refactor: extract viewport render flow helpers
This commit is contained in:
@@ -13,6 +13,7 @@ set(EDITOR_TEST_SOURCES
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test_viewport_host_surface_utils.cpp
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test_viewport_object_id_picker.cpp
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test_viewport_render_targets.cpp
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test_viewport_render_flow_utils.cpp
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test_builtin_icon_layout_utils.cpp
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${CMAKE_SOURCE_DIR}/editor/src/Core/UndoManager.cpp
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${CMAKE_SOURCE_DIR}/editor/src/Managers/SceneManager.cpp
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223
tests/editor/test_viewport_render_flow_utils.cpp
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223
tests/editor/test_viewport_render_flow_utils.cpp
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@@ -0,0 +1,223 @@
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#include <gtest/gtest.h>
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#include "Viewport/ViewportHostRenderFlowUtils.h"
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#include <memory>
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#include <string>
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namespace {
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using XCEngine::Editor::ApplySceneViewportRenderRequestSetup;
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using XCEngine::Editor::ApplyViewportFailureStatus;
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using XCEngine::Editor::BuildGameViewportRenderFailurePolicy;
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using XCEngine::Editor::BuildSceneViewportRenderFailurePolicy;
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using XCEngine::Editor::BuildViewportRenderTargetUnavailablePolicy;
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using XCEngine::Editor::GameViewportRenderFailure;
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using XCEngine::Editor::MarkGameViewportRenderSuccess;
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using XCEngine::Editor::MarkSceneViewportRenderSuccess;
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using XCEngine::Editor::SceneViewportRenderFailure;
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using XCEngine::Editor::ViewportRenderTargets;
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using XCEngine::RHI::Format;
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using XCEngine::RHI::RHIResourceView;
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using XCEngine::RHI::ResourceStates;
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using XCEngine::RHI::ResourceViewDimension;
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using XCEngine::RHI::ResourceViewType;
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using XCEngine::Rendering::RenderPass;
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using XCEngine::Rendering::RenderPassContext;
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using XCEngine::Rendering::RenderPassSequence;
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using XCEngine::Rendering::RenderSurface;
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class DummyResourceView final : public RHIResourceView {
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public:
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explicit DummyResourceView(
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ResourceViewType viewType = ResourceViewType::RenderTarget,
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Format format = Format::R8G8B8A8_UNorm)
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: m_viewType(viewType)
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, m_format(format) {
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}
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void Shutdown() override {
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}
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void* GetNativeHandle() override {
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return nullptr;
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}
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bool IsValid() const override {
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return true;
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}
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ResourceViewType GetViewType() const override {
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return m_viewType;
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}
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ResourceViewDimension GetDimension() const override {
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return ResourceViewDimension::Texture2D;
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}
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Format GetFormat() const override {
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return m_format;
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}
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private:
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ResourceViewType m_viewType = ResourceViewType::RenderTarget;
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Format m_format = Format::R8G8B8A8_UNorm;
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};
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class NoopRenderPass final : public RenderPass {
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public:
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const char* GetName() const override {
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return "NoopRenderPass";
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}
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bool Execute(const RenderPassContext&) override {
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return true;
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}
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};
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TEST(ViewportRenderFlowUtilsTest, BuildFailurePoliciesExposeExpectedStatusAndClearBehavior) {
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const auto targetUnavailable = BuildViewportRenderTargetUnavailablePolicy();
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EXPECT_STREQ(targetUnavailable.statusText, "Viewport render target is unavailable");
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EXPECT_FALSE(targetUnavailable.shouldClear);
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EXPECT_TRUE(targetUnavailable.invalidateObjectIdFrame);
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const auto missingSceneCamera =
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BuildSceneViewportRenderFailurePolicy(SceneViewportRenderFailure::MissingSceneViewCamera);
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EXPECT_STREQ(missingSceneCamera.statusText, "Scene view camera is unavailable");
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EXPECT_TRUE(missingSceneCamera.shouldClear);
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EXPECT_FLOAT_EQ(missingSceneCamera.clearColor.r, 0.18f);
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EXPECT_FLOAT_EQ(missingSceneCamera.clearColor.g, 0.07f);
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EXPECT_FLOAT_EQ(missingSceneCamera.clearColor.b, 0.07f);
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EXPECT_FALSE(missingSceneCamera.setStatusIfEmpty);
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const auto sceneRendererFailed =
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BuildSceneViewportRenderFailurePolicy(SceneViewportRenderFailure::SceneRendererFailed);
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EXPECT_STREQ(sceneRendererFailed.statusText, "Scene renderer failed");
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EXPECT_TRUE(sceneRendererFailed.shouldClear);
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EXPECT_TRUE(sceneRendererFailed.setStatusIfEmpty);
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const auto noGameCamera =
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BuildGameViewportRenderFailurePolicy(GameViewportRenderFailure::NoCameraInScene);
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EXPECT_STREQ(noGameCamera.statusText, "No camera in scene");
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EXPECT_TRUE(noGameCamera.shouldClear);
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EXPECT_FLOAT_EQ(noGameCamera.clearColor.r, 0.10f);
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EXPECT_FLOAT_EQ(noGameCamera.clearColor.g, 0.09f);
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EXPECT_FLOAT_EQ(noGameCamera.clearColor.b, 0.08f);
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}
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TEST(ViewportRenderFlowUtilsTest, ApplyViewportFailureStatusRespectsSetIfEmptyBehavior) {
