refactor: generalize renderer builtin post process
This commit is contained in:
@@ -5,8 +5,8 @@ project(XCEngine_RenderingUnitTests)
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set(RENDERING_UNIT_TEST_SOURCES
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test_render_pass.cpp
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test_builtin_forward_pipeline.cpp
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test_builtin_scene_view_post_pass_plan.cpp
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test_builtin_scene_view_post_pass_sequence_builder.cpp
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test_builtin_post_process_pass_plan.cpp
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test_builtin_post_process_pass_sequence_builder.cpp
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test_camera_scene_renderer.cpp
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test_scene_render_request_planner.cpp
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test_scene_render_request_utils.cpp
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143
tests/Rendering/unit/test_builtin_post_process_pass_plan.cpp
Normal file
143
tests/Rendering/unit/test_builtin_post_process_pass_plan.cpp
Normal file
@@ -0,0 +1,143 @@
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#include <gtest/gtest.h>
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#include <XCEngine/Rendering/Passes/BuiltinPostProcessPassPlan.h>
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#include <vector>
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namespace {
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using XCEngine::Rendering::Passes::BuildBuiltinPostProcessPassPlan;
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using XCEngine::Rendering::Passes::BuiltinPostProcessPassPlanInput;
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using XCEngine::Rendering::Passes::BuiltinPostProcessPassStep;
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TEST(BuiltinPostProcessPassPlan_Test, ReturnsInvalidPlanWhenNoBuiltinEffectIsAvailable) {
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const auto plan = BuildBuiltinPostProcessPassPlan({});
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EXPECT_FALSE(plan.valid);
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EXPECT_TRUE(plan.steps.empty());
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}
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TEST(BuiltinPostProcessPassPlan_Test, BuildsGridOnlyPlanWhenNothingIsSelected) {
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BuiltinPostProcessPassPlanInput input = {};
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input.hasGridOverlay = true;
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const auto plan = BuildBuiltinPostProcessPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinPostProcessPassStep>{
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::InfiniteGrid,
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BuiltinPostProcessPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinPostProcessPassPlan_Test, BuildsGridAndSelectionOutlinePlanWhenObjectIdShaderViewExists) {
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BuiltinPostProcessPassPlanInput input = {};
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input.hasGridOverlay = true;
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input.hasSelection = true;
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input.hasObjectIdShaderView = true;
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const auto plan = BuildBuiltinPostProcessPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinPostProcessPassStep>{
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::InfiniteGrid,
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BuiltinPostProcessPassStep::SelectionOutline,
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BuiltinPostProcessPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinPostProcessPassPlan_Test, SkipsSelectionOutlineWhenObjectIdShaderViewIsMissingAndGridExists) {
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BuiltinPostProcessPassPlanInput input = {};
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input.hasGridOverlay = true;
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input.hasSelection = true;
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const auto plan = BuildBuiltinPostProcessPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinPostProcessPassStep>{
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::InfiniteGrid,
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BuiltinPostProcessPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinPostProcessPassPlan_Test, BuildsDebugMaskPlanFromObjectIdShaderView) {
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BuiltinPostProcessPassPlanInput input = {};
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input.hasGridOverlay = true;
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input.hasSelection = true;
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input.debugSelectionMask = true;
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input.hasObjectIdShaderView = true;
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const auto plan = BuildBuiltinPostProcessPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinPostProcessPassStep>{
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::SelectionMaskDebug,
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BuiltinPostProcessPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinPostProcessPassPlan_Test, DebugMaskPlanFallsBackToTransitionsWhenGridExistsButObjectIdShaderViewIsMissing) {
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BuiltinPostProcessPassPlanInput input = {};
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input.hasGridOverlay = true;
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input.hasSelection = true;
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input.debugSelectionMask = true;
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const auto plan = BuildBuiltinPostProcessPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinPostProcessPassStep>{
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinPostProcessPassPlan_Test, BuildsSelectionOnlyOutlinePlanWhenGridOverlayIsUnavailable) {
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BuiltinPostProcessPassPlanInput input = {};
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input.hasSelection = true;
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input.hasObjectIdShaderView = true;
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const auto plan = BuildBuiltinPostProcessPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinPostProcessPassStep>{
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::SelectionOutline,
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BuiltinPostProcessPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinPostProcessPassPlan_Test, BuildsDebugMaskWithoutGridWhenObjectIdShaderViewExists) {
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BuiltinPostProcessPassPlanInput input = {};
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input.hasSelection = true;
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input.debugSelectionMask = true;
