test: close renderer phase boundary

This commit is contained in:
2026-04-02 15:03:31 +08:00
parent ec7a15d85b
commit 617b11f801
4 changed files with 320 additions and 42 deletions

View File

@@ -10,12 +10,14 @@ namespace {
using XCEngine::Editor::ApplySceneViewportRenderRequestSetup;
using XCEngine::Editor::ApplyViewportFailureStatus;
using XCEngine::Editor::BuildGameViewportRenderFailurePolicy;
using XCEngine::Editor::BuildSceneViewportBuiltinPostProcess;
using XCEngine::Editor::BuildSceneViewportRenderFailurePolicy;
using XCEngine::Editor::BuildViewportRenderTargetUnavailablePolicy;
using XCEngine::Editor::GameViewportRenderFailure;
using XCEngine::Editor::MarkGameViewportRenderSuccess;
using XCEngine::Editor::MarkSceneViewportRenderSuccess;
using XCEngine::Editor::SceneViewportRenderFailure;
using XCEngine::Editor::SceneViewportOverlayData;
using XCEngine::Editor::ViewportRenderTargets;
using XCEngine::RHI::Format;
using XCEngine::RHI::RHIResourceView;
@@ -76,6 +78,20 @@ public:
}
};
SceneViewportOverlayData CreateValidOverlay() {
SceneViewportOverlayData overlay = {};
overlay.valid = true;
overlay.cameraPosition = XCEngine::Math::Vector3(1.0f, 2.0f, 3.0f);
overlay.cameraForward = XCEngine::Math::Vector3::Forward();
overlay.cameraRight = XCEngine::Math::Vector3::Right();
overlay.cameraUp = XCEngine::Math::Vector3::Up();
overlay.verticalFovDegrees = 70.0f;
overlay.nearClipPlane = 0.1f;
overlay.farClipPlane = 500.0f;
overlay.orbitDistance = 9.0f;
return overlay;
}
TEST(ViewportRenderFlowUtilsTest, BuildFailurePoliciesExposeExpectedStatusAndClearBehavior) {
const auto targetUnavailable = BuildViewportRenderTargetUnavailablePolicy();
EXPECT_STREQ(targetUnavailable.statusText, "Viewport render target is unavailable");
@@ -125,6 +141,58 @@ TEST(ViewportRenderFlowUtilsTest, ApplyViewportFailureStatusRespectsSetIfEmptyBe
EXPECT_EQ(statusText, "No active scene");
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportBuiltinPostProcessReturnsEmptyRequestWhenOverlayIsInvalid) {
const auto result = BuildSceneViewportBuiltinPostProcess({}, {}, true, false);
EXPECT_FALSE(result.request.IsRequested());
EXPECT_EQ(result.warningStatusText, nullptr);
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportBuiltinPostProcessConfiguresGridAndOutlineDefaults) {
const auto result = BuildSceneViewportBuiltinPostProcess(
CreateValidOverlay(),
{ 7u, 11u },
true,
false);
EXPECT_TRUE(result.request.IsRequested());
EXPECT_TRUE(result.request.gridPassData.valid);
EXPECT_EQ(result.request.selectedObjectIds.size(), 2u);
EXPECT_EQ(result.request.selectedObjectIds[0], 7u);
EXPECT_EQ(result.request.selectedObjectIds[1], 11u);
EXPECT_FLOAT_EQ(result.request.outlineStyle.outlineColor.r, 1.0f);
EXPECT_FLOAT_EQ(result.request.outlineStyle.outlineColor.g, 0.4f);
EXPECT_FLOAT_EQ(result.request.outlineStyle.outlineColor.b, 0.0f);
EXPECT_FLOAT_EQ(result.request.outlineStyle.outlineWidthPixels, 2.0f);
EXPECT_FALSE(result.request.outlineStyle.debugSelectionMask);
EXPECT_EQ(result.warningStatusText, nullptr);
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportBuiltinPostProcessReportsMissingObjectIdShaderViewForSelectionOutline) {
const auto result = BuildSceneViewportBuiltinPostProcess(
CreateValidOverlay(),
{ 42u },
false,
false);
EXPECT_TRUE(result.request.IsRequested());
EXPECT_TRUE(result.request.gridPassData.valid);
EXPECT_EQ(result.request.selectedObjectIds.size(), 1u);
EXPECT_STREQ(result.warningStatusText, "Scene object id shader view is unavailable");
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportBuiltinPostProcessDoesNotWarnWhenDebugMaskDisablesSelectionOutlineFallback) {
const auto result = BuildSceneViewportBuiltinPostProcess(
CreateValidOverlay(),
{ 42u },
false,
true);
EXPECT_TRUE(result.request.IsRequested());
EXPECT_TRUE(result.request.outlineStyle.debugSelectionMask);
EXPECT_EQ(result.warningStatusText, nullptr);
}
TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupAttachesOptionalPassesAndObjectIdSurface) {
DummyResourceView depthView(ResourceViewType::DepthStencil, Format::D24_UNorm_S8_UInt);
DummyResourceView objectIdView(ResourceViewType::RenderTarget);
@@ -194,6 +262,37 @@ TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupSkipsUnavailableOp
EXPECT_FALSE(request.builtinPostProcess.IsRequested());
}
TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupPreservesBuiltinGridFallbackWhenObjectIdShaderViewIsUnavailable) {
DummyResourceView depthView(ResourceViewType::DepthStencil, Format::D24_UNorm_S8_UInt);
DummyResourceView objectIdView(ResourceViewType::RenderTarget);
ViewportRenderTargets targets = {};
targets.width = 800;
targets.height = 600;
targets.depthView = &depthView;
targets.objectIdView = &objectIdView;
const auto builtinPostProcess = BuildSceneViewportBuiltinPostProcess(
CreateValidOverlay(),
{ 99u },
false,
false);
XCEngine::Rendering::CameraRenderRequest request = {};
request.surface = RenderSurface(800, 600);
ApplySceneViewportRenderRequestSetup(
targets,
&builtinPostProcess.request,
nullptr,
request);
EXPECT_TRUE(request.builtinPostProcess.IsRequested());
EXPECT_EQ(request.builtinPostProcess.objectIdTextureView, nullptr);
EXPECT_EQ(request.builtinPostProcess.selectedObjectIds.size(), 1u);
EXPECT_TRUE(request.objectId.IsRequested());
}
TEST(ViewportRenderFlowUtilsTest, MarkSceneRenderSuccessMovesTargetsToShaderResourceState) {
DummyResourceView depthView(ResourceViewType::DepthStencil, Format::D24_UNorm_S8_UInt);
DummyResourceView objectIdView(ResourceViewType::RenderTarget);