Move scene viewport post effects into editor passes

This commit is contained in:
2026-04-03 14:26:36 +08:00
parent b882610bbc
commit 9edf378085
8 changed files with 314 additions and 15 deletions

View File

@@ -16,6 +16,7 @@ using XCEngine::Editor::BuildGameViewportRenderFailurePolicy;
using XCEngine::Editor::BuildSceneViewportBuiltinPostProcess;
using XCEngine::Editor::BuildSceneViewportRenderPlan;
using XCEngine::Editor::BuildSceneViewportRenderFailurePolicy;
using XCEngine::Editor::BuildSceneViewportSelectionOutlineStyle;
using XCEngine::Editor::BuildViewportRenderTargetUnavailablePolicy;
using XCEngine::Editor::GameViewportRenderFailure;
using XCEngine::Editor::MarkGameViewportRenderSuccess;
@@ -314,7 +315,7 @@ TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupPreservesBuiltinGr
EXPECT_TRUE(request.objectId.IsRequested());
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportRenderPlanCollectsBuiltinAndOverlayPasses) {
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportRenderPlanCollectsPostSceneAndOverlayPasses) {
DummyResourceView objectIdShaderView(ResourceViewType::ShaderResource);
ViewportRenderTargets targets = {};
@@ -334,12 +335,29 @@ TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportRenderPlanCollectsBuiltinAnd
size_t factoryCallCount = 0u;
size_t combinedWorldLineCount = 0u;
size_t gridPassFactoryCallCount = 0u;
size_t selectionOutlinePassFactoryCallCount = 0u;
const auto result = BuildSceneViewportRenderPlan(
targets,
overlay,
{ 7u, 11u },
editorOverlayFrameData,
transientOverlayFrameData,
[&gridPassFactoryCallCount](const XCEngine::Rendering::Passes::InfiniteGridPassData& data) {
++gridPassFactoryCallCount;
EXPECT_TRUE(data.valid);
return std::make_unique<NoopRenderPass>();
},
[&selectionOutlinePassFactoryCallCount](
RHIResourceView* objectIdTextureView,
const std::vector<uint64_t>& selectedObjectIds,
const XCEngine::Rendering::Passes::ObjectIdOutlineStyle& style) {
++selectionOutlinePassFactoryCallCount;
EXPECT_NE(objectIdTextureView, nullptr);
EXPECT_EQ(selectedObjectIds.size(), 2u);
EXPECT_FLOAT_EQ(style.outlineWidthPixels, 2.0f);
return std::make_unique<NoopRenderPass>();
},
[&factoryCallCount, &combinedWorldLineCount](const SceneViewportOverlayFrameData& frameData) {
++factoryCallCount;
combinedWorldLineCount = frameData.worldLines.size();
@@ -347,13 +365,43 @@ TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportRenderPlanCollectsBuiltinAnd
},
false);
EXPECT_TRUE(result.plan.builtinPostProcess.IsRequested());
EXPECT_FALSE(result.plan.builtinPostProcess.IsRequested());
EXPECT_EQ(result.plan.postScenePasses.GetPassCount(), 2u);
EXPECT_EQ(result.plan.overlayPasses.GetPassCount(), 1u);
EXPECT_EQ(factoryCallCount, 1u);
EXPECT_EQ(gridPassFactoryCallCount, 1u);
EXPECT_EQ(selectionOutlinePassFactoryCallCount, 1u);
EXPECT_EQ(combinedWorldLineCount, 2u);
EXPECT_EQ(result.warningStatusText, nullptr);
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportRenderPlanWarnsWhenSelectionOutlineCannotAccessObjectIdTexture) {
const SceneViewportOverlayData overlay = CreateValidOverlay();
const auto result = BuildSceneViewportRenderPlan(
{},
overlay,
{ 42u },
{},
{},
[](const XCEngine::Rendering::Passes::InfiniteGridPassData&) {
return std::make_unique<NoopRenderPass>();
},
[](
RHIResourceView*,
const std::vector<uint64_t>&,
const XCEngine::Rendering::Passes::ObjectIdOutlineStyle&) {
return std::make_unique<NoopRenderPass>();
},
[](const SceneViewportOverlayFrameData&) {
return std::make_unique<NoopRenderPass>();
},
false);
EXPECT_EQ(result.plan.postScenePasses.GetPassCount(), 1u);
EXPECT_STREQ(result.warningStatusText, "Scene object id shader view is unavailable");
}
TEST(ViewportRenderFlowUtilsTest, ApplySceneViewportRenderPlanAttachesPlannedPassesAndClearState) {
DummyResourceView depthView(ResourceViewType::DepthStencil, Format::D24_UNorm_S8_UInt);
DummyResourceView objectIdView(ResourceViewType::RenderTarget);