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input.hasObjectIdShaderView = true;
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const auto plan = BuildBuiltinPostProcessPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinPostProcessPassStep>{
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::SelectionMaskDebug,
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BuiltinPostProcessPassStep::ColorToShaderResource
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}));
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}
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} // namespace
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@@ -0,0 +1,109 @@
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#include <gtest/gtest.h>
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#include <XCEngine/Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.h>
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namespace {
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using XCEngine::Rendering::Passes::BuiltinPostProcessPassSequenceBuilder;
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using XCEngine::Rendering::Passes::BuiltinPostProcessPassSequenceInput;
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using XCEngine::Rendering::Passes::ObjectIdOutlineStyle;
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using XCEngine::Rendering::RenderPassSequence;
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TEST(BuiltinPostProcessPassSequenceBuilder_Test, ReturnsInvalidSequenceWhenNoBuiltinEffectIsRequested) {
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BuiltinPostProcessPassSequenceBuilder builder;
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RenderPassSequence sequence;
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const auto result = builder.Build({}, sequence);
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EXPECT_FALSE(result.valid);
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EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
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EXPECT_EQ(sequence.GetPassCount(), 0u);
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}
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TEST(BuiltinPostProcessPassSequenceBuilder_Test, BuildsGridOnlySequenceWhenNothingIsSelected) {
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BuiltinPostProcessPassSequenceBuilder builder;
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RenderPassSequence sequence;
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BuiltinPostProcessPassSequenceInput input = {};
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input.gridPassData.valid = true;
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const auto result = builder.Build(input, sequence);
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EXPECT_TRUE(result.valid);
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EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
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EXPECT_EQ(sequence.GetPassCount(), 3u);
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}
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TEST(BuiltinPostProcessPassSequenceBuilder_Test, BuildsGridAndSelectionOutlineSequenceWhenObjectIdTextureViewExists) {
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BuiltinPostProcessPassSequenceBuilder builder;
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RenderPassSequence sequence;
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BuiltinPostProcessPassSequenceInput input = {};
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input.gridPassData.valid = true;
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input.objectIdTextureView = reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1);
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input.selectedObjectIds = { 7u, 11u };
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const auto result = builder.Build(input, sequence);
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EXPECT_TRUE(result.valid);
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EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
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EXPECT_EQ(sequence.GetPassCount(), 4u);
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}
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TEST(BuiltinPostProcessPassSequenceBuilder_Test, ReportsMissingObjectIdTextureViewAndFallsBackToGridOnlySequence) {
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BuiltinPostProcessPassSequenceBuilder builder;
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RenderPassSequence sequence;
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BuiltinPostProcessPassSequenceInput input = {};
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input.gridPassData.valid = true;
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input.selectedObjectIds = { 42u };
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const auto result = builder.Build(input, sequence);
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EXPECT_TRUE(result.valid);
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EXPECT_TRUE(result.missingObjectIdTextureViewForSelection);
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EXPECT_EQ(sequence.GetPassCount(), 3u);
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}
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TEST(BuiltinPostProcessPassSequenceBuilder_Test, BuildsDebugMaskSequenceWhenRequested) {
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BuiltinPostProcessPassSequenceBuilder builder;
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RenderPassSequence sequence;
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BuiltinPostProcessPassSequenceInput input = {};
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input.gridPassData.valid = true;
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input.objectIdTextureView = reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1);
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input.selectedObjectIds = { 5u };
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input.outlineStyle = ObjectIdOutlineStyle{};
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input.outlineStyle.debugSelectionMask = true;
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const auto result = builder.Build(input, sequence);
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EXPECT_TRUE(result.valid);
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EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
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EXPECT_EQ(sequence.GetPassCount(), 3u);
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}
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TEST(BuiltinPostProcessPassSequenceBuilder_Test, BuildsSelectionOnlyOutlineSequenceWhenGridDataIsUnavailable) {
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BuiltinPostProcessPassSequenceBuilder builder;
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RenderPassSequence sequence;
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BuiltinPostProcessPassSequenceInput input = {};
