Remove scene viewport postprocess API from engine

This commit is contained in:
2026-04-03 15:26:17 +08:00
parent 7cc4aa3b45
commit e8f64407ba
13 changed files with 20 additions and 831 deletions

View File

@@ -18,7 +18,6 @@ namespace XCEngine {
namespace Editor {
struct SceneViewportRenderPlan {
Rendering::BuiltinPostProcessRequest builtinPostProcess = {};
Rendering::RenderPassSequence postScenePasses = {};
Rendering::RenderPassSequence overlayPasses = {};
bool hasClearColorOverride = true;
@@ -105,7 +104,6 @@ inline void ApplySceneViewportRenderPlan(
Rendering::CameraRenderRequest& request) {
ApplySceneViewportRenderRequestSetup(
targets,
plan.builtinPostProcess.IsRequested() ? &plan.builtinPostProcess : nullptr,
&plan.postScenePasses,
request);

View File

@@ -115,11 +115,6 @@ inline ViewportRenderFallbackPolicy BuildGameViewportRenderFailurePolicy(
return policy;
}
struct SceneViewportBuiltinPostProcessBuildResult {
Rendering::BuiltinPostProcessRequest request = {};
const char* warningStatusText = nullptr;
};
inline Rendering::Passes::InfiniteGridPassData BuildSceneViewportGridPassData(
const SceneViewportOverlayData& overlay) {
Rendering::Passes::InfiniteGridPassData data = {};
@@ -144,50 +139,19 @@ inline Rendering::Passes::ObjectIdOutlineStyle BuildSceneViewportSelectionOutlin
return style;
}
inline SceneViewportBuiltinPostProcessBuildResult BuildSceneViewportBuiltinPostProcess(
const SceneViewportOverlayData& overlay,
const std::vector<uint64_t>& selectedObjectIds,
bool hasObjectIdShaderView,
bool debugSelectionMask = false) {
SceneViewportBuiltinPostProcessBuildResult result = {};
if (!overlay.valid) {
return result;
}
result.request.gridPassData = BuildSceneViewportGridPassData(overlay);
result.request.selectedObjectIds = selectedObjectIds;
result.request.outlineStyle = BuildSceneViewportSelectionOutlineStyle(debugSelectionMask);
if (!selectedObjectIds.empty() &&
!debugSelectionMask &&
!hasObjectIdShaderView) {
result.warningStatusText = "Scene object id shader view is unavailable";
}
return result;
}
inline void ApplySceneViewportRenderRequestSetup(
const ViewportRenderTargets& targets,
const Rendering::BuiltinPostProcessRequest* builtinPostProcess,
Rendering::RenderPassSequence* postPasses,
Rendering::CameraRenderRequest& request) {
request.preScenePasses = nullptr;
request.postScenePasses = nullptr;
request.overlayPasses = nullptr;
request.objectId = {};
request.builtinPostProcess = {};
if (postPasses != nullptr && postPasses->GetPassCount() > 0) {
request.postScenePasses = postPasses;
}
if (builtinPostProcess != nullptr &&
builtinPostProcess->IsRequested()) {
request.builtinPostProcess = *builtinPostProcess;
request.builtinPostProcess.objectIdTextureView = targets.objectIdShaderView;
}
if (targets.objectIdView == nullptr) {
return;
}

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@@ -361,14 +361,11 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderer.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdPass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinPostProcessPassPlan.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdOutlinePass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/CameraRenderer.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinInfiniteGridPass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSurface.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSceneExtractor.cpp

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@@ -1,7 +1,5 @@
#pragma once
#include <XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h>
#include <XCEngine/Rendering/Passes/BuiltinObjectIdOutlinePass.h>
#include <XCEngine/Rendering/RenderPass.h>
#include <XCEngine/Rendering/RenderCameraData.h>
#include <XCEngine/Rendering/RenderContext.h>
@@ -32,24 +30,12 @@ struct ObjectIdRenderRequest {
}
};
struct BuiltinPostProcessRequest {
Passes::InfiniteGridPassData gridPassData = {};
RHI::RHIResourceView* objectIdTextureView = nullptr;
std::vector<uint64_t> selectedObjectIds = {};
Passes::ObjectIdOutlineStyle outlineStyle = {};
bool IsRequested() const {
return gridPassData.valid || !selectedObjectIds.empty();
}
};
struct CameraRenderRequest {
const Components::Scene* scene = nullptr;
Components::CameraComponent* camera = nullptr;
RenderContext context;
RenderSurface surface;
ObjectIdRenderRequest objectId;
BuiltinPostProcessRequest builtinPostProcess;
float cameraDepth = 0.0f;
uint8_t cameraStackOrder = 0;
RenderClearFlags clearFlags = RenderClearFlags::All;

