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RenderGraphTests.cs
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1516 lines (1241 loc) · 68.8 KB
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using NUnit.Framework;
using System;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using System.Collections.Generic;
using UnityEngine.TestTools;
using Unity.Collections;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Rendering;
#endif
namespace UnityEngine.Rendering.Tests
{
[InitializeOnLoad]
class RenderGraphTestsOnLoad
{
static bool IsGraphicsAPISupported()
{
var gfxAPI = SystemInfo.graphicsDeviceType;
if (gfxAPI == GraphicsDeviceType.OpenGLCore)
return false;
return true;
}
static RenderGraphTestsOnLoad()
{
ConditionalIgnoreAttribute.AddConditionalIgnoreMapping("IgnoreGraphicsAPI", !IsGraphicsAPISupported());
}
}
class RenderGraphTests
{
// For RG Record/Hash/Compile testing, use m_RenderGraph
RenderGraph m_RenderGraph;
RenderPipelineAsset m_OldDefaultRenderPipeline;
RenderPipelineAsset m_OldQualityRenderPipeline;
// For RG Execute/Submit testing with rendering, use m_RenderGraphTestPipeline and m_RenderGraph in its recordRenderGraphBody
RenderGraphTestPipelineAsset m_RenderGraphTestPipeline;
RenderGraphTestGlobalSettings m_RenderGraphTestGlobalSettings;
// We need a camera to execute the render graph and a game object to attach a camera
GameObject m_GameObject;
Camera m_Camera;
// For the testing of the following RG steps: Execute and Submit (native) with camera rendering, use this custom RenderGraph render pipeline
// through a camera render call to test the RG with a real ScriptableRenderContext
class RenderGraphTestPipelineAsset : RenderPipelineAsset<RenderGraphTestPipelineInstance>
{
public Action<ScriptableRenderContext, Camera, CommandBuffer> recordRenderGraphBody;
public RenderGraph renderGraph;
protected override RenderPipeline CreatePipeline()
{
return new RenderGraphTestPipelineInstance(this);
}
// Called only once per UTR
void OnEnable()
{
renderGraph = new();
}
}
class RenderGraphTestPipelineInstance : RenderPipeline
{
RenderGraphTestPipelineAsset asset;
// Having the RG at this level allows us to handle RG framework within Render() for easier testing
RenderGraph m_RenderGraph;
public RenderGraphTestPipelineInstance(RenderGraphTestPipelineAsset asset)
{
this.asset = asset;
this.m_RenderGraph = asset.renderGraph;
}
protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
{
foreach (var camera in cameras)
{
if (!camera.enabled)
continue;
var cmd = CommandBufferPool.Get();
RenderGraphParameters rgParams = new()
{
commandBuffer = cmd,
scriptableRenderContext = renderContext,
currentFrameIndex = Time.frameCount,
invalidContextForTesting = false
};
m_RenderGraph.BeginRecording(rgParams);
asset.recordRenderGraphBody?.Invoke(renderContext, camera, cmd);
m_RenderGraph.EndRecordingAndExecute();
renderContext.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
renderContext.Submit();
}
}
[SupportedOnRenderPipeline(typeof(RenderGraphTestPipelineAsset))]
[System.ComponentModel.DisplayName("RenderGraphTest")]
class RenderGraphTestGlobalSettings : RenderPipelineGlobalSettings<RenderGraphTestGlobalSettings, RenderGraphTestPipelineInstance>
{
[SerializeField] RenderPipelineGraphicsSettingsContainer m_Settings = new();
protected override List<IRenderPipelineGraphicsSettings> settingsList => m_Settings.settingsList;
}
[OneTimeSetUp]
public void Setup()
{
// Setting default global settings to the custom RG render pipeline type, no quality settings so we can rely on the default RP
m_RenderGraphTestGlobalSettings = ScriptableObject.CreateInstance<RenderGraphTestGlobalSettings>();
#if UNITY_EDITOR
EditorGraphicsSettings.SetRenderPipelineGlobalSettingsAsset<RenderGraphTestPipelineInstance>(m_RenderGraphTestGlobalSettings);
#endif
// Saving old render pipelines to set them back after testing
