feat(editor): persist graphics settings and shadow overrides
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92
tests/Rendering/unit/test_graphics_settings_state.cpp
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92
tests/Rendering/unit/test_graphics_settings_state.cpp
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#include <gtest/gtest.h>
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#include <XCEngine/Rendering/GraphicsSettingsState.h>
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#include <memory>
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#include <utility>
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using namespace XCEngine::Rendering;
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namespace {
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class DummyManagedRenderPipelineBridge final
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: public Pipelines::ManagedRenderPipelineBridge {
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};
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class GraphicsSettingsStateScope final {
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public:
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GraphicsSettingsStateScope()
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: m_savedDescriptor(
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GetGraphicsSettingsState().GetRenderPipelineAssetDescriptor())
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, m_savedBridge(
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GetGraphicsSettingsState().GetManagedRenderPipelineBridge()) {
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}
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~GraphicsSettingsStateScope() {
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GraphicsSettingsState& state = GetGraphicsSettingsState();
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if (m_savedBridge != nullptr) {
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state.SetManagedRenderPipelineBridge(m_savedBridge);
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} else {
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state.ClearManagedRenderPipelineBridge();
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}
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if (m_savedDescriptor.IsValid() ||
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m_savedDescriptor.managedAssetHandle != 0u) {
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state.SetRenderPipelineAssetDescriptor(m_savedDescriptor);
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} else {
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state.ClearRenderPipelineAssetDescriptor();
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}
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}
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private:
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Pipelines::ManagedRenderPipelineAssetDescriptor m_savedDescriptor = {};
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std::shared_ptr<const Pipelines::ManagedRenderPipelineBridge> m_savedBridge =
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nullptr;
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};
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} // namespace
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TEST(GraphicsSettingsState_Test, StoresRenderPipelineAssetDescriptorAndBumpsEnvironmentGeneration) {
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GraphicsSettingsStateScope scope;
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GraphicsSettingsState& state = GetGraphicsSettingsState();
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state.ClearRenderPipelineAssetDescriptor();
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const size_t generationBefore = state.GetEnvironmentGeneration();
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const Pipelines::ManagedRenderPipelineAssetDescriptor descriptor = {
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"XCEngine.GameScripts",
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"Gameplay",
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"ManagedForwardRenderPipelineProbeAsset",
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42u
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};
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state.SetRenderPipelineAssetDescriptor(descriptor);
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const Pipelines::ManagedRenderPipelineAssetDescriptor resolved =
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state.GetRenderPipelineAssetDescriptor();
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EXPECT_EQ(resolved.assemblyName, descriptor.assemblyName);
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EXPECT_EQ(resolved.namespaceName, descriptor.namespaceName);
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EXPECT_EQ(resolved.className, descriptor.className);
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EXPECT_EQ(resolved.managedAssetHandle, descriptor.managedAssetHandle);
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EXPECT_GT(state.GetEnvironmentGeneration(), generationBefore);
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}
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TEST(GraphicsSettingsState_Test, StoresManagedBridgeAndBumpsBridgeAndEnvironmentGenerations) {
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GraphicsSettingsStateScope scope;
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GraphicsSettingsState& state = GetGraphicsSettingsState();
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state.ClearManagedRenderPipelineBridge();
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const size_t environmentGenerationBefore =
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state.GetEnvironmentGeneration();
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const size_t bridgeGenerationBefore =
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state.GetManagedRenderPipelineBridgeGeneration();
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const auto bridge =
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std::make_shared<DummyManagedRenderPipelineBridge>();
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state.SetManagedRenderPipelineBridge(bridge);
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EXPECT_EQ(state.GetManagedRenderPipelineBridge(), bridge);
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EXPECT_GT(state.GetManagedRenderPipelineBridgeGeneration(),
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bridgeGenerationBefore);
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EXPECT_GT(state.GetEnvironmentGeneration(),
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environmentGenerationBefore);
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}
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