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XCEngine/tests/editor/test_viewport_render_flow_utils.cpp

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#include <gtest/gtest.h>
#include "Viewport/SceneViewportEditorOverlayData.h"
#include "Viewport/SceneViewportRenderPlan.h"
#include "Viewport/ViewportHostRenderFlowUtils.h"
#include <memory>
#include <string>
namespace {
using XCEngine::Editor::ApplySceneViewportRenderRequestSetup;
using XCEngine::Editor::ApplySceneViewportRenderPlan;
using XCEngine::Editor::ApplyViewportFailureStatus;
using XCEngine::Editor::BuildGameViewportRenderFailurePolicy;
using XCEngine::Editor::BuildSceneViewportGridPassData;
using XCEngine::Editor::BuildSceneViewportRenderPlan;
using XCEngine::Editor::BuildSceneViewportRenderFailurePolicy;
using XCEngine::Editor::BuildSceneViewportSelectionOutlineStyle;
using XCEngine::Editor::BuildViewportRenderTargetUnavailablePolicy;
using XCEngine::Editor::GameViewportRenderFailure;
using XCEngine::Editor::MarkGameViewportRenderSuccess;
using XCEngine::Editor::MarkSceneViewportRenderSuccess;
using XCEngine::Editor::SceneViewportOverlayFrameData;
using XCEngine::Editor::SceneViewportOverlayLinePrimitive;
using XCEngine::Editor::SceneViewportRenderFailure;
using XCEngine::Editor::SceneViewportOverlayData;
using XCEngine::Editor::SceneViewportGridPassData;
using XCEngine::Editor::SceneViewportRenderPlan;
using XCEngine::Editor::SceneViewportSelectionOutlineStyle;
using XCEngine::Editor::ViewportRenderTargets;
using XCEngine::RHI::Format;
using XCEngine::RHI::RHIResourceView;
using XCEngine::RHI::ResourceStates;
using XCEngine::RHI::ResourceViewDimension;
using XCEngine::RHI::ResourceViewType;
using XCEngine::Rendering::RenderPass;
using XCEngine::Rendering::RenderPassContext;
using XCEngine::Rendering::RenderPassSequence;
using XCEngine::Rendering::RenderSurface;
class DummyResourceView final : public RHIResourceView {
public:
explicit DummyResourceView(
ResourceViewType viewType = ResourceViewType::RenderTarget,
Format format = Format::R8G8B8A8_UNorm)
: m_viewType(viewType)
, m_format(format) {
}
void Shutdown() override {
}
void* GetNativeHandle() override {
return nullptr;
}
bool IsValid() const override {
return true;
}
ResourceViewType GetViewType() const override {
return m_viewType;
}
ResourceViewDimension GetDimension() const override {
return ResourceViewDimension::Texture2D;
}
Format GetFormat() const override {
return m_format;
}
private:
ResourceViewType m_viewType = ResourceViewType::RenderTarget;
Format m_format = Format::R8G8B8A8_UNorm;
};
class NoopRenderPass final : public RenderPass {
public:
const char* GetName() const override {
return "NoopRenderPass";
}
bool Execute(const RenderPassContext&) override {
return true;
}
};
SceneViewportOverlayData CreateValidOverlay() {
SceneViewportOverlayData overlay = {};
overlay.valid = true;
overlay.cameraPosition = XCEngine::Math::Vector3(1.0f, 2.0f, 3.0f);
overlay.cameraForward = XCEngine::Math::Vector3::Forward();
overlay.cameraRight = XCEngine::Math::Vector3::Right();
overlay.cameraUp = XCEngine::Math::Vector3::Up();
overlay.verticalFovDegrees = 70.0f;
overlay.nearClipPlane = 0.1f;
overlay.farClipPlane = 500.0f;
overlay.orbitDistance = 9.0f;
return overlay;
}
SceneViewportOverlayFrameData CreateOverlayFrameDataWithLine(
const SceneViewportOverlayData& overlay,
const XCEngine::Math::Vector3& start,
const XCEngine::Math::Vector3& end) {
SceneViewportOverlayFrameData frameData = {};
frameData.overlay = overlay;
SceneViewportOverlayLinePrimitive& line = frameData.worldLines.emplace_back();
line.startWorld = start;
line.endWorld = end;
line.color = XCEngine::Math::Color::White();
return frameData;
}
TEST(ViewportRenderFlowUtilsTest, BuildFailurePoliciesExposeExpectedStatusAndClearBehavior) {