m_OldDefaultRenderPipeline = GraphicsSettings.defaultRenderPipeline;
m_OldQualityRenderPipeline = QualitySettings.renderPipeline;
// Setting the custom RG render pipeline
m_RenderGraphTestPipeline = ScriptableObject.CreateInstance<RenderGraphTestPipelineAsset>();
GraphicsSettings.defaultRenderPipeline = m_RenderGraphTestPipeline;
QualitySettings.renderPipeline = m_RenderGraphTestPipeline;
// Getting the RG from the custom asset pipeline
m_RenderGraph = m_RenderGraphTestPipeline.renderGraph;
m_RenderGraph.nativeRenderPassesEnabled = true;
// We need a real ScriptableRenderContext and a camera to execute the Render Graph
m_GameObject = new GameObject("testGameObject")
{
hideFlags = HideFlags.HideAndDontSave
};
m_GameObject.tag = "MainCamera";
m_Camera = m_GameObject.AddComponent<Camera>();
}
[OneTimeTearDown]
public void Cleanup()
{
GraphicsSettings.defaultRenderPipeline = m_OldDefaultRenderPipeline;
m_OldDefaultRenderPipeline = null;
QualitySettings.renderPipeline = m_OldQualityRenderPipeline;
m_OldQualityRenderPipeline = null;
m_RenderGraph.Cleanup();
Object.DestroyImmediate(m_RenderGraphTestPipeline);
#if UNITY_EDITOR
EditorGraphicsSettings.SetRenderPipelineGlobalSettingsAsset<RenderGraphTestPipelineInstance>(null);
#endif
Object.DestroyImmediate(m_RenderGraphTestGlobalSettings);
GameObject.DestroyImmediate(m_GameObject);
m_GameObject = null;
m_Camera = null;
}
[TearDown]
public void CleanupRenderGraph()
{
// Cleaning all Render Graph resources and data structures
// Nothing remains, Render Graph in next test will start from scratch
m_RenderGraph.Cleanup();
}
class RenderGraphTestPassData
{
public TextureHandle[] textures = new TextureHandle[8];
public BufferHandle[] buffers = new BufferHandle[8];
}
// Final output (back buffer) of render graph needs to be explicitly imported in order to know that the chain of dependency should not be culled.
[Test]
public void WriteToBackBufferNotCulled()
{
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0));
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(1, compiledPasses.size);
Assert.AreEqual(false, compiledPasses[0].culled);
}
// If no back buffer is ever written to, everything should be culled.
[Test]
public void NoWriteToBackBufferCulled()
{
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(1, compiledPasses.size);
Assert.AreEqual(true, compiledPasses[0].culled);
}
// Writing to imported resource is considered as a side effect so passes should not be culled.
[Test]
public void WriteToImportedTextureNotCulled()
{
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
builder.WriteTexture(m_RenderGraph.ImportTexture(null));
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(1, compiledPasses.size);
Assert.AreEqual(false, compiledPasses[0].culled);
}
[Test]
public void WriteToImportedComputeBufferNotCulled()
{
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
builder.WriteBuffer(m_RenderGraph.ImportBuffer(null));
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(1, compiledPasses.size);
Assert.AreEqual(false, compiledPasses[0].culled);
}
[Test]
public void PassWriteResourcePartialNotReadAfterNotCulled()
{
// If a pass writes to a resource that is not unused globally by the graph but not read ever AFTER the pass then the pass should be culled unless it writes to another used resource.
TextureHandle texture0;
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
texture0 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
TextureHandle texture1;
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass1", out var passData))
{
builder.ReadTexture(texture0);
texture1 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
// This pass writes to texture0 which is used so will not be culled out.
// Since texture0 is never read after this pass, we should decrement refCount for this pass and potentially cull it.
