using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Security.Cryptography;
using System.Text;
using System.Text.Json;
using System.Text.RegularExpressions;
namespace AcDream.App.Tests.Rendering.Gpu.Vk;
///
/// Campaign V slice V6c, plan §4.6: the committed SPIR-V must match the GLSL it
/// was compiled from.
///
/// Plan §4.6 rules out runtime shader compilation — CI has no Vulkan SDK,
/// and a native shaderc dependency plus a startup cost would be paid for shaders
/// that never change at runtime — so the .spv artifacts are committed.
/// The obvious hazard follows immediately: someone edits a shader, the GL
/// backend picks it up because it compiles GLSL at startup, and the Vulkan
/// backend silently keeps rendering the old one. This test is what turns that
/// into a red build.
///
/// It also pins which production shaders are Vulkan-expressible TODAY. As
/// of Campaign V slice V11 (which deleted the one pair that never was —
/// mesh.vert/mesh.frag, the pre-modern-pipeline shader the N.5 ship
/// amendment's mandatory modern path made unreachable) every remaining pair
/// compiles. A future non-ready pair's failure is a specific source-level fact
/// belonging to a renderer-port slice that has not landed — not a toolchain gap.
/// Recording them here means the next slice inherits an inventory rather than a
/// rediscovery.
///
public sealed class VulkanShaderManifestTests
{
// Exact binaries from the pre-campaign retail-authoritative renderer at
// 5ca029d3. New opt-in pack shaders may be added, but recompiling these
// with a different toolchain is itself an unreviewed default-path change.
private static readonly IReadOnlyDictionary RetailOracleSpirvSha256 =
new Dictionary(StringComparer.Ordinal)
{
["debug_line.frag.spv"] = "02fc04880bc5eb74353566f914675244038125c71443964decdc28e8199264df",
["debug_line.vert.spv"] = "f9c6a9b575bb07a426fb6ade677bca96a7752ca6b120e8f6451363ba73b51140",
// Re-pinned 2026-09-04 (Campaign OVERHAUL S5-c4): retail's
// single-pass building detail material now runs inside the base
// fragment. Final alpha is authoredOpacity*liveFade*detail.a^2;
// CLIP tests that value while detail-off retains base-alpha logic.
// Fix round 1 additionally carries the exact SetSurface alpha-test
// reference and raw-additive fog suppression into this same pass.
["mesh_modern.frag.spv"] = "bd47fe8a33e0f1d025fe48fd95b034ba6fe591a6d20e88e636c86238d8773db1",
// S5-c4 replaces the padding word at batch offset 4 with authored
// surface opacity and forwards it plus exact detail category/flags
// flat to the fragment shader. The 16-byte ABI is unchanged.
["mesh_modern.vert.spv"] = "1ff1b7118153ba0fddfcdfca39bd973a4b8f6b46db6db772e9886061d15561d8",
["particle.frag.spv"] = "680da227704e0b3afa9b5226a7d73dd65aa9d8759d081cf4d5009d30e148726b",
// Re-pinned 2026-08-27: portal-view clip slots now travel with
// deferred billboard particles, matching retail PortalList draws.
// Re-pinned again 2026-09-03 (S3 review fix round 1, F5): same
// deletion as mesh_modern.vert above — the binding=2 ClipRegionBuf
// fetch, gl_ClipDistance loop, and gl_PerVertex redeclaration are
// gone; the aClipSlot vertex attribute stays declared, unread.
["particle.vert.spv"] = "95ce6ecf834930a92da5c5fe9aef513b38b5ba104704b98c1606af71fe17eaf3",
["particle_mesh.frag.spv"] = "7696b1dc0613b5a724c55df465173f613ae047da9675895b149b7c71b009cc7c",
// Same contract for full-mesh particle geometry.
// Re-pinned again 2026-09-03 (S3 review fix round 1, F5): same
// ClipRegionBuf/gl_ClipDistance/gl_PerVertex deletion as
// particle.vert above.
["particle_mesh.vert.spv"] = "043482b97c2ed036511692f89c75a0a6c298aba48cb519e5e3aff7fe7ba6371b",
["portal_depth.frag.spv"] = "96755196d4d0da7be4792107557465778be2ebefb5584834cc75bf90ec55a6cc",
// Re-pinned 2026-09-02 (Campaign OVERHAUL S1 hygiene): the b3b7d922
// investigation checkpoint removed the #117 mark-pass NDC bias and the
// #129 eye-span cap from portal_depth.vert (the exact retail depth-state
// candidate: ALWAYS / write / no stencil; far-Z punch, true-depth seal).
