185 lines
6.9 KiB
C++
185 lines
6.9 KiB
C++
#include <gtest/gtest.h>
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#include <XCEngine/Core/Asset/AssetRef.h>
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#include <XCEngine/Rendering/GraphicsSettingsState.h>
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#include <memory>
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#include <utility>
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using namespace XCEngine::Rendering;
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namespace Resources = XCEngine::Resources;
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namespace {
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class DummyManagedRenderPipelineBridge final
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: public Pipelines::ManagedRenderPipelineBridge {
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};
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class GraphicsSettingsStateScope final {
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public:
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GraphicsSettingsStateScope()
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: m_savedDescriptor(
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GetGraphicsSettingsState()
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.GetConfiguredRenderPipelineAssetDescriptor())
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, m_savedAssetRef(
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GetGraphicsSettingsState()
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.GetConfiguredRenderPipelineAssetRef())
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, m_savedBridge(
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GetGraphicsSettingsState().GetManagedRenderPipelineBridge()) {
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}
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~GraphicsSettingsStateScope() {
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GraphicsSettingsState& state = GetGraphicsSettingsState();
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if (m_savedBridge != nullptr) {
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state.SetManagedRenderPipelineBridge(m_savedBridge);
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} else {
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state.ClearManagedRenderPipelineBridge();
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}
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if (m_savedAssetRef.IsValid()) {
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state.SetConfiguredRenderPipelineAssetSelection(
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m_savedAssetRef,
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m_savedDescriptor);
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} else if (m_savedDescriptor.IsValid() ||
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m_savedDescriptor.managedAssetHandle != 0u) {
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state.SetConfiguredRenderPipelineAssetDescriptor(
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m_savedDescriptor);
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} else {
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state.ClearConfiguredRenderPipelineAssetDescriptor();
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}
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}
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private:
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Pipelines::ManagedRenderPipelineAssetDescriptor m_savedDescriptor = {};
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Resources::AssetRef m_savedAssetRef = {};
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std::shared_ptr<const Pipelines::ManagedRenderPipelineBridge> m_savedBridge =
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nullptr;
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};
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Resources::AssetRef MakeRenderPipelineAssetRefForTest(
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uint64_t guidLow = 2u) {
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Resources::AssetRef assetRef = {};
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assetRef.assetGuid = Resources::AssetGUID(1u, guidLow);
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assetRef.localID = Resources::kMainAssetLocalID;
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assetRef.resourceType = Resources::ResourceType::RenderPipelineAsset;
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return assetRef;
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}
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} // namespace
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TEST(GraphicsSettingsState_Test, StoresRenderPipelineAssetDescriptorAndBumpsEnvironmentGeneration) {
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GraphicsSettingsStateScope scope;
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GraphicsSettingsState& state = GetGraphicsSettingsState();
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state.ClearConfiguredRenderPipelineAssetDescriptor();
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const size_t generationBefore = state.GetEnvironmentGeneration();
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const Pipelines::ManagedRenderPipelineAssetDescriptor descriptor = {
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"XCEngine.GameScripts",
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"Gameplay",
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"ManagedUniversalRenderPipelineProbeAsset",
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42u
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};
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state.SetConfiguredRenderPipelineAssetDescriptor(descriptor);
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const Pipelines::ManagedRenderPipelineAssetDescriptor resolved =
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state.GetConfiguredRenderPipelineAssetDescriptor();
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EXPECT_EQ(resolved.assemblyName, descriptor.assemblyName);
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EXPECT_EQ(resolved.namespaceName, descriptor.namespaceName);
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EXPECT_EQ(resolved.className, descriptor.className);
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EXPECT_EQ(resolved.managedAssetHandle, descriptor.managedAssetHandle);
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EXPECT_FALSE(state.GetConfiguredRenderPipelineAssetRef().IsValid());
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EXPECT_GT(state.GetEnvironmentGeneration(), generationBefore);
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}
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TEST(
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GraphicsSettingsState_Test,
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StoresRenderPipelineAssetRefAsSelectionRootAndDescriptorAsRuntimeCache) {
