refactor: generalize renderer builtin post process
This commit is contained in:
@@ -114,21 +114,21 @@ inline ViewportRenderFallbackPolicy BuildGameViewportRenderFailurePolicy(
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inline void ApplySceneViewportRenderRequestSetup(
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const ViewportRenderTargets& targets,
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const Rendering::BuiltinSceneViewPostProcessRequest* builtinSceneViewPostProcess,
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const Rendering::BuiltinPostProcessRequest* builtinPostProcess,
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Rendering::RenderPassSequence* postPasses,
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Rendering::CameraRenderRequest& request) {
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request.postScenePasses = nullptr;
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request.objectId = {};
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request.builtinSceneViewPostProcess = {};
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request.builtinPostProcess = {};
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if (postPasses != nullptr && postPasses->GetPassCount() > 0) {
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request.postScenePasses = postPasses;
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}
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if (builtinSceneViewPostProcess != nullptr &&
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builtinSceneViewPostProcess->IsRequested()) {
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request.builtinSceneViewPostProcess = *builtinSceneViewPostProcess;
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request.builtinSceneViewPostProcess.objectIdTextureView = targets.objectIdShaderView;
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if (builtinPostProcess != nullptr &&
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builtinPostProcess->IsRequested()) {
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request.builtinPostProcess = *builtinPostProcess;
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request.builtinPostProcess.objectIdTextureView = targets.objectIdShaderView;
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}
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if (targets.objectIdView == nullptr) {
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@@ -278,7 +278,7 @@ private:
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struct SceneViewportRenderState {
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SceneViewportOverlayData overlay = {};
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Rendering::BuiltinSceneViewPostProcessRequest builtinSceneViewPostProcess = {};
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Rendering::BuiltinPostProcessRequest builtinPostProcess = {};
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std::vector<uint64_t> selectedObjectIds;
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};
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@@ -414,7 +414,7 @@ private:
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ViewportEntry& entry,
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const SceneViewportOverlayData& overlay,
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const std::vector<uint64_t>& selectedObjectIds,
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Rendering::BuiltinSceneViewPostProcessRequest& outRequest) {
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Rendering::BuiltinPostProcessRequest& outRequest) {
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if (!overlay.valid) {
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outRequest = {};
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return;
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@@ -450,7 +450,7 @@ private:
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entry,
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outState.overlay,
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outState.selectedObjectIds,
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outState.builtinSceneViewPostProcess);
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outState.builtinPostProcess);
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}
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bool RenderSceneViewportEntry(
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@@ -495,7 +495,7 @@ private:
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ApplySceneViewportRenderRequestSetup(
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entry.renderTargets,
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&sceneState.builtinSceneViewPostProcess,
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&sceneState.builtinPostProcess,
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nullptr,
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requests[0]);
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requests[0].hasClearColorOverride = true;
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@@ -357,14 +357,14 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderer.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinSceneViewPostPassPlan.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinSceneViewPostPassSequenceBuilder.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinPostProcessPassPlan.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdOutlinePass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/CameraRenderer.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinInfiniteGridPass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinSceneViewPostPassSequenceBuilder.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSurface.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSceneExtractor.cpp
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@@ -32,14 +32,14 @@ struct ObjectIdRenderRequest {
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}
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};
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struct BuiltinSceneViewPostProcessRequest {
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struct BuiltinPostProcessRequest {
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Passes::InfiniteGridPassData gridPassData = {};
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RHI::RHIResourceView* objectIdTextureView = nullptr;
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std::vector<uint64_t> selectedObjectIds = {};
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Passes::ObjectIdOutlineStyle outlineStyle = {};
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bool IsRequested() const {
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return gridPassData.valid;
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return gridPassData.valid || !selectedObjectIds.empty();
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}
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};
