refactor: extract viewport render flow helpers

This commit is contained in:
2026-04-01 21:37:15 +08:00
parent 1fbbf318de
commit 846666bb2c
4 changed files with 438 additions and 40 deletions

View File

@@ -0,0 +1,148 @@
#pragma once
#include "ViewportHostRenderTargets.h"
#include <XCEngine/Core/Math/Color.h>
#include <XCEngine/Rendering/CameraRenderRequest.h>
#include <string>
namespace XCEngine {
namespace Editor {
struct ViewportRenderFallbackPolicy {
const char* statusText = nullptr;
Math::Color clearColor = Math::Color::Black();
bool shouldClear = false;
bool setStatusIfEmpty = false;
bool invalidateObjectIdFrame = true;
};
enum class SceneViewportRenderFailure {
MissingSceneViewCamera,
NoActiveScene,
SceneRendererFailed
};
enum class GameViewportRenderFailure {
NoActiveScene,
NoCameraInScene,
SceneRendererFailed
};
inline void SetViewportStatusIfEmpty(std::string& statusText, const char* message) {
if (statusText.empty()) {
statusText = message;
}
}
inline void ApplyViewportFailureStatus(
std::string& statusText,
const ViewportRenderFallbackPolicy& policy) {
if (policy.statusText == nullptr) {
return;
}
if (policy.setStatusIfEmpty) {
SetViewportStatusIfEmpty(statusText, policy.statusText);
return;
}
statusText = policy.statusText;
}
inline void InvalidateViewportObjectIdFrame(ViewportRenderTargets& targets) {
targets.hasValidObjectIdFrame = false;
}
inline ViewportRenderFallbackPolicy BuildViewportRenderTargetUnavailablePolicy() {
ViewportRenderFallbackPolicy policy = {};
policy.statusText = "Viewport render target is unavailable";
return policy;
}
inline ViewportRenderFallbackPolicy BuildSceneViewportRenderFailurePolicy(
SceneViewportRenderFailure failure) {
ViewportRenderFallbackPolicy policy = {};
policy.shouldClear = true;
switch (failure) {
case SceneViewportRenderFailure::MissingSceneViewCamera:
policy.statusText = "Scene view camera is unavailable";
policy.clearColor = Math::Color(0.18f, 0.07f, 0.07f, 1.0f);
break;
case SceneViewportRenderFailure::NoActiveScene:
policy.statusText = "No active scene";
policy.clearColor = Math::Color(0.07f, 0.08f, 0.10f, 1.0f);
break;
case SceneViewportRenderFailure::SceneRendererFailed:
policy.statusText = "Scene renderer failed";
policy.clearColor = Math::Color(0.18f, 0.07f, 0.07f, 1.0f);
policy.setStatusIfEmpty = true;
break;
default:
break;
}
return policy;
}
inline ViewportRenderFallbackPolicy BuildGameViewportRenderFailurePolicy(
GameViewportRenderFailure failure) {
ViewportRenderFallbackPolicy policy = {};
policy.shouldClear = true;
switch (failure) {
case GameViewportRenderFailure::NoActiveScene:
policy.statusText = "No active scene";
policy.clearColor = Math::Color(0.07f, 0.08f, 0.10f, 1.0f);
break;
case GameViewportRenderFailure::NoCameraInScene:
policy.statusText = "No camera in scene";
policy.clearColor = Math::Color(0.10f, 0.09f, 0.08f, 1.0f);
break;
case GameViewportRenderFailure::SceneRendererFailed:
policy.statusText = "Scene renderer failed";
policy.clearColor = Math::Color(0.18f, 0.07f, 0.07f, 1.0f);
break;
default:
break;
}
return policy;
}
inline void ApplySceneViewportRenderRequestSetup(
const ViewportRenderTargets& targets,
Rendering::RenderPassSequence* postPasses,
Rendering::CameraRenderRequest& request) {
request.postScenePasses = nullptr;
request.objectId = {};
if (postPasses != nullptr && postPasses->GetPassCount() > 0) {
request.postScenePasses = postPasses;
}
if (targets.objectIdView == nullptr) {
return;
}
request.objectId.surface = BuildViewportObjectIdSurface(targets);
