144 lines
4.7 KiB
C++
144 lines
4.7 KiB
C++
#include <gtest/gtest.h>
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#include <XCEngine/Rendering/Passes/BuiltinPostProcessPassPlan.h>
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#include <vector>
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namespace {
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using XCEngine::Rendering::Passes::BuildBuiltinPostProcessPassPlan;
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using XCEngine::Rendering::Passes::BuiltinPostProcessPassPlanInput;
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using XCEngine::Rendering::Passes::BuiltinPostProcessPassStep;
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TEST(BuiltinPostProcessPassPlan_Test, ReturnsInvalidPlanWhenNoBuiltinEffectIsAvailable) {
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const auto plan = BuildBuiltinPostProcessPassPlan({});
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EXPECT_FALSE(plan.valid);
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EXPECT_TRUE(plan.steps.empty());
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}
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TEST(BuiltinPostProcessPassPlan_Test, BuildsGridOnlyPlanWhenNothingIsSelected) {
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BuiltinPostProcessPassPlanInput input = {};
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input.hasGridOverlay = true;
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const auto plan = BuildBuiltinPostProcessPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinPostProcessPassStep>{
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::InfiniteGrid,
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BuiltinPostProcessPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinPostProcessPassPlan_Test, BuildsGridAndSelectionOutlinePlanWhenObjectIdShaderViewExists) {
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BuiltinPostProcessPassPlanInput input = {};
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input.hasGridOverlay = true;
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input.hasSelection = true;
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input.hasObjectIdShaderView = true;
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const auto plan = BuildBuiltinPostProcessPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinPostProcessPassStep>{
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::InfiniteGrid,
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BuiltinPostProcessPassStep::SelectionOutline,
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BuiltinPostProcessPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinPostProcessPassPlan_Test, SkipsSelectionOutlineWhenObjectIdShaderViewIsMissingAndGridExists) {
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BuiltinPostProcessPassPlanInput input = {};
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input.hasGridOverlay = true;
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input.hasSelection = true;
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const auto plan = BuildBuiltinPostProcessPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinPostProcessPassStep>{
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::InfiniteGrid,
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BuiltinPostProcessPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinPostProcessPassPlan_Test, BuildsDebugMaskPlanFromObjectIdShaderView) {
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BuiltinPostProcessPassPlanInput input = {};
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input.hasGridOverlay = true;
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input.hasSelection = true;
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input.debugSelectionMask = true;
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input.hasObjectIdShaderView = true;
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const auto plan = BuildBuiltinPostProcessPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinPostProcessPassStep>{
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::SelectionMaskDebug,
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BuiltinPostProcessPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinPostProcessPassPlan_Test, DebugMaskPlanFallsBackToTransitionsWhenGridExistsButObjectIdShaderViewIsMissing) {
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BuiltinPostProcessPassPlanInput input = {};
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input.hasGridOverlay = true;
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input.hasSelection = true;
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input.debugSelectionMask = true;
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const auto plan = BuildBuiltinPostProcessPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinPostProcessPassStep>{
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinPostProcessPassPlan_Test, BuildsSelectionOnlyOutlinePlanWhenGridOverlayIsUnavailable) {
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BuiltinPostProcessPassPlanInput input = {};
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input.hasSelection = true;
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input.hasObjectIdShaderView = true;
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const auto plan = BuildBuiltinPostProcessPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinPostProcessPassStep>{
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::SelectionOutline,
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BuiltinPostProcessPassStep::ColorToShaderResource
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}));
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}
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TEST(BuiltinPostProcessPassPlan_Test, BuildsDebugMaskWithoutGridWhenObjectIdShaderViewExists) {
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BuiltinPostProcessPassPlanInput input = {};
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input.hasSelection = true;
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input.debugSelectionMask = true;
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input.hasObjectIdShaderView = true;
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const auto plan = BuildBuiltinPostProcessPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<BuiltinPostProcessPassStep>{
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BuiltinPostProcessPassStep::ColorToRenderTarget,
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BuiltinPostProcessPassStep::SelectionMaskDebug,
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BuiltinPostProcessPassStep::ColorToShaderResource
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}));
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}
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} // namespace
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