438 lines
15 KiB
C++
438 lines
15 KiB
C++
#define NOMINMAX
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#include <windows.h>
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#include <gtest/gtest.h>
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#include <XCEngine/Components/CameraComponent.h>
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/Components/MeshFilterComponent.h>
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#include <XCEngine/Components/MeshRendererComponent.h>
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#include <XCEngine/Core/Asset/IResource.h>
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#include <XCEngine/Core/Math/Color.h>
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#include <XCEngine/Core/Math/Quaternion.h>
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#include <XCEngine/Core/Math/Vector2.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Debug/ConsoleLogSink.h>
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#include <XCEngine/Debug/Logger.h>
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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderSurface.h>
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#include <XCEngine/Rendering/SceneRenderer.h>
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#include <XCEngine/Resources/Material/Material.h>
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#include <XCEngine/Resources/Mesh/Mesh.h>
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#include <XCEngine/Resources/Mesh/MeshImportSettings.h>
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#include <XCEngine/Resources/Mesh/MeshLoader.h>
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#include <XCEngine/Resources/Texture/Texture.h>
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#include <XCEngine/RHI/RHITexture.h>
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#include <XCEngine/Scene/Scene.h>
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#include "../../../RHI/integration/fixtures/RHIIntegrationFixture.h"
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#include <algorithm>
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#include <filesystem>
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#include <memory>
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#include <vector>
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using namespace XCEngine::Components;
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using namespace XCEngine::Debug;
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using namespace XCEngine::Math;
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using namespace XCEngine::Rendering;
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using namespace XCEngine::Resources;
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using namespace XCEngine::RHI;
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using namespace XCEngine::RHI::Integration;
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namespace {
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constexpr const char* kD3D12Screenshot = "camera_stack_scene_d3d12.ppm";
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constexpr const char* kOpenGLScreenshot = "camera_stack_scene_opengl.ppm";
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constexpr uint32_t kFrameWidth = 1280;
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constexpr uint32_t kFrameHeight = 720;
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constexpr uint8_t kBaseLayer = 0;
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constexpr uint8_t kOverlayLayer = 1;
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std::filesystem::path GetExecutableDirectory() {
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char exePath[MAX_PATH] = {};
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const DWORD length = GetModuleFileNameA(nullptr, exePath, MAX_PATH);
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if (length == 0 || length >= MAX_PATH) {
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return std::filesystem::current_path();
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}
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return std::filesystem::path(exePath).parent_path();
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}
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std::filesystem::path ResolveRuntimePath(const char* relativePath) {
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return GetExecutableDirectory() / relativePath;
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}
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Mesh* CreateQuadMesh() {
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auto* mesh = new Mesh();
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IResource::ConstructParams params = {};
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params.name = "CameraStackQuad";
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params.path = "Tests/Rendering/CameraStackQuad.mesh";
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params.guid = ResourceGUID::Generate(params.path);
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mesh->Initialize(params);
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StaticMeshVertex vertices[4] = {};
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vertices[0].position = Vector3(-1.0f, -1.0f, 0.0f);
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vertices[0].uv0 = Vector2(0.0f, 1.0f);
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vertices[1].position = Vector3(-1.0f, 1.0f, 0.0f);
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vertices[1].uv0 = Vector2(0.0f, 0.0f);
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vertices[2].position = Vector3(1.0f, -1.0f, 0.0f);
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vertices[2].uv0 = Vector2(1.0f, 1.0f);
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vertices[3].position = Vector3(1.0f, 1.0f, 0.0f);
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vertices[3].uv0 = Vector2(1.0f, 0.0f);
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const uint32_t indices[6] = { 0, 1, 2, 2, 1, 3 };
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mesh->SetVertexData(
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vertices,
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sizeof(vertices),
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4,
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sizeof(StaticMeshVertex),
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VertexAttribute::Position | VertexAttribute::UV0);
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mesh->SetIndexData(indices, sizeof(indices), 6, true);
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MeshSection section = {};
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section.baseVertex = 0;
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section.vertexCount = 4;
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section.startIndex = 0;
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section.indexCount = 6;
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section.materialID = 0;
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mesh->AddSection(section);
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return mesh;
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}
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Texture* CreateCheckerTexture() {
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auto* texture = new Texture();
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IResource::ConstructParams params = {};
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params.name = "CameraStackChecker";
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params.path = "Tests/Rendering/CameraStackChecker.texture";
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params.guid = ResourceGUID::Generate(params.path);
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texture->Initialize(params);
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const unsigned char pixels[16] = {
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250, 120, 32, 255,
