Files
UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Private/FunctionalUIScreenshotTest.cpp
Jian Ru 8f0bb9fc49 Fix some warnings caused by 3647910
#rb none
#lockdown nick.penwarden
#jira UE-48266

[CL 3648401 by Jian Ru in Main branch]
2017-09-18 13:56:26 -04:00

187 lines
6.7 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "FunctionalUIScreenshotTest.h"
#include "Engine/GameViewportClient.h"
#include "AutomationBlueprintFunctionLibrary.h"
#include "Camera/CameraComponent.h"
#include "Camera/PlayerCameraManager.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/Engine.h"
#include "EngineGlobals.h"
#include "Misc/AutomationTest.h"
#include "Widgets/SViewport.h"
#include "Engine/TextureRenderTarget2D.h"
#include "Slate/SceneViewport.h"
#include "Slate/WidgetRenderer.h"
AFunctionalUIScreenshotTest::AFunctionalUIScreenshotTest( const FObjectInitializer& ObjectInitializer )
: AScreenshotFunctionalTestBase(ObjectInitializer)
{
WidgetLocation = EWidgetTestAppearLocation::Viewport;
}
/**
* Get pixel format and color space of a backbuffer. Do nothing if the viewport doesn't
* render into backbuffer directly
* @InViewport - the viewport to get backbuffer from
* @OutPixelFormat - pixel format of the backbuffer
* @OutIsSRGB - whether the backbuffer stores pixels in sRGB space
*/
void GetBackbufferInfo(const FViewport* InViewport, EPixelFormat* OutPixelFormat, bool* OutIsSRGB)
{
if (!InViewport->GetViewportRHI())
{
return;
}
ENQUEUE_RENDER_COMMAND(GetBackbufferFormatCmd)(
[InViewport, OutPixelFormat, OutIsSRGB](FRHICommandListImmediate& RHICmdList)
{
FViewportRHIRef ViewportRHI = InViewport->GetViewportRHI();
check(ViewportRHI.IsValid());
FTexture2DRHIRef BackbufferTexture = RHICmdList.GetViewportBackBuffer(ViewportRHI);
check(BackbufferTexture.IsValid());
*OutPixelFormat = BackbufferTexture->GetFormat();
*OutIsSRGB = (BackbufferTexture->GetFlags() & TexCreate_SRGB) == TexCreate_SRGB;
});
FlushRenderingCommands();
}
void AFunctionalUIScreenshotTest::PrepareTest()
{
// Resize viewport to screenshot size
Super::PrepareTest();
// Resize screenshot render target to have the same size as the game viewport. Also
// make sure they have the same data format (pixel format, color space, etc.) if possible
const FSceneViewport* GameViewport = GEngine->GameViewport->GetGameViewport();
FIntPoint ScreenshotSize = GameViewport->GetSizeXY();
EPixelFormat PixelFormat = PF_A2B10G10R10;
bool bIsSRGB = false;
GetBackbufferInfo(GameViewport, &PixelFormat, &bIsSRGB);
if (!ScreenshotRT)
{
ScreenshotRT = NewObject<UTextureRenderTarget2D>(this);
}
ScreenshotRT->ClearColor = FLinearColor::Transparent;
ScreenshotRT->InitCustomFormat(ScreenshotSize.X, ScreenshotSize.Y, PixelFormat, !bIsSRGB);
// Spawn the widget
APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
SpawnedWidget = CreateWidget<UUserWidget>(PlayerController, WidgetClass);
if (SpawnedWidget)
{
if (WidgetLocation == EWidgetTestAppearLocation::Viewport)
{
SpawnedWidget->AddToViewport();
}
else
{
SpawnedWidget->AddToPlayerScreen();
}
SpawnedWidget->SetVisibility(ESlateVisibility::HitTestInvisible);
}
UAutomationBlueprintFunctionLibrary::FinishLoadingBeforeScreenshot();
}
void AFunctionalUIScreenshotTest::OnScreenshotTakenAndCompared()
{
if (SpawnedWidget)
{
SpawnedWidget->RemoveFromParent();
}
// Restore viewport size and finish the test
Super::OnScreenshotTakenAndCompared();
}
/**
* Source and destination textures need to have the same data format (pixel format, color space, etc.)