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@@ -49,7 +49,7 @@ struct CameraRenderRequest {
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RenderContext context;
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RenderSurface surface;
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ObjectIdRenderRequest objectId;
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BuiltinSceneViewPostProcessRequest builtinSceneViewPostProcess;
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BuiltinPostProcessRequest builtinPostProcess;
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float cameraDepth = 0.0f;
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uint8_t cameraStackOrder = 0;
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RenderClearFlags clearFlags = RenderClearFlags::All;
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@@ -2,7 +2,7 @@
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#include <XCEngine/Rendering/CameraRenderRequest.h>
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#include <XCEngine/Rendering/ObjectIdPass.h>
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#include <XCEngine/Rendering/Passes/BuiltinSceneViewPostPassSequenceBuilder.h>
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#include <XCEngine/Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.h>
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#include <XCEngine/Rendering/RenderPipeline.h>
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#include <memory>
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@@ -44,7 +44,7 @@ private:
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std::shared_ptr<const RenderPipelineAsset> m_pipelineAsset;
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std::unique_ptr<RenderPipeline> m_pipeline;
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std::unique_ptr<ObjectIdPass> m_objectIdPass;
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Passes::BuiltinSceneViewPostPassSequenceBuilder m_builtinSceneViewPostProcessBuilder;
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Passes::BuiltinPostProcessPassSequenceBuilder m_builtinPostProcessBuilder;
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};
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} // namespace Rendering
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@@ -0,0 +1,91 @@
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#pragma once
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#include <cstdint>
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#include <vector>
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namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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enum class BuiltinPostProcessPassStep : uint8_t {
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ColorToRenderTarget,
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InfiniteGrid,
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SelectionOutline,
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ColorToShaderResource,
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SelectionMaskDebug
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};
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struct BuiltinPostProcessPassPlanInput {
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bool hasGridOverlay = false;
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bool hasSelection = false;
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bool debugSelectionMask = false;
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bool hasObjectIdShaderView = false;
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};
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struct BuiltinPostProcessPassPlan {
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bool valid = false;
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std::vector<BuiltinPostProcessPassStep> steps;
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};
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inline BuiltinPostProcessPassPlan BuildBuiltinPostProcessPassPlan(
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const BuiltinPostProcessPassPlanInput& input) {
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BuiltinPostProcessPassPlan plan = {};
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plan.valid = true;
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if (input.debugSelectionMask) {
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if (input.hasSelection && input.hasObjectIdShaderView) {
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plan.steps = {
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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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return plan;
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}
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if (input.hasGridOverlay) {
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plan.steps = {
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::ColorToShaderResource
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};
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return plan;
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}
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plan.valid = false;
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return plan;
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}
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if (input.hasGridOverlay && input.hasSelection && input.hasObjectIdShaderView) {
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plan.steps = {
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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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return plan;
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}
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if (input.hasGridOverlay) {
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plan.steps = {
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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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return plan;
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}
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if (input.hasSelection && input.hasObjectIdShaderView) {
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plan.steps = {
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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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return plan;
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}
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plan.valid = false;
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return plan;
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}
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} // namespace Passes
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} // namespace Rendering
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} // namespace XCEngine
