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

@@ -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

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@@ -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");