request.objectId.surface.SetRenderArea(request.surface.GetRenderArea());
}
inline void MarkSceneViewportRenderSuccess(
ViewportRenderTargets& targets,
const Rendering::CameraRenderRequest& request) {
targets.colorState = RHI::ResourceStates::PixelShaderResource;
targets.objectIdState = RHI::ResourceStates::PixelShaderResource;
targets.hasValidObjectIdFrame = request.objectId.IsRequested();
}
inline void MarkGameViewportRenderSuccess(ViewportRenderTargets& targets) {
targets.colorState = RHI::ResourceStates::PixelShaderResource;
targets.hasValidObjectIdFrame = false;
}
} // namespace Editor
} // namespace XCEngine

View File

@@ -6,6 +6,7 @@
#include "IViewportHostService.h"
#include "SceneViewportPicker.h"
#include "SceneViewportCameraController.h"
#include "ViewportHostRenderFlowUtils.h"
#include "ViewportHostRenderTargets.h"
#include "ViewportObjectIdPicker.h"
#include "UI/ImGuiBackendBridge.h"
@@ -70,12 +71,6 @@ std::unique_ptr<Rendering::RenderPass> MakeLambdaRenderPass(const char* name, Ca
LambdaRenderPass::ExecuteCallback(std::forward<Callback>(callback)));
}
inline void SetViewportStatusIfEmpty(std::string& statusText, const char* message) {
if (statusText.empty()) {
statusText = message;
}
}
Rendering::Passes::InfiniteGridPassData BuildInfiniteGridPassData(
const SceneViewportOverlayData& overlay) {
Rendering::Passes::InfiniteGridPassData data = {};
@@ -429,8 +424,26 @@ private:
return BuildViewportColorSurface(entry.renderTargets);
}
Rendering::RenderSurface BuildObjectIdSurface(const ViewportEntry& entry) const {
return BuildViewportObjectIdSurface(entry.renderTargets);
void ApplyViewportRenderFailure(
ViewportEntry& entry,
const Rendering::RenderContext& renderContext,
const ViewportRenderFallbackPolicy& policy) {
ApplyViewportFailureStatus(entry.statusText, policy);
if (policy.invalidateObjectIdFrame) {
InvalidateViewportObjectIdFrame(entry.renderTargets);
}
if (!policy.shouldClear) {
return;
}
ClearViewport(
entry,
renderContext,
policy.clearColor.r,
policy.clearColor.g,
policy.clearColor.b,
policy.clearColor.a);
}
void AddSceneColorToRenderTargetPass(
@@ -633,18 +646,22 @@ private:
Rendering::RenderSurface& surface) {
surface.SetClearColorOverride(Math::Color(0.27f, 0.27f, 0.27f, 1.0f));
if (!EnsureSceneViewCamera()) {
entry.statusText = "Scene view camera is unavailable";
ClearViewport(entry, renderContext, 0.18f, 0.07f, 0.07f, 1.0f);
entry.renderTargets.hasValidObjectIdFrame = false;
ApplyViewportRenderFailure(
entry,
renderContext,
BuildSceneViewportRenderFailurePolicy(
SceneViewportRenderFailure::MissingSceneViewCamera));
return false;
}
ApplySceneViewCameraController();
entry.statusText.clear();
if (scene == nullptr) {
entry.statusText = "No active scene";
ClearViewport(entry, renderContext, 0.07f, 0.08f, 0.10f, 1.0f);
entry.renderTargets.hasValidObjectIdFrame = false;
ApplyViewportRenderFailure(
entry,
renderContext,
BuildSceneViewportRenderFailurePolicy(
SceneViewportRenderFailure::NoActiveScene));
return false;
}
@@ -654,31 +671,29 @@ private:
std::vector<Rendering::CameraRenderRequest> requests =
m_sceneRenderer->BuildRenderRequests(*scene, m_sceneViewCamera.camera, renderContext, surface);
if (requests.empty()) {
SetViewportStatusIfEmpty(entry.statusText, "Scene renderer failed");
ClearViewport(entry, renderContext, 0.18f, 0.07f, 0.07f, 1.0f);
entry.renderTargets.hasValidObjectIdFrame = false;
ApplyViewportRenderFailure(
entry,
renderContext,
BuildSceneViewportRenderFailurePolicy(
SceneViewportRenderFailure::SceneRendererFailed));
return false;
}
if (sceneState.postPasses.GetPassCount() > 0) {