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@@ -2,7 +2,6 @@
#include <XCEngine/Rendering/CameraRenderRequest.h>
#include <XCEngine/Rendering/ObjectIdPass.h>
#include <XCEngine/Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.h>
#include <XCEngine/Rendering/RenderPipeline.h>
#include <memory>
@@ -44,7 +43,6 @@ private:
std::shared_ptr<const RenderPipelineAsset> m_pipelineAsset;
std::unique_ptr<RenderPipeline> m_pipeline;
std::unique_ptr<ObjectIdPass> m_objectIdPass;
Passes::BuiltinPostProcessPassSequenceBuilder m_builtinPostProcessBuilder;
};
} // namespace Rendering

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@@ -1,91 +0,0 @@
#pragma once
#include <cstdint>
#include <vector>
namespace XCEngine {
namespace Rendering {
namespace Passes {
enum class BuiltinPostProcessPassStep : uint8_t {
ColorToRenderTarget,
InfiniteGrid,
SelectionOutline,
ColorToShaderResource,
SelectionMaskDebug
};
struct BuiltinPostProcessPassPlanInput {
bool hasGridOverlay = false;
bool hasSelection = false;
bool debugSelectionMask = false;
bool hasObjectIdShaderView = false;
};
struct BuiltinPostProcessPassPlan {
bool valid = false;
std::vector<BuiltinPostProcessPassStep> steps;
};
inline BuiltinPostProcessPassPlan BuildBuiltinPostProcessPassPlan(
const BuiltinPostProcessPassPlanInput& input) {
BuiltinPostProcessPassPlan plan = {};
plan.valid = true;
if (input.debugSelectionMask) {
if (input.hasSelection && input.hasObjectIdShaderView) {
plan.steps = {
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::SelectionMaskDebug,
BuiltinPostProcessPassStep::ColorToShaderResource
};
return plan;
}
if (input.hasGridOverlay) {
plan.steps = {
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::ColorToShaderResource
};
return plan;
}
plan.valid = false;
return plan;
}
if (input.hasGridOverlay && input.hasSelection && input.hasObjectIdShaderView) {
plan.steps = {
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::InfiniteGrid,
BuiltinPostProcessPassStep::SelectionOutline,
BuiltinPostProcessPassStep::ColorToShaderResource
};
return plan;
}
if (input.hasGridOverlay) {
plan.steps = {
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::InfiniteGrid,
BuiltinPostProcessPassStep::ColorToShaderResource
};
return plan;
}
if (input.hasSelection && input.hasObjectIdShaderView) {
plan.steps = {
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::SelectionOutline,
BuiltinPostProcessPassStep::ColorToShaderResource
};
return plan;
}
plan.valid = false;
return plan;
}
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine

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@@ -1,59 +0,0 @@
#pragma once
#include <XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h>
#include <XCEngine/Rendering/Passes/BuiltinObjectIdOutlinePass.h>
#include <XCEngine/Rendering/RenderPass.h>
#include <cstdint>
#include <vector>
namespace XCEngine {
namespace Rendering {
namespace Passes {
struct BuiltinPostProcessPassSequenceInput {
InfiniteGridPassData gridPassData = {};
RHI::RHIResourceView* objectIdTextureView = nullptr;
std::vector<uint64_t> selectedObjectIds = {};
ObjectIdOutlineStyle outlineStyle = {};
};
struct BuiltinPostProcessPassSequenceBuildResult {
bool valid = false;
bool missingObjectIdTextureViewForSelection = false;
};
class BuiltinPostProcessPassSequenceBuilder {
public:
~BuiltinPostProcessPassSequenceBuilder();
void Shutdown();
BuiltinPostProcessPassSequenceBuildResult Build(
const BuiltinPostProcessPassSequenceInput& input,
RenderPassSequence& outSequence);
private:
void AddColorToRenderTargetPass(RenderPassSequence& outSequence);
void AddInfiniteGridPass(
const InfiniteGridPassData& gridPassData,
RenderPassSequence& outSequence);
void AddSelectionOutlinePass(
RHI::RHIResourceView* objectIdTextureView,
const std::vector<uint64_t>& selectedObjectIds,
const ObjectIdOutlineStyle& outlineStyle,
RenderPassSequence& outSequence);
void AddColorToShaderResourcePass(RenderPassSequence& outSequence);
void AddSelectionMaskDebugPass(
RHI::RHIResourceView* objectIdTextureView,
const std::vector<uint64_t>& selectedObjectIds,
const ObjectIdOutlineStyle& outlineStyle,
RenderPassSequence& outSequence);
BuiltinInfiniteGridPass m_gridPass;
BuiltinObjectIdOutlinePass m_outlinePass;
};
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine