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std::string statusText;
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ApplyViewportFailureStatus(
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statusText,
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BuildSceneViewportRenderFailurePolicy(SceneViewportRenderFailure::SceneRendererFailed));
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EXPECT_EQ(statusText, "Scene renderer failed");
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statusText = "Scene object id shader view is unavailable";
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ApplyViewportFailureStatus(
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statusText,
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BuildSceneViewportRenderFailurePolicy(SceneViewportRenderFailure::SceneRendererFailed));
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EXPECT_EQ(statusText, "Scene object id shader view is unavailable");
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ApplyViewportFailureStatus(
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statusText,
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BuildGameViewportRenderFailurePolicy(GameViewportRenderFailure::NoActiveScene));
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EXPECT_EQ(statusText, "No active scene");
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}
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TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupAttachesOptionalPassesAndObjectIdSurface) {
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DummyResourceView depthView(ResourceViewType::DepthStencil, Format::D24_UNorm_S8_UInt);
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DummyResourceView objectIdView(ResourceViewType::RenderTarget);
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ViewportRenderTargets targets = {};
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targets.width = 800;
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targets.height = 600;
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targets.depthView = &depthView;
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targets.objectIdView = &objectIdView;
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targets.objectIdState = ResourceStates::Common;
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RenderPassSequence postPasses;
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postPasses.AddPass(std::make_unique<NoopRenderPass>());
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XCEngine::Rendering::CameraRenderRequest request = {};
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request.surface = RenderSurface(800, 600);
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request.surface.SetRenderArea(XCEngine::Math::RectInt(64, 32, 320, 240));
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ApplySceneViewportRenderRequestSetup(targets, &postPasses, request);
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EXPECT_EQ(request.postScenePasses, &postPasses);
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EXPECT_TRUE(request.objectId.IsRequested());
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ASSERT_EQ(request.objectId.surface.GetColorAttachments().size(), 1u);
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EXPECT_EQ(request.objectId.surface.GetColorAttachments()[0], &objectIdView);
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EXPECT_EQ(request.objectId.surface.GetDepthAttachment(), &depthView);
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const auto requestArea = request.surface.GetRenderArea();
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const auto objectIdArea = request.objectId.surface.GetRenderArea();
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EXPECT_EQ(objectIdArea.x, requestArea.x);
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EXPECT_EQ(objectIdArea.y, requestArea.y);
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EXPECT_EQ(objectIdArea.width, requestArea.width);
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EXPECT_EQ(objectIdArea.height, requestArea.height);
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}
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TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupSkipsUnavailableOptionalAttachments) {
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ViewportRenderTargets targets = {};
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targets.width = 800;
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targets.height = 600;
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RenderPassSequence postPasses;
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XCEngine::Rendering::CameraRenderRequest request = {};
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request.postScenePasses = reinterpret_cast<RenderPassSequence*>(static_cast<uintptr_t>(0x1));
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request.objectId.surface = RenderSurface(1, 1);
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request.objectId.surface.SetColorAttachment(
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reinterpret_cast<RHIResourceView*>(static_cast<uintptr_t>(0x2)));
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ApplySceneViewportRenderRequestSetup(targets, &postPasses, request);
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EXPECT_EQ(request.postScenePasses, nullptr);
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EXPECT_FALSE(request.objectId.IsRequested());
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}
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TEST(ViewportRenderFlowUtilsTest, MarkSceneRenderSuccessMovesTargetsToShaderResourceState) {
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DummyResourceView depthView(ResourceViewType::DepthStencil, Format::D24_UNorm_S8_UInt);
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DummyResourceView objectIdView(ResourceViewType::RenderTarget);
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ViewportRenderTargets targets = {};
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targets.width = 640;
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targets.height = 360;
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targets.depthView = &depthView;
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targets.objectIdView = &objectIdView;
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targets.colorState = ResourceStates::Common;
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targets.objectIdState = ResourceStates::Common;
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XCEngine::Rendering::CameraRenderRequest request = {};
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request.surface = RenderSurface(640, 360);
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ApplySceneViewportRenderRequestSetup(targets, nullptr, request);
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MarkSceneViewportRenderSuccess(targets, request);
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EXPECT_EQ(targets.colorState, ResourceStates::PixelShaderResource);
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EXPECT_EQ(targets.objectIdState, ResourceStates::PixelShaderResource);
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EXPECT_TRUE(targets.hasValidObjectIdFrame);
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ViewportRenderTargets noObjectIdTargets = {};
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noObjectIdTargets.colorState = ResourceStates::Common;
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noObjectIdTargets.objectIdState = ResourceStates::Common;
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XCEngine::Rendering::CameraRenderRequest noObjectIdRequest = {};
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MarkSceneViewportRenderSuccess(noObjectIdTargets, noObjectIdRequest);
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EXPECT_EQ(noObjectIdTargets.colorState, ResourceStates::PixelShaderResource);
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EXPECT_EQ(noObjectIdTargets.objectIdState, ResourceStates::PixelShaderResource);
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EXPECT_FALSE(noObjectIdTargets.hasValidObjectIdFrame);
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}
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TEST(ViewportRenderFlowUtilsTest, MarkGameRenderSuccessClearsObjectIdFrameAndUpdatesColorState) {
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ViewportRenderTargets targets = {};
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targets.colorState = ResourceStates::Common;
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targets.hasValidObjectIdFrame = true;
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MarkGameViewportRenderSuccess(targets);
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EXPECT_EQ(targets.colorState, ResourceStates::PixelShaderResource);
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EXPECT_FALSE(targets.hasValidObjectIdFrame);
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}
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} // namespace
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