* @InViewport - backbuffer comes from this viewport
* @InOutScreenshotRT - copy destination
*/
void CopyBackbufferToScreenshotRT(const FViewport* InViewport, UTextureRenderTarget2D* InOutScreenshotRT)
{
// Make sure rendering to the viewport backbuffer is finished
FlushRenderingCommands();
ENQUEUE_RENDER_COMMAND(CopyBackbufferCmd)(
[InViewport, InOutScreenshotRT](FRHICommandListImmediate& RHICmdList)
{
FViewportRHIRef ViewportRHI = InViewport->GetViewportRHI();
FTexture2DRHIRef BackbufferTexture = RHICmdList.GetViewportBackBuffer(ViewportRHI);
FTexture2DRHIRef ScreenshotRTTexture = InOutScreenshotRT->GetRenderTargetResource()->GetRenderTargetTexture();
check(BackbufferTexture->GetSizeXY() == ScreenshotRTTexture->GetSizeXY());
RHICmdList.CopyToResolveTarget(BackbufferTexture, ScreenshotRTTexture, true, FResolveParams());
});
FlushRenderingCommands();
}
void ReadPixelsFromRT(UTextureRenderTarget2D* InRT, TArray<FColor>* OutPixels)
{
ENQUEUE_RENDER_COMMAND(ReadScreenshotRTCmd)(
[InRT, OutPixels](FRHICommandListImmediate& RHICmdList)
{
FTextureRenderTarget2DResource* RTResource =
static_cast<FTextureRenderTarget2DResource*>(InRT->GetRenderTargetResource());
RHICmdList.ReadSurfaceData(
RTResource->GetTextureRHI(),
FIntRect(0, 0, InRT->SizeX, InRT->SizeY),
*OutPixels,
FReadSurfaceDataFlags());
});
FlushRenderingCommands();
}
void AFunctionalUIScreenshotTest::RequestScreenshot()
{
// Register a handler to UGameViewportClient::OnScreenshotCaptured
Super::RequestScreenshot();
UGameViewportClient* GameViewportClient = GEngine->GameViewport;
TSharedPtr<SViewport> ViewportWidget = GameViewportClient->GetGameViewportWidget();
FIntPoint ScreenshotSize = GameViewportClient->GetGameViewport()->GetSizeXY();
TArray<FColor> OutColorData;
if (ViewportWidget.IsValid())
{
// If SViewport renders directly to backbuffer (no separate RT), the scene will
// be black (only widgets will be rendered) if we just render SViewport. So we
// need to copy the scene to ScreenshotRT before rendering the test widget
if (ViewportWidget->ShouldRenderDirectly())
{
const FSceneViewport* GameViewport = GameViewportClient->GetGameViewport();
check(GameViewport);
CopyBackbufferToScreenshotRT(GameViewport, ScreenshotRT);
}
// Draw the game viewport (overlaid with the widget to screenshot) to our ScreenshotRT
TSharedPtr<FWidgetRenderer> WidgetRenderer = MakeShareable(new FWidgetRenderer(true, false));
check(WidgetRenderer.IsValid());
WidgetRenderer->DrawWidget(ScreenshotRT, ViewportWidget.ToSharedRef(), ScreenshotSize, 0.f);
FlushRenderingCommands();
// Possibly resolves the RT to a texture so we can read it back
ScreenshotRT->UpdateResourceImmediate(false);
ReadPixelsFromRT(ScreenshotRT, &OutColorData);
check(OutColorData.Num() == ScreenshotSize.X * ScreenshotSize.Y);
// For UI, we only care about what the final image looks like. So don't compare alpha channel.
// In editor, scene is rendered into a PF_B8G8R8A8 RT and then copied over to the R10B10G10A2 swapchain back buffer and
// this copy ignores alpha. In game, however, scene is directly rendered into the back buffer and the alpha values are
// already meaningless at that stage.
for (int32 Idx = 0; Idx < OutColorData.Num(); ++Idx)
{
OutColorData[Idx].A = 0xff;
}
}
GameViewportClient->OnScreenshotCaptured().Broadcast(ScreenshotSize.X, ScreenshotSize.Y, OutColorData);
}