#pragma once #include "RenderingIntegrationImageAssert.h" #include "RenderingIntegrationMain.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../../RHI/integration/fixtures/RHIIntegrationFixture.h" #include #include #include #include #include namespace VolumeIntegrationTestUtils { using namespace XCEngine::Components; using namespace XCEngine::Math; using namespace XCEngine::Rendering; using namespace XCEngine::Resources; using namespace XCEngine::RHI; using namespace XCEngine::RHI::Integration; constexpr uint32_t kFrameWidth = 1280; constexpr uint32_t kFrameHeight = 720; constexpr const char* kCloudVolumeRelativePath = "Res/Volumes/cloud.nvdb"; struct StableFrameStats { int warmupFrames = 0; int measuredFrames = 0; double averageFrameTimeMs = 0.0; double minFrameTimeMs = 0.0; double maxFrameTimeMs = 0.0; double averageFps = 0.0; }; inline Material* CreateVolumetricMaterial( const char* name, const char* path, const Vector4& tint = Vector4(1.0f, 1.0f, 1.0f, 1.0f), float densityScale = 0.2f, float stepSize = 1.0f, float maxSteps = 2000.0f, float ambientStrength = 0.005f, const Vector3& lightDirection = Vector3(0.5f, 0.8f, 0.3f), float lightSamples = 8.0f, float enableEntryHdda = 1.0f, float enableEmptySpaceSkipping = 1.0f, float enableEarlyTermination = 1.0f) { auto* material = new Material(); IResource::ConstructParams params = {}; params.name = name; params.path = path; params.guid = ResourceGUID::Generate(path); material->Initialize(params); material->SetShader(ResourceManager::Get().Load(GetBuiltinVolumetricShaderPath())); material->SetRenderQueue(MaterialRenderQueue::Transparent); material->SetFloat4("_Tint", tint); material->SetFloat("_DensityScale", densityScale); material->SetFloat("_StepSize", stepSize); material->SetFloat("_MaxSteps", maxSteps); material->SetFloat("_AmbientStrength", ambientStrength); material->SetFloat4("_LightDirection", Vector4(lightDirection, 0.0f)); material->SetFloat("_LightSamples", lightSamples); material->SetFloat("_EnableEntryHdda", enableEntryHdda); material->SetFloat("_EnableEmptySpaceSkipping", enableEmptySpaceSkipping); material->SetFloat("_EnableEarlyTermination", enableEarlyTermination); return material; } inline Material* CreateUnlitMaterial( const char* name, const char* path, const Vector4& baseColor) { static Texture* whiteTexture = []() -> Texture* { auto* texture = new Texture(); IResource::ConstructParams params = {}; params.name = "IntegrationWhiteTexture"; params.path = "Tests/Rendering/Integration/white.texture"; params.guid = ResourceGUID::Generate(params.path); texture->Initialize(params); const unsigned char pixel[4] = { 255, 255, 255, 255 }; const bool created = texture->Create( 1u, 1u, 1u, 1u, XCEngine::Resources::TextureType::Texture2D, XCEngine::Resources::TextureFormat::RGBA8_UNORM, pixel, sizeof(pixel), 1u); EXPECT_TRUE(created); return texture; }(); auto* material = new Material(); IResource::ConstructParams params = {}; params.name = name; params.path = path; params.guid = ResourceGUID::Generate(path); material->Initialize(params); material->SetShader(ResourceManager::Get().Load(GetBuiltinUnlitShaderPath())); material->SetRenderQueue(MaterialRenderQueue::Geometry); material->SetFloat4("_BaseColor", baseColor); material->SetTexture("_MainTex", ResourceHandle(whiteTexture)); return