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@@ -11,26 +11,26 @@ namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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struct BuiltinSceneViewPostPassSequenceInput {
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struct BuiltinPostProcessPassSequenceInput {
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InfiniteGridPassData gridPassData = {};
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RHI::RHIResourceView* objectIdTextureView = nullptr;
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std::vector<uint64_t> selectedObjectIds = {};
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ObjectIdOutlineStyle outlineStyle = {};
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};
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struct BuiltinSceneViewPostPassSequenceBuildResult {
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struct BuiltinPostProcessPassSequenceBuildResult {
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bool valid = false;
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bool missingObjectIdTextureViewForSelection = false;
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};
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class BuiltinSceneViewPostPassSequenceBuilder {
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class BuiltinPostProcessPassSequenceBuilder {
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public:
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~BuiltinSceneViewPostPassSequenceBuilder();
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~BuiltinPostProcessPassSequenceBuilder();
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void Shutdown();
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BuiltinSceneViewPostPassSequenceBuildResult Build(
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const BuiltinSceneViewPostPassSequenceInput& input,
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BuiltinPostProcessPassSequenceBuildResult Build(
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const BuiltinPostProcessPassSequenceInput& input,
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RenderPassSequence& outSequence);
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private:
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@@ -1,67 +0,0 @@
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#pragma once
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#include <cstdint>
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#include <vector>
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namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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enum class BuiltinSceneViewPostPassStep : uint8_t {
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ColorToRenderTarget,
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InfiniteGrid,
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SelectionOutline,
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ColorToShaderResource,
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SelectionMaskDebug
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};
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struct BuiltinSceneViewPostPassPlanInput {
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bool overlayValid = false;
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bool hasSelection = false;
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bool debugSelectionMask = false;
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bool hasObjectIdShaderView = false;
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};
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struct BuiltinSceneViewPostPassPlan {
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bool valid = false;
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std::vector<BuiltinSceneViewPostPassStep> steps;
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};
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inline BuiltinSceneViewPostPassPlan BuildBuiltinSceneViewPostPassPlan(
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const BuiltinSceneViewPostPassPlanInput& input) {
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BuiltinSceneViewPostPassPlan plan = {};
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if (!input.overlayValid) {
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return plan;
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}
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plan.valid = true;
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if (input.debugSelectionMask) {
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plan.steps.push_back(BuiltinSceneViewPostPassStep::ColorToRenderTarget);
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if (input.hasSelection && input.hasObjectIdShaderView) {
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plan.steps.push_back(BuiltinSceneViewPostPassStep::SelectionMaskDebug);
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}
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plan.steps.push_back(BuiltinSceneViewPostPassStep::ColorToShaderResource);
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return plan;
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}
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plan.steps.push_back(BuiltinSceneViewPostPassStep::ColorToRenderTarget);
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plan.steps.push_back(BuiltinSceneViewPostPassStep::InfiniteGrid);
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if (input.hasSelection && input.hasObjectIdShaderView) {
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plan.steps = {
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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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return plan;
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}
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plan.steps.push_back(BuiltinSceneViewPostPassStep::ColorToShaderResource);
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return plan;
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}
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} // namespace Passes
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} // namespace Rendering
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} // namespace XCEngine
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@@ -86,7 +86,7 @@ CameraRenderer::~CameraRenderer() {
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if (m_objectIdPass != nullptr) {
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m_objectIdPass->Shutdown();
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}
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m_builtinSceneViewPostProcessBuilder.Shutdown();
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m_builtinPostProcessBuilder.Shutdown();
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}
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void CameraRenderer::SetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