// However, it also writes to texture1 which is used in the last pass so we mustn't cull it.
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass2", out var passData))
{
builder.WriteTexture(texture0);
builder.WriteTexture(texture1);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass3", out var passData))
{
builder.ReadTexture(texture1);
builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(4, compiledPasses.size);
Assert.AreEqual(false, compiledPasses[0].culled);
Assert.AreEqual(false, compiledPasses[1].culled);
Assert.AreEqual(false, compiledPasses[2].culled);
Assert.AreEqual(false, compiledPasses[3].culled);
}
[Test]
public void PassDisallowCullingNotCulled()
{
// This pass does nothing so should be culled but we explicitly disallow it.
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
builder.AllowPassCulling(false);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(1, compiledPasses.size);
Assert.AreEqual(false, compiledPasses[0].culled);
}
// First pass produces two textures and second pass only read one of the two. Pass one should not be culled.
[Test]
public void PartialUnusedProductNotCulled()
{
TextureHandle texture;
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
texture = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass1", out var passData))
{
builder.ReadTexture(texture);
builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0));
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(2, compiledPasses.size);
Assert.AreEqual(false, compiledPasses[0].culled);
Assert.AreEqual(false, compiledPasses[1].culled);
}
// Simple cycle of create/release of a texture across multiple passes.
[Test]
public void SimpleCreateReleaseTexture()
{
TextureHandle texture;
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
texture = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
// Add dummy passes
for (int i = 0; i < 2; ++i)
{
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass1", out var passData))
{
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
}
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass2", out var passData))
{
builder.ReadTexture(texture);
builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(4, compiledPasses.size);
Assert.Contains(texture.handle.index, compiledPasses[0].resourceCreateList[(int)RenderGraphResourceType.Texture]);
Assert.Contains(texture.handle.index, compiledPasses[3].resourceReleaseList[(int)RenderGraphResourceType.Texture]);
}
[Test]
public void UseTransientOutsidePassRaiseException()
{
Assert.Catch<System.ArgumentException>(() =>
{
TextureHandle texture;
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
texture = builder.CreateTransientTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm });
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass1", out var passData))
{
builder.ReadTexture(texture); // This is illegal (transient resource was created in previous pass)
builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
});
}
[Test]
public void TransientCreateReleaseInSamePass()
{
TextureHandle texture;
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
texture = builder.CreateTransientTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm });
builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(1, compiledPasses.size);
Assert.Contains(texture.handle.index, compiledPasses[0].resourceCreateList[(int)RenderGraphResourceType.Texture]);
Assert.Contains(texture.handle.index, compiledPasses[0].resourceReleaseList[(int)RenderGraphResourceType.Texture]);
}
// Texture that should be released during an async pass should have their release delayed until the first pass that syncs with the compute pipe.
// Otherwise they may be reused by the graphics pipe even if the async pipe is not done executing.
[Test]
public void AsyncPassReleaseTextureOnGraphicsPipe()
{
TextureHandle texture0;
TextureHandle texture1;
TextureHandle texture2;
TextureHandle texture3;
// First pass creates and writes two textures.
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("Async_TestPass0", out var passData))
{
texture0 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
texture1 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
builder.EnableAsyncCompute(true);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
// Second pass creates a transient texture => Create/Release should happen in this pass but we want to delay the release until the first graphics pipe pass that sync with async queue.
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("Async_TestPass1", out var passData))
{
texture2 = builder.CreateTransientTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm });
builder.WriteTexture(texture0);
builder.EnableAsyncCompute(true);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
// This pass is the last to read texture0 => Release should happen in this pass but we want to delay the release until the first graphics pipe pass that sync with async queue.
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("Async_TestPass2", out var passData))
{
texture0 = builder.ReadTexture(texture0);
builder.WriteTexture(texture1);
builder.EnableAsyncCompute(true);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
// Just here to add "padding" to the number of passes to ensure resources are not released right at the first sync pass.