const auto targetUnavailable = BuildViewportRenderTargetUnavailablePolicy();
EXPECT_STREQ(targetUnavailable.statusText, "Viewport render target is unavailable");
EXPECT_FALSE(targetUnavailable.shouldClear);
EXPECT_TRUE(targetUnavailable.invalidateObjectIdFrame);
const auto missingSceneCamera =
BuildSceneViewportRenderFailurePolicy(SceneViewportRenderFailure::MissingSceneViewCamera);
EXPECT_STREQ(missingSceneCamera.statusText, "Scene view camera is unavailable");
EXPECT_TRUE(missingSceneCamera.shouldClear);
EXPECT_FLOAT_EQ(missingSceneCamera.clearColor.r, 0.18f);
EXPECT_FLOAT_EQ(missingSceneCamera.clearColor.g, 0.07f);
EXPECT_FLOAT_EQ(missingSceneCamera.clearColor.b, 0.07f);
EXPECT_FALSE(missingSceneCamera.setStatusIfEmpty);
const auto sceneRendererFailed =
BuildSceneViewportRenderFailurePolicy(SceneViewportRenderFailure::SceneRendererFailed);
EXPECT_STREQ(sceneRendererFailed.statusText, "Scene renderer failed");
EXPECT_TRUE(sceneRendererFailed.shouldClear);
EXPECT_TRUE(sceneRendererFailed.setStatusIfEmpty);
const auto noGameCamera =
BuildGameViewportRenderFailurePolicy(GameViewportRenderFailure::NoCameraInScene);
EXPECT_STREQ(noGameCamera.statusText, "No camera in scene");
EXPECT_TRUE(noGameCamera.shouldClear);
EXPECT_FLOAT_EQ(noGameCamera.clearColor.r, 0.10f);
EXPECT_FLOAT_EQ(noGameCamera.clearColor.g, 0.09f);
EXPECT_FLOAT_EQ(noGameCamera.clearColor.b, 0.08f);
}
TEST(ViewportRenderFlowUtilsTest, ApplyViewportFailureStatusRespectsSetIfEmptyBehavior) {
std::string statusText;
ApplyViewportFailureStatus(
statusText,
BuildSceneViewportRenderFailurePolicy(SceneViewportRenderFailure::SceneRendererFailed));
EXPECT_EQ(statusText, "Scene renderer failed");
statusText = "Scene object id shader view is unavailable";
ApplyViewportFailureStatus(
statusText,
BuildSceneViewportRenderFailurePolicy(SceneViewportRenderFailure::SceneRendererFailed));
EXPECT_EQ(statusText, "Scene object id shader view is unavailable");
ApplyViewportFailureStatus(
statusText,
BuildGameViewportRenderFailurePolicy(GameViewportRenderFailure::NoActiveScene));
EXPECT_EQ(statusText, "No active scene");
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportGridPassDataCopiesSceneCameraState) {
const SceneViewportOverlayData overlay = CreateValidOverlay();
const auto gridPassData = BuildSceneViewportGridPassData(overlay);
EXPECT_TRUE(gridPassData.valid);
EXPECT_FLOAT_EQ(gridPassData.cameraPosition.x, overlay.cameraPosition.x);
EXPECT_FLOAT_EQ(gridPassData.cameraPosition.y, overlay.cameraPosition.y);
EXPECT_FLOAT_EQ(gridPassData.cameraPosition.z, overlay.cameraPosition.z);
EXPECT_FLOAT_EQ(gridPassData.verticalFovDegrees, overlay.verticalFovDegrees);
EXPECT_FLOAT_EQ(gridPassData.orbitDistance, overlay.orbitDistance);
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportSelectionOutlineStyleAppliesSceneDefaults) {
const auto style = BuildSceneViewportSelectionOutlineStyle(false);
const auto debugStyle = BuildSceneViewportSelectionOutlineStyle(true);
EXPECT_FLOAT_EQ(style.outlineColor.r, 1.0f);
EXPECT_FLOAT_EQ(style.outlineColor.g, 0.4f);
EXPECT_FLOAT_EQ(style.outlineColor.b, 0.0f);
EXPECT_FLOAT_EQ(style.outlineWidthPixels, 2.0f);
EXPECT_FALSE(style.debugSelectionMask);
EXPECT_TRUE(debugStyle.debugSelectionMask);
}
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>());
XCEngine::Rendering::CameraRenderRequest request = {};
request.surface = RenderSurface(800, 600);
request.surface.SetRenderArea(XCEngine::Math::RectInt(64, 32, 320, 240));
ApplySceneViewportRenderRequestSetup(
targets,
&postPasses,
request);
EXPECT_EQ(request.postScenePasses, &postPasses);
EXPECT_TRUE(request.objectId.IsRequested());
ASSERT_EQ(request.objectId.surface.GetColorAttachments().size(), 1u);
EXPECT_EQ(request.objectId.surface.GetColorAttachments()[0], &objectIdView);
