Graph-manage camera fullscreen stage routing
This commit is contained in:
@@ -2735,9 +2735,12 @@ TEST(SceneRenderer_Test, BuildsCameraColorScalePostProcessRequestFromCameraPassS
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ASSERT_EQ(plans.size(), 1u);
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const CameraFramePlan& plan = plans[0];
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EXPECT_TRUE(plan.postProcess.IsRequested());
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EXPECT_TRUE(plan.postProcess.IsValid());
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EXPECT_TRUE(plan.IsPostProcessStageValid());
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EXPECT_NE(plan.postProcess.passes, nullptr);
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ASSERT_EQ(plan.postProcess.passes->GetPassCount(), 2u);
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EXPECT_TRUE(plan.usesGraphManagedMainSceneColor);
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EXPECT_FALSE(plan.usesGraphManagedPostProcessColor);
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EXPECT_EQ(plan.postProcessSource, CameraFrameColorSource::MainSceneColor);
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EXPECT_EQ(plan.postProcess.destinationSurface.GetColorAttachments()[0], backBufferColorView);
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EXPECT_EQ(plan.postProcess.destinationSurface.GetDepthAttachment(), depthView);
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EXPECT_EQ(
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@@ -2746,30 +2749,28 @@ TEST(SceneRenderer_Test, BuildsCameraColorScalePostProcessRequestFromCameraPassS
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EXPECT_EQ(
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plan.postProcess.destinationSurface.GetDepthStateAfter(),
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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EXPECT_EQ(plan.postProcess.sourceSurface.GetDepthAttachment(), depthView);
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EXPECT_EQ(plan.GetMainSceneSurface().GetDepthAttachment(), depthView);
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EXPECT_EQ(
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plan.postProcess.sourceSurface.GetDepthStateBefore(),
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plan.GetMainSceneSurface().GetDepthStateBefore(),
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XCEngine::RHI::ResourceStates::Common);
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EXPECT_EQ(
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plan.postProcess.sourceSurface.GetDepthStateAfter(),
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plan.GetMainSceneSurface().GetDepthStateAfter(),
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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EXPECT_EQ(plan.postProcess.sourceSurface.GetWidth(), 800u);
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EXPECT_EQ(plan.postProcess.sourceSurface.GetHeight(), 600u);
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const XCEngine::Math::RectInt sourceRenderArea = plan.postProcess.sourceSurface.GetRenderArea();
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EXPECT_EQ(plan.GetMainSceneSurface().GetWidth(), 800u);
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EXPECT_EQ(plan.GetMainSceneSurface().GetHeight(), 600u);
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const XCEngine::Math::RectInt sourceRenderArea = plan.GetMainSceneSurface().GetRenderArea();
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EXPECT_EQ(sourceRenderArea.x, 200);
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EXPECT_EQ(sourceRenderArea.y, 75);
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EXPECT_EQ(sourceRenderArea.width, 400);
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EXPECT_EQ(sourceRenderArea.height, 375);
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EXPECT_NE(plan.postProcess.sourceColorView, nullptr);
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EXPECT_NE(plan.postProcess.sourceColorView, backBufferColorView);
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EXPECT_EQ(plan.GetSourceSurface(CameraFrameStage::PostProcess), nullptr);
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EXPECT_EQ(plan.GetSourceColorView(CameraFrameStage::PostProcess), nullptr);
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EXPECT_EQ(
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plan.postProcess.sourceColorState,
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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ASSERT_FALSE(plan.postProcess.sourceSurface.GetColorAttachments().empty());
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EXPECT_NE(plan.postProcess.sourceSurface.GetColorAttachments()[0], backBufferColorView);
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EXPECT_EQ(allocationState->createTextureCalls, 1);
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EXPECT_EQ(allocationState->createRenderTargetViewCalls, 1);
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EXPECT_EQ(allocationState->createShaderViewCalls, 1);
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plan.GetSourceColorState(CameraFrameStage::PostProcess),
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XCEngine::RHI::ResourceStates::Common);
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EXPECT_EQ(allocationState->createTextureCalls, 0);
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EXPECT_EQ(allocationState->createRenderTargetViewCalls, 0);
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EXPECT_EQ(allocationState->createShaderViewCalls, 0);
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delete depthView;
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delete backBufferColorView;
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@@ -2870,9 +2871,11 @@ TEST(SceneRenderer_Test, BuildsFinalOutputRequestFromResolvedFinalColorPolicy) {
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const CameraFramePlan& plan = plans[0];
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EXPECT_FALSE(plan.postProcess.IsRequested());