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass3", out var passData))
{
texture3 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
builder.EnableAsyncCompute(false);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
// Pass prior to synchronization should be where textures are released.
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass4", out var passData))
{
builder.WriteTexture(texture3);
builder.EnableAsyncCompute(false);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
// Graphics pass that reads texture1. This will request a sync with compute pipe. The previous pass should be the one releasing async textures.
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass5", out var passData))
{
builder.ReadTexture(texture1);
builder.ReadTexture(texture3);
builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled
builder.EnableAsyncCompute(false);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(6, compiledPasses.size);
Assert.Contains(texture0.handle.index, compiledPasses[4].resourceReleaseList[(int)RenderGraphResourceType.Texture]);
Assert.Contains(texture2.handle.index, compiledPasses[4].resourceReleaseList[(int)RenderGraphResourceType.Texture]);
}
[Test]
public void TransientResourceNotCulled()
{
TextureHandle texture0;
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
texture0 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass1", out var passData))
{
builder.CreateTransientTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm });
builder.WriteTexture(texture0);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
// Graphics pass that reads texture1. This will request a sync with compute pipe. The previous pass should be the one releasing async textures.
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass5", out var passData))
{
builder.ReadTexture(texture0);
builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled
builder.EnableAsyncCompute(false);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(3, compiledPasses.size);
Assert.AreEqual(false, compiledPasses[1].culled);
}
[Test]
public void AsyncPassWriteWaitOnGraphicsPipe()
{
TextureHandle texture0;
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
texture0 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("Async_TestPass1", out var passData))
{
texture0 = builder.WriteTexture(texture0);
builder.EnableAsyncCompute(true);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass2", out var passData))
{
builder.ReadTexture(texture0);
builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(3, compiledPasses.size);
Assert.AreEqual(0, compiledPasses[1].syncToPassIndex);
Assert.AreEqual(1, compiledPasses[2].syncToPassIndex);
}
[Test]
public void AsyncPassReadWaitOnGraphicsPipe()
{
TextureHandle texture0;
TextureHandle texture1;
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
texture0 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("Async_TestPass1", out var passData))
{
builder.ReadTexture(texture0);
texture1 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
builder.EnableAsyncCompute(true);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass2", out var passData))
{
builder.ReadTexture(texture1);
builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(3, compiledPasses.size);
Assert.AreEqual(0, compiledPasses[1].syncToPassIndex);
Assert.AreEqual(1, compiledPasses[2].syncToPassIndex);
}
[Test]
public void GraphicsPassWriteWaitOnAsyncPipe()
{
TextureHandle texture0;
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("Async_TestPass0", out var passData))
{
texture0 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
builder.EnableAsyncCompute(true);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
// This pass should sync with the "Async_TestPass0"
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass1", out var passData))
{
texture0 = builder.WriteTexture(texture0);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
// Read result and output to backbuffer to avoid culling passes.
