Align builtin and programmable render pipeline selection
This commit is contained in:
@@ -5300,14 +5300,50 @@ TEST(CameraRenderer_Test, DefaultPipelineAssetUsesManagedSelectionWhenPresent) {
|
||||
Pipelines::ClearConfiguredManagedRenderPipelineAssetDescriptor();
|
||||
}
|
||||
|
||||
TEST(
|
||||
CameraRenderer_Test,
|
||||
DefaultPipelineAssetUsesBuiltinPipelineWhenManagedSelectionIsAbsent) {
|
||||
Pipelines::ClearConfiguredManagedRenderPipelineAssetDescriptor();
|
||||
|
||||
CameraRenderer renderer;
|
||||
EXPECT_NE(
|
||||
dynamic_cast<const Pipelines::BuiltinForwardPipelineAsset*>(
|
||||
renderer.GetPipelineAsset()),
|
||||
nullptr);
|
||||
EXPECT_EQ(
|
||||
dynamic_cast<const Pipelines::ManagedScriptableRenderPipelineAsset*>(
|
||||
renderer.GetPipelineAsset()),
|
||||
nullptr);
|
||||
EXPECT_NE(
|
||||
dynamic_cast<Pipelines::BuiltinForwardPipeline*>(
|
||||
renderer.GetPipeline()),
|
||||
nullptr);
|
||||
EXPECT_EQ(
|
||||
dynamic_cast<Pipelines::ScriptableRenderPipelineHost*>(
|
||||
renderer.GetPipeline()),
|
||||
nullptr);
|
||||
}
|
||||
|
||||
TEST(CameraRenderer_Test, DefaultPipelineAssetRefreshesWhenManagedSelectionChanges) {
|
||||
Pipelines::ClearConfiguredManagedRenderPipelineAssetDescriptor();
|
||||
|
||||
CameraRenderer renderer;
|
||||
EXPECT_NE(
|
||||
dynamic_cast<const Pipelines::BuiltinForwardPipelineAsset*>(
|
||||
renderer.GetPipelineAsset()),
|
||||
nullptr);
|
||||
EXPECT_EQ(
|
||||
dynamic_cast<const Pipelines::ManagedScriptableRenderPipelineAsset*>(
|
||||
renderer.GetPipelineAsset()),
|
||||
nullptr);
|
||||
EXPECT_NE(
|
||||
dynamic_cast<Pipelines::BuiltinForwardPipeline*>(
|
||||
renderer.GetPipeline()),
|
||||
nullptr);
|
||||
EXPECT_EQ(
|
||||
dynamic_cast<Pipelines::ScriptableRenderPipelineHost*>(
|
||||
renderer.GetPipeline()),
|
||||
nullptr);
|
||||
|
||||
const Pipelines::ManagedRenderPipelineAssetDescriptor descriptor = {
|
||||
"GameScripts",
|
||||
@@ -5323,12 +5359,28 @@ TEST(CameraRenderer_Test, DefaultPipelineAssetRefreshesWhenManagedSelectionChang
|
||||
EXPECT_EQ(managedAsset->GetDescriptor().assemblyName, "GameScripts");
|
||||
EXPECT_EQ(managedAsset->GetDescriptor().namespaceName, "Gameplay");
|
||||
EXPECT_EQ(managedAsset->GetDescriptor().className, "ManagedRenderPipelineProbeAsset");
|
||||
EXPECT_NE(
|
||||
dynamic_cast<Pipelines::ScriptableRenderPipelineHost*>(
|
||||
renderer.GetPipeline()),
|
||||
nullptr);
|
||||
|
||||
Pipelines::ClearConfiguredManagedRenderPipelineAssetDescriptor();
|
||||
EXPECT_NE(
|
||||
dynamic_cast<const Pipelines::BuiltinForwardPipelineAsset*>(
|
||||
renderer.GetPipelineAsset()),
|
||||
nullptr);
|
||||
EXPECT_EQ(
|
||||
dynamic_cast<const Pipelines::ManagedScriptableRenderPipelineAsset*>(
|
||||
renderer.GetPipelineAsset()),
|
||||
nullptr);
|
||||
EXPECT_NE(
|
||||
dynamic_cast<Pipelines::BuiltinForwardPipeline*>(
|
||||
renderer.GetPipeline()),
|
||||
nullptr);
|
||||
EXPECT_EQ(
|
||||
dynamic_cast<Pipelines::ScriptableRenderPipelineHost*>(
|
||||
renderer.GetPipeline()),
|
||||
nullptr);
|
||||
}
|
||||
|
||||
TEST(CameraRenderer_Test, RebindsToResolvedDefaultAssetWhenPreferredAssetCannotCreatePipeline) {
|
||||
|
||||
Reference in New Issue
Block a user