UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Tests/Editor/EditorTests.cs

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2024-10-27 10:53:47 +03:00
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Profiling;
using UnityEngine.Rendering.Universal;
using UnityEditor.Rendering.Universal.Internal;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.Universal;
using UnityEngine.TestTools;
class EditorTests
{
// Validate that resource Guids are valid
[Test]
public void ValidateBuiltinResourceFiles()
{
string templatePath = AssetDatabase.GUIDToAssetPath(ResourceGuid.rendererTemplate);
Assert.IsFalse(string.IsNullOrEmpty(templatePath));
}
// Validate that ShaderUtils.GetShaderGUID results are valid and that ShaderUtils.GetShaderPath match shader names.
[TestCase(ShaderPathID.Lit)]
[TestCase(ShaderPathID.SimpleLit)]
[TestCase(ShaderPathID.Unlit)]
[TestCase(ShaderPathID.TerrainLit)]
[TestCase(ShaderPathID.ParticlesLit)]
[TestCase(ShaderPathID.ParticlesSimpleLit)]
[TestCase(ShaderPathID.ParticlesUnlit)]
[TestCase(ShaderPathID.BakedLit)]
[TestCase(ShaderPathID.SpeedTree7)]
[TestCase(ShaderPathID.SpeedTree7Billboard)]
[TestCase(ShaderPathID.SpeedTree8)]
public void ValidateShaderResources(ShaderPathID shaderPathID)
{
string path = AssetDatabase.GUIDToAssetPath(ShaderUtils.GetShaderGUID(shaderPathID));
Assert.IsFalse(string.IsNullOrEmpty(path));
var shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
Assert.AreEqual(shader.name, ShaderUtils.GetShaderPath(shaderPathID));
var propertyNames = new System.Collections.Generic.HashSet<string>();
for (int j = 0; j < shader.GetPropertyCount(); ++j)
{
string propertyName = shader.GetPropertyName(j);
Assert.IsFalse(propertyNames.Contains(propertyName), $"{shader.name} has duplicated property {propertyName}!");
propertyNames.Add(propertyName);
}
}
// When creating URP all required resources should be initialized.
[Test]
public void ValidateNewAssetResources()
{
if (GraphicsSettings.currentRenderPipeline is not UniversalRenderPipelineAsset)
{
Assert.Ignore("This test is only available when URP is the current pipeline.");
return;
}
UniversalRendererData data = ScriptableObject.CreateInstance<UniversalRendererData>();
UniversalRenderPipelineAsset asset = UniversalRenderPipelineAsset.Create(data);
UniversalRenderPipelineGlobalSettings.Ensure();
Assert.AreNotEqual(null, asset.defaultMaterial);
Assert.AreNotEqual(null, asset.defaultParticleMaterial);
Assert.AreNotEqual(null, asset.defaultLineMaterial);
Assert.AreNotEqual(null, asset.defaultTerrainMaterial);
Assert.AreNotEqual(null, asset.defaultShader);
// URP doesn't override the following materials
Assert.AreEqual(null, asset.defaultUIMaterial);
Assert.AreEqual(null, asset.defaultUIOverdrawMaterial);
Assert.AreEqual(null, asset.defaultUIETC1SupportedMaterial);
Assert.AreEqual(null, asset.default2DMaterial);
Assert.AreEqual(null, asset.default2DMaskMaterial);
Assert.AreNotEqual(null, asset.m_RendererDataList, "A default renderer data should be created when creating a new pipeline.");
ScriptableObject.DestroyImmediate(asset);
ScriptableObject.DestroyImmediate(data);
}
// When changing URP settings, all settings should be valid.
[Test]
public void ValidateAssetSettings()
{
// Create a new asset and validate invalid settings
UniversalRendererData data = ScriptableObject.CreateInstance<UniversalRendererData>();
UniversalRenderPipelineAsset asset = UniversalRenderPipelineAsset.Create(data);
if (asset != null)
{
asset.shadowDistance = -1.0f;
Assert.GreaterOrEqual(asset.shadowDistance, 0.0f);
asset.renderScale = -1.0f;
Assert.GreaterOrEqual(asset.renderScale, UniversalRenderPipeline.minRenderScale);
asset.renderScale = 32.0f;
Assert.LessOrEqual(asset.renderScale, UniversalRenderPipeline.maxRenderScale);
asset.shadowNormalBias = -1.0f;
Assert.GreaterOrEqual(asset.shadowNormalBias, 0.0f);
asset.shadowNormalBias = 32.0f;
Assert.LessOrEqual(asset.shadowNormalBias, UniversalRenderPipeline.maxShadowBias);
asset.shadowDepthBias = -1.0f;
Assert.GreaterOrEqual(asset.shadowDepthBias, 0.0f);
asset.shadowDepthBias = 32.0f;
Assert.LessOrEqual(asset.shadowDepthBias, UniversalRenderPipeline.maxShadowBias);
asset.maxAdditionalLightsCount = -1;
Assert.GreaterOrEqual(asset.maxAdditionalLightsCount, 0);
asset.maxAdditionalLightsCount = 32;
Assert.LessOrEqual(asset.maxAdditionalLightsCount, UniversalRenderPipeline.maxPerObjectLights);
}
ScriptableObject.DestroyImmediate(asset);
ScriptableObject.DestroyImmediate(data);
}
// When working with SpeedTree v7 assets, UniversalSpeedTree8Upgrader should not throw exception
[Test]
public void UniversalSpeedTree8Upgrader_ShouldntThrowExceptionWhenImportingSpeedTree7Assets()
{
const string STv7AssetName = "EuropeanBeech_Desktop.spm";
const string STv7AssetPath = "Assets/CommonAssets/SpeedTree/SpeedTreeV7/EU_Beech/" + STv7AssetName;
// Ensure this is not thrown:
// NullReferenceException: Object reference not set to an instance of an object
// UnityEditor.Rendering.SpeedTree8MaterialUpgrader.GetWindQuality
// UnityEditor.Rendering.SpeedTree8MaterialUpgrader.UpgradeWindQuality
// UnityEditor.Rendering.SpeedTree8MaterialUpgrader.SpeedTree8MaterialFinalizer
// UnityEditor.Rendering.Universal.UniversalSpeedTree8Upgrader.UniversalSpeedTree8MaterialFinalizer
Assert.DoesNotThrow(() => AssetDatabase.ImportAsset(STv7AssetPath));
}
[Test]
public void UseReAllocateIfNeededWithoutTextureLeak()
{
Object[] pretestTextures = Resources.FindObjectsOfTypeAll(typeof(Texture));
RTHandle myHandle = default(RTHandle);
// URP is not initlized in test framework, init RTHandlePool here which is required for this test.
if (UniversalRenderPipeline.s_RTHandlePool == null)
{
UniversalRenderPipeline.s_RTHandlePool = new RTHandleResourcePool();
}
// Realloc RTHandle 100 times with different resolution.
for (int i = 0; i < 100; i++)
{
RenderTextureDescriptor rtd = new RenderTextureDescriptor(1, 1 + i, GraphicsFormat.R8G8B8A8_UNorm, GraphicsFormat.None);
RenderingUtils.ReAllocateHandleIfNeeded(ref myHandle, rtd, FilterMode.Point, TextureWrapMode.Clamp);
}
UniversalRenderPipeline.s_RTHandlePool.Cleanup();
RTHandles.Release(myHandle);
Object[] posttestTextures = Resources.FindObjectsOfTypeAll(typeof(Texture));
Assert.AreEqual(pretestTextures.Length, posttestTextures.Length, "A texture leak is detected when using RenderingUtils.ReAllocateIfNeeded.");
}
}