EXPECT_TRUE(request.HasFrameStage(CameraFrameStage::ShadowCaster));
EXPECT_TRUE(request.HasFrameStage(CameraFrameStage::DepthOnly));
EXPECT_TRUE(request.HasFrameStage(CameraFrameStage::MainScene));
EXPECT_TRUE(request.HasFrameStage(CameraFrameStage::ObjectId));
EXPECT_TRUE(request.HasFrameStage(CameraFrameStage::PostScenePasses));
EXPECT_TRUE(request.HasFrameStage(CameraFrameStage::OverlayPasses));
EXPECT_EQ(request.GetPassSequence(CameraFrameStage::PreScenePasses), &prePasses);
EXPECT_EQ(request.GetPassSequence(CameraFrameStage::PostScenePasses), &postPasses);
EXPECT_EQ(request.GetPassSequence(CameraFrameStage::OverlayPasses), &overlayPasses);
EXPECT_EQ(request.GetScenePassRequest(CameraFrameStage::ShadowCaster), &request.shadowCaster);
EXPECT_EQ(request.GetScenePassRequest(CameraFrameStage::DepthOnly), &request.depthOnly);
EXPECT_EQ(request.GetScenePassRequest(CameraFrameStage::MainScene), nullptr);
EXPECT_EQ(request.GetObjectIdRequest(CameraFrameStage::ObjectId), &request.objectId);
EXPECT_EQ(request.GetObjectIdRequest(CameraFrameStage::MainScene), nullptr);
}
TEST(CameraRenderer_Test, UsesOverrideCameraAndSurfaceSizeWhenSubmittingScene) {
Scene scene("CameraRendererScene");
@@ -608,6 +660,72 @@ TEST(CameraRenderer_Test, ExecutesObjectIdPassBetweenPipelineAndPostPassesWhenRe
"shutdown:pre" }));
}
TEST(CameraRenderer_Test, ExecutesFormalFrameStagesInDocumentedOrder) {
Scene scene("CameraRendererFormalFrameStageScene");
GameObject* cameraObject = scene.CreateGameObject("Camera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetPrimary(true);
camera->SetDepth(3.0f);
auto state = std::make_shared<MockPipelineState>();
CameraRenderer renderer(
std::make_unique<MockPipeline>(state),
std::make_unique<MockObjectIdPass>(state));
auto shadowPass = std::make_unique<MockScenePass>(state, "shadowCaster");
renderer.SetShadowCasterPass(std::move(shadowPass));
auto depthPass = std::make_unique<MockScenePass>(state, "depthOnly");
renderer.SetDepthOnlyPass(std::move(depthPass));
RenderPassSequence prePasses;
prePasses.AddPass(std::make_unique<TrackingPass>(state, "pre"));
RenderPassSequence postPasses;
postPasses.AddPass(std::make_unique<TrackingPass>(state, "post"));
RenderPassSequence overlayPasses;
overlayPasses.AddPass(std::make_unique<TrackingPass>(state, "overlay"));
CameraRenderRequest request;
request.scene = &scene;
request.camera = camera;
request.context = CreateValidContext();
request.surface = RenderSurface(320, 180);
request.cameraDepth = camera->GetDepth();
request.preScenePasses = &prePasses;
request.postScenePasses = &postPasses;
request.overlayPasses = &overlayPasses;
request.shadowCaster.surface = RenderSurface(128, 64);
request.shadowCaster.surface.SetDepthAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1));
request.depthOnly.surface = RenderSurface(96, 48);
request.depthOnly.surface.SetDepthAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(2));
request.objectId.surface = RenderSurface(320, 180);
request.objectId.surface.SetColorAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(3));
request.objectId.surface.SetDepthAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(4));
ASSERT_TRUE(renderer.Render(request));
EXPECT_EQ(
state->eventLog,
(std::vector<std::string>{
"init:pre",
"pre",
"init:shadowCaster",
"shadowCaster",
"init:depthOnly",
"depthOnly",
"pipeline",
"objectId",
"init:post",
"post",
"init:overlay",
"overlay",
"shutdown:overlay",
"shutdown:post",
"shutdown:pre" }));
}
TEST(CameraRenderer_Test, ExecutesShadowCasterAndDepthOnlyRequestsBeforeMainPipeline) {
Scene scene("CameraRendererDepthAndShadowScene");