Refactor scene viewport render planning

This commit is contained in:
2026-04-03 14:17:50 +08:00
parent c04dbb07e0
commit 608e0bc9d8
4 changed files with 1004 additions and 31 deletions

View File

@@ -1,5 +1,7 @@
#include <gtest/gtest.h>
#include "Viewport/SceneViewportEditorOverlayData.h"
#include "Viewport/SceneViewportRenderPlan.h"
#include "Viewport/ViewportHostRenderFlowUtils.h"
#include <memory>
@@ -8,16 +10,21 @@
namespace {
using XCEngine::Editor::ApplySceneViewportRenderRequestSetup;
using XCEngine::Editor::ApplySceneViewportRenderPlan;
using XCEngine::Editor::ApplyViewportFailureStatus;
using XCEngine::Editor::BuildGameViewportRenderFailurePolicy;
using XCEngine::Editor::BuildSceneViewportBuiltinPostProcess;
using XCEngine::Editor::BuildSceneViewportRenderPlan;
using XCEngine::Editor::BuildSceneViewportRenderFailurePolicy;
using XCEngine::Editor::BuildViewportRenderTargetUnavailablePolicy;
using XCEngine::Editor::GameViewportRenderFailure;
using XCEngine::Editor::MarkGameViewportRenderSuccess;
using XCEngine::Editor::MarkSceneViewportRenderSuccess;
using XCEngine::Editor::SceneViewportOverlayFrameData;
using XCEngine::Editor::SceneViewportOverlayLinePrimitive;
using XCEngine::Editor::SceneViewportRenderFailure;
using XCEngine::Editor::SceneViewportOverlayData;
using XCEngine::Editor::SceneViewportRenderPlan;
using XCEngine::Editor::ViewportRenderTargets;
using XCEngine::RHI::Format;
using XCEngine::RHI::RHIResourceView;
@@ -92,6 +99,20 @@ SceneViewportOverlayData CreateValidOverlay() {
return overlay;
}
SceneViewportOverlayFrameData CreateOverlayFrameDataWithLine(
const SceneViewportOverlayData& overlay,
const XCEngine::Math::Vector3& start,
const XCEngine::Math::Vector3& end) {
SceneViewportOverlayFrameData frameData = {};
frameData.overlay = overlay;
SceneViewportOverlayLinePrimitive& line = frameData.worldLines.emplace_back();
line.startWorld = start;
line.endWorld = end;
line.color = XCEngine::Math::Color::White();
return frameData;
}
TEST(ViewportRenderFlowUtilsTest, BuildFailurePoliciesExposeExpectedStatusAndClearBehavior) {
const auto targetUnavailable = BuildViewportRenderTargetUnavailablePolicy();
EXPECT_STREQ(targetUnavailable.statusText, "Viewport render target is unavailable");
@@ -293,6 +314,80 @@ TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupPreservesBuiltinGr
EXPECT_TRUE(request.objectId.IsRequested());
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportRenderPlanCollectsBuiltinAndOverlayPasses) {
DummyResourceView objectIdShaderView(ResourceViewType::ShaderResource);
ViewportRenderTargets targets = {};
targets.objectIdShaderView = &objectIdShaderView;
const SceneViewportOverlayData overlay = CreateValidOverlay();
const SceneViewportOverlayFrameData editorOverlayFrameData =
CreateOverlayFrameDataWithLine(
overlay,
XCEngine::Math::Vector3::Zero(),
XCEngine::Math::Vector3::Right());
const SceneViewportOverlayFrameData transientOverlayFrameData =
CreateOverlayFrameDataWithLine(
overlay,
XCEngine::Math::Vector3::Zero(),
XCEngine::Math::Vector3::Up());
size_t factoryCallCount = 0u;
size_t combinedWorldLineCount = 0u;
const auto result = BuildSceneViewportRenderPlan(
targets,
overlay,
{ 7u, 11u },
editorOverlayFrameData,
transientOverlayFrameData,
[&factoryCallCount, &combinedWorldLineCount](const SceneViewportOverlayFrameData& frameData) {
++factoryCallCount;
combinedWorldLineCount = frameData.worldLines.size();
return std::make_unique<NoopRenderPass>();
},
false);
EXPECT_TRUE(result.plan.builtinPostProcess.IsRequested());
EXPECT_EQ(result.plan.overlayPasses.GetPassCount(), 1u);
EXPECT_EQ(factoryCallCount, 1u);
EXPECT_EQ(combinedWorldLineCount, 2u);
EXPECT_EQ(result.warningStatusText, nullptr);
}
TEST(ViewportRenderFlowUtilsTest, ApplySceneViewportRenderPlanAttachesPlannedPassesAndClearState) {
DummyResourceView depthView(ResourceViewType::DepthStencil, Format::D24_UNorm_S8_UInt);
DummyResourceView objectIdView(ResourceViewType::RenderTarget);
DummyResourceView objectIdShaderView(ResourceViewType::ShaderResource);
ViewportRenderTargets targets = {};
targets.width = 800;
targets.height = 600;
targets.depthView = &depthView;
targets.objectIdView = &objectIdView;
targets.objectIdShaderView = &objectIdShaderView;
SceneViewportRenderPlan plan = {};
plan.builtinPostProcess.gridPassData.valid = true;
plan.postScenePasses.AddPass(std::make_unique<NoopRenderPass>());
plan.overlayPasses.AddPass(std::make_unique<NoopRenderPass>());
plan.clearColorOverride = XCEngine::Math::Color(0.1f, 0.2f, 0.3f, 1.0f);
XCEngine::Rendering::CameraRenderRequest request = {};
request.surface = RenderSurface(800, 600);
request.surface.SetRenderArea(XCEngine::Math::RectInt(10, 20, 300, 200));
ApplySceneViewportRenderPlan(targets, plan, request);
EXPECT_EQ(request.postScenePasses, &plan.postScenePasses);
EXPECT_EQ(request.overlayPasses, &plan.overlayPasses);
EXPECT_TRUE(request.objectId.IsRequested());
EXPECT_TRUE(request.builtinPostProcess.IsRequested());
EXPECT_TRUE(request.hasClearColorOverride);
EXPECT_FLOAT_EQ(request.clearColorOverride.r, 0.1f);
EXPECT_FLOAT_EQ(request.clearColorOverride.g, 0.2f);
EXPECT_FLOAT_EQ(request.clearColorOverride.b, 0.3f);
}
TEST(ViewportRenderFlowUtilsTest, MarkSceneRenderSuccessMovesTargetsToShaderResourceState) {
DummyResourceView depthView(ResourceViewType::DepthStencil, Format::D24_UNorm_S8_UInt);
DummyResourceView objectIdView(ResourceViewType::RenderTarget);