refactor: generalize renderer builtin post process

This commit is contained in:
2026-04-02 14:49:00 +08:00
parent 697deb4e41
commit ec7a15d85b
17 changed files with 430 additions and 327 deletions

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@@ -5,8 +5,8 @@ project(XCEngine_RenderingUnitTests)
set(RENDERING_UNIT_TEST_SOURCES
test_render_pass.cpp
test_builtin_forward_pipeline.cpp
test_builtin_scene_view_post_pass_plan.cpp
test_builtin_scene_view_post_pass_sequence_builder.cpp
test_builtin_post_process_pass_plan.cpp
test_builtin_post_process_pass_sequence_builder.cpp
test_camera_scene_renderer.cpp
test_scene_render_request_planner.cpp
test_scene_render_request_utils.cpp

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@@ -0,0 +1,143 @@
#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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@@ -0,0 +1,109 @@
#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

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@@ -1,108 +0,0 @@
#include <gtest/gtest.h>
#include <XCEngine/Rendering/Passes/BuiltinSceneViewPostPassPlan.h>
#include <vector>
namespace {
using XCEngine::Rendering::Passes::BuildBuiltinSceneViewPostPassPlan;
using XCEngine::Rendering::Passes::BuiltinSceneViewPostPassPlanInput;
using XCEngine::Rendering::Passes::BuiltinSceneViewPostPassStep;
TEST(BuiltinSceneViewPostPassPlan_Test, ReturnsInvalidPlanWhenOverlayIsUnavailable) {
const auto plan = BuildBuiltinSceneViewPostPassPlan({});
EXPECT_FALSE(plan.valid);
EXPECT_TRUE(plan.steps.empty());
}
TEST(BuiltinSceneViewPostPassPlan_Test, BuildsGridOnlyPlanWhenNothingIsSelected) {
BuiltinSceneViewPostPassPlanInput input = {};
input.overlayValid = true;
const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinSceneViewPostPassStep>{
BuiltinSceneViewPostPassStep::ColorToRenderTarget,
BuiltinSceneViewPostPassStep::InfiniteGrid,
BuiltinSceneViewPostPassStep::ColorToShaderResource
}));
}
TEST(BuiltinSceneViewPostPassPlan_Test, BuildsSelectionOutlinePlanWhenObjectIdShaderViewExists) {
BuiltinSceneViewPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
input.hasObjectIdShaderView = true;
const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinSceneViewPostPassStep>{
BuiltinSceneViewPostPassStep::ColorToRenderTarget,
BuiltinSceneViewPostPassStep::InfiniteGrid,
BuiltinSceneViewPostPassStep::SelectionOutline,
BuiltinSceneViewPostPassStep::ColorToShaderResource
}));
}
TEST(BuiltinSceneViewPostPassPlan_Test, SkipsSelectionOutlineWhenObjectIdShaderViewIsMissing) {
BuiltinSceneViewPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinSceneViewPostPassStep>{
BuiltinSceneViewPostPassStep::ColorToRenderTarget,
BuiltinSceneViewPostPassStep::InfiniteGrid,
BuiltinSceneViewPostPassStep::ColorToShaderResource
}));
}
TEST(BuiltinSceneViewPostPassPlan_Test, BuildsDebugMaskPlanFromObjectIdShaderView) {
BuiltinSceneViewPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
input.debugSelectionMask = true;
input.hasObjectIdShaderView = true;
const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinSceneViewPostPassStep>{
BuiltinSceneViewPostPassStep::ColorToRenderTarget,
BuiltinSceneViewPostPassStep::SelectionMaskDebug,
BuiltinSceneViewPostPassStep::ColorToShaderResource
}));
}
TEST(BuiltinSceneViewPostPassPlan_Test, DebugMaskPlanFallsBackWhenObjectIdShaderViewIsMissing) {
BuiltinSceneViewPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
input.debugSelectionMask = true;
const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinSceneViewPostPassStep>{
BuiltinSceneViewPostPassStep::ColorToRenderTarget,
BuiltinSceneViewPostPassStep::ColorToShaderResource
}));
}
} // namespace