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@@ -136,8 +136,8 @@ bool CameraRenderer::Render(
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!request.objectId.IsValid()) {
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return false;
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}
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if (request.builtinSceneViewPostProcess.IsRequested() &&
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request.builtinSceneViewPostProcess.objectIdTextureView != nullptr &&
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if (request.builtinPostProcess.IsRequested() &&
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request.builtinPostProcess.objectIdTextureView != nullptr &&
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!request.objectId.IsRequested()) {
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return false;
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}
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@@ -201,36 +201,36 @@ bool CameraRenderer::Render(
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return false;
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}
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RenderPassSequence builtinSceneViewPostPasses = {};
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bool builtinSceneViewPostPassesInitialized = false;
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if (request.builtinSceneViewPostProcess.IsRequested()) {
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const Passes::BuiltinSceneViewPostPassSequenceBuildResult buildResult =
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m_builtinSceneViewPostProcessBuilder.Build(
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RenderPassSequence builtinPostProcessPasses = {};
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bool builtinPostProcessPassesInitialized = false;
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if (request.builtinPostProcess.IsRequested()) {
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const Passes::BuiltinPostProcessPassSequenceBuildResult buildResult =
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m_builtinPostProcessBuilder.Build(
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{
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request.builtinSceneViewPostProcess.gridPassData,
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request.builtinSceneViewPostProcess.objectIdTextureView,
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request.builtinSceneViewPostProcess.selectedObjectIds,
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request.builtinSceneViewPostProcess.outlineStyle
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request.builtinPostProcess.gridPassData,
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request.builtinPostProcess.objectIdTextureView,
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request.builtinPostProcess.selectedObjectIds,
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request.builtinPostProcess.outlineStyle
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},
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builtinSceneViewPostPasses);
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builtinPostProcessPasses);
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if (!buildResult.valid ||
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!InitializePassSequence(
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&builtinSceneViewPostPasses,
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&builtinPostProcessPasses,
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request.context,
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builtinSceneViewPostPassesInitialized)) {
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builtinPostProcessPassesInitialized)) {
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ShutdownPassSequence(request.postScenePasses, postScenePassesInitialized);
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ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
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return false;
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}
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if (!builtinSceneViewPostPasses.Execute(passContext)) {
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ShutdownPassSequence(&builtinSceneViewPostPasses, builtinSceneViewPostPassesInitialized);
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if (!builtinPostProcessPasses.Execute(passContext)) {
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ShutdownPassSequence(&builtinPostProcessPasses, builtinPostProcessPassesInitialized);
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ShutdownPassSequence(request.postScenePasses, postScenePassesInitialized);
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ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
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return false;
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}
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}
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ShutdownPassSequence(&builtinSceneViewPostPasses, builtinSceneViewPostPassesInitialized);
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ShutdownPassSequence(&builtinPostProcessPasses, builtinPostProcessPassesInitialized);
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ShutdownPassSequence(request.postScenePasses, postScenePassesInitialized);
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ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
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@@ -1,6 +1,6 @@
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#include "Rendering/Passes/BuiltinSceneViewPostPassSequenceBuilder.h"
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#include "Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.h"
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#include "Rendering/Passes/BuiltinSceneViewPostPassPlan.h"
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#include "Rendering/Passes/BuiltinPostProcessPassPlan.h"
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#include <XCEngine/Core/Math/Color.h>
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#include <XCEngine/RHI/RHICommandList.h>
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@@ -47,19 +47,19 @@ std::unique_ptr<RenderPass> MakeLambdaRenderPass(const char* name, Callback&& ca
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} // namespace
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BuiltinSceneViewPostPassSequenceBuilder::~BuiltinSceneViewPostPassSequenceBuilder() {
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BuiltinPostProcessPassSequenceBuilder::~BuiltinPostProcessPassSequenceBuilder() {
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Shutdown();
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}
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void BuiltinSceneViewPostPassSequenceBuilder::Shutdown() {