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24, 36, 220, 255,
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32, 200, 120, 255,
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250, 240, 80, 255
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};
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texture->Create(
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2,
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2,
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1,
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1,
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XCEngine::Resources::TextureType::Texture2D,
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XCEngine::Resources::TextureFormat::RGBA8_UNORM,
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pixels,
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sizeof(pixels));
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return texture;
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}
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Material* CreateQuadMaterial(Texture* texture) {
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auto* material = new Material();
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IResource::ConstructParams params = {};
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params.name = "CameraStackQuadMaterial";
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params.path = "Tests/Rendering/CameraStackQuad.material";
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params.guid = ResourceGUID::Generate(params.path);
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material->Initialize(params);
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material->SetTexture("_BaseColorTexture", ResourceHandle<Texture>(texture));
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return material;
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}
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const char* GetScreenshotFilename(RHIType backendType) {
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return backendType == RHIType::D3D12 ? kD3D12Screenshot : kOpenGLScreenshot;
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}
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int GetComparisonThreshold(RHIType backendType) {
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return backendType == RHIType::OpenGL ? 8 : 8;
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}
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class CameraStackSceneTest : public RHIIntegrationFixture {
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protected:
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void SetUp() override;
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void TearDown() override;
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void RenderFrame() override;
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private:
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void LoadBackpackMesh();
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void BuildScene();
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RHIResourceView* GetCurrentBackBufferView();
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std::unique_ptr<Scene> mScene;
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std::unique_ptr<SceneRenderer> mSceneRenderer;
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std::vector<RHIResourceView*> mBackBufferViews;
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RHITexture* mDepthTexture = nullptr;
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RHIResourceView* mDepthView = nullptr;
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Mesh* mBackpackMesh = nullptr;
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Mesh* mQuadMesh = nullptr;
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Material* mQuadMaterial = nullptr;
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Texture* mQuadTexture = nullptr;
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};
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void CameraStackSceneTest::SetUp() {
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RHIIntegrationFixture::SetUp();
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mSceneRenderer = std::make_unique<SceneRenderer>();
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mScene = std::make_unique<Scene>("CameraStackScene");
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LoadBackpackMesh();
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mQuadMesh = CreateQuadMesh();
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mQuadTexture = CreateCheckerTexture();
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mQuadMaterial = CreateQuadMaterial(mQuadTexture);
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BuildScene();
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TextureDesc depthDesc = {};
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depthDesc.width = kFrameWidth;
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depthDesc.height = kFrameHeight;
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depthDesc.depth = 1;
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depthDesc.mipLevels = 1;
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depthDesc.arraySize = 1;
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depthDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
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depthDesc.textureType = static_cast<uint32_t>(XCEngine::RHI::TextureType::Texture2D);
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depthDesc.sampleCount = 1;
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depthDesc.sampleQuality = 0;
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depthDesc.flags = 0;
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mDepthTexture = GetDevice()->CreateTexture(depthDesc);
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ASSERT_NE(mDepthTexture, nullptr);
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ResourceViewDesc depthViewDesc = {};
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depthViewDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
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depthViewDesc.dimension = ResourceViewDimension::Texture2D;
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depthViewDesc.mipLevel = 0;
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mDepthView = GetDevice()->CreateDepthStencilView(mDepthTexture, depthViewDesc);
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ASSERT_NE(mDepthView, nullptr);
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mBackBufferViews.resize(2, nullptr);
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}
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void CameraStackSceneTest::TearDown() {
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mSceneRenderer.reset();
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if (mDepthView != nullptr) {
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mDepthView->Shutdown();
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delete mDepthView;
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mDepthView = nullptr;
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}
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if (mDepthTexture != nullptr) {
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mDepthTexture->Shutdown();
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delete mDepthTexture;
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mDepthTexture = nullptr;
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}
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for (RHIResourceView*& backBufferView : mBackBufferViews) {
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if (backBufferView != nullptr) {
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backBufferView->Shutdown();
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delete backBufferView;
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backBufferView = nullptr;
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}
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}