// Its acceptance belongs to OVERHAUL S4 (gate G3); this pin records the
// binary that is actually on the branch so accidental drift is still caught.
// Re-pinned 2026-09-03 (S4-c1 C0): the far-Z punch constant now writes
// retail's EXACT bits (uintBitsToFloat(0x3F7FFFEFu),
// D3DPolyRender::DrawPortalPolyInternal @0x0059bc90's tail) instead of
// the decimal literal 0.99999988f, which round-tripped to a DIFFERENT
// bit pattern (0x3F7FFFFE — FARTHER from the camera, larger z/w, than
// retail's real constant by fifteen ULPs; fix round 1 F4 corrected this
// comment's direction — see T1,
// PortalDepthVert_FarPunchConstant_MatchesRetailExactBits, in THIS file).
["portal_depth.vert.spv"] = "51c60d0924d62c61548efcf5f9e7672a121b1b68ca0a06755e32f1a4d73a8acf",
// sky.frag re-pinned 2026-08-23: the dome's fog blend lost its
// 0.2 floor and is now applied only under an AdminEnvirons fog
// override, retail's GameSky::Draw @0x00506FF0 rule (see
// SkyFogRuleTests). A deliberate default-path change, reviewed
// with the world-fog-range fix in the same commit.
["sky.frag.spv"] = "1c4ae77056837cbdc188f8cfcc4b0e8851647cdfaf398f25d8c8ff489ef84d57",
// sky.vert re-pinned 2026-09-03 (Campaign OVERHAUL S3 chunk 4 fix
// round 2, L3): the screen-space TerrainClip UBO (binding=2) and
// its gl_ClipDistance writes are deleted outright — retail draws
// the sky ONCE, unclipped (GameSky::Draw(sky,0) @0x0050633c), and
// that mechanism's only CPU-side writer was already retired at
// fix round 1's K3, leaving the shader-side declaration dead.
["sky.vert.spv"] = "7d67a9e3624d198b370d402b5c12e4ce925bf9b8e646ef5123636a86d5985ab5",
["terrain_modern.frag.spv"] = "7b3cdb01b837ed77ee20559a81c1ce5c9d5395300efcc072560ab0be3c5a1af9",
// terrain_modern.vert re-pinned 2026-09-03 (Campaign OVERHAUL S3
// chunk 4 fix round 2, L3): same deletion as sky.vert above —
// retail never view-clips terrain (LScape::draw draws whole
// landblocks; RenderDeviceD3D::DrawBlock @0x005a17c0).
["terrain_modern.vert.spv"] = "8a73d89ef0e51e550327b9ff8c24857e309103b1d491030cf0d4d8594b45068c",
["ui_text.frag.spv"] = "37a281bf80441cb425eaa3ad8e0b3a43cfa21b74b60973ed4201718b9dc102df",
["ui_text.vert.spv"] = "018ac64477cf7d4c3fc0c5878951b148c7bfeb6ee3a7eebb02381d7904877798",
["vk_probe.frag.spv"] = "c2dedbcc6dcc89744707b4b47138f1c31b38ef9088e584f1da07dd6953586c42",
["vk_probe.vert.spv"] = "6c3260b45644033d607727cbd2e11fb4f60eb4a5b18bfd0997710f2ca518a023",
};
private sealed record StageEntry(string Stage, string SourceSha256, bool Compiled, string? Message);
private sealed record ShaderEntry(string Name, bool VulkanReady, IReadOnlyList Stages);
private sealed record Manifest(string Note, IReadOnlyList Shaders);
private static readonly JsonSerializerOptions JsonOptions = new()
{
PropertyNameCaseInsensitive = true,
};
private static string RepositoryRoot()
{
var directory = new DirectoryInfo(AppContext.BaseDirectory);
while (directory is not null && !File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
directory = directory.Parent;
return directory?.FullName
?? throw new InvalidOperationException("Could not locate the repository root from the test binary.");
}
private static string ShadersDirectory() =>
Path.Combine(RepositoryRoot(), "src", "AcDream.App", "Rendering", "Shaders");
private static string SpirvDirectory() => Path.Combine(ShadersDirectory(), "spv");
private static Manifest ReadManifest()
{
string path = Path.Combine(SpirvDirectory(), "shaders.manifest.json");
Assert.True(File.Exists(path), $"The shader manifest is missing at {path}. Run tools/compile-shaders.ps1.");
return JsonSerializer.Deserialize(File.ReadAllText(path), JsonOptions)
?? throw new InvalidOperationException("The shader manifest could not be parsed.");
}
private static string Sha256OfSource(string path)
{
// Line endings are normalised before hashing so a checkout with a
// different core.autocrlf setting does not report every shader stale.
