Add deferred async scene asset loading

This commit is contained in:
2026-04-02 18:50:41 +08:00
parent dd08d8969e
commit 86144416af
18 changed files with 1806 additions and 97 deletions

View File

@@ -5,12 +5,15 @@
#include <XCEngine/Components/MeshRendererComponent.h>
#include <XCEngine/Core/Asset/IResource.h>
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Core/IO/IResourceLoader.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <filesystem>
#include <fstream>
#include <sstream>
#include <chrono>
#include <thread>
using namespace XCEngine::Components;
using namespace XCEngine::Resources;
@@ -37,6 +40,56 @@ Material* CreateTestMaterial(const char* name, const char* path) {
return material;
}
class FakeAsyncMeshLoader : public IResourceLoader {
public:
ResourceType GetResourceType() const override { return ResourceType::Mesh; }
XCEngine::Containers::Array<XCEngine::Containers::String> GetSupportedExtensions() const override {
XCEngine::Containers::Array<XCEngine::Containers::String> extensions;
extensions.PushBack("mesh");
return extensions;
}
bool CanLoad(const XCEngine::Containers::String& path) const override {
(void)path;
return true;
}
LoadResult Load(const XCEngine::Containers::String& path,
const ImportSettings* settings = nullptr) override {
(void)settings;
auto* mesh = new Mesh();
IResource::ConstructParams params = {};
params.name = "AsyncMesh";
params.path = path;
params.guid = ResourceGUID::Generate(path);
mesh->Initialize(params);
const StaticMeshVertex vertices[3] = {};
const XCEngine::Core::uint32 indices[3] = {0, 1, 2};
mesh->SetVertexData(vertices, sizeof(vertices), 3, sizeof(StaticMeshVertex), VertexAttribute::Position);
mesh->SetIndexData(indices, sizeof(indices), 3, true);
return LoadResult(mesh);
}
ImportSettings* GetDefaultSettings() const override {
return nullptr;
}
};
bool PumpAsyncLoadsUntilIdle(ResourceManager& manager,
std::chrono::milliseconds timeout = std::chrono::milliseconds(2000)) {
const auto deadline = std::chrono::steady_clock::now() + timeout;
while (manager.IsAsyncLoading() && std::chrono::steady_clock::now() < deadline) {
manager.UpdateAsyncLoads();
std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
manager.UpdateAsyncLoads();
return !manager.IsAsyncLoading();
}
TEST(MeshFilterComponent_Test, SetMeshCachesResourceAndPath) {
GameObject gameObject("MeshHolder");
auto* component = gameObject.AddComponent<MeshFilterComponent>();
@@ -82,6 +135,33 @@ TEST(MeshFilterComponent_Test, SetMeshPathPreservesPathWithoutLoadedResource) {
EXPECT_EQ(component.GetMesh(), nullptr);
}
TEST(MeshFilterComponent_Test, DeferredSceneDeserializeLoadsMeshAsyncByPath) {
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
IResourceLoader* originalLoader = manager.GetLoader(ResourceType::Mesh);
FakeAsyncMeshLoader fakeLoader;
manager.RegisterLoader(&fakeLoader);
MeshFilterComponent target;
{
ResourceManager::ScopedDeferredSceneLoad deferredLoadScope;
EXPECT_TRUE(manager.IsDeferredSceneLoadEnabled());
std::stringstream stream("mesh=Meshes/async.mesh;meshRef=;");
target.Deserialize(stream);
EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
}
EXPECT_EQ(target.GetMeshPath(), "Meshes/async.mesh");
ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
ASSERT_NE(target.GetMesh(), nullptr);
EXPECT_EQ(target.GetMeshPath(), "Meshes/async.mesh");
EXPECT_EQ(target.GetMesh()->GetVertexCount(), 3u);
manager.RegisterLoader(originalLoader);
manager.Shutdown();
}
TEST(MeshRendererComponent_Test, SetMaterialsKeepsSlotsAndFlags) {
GameObject gameObject("RendererHolder");
auto* component = gameObject.AddComponent<MeshRendererComponent>();
@@ -237,4 +317,58 @@ TEST(MeshRendererComponent_Test, SerializeAndDeserializeLoadsProjectMaterialByAs
fs::remove_all(projectRoot);
}
TEST(MeshRendererComponent_Test, DeferredSceneDeserializeLoadsProjectMaterialAsync) {
namespace fs = std::filesystem;
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
const fs::path projectRoot = fs::temp_directory_path() / "xc_mesh_renderer_async_asset_ref_test";
const fs::path assetsDir = projectRoot / "Assets";
const fs::path materialPath = assetsDir / "runtime.material";
fs::remove_all(projectRoot);
fs::create_directories(assetsDir);
{
std::ofstream materialFile(materialPath);
ASSERT_TRUE(materialFile.is_open());
materialFile << "{\n";
materialFile << " \"renderQueue\": \"geometry\",\n";
materialFile << " \"renderState\": {\n";
materialFile << " \"cull\": \"back\"\n";
materialFile << " }\n";
materialFile << "}";
}
manager.SetResourceRoot(projectRoot.string().c_str());
MeshRendererComponent source;
source.SetMaterialPath(0, "Assets/runtime.material");
std::stringstream serializedStream;
source.Serialize(serializedStream);
MeshRendererComponent target;
{
ResourceManager::ScopedDeferredSceneLoad deferredLoadScope;
EXPECT_TRUE(manager.IsDeferredSceneLoadEnabled());
std::stringstream deserializeStream(serializedStream.str());
target.Deserialize(deserializeStream);
EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
}
ASSERT_EQ(target.GetMaterialCount(), 1u);
EXPECT_EQ(target.GetMaterialPath(0), "Assets/runtime.material");
ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
ASSERT_NE(target.GetMaterial(0), nullptr);
EXPECT_EQ(target.GetMaterialPath(0), "Assets/runtime.material");
EXPECT_TRUE(target.GetMaterialAssetRefs()[0].IsValid());
manager.SetResourceRoot("");
manager.Shutdown();
fs::remove_all(projectRoot);
}
} // namespace