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| 1 | +using System; |
| 2 | +using NUnit.Framework; |
| 3 | +using UnityEngine.TestTools; |
| 4 | +using UnityEngine; |
| 5 | +using UnityEngine.Rendering; |
| 6 | +using UnityEngine.Rendering.Universal; |
| 7 | + |
| 8 | + |
| 9 | +namespace UnityEditor.Rendering.Universal.Tests |
| 10 | +{ |
| 11 | + [TestFixture] |
| 12 | + class NativeRenderPassTests |
| 13 | + { |
| 14 | + internal class TestHelper |
| 15 | + { |
| 16 | + internal UniversalRendererData rendererData; |
| 17 | + internal UniversalCameraData cameraData; |
| 18 | + internal UniversalRenderPipelineAsset urpAsset; |
| 19 | + internal ScriptableRenderer scriptableRenderer; |
| 20 | + |
| 21 | + public TestHelper() |
| 22 | + { |
| 23 | + try |
| 24 | + { |
| 25 | + rendererData = ScriptableObject.CreateInstance<UniversalRendererData>(); |
| 26 | + |
| 27 | + urpAsset = UniversalRenderPipelineAsset.Create(rendererData); |
| 28 | + urpAsset.name = "TestHelper_URPAsset"; |
| 29 | + GraphicsSettings.defaultRenderPipeline = urpAsset; |
| 30 | + |
| 31 | + scriptableRenderer = urpAsset.GetRenderer(0); |
| 32 | + |
| 33 | + cameraData = new UniversalCameraData(); |
| 34 | + |
| 35 | + ResetData(); |
| 36 | + } |
| 37 | + catch (Exception e) |
| 38 | + { |
| 39 | + Debug.LogError(e.StackTrace); |
| 40 | + Cleanup(); |
| 41 | + } |
| 42 | + } |
| 43 | + |
| 44 | + internal void ResetData() |
| 45 | + { |
| 46 | + scriptableRenderer.useRenderPassEnabled = true; |
| 47 | + } |
| 48 | + |
| 49 | + internal void Cleanup() |
| 50 | + { |
| 51 | + ScriptableObject.DestroyImmediate(urpAsset); |
| 52 | + ScriptableObject.DestroyImmediate(rendererData); |
| 53 | + } |
| 54 | + } |
| 55 | + |
| 56 | + private TestHelper m_TestHelper; |
| 57 | + |
| 58 | + private RenderPipelineAsset m_PreviousRenderPipelineAssetGraphicsSettings; |
| 59 | + private RenderPipelineAsset m_PreviousRenderPipelineAssetQualitySettings; |
| 60 | + public class TestRenderPassUseNRP : ScriptableRenderPass |
| 61 | + { |
| 62 | + public TestRenderPassUseNRP() |
| 63 | + { |
| 64 | + // Initialize with this argument to true, to avoid other unrelated errors |
| 65 | + overrideCameraTarget = true; |
| 66 | + // Enable the use of Native Render Pass. This is set to true by defalult, but we want to make it explicit |
| 67 | + useNativeRenderPass = true; |
| 68 | + } |
| 69 | + } |
| 70 | + |
| 71 | + [OneTimeSetUp] |
| 72 | + public void OneTimeSetup() |
| 73 | + { |
| 74 | + m_PreviousRenderPipelineAssetGraphicsSettings = GraphicsSettings.defaultRenderPipeline; |
| 75 | + m_PreviousRenderPipelineAssetQualitySettings = QualitySettings.renderPipeline; |
| 76 | + GraphicsSettings.defaultRenderPipeline = null; |
| 77 | + QualitySettings.renderPipeline = null; |
| 78 | + } |
| 79 | + |
| 80 | + [SetUp] |
| 81 | + public void Setup() |
| 82 | + { |
| 83 | + m_TestHelper = new(); |
| 84 | + m_TestHelper.ResetData(); |
| 85 | + } |
| 86 | + |
| 87 | + [TearDown] |
| 88 | + public void TearDown() |
| 89 | + { |
| 90 | + m_TestHelper.Cleanup(); |
| 91 | + } |
| 92 | + |
| 93 | + [OneTimeTearDown] |
| 94 | + public void OneTimeTearDown() |
| 95 | + { |
| 96 | + GraphicsSettings.defaultRenderPipeline = m_PreviousRenderPipelineAssetGraphicsSettings; |
| 97 | + QualitySettings.renderPipeline = m_PreviousRenderPipelineAssetQualitySettings; |
| 98 | + } |
| 99 | + |
| 100 | + public void InitializeRenderPassQueue(ScriptableRenderer renderer, int count) |
| 101 | + { |
| 102 | + for (int i = 0; i < count; i++) |
| 103 | + { |
| 104 | + renderer.EnqueuePass(new TestRenderPassUseNRP()); |
| 105 | + } |
| 106 | + } |
| 107 | + |
| 108 | + [Test] |
| 109 | + public void UnderLimitRenderPassInNRP() |
| 110 | + { |
| 111 | + // Use kRenderPassMaxCount so this is the maximun allowed |
| 112 | + InitializeRenderPassQueue(m_TestHelper.scriptableRenderer, ScriptableRenderer.kRenderPassMaxCount); |
| 113 | + // Check that no exception is thrown. |
| 114 | + Assert.DoesNotThrow(() => m_TestHelper.scriptableRenderer.SetupNativeRenderPassFrameData(m_TestHelper.cameraData, true)); |
| 115 | + } |
| 116 | + |
| 117 | + [Test] |
| 118 | + public void OverLimitRenderPassInNRP() |
| 119 | + { |
| 120 | + // Increase by one the maximum allowed render passes |
| 121 | + InitializeRenderPassQueue(m_TestHelper.scriptableRenderer, ScriptableRenderer.kRenderPassMaxCount+1); |
| 122 | + // Check that a logError is thrown, but no other errors are thrown. |
| 123 | + m_TestHelper.scriptableRenderer.SetupNativeRenderPassFrameData( m_TestHelper.cameraData, true ); |
| 124 | + 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."); |
| 125 | + } |
| 126 | + |
| 127 | + } |
| 128 | + |
| 129 | + |
| 130 | + |
| 131 | +} |
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