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Modify test framework to be able to use multiple render pipeline assets for a single test, in order to test parity of features.

Modified LWRP testscenes accordingly.
/main
Remy 7 年前
当前提交
da4312b1
共有 53 个文件被更改,包括 1700 次插入51 次删除
  1. 4
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube.meta
  2. 4
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/Distortion.meta
  3. 332
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity
  4. 50
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals.unity
  5. 2
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Forward_Asset.asset
  6. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/001_SimpleCube.unity
  7. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/002_Camera_Clip.unity
  8. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/003_Camera_Ortho.unity
  9. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/004_Camera_TargetTexture.unity
  10. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/005_LitBakedEmission.unity
  11. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/006_LitShaderLightProbes.unity
  12. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps.unity
  13. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/009_LightweightShading.unity
  14. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/010_MultiplePointLights.unity
  15. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/011_UnlitSprites.unity
  16. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres.unity
  17. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/016_Lighting_Scene_Directional.unity
  18. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/017_Lighting_Scene_DirectionalBaked.unity
  19. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/018_Lighting_Scene_DirectionalBakedIndirect.unity
  20. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/019_Lighting_Scene_PointLights.unity
  21. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/020_Lighting_BasicDirectional.unity
  22. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/021_Lighting_BasicPoint.unity
  23. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/022_Lighting_BasicSpot.unity
  24. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/023_Lighting_Mixed.unity
  25. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular.unity
  26. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic.unity
  27. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene.unity
  28. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/027_PostProcessing.unity
  29. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity
  30. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/029_Particles.unity
  31. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/031_Shader_GlossyEnvironmentSky.unity
  32. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity
  33. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH.unity
  34. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/034_Shader_HighlightsEnvironmentGradientBaked.unity
  35. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity
  36. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity
  37. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles.unity
  38. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/038_Lighting_DirectionalCookie.unity
  39. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/039_Lighting_SpotCookie.unity
  40. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/040_UpgradeScene.unity
  41. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/041_Lighting_BasicArea.unity
  42. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity
  43. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/044_ReflectionProbe.unity
  44. 29
      Tests/Scripts/Editor/GraphicTests/Framework/TestFramework.cs
  45. 30
      Tests/Scripts/GraphicTests/Framework/SetupSceneForRenderPipelineTest.cs
  46. 183
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/RP_Assets/HDRP_Test_Def.png
  47. 94
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/RP_Assets/HDRP_Test_Def.png.meta
  48. 209
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/RP_Assets/HDRP_Test_Def_DepthPrepass.png
  49. 94
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/RP_Assets/HDRP_Test_Def_DepthPrepass.png.meta
  50. 214
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/RP_Assets/HDRP_Test_Def_DepthPrepass_AlphaOnly.png
  51. 94
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/RP_Assets/HDRP_Test_Def_DepthPrepass_AlphaOnly.png.meta
  52. 204
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/RP_Assets/HDRP_Test_Fwd.png
  53. 94
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/RP_Assets/HDRP_Test_Fwd.png.meta

4
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube.meta


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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/Distortion.meta


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332
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity
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50
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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/004_Camera_TargetTexture.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/005_LitBakedEmission.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/009_LightweightShading.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/010_MultiplePointLights.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/011_UnlitSprites.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/021_Lighting_BasicPoint.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/022_Lighting_BasicSpot.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/023_Lighting_Mixed.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/027_PostProcessing.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/029_Particles.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/031_Shader_GlossyEnvironmentSky.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/034_Shader_HighlightsEnvironmentGradientBaked.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/038_Lighting_DirectionalCookie.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/039_Lighting_SpotCookie.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/040_UpgradeScene.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/041_Lighting_BasicArea.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/044_ReflectionProbe.unity


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29
Tests/Scripts/Editor/GraphicTests/Framework/TestFramework.cs


[OneTimeTearDown]
public void OnTimeTearDown()
{
Debug.Log("OnTimeTearDown");
//Debug.Log("OneTimeTearDown");
RestoreRenderPipeAsset();
RestoreSceneManagerSetup();
}

Directory.CreateDirectory(failedPath);
var misMatchLocationResult = Path.Combine(failedPath, string.Format("{0}.{1}", testInfo.name, "png"));
var misMatchLocationTemplate = Path.Combine(failedPath, string.Format("{0}.template.{1}", testInfo.name, "png"));
// Add associated renderpipeline label image if it exists
string rpLabelPath = AssetDatabase.GetAssetPath(testSetup.renderPipelines[r]);
Texture2D rpLabel = AssetDatabase.LoadAssetAtPath<Texture2D>(rpLabelPath.Remove(rpLabelPath.Length - 5)+"png");
if (rpLabel != null)
{
Color[] rpLabelPixels = rpLabel.GetPixels();
Color[] targetPixels = captured.GetPixels(0, 0, rpLabel.width, rpLabel.height);
for (int p = 0; p < rpLabelPixels.Length; ++p)
{
targetPixels[p] = Color.Lerp(targetPixels[p], rpLabelPixels[p], rpLabelPixels[p].a);
targetPixels[p].a = 1f;
}
captured.SetPixels(0, 0, rpLabel.width, rpLabel.height, targetPixels);
captured.Apply();
}
Object.DestroyImmediate(captured);
if (!areEqual) // No need to continue the test on other renderpipelines, it would overwrite the fail capture
{
testSetup.TearDown();
yield break;
}
}
testSetup.TearDown();

30
Tests/Scripts/GraphicTests/Framework/SetupSceneForRenderPipelineTest.cs


using UnityEngine;
using System.Collections;
using UnityEngine.TestTools;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEngine.Experimental.Rendering
{

public void Setup(int index)
{
if (m_OriginalAsset != renderPipelines[index]) GraphicsSettings.renderPipelineAsset = renderPipelines[index];
}
if (m_OriginalAsset != renderPipelines[index])
{
//Debug.Log("Set Render Pipeline: "+ renderPipelines[index]);
GraphicsSettings.renderPipelineAsset = renderPipelines[index];
// Update Camera Frame Settings (HDRP)
HDAdditionalCameraData additionalCameraData = cameraToUse.gameObject.GetComponent<HDAdditionalCameraData>();
if (additionalCameraData != null)
{
HDRenderPipelineAsset m_Asset = (HDRenderPipelineAsset) renderPipelines[index];
/*
FrameSettings srcFrameSettings;
additionalCameraData.UpdateDirtyFrameSettings(true, m_Asset.GetFrameSettings());
srcFrameSettings = additionalCameraData.GetFrameSettings();
FrameSettings m_FrameSettings = new FrameSettings();
// Get the effective frame settings for this camera taking into account the global setting and camera type
FrameSettings.InitializeFrameSettings(cameraToUse, m_Asset.GetRenderPipelineSettings(), srcFrameSettings, ref m_FrameSettings);
*/
additionalCameraData.UpdateDirtyFrameSettings(true, m_Asset.GetFrameSettings() );
}
}
}
public void TearDown()
{

183
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/RP_Assets/HDRP_Test_Def.png

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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/RP_Assets/HDRP_Test_Def_DepthPrepass.png

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