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mBackBufferViews.clear();
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mScene.reset();
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delete mQuadMaterial;
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mQuadMaterial = nullptr;
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delete mQuadTexture;
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mQuadTexture = nullptr;
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delete mQuadMesh;
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mQuadMesh = nullptr;
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if (mBackpackMesh != nullptr) {
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for (size_t materialIndex = 0; materialIndex < mBackpackMesh->GetMaterials().Size(); ++materialIndex) {
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delete mBackpackMesh->GetMaterials()[materialIndex];
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}
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for (size_t textureIndex = 0; textureIndex < mBackpackMesh->GetTextures().Size(); ++textureIndex) {
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delete mBackpackMesh->GetTextures()[textureIndex];
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}
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delete mBackpackMesh;
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mBackpackMesh = nullptr;
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}
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RHIIntegrationFixture::TearDown();
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}
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void CameraStackSceneTest::LoadBackpackMesh() {
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const std::filesystem::path meshPath = ResolveRuntimePath("Res/models/backpack/backpack.obj");
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MeshLoader loader;
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MeshImportSettings settings;
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LoadResult result = loader.Load(meshPath.string().c_str(), &settings);
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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mBackpackMesh = static_cast<Mesh*>(result.resource);
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ASSERT_NE(mBackpackMesh, nullptr);
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ASSERT_TRUE(mBackpackMesh->IsValid());
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ASSERT_GT(mBackpackMesh->GetVertexCount(), 0u);
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ASSERT_GT(mBackpackMesh->GetSections().Size(), 0u);
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}
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void CameraStackSceneTest::BuildScene() {
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ASSERT_NE(mScene, nullptr);
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ASSERT_NE(mBackpackMesh, nullptr);
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ASSERT_NE(mQuadMesh, nullptr);
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ASSERT_NE(mQuadMaterial, nullptr);
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GameObject* baseCameraObject = mScene->CreateGameObject("BaseCamera");
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auto* baseCamera = baseCameraObject->AddComponent<CameraComponent>();
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baseCamera->SetPrimary(true);
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baseCamera->SetDepth(0.0f);
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baseCamera->SetFieldOfView(45.0f);
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baseCamera->SetNearClipPlane(0.1f);
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baseCamera->SetFarClipPlane(100.0f);
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baseCamera->SetStackType(CameraStackType::Base);
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baseCamera->SetCullingMask(1u << kBaseLayer);
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baseCamera->SetClearColor(XCEngine::Math::Color(0.03f, 0.05f, 0.09f, 1.0f));
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GameObject* overlayCameraObject = mScene->CreateGameObject("OverlayCamera");
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auto* overlayCamera = overlayCameraObject->AddComponent<CameraComponent>();
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overlayCamera->SetPrimary(false);
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overlayCamera->SetDepth(1.0f);
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overlayCamera->SetProjectionType(CameraProjectionType::Orthographic);
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overlayCamera->SetOrthographicSize(1.0f);
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overlayCamera->SetNearClipPlane(0.1f);
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overlayCamera->SetFarClipPlane(10.0f);
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overlayCamera->SetStackType(CameraStackType::Overlay);
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overlayCamera->SetCullingMask(1u << kOverlayLayer);
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overlayCamera->SetClearMode(CameraClearMode::ColorAndDepth);
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overlayCamera->SetViewportRect(XCEngine::Math::Rect(0.60f, 0.10f, 0.28f, 0.32f));
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overlayCamera->SetClearColor(XCEngine::Math::Color(0.11f, 0.16f, 0.24f, 1.0f));
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const Vector3 boundsMin = mBackpackMesh->GetBounds().GetMin();
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const Vector3 boundsMax = mBackpackMesh->GetBounds().GetMax();
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const Vector3 center(
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(boundsMin.x + boundsMax.x) * 0.5f,
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(boundsMin.y + boundsMax.y) * 0.5f,
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(boundsMin.z + boundsMax.z) * 0.5f);
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const float sizeX = std::max(boundsMax.x - boundsMin.x, 0.001f);
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const float sizeY = std::max(boundsMax.y - boundsMin.y, 0.001f);
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const float sizeZ = std::max(boundsMax.z - boundsMin.z, 0.001f);
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const float maxExtent = std::max(sizeX, std::max(sizeY, sizeZ));
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const float uniformScale = 1.8f / maxExtent;
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GameObject* root = mScene->CreateGameObject("BackpackRoot");
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root->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.08f, 3.0f));
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GameObject* rotateY = mScene->CreateGameObject("BackpackRotateY");
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rotateY->SetParent(root, false);
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rotateY->GetTransform()->SetLocalRotation(Quaternion::FromAxisAngle(Vector3::Up(), -0.35f));
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GameObject* rotateX = mScene->CreateGameObject("BackpackRotateX");
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rotateX->SetParent(rotateY, false);
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rotateX->GetTransform()->SetLocalRotation(Quaternion::FromAxisAngle(Vector3::Right(), -0.18f));
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GameObject* scale = mScene->CreateGameObject("BackpackScale");
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scale->SetParent(rotateX, false);
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scale->GetTransform()->SetLocalScale(Vector3(uniformScale, uniformScale, uniformScale));
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GameObject* backpackObject = mScene->CreateGameObject("BackpackMesh");