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input.objectIdTextureView = reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1);
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input.selectedObjectIds = { 13u };
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const auto result = builder.Build(input, sequence);
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EXPECT_TRUE(result.valid);
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EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
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EXPECT_EQ(sequence.GetPassCount(), 3u);
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}
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TEST(BuiltinPostProcessPassSequenceBuilder_Test, ReportsInvalidSelectionOnlySequenceWhenObjectIdTextureViewIsMissing) {
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BuiltinPostProcessPassSequenceBuilder builder;
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RenderPassSequence sequence;
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BuiltinPostProcessPassSequenceInput input = {};
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input.selectedObjectIds = { 13u };
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const auto result = builder.Build(input, sequence);
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EXPECT_FALSE(result.valid);
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EXPECT_TRUE(result.missingObjectIdTextureViewForSelection);
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EXPECT_EQ(sequence.GetPassCount(), 0u);
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}
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} // namespace
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@@ -1,108 +0,0 @@
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#include <gtest/gtest.h>
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#include <XCEngine/Rendering/Passes/BuiltinSceneViewPostPassPlan.h>
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#include <vector>
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namespace {
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using XCEngine::Rendering::Passes::BuildBuiltinSceneViewPostPassPlan;
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using XCEngine::Rendering::Passes::BuiltinSceneViewPostPassPlanInput;
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using XCEngine::Rendering::Passes::BuiltinSceneViewPostPassStep;
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TEST(BuiltinSceneViewPostPassPlan_Test, ReturnsInvalidPlanWhenOverlayIsUnavailable) {
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const auto plan = BuildBuiltinSceneViewPostPassPlan({});
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EXPECT_FALSE(plan.valid);
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EXPECT_TRUE(plan.steps.empty());
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}
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TEST(BuiltinSceneViewPostPassPlan_Test, BuildsGridOnlyPlanWhenNothingIsSelected) {
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BuiltinSceneViewPostPassPlanInput input = {};
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input.overlayValid = true;
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const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinSceneViewPostPassStep>{
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BuiltinSceneViewPostPassStep::ColorToRenderTarget,
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BuiltinSceneViewPostPassStep::InfiniteGrid,
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BuiltinSceneViewPostPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinSceneViewPostPassPlan_Test, BuildsSelectionOutlinePlanWhenObjectIdShaderViewExists) {
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BuiltinSceneViewPostPassPlanInput input = {};
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input.overlayValid = true;
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input.hasSelection = true;
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input.hasObjectIdShaderView = true;
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const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinSceneViewPostPassStep>{
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BuiltinSceneViewPostPassStep::ColorToRenderTarget,
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BuiltinSceneViewPostPassStep::InfiniteGrid,
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BuiltinSceneViewPostPassStep::SelectionOutline,
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BuiltinSceneViewPostPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinSceneViewPostPassPlan_Test, SkipsSelectionOutlineWhenObjectIdShaderViewIsMissing) {
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BuiltinSceneViewPostPassPlanInput input = {};
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input.overlayValid = true;
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input.hasSelection = true;
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const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinSceneViewPostPassStep>{
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BuiltinSceneViewPostPassStep::ColorToRenderTarget,
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BuiltinSceneViewPostPassStep::InfiniteGrid,
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BuiltinSceneViewPostPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinSceneViewPostPassPlan_Test, BuildsDebugMaskPlanFromObjectIdShaderView) {
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BuiltinSceneViewPostPassPlanInput input = {};
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input.overlayValid = true;
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input.hasSelection = true;
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input.debugSelectionMask = true;
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input.hasObjectIdShaderView = true;
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const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinSceneViewPostPassStep>{
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BuiltinSceneViewPostPassStep::ColorToRenderTarget,
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BuiltinSceneViewPostPassStep::SelectionMaskDebug,
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BuiltinSceneViewPostPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinSceneViewPostPassPlan_Test, DebugMaskPlanFallsBackWhenObjectIdShaderViewIsMissing) {
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BuiltinSceneViewPostPassPlanInput input = {};
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input.overlayValid = true;
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input.hasSelection = true;
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input.debugSelectionMask = true;
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const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinSceneViewPostPassStep>{
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BuiltinSceneViewPostPassStep::ColorToRenderTarget,
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BuiltinSceneViewPostPassStep::ColorToShaderResource
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}));
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}