string text = File.ReadAllText(path);
if (text.Contains("#include \"", StringComparison.Ordinal))
{
text = ExpandIncludes(
text,
Path.GetDirectoryName(path)!,
[]);
}
text = text.Replace("\r\n", "\n", StringComparison.Ordinal);
return Convert.ToHexStringLower(SHA256.HashData(Encoding.UTF8.GetBytes(text)));
}
private static string ExpandIncludes(
string source,
string sourceDirectory,
HashSet active)
{
var output = new StringBuilder();
foreach (string line in source.Replace("\r\n", "\n").Split('\n'))
{
string trimmed = line.Trim();
if (!trimmed.StartsWith("#include \"", StringComparison.Ordinal)
|| !trimmed.EndsWith('"'))
{
output.AppendLine(line);
continue;
}
string key = trimmed[10..^1];
Assert.DoesNotContain("..", key, StringComparison.Ordinal);
Assert.DoesNotContain('\\', key);
string include = Path.GetFullPath(Path.Combine(sourceDirectory, key));
Assert.StartsWith(
Path.GetFullPath(sourceDirectory) + Path.DirectorySeparatorChar,
include,
StringComparison.Ordinal);
Assert.True(File.Exists(include), $"GLSL include '{key}' is missing.");
Assert.True(active.Add(include), $"GLSL include '{key}' is cyclic.");
output.AppendLine($"// ---- begin include: {key} ----");
output.Append(ExpandIncludes(File.ReadAllText(include), sourceDirectory, active));
output.AppendLine($"// ---- end include: {key} ----");
active.Remove(include);
}
return output.ToString();
}
[Fact]
public void EveryGlslPairIsRecordedInTheManifest()
{
Manifest manifest = ReadManifest();
string[] pairs = Directory
.EnumerateFiles(ShadersDirectory(), "*.vert")
.Select(Path.GetFileNameWithoutExtension)
.Where(name => name is not null && File.Exists(Path.Combine(ShadersDirectory(), $"{name}.frag")))
.Select(name => name!)
.OrderBy(name => name, StringComparer.Ordinal)
.ToArray();
Assert.Equal(pairs, manifest.Shaders.Select(shader => shader.Name).OrderBy(n => n, StringComparer.Ordinal));
}
[Fact]
public void PreCampaignRetailSpirvBinariesRemainByteExact()
{
foreach ((string fileName, string expectedSha256) in RetailOracleSpirvSha256)
{
string path = Path.Combine(SpirvDirectory(), fileName);
Assert.True(File.Exists(path), $"Retail shader oracle '{fileName}' is missing.");
string actual = Convert.ToHexStringLower(SHA256.HashData(File.ReadAllBytes(path)));
Assert.Equal(expectedSha256, actual);
}
}
[Fact]
public void CommittedSpirvIsNotStaleAgainstItsGlslSource()
{
Manifest manifest = ReadManifest();
var stale = new List();
foreach (ShaderEntry shader in manifest.Shaders)
{
foreach (StageEntry stage in shader.Stages)
{
string source = Path.Combine(ShadersDirectory(), $"{shader.Name}.{stage.Stage}");
if (!File.Exists(source))
{
stale.Add($"{shader.Name}.{stage.Stage}: the GLSL source no longer exists");
continue;
}
string actual = Sha256OfSource(source);
if (!string.Equals(actual, stage.SourceSha256, StringComparison.Ordinal))
stale.Add($"{shader.Name}.{stage.Stage}: source changed since the .spv was built");
}
}
Assert.True(
stale.Count == 0,
"Committed SPIR-V is out of date. Run tools/compile-shaders.ps1 and commit the result.\n "
+ string.Join("\n ", stale));
}
[Fact]
public void EveryShaderTheManifestCallsReadyHasBothSpirvArtifacts()
{
Manifest manifest = ReadManifest();
foreach (ShaderEntry shader in manifest.Shaders.Where(entry => entry.VulkanReady))
{
foreach (string stage in (string[])["vert", "frag"])
{
string path = Path.Combine(SpirvDirectory(), $"{shader.Name}.{stage}.spv");
Assert.True(File.Exists(path), $"{shader.Name} is marked Vulkan-ready but {path} is missing.");
long length = new FileInfo(path).Length;
Assert.True(length > 0 && length % 4 == 0, $"{path} is not a whole number of SPIR-V words.");
}
}
}
[Fact]
public void ShadersTheManifestCallsUnreadyHaveNoStaleSpirvLeftBehind()
{
Manifest manifest = ReadManifest();
foreach (ShaderEntry shader in manifest.Shaders.Where(entry => !entry.VulkanReady))
{
foreach (string stage in (string[])["vert", "frag"])
{
string path = Path.Combine(SpirvDirectory(), $"{shader.Name}.{stage}.spv");
// A leftover .spv from an earlier attempt would be loaded
// happily by the device and would be a shader nobody can account
// for.
