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

@@ -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);