requests[0].postScenePasses = &sceneState.postPasses;
}
if (entry.renderTargets.objectIdView != nullptr) {
requests[0].objectId.surface = BuildObjectIdSurface(entry);
requests[0].objectId.surface.SetRenderArea(requests[0].surface.GetRenderArea());
}
ApplySceneViewportRenderRequestSetup(
entry.renderTargets,
&sceneState.postPasses,
requests[0]);
if (!m_sceneRenderer->Render(requests)) {
SetViewportStatusIfEmpty(entry.statusText, "Scene renderer failed");
ClearViewport(entry, renderContext, 0.18f, 0.07f, 0.07f, 1.0f);
entry.renderTargets.hasValidObjectIdFrame = false;
ApplyViewportRenderFailure(
entry,
renderContext,
BuildSceneViewportRenderFailurePolicy(
SceneViewportRenderFailure::SceneRendererFailed));
return false;
}
entry.renderTargets.colorState = RHI::ResourceStates::PixelShaderResource;
entry.renderTargets.objectIdState = RHI::ResourceStates::PixelShaderResource;
entry.renderTargets.hasValidObjectIdFrame = requests[0].objectId.IsRequested();
MarkSceneViewportRenderSuccess(entry.renderTargets, requests[0]);
return true;
}
@@ -688,26 +703,34 @@ private:
const Rendering::RenderContext& renderContext,
const Rendering::RenderSurface& surface) {
if (scene == nullptr) {
entry.statusText = "No active scene";
ClearViewport(entry, renderContext, 0.07f, 0.08f, 0.10f, 1.0f);
ApplyViewportRenderFailure(
entry,
renderContext,
BuildGameViewportRenderFailurePolicy(
GameViewportRenderFailure::NoActiveScene));
return false;
}
const auto cameras = scene->FindObjectsOfType<Components::CameraComponent>();
if (cameras.empty()) {
entry.statusText = "No camera in scene";
ClearViewport(entry, renderContext, 0.10f, 0.09f, 0.08f, 1.0f);
ApplyViewportRenderFailure(
entry,
renderContext,
BuildGameViewportRenderFailurePolicy(
GameViewportRenderFailure::NoCameraInScene));
return false;
}
if (!m_sceneRenderer->Render(*scene, nullptr, renderContext, surface)) {
entry.statusText = "Scene renderer failed";
ClearViewport(entry, renderContext, 0.18f, 0.07f, 0.07f, 1.0f);
entry.renderTargets.hasValidObjectIdFrame = false;
ApplyViewportRenderFailure(
entry,
renderContext,
BuildGameViewportRenderFailurePolicy(
GameViewportRenderFailure::SceneRendererFailed));
return false;
}
entry.renderTargets.colorState = RHI::ResourceStates::PixelShaderResource;
MarkGameViewportRenderSuccess(entry.renderTargets);
entry.statusText.clear();
return true;
}
@@ -718,7 +741,10 @@ private:
const Components::Scene* scene,
const Rendering::RenderContext& renderContext) {
if (entry.renderTargets.colorView == nullptr || entry.renderTargets.depthView == nullptr) {
entry.statusText = "Viewport render target is unavailable";
ApplyViewportFailureStatus(
entry.statusText,
BuildViewportRenderTargetUnavailablePolicy());
InvalidateViewportObjectIdFrame(entry.renderTargets);
return;
}

View File

@@ -13,6 +13,7 @@ set(EDITOR_TEST_SOURCES
test_viewport_host_surface_utils.cpp
test_viewport_object_id_picker.cpp
test_viewport_render_targets.cpp
test_viewport_render_flow_utils.cpp
test_builtin_icon_layout_utils.cpp
${CMAKE_SOURCE_DIR}/editor/src/Core/UndoManager.cpp
${CMAKE_SOURCE_DIR}/editor/src/Managers/SceneManager.cpp

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@@ -0,0 +1,223 @@
#include <gtest/gtest.h>
#include "Viewport/ViewportHostRenderFlowUtils.h"
#include <memory>
#include <string>
namespace {
using XCEngine::Editor::ApplySceneViewportRenderRequestSetup;
using XCEngine::Editor::ApplyViewportFailureStatus;
using XCEngine::Editor::BuildGameViewportRenderFailurePolicy;
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::ViewportRenderTargets;