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@@ -1,82 +0,0 @@
#include <gtest/gtest.h>
#include <XCEngine/Rendering/Passes/BuiltinSceneViewPostPassSequenceBuilder.h>
namespace {
using XCEngine::Rendering::Passes::BuiltinSceneViewPostPassSequenceBuilder;
using XCEngine::Rendering::Passes::BuiltinSceneViewPostPassSequenceInput;
using XCEngine::Rendering::Passes::ObjectIdOutlineStyle;
using XCEngine::Rendering::RenderPassSequence;
TEST(BuiltinSceneViewPostPassSequenceBuilder_Test, ReturnsInvalidSequenceWhenGridDataIsUnavailable) {
BuiltinSceneViewPostPassSequenceBuilder builder;
RenderPassSequence sequence;
const auto result = builder.Build({}, sequence);
EXPECT_FALSE(result.valid);
EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
EXPECT_EQ(sequence.GetPassCount(), 0u);
}
TEST(BuiltinSceneViewPostPassSequenceBuilder_Test, BuildsGridOnlySequenceWhenNothingIsSelected) {
BuiltinSceneViewPostPassSequenceBuilder builder;
RenderPassSequence sequence;
BuiltinSceneViewPostPassSequenceInput 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(BuiltinSceneViewPostPassSequenceBuilder_Test, BuildsSelectionOutlineSequenceWhenObjectIdTextureViewExists) {
BuiltinSceneViewPostPassSequenceBuilder builder;
RenderPassSequence sequence;
BuiltinSceneViewPostPassSequenceInput 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(BuiltinSceneViewPostPassSequenceBuilder_Test, ReportsMissingObjectIdTextureViewAndFallsBackToGridOnlySequence) {
BuiltinSceneViewPostPassSequenceBuilder builder;
RenderPassSequence sequence;
BuiltinSceneViewPostPassSequenceInput 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(BuiltinSceneViewPostPassSequenceBuilder_Test, BuildsDebugMaskSequenceWhenRequested) {
BuiltinSceneViewPostPassSequenceBuilder builder;
RenderPassSequence sequence;
BuiltinSceneViewPostPassSequenceInput 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);
}
} // namespace

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@@ -438,8 +438,8 @@ TEST(CameraRenderer_Test, ShutsDownSequencesWhenPostPassInitializationFails) {
"shutdown:pre" }));
}
TEST(CameraRenderer_Test, RejectsBuiltinSceneViewPostProcessThatCannotProduceFreshObjectIdData) {
Scene scene("CameraRendererSceneViewPostProcessValidationScene");
TEST(CameraRenderer_Test, RejectsBuiltinPostProcessThatCannotProduceFreshObjectIdData) {
Scene scene("CameraRendererBuiltinPostProcessValidationScene");
GameObject* cameraObject = scene.CreateGameObject("Camera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
@@ -455,8 +455,8 @@ TEST(CameraRenderer_Test, RejectsBuiltinSceneViewPostProcessThatCannotProduceFre
request.context = CreateValidContext();
request.surface = RenderSurface(512, 512);
request.cameraDepth = camera->GetDepth();
request.builtinSceneViewPostProcess.gridPassData.valid = true;
request.builtinSceneViewPostProcess.objectIdTextureView =
request.builtinPostProcess.gridPassData.valid = true;
request.builtinPostProcess.objectIdTextureView =
reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1);
EXPECT_FALSE(renderer.Render(request));

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@@ -22,6 +22,7 @@ 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;
@@ -127,25 +128,39 @@ TEST(ViewportRenderFlowUtilsTest, ApplyViewportFailureStatusRespectsSetIfEmptyBe
TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupAttachesOptionalPassesAndObjectIdSurface) {
DummyResourceView depthView(ResourceViewType::DepthStencil, Format::D24_UNorm_S8_UInt);
DummyResourceView objectIdView(ResourceViewType::RenderTarget);
DummyResourceView objectIdShaderView(ResourceViewType::ShaderResource);
ViewportRenderTargets targets = {};
targets.width = 800;
targets.height = 600;
targets.depthView = &depthView;
targets.objectIdView = &objectIdView;
targets.objectIdShaderView = &objectIdShaderView;
targets.objectIdState = ResourceStates::Common;
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, &postPasses, request);
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);
@@ -168,13 +183,15 @@ 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, &postPasses, request);
ApplySceneViewportRenderRequestSetup(targets, nullptr, &postPasses, request);
EXPECT_EQ(request.postScenePasses, nullptr);
EXPECT_FALSE(request.objectId.IsRequested());
EXPECT_FALSE(request.builtinPostProcess.IsRequested());
}
TEST(ViewportRenderFlowUtilsTest, MarkSceneRenderSuccessMovesTargetsToShaderResourceState) {
@@ -191,7 +208,7 @@ TEST(ViewportRenderFlowUtilsTest, MarkSceneRenderSuccessMovesTargetsToShaderReso
XCEngine::Rendering::CameraRenderRequest request = {};
request.surface = RenderSurface(640, 360);
ApplySceneViewportRenderRequestSetup(targets, nullptr, request);
ApplySceneViewportRenderRequestSetup(targets, nullptr, nullptr, request);
MarkSceneViewportRenderSuccess(targets, request);
EXPECT_EQ(targets.colorState, ResourceStates::PixelShaderResource);