material; } inline VolumeField* LoadCloudVolumeField(const char* relativePath = kCloudVolumeRelativePath) { const std::filesystem::path volumePath = RenderingIntegrationTestUtils::ResolveRuntimePath(relativePath); EXPECT_TRUE(std::filesystem::exists(volumePath)) << volumePath.string(); if (!std::filesystem::exists(volumePath)) { return nullptr; } VolumeFieldLoader loader; LoadResult result = loader.Load(volumePath.string().c_str()); EXPECT_TRUE(result); EXPECT_NE(result.resource, nullptr); return result ? static_cast(result.resource) : nullptr; } inline ResourceHandle LoadBuiltinPrimitiveMesh(BuiltinPrimitiveType primitiveType) { return ResourceManager::Get().Load(GetBuiltinPrimitiveMeshPath(primitiveType)); } class VolumeIntegrationSceneFixture : public RHIIntegrationFixture { protected: virtual const char* GetSceneName() const = 0; virtual void BuildScene() = 0; virtual void ReleaseSceneResources() {} void SetUp() override { RHIIntegrationFixture::SetUp(); mSceneRenderer = std::make_unique(); mScene = std::make_unique(GetSceneName()); BuildScene(); TextureDesc depthDesc = {}; depthDesc.width = kFrameWidth; depthDesc.height = kFrameHeight; depthDesc.depth = 1; depthDesc.mipLevels = 1; depthDesc.arraySize = 1; depthDesc.format = static_cast(Format::D24_UNorm_S8_UInt); depthDesc.textureType = static_cast(XCEngine::RHI::TextureType::Texture2D); depthDesc.sampleCount = 1; depthDesc.sampleQuality = 0; depthDesc.flags = 0; mDepthTexture = GetDevice()->CreateTexture(depthDesc); ASSERT_NE(mDepthTexture, nullptr); ResourceViewDesc depthViewDesc = {}; depthViewDesc.format = static_cast(Format::D24_UNorm_S8_UInt); depthViewDesc.dimension = ResourceViewDimension::Texture2D; depthViewDesc.mipLevel = 0; mDepthView = GetDevice()->CreateDepthStencilView(mDepthTexture, depthViewDesc); ASSERT_NE(mDepthView, nullptr); mBackBufferViews.resize(2, nullptr); } void TearDown() override { mSceneRenderer.reset(); if (mDepthView != nullptr) { mDepthView->Shutdown(); delete mDepthView; mDepthView = nullptr; } if (mDepthTexture != nullptr) { mDepthTexture->Shutdown(); delete mDepthTexture; mDepthTexture = nullptr; } for (RHIResourceView*& backBufferView : mBackBufferViews) { if (backBufferView != nullptr) { backBufferView->Shutdown(); delete backBufferView; backBufferView = nullptr; } } mBackBufferViews.clear(); mScene.reset(); ReleaseSceneResources(); RHIIntegrationFixture::TearDown(); } void RenderFrame() override { ASSERT_NE(mScene, nullptr); ASSERT_NE(mSceneRenderer, nullptr); RHICommandList* commandList = GetCommandList(); ASSERT_NE(commandList, nullptr); commandList->Reset(); RenderSurface surface(kFrameWidth, kFrameHeight); surface.SetColorAttachment(GetCurrentBackBufferView()); surface.SetDepthAttachment(mDepthView); RenderContext renderContext = {}; renderContext.device = GetDevice(); renderContext.commandList = commandList; renderContext.commandQueue = GetCommandQueue(); renderContext.backendType = GetBackendType(); ASSERT_TRUE(mSceneRenderer->Render(*mScene, nullptr, renderContext, surface)); commandList->Close(); void* commandLists[] = { commandList }; GetCommandQueue()->ExecuteCommandLists(1, commandLists); } void RenderAndCompare(const char* screenshotFilename, float comparisonThreshold = 0.0f) { RHICommandQueue* commandQueue = GetCommandQueue(); RHISwapChain* swapChain = GetSwapChain(); ASSERT_NE(swapChain, nullptr); constexpr int kTargetFrameCount = 30; for (int frameCount = 0; frameCount <= kTargetFrameCount; ++frameCount) { if (frameCount > 0) { commandQueue->WaitForPreviousFrame(); } BeginRender(); RenderFrame(); if (frameCount >= kTargetFrameCount) { commandQueue->WaitForIdle(); ASSERT_TRUE(TakeScreenshot(screenshotFilename)); ASSERT_TRUE(CompareWithGoldenTemplate( screenshotFilename, "GT.ppm", comparisonThreshold)); break; } swapChain->Present(0, 0); } } StableFrameStats RenderAndMeasureStableFrames( int warmupFrameCount, int measuredFrameCount, const char* screenshotFilename = nullptr) { StableFrameStats stats = {}; stats.warmupFrames = warmupFrameCount; stats.measuredFrames = measuredFrameCount; RHICommandQueue* commandQueue = GetCommandQueue(); RHISwapChain* swapChain = GetSwapChain(); if (commandQueue == nullptr || swapChain == nullptr) { ADD_FAILURE() << "RenderAndMeasureStableFrames requires a valid command queue and swap chain"; return stats; } auto renderPresentedFrame = [&]() { BeginRender(); RenderFrame(); swapChain->Present(0, 0); }; for (int frameIndex = 0; frameIndex < warmupFrameCount; ++frameIndex) { if (frameIndex > 0) { commandQueue->WaitForPreviousFrame(); } renderPresentedFrame(); } if (warmupFrameCount > 0) { commandQueue->WaitForPreviousFrame(); } using Clock = std::chrono::steady_clock; double totalFrameTimeMs = 0.0; double minFrameTimeMs = std::numeric_limits::max(); double maxFrameTimeMs = 0.0; for (int frameIndex = 0; frameIndex < measuredFrameCount; ++frameIndex) { const Clock::time_point frameStart = Clock::now(); renderPresentedFrame(); commandQueue->WaitForPreviousFrame(); const double frameTimeMs = std::chrono::duration( Clock::now() - frameStart).count(); totalFrameTimeMs += frameTimeMs; minFrameTimeMs = (std::min)(minFrameTimeMs, frameTimeMs); maxFrameTimeMs = (std::max)(maxFrameTimeMs, frameTimeMs); } if (measuredFrameCount > 0) { stats.averageFrameTimeMs = totalFrameTimeMs / static_cast(measuredFrameCount); stats.minFrameTimeMs = minFrameTimeMs; stats.maxFrameTimeMs = maxFrameTimeMs; stats.averageFps = stats.averageFrameTimeMs > 0.0 ? 1000.0 / stats.averageFrameTimeMs : 0.0; } if (screenshotFilename != nullptr && screenshotFilename[0] != '\0') { BeginRender(); RenderFrame(); commandQueue->WaitForIdle(); EXPECT_TRUE(TakeScreenshot(screenshotFilename)); } return stats; } RHIResourceView* GetCurrentBackBufferView() { const int backBufferIndex = GetCurrentBackBufferIndex(); if (backBufferIndex < 0) { return nullptr; } if (static_cast(backBufferIndex) >= mBackBufferViews.size()) { mBackBufferViews.resize(static_cast(backBufferIndex) + 1, nullptr); } if (mBackBufferViews[backBufferIndex] == nullptr) { ResourceViewDesc viewDesc = {}; viewDesc.format = static_cast(Format::R8G8B8A8_UNorm); viewDesc.dimension = ResourceViewDimension::Texture2D; viewDesc.mipLevel = 0; mBackBufferViews[backBufferIndex] = GetDevice()->CreateRenderTargetView(GetCurrentBackBuffer(), viewDesc); } return mBackBufferViews[backBufferIndex]; } std::unique_ptr mScene; std::unique_ptr mSceneRenderer; private: std::vector mBackBufferViews; RHITexture* mDepthTexture = nullptr; RHIResourceView* mDepthView = nullptr; }; } // namespace VolumeIntegrationTestUtils