EXPECT_EQ(request.objectId.surface.GetDepthAttachment(), &depthView);
const auto requestArea = request.surface.GetRenderArea();
const auto objectIdArea = request.objectId.surface.GetRenderArea();
EXPECT_EQ(objectIdArea.x, requestArea.x);
EXPECT_EQ(objectIdArea.y, requestArea.y);
EXPECT_EQ(objectIdArea.width, requestArea.width);
EXPECT_EQ(objectIdArea.height, requestArea.height);
}
TEST(ViewportRenderFlowUtilsTest, ApplySceneRenderRequestSetupSkipsUnavailableOptionalAttachments) {
ViewportRenderTargets targets = {};
targets.width = 800;
targets.height = 600;
RenderPassSequence postPasses;
XCEngine::Rendering::CameraRenderRequest request = {};
request.postScenePasses = reinterpret_cast<RenderPassSequence*>(static_cast<uintptr_t>(0x1));
request.objectId.surface = RenderSurface(1, 1);
request.objectId.surface.SetColorAttachment(
reinterpret_cast<RHIResourceView*>(static_cast<uintptr_t>(0x2)));
ApplySceneViewportRenderRequestSetup(targets, &postPasses, request);
EXPECT_EQ(request.postScenePasses, nullptr);
EXPECT_FALSE(request.objectId.IsRequested());
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportRenderPlanCollectsPostSceneAndOverlayPasses) {
DummyResourceView objectIdShaderView(ResourceViewType::ShaderResource);
ViewportRenderTargets targets = {};
targets.objectIdShaderView = &objectIdShaderView;
const SceneViewportOverlayData overlay = CreateValidOverlay();
const SceneViewportOverlayFrameData editorOverlayFrameData =
CreateOverlayFrameDataWithLine(
overlay,
XCEngine::Math::Vector3::Zero(),
XCEngine::Math::Vector3::Right());
size_t factoryCallCount = 0u;
size_t combinedWorldLineCount = 0u;
size_t gridPassFactoryCallCount = 0u;
size_t selectionOutlinePassFactoryCallCount = 0u;
const auto result = BuildSceneViewportRenderPlan(
targets,
overlay,
{ 7u, 11u },
editorOverlayFrameData,
[&gridPassFactoryCallCount](const SceneViewportGridPassData& data) {
++gridPassFactoryCallCount;
EXPECT_TRUE(data.valid);
return std::make_unique<NoopRenderPass>();
},
[&selectionOutlinePassFactoryCallCount](
RHIResourceView* objectIdTextureView,
const std::vector<uint64_t>& selectedObjectIds,
const SceneViewportSelectionOutlineStyle& style) {
++selectionOutlinePassFactoryCallCount;
EXPECT_NE(objectIdTextureView, nullptr);
EXPECT_EQ(selectedObjectIds.size(), 2u);
EXPECT_FLOAT_EQ(style.outlineWidthPixels, 2.0f);
return std::make_unique<NoopRenderPass>();
},
[&factoryCallCount, &combinedWorldLineCount](const SceneViewportOverlayFrameData& frameData) {
++factoryCallCount;
combinedWorldLineCount = frameData.worldLines.size();
return std::make_unique<NoopRenderPass>();
},
false);
EXPECT_EQ(result.plan.postScenePasses.GetPassCount(), 2u);
EXPECT_EQ(result.plan.overlayPasses.GetPassCount(), 1u);
EXPECT_EQ(factoryCallCount, 1u);
EXPECT_EQ(gridPassFactoryCallCount, 1u);
EXPECT_EQ(selectionOutlinePassFactoryCallCount, 1u);
EXPECT_EQ(combinedWorldLineCount, 1u);
EXPECT_EQ(result.warningStatusText, nullptr);
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportRenderPlanSkipsRhiOverlayPassWhenFrameContainsOnlySceneIcons) {
const SceneViewportOverlayData overlay = CreateValidOverlay();
SceneViewportOverlayFrameData editorOverlayFrameData = {};
editorOverlayFrameData.overlay = overlay;
auto& sprite = editorOverlayFrameData.worldSprites.emplace_back();
sprite.worldPosition = XCEngine::Math::Vector3::Zero();
sprite.sizePixels = XCEngine::Math::Vector2(32.0f, 32.0f);
size_t overlayFactoryCallCount = 0u;
const auto result = BuildSceneViewportRenderPlan(
{},
overlay,
{},
editorOverlayFrameData,
[](const SceneViewportGridPassData&) {
return std::make_unique<NoopRenderPass>();
},
[](
RHIResourceView*,
const std::vector<uint64_t>&,
const SceneViewportSelectionOutlineStyle&) {
return std::make_unique<NoopRenderPass>();
},
