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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine.TestTools.Graphics;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEditor.TestTools.Graphics
{
internal class EditorGraphicsTestCaseProvider : IGraphicsTestCaseProvider
{
string m_ReferenceImagePath = string.Empty;
public EditorGraphicsTestCaseProvider()
{
}
public EditorGraphicsTestCaseProvider(string referenceImagePath)
{
m_ReferenceImagePath = referenceImagePath;
}
public IEnumerable<GraphicsTestCase> GetTestCases()
{
var allImages = CollectReferenceImagePathsFor(string.IsNullOrEmpty(m_ReferenceImagePath) ? ReferenceImagesRoot : m_ReferenceImagePath, QualitySettings.activeColorSpace, Application.platform,
SystemInfo.graphicsDeviceType);
foreach (var scenePath in EditorBuildSettings.scenes.Where(s => s.enabled == true).Select(s => s.path).ToArray())
{
Texture2D referenceImage = null;
string imagePath;
if (allImages.TryGetValue(Path.GetFileNameWithoutExtension(scenePath), out imagePath))
{
referenceImage = AssetDatabase.LoadAssetAtPath<Texture2D>(imagePath);
}
yield return new GraphicsTestCase(scenePath, referenceImage);
}
}
public const string ReferenceImagesRoot = "Assets/ReferenceImages";
public static Dictionary<string, string> CollectReferenceImagePathsFor(string referenceImageRoot, ColorSpace colorSpace, RuntimePlatform runtimePlatform,
GraphicsDeviceType graphicsApi)
{
var result = new Dictionary<string, string>();
if (!Directory.Exists(referenceImageRoot))
return result;
var fullPathPrefix = string.Format("{0}/{1}/{2}/{3}/", referenceImageRoot, colorSpace, runtimePlatform, graphicsApi);
foreach (var assetPath in AssetDatabase.GetAllAssetPaths()
.Where(p => p.StartsWith(fullPathPrefix, StringComparison.OrdinalIgnoreCase))
.OrderBy(p => p.Count(ch => ch == '/')))
{
// Skip directories
if (!File.Exists(assetPath))
continue;
var fileName = Path.GetFileNameWithoutExtension(assetPath);
if (fileName == null)
continue;
var texture = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
if (!texture)
continue;
result[fileName] = assetPath;
}
return result;
}
}
}
#endif