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EXPECT_TRUE(plan.finalOutput.IsRequested());
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EXPECT_TRUE(plan.finalOutput.IsValid());
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EXPECT_TRUE(plan.IsFinalOutputStageValid());
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ASSERT_NE(plan.finalOutput.passes, nullptr);
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EXPECT_EQ(plan.finalOutput.passes->GetPassCount(), 1u);
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EXPECT_TRUE(plan.usesGraphManagedMainSceneColor);
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EXPECT_EQ(plan.finalOutputSource, CameraFrameColorSource::MainSceneColor);
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EXPECT_EQ(plan.finalOutput.destinationSurface.GetColorAttachments()[0], backBufferColorView);
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EXPECT_EQ(plan.finalOutput.destinationSurface.GetDepthAttachment(), depthView);
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EXPECT_EQ(
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@@ -2881,25 +2884,23 @@ TEST(SceneRenderer_Test, BuildsFinalOutputRequestFromResolvedFinalColorPolicy) {
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EXPECT_EQ(
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plan.finalOutput.destinationSurface.GetDepthStateAfter(),
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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EXPECT_EQ(plan.finalOutput.sourceSurface.GetDepthAttachment(), depthView);
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EXPECT_EQ(plan.GetMainSceneSurface().GetDepthAttachment(), depthView);
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EXPECT_EQ(
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plan.finalOutput.sourceSurface.GetDepthStateBefore(),
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plan.GetMainSceneSurface().GetDepthStateBefore(),
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XCEngine::RHI::ResourceStates::Common);
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EXPECT_EQ(
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plan.finalOutput.sourceSurface.GetDepthStateAfter(),
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plan.GetMainSceneSurface().GetDepthStateAfter(),
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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EXPECT_EQ(plan.finalOutput.sourceSurface.GetWidth(), 800u);
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EXPECT_EQ(plan.finalOutput.sourceSurface.GetHeight(), 600u);
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EXPECT_NE(plan.finalOutput.sourceColorView, nullptr);
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EXPECT_NE(plan.finalOutput.sourceColorView, backBufferColorView);
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EXPECT_EQ(plan.GetMainSceneSurface().GetWidth(), 800u);
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EXPECT_EQ(plan.GetMainSceneSurface().GetHeight(), 600u);
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EXPECT_EQ(plan.GetSourceSurface(CameraFrameStage::FinalOutput), nullptr);
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EXPECT_EQ(plan.GetSourceColorView(CameraFrameStage::FinalOutput), nullptr);
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EXPECT_EQ(
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plan.finalOutput.sourceColorState,
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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ASSERT_FALSE(plan.finalOutput.sourceSurface.GetColorAttachments().empty());
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EXPECT_NE(plan.finalOutput.sourceSurface.GetColorAttachments()[0], backBufferColorView);
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EXPECT_EQ(allocationState->createTextureCalls, 1);
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EXPECT_EQ(allocationState->createRenderTargetViewCalls, 1);
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EXPECT_EQ(allocationState->createShaderViewCalls, 1);
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plan.GetSourceColorState(CameraFrameStage::FinalOutput),
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XCEngine::RHI::ResourceStates::Common);
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EXPECT_EQ(allocationState->createTextureCalls, 0);
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EXPECT_EQ(allocationState->createRenderTargetViewCalls, 0);
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EXPECT_EQ(allocationState->createShaderViewCalls, 0);
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delete depthView;
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delete backBufferColorView;
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@@ -2956,32 +2957,21 @@ TEST(SceneRenderer_Test, RoutesPostProcessIntoIntermediateSurfaceBeforeFinalOutp
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const CameraFramePlan& plan = plans[0];
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EXPECT_TRUE(plan.postProcess.IsRequested());
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EXPECT_TRUE(plan.finalOutput.IsRequested());
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EXPECT_TRUE(plan.IsPostProcessStageValid());
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EXPECT_TRUE(plan.IsFinalOutputStageValid());
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ASSERT_NE(plan.postProcess.passes, nullptr);
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ASSERT_NE(plan.finalOutput.passes, nullptr);
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EXPECT_EQ(plan.postProcess.passes->GetPassCount(), 1u);
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EXPECT_EQ(plan.finalOutput.passes->GetPassCount(), 1u);
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EXPECT_TRUE(plan.usesGraphManagedMainSceneColor);
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EXPECT_TRUE(plan.usesGraphManagedPostProcessColor);
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EXPECT_EQ(plan.postProcessSource, CameraFrameColorSource::MainSceneColor);