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass2", out var passData))
{
builder.ReadTexture(texture0);
builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(3, compiledPasses.size);
Assert.AreEqual(0, compiledPasses[1].syncToPassIndex);
}
[Test]
public void GraphicsPassReadWaitOnAsyncPipe()
{
TextureHandle texture0;
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("Async_TestPass0", out var passData))
{
texture0 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }));
builder.EnableAsyncCompute(true);
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass1", out var passData))
{
builder.ReadTexture(texture0);
builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled
builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { });
}
m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash());
var compiledPasses = m_RenderGraph.GetCompiledPassInfos();
Assert.AreEqual(2, compiledPasses.size);
Assert.AreEqual(0, compiledPasses[1].syncToPassIndex);
}
[Test]
public void SetRenderAttachmentValidation()
{
TextureHandle texture0;
texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm });
TextureHandle texture1;
texture1 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm });
// Using two different textures on the same slot not allowed
using (var builder = m_RenderGraph.AddRasterRenderPass<RenderGraphTestPassData>("Async_TestPass0", out var passData))
{
builder.SetRenderAttachment(texture0, 0, AccessFlags.ReadWrite);
Assert.Throws<System.InvalidOperationException>(() =>
{
builder.SetRenderAttachment(texture1, 0, AccessFlags.ReadWrite);
});
builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { });
}
// Using the same texture on two slots, not allowed
// TODO: Would this be allowed if read-only? Likely an edge case possibly hardware dependent... let's not bother with it
using (var builder = m_RenderGraph.AddRasterRenderPass<RenderGraphTestPassData>("Async_TestPass0", out var passData))
{
builder.SetRenderAttachment(texture0, 0, AccessFlags.ReadWrite);
Assert.Throws<System.InvalidOperationException>(() =>
{
builder.SetRenderAttachment(texture0, 1, AccessFlags.ReadWrite);
});
builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { });
}
// Using a texture both as a texture and as a fragment, not allowed
using (var builder = m_RenderGraph.AddRasterRenderPass<RenderGraphTestPassData>("Async_TestPass0", out var passData))
{
builder.UseTexture(texture0, AccessFlags.ReadWrite);
Assert.Throws<System.InvalidOperationException>(() =>
{
builder.SetRenderAttachment(texture0, 0, AccessFlags.ReadWrite);
});
builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { });
}
// Using a texture both as a texture and as a fragment, not allowed (reversed)
using (var builder = m_RenderGraph.AddRasterRenderPass<RenderGraphTestPassData>("Async_TestPass0", out var passData))
{
builder.UseTexture(texture0, AccessFlags.ReadWrite);
Assert.Throws<System.InvalidOperationException>(() =>
{
builder.SetRenderAttachment(texture0, 0, AccessFlags.ReadWrite);
});
builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { });
}
}
[Test]
public void UseTextureValidation()
{
TextureHandle texture0;
texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm });
TextureHandle texture1;
texture1 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm });
// Writing the same texture twice is not allowed
using (var builder = m_RenderGraph.AddRasterRenderPass<RenderGraphTestPassData>("Async_TestPass0", out var passData))
{
builder.UseTexture(texture0, AccessFlags.ReadWrite);
Assert.Throws<System.InvalidOperationException>(() =>
{
builder.UseTexture(texture0, AccessFlags.ReadWrite);
});
builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { });
}
// Reading the same texture twice is allowed
using (var builder = m_RenderGraph.AddRasterRenderPass<RenderGraphTestPassData>("Async_TestPass0", out var passData))
{
builder.UseTexture(texture0, AccessFlags.Read);
builder.UseTexture(texture0, AccessFlags.Read);
builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { });
}
}
[Test]
public void ComputeHashDifferentPerResolution()
{
static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) { }