View File

@@ -86,7 +86,6 @@ CameraRenderer::~CameraRenderer() {
if (m_objectIdPass != nullptr) {
m_objectIdPass->Shutdown();
}
m_builtinPostProcessBuilder.Shutdown();
}
void CameraRenderer::SetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
@@ -136,12 +135,6 @@ bool CameraRenderer::Render(
!request.objectId.IsValid()) {
return false;
}
if (request.builtinPostProcess.IsRequested() &&
request.builtinPostProcess.objectIdTextureView != nullptr &&
!request.objectId.IsRequested()) {
return false;
}
RenderSceneData sceneData = m_sceneExtractor.ExtractForCamera(
*request.scene,
*request.camera,
@@ -201,37 +194,6 @@ bool CameraRenderer::Render(
return false;
}
RenderPassSequence builtinPostProcessPasses = {};
bool builtinPostProcessPassesInitialized = false;
if (request.builtinPostProcess.IsRequested()) {
const Passes::BuiltinPostProcessPassSequenceBuildResult buildResult =
m_builtinPostProcessBuilder.Build(
{
request.builtinPostProcess.gridPassData,
request.builtinPostProcess.objectIdTextureView,
request.builtinPostProcess.selectedObjectIds,
request.builtinPostProcess.outlineStyle
},
builtinPostProcessPasses);
if (!buildResult.valid ||
!InitializePassSequence(
&builtinPostProcessPasses,
request.context,
builtinPostProcessPassesInitialized)) {
ShutdownPassSequence(request.postScenePasses, postScenePassesInitialized);
ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
return false;
}
if (!builtinPostProcessPasses.Execute(passContext)) {
ShutdownPassSequence(&builtinPostProcessPasses, builtinPostProcessPassesInitialized);
ShutdownPassSequence(request.postScenePasses, postScenePassesInitialized);
ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
return false;
}
}
ShutdownPassSequence(&builtinPostProcessPasses, builtinPostProcessPassesInitialized);
bool overlayPassesInitialized = false;
if (!InitializePassSequence(
request.overlayPasses,