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EXPECT_EQ(plan.finalOutputSource, CameraFrameColorSource::PostProcessColor);
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ASSERT_FALSE(plan.postProcess.sourceSurface.GetColorAttachments().empty());
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ASSERT_FALSE(plan.postProcess.destinationSurface.GetColorAttachments().empty());
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ASSERT_FALSE(plan.finalOutput.sourceSurface.GetColorAttachments().empty());
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EXPECT_NE(
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plan.postProcess.sourceSurface.GetColorAttachments()[0],
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plan.postProcess.destinationSurface.GetColorAttachments()[0]);
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EXPECT_EQ(
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plan.finalOutput.sourceSurface.GetColorAttachments()[0],
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plan.postProcess.destinationSurface.GetColorAttachments()[0]);
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EXPECT_EQ(plan.GetSourceSurface(CameraFrameStage::PostProcess), nullptr);
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EXPECT_EQ(plan.GetOutputSurface(CameraFrameStage::PostProcess), nullptr);
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EXPECT_EQ(plan.GetSourceSurface(CameraFrameStage::FinalOutput), nullptr);
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EXPECT_EQ(plan.finalOutput.destinationSurface.GetColorAttachments()[0], backBufferColorView);
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EXPECT_EQ(plan.postProcess.sourceSurface.GetDepthAttachment(), depthView);
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EXPECT_EQ(
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plan.postProcess.sourceSurface.GetDepthStateBefore(),
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XCEngine::RHI::ResourceStates::Common);
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EXPECT_EQ(
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plan.postProcess.sourceSurface.GetDepthStateAfter(),
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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EXPECT_EQ(plan.postProcess.destinationSurface.GetDepthAttachment(), nullptr);
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EXPECT_EQ(plan.finalOutput.sourceSurface.GetDepthAttachment(), nullptr);
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EXPECT_EQ(plan.finalOutput.destinationSurface.GetDepthAttachment(), depthView);
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EXPECT_EQ(
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plan.finalOutput.destinationSurface.GetDepthStateBefore(),
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@@ -2989,30 +2979,27 @@ TEST(SceneRenderer_Test, RoutesPostProcessIntoIntermediateSurfaceBeforeFinalOutp
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EXPECT_EQ(
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plan.finalOutput.destinationSurface.GetDepthStateAfter(),
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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const XCEngine::Math::RectInt postProcessSourceArea = plan.postProcess.sourceSurface.GetRenderArea();
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const XCEngine::Math::RectInt postProcessSourceArea = plan.GetMainSceneSurface().GetRenderArea();
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EXPECT_EQ(postProcessSourceArea.x, 200);
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EXPECT_EQ(postProcessSourceArea.y, 75);
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EXPECT_EQ(postProcessSourceArea.width, 400);
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EXPECT_EQ(postProcessSourceArea.height, 375);
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const XCEngine::Math::RectInt finalOutputSourceArea = plan.finalOutput.sourceSurface.GetRenderArea();
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const XCEngine::Math::RectInt finalOutputSourceArea = plan.GetMainSceneSurface().GetRenderArea();
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EXPECT_EQ(finalOutputSourceArea.x, 200);
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EXPECT_EQ(finalOutputSourceArea.y, 75);
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EXPECT_EQ(finalOutputSourceArea.width, 400);
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EXPECT_EQ(finalOutputSourceArea.height, 375);
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EXPECT_NE(plan.postProcess.sourceColorView, nullptr);
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EXPECT_NE(plan.finalOutput.sourceColorView, nullptr);
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EXPECT_NE(plan.postProcess.sourceColorView, plan.finalOutput.sourceColorView);
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EXPECT_EQ(plan.GetSourceColorView(CameraFrameStage::PostProcess), nullptr);
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EXPECT_EQ(plan.GetSourceColorView(CameraFrameStage::FinalOutput), nullptr);
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EXPECT_EQ(
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plan.postProcess.sourceColorState,
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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plan.GetSourceColorState(CameraFrameStage::PostProcess),
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XCEngine::RHI::ResourceStates::Common);
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EXPECT_EQ(
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plan.finalOutput.sourceColorState,
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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EXPECT_EQ(allocationState->createTextureCalls, 2);
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EXPECT_EQ(allocationState->createRenderTargetViewCalls, 2);
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EXPECT_EQ(allocationState->createShaderViewCalls, 2);
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plan.GetSourceColorState(CameraFrameStage::FinalOutput),