TextureHandle texture0 = m_RenderGraph.CreateTexture(new TextureDesc(256, 256) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm });
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
builder.UseColorBuffer(texture0, 0);
builder.SetRenderFunc<RenderGraphTestPassData>(RenderFunc);
}
var hash0 = m_RenderGraph.ComputeGraphHash();
m_RenderGraph.ClearCompiledGraph();
TextureHandle texture1 = m_RenderGraph.CreateTexture(new TextureDesc(512, 512) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm });
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
builder.UseColorBuffer(texture1, 0);
builder.SetRenderFunc<RenderGraphTestPassData>(RenderFunc);
}
var hash1 = m_RenderGraph.ComputeGraphHash();
m_RenderGraph.ClearCompiledGraph();
Assert.AreNotEqual(hash0, hash1);
}
[Test]
public void ComputeHashDifferentForMSAA()
{
static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) { }
TextureHandle texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm, msaaSamples = MSAASamples.None });
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
builder.UseColorBuffer(texture0, 0);
builder.SetRenderFunc<RenderGraphTestPassData>(RenderFunc);
}
var hash0 = m_RenderGraph.ComputeGraphHash();
m_RenderGraph.ClearCompiledGraph();
texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm, msaaSamples = MSAASamples.MSAA4x });
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
builder.UseColorBuffer(texture0, 0);
builder.SetRenderFunc<RenderGraphTestPassData>(RenderFunc);
}
var hash1 = m_RenderGraph.ComputeGraphHash();
m_RenderGraph.ClearCompiledGraph();
Assert.AreNotEqual(hash0, hash1);
}
[Test]
public void ComputeHashDifferentForRenderFunc()
{
static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) { }
static void RenderFunc2(RenderGraphTestPassData data, RenderGraphContext context) { }
TextureHandle texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm });
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
builder.UseColorBuffer(texture0, 0);
builder.SetRenderFunc<RenderGraphTestPassData>(RenderFunc);
}
var hash0 = m_RenderGraph.ComputeGraphHash();
m_RenderGraph.ClearCompiledGraph();
texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm });
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
builder.UseColorBuffer(texture0, 0);
builder.SetRenderFunc<RenderGraphTestPassData>(RenderFunc2);
}
var hash1 = m_RenderGraph.ComputeGraphHash();
m_RenderGraph.ClearCompiledGraph();
Assert.AreNotEqual(hash0, hash1);
}
[Test]
public void ComputeHashDifferentForMorePasses()
{
static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) { }
static void RenderFunc2(RenderGraphTestPassData data, RenderGraphContext context) { }
static void RenderFunc3(RenderGraphTestPassData data, RenderGraphContext context) { }
TextureHandle texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm });
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
builder.UseColorBuffer(texture0, 0);
builder.SetRenderFunc<RenderGraphTestPassData>(RenderFunc);
}
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass1", out var passData))
{
builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0));
builder.ReadTexture(texture0);
builder.SetRenderFunc<RenderGraphTestPassData>(RenderFunc2);
}
var hash0 = m_RenderGraph.ComputeGraphHash();
m_RenderGraph.ClearCompiledGraph();
texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { format = GraphicsFormat.R8G8B8A8_UNorm });
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
builder.UseColorBuffer(texture0, 0);
builder.SetRenderFunc<RenderGraphTestPassData>(RenderFunc);
}
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass1", out var passData))
{
builder.UseColorBuffer(texture0, 0);
builder.SetRenderFunc<RenderGraphTestPassData>(RenderFunc3);
}
using (var builder = m_RenderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass2", out var passData))
{
builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0));
builder.ReadTexture(texture0);
builder.SetRenderFunc<RenderGraphTestPassData>(RenderFunc2);
}
var hash1 = m_RenderGraph.ComputeGraphHash();
m_RenderGraph.ClearCompiledGraph();
Assert.AreNotEqual(hash0, hash1);
}
[Test]
public void ComputeHashSameForOneSetup()
{