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backpackObject->SetParent(scale, false);
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backpackObject->SetLayer(kBaseLayer);
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backpackObject->GetTransform()->SetLocalPosition(Vector3(-center.x, -center.y, -center.z));
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auto* backpackMeshFilter = backpackObject->AddComponent<MeshFilterComponent>();
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auto* backpackMeshRenderer = backpackObject->AddComponent<MeshRendererComponent>();
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backpackMeshFilter->SetMesh(ResourceHandle<Mesh>(mBackpackMesh));
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backpackMeshRenderer->ClearMaterials();
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GameObject* overlayQuadObject = mScene->CreateGameObject("OverlayQuad");
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overlayQuadObject->SetLayer(kOverlayLayer);
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overlayQuadObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.0f, 2.0f));
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overlayQuadObject->GetTransform()->SetLocalScale(Vector3(0.70f, 0.70f, 1.0f));
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auto* overlayMeshFilter = overlayQuadObject->AddComponent<MeshFilterComponent>();
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auto* overlayMeshRenderer = overlayQuadObject->AddComponent<MeshRendererComponent>();
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overlayMeshFilter->SetMesh(ResourceHandle<Mesh>(mQuadMesh));
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overlayMeshRenderer->SetMaterial(0, ResourceHandle<Material>(mQuadMaterial));
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}
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RHIResourceView* CameraStackSceneTest::GetCurrentBackBufferView() {
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const int backBufferIndex = GetCurrentBackBufferIndex();
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if (backBufferIndex < 0) {
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return nullptr;
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}
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if (static_cast<size_t>(backBufferIndex) >= mBackBufferViews.size()) {
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mBackBufferViews.resize(static_cast<size_t>(backBufferIndex) + 1, nullptr);
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}
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if (mBackBufferViews[backBufferIndex] == nullptr) {
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ResourceViewDesc viewDesc = {};
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viewDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
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viewDesc.dimension = ResourceViewDimension::Texture2D;
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viewDesc.mipLevel = 0;
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mBackBufferViews[backBufferIndex] = GetDevice()->CreateRenderTargetView(GetCurrentBackBuffer(), viewDesc);
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}
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return mBackBufferViews[backBufferIndex];
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}
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void CameraStackSceneTest::RenderFrame() {
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ASSERT_NE(mScene, nullptr);
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ASSERT_NE(mSceneRenderer, nullptr);
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RHICommandList* commandList = GetCommandList();
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ASSERT_NE(commandList, nullptr);
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commandList->Reset();
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RenderSurface surface(kFrameWidth, kFrameHeight);
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surface.SetColorAttachment(GetCurrentBackBufferView());
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surface.SetDepthAttachment(mDepthView);
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RenderContext renderContext = {};
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renderContext.device = GetDevice();
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renderContext.commandList = commandList;
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renderContext.commandQueue = GetCommandQueue();
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renderContext.backendType = GetBackendType();
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ASSERT_TRUE(mSceneRenderer->Render(*mScene, nullptr, renderContext, surface));
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commandList->Close();
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void* commandLists[] = { commandList };
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GetCommandQueue()->ExecuteCommandLists(1, commandLists);
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}
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TEST_P(CameraStackSceneTest, RenderCameraStackScene) {
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RHICommandQueue* commandQueue = GetCommandQueue();
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RHISwapChain* swapChain = GetSwapChain();
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const int targetFrameCount = 30;
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const char* screenshotFilename = GetScreenshotFilename(GetBackendType());
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const int comparisonThreshold = GetComparisonThreshold(GetBackendType());
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for (int frameCount = 0; frameCount <= targetFrameCount; ++frameCount) {
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if (frameCount > 0) {
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commandQueue->WaitForPreviousFrame();
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}
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BeginRender();
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RenderFrame();
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if (frameCount >= targetFrameCount) {
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commandQueue->WaitForIdle();
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ASSERT_TRUE(TakeScreenshot(screenshotFilename));
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ASSERT_TRUE(CompareWithGoldenTemplate(
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screenshotFilename,
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"GT.ppm",
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static_cast<float>(comparisonThreshold)));
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break;
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}
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swapChain->Present(0, 0);
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}
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}
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} // namespace
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INSTANTIATE_TEST_SUITE_P(D3D12, CameraStackSceneTest, ::testing::Values(RHIType::D3D12));
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INSTANTIATE_TEST_SUITE_P(OpenGL, CameraStackSceneTest, ::testing::Values(RHIType::OpenGL));
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GTEST_API_ int main(int argc, char** argv) {
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Logger::Get().Initialize();
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Logger::Get().AddSink(std::make_unique<ConsoleLogSink>());
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Logger::Get().SetMinimumLevel(LogLevel::Debug);
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testing::InitGoogleTest(&argc, argv);
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return RUN_ALL_TESTS();
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}
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