using XCEngine::RHI::Format;
using XCEngine::RHI::RHIResourceView;
using XCEngine::RHI::ResourceStates;
using XCEngine::RHI::ResourceViewDimension;
using XCEngine::RHI::ResourceViewType;
using XCEngine::Rendering::RenderPass;
using XCEngine::Rendering::RenderPassContext;
using XCEngine::Rendering::RenderPassSequence;
using XCEngine::Rendering::RenderSurface;
class DummyResourceView final : public RHIResourceView {
public:
explicit DummyResourceView(
ResourceViewType viewType = ResourceViewType::RenderTarget,
Format format = Format::R8G8B8A8_UNorm)
: m_viewType(viewType)
, m_format(format) {
}
void Shutdown() override {
}
void* GetNativeHandle() override {
return nullptr;
}
bool IsValid() const override {
return true;
}
ResourceViewType GetViewType() const override {
return m_viewType;
}
ResourceViewDimension GetDimension() const override {
return ResourceViewDimension::Texture2D;
}
Format GetFormat() const override {
return m_format;
}
private:
ResourceViewType m_viewType = ResourceViewType::RenderTarget;
Format m_format = Format::R8G8B8A8_UNorm;
};
class NoopRenderPass final : public RenderPass {
public:
const char* GetName() const override {
return "NoopRenderPass";
}
bool Execute(const RenderPassContext&) override {
return true;
}
};
TEST(ViewportRenderFlowUtilsTest, BuildFailurePoliciesExposeExpectedStatusAndClearBehavior) {
const auto targetUnavailable = BuildViewportRenderTargetUnavailablePolicy();
EXPECT_STREQ(targetUnavailable.statusText, "Viewport render target is unavailable");
EXPECT_FALSE(targetUnavailable.shouldClear);
EXPECT_TRUE(targetUnavailable.invalidateObjectIdFrame);
const auto missingSceneCamera =
BuildSceneViewportRenderFailurePolicy(SceneViewportRenderFailure::MissingSceneViewCamera);
EXPECT_STREQ(missingSceneCamera.statusText, "Scene view camera is unavailable");
EXPECT_TRUE(missingSceneCamera.shouldClear);
EXPECT_FLOAT_EQ(missingSceneCamera.clearColor.r, 0.18f);
EXPECT_FLOAT_EQ(missingSceneCamera.clearColor.g, 0.07f);
EXPECT_FLOAT_EQ(missingSceneCamera.clearColor.b, 0.07f);
EXPECT_FALSE(missingSceneCamera.setStatusIfEmpty);
const auto sceneRendererFailed =
BuildSceneViewportRenderFailurePolicy(SceneViewportRenderFailure::SceneRendererFailed);
EXPECT_STREQ(sceneRendererFailed.statusText, "Scene renderer failed");
EXPECT_TRUE(sceneRendererFailed.shouldClear);
EXPECT_TRUE(sceneRendererFailed.setStatusIfEmpty);
const auto noGameCamera =
BuildGameViewportRenderFailurePolicy(GameViewportRenderFailure::NoCameraInScene);
EXPECT_STREQ(noGameCamera.statusText, "No camera in scene");
EXPECT_TRUE(noGameCamera.shouldClear);
EXPECT_FLOAT_EQ(noGameCamera.clearColor.r, 0.10f);
EXPECT_FLOAT_EQ(noGameCamera.clearColor.g, 0.09f);
EXPECT_FLOAT_EQ(noGameCamera.clearColor.b, 0.08f);
}
TEST(ViewportRenderFlowUtilsTest, ApplyViewportFailureStatusRespectsSetIfEmptyBehavior) {
std::string statusText;
ApplyViewportFailureStatus(
statusText,
BuildSceneViewportRenderFailurePolicy(SceneViewportRenderFailure::SceneRendererFailed));
EXPECT_EQ(statusText, "Scene renderer failed");
statusText = "Scene object id shader view is unavailable";
ApplyViewportFailureStatus(
statusText,
BuildSceneViewportRenderFailurePolicy(SceneViewportRenderFailure::SceneRendererFailed));
EXPECT_EQ(statusText, "Scene object id shader view is unavailable");
ApplyViewportFailureStatus(
statusText,
BuildGameViewportRenderFailurePolicy(GameViewportRenderFailure::NoActiveScene));
EXPECT_EQ(statusText, "No active scene");
}
TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupAttachesOptionalPassesAndObjectIdSurface) {