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@@ -1,214 +0,0 @@
#include "Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.h"
#include "Rendering/Passes/BuiltinPostProcessPassPlan.h"
#include <XCEngine/Core/Math/Color.h>
#include <XCEngine/RHI/RHICommandList.h>
#include <functional>
#include <memory>
#include <string>
#include <utility>
namespace XCEngine {
namespace Rendering {
namespace Passes {
namespace {
class LambdaRenderPass final : public RenderPass {
public:
using ExecuteCallback = std::function<bool(const RenderPassContext&)>;
LambdaRenderPass(std::string name, ExecuteCallback executeCallback)
: m_name(std::move(name))
, m_executeCallback(std::move(executeCallback)) {
}
const char* GetName() const override {
return m_name.c_str();
}
bool Execute(const RenderPassContext& context) override {
return m_executeCallback != nullptr && m_executeCallback(context);
}
private:
std::string m_name;
ExecuteCallback m_executeCallback;
};
template <typename Callback>
std::unique_ptr<RenderPass> MakeLambdaRenderPass(const char* name, Callback&& callback) {
return std::make_unique<LambdaRenderPass>(
name,
LambdaRenderPass::ExecuteCallback(std::forward<Callback>(callback)));
}
} // namespace
BuiltinPostProcessPassSequenceBuilder::~BuiltinPostProcessPassSequenceBuilder() {
Shutdown();
}
void BuiltinPostProcessPassSequenceBuilder::Shutdown() {
m_outlinePass.Shutdown();
m_gridPass.Shutdown();
}
BuiltinPostProcessPassSequenceBuildResult BuiltinPostProcessPassSequenceBuilder::Build(
const BuiltinPostProcessPassSequenceInput& input,
RenderPassSequence& outSequence) {
BuiltinPostProcessPassSequenceBuildResult result = {};
const bool hasSelection = !input.selectedObjectIds.empty();
const bool hasObjectIdTextureView = input.objectIdTextureView != nullptr;
if (hasSelection && !hasObjectIdTextureView) {
result.missingObjectIdTextureViewForSelection = true;
}
const BuiltinPostProcessPassPlan plan = BuildBuiltinPostProcessPassPlan({
input.gridPassData.valid,
hasSelection,
input.outlineStyle.debugSelectionMask,
hasObjectIdTextureView
});
if (!plan.valid) {
return result;
}
result.valid = true;
for (const BuiltinPostProcessPassStep step : plan.steps) {
switch (step) {
case BuiltinPostProcessPassStep::ColorToRenderTarget:
AddColorToRenderTargetPass(outSequence);
break;
case BuiltinPostProcessPassStep::InfiniteGrid:
AddInfiniteGridPass(input.gridPassData, outSequence);
break;
case BuiltinPostProcessPassStep::SelectionOutline:
AddSelectionOutlinePass(
input.objectIdTextureView,
input.selectedObjectIds,
input.outlineStyle,
outSequence);
break;
case BuiltinPostProcessPassStep::ColorToShaderResource:
AddColorToShaderResourcePass(outSequence);
break;
case BuiltinPostProcessPassStep::SelectionMaskDebug:
AddSelectionMaskDebugPass(
input.objectIdTextureView,
input.selectedObjectIds,
input.outlineStyle,
outSequence);
break;
default:
break;
}
}
return result;
}
void BuiltinPostProcessPassSequenceBuilder::AddColorToRenderTargetPass(
RenderPassSequence& outSequence) {
outSequence.AddPass(MakeLambdaRenderPass(
"SceneColorToRenderTarget",
[](const RenderPassContext& context) {
const std::vector<RHI::RHIResourceView*>& colorAttachments = context.surface.GetColorAttachments();
if (colorAttachments.empty() || colorAttachments[0] == nullptr || context.renderContext.commandList == nullptr) {
return false;
}
context.renderContext.commandList->TransitionBarrier(
colorAttachments[0],
context.surface.GetColorStateAfter(),
RHI::ResourceStates::RenderTarget);
return true;
}));
}
void BuiltinPostProcessPassSequenceBuilder::AddInfiniteGridPass(
const InfiniteGridPassData& gridPassData,
RenderPassSequence& outSequence) {
outSequence.AddPass(MakeLambdaRenderPass(
"SceneInfiniteGrid",
[this, gridPassData](const RenderPassContext& context) {
return m_gridPass.Render(
context.renderContext,
context.surface,
gridPassData);
}));
}
void BuiltinPostProcessPassSequenceBuilder::AddSelectionOutlinePass(
RHI::RHIResourceView* objectIdTextureView,
const std::vector<uint64_t>& selectedObjectIds,
const ObjectIdOutlineStyle& outlineStyle,
RenderPassSequence& outSequence) {
outSequence.AddPass(MakeLambdaRenderPass(
"SceneSelectionOutline",
[this, objectIdTextureView, selectedObjectIds, outlineStyle](const RenderPassContext& context) {
return m_outlinePass.Render(
context.renderContext,
context.surface,
objectIdTextureView,
selectedObjectIds,
outlineStyle);
}));
}
void BuiltinPostProcessPassSequenceBuilder::AddColorToShaderResourcePass(
RenderPassSequence& outSequence) {
outSequence.AddPass(MakeLambdaRenderPass(
"SceneColorToShaderResource",
[](const RenderPassContext& context) {
const std::vector<RHI::RHIResourceView*>& colorAttachments = context.surface.GetColorAttachments();
if (colorAttachments.empty() || colorAttachments[0] == nullptr || context.renderContext.commandList == nullptr) {
return false;
}
context.renderContext.commandList->TransitionBarrier(
colorAttachments[0],
RHI::ResourceStates::RenderTarget,
context.surface.GetColorStateAfter());
return true;
}));
}
void BuiltinPostProcessPassSequenceBuilder::AddSelectionMaskDebugPass(
RHI::RHIResourceView* objectIdTextureView,
const std::vector<uint64_t>& selectedObjectIds,
const ObjectIdOutlineStyle& outlineStyle,
RenderPassSequence& outSequence) {
outSequence.AddPass(MakeLambdaRenderPass(
"SceneSelectionMaskDebug",
[this, objectIdTextureView, selectedObjectIds, outlineStyle](const RenderPassContext& context) {
const std::vector<RHI::RHIResourceView*>& colorAttachments = context.surface.GetColorAttachments();
if (colorAttachments.empty() || colorAttachments[0] == nullptr || context.renderContext.commandList == nullptr) {
return false;
}
const float debugClearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
RHI::RHIResourceView* colorView = colorAttachments[0];
context.renderContext.commandList->SetRenderTargets(
1,
&colorView,
context.surface.GetDepthAttachment());
context.renderContext.commandList->ClearRenderTarget(colorView, debugClearColor);
ObjectIdOutlineStyle debugStyle = outlineStyle;
debugStyle.debugSelectionMask = true;
return m_outlinePass.Render(
context.renderContext,
context.surface,
objectIdTextureView,
selectedObjectIds,
debugStyle);
}));
}
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine

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@@ -1,143 +0,0 @@
#include <gtest/gtest.h>
#include <XCEngine/Rendering/Passes/BuiltinPostProcessPassPlan.h>
#include <vector>
namespace {
using XCEngine::Rendering::Passes::BuildBuiltinPostProcessPassPlan;
using XCEngine::Rendering::Passes::BuiltinPostProcessPassPlanInput;
using XCEngine::Rendering::Passes::BuiltinPostProcessPassStep;
TEST(BuiltinPostProcessPassPlan_Test, ReturnsInvalidPlanWhenNoBuiltinEffectIsAvailable) {
const auto plan = BuildBuiltinPostProcessPassPlan({});
EXPECT_FALSE(plan.valid);
EXPECT_TRUE(plan.steps.empty());
}
TEST(BuiltinPostProcessPassPlan_Test, BuildsGridOnlyPlanWhenNothingIsSelected) {
BuiltinPostProcessPassPlanInput input = {};
input.hasGridOverlay = true;
const auto plan = BuildBuiltinPostProcessPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinPostProcessPassStep>{
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::InfiniteGrid,
BuiltinPostProcessPassStep::ColorToShaderResource
}));
}
TEST(BuiltinPostProcessPassPlan_Test, BuildsGridAndSelectionOutlinePlanWhenObjectIdShaderViewExists) {
BuiltinPostProcessPassPlanInput input = {};
input.hasGridOverlay = true;
input.hasSelection = true;
input.hasObjectIdShaderView = true;
const auto plan = BuildBuiltinPostProcessPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinPostProcessPassStep>{
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::InfiniteGrid,
BuiltinPostProcessPassStep::SelectionOutline,
BuiltinPostProcessPassStep::ColorToShaderResource
}));
}
TEST(BuiltinPostProcessPassPlan_Test, SkipsSelectionOutlineWhenObjectIdShaderViewIsMissingAndGridExists) {
BuiltinPostProcessPassPlanInput input = {};
input.hasGridOverlay = true;
input.hasSelection = true;
const auto plan = BuildBuiltinPostProcessPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinPostProcessPassStep>{
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::InfiniteGrid,
BuiltinPostProcessPassStep::ColorToShaderResource
}));
}
TEST(BuiltinPostProcessPassPlan_Test, BuildsDebugMaskPlanFromObjectIdShaderView) {
BuiltinPostProcessPassPlanInput input = {};
input.hasGridOverlay = true;
input.hasSelection = true;
input.debugSelectionMask = true;
input.hasObjectIdShaderView = true;
const auto plan = BuildBuiltinPostProcessPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinPostProcessPassStep>{
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::SelectionMaskDebug,
BuiltinPostProcessPassStep::ColorToShaderResource
}));
}
TEST(BuiltinPostProcessPassPlan_Test, DebugMaskPlanFallsBackToTransitionsWhenGridExistsButObjectIdShaderViewIsMissing) {
BuiltinPostProcessPassPlanInput input = {};
input.hasGridOverlay = true;
input.hasSelection = true;
input.debugSelectionMask = true;
const auto plan = BuildBuiltinPostProcessPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinPostProcessPassStep>{
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::ColorToShaderResource
}));
}
TEST(BuiltinPostProcessPassPlan_Test, BuildsSelectionOnlyOutlinePlanWhenGridOverlayIsUnavailable) {
BuiltinPostProcessPassPlanInput input = {};
input.hasSelection = true;
input.hasObjectIdShaderView = true;
const auto plan = BuildBuiltinPostProcessPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinPostProcessPassStep>{
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::SelectionOutline,
BuiltinPostProcessPassStep::ColorToShaderResource
}));
}
TEST(BuiltinPostProcessPassPlan_Test, BuildsDebugMaskWithoutGridWhenObjectIdShaderViewExists) {
BuiltinPostProcessPassPlanInput input = {};
input.hasSelection = true;
input.debugSelectionMask = true;
input.hasObjectIdShaderView = true;
const auto plan = BuildBuiltinPostProcessPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinPostProcessPassStep>{
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::SelectionMaskDebug,
BuiltinPostProcessPassStep::ColorToShaderResource
}));
}
} // namespace

