rendering: document managed srp v1 boundaries

This commit is contained in:
2026-04-26 02:12:06 +08:00
parent 8eb1f8c5a2
commit 97f3c3486a
9 changed files with 246 additions and 0 deletions

View File

@@ -3944,6 +3944,93 @@ TEST_F(
recorder->Shutdown();
}
TEST_F(
MonoScriptRuntimeTest,
ManagedStageRecorderRejectsRasterPassRecordingOutsideFullscreenStages) {
const auto bridge =
XCEngine::Rendering::Pipelines::GetManagedRenderPipelineBridge();
ASSERT_NE(bridge, nullptr);
const XCEngine::Rendering::Pipelines::ManagedRenderPipelineAssetDescriptor descriptor = {
"GameScripts",
"Gameplay",
"ManagedMainSceneRasterPassProbeAsset"
};
std::shared_ptr<const XCEngine::Rendering::Pipelines::ManagedRenderPipelineAssetRuntime>
assetRuntime = bridge->CreateAssetRuntime(descriptor);
ASSERT_NE(assetRuntime, nullptr);
std::unique_ptr<XCEngine::Rendering::RenderPipelineStageRecorder> recorder =
assetRuntime->CreateStageRecorder();
ASSERT_NE(recorder, nullptr);
const XCEngine::Rendering::RenderContext renderContext = {};
ASSERT_TRUE(recorder->Initialize(renderContext));
ASSERT_TRUE(
recorder->SupportsStageRenderGraph(
XCEngine::Rendering::CameraFrameStage::MainScene));
EXPECT_FALSE(
recorder->SupportsStageRenderGraph(
XCEngine::Rendering::CameraFrameStage::PostProcess));
XCEngine::Rendering::RenderGraph graph;
XCEngine::Rendering::RenderGraphBuilder graphBuilder(graph);
XCEngine::Rendering::RenderGraphTextureDesc colorDesc = {};
colorDesc.width = 64u;
colorDesc.height = 64u;
colorDesc.format =
static_cast<XCEngine::Core::uint32>(
XCEngine::RHI::Format::R8G8B8A8_UNorm);
XCEngine::Rendering::RenderGraphTextureDesc depthDesc = colorDesc;
depthDesc.format =
static_cast<XCEngine::Core::uint32>(
XCEngine::RHI::Format::D32_Float);
const XCEngine::Rendering::RenderGraphTextureHandle colorTarget =
graphBuilder.CreateTransientTexture(
"ManagedInvalidMainSceneRasterColor",
colorDesc);
const XCEngine::Rendering::RenderGraphTextureHandle depthTarget =
graphBuilder.CreateTransientTexture(
"ManagedInvalidMainSceneRasterDepth",
depthDesc);
const XCEngine::Rendering::RenderSceneData sceneData = {};
const XCEngine::Rendering::RenderSurface surface(64u, 64u);
bool executionSucceeded = true;
XCEngine::Rendering::RenderGraphBlackboard blackboard = {};
const XCEngine::Rendering::RenderPipelineStageRenderGraphContext graphContext = {
graphBuilder,
"ManagedInvalidMainSceneRaster",
XCEngine::Rendering::CameraFrameStage::MainScene,
renderContext,
sceneData,
surface,
nullptr,
nullptr,
XCEngine::RHI::ResourceStates::Common,
{},
{ colorTarget },
depthTarget,
{},
&executionSucceeded,
&blackboard
};
EXPECT_FALSE(recorder->RecordStageRenderGraph(graphContext));
XCEngine::Rendering::CompiledRenderGraph compiledGraph = {};
XCEngine::Containers::String errorMessage;
ASSERT_TRUE(
XCEngine::Rendering::RenderGraphCompiler::Compile(
graph,
compiledGraph,
&errorMessage))
<< errorMessage.CStr();
EXPECT_EQ(compiledGraph.GetPassCount(), 0u);
recorder->Shutdown();
}
TEST_F(
MonoScriptRuntimeTest,
ManagedRenderPipelineAssetPlansFullscreenStagesFromPipelineStageSupport) {
@@ -3997,6 +4084,74 @@ TEST_F(
EXPECT_TRUE(plan.IsFinalOutputStageValid());
}
TEST_F(
MonoScriptRuntimeTest,
ManagedPlanningContextRejectsNonFullscreenStageRequests) {
Scene* runtimeScene =
CreateScene("ManagedInvalidFullscreenStagePlanningScene");
GameObject* cameraObject = runtimeScene->CreateGameObject("Camera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
ASSERT_NE(camera, nullptr);
camera->SetPrimary(true);
TestRenderDevice device;
TestRenderCommandList commandList;
TestRenderCommandQueue commandQueue;
TestRenderResourceView colorView(
XCEngine::RHI::ResourceViewType::RenderTarget,
XCEngine::RHI::ResourceViewDimension::Texture2D,
XCEngine::RHI::Format::R8G8B8A8_UNorm);
TestRenderResourceView depthView(
XCEngine::RHI::ResourceViewType::DepthStencil,
XCEngine::RHI::ResourceViewDimension::Texture2D,
XCEngine::RHI::Format::D32_Float);
const XCEngine::Rendering::RenderContext context =
CreateRenderContext(
device,
commandList,
commandQueue);
XCEngine::Rendering::RenderSurface surface(64u, 64u);
surface.SetColorAttachment(&colorView);
surface.SetDepthAttachment(&depthView);
const XCEngine::Rendering::Pipelines::ManagedRenderPipelineAssetDescriptor
descriptor = {
"GameScripts",
"Gameplay",
"ManagedInvalidFullscreenStagePlanningProbeAsset"
};
auto asset =
std::make_shared<
XCEngine::Rendering::Pipelines::ManagedScriptableRenderPipelineAsset>(
descriptor);
XCEngine::Rendering::CameraRenderRequest request = {};
request.scene = runtimeScene;
request.camera = camera;
request.context = context;
request.surface = surface;
XCEngine::Rendering::RenderPipelineHost host(asset);
const std::vector<XCEngine::Rendering::CameraFramePlan> plans =
host.BuildFramePlans({ request });
ASSERT_EQ(plans.size(), 1u);
const XCEngine::Rendering::CameraFramePlan& plan = plans[0];
EXPECT_FALSE(
plan.IsFullscreenStageRequested(
XCEngine::Rendering::CameraFrameStage::MainScene));
EXPECT_TRUE(
plan.IsFullscreenStageRequested(
XCEngine::Rendering::CameraFrameStage::PostProcess));
EXPECT_EQ(
plan.ResolveStageColorSource(
XCEngine::Rendering::CameraFrameStage::PostProcess),
XCEngine::Rendering::CameraFrameColorSource::MainSceneColor);
EXPECT_TRUE(plan.IsPostProcessStageValid());
}
TEST_F(
MonoScriptRuntimeTest,
ManagedRendererFeatureConfiguresCameraFramePlanThroughPlanningContext) {