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GraphicsSettingsStateScope scope;
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GraphicsSettingsState& state = GetGraphicsSettingsState();
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state.ClearConfiguredRenderPipelineAssetDescriptor();
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const Resources::AssetRef assetRef =
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MakeRenderPipelineAssetRefForTest();
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const Pipelines::ManagedRenderPipelineAssetDescriptor descriptor = {
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"XCEngine.RenderPipelines.Universal",
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"XCEngine.Rendering.Universal",
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"UniversalRenderPipelineAsset",
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0u
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};
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const size_t generationBefore = state.GetEnvironmentGeneration();
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state.SetConfiguredRenderPipelineAssetSelection(
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assetRef,
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descriptor);
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const Resources::AssetRef resolvedAssetRef =
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state.GetConfiguredRenderPipelineAssetRef();
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EXPECT_EQ(resolvedAssetRef.assetGuid, assetRef.assetGuid);
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EXPECT_EQ(resolvedAssetRef.localID, assetRef.localID);
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EXPECT_EQ(resolvedAssetRef.resourceType, assetRef.resourceType);
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const Pipelines::ManagedRenderPipelineAssetDescriptor resolvedDescriptor =
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state.GetConfiguredRenderPipelineAssetDescriptor();
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EXPECT_EQ(resolvedDescriptor.assemblyName, descriptor.assemblyName);
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EXPECT_EQ(resolvedDescriptor.namespaceName, descriptor.namespaceName);
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EXPECT_EQ(resolvedDescriptor.className, descriptor.className);
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EXPECT_TRUE(resolvedDescriptor.assetRef.IsValid());
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EXPECT_EQ(resolvedDescriptor.assetRef.assetGuid, assetRef.assetGuid);
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EXPECT_GT(state.GetEnvironmentGeneration(), generationBefore);
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}
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TEST(
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GraphicsSettingsState_Test,
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RuntimeDescriptorUpdatePreservesConfiguredRenderPipelineAssetRef) {
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GraphicsSettingsStateScope scope;
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GraphicsSettingsState& state = GetGraphicsSettingsState();
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state.ClearConfiguredRenderPipelineAssetDescriptor();
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const Resources::AssetRef assetRef =
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MakeRenderPipelineAssetRefForTest(3u);
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state.SetConfiguredRenderPipelineAssetRef(assetRef);
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Pipelines::ManagedRenderPipelineAssetDescriptor runtimeDescriptor = {
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"GameScripts",
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"Gameplay",
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"ProjectConfiguredRenderPipelineAsset",
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77u
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};
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state.UpdateConfiguredRenderPipelineAssetRuntimeDescriptor(
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runtimeDescriptor);
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const Resources::AssetRef resolvedAssetRef =
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state.GetConfiguredRenderPipelineAssetRef();
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EXPECT_EQ(resolvedAssetRef.assetGuid, assetRef.assetGuid);
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EXPECT_EQ(resolvedAssetRef.localID, assetRef.localID);
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EXPECT_EQ(resolvedAssetRef.resourceType, assetRef.resourceType);
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const Pipelines::ManagedRenderPipelineAssetDescriptor resolvedDescriptor =
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state.GetConfiguredRenderPipelineAssetDescriptor();
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EXPECT_EQ(resolvedDescriptor.managedAssetHandle, 77u);
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EXPECT_TRUE(resolvedDescriptor.assetRef.IsValid());
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EXPECT_EQ(resolvedDescriptor.assetRef.assetGuid, assetRef.assetGuid);
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}
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TEST(GraphicsSettingsState_Test, StoresManagedBridgeAndBumpsBridgeAndEnvironmentGenerations) {
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GraphicsSettingsStateScope scope;
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GraphicsSettingsState& state = GetGraphicsSettingsState();
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state.ClearManagedRenderPipelineBridge();
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const size_t environmentGenerationBefore =
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state.GetEnvironmentGeneration();
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const size_t bridgeGenerationBefore =
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state.GetManagedRenderPipelineBridgeGeneration();
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const auto bridge =
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std::make_shared<DummyManagedRenderPipelineBridge>();
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state.SetManagedRenderPipelineBridge(bridge);
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EXPECT_EQ(state.GetManagedRenderPipelineBridge(), bridge);
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EXPECT_GT(state.GetManagedRenderPipelineBridgeGeneration(),
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bridgeGenerationBefore);
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EXPECT_GT(state.GetEnvironmentGeneration(),
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environmentGenerationBefore);
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}
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