View File

@@ -1,109 +0,0 @@
#include <gtest/gtest.h>
#include <XCEngine/Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.h>
namespace {
using XCEngine::Rendering::Passes::BuiltinPostProcessPassSequenceBuilder;
using XCEngine::Rendering::Passes::BuiltinPostProcessPassSequenceInput;
using XCEngine::Rendering::Passes::ObjectIdOutlineStyle;
using XCEngine::Rendering::RenderPassSequence;
TEST(BuiltinPostProcessPassSequenceBuilder_Test, ReturnsInvalidSequenceWhenNoBuiltinEffectIsRequested) {
BuiltinPostProcessPassSequenceBuilder builder;
RenderPassSequence sequence;
const auto result = builder.Build({}, sequence);
EXPECT_FALSE(result.valid);
EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
EXPECT_EQ(sequence.GetPassCount(), 0u);
}
TEST(BuiltinPostProcessPassSequenceBuilder_Test, BuildsGridOnlySequenceWhenNothingIsSelected) {
BuiltinPostProcessPassSequenceBuilder builder;
RenderPassSequence sequence;
BuiltinPostProcessPassSequenceInput input = {};
input.gridPassData.valid = true;
const auto result = builder.Build(input, sequence);
EXPECT_TRUE(result.valid);
EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
EXPECT_EQ(sequence.GetPassCount(), 3u);
}
TEST(BuiltinPostProcessPassSequenceBuilder_Test, BuildsGridAndSelectionOutlineSequenceWhenObjectIdTextureViewExists) {
BuiltinPostProcessPassSequenceBuilder builder;
RenderPassSequence sequence;
BuiltinPostProcessPassSequenceInput input = {};
input.gridPassData.valid = true;
input.objectIdTextureView = reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1);
input.selectedObjectIds = { 7u, 11u };
const auto result = builder.Build(input, sequence);
EXPECT_TRUE(result.valid);
EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
EXPECT_EQ(sequence.GetPassCount(), 4u);
}
TEST(BuiltinPostProcessPassSequenceBuilder_Test, ReportsMissingObjectIdTextureViewAndFallsBackToGridOnlySequence) {
BuiltinPostProcessPassSequenceBuilder builder;
RenderPassSequence sequence;
BuiltinPostProcessPassSequenceInput input = {};
input.gridPassData.valid = true;
input.selectedObjectIds = { 42u };
const auto result = builder.Build(input, sequence);
EXPECT_TRUE(result.valid);
EXPECT_TRUE(result.missingObjectIdTextureViewForSelection);
EXPECT_EQ(sequence.GetPassCount(), 3u);
}
TEST(BuiltinPostProcessPassSequenceBuilder_Test, BuildsDebugMaskSequenceWhenRequested) {
BuiltinPostProcessPassSequenceBuilder builder;
RenderPassSequence sequence;
BuiltinPostProcessPassSequenceInput input = {};
input.gridPassData.valid = true;
input.objectIdTextureView = reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1);
input.selectedObjectIds = { 5u };
input.outlineStyle = ObjectIdOutlineStyle{};
input.outlineStyle.debugSelectionMask = true;
const auto result = builder.Build(input, sequence);
EXPECT_TRUE(result.valid);
EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
EXPECT_EQ(sequence.GetPassCount(), 3u);
}
TEST(BuiltinPostProcessPassSequenceBuilder_Test, BuildsSelectionOnlyOutlineSequenceWhenGridDataIsUnavailable) {
BuiltinPostProcessPassSequenceBuilder builder;
RenderPassSequence sequence;
BuiltinPostProcessPassSequenceInput input = {};
input.objectIdTextureView = reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1);
input.selectedObjectIds = { 13u };
const auto result = builder.Build(input, sequence);
EXPECT_TRUE(result.valid);
EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
EXPECT_EQ(sequence.GetPassCount(), 3u);
}
TEST(BuiltinPostProcessPassSequenceBuilder_Test, ReportsInvalidSelectionOnlySequenceWhenObjectIdTextureViewIsMissing) {
BuiltinPostProcessPassSequenceBuilder builder;
RenderPassSequence sequence;
BuiltinPostProcessPassSequenceInput input = {};
input.selectedObjectIds = { 13u };
const auto result = builder.Build(input, sequence);
EXPECT_FALSE(result.valid);
EXPECT_TRUE(result.missingObjectIdTextureViewForSelection);
EXPECT_EQ(sequence.GetPassCount(), 0u);
}
} // namespace

View File

@@ -438,31 +438,6 @@ TEST(CameraRenderer_Test, ShutsDownSequencesWhenPostPassInitializationFails) {
"shutdown:pre" }));
}
TEST(CameraRenderer_Test, RejectsBuiltinPostProcessThatCannotProduceFreshObjectIdData) {
Scene scene("CameraRendererBuiltinPostProcessValidationScene");
GameObject* cameraObject = scene.CreateGameObject("Camera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetPrimary(true);
camera->SetDepth(4.0f);
auto state = std::make_shared<MockPipelineState>();
CameraRenderer renderer(std::make_unique<MockPipeline>(state));
CameraRenderRequest request;
request.scene = &scene;
request.camera = camera;
request.context = CreateValidContext();
request.surface = RenderSurface(512, 512);
request.cameraDepth = camera->GetDepth();
request.builtinPostProcess.gridPassData.valid = true;
request.builtinPostProcess.objectIdTextureView =
reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1);
EXPECT_FALSE(renderer.Render(request));
EXPECT_TRUE(state->eventLog.empty());
}
TEST(SceneRenderer_Test, BuildsSortedRequestsForAllUsableCamerasAndHonorsOverrideCamera) {
Scene scene("SceneRendererRequestScene");