[&overlayFactoryCallCount](const SceneViewportOverlayFrameData&) {
++overlayFactoryCallCount;
return std::make_unique<NoopRenderPass>();
},
false);
EXPECT_EQ(result.plan.postScenePasses.GetPassCount(), 1u);
EXPECT_EQ(result.plan.overlayPasses.GetPassCount(), 0u);
EXPECT_EQ(overlayFactoryCallCount, 0u);
}
TEST(ViewportRenderFlowUtilsTest, BuildSceneViewportRenderPlanWarnsWhenSelectionOutlineCannotAccessObjectIdTexture) {
const SceneViewportOverlayData overlay = CreateValidOverlay();
const auto result = BuildSceneViewportRenderPlan(
{},
overlay,
{ 42u },
{},
[](const SceneViewportGridPassData&) {
return std::make_unique<NoopRenderPass>();
},
[](
RHIResourceView*,
const std::vector<uint64_t>&,
const SceneViewportSelectionOutlineStyle&) {
return std::make_unique<NoopRenderPass>();
},
[](const SceneViewportOverlayFrameData&) {
return std::make_unique<NoopRenderPass>();
},
false);
EXPECT_EQ(result.plan.postScenePasses.GetPassCount(), 1u);
EXPECT_STREQ(result.warningStatusText, "Scene object id shader view is unavailable");
}
TEST(ViewportRenderFlowUtilsTest, ApplySceneViewportRenderPlanAttachesPlannedPassesAndClearState) {
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;
SceneViewportRenderPlan plan = {};
plan.postScenePasses.AddPass(std::make_unique<NoopRenderPass>());
plan.overlayPasses.AddPass(std::make_unique<NoopRenderPass>());
plan.clearColorOverride = XCEngine::Math::Color(0.1f, 0.2f, 0.3f, 1.0f);
XCEngine::Rendering::CameraRenderRequest request = {};
request.surface = RenderSurface(800, 600);
request.surface.SetRenderArea(XCEngine::Math::RectInt(10, 20, 300, 200));
ApplySceneViewportRenderPlan(targets, plan, request);
EXPECT_EQ(request.postScenePasses, &plan.postScenePasses);
EXPECT_EQ(request.overlayPasses, &plan.overlayPasses);
EXPECT_TRUE(request.objectId.IsRequested());
EXPECT_TRUE(request.hasClearColorOverride);
EXPECT_FLOAT_EQ(request.clearColorOverride.r, 0.1f);
EXPECT_FLOAT_EQ(request.clearColorOverride.g, 0.2f);
EXPECT_FLOAT_EQ(request.clearColorOverride.b, 0.3f);
}
TEST(ViewportRenderFlowUtilsTest, MarkSceneRenderSuccessMovesTargetsToShaderResourceState) {
DummyResourceView depthView(ResourceViewType::DepthStencil, Format::D24_UNorm_S8_UInt);
DummyResourceView objectIdView(ResourceViewType::RenderTarget);
ViewportRenderTargets targets = {};
targets.width = 640;
targets.height = 360;
targets.depthView = &depthView;
targets.objectIdView = &objectIdView;
targets.colorState = ResourceStates::Common;
targets.objectIdState = ResourceStates::Common;
XCEngine::Rendering::CameraRenderRequest request = {};
request.surface = RenderSurface(640, 360);
ApplySceneViewportRenderRequestSetup(targets, nullptr, request);
MarkSceneViewportRenderSuccess(targets, request);
EXPECT_EQ(targets.colorState, ResourceStates::PixelShaderResource);
EXPECT_EQ(targets.objectIdState, ResourceStates::PixelShaderResource);
EXPECT_TRUE(targets.hasValidObjectIdFrame);
ViewportRenderTargets noObjectIdTargets = {};
noObjectIdTargets.colorState = ResourceStates::Common;
noObjectIdTargets.objectIdState = ResourceStates::Common;
XCEngine::Rendering::CameraRenderRequest noObjectIdRequest = {};
MarkSceneViewportRenderSuccess(noObjectIdTargets, noObjectIdRequest);
EXPECT_EQ(noObjectIdTargets.colorState, ResourceStates::PixelShaderResource);
EXPECT_EQ(noObjectIdTargets.objectIdState, ResourceStates::PixelShaderResource);
EXPECT_FALSE(noObjectIdTargets.hasValidObjectIdFrame);
}
TEST(ViewportRenderFlowUtilsTest, MarkGameRenderSuccessClearsObjectIdFrameAndUpdatesColorState) {
ViewportRenderTargets targets = {};
targets.colorState = ResourceStates::Common;
targets.hasValidObjectIdFrame = true;
MarkGameViewportRenderSuccess(targets);
EXPECT_EQ(targets.colorState, ResourceStates::PixelShaderResource);
EXPECT_FALSE(targets.hasValidObjectIdFrame);
}
} // namespace