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* *Prepare performance test for editor (adding another asmdef) * Fix two issue with testing.graphics-performance package - EditorShaderStaticAnalysisAsset is only available if shaderAnalysis is present - Runtime meta conflicting with someting else (?) * *Add dummy performance runtime test * Add some editor performance test : - Compilation - Backup (Undo/Redo) - Load Library * - Add VFXViewWindow_Open_And_Render test & Reorder test (Order isn't suported, it would be nice...) * Fix performance test build setup, testScenesAsset can be null * First iteration of GraphicTest run as performance test * Clean some code * Workaround to avoid double run from test result (class doesn't appear in Name result) * Add custom sampling implementation (require C++ change to enable GPU timing) * Add basic capture of memory : global, VisualEffect & VisualEffectAsset (TODO : find a way to capture allocated memory from VFXManager) * Add Measure marker for performance editorTest * Add missing marker (unused in runtime anyway) * Rename Unit.Testing.VisualEffectGraph => Unity.Testing.VisualEffectGraph (it was a typo) * *Fix package reference (adding shaderanalysis) * Force ShaderUtil.allowAsyncCompilation to be false while running performance test * Fix malformed json * Add --testfilter="VFX.Test" to exclude performanceTest from execution in runtime verification * Add performanceTest variant VFX_HDRP => Edit/PlayMode/Standalone VFX_URP => Edit/PlayMode/Standalone * *Regenerate yml with performance test addition * Fix issue with multiple vfx_in_assetbundle loaded (scene can now be loaded twice) * *Use indepedant VFXPerformanceUseGraphicsTestCasesAttribute to avoid issue with multiple AssetBundle loading * Fix missing filter in vfx_hdrp playmode_cache * Add --performance-project-version=./Graphics --report-performance-data --performance-project-id=VFX in performanceTest * *regenerate metafile * Fix --performance-project-version path * *Regenerate metafiles * Add old playmode tests back * Add perf tests to URP and HDRP nightlies * Add --testFilter argument to Standalone_Build jobs * Use preserve directive for "SetupGraphicsTestCases" * No real change : move VFXPerformanceUseGraphicsTestCasesAttribute to performanceTest runtime It's more consitent * Remove preserve in favor of explicit link.xml Fix il2cpp platform with old performance test package * Fix unexpected stripping in Unity.PerformanceTesting * Use WaitForEndOfFrame instad of yield return null to have always a consistent behavior * Reduce complexity/time for editor test * *Improve memoryTest tracking same memory Type than HDRP (+VFX) * *Regenerate yml after merge artifactory change its path * Increase performance test timeout Some shader could be really long to import * Remove dynamic test filtering from all vfx configurations * Minor : gather allowAsyncCompilation override in OneTimeSetUp/OneTimeTearDown & remove disable log * Fix previously hidden error : "EditMode test can only yield null'. Use UnityEngine.TestTools.LogAssert.Expect" * Fix playerbuild * Fix player build (missing staged change -_-') Co-authored-by: Theo Penavaire <theo.penavaire@unity3d.com>
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