View File

@@ -13,7 +13,6 @@ using XCEngine::Editor::ApplySceneViewportRenderRequestSetup;
using XCEngine::Editor::ApplySceneViewportRenderPlan;
using XCEngine::Editor::ApplyViewportFailureStatus;
using XCEngine::Editor::BuildGameViewportRenderFailurePolicy;
using XCEngine::Editor::BuildSceneViewportBuiltinPostProcess;
using XCEngine::Editor::BuildSceneViewportRenderPlan;
using XCEngine::Editor::BuildSceneViewportRenderFailurePolicy;
using XCEngine::Editor::BuildSceneViewportSelectionOutlineStyle;
@@ -32,7 +31,6 @@ using XCEngine::RHI::RHIResourceView;
using XCEngine::RHI::ResourceStates;
using XCEngine::RHI::ResourceViewDimension;
using XCEngine::RHI::ResourceViewType;
using XCEngine::Rendering::BuiltinPostProcessRequest;
using XCEngine::Rendering::RenderPass;
using XCEngine::Rendering::RenderPassContext;
using XCEngine::Rendering::RenderPassSequence;
@@ -163,56 +161,28 @@ TEST(ViewportRenderFlowUtilsTest, ApplyViewportFailureStatusRespectsSetIfEmptyBe
EXPECT_EQ(statusText, "No active scene");
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportBuiltinPostProcessReturnsEmptyRequestWhenOverlayIsInvalid) {
const auto result = BuildSceneViewportBuiltinPostProcess({}, {}, true, false);
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportGridPassDataCopiesSceneCameraState) {
const SceneViewportOverlayData overlay = CreateValidOverlay();
const auto gridPassData = XCEngine::Editor::BuildSceneViewportGridPassData(overlay);
EXPECT_FALSE(result.request.IsRequested());
EXPECT_EQ(result.warningStatusText, nullptr);
EXPECT_TRUE(gridPassData.valid);
EXPECT_FLOAT_EQ(gridPassData.cameraPosition.x, overlay.cameraPosition.x);
EXPECT_FLOAT_EQ(gridPassData.cameraPosition.y, overlay.cameraPosition.y);
EXPECT_FLOAT_EQ(gridPassData.cameraPosition.z, overlay.cameraPosition.z);
EXPECT_FLOAT_EQ(gridPassData.verticalFovDegrees, overlay.verticalFovDegrees);
EXPECT_FLOAT_EQ(gridPassData.orbitDistance, overlay.orbitDistance);
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportBuiltinPostProcessConfiguresGridAndOutlineDefaults) {
const auto result = BuildSceneViewportBuiltinPostProcess(
CreateValidOverlay(),
{ 7u, 11u },
true,
false);
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportSelectionOutlineStyleAppliesSceneDefaults) {
const auto style = BuildSceneViewportSelectionOutlineStyle(false);
const auto debugStyle = BuildSceneViewportSelectionOutlineStyle(true);
EXPECT_TRUE(result.request.IsRequested());
EXPECT_TRUE(result.request.gridPassData.valid);
EXPECT_EQ(result.request.selectedObjectIds.size(), 2u);
EXPECT_EQ(result.request.selectedObjectIds[0], 7u);
EXPECT_EQ(result.request.selectedObjectIds[1], 11u);
EXPECT_FLOAT_EQ(result.request.outlineStyle.outlineColor.r, 1.0f);
EXPECT_FLOAT_EQ(result.request.outlineStyle.outlineColor.g, 0.4f);
EXPECT_FLOAT_EQ(result.request.outlineStyle.outlineColor.b, 0.0f);
EXPECT_FLOAT_EQ(result.request.outlineStyle.outlineWidthPixels, 2.0f);
EXPECT_FALSE(result.request.outlineStyle.debugSelectionMask);
EXPECT_EQ(result.warningStatusText, nullptr);
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportBuiltinPostProcessReportsMissingObjectIdShaderViewForSelectionOutline) {
const auto result = BuildSceneViewportBuiltinPostProcess(
CreateValidOverlay(),
{ 42u },
false,
false);
EXPECT_TRUE(result.request.IsRequested());
EXPECT_TRUE(result.request.gridPassData.valid);
EXPECT_EQ(result.request.selectedObjectIds.size(), 1u);
EXPECT_STREQ(result.warningStatusText, "Scene object id shader view is unavailable");
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportBuiltinPostProcessDoesNotWarnWhenDebugMaskDisablesSelectionOutlineFallback) {
const auto result = BuildSceneViewportBuiltinPostProcess(
CreateValidOverlay(),
{ 42u },
false,
true);
EXPECT_TRUE(result.request.IsRequested());
EXPECT_TRUE(result.request.outlineStyle.debugSelectionMask);
EXPECT_EQ(result.warningStatusText, nullptr);
EXPECT_FLOAT_EQ(style.outlineColor.r, 1.0f);
EXPECT_FLOAT_EQ(style.outlineColor.g, 0.4f);
EXPECT_FLOAT_EQ(style.outlineColor.b, 0.0f);
EXPECT_FLOAT_EQ(style.outlineWidthPixels, 2.0f);
EXPECT_FALSE(style.debugSelectionMask);
EXPECT_TRUE(debugStyle.debugSelectionMask);
}
TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupAttachesOptionalPassesAndObjectIdSurface) {
@@ -231,26 +201,17 @@ TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupAttachesOptionalPa
RenderPassSequence postPasses;
postPasses.AddPass(std::make_unique<NoopRenderPass>());
BuiltinPostProcessRequest builtinPostProcess = {};
