132 lines
4.5 KiB
C#
132 lines
4.5 KiB
C#
using System;
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using NUnit.Framework;
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using UnityEngine.TestTools;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace UnityEditor.Rendering.Universal.Tests
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{
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[TestFixture]
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class NativeRenderPassTests
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{
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internal class TestHelper
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{
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internal UniversalRendererData rendererData;
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internal UniversalCameraData cameraData;
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internal UniversalRenderPipelineAsset urpAsset;
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internal ScriptableRenderer scriptableRenderer;
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public TestHelper()
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{
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try
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{
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rendererData = ScriptableObject.CreateInstance<UniversalRendererData>();
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urpAsset = UniversalRenderPipelineAsset.Create(rendererData);
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urpAsset.name = "TestHelper_URPAsset";
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GraphicsSettings.defaultRenderPipeline = urpAsset;
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scriptableRenderer = urpAsset.GetRenderer(0);
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cameraData = new UniversalCameraData();
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ResetData();
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}
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catch (Exception e)
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{
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Debug.LogError(e.StackTrace);
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Cleanup();
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}
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}
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internal void ResetData()
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{
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scriptableRenderer.useRenderPassEnabled = true;
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}
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internal void Cleanup()
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{
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ScriptableObject.DestroyImmediate(urpAsset);
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ScriptableObject.DestroyImmediate(rendererData);
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}
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}
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private TestHelper m_TestHelper;
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private RenderPipelineAsset m_PreviousRenderPipelineAssetGraphicsSettings;
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private RenderPipelineAsset m_PreviousRenderPipelineAssetQualitySettings;
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public class TestRenderPassUseNRP : ScriptableRenderPass
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{
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public TestRenderPassUseNRP()
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{
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// Initialize with this argument to true, to avoid other unrelated errors
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overrideCameraTarget = true;
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// Enable the use of Native Render Pass. This is set to true by defalult, but we want to make it explicit
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useNativeRenderPass = true;
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}
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}
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[OneTimeSetUp]
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public void OneTimeSetup()
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{
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m_PreviousRenderPipelineAssetGraphicsSettings = GraphicsSettings.defaultRenderPipeline;
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m_PreviousRenderPipelineAssetQualitySettings = QualitySettings.renderPipeline;
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GraphicsSettings.defaultRenderPipeline = null;
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QualitySettings.renderPipeline = null;
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}
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[SetUp]
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public void Setup()
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{
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m_TestHelper = new();
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m_TestHelper.ResetData();
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}
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[TearDown]
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public void TearDown()
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{
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m_TestHelper.Cleanup();
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}
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[OneTimeTearDown]
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public void OneTimeTearDown()
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{
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GraphicsSettings.defaultRenderPipeline = m_PreviousRenderPipelineAssetGraphicsSettings;
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QualitySettings.renderPipeline = m_PreviousRenderPipelineAssetQualitySettings;
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}
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public void InitializeRenderPassQueue(ScriptableRenderer renderer, int count)
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{
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for (int i = 0; i < count; i++)
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{
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renderer.EnqueuePass(new TestRenderPassUseNRP());
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}
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}
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[Test]
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public void UnderLimitRenderPassInNRP()
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{
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// Use kRenderPassMaxCount so this is the maximun allowed
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InitializeRenderPassQueue(m_TestHelper.scriptableRenderer, ScriptableRenderer.kRenderPassMaxCount);
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// Check that no exception is thrown.
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Assert.DoesNotThrow(() => m_TestHelper.scriptableRenderer.SetupNativeRenderPassFrameData(m_TestHelper.cameraData, true));
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}
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[Test]
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public void OverLimitRenderPassInNRP()
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{
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// Increase by one the maximum allowed render passes
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InitializeRenderPassQueue(m_TestHelper.scriptableRenderer, ScriptableRenderer.kRenderPassMaxCount+1);
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// Check that a logError is thrown, but no other errors are thrown.
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m_TestHelper.scriptableRenderer.SetupNativeRenderPassFrameData( m_TestHelper.cameraData, true );
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LogAssert.Expect($"Exceeded the maximum number of Render Passes (${ScriptableRenderer.kRenderPassMaxCount}). Please consider using Render Graph to support a higher number of render passes with Native RenderPass, note support will be enabled by default.");
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}
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}
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}
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