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XCEngine::RHI::ResourceStates::Common);
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EXPECT_EQ(allocationState->createTextureCalls, 0);
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EXPECT_EQ(allocationState->createRenderTargetViewCalls, 0);
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EXPECT_EQ(allocationState->createShaderViewCalls, 0);
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delete depthView;
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delete backBufferColorView;
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@@ -3074,7 +3061,7 @@ TEST(SceneRenderer_Test, DoesNotBuildFullscreenStagesForMultisampledMainSceneSur
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delete backBufferColorView;
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}
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TEST(SceneRenderer_Test, ReusesTrackedSceneColorStateAcrossFramesWhenPostProcessIsEnabled) {
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TEST(SceneRenderer_Test, KeepsMainSceneGraphManagedWhenPostProcessIsEnabledAcrossFrames) {
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Scene scene("SceneRendererTrackedSceneColorStateScene");
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GameObject* cameraObject = scene.CreateGameObject("Camera");
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@@ -3087,6 +3074,7 @@ TEST(SceneRenderer_Test, ReusesTrackedSceneColorStateAcrossFramesWhenPostProcess
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});
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auto pipelineState = std::make_shared<MockPipelineState>();
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pipelineState->supportsMainSceneRenderGraph = true;
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auto allocationState = std::make_shared<MockShadowAllocationState>();
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MockShadowDevice device(allocationState);
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@@ -3114,6 +3102,8 @@ TEST(SceneRenderer_Test, ReusesTrackedSceneColorStateAcrossFramesWhenPostProcess
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renderer.BuildFramePlans(scene, nullptr, context, surface);
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ASSERT_EQ(firstFramePlans.size(), 1u);
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CameraFramePlan firstFramePlan = firstFramePlans[0];
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EXPECT_TRUE(firstFramePlan.usesGraphManagedMainSceneColor);
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EXPECT_EQ(firstFramePlan.postProcessSource, CameraFrameColorSource::MainSceneColor);
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EXPECT_EQ(
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firstFramePlan.GetMainSceneSurface().GetColorStateBefore(),
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XCEngine::RHI::ResourceStates::Common);
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@@ -3123,23 +3113,31 @@ TEST(SceneRenderer_Test, ReusesTrackedSceneColorStateAcrossFramesWhenPostProcess
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firstFramePlans[0].postProcess.passes = &postProcessPasses;
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ASSERT_TRUE(renderer.Render(firstFramePlans));
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const int createTextureCallsAfterFirstRender = allocationState->createTextureCalls;
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const int createRenderTargetViewCallsAfterFirstRender =
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allocationState->createRenderTargetViewCalls;
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const int createShaderViewCallsAfterFirstRender = allocationState->createShaderViewCalls;
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const std::vector<CameraFramePlan> secondFramePlans =
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renderer.BuildFramePlans(scene, nullptr, context, surface);
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ASSERT_EQ(secondFramePlans.size(), 1u);
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const CameraFramePlan secondFramePlan = secondFramePlans[0];
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EXPECT_TRUE(secondFramePlan.usesGraphManagedMainSceneColor);
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EXPECT_EQ(secondFramePlan.postProcessSource, CameraFrameColorSource::MainSceneColor);
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EXPECT_EQ(
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secondFramePlan.GetMainSceneSurface().GetColorStateBefore(),
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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XCEngine::RHI::ResourceStates::Common);
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EXPECT_EQ(allocationState->createTextureCalls, createTextureCallsAfterFirstRender);
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EXPECT_EQ(
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secondFramePlan.GetMainSceneSurface().GetColorStateAfter(),
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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allocationState->createRenderTargetViewCalls,
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createRenderTargetViewCallsAfterFirstRender);
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EXPECT_EQ(allocationState->createShaderViewCalls, createShaderViewCallsAfterFirstRender);
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delete depthView;
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delete backBufferColorView;
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}
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TEST(SceneRenderer_Test, ReusesTrackedPostProcessOutputStateAcrossFramesWhenFinalOutputIsEnabled) {
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TEST(SceneRenderer_Test, KeepsPostProcessOutputGraphManagedWhenFinalOutputIsEnabledAcrossFrames) {
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Scene scene("SceneRendererTrackedPostProcessOutputStateScene");
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GameObject* cameraObject = scene.CreateGameObject("Camera");