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} // namespace
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@@ -1,82 +0,0 @@
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#include <gtest/gtest.h>
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#include <XCEngine/Rendering/Passes/BuiltinSceneViewPostPassSequenceBuilder.h>
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namespace {
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using XCEngine::Rendering::Passes::BuiltinSceneViewPostPassSequenceBuilder;
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using XCEngine::Rendering::Passes::BuiltinSceneViewPostPassSequenceInput;
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using XCEngine::Rendering::Passes::ObjectIdOutlineStyle;
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using XCEngine::Rendering::RenderPassSequence;
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TEST(BuiltinSceneViewPostPassSequenceBuilder_Test, ReturnsInvalidSequenceWhenGridDataIsUnavailable) {
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BuiltinSceneViewPostPassSequenceBuilder builder;
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RenderPassSequence sequence;
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const auto result = builder.Build({}, sequence);
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EXPECT_FALSE(result.valid);
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EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
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EXPECT_EQ(sequence.GetPassCount(), 0u);
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}
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TEST(BuiltinSceneViewPostPassSequenceBuilder_Test, BuildsGridOnlySequenceWhenNothingIsSelected) {
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BuiltinSceneViewPostPassSequenceBuilder builder;
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RenderPassSequence sequence;
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BuiltinSceneViewPostPassSequenceInput input = {};
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input.gridPassData.valid = true;
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const auto result = builder.Build(input, sequence);
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EXPECT_TRUE(result.valid);
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EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
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EXPECT_EQ(sequence.GetPassCount(), 3u);
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}
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TEST(BuiltinSceneViewPostPassSequenceBuilder_Test, BuildsSelectionOutlineSequenceWhenObjectIdTextureViewExists) {
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BuiltinSceneViewPostPassSequenceBuilder builder;
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RenderPassSequence sequence;
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BuiltinSceneViewPostPassSequenceInput input = {};
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input.gridPassData.valid = true;
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input.objectIdTextureView = reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1);
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input.selectedObjectIds = { 7u, 11u };
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const auto result = builder.Build(input, sequence);
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EXPECT_TRUE(result.valid);
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EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
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EXPECT_EQ(sequence.GetPassCount(), 4u);
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}
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TEST(BuiltinSceneViewPostPassSequenceBuilder_Test, ReportsMissingObjectIdTextureViewAndFallsBackToGridOnlySequence) {
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BuiltinSceneViewPostPassSequenceBuilder builder;
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RenderPassSequence sequence;
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BuiltinSceneViewPostPassSequenceInput input = {};
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input.gridPassData.valid = true;
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input.selectedObjectIds = { 42u };
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const auto result = builder.Build(input, sequence);
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EXPECT_TRUE(result.valid);
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EXPECT_TRUE(result.missingObjectIdTextureViewForSelection);
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EXPECT_EQ(sequence.GetPassCount(), 3u);
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}
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TEST(BuiltinSceneViewPostPassSequenceBuilder_Test, BuildsDebugMaskSequenceWhenRequested) {
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BuiltinSceneViewPostPassSequenceBuilder builder;
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RenderPassSequence sequence;
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BuiltinSceneViewPostPassSequenceInput input = {};
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input.gridPassData.valid = true;
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input.objectIdTextureView = reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1);
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input.selectedObjectIds = { 5u };
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input.outlineStyle = ObjectIdOutlineStyle{};
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input.outlineStyle.debugSelectionMask = true;
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const auto result = builder.Build(input, sequence);
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EXPECT_TRUE(result.valid);
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EXPECT_FALSE(result.missingObjectIdTextureViewForSelection);
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EXPECT_EQ(sequence.GetPassCount(), 3u);
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}
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} // namespace
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@@ -438,8 +438,8 @@ TEST(CameraRenderer_Test, ShutsDownSequencesWhenPostPassInitializationFails) {
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"shutdown:pre" }));
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}
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TEST(CameraRenderer_Test, RejectsBuiltinSceneViewPostProcessThatCannotProduceFreshObjectIdData) {
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Scene scene("CameraRendererSceneViewPostProcessValidationScene");
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TEST(CameraRenderer_Test, RejectsBuiltinPostProcessThatCannotProduceFreshObjectIdData) {
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Scene scene("CameraRendererBuiltinPostProcessValidationScene");
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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));
|
||||
|
||||
Reference in New Issue
Block a user