static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) { }
static void RenderFunc2(RenderGraphTestPassData data, RenderGraphContext context) { }
static void RenderFunc3(RenderGraphTestPassData data, RenderGraphContext context) { }
static void RecordRenderGraph(RenderGraph renderGraph)
{
TextureHandle texture0 = renderGraph.CreateTexture(new TextureDesc(Vector2.one) { format = GraphicsFormat.R8G8B8A8_UNorm });
using (var builder = renderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass0", out var passData))
{
builder.UseColorBuffer(texture0, 0);
builder.SetRenderFunc<RenderGraphTestPassData>(RenderFunc);
}
using (var builder = renderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass1", out var passData))
{
builder.UseColorBuffer(texture0, 0);
builder.SetRenderFunc<RenderGraphTestPassData>(RenderFunc3);
}
using (var builder = renderGraph.AddRenderPass<RenderGraphTestPassData>("TestPass2", out var passData))
{
builder.WriteTexture(renderGraph.ImportBackbuffer(0));
builder.ReadTexture(texture0);
builder.SetRenderFunc<RenderGraphTestPassData>(RenderFunc2);
}
}
RecordRenderGraph(m_RenderGraph);
var hash0 = m_RenderGraph.ComputeGraphHash();
m_RenderGraph.ClearCompiledGraph();
RecordRenderGraph(m_RenderGraph);
var hash1 = m_RenderGraph.ComputeGraphHash();
m_RenderGraph.ClearCompiledGraph();
Assert.AreEqual(hash0, hash1);
}
[Test]
public void GetDescAndInfoForImportedTextureWorks()
{
RenderTextureDescriptor desc = new RenderTextureDescriptor(37, 53, GraphicsFormat.R16G16_SNorm, GraphicsFormat.None, 4);
RenderTexture renderTexture = new RenderTexture(desc);
RTHandle renderTextureHandle = RTHandles.Alloc(renderTexture);
var importedTexture = m_RenderGraph.ImportTexture(renderTextureHandle);
var renderGraphDesc = m_RenderGraph.GetTextureDesc(importedTexture);
Assert.AreEqual(desc.width, renderGraphDesc.width);
Assert.AreEqual(desc.height, renderGraphDesc.height);
Assert.AreEqual(desc.graphicsFormat, renderGraphDesc.colorFormat);
Assert.AreEqual(DepthBits.None, renderGraphDesc.depthBufferBits);
var renderTargetInfo = m_RenderGraph.GetRenderTargetInfo(importedTexture);
Assert.AreEqual(desc.width, renderTargetInfo.width);
Assert.AreEqual(desc.height, renderTargetInfo.height);
Assert.AreEqual(desc.graphicsFormat, renderTargetInfo.format);
CoreUtils.Destroy(renderTexture);
}
[Test]
public void TextureDescFormatPropertiesWork()
{
var formatR32 = GraphicsFormat.R32_SFloat;
var textureDesc = new TextureDesc(16, 16);
textureDesc.format = formatR32;
Assert.AreEqual(textureDesc.colorFormat,formatR32);
Assert.AreEqual(textureDesc.depthBufferBits, DepthBits.None);
textureDesc.depthBufferBits = DepthBits.None;
//No change expected
Assert.AreEqual(textureDesc.colorFormat, formatR32);
Assert.AreEqual(textureDesc.depthBufferBits, DepthBits.None);
textureDesc.depthBufferBits = DepthBits.Depth32;
//Not entirely sure what the platform will select but at least it should be 24 or more (not 0)
Assert.IsTrue((int)textureDesc.depthBufferBits >= 24);
Assert.AreEqual(textureDesc.colorFormat, GraphicsFormat.None);
textureDesc.format = formatR32;
Assert.AreEqual(textureDesc.colorFormat, formatR32);
Assert.AreEqual(textureDesc.depthBufferBits, DepthBits.None);
textureDesc.format = GraphicsFormat.D16_UNorm;
Assert.AreEqual(textureDesc.depthBufferBits, DepthBits.Depth16);
Assert.AreEqual(textureDesc.colorFormat, GraphicsFormat.None);
{
var importedTexture = m_RenderGraph.CreateTexture(textureDesc);
var importedDesc = importedTexture.GetDescriptor(m_RenderGraph);
Assert.AreEqual(textureDesc.format, importedDesc.format);
}
textureDesc.colorFormat = formatR32;
Assert.AreEqual(textureDesc.depthBufferBits, DepthBits.None);
Assert.AreEqual(textureDesc.colorFormat, textureDesc.format);
{
var importedTexture = m_RenderGraph.CreateTexture(textureDesc);
var importedDesc = importedTexture.GetDescriptor(m_RenderGraph);
Assert.AreEqual(textureDesc.format, importedDesc.format);
}
}
[Test]
public void ImportingBuiltinRenderTextureTypeWithNoInfoThrows()
{
RenderTargetIdentifier renderTargetIdentifier = new RenderTargetIdentifier(BuiltinRenderTextureType.CameraTarget);
RTHandle renderTextureHandle = RTHandles.Alloc(renderTargetIdentifier);