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@@ -3157,6 +3155,7 @@ TEST(SceneRenderer_Test, ReusesTrackedPostProcessOutputStateAcrossFramesWhenFina
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camera->SetFinalColorOverrides(finalColorOverrides);
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auto pipelineState = std::make_shared<MockPipelineState>();
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pipelineState->supportsMainSceneRenderGraph = true;
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auto allocationState = std::make_shared<MockShadowAllocationState>();
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MockShadowDevice device(allocationState);
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@@ -3186,12 +3185,14 @@ TEST(SceneRenderer_Test, ReusesTrackedPostProcessOutputStateAcrossFramesWhenFina
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CameraFramePlan firstFramePlan = firstFramePlans[0];
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EXPECT_TRUE(firstFramePlans[0].postProcess.IsRequested());
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EXPECT_TRUE(firstFramePlans[0].finalOutput.IsRequested());
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EXPECT_TRUE(firstFramePlan.usesGraphManagedMainSceneColor);
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EXPECT_TRUE(firstFramePlan.usesGraphManagedPostProcessColor);
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EXPECT_EQ(firstFramePlan.postProcessSource, CameraFrameColorSource::MainSceneColor);
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EXPECT_EQ(firstFramePlan.finalOutputSource, CameraFrameColorSource::PostProcessColor);
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EXPECT_EQ(
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firstFramePlan.GetMainSceneSurface().GetColorStateBefore(),
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XCEngine::RHI::ResourceStates::Common);
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EXPECT_EQ(
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firstFramePlan.postProcess.destinationSurface.GetColorStateBefore(),
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XCEngine::RHI::ResourceStates::Common);
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EXPECT_EQ(firstFramePlan.GetOutputSurface(CameraFrameStage::PostProcess), nullptr);
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RenderPassSequence postProcessPasses;
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postProcessPasses.AddPass(std::make_unique<MockScenePass>(pipelineState, "postProcess"));
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@@ -3201,20 +3202,29 @@ TEST(SceneRenderer_Test, ReusesTrackedPostProcessOutputStateAcrossFramesWhenFina
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firstFramePlans[0].finalOutput.passes = &finalOutputPasses;
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ASSERT_TRUE(renderer.Render(firstFramePlans));
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const int createTextureCallsAfterFirstRender = allocationState->createTextureCalls;
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const int createRenderTargetViewCallsAfterFirstRender =
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allocationState->createRenderTargetViewCalls;
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const int createShaderViewCallsAfterFirstRender = allocationState->createShaderViewCalls;
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const std::vector<CameraFramePlan> secondFramePlans =
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renderer.BuildFramePlans(scene, nullptr, context, surface);
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ASSERT_EQ(secondFramePlans.size(), 1u);
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const CameraFramePlan secondFramePlan = secondFramePlans[0];
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EXPECT_TRUE(secondFramePlan.usesGraphManagedMainSceneColor);
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EXPECT_TRUE(secondFramePlan.usesGraphManagedPostProcessColor);
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EXPECT_EQ(secondFramePlan.postProcessSource, CameraFrameColorSource::MainSceneColor);
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EXPECT_EQ(secondFramePlan.finalOutputSource, CameraFrameColorSource::PostProcessColor);
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EXPECT_EQ(
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secondFramePlan.GetMainSceneSurface().GetColorStateBefore(),
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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XCEngine::RHI::ResourceStates::Common);
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EXPECT_EQ(secondFramePlan.GetOutputSurface(CameraFrameStage::PostProcess), nullptr);
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EXPECT_EQ(secondFramePlan.GetSourceSurface(CameraFrameStage::FinalOutput), nullptr);
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EXPECT_EQ(allocationState->createTextureCalls, createTextureCallsAfterFirstRender);
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EXPECT_EQ(
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secondFramePlan.postProcess.destinationSurface.GetColorStateBefore(),
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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EXPECT_EQ(
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secondFramePlan.finalOutput.sourceSurface.GetColorStateBefore(),
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XCEngine::RHI::ResourceStates::PixelShaderResource);
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allocationState->createRenderTargetViewCalls,
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createRenderTargetViewCallsAfterFirstRender);
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EXPECT_EQ(allocationState->createShaderViewCalls, createShaderViewCallsAfterFirstRender);
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delete depthView;
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delete backBufferColorView;
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