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;
targets.objectIdState = ResourceStates::Common;
RenderPassSequence postPasses;
postPasses.AddPass(std::make_unique<NoopRenderPass>());
XCEngine::Rendering::CameraRenderRequest request = {};
request.surface = RenderSurface(800, 600);
request.surface.SetRenderArea(XCEngine::Math::RectInt(64, 32, 320, 240));
ApplySceneViewportRenderRequestSetup(targets, &postPasses, request);
EXPECT_EQ(request.postScenePasses, &postPasses);
EXPECT_TRUE(request.objectId.IsRequested());
ASSERT_EQ(request.objectId.surface.GetColorAttachments().size(), 1u);
EXPECT_EQ(request.objectId.surface.GetColorAttachments()[0], &objectIdView);
EXPECT_EQ(request.objectId.surface.GetDepthAttachment(), &depthView);
const auto requestArea = request.surface.GetRenderArea();
const auto objectIdArea = request.objectId.surface.GetRenderArea();
EXPECT_EQ(objectIdArea.x, requestArea.x);
EXPECT_EQ(objectIdArea.y, requestArea.y);
EXPECT_EQ(objectIdArea.width, requestArea.width);
EXPECT_EQ(objectIdArea.height, requestArea.height);
}
TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupSkipsUnavailableOptionalAttachments) {
ViewportRenderTargets targets = {};
targets.width = 800;
targets.height = 600;
RenderPassSequence postPasses;
XCEngine::Rendering::CameraRenderRequest request = {};
request.postScenePasses = reinterpret_cast<RenderPassSequence*>(static_cast<uintptr_t>(0x1));
request.objectId.surface = RenderSurface(1, 1);
request.objectId.surface.SetColorAttachment(
reinterpret_cast<RHIResourceView*>(static_cast<uintptr_t>(0x2)));
ApplySceneViewportRenderRequestSetup(targets, &postPasses, request);
EXPECT_EQ(request.postScenePasses, nullptr);
EXPECT_FALSE(request.objectId.IsRequested());
}
TEST(ViewportRenderFlowUtilsTest, MarkSceneRenderSuccessMovesTargetsToShaderResourceState) {
DummyResourceView depthView(ResourceViewType::DepthStencil, Format::D24_UNorm_S8_UInt);
DummyResourceView objectIdView(ResourceViewType::RenderTarget);
ViewportRenderTargets targets = {};
targets.width = 640;
targets.height = 360;
targets.depthView = &depthView;
targets.objectIdView = &objectIdView;
targets.colorState = ResourceStates::Common;
targets.objectIdState = ResourceStates::Common;
XCEngine::Rendering::CameraRenderRequest request = {};
request.surface = RenderSurface(640, 360);
ApplySceneViewportRenderRequestSetup(targets, nullptr, request);
MarkSceneViewportRenderSuccess(targets, request);
EXPECT_EQ(targets.colorState, ResourceStates::PixelShaderResource);
EXPECT_EQ(targets.objectIdState, ResourceStates::PixelShaderResource);
EXPECT_TRUE(targets.hasValidObjectIdFrame);
ViewportRenderTargets noObjectIdTargets = {};
noObjectIdTargets.colorState = ResourceStates::Common;
noObjectIdTargets.objectIdState = ResourceStates::Common;
XCEngine::Rendering::CameraRenderRequest noObjectIdRequest = {};
MarkSceneViewportRenderSuccess(noObjectIdTargets, noObjectIdRequest);
EXPECT_EQ(noObjectIdTargets.colorState, ResourceStates::PixelShaderResource);
EXPECT_EQ(noObjectIdTargets.objectIdState, ResourceStates::PixelShaderResource);
EXPECT_FALSE(noObjectIdTargets.hasValidObjectIdFrame);
}
TEST(ViewportRenderFlowUtilsTest, MarkGameRenderSuccessClearsObjectIdFrameAndUpdatesColorState) {
ViewportRenderTargets targets = {};
targets.colorState = ResourceStates::Common;
targets.hasValidObjectIdFrame = true;
MarkGameViewportRenderSuccess(targets);
EXPECT_EQ(targets.colorState, ResourceStates::PixelShaderResource);
EXPECT_FALSE(targets.hasValidObjectIdFrame);
}
} // namespace