builtinPostProcess.gridPassData.valid = true;
builtinPostProcess.selectedObjectIds = { 7u };
XCEngine::Rendering::CameraRenderRequest request = {};
request.surface = RenderSurface(800, 600);
request.surface.SetRenderArea(XCEngine::Math::RectInt(64, 32, 320, 240));
ApplySceneViewportRenderRequestSetup(
targets,
&builtinPostProcess,
&postPasses,
request);
EXPECT_EQ(request.postScenePasses, &postPasses);
EXPECT_TRUE(request.objectId.IsRequested());
EXPECT_TRUE(request.builtinPostProcess.IsRequested());
EXPECT_EQ(request.builtinPostProcess.objectIdTextureView, &objectIdShaderView);
ASSERT_EQ(request.builtinPostProcess.selectedObjectIds.size(), 1u);
EXPECT_EQ(request.builtinPostProcess.selectedObjectIds[0], 7u);
ASSERT_EQ(request.objectId.surface.GetColorAttachments().size(), 1u);
EXPECT_EQ(request.objectId.surface.GetColorAttachments()[0], &objectIdView);
EXPECT_EQ(request.objectId.surface.GetDepthAttachment(), &depthView);
@@ -273,46 +234,13 @@ TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupSkipsUnavailableOp
XCEngine::Rendering::CameraRenderRequest request = {};
request.postScenePasses = reinterpret_cast<RenderPassSequence*>(static_cast<uintptr_t>(0x1));
request.objectId.surface = RenderSurface(1, 1);
request.builtinPostProcess.gridPassData.valid = true;
request.objectId.surface.SetColorAttachment(
reinterpret_cast<RHIResourceView*>(static_cast<uintptr_t>(0x2)));
ApplySceneViewportRenderRequestSetup(targets, nullptr, &postPasses, request);
ApplySceneViewportRenderRequestSetup(targets, &postPasses, request);
EXPECT_EQ(request.postScenePasses, nullptr);
EXPECT_FALSE(request.objectId.IsRequested());
EXPECT_FALSE(request.builtinPostProcess.IsRequested());
}
TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupPreservesBuiltinGridFallbackWhenObjectIdShaderViewIsUnavailable) {
DummyResourceView depthView(ResourceViewType::DepthStencil, Format::D24_UNorm_S8_UInt);
DummyResourceView objectIdView(ResourceViewType::RenderTarget);
ViewportRenderTargets targets = {};
targets.width = 800;
targets.height = 600;
targets.depthView = &depthView;
targets.objectIdView = &objectIdView;
const auto builtinPostProcess = BuildSceneViewportBuiltinPostProcess(
CreateValidOverlay(),
{ 99u },
false,
false);
XCEngine::Rendering::CameraRenderRequest request = {};
request.surface = RenderSurface(800, 600);
ApplySceneViewportRenderRequestSetup(
targets,
&builtinPostProcess.request,
nullptr,
request);
EXPECT_TRUE(request.builtinPostProcess.IsRequested());
EXPECT_EQ(request.builtinPostProcess.objectIdTextureView, nullptr);
EXPECT_EQ(request.builtinPostProcess.selectedObjectIds.size(), 1u);
EXPECT_TRUE(request.objectId.IsRequested());
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportRenderPlanCollectsPostSceneAndOverlayPasses) {
@@ -365,7 +293,6 @@ TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportRenderPlanCollectsPostSceneA
},
false);
EXPECT_FALSE(result.plan.builtinPostProcess.IsRequested());
EXPECT_EQ(result.plan.postScenePasses.GetPassCount(), 2u);
EXPECT_EQ(result.plan.overlayPasses.GetPassCount(), 1u);
EXPECT_EQ(factoryCallCount, 1u);
@@ -415,7 +342,6 @@ TEST(ViewportRenderFlowUtilsTest, ApplySceneViewportRenderPlanAttachesPlannedPas
targets.objectIdShaderView = &objectIdShaderView;
SceneViewportRenderPlan plan = {};
plan.builtinPostProcess.gridPassData.valid = true;
plan.postScenePasses.AddPass(std::make_unique<NoopRenderPass>());
plan.overlayPasses.AddPass(std::make_unique<NoopRenderPass>());
plan.clearColorOverride = XCEngine::Math::Color(0.1f, 0.2f, 0.3f, 1.0f);
@@ -429,7 +355,6 @@ TEST(ViewportRenderFlowUtilsTest, ApplySceneViewportRenderPlanAttachesPlannedPas
EXPECT_EQ(request.postScenePasses, &plan.postScenePasses);
EXPECT_EQ(request.overlayPasses, &plan.overlayPasses);
EXPECT_TRUE(request.objectId.IsRequested());
EXPECT_TRUE(request.builtinPostProcess.IsRequested());
EXPECT_TRUE(request.hasClearColorOverride);
EXPECT_FLOAT_EQ(request.clearColorOverride.r, 0.1f);
EXPECT_FLOAT_EQ(request.clearColorOverride.g, 0.2f);
@@ -450,7 +375,7 @@ TEST(ViewportRenderFlowUtilsTest, MarkSceneRenderSuccessMovesTargetsToShaderReso
XCEngine::Rendering::CameraRenderRequest request = {};
request.surface = RenderSurface(640, 360);
ApplySceneViewportRenderRequestSetup(targets, nullptr, nullptr, request);
ApplySceneViewportRenderRequestSetup(targets, nullptr, request);
MarkSceneViewportRenderSuccess(targets, request);
EXPECT_EQ(targets.colorState, ResourceStates::PixelShaderResource);