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void BuiltinPostProcessPassSequenceBuilder::Shutdown() {
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m_outlinePass.Shutdown();
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m_gridPass.Shutdown();
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}
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BuiltinSceneViewPostPassSequenceBuildResult BuiltinSceneViewPostPassSequenceBuilder::Build(
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const BuiltinSceneViewPostPassSequenceInput& input,
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BuiltinPostProcessPassSequenceBuildResult BuiltinPostProcessPassSequenceBuilder::Build(
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const BuiltinPostProcessPassSequenceInput& input,
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RenderPassSequence& outSequence) {
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BuiltinSceneViewPostPassSequenceBuildResult result = {};
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BuiltinPostProcessPassSequenceBuildResult result = {};
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const bool hasSelection = !input.selectedObjectIds.empty();
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const bool hasObjectIdTextureView = input.objectIdTextureView != nullptr;
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@@ -67,7 +67,7 @@ BuiltinSceneViewPostPassSequenceBuildResult BuiltinSceneViewPostPassSequenceBuil
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result.missingObjectIdTextureViewForSelection = true;
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}
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const BuiltinSceneViewPostPassPlan plan = BuildBuiltinSceneViewPostPassPlan({
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const BuiltinPostProcessPassPlan plan = BuildBuiltinPostProcessPassPlan({
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input.gridPassData.valid,
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hasSelection,
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input.outlineStyle.debugSelectionMask,
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@@ -78,25 +78,25 @@ BuiltinSceneViewPostPassSequenceBuildResult BuiltinSceneViewPostPassSequenceBuil
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}
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result.valid = true;
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for (const BuiltinSceneViewPostPassStep step : plan.steps) {
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for (const BuiltinPostProcessPassStep step : plan.steps) {
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switch (step) {
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case BuiltinSceneViewPostPassStep::ColorToRenderTarget:
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case BuiltinPostProcessPassStep::ColorToRenderTarget:
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AddColorToRenderTargetPass(outSequence);
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break;
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case BuiltinSceneViewPostPassStep::InfiniteGrid:
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case BuiltinPostProcessPassStep::InfiniteGrid:
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AddInfiniteGridPass(input.gridPassData, outSequence);
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break;
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case BuiltinSceneViewPostPassStep::SelectionOutline:
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case BuiltinPostProcessPassStep::SelectionOutline:
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AddSelectionOutlinePass(
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input.objectIdTextureView,
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input.selectedObjectIds,
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input.outlineStyle,
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outSequence);
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break;
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case BuiltinSceneViewPostPassStep::ColorToShaderResource:
|
||||
case BuiltinPostProcessPassStep::ColorToShaderResource:
|
||||
AddColorToShaderResourcePass(outSequence);
|
||||
break;
|
||||
case BuiltinSceneViewPostPassStep::SelectionMaskDebug:
|
||||
case BuiltinPostProcessPassStep::SelectionMaskDebug:
|
||||
AddSelectionMaskDebugPass(
|
||||
input.objectIdTextureView,
|
||||
input.selectedObjectIds,
|
||||
@@ -111,7 +111,7 @@ BuiltinSceneViewPostPassSequenceBuildResult BuiltinSceneViewPostPassSequenceBuil
|
||||
return result;
|
||||
}
|
||||
|
||||
void BuiltinSceneViewPostPassSequenceBuilder::AddColorToRenderTargetPass(
|
||||
void BuiltinPostProcessPassSequenceBuilder::AddColorToRenderTargetPass(
|
||||
RenderPassSequence& outSequence) {
|
||||
outSequence.AddPass(MakeLambdaRenderPass(
|
||||
"SceneColorToRenderTarget",
|
||||
@@ -129,7 +129,7 @@ void BuiltinSceneViewPostPassSequenceBuilder::AddColorToRenderTargetPass(
|
||||
}));
|
||||
}
|
||||
|
||||
void BuiltinSceneViewPostPassSequenceBuilder::AddInfiniteGridPass(
|
||||
void BuiltinPostProcessPassSequenceBuilder::AddInfiniteGridPass(
|
||||
const InfiniteGridPassData& gridPassData,
|
||||
RenderPassSequence& outSequence) {
|
||||
outSequence.AddPass(MakeLambdaRenderPass(
|
||||
@@ -142,7 +142,7 @@ void BuiltinSceneViewPostPassSequenceBuilder::AddInfiniteGridPass(
|
||||
}));
|
||||
}
|
||||
|
||||
void BuiltinSceneViewPostPassSequenceBuilder::AddSelectionOutlinePass(
|
||||
void BuiltinPostProcessPassSequenceBuilder::AddSelectionOutlinePass(
|
||||
RHI::RHIResourceView* objectIdTextureView,
|
||||
const std::vector<uint64_t>& selectedObjectIds,
|
||||
const ObjectIdOutlineStyle& outlineStyle,
|
||||
@@ -159,7 +159,7 @@ void BuiltinSceneViewPostPassSequenceBuilder::AddSelectionOutlinePass(
|
||||
}));
|
||||
}
|
||||
|
||||
void BuiltinSceneViewPostPassSequenceBuilder::AddColorToShaderResourcePass(
|
||||
void BuiltinPostProcessPassSequenceBuilder::AddColorToShaderResourcePass(
|
||||
RenderPassSequence& outSequence) {
|
||||
outSequence.AddPass(MakeLambdaRenderPass(
|
||||
"SceneColorToShaderResource",
|
||||
@@ -177,7 +177,7 @@ void BuiltinSceneViewPostPassSequenceBuilder::AddColorToShaderResourcePass(
|
||||
}));
|
||||
}
|
||||
|
||||
void BuiltinSceneViewPostPassSequenceBuilder::AddSelectionMaskDebugPass(
|
||||
void BuiltinPostProcessPassSequenceBuilder::AddSelectionMaskDebugPass(
|
||||
RHI::RHIResourceView* objectIdTextureView,
|
||||
const std::vector<uint64_t>& selectedObjectIds,
|
||||
const ObjectIdOutlineStyle& outlineStyle,
|
||||
@@ -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
|
||||
|
||||
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 @@
|
||||
#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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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));
|
||||
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user