Assert.False(File.Exists(path), $"{shader.Name} is not Vulkan-ready but {path} exists.");
}
}
}
[Fact]
public void EveryUnreadyShaderRecordsWhyItCannotBeCompiledYet()
{
Manifest manifest = ReadManifest();
foreach (ShaderEntry shader in manifest.Shaders.Where(entry => !entry.VulkanReady))
{
Assert.Contains(shader.Stages, stage => !stage.Compiled && !string.IsNullOrWhiteSpace(stage.Message));
}
}
[Fact]
public void TheRhiVerificationShaderIsCompiled()
{
Manifest manifest = ReadManifest();
ShaderEntry probe = Assert.Single(
manifest.Shaders,
shader => string.Equals(shader.Name, "vk_probe", StringComparison.Ordinal));
// Plan §4.11 wants the capability probe to build a real pipeline from
// committed .spv; slice V5 deferred that to V6c because no toolchain
// existed. If this pair ever stops compiling, the Vulkan backend has no
// pipeline it can build at all.
Assert.True(probe.VulkanReady, "vk_probe must compile — the whole Vulkan backend draws with it.");
}
///
/// S4-c1 C0 (T1): D3DPolyRender::DrawPortalPolyInternal
/// @0x0059bc90's tail writes the far-Z punch depth from the EXACT bit
/// pattern 0x3F7FFFEF — the depth-lifecycle spec's "Current
/// acdream correspondence" table's "wrong constant" row, and
/// docs/research/2026-09-01-overhaul/s4-depth-alpha-packet.md §6's R1/C0.
/// This is a SOURCE pin, deliberately independent of
/// 's compiled
/// hash pin above: it reads the punch line directly out of the GLSL and
/// reinterprets whatever numeric literal it finds as raw bits, so a
/// future edit that swaps in an "equivalent-looking" decimal literal (or
/// any other constant) is caught even before anyone re-runs
/// tools/compile-shaders.ps1. Recognizes both the current
/// uintBitsToFloat(0x...u) form and a plain decimal float literal
/// (the pre-C0 shape), so it can also be pointed at old source to prove
/// it used to fail. At `d0c981212` (pre-C0) the line read
/// clipPos.z = clipPos.w * 0.99999988;, whose bits are
/// 0x3F7FFFFE (confirmed via
/// BitConverter.SingleToInt32Bits(0.99999988f)) — FIFTEEN ULPs
/// off from retail's 0x3F7FFFEF; running this exact assertion
/// against that source produces (verified by hand-editing the line back
/// to the old literal and re-running this test during S4-c1's own
/// implementation — the commit body carries the same transcript):
/// "Assert.Equal() Failure: Values differ\nExpected: 1065353199\nActual: 1065353214"
/// (1065353199 = 0x3F7FFFEF, 1065353214 = 0x3F7FFFFE).
/// MUTATION: change the punch literal to anything other than bits
/// 0x3F7FFFEF (restore the old decimal, or substitute a different
/// hex constant) — below fails.
///
[Fact]
public void PortalDepthVert_FarPunchConstant_MatchesRetailExactBits()
{
string source = File.ReadAllText(Path.Combine(ShadersDirectory(), "portal_depth.vert"));
string line = source
.Split('\n')
.Select(l => l.Trim())
.SingleOrDefault(l => l.StartsWith("clipPos.z = clipPos.w * ", StringComparison.Ordinal))
?? throw new InvalidOperationException(
"portal_depth.vert no longer has a 'clipPos.z = clipPos.w * ;' punch "
+ "line for T1 to read — did the far-Z punch assignment move or get restructured?");
uint bits = ParsePunchLiteralBits(line);
Assert.Equal(0x3F7FFFEFu, bits);
}
private static uint ParsePunchLiteralBits(string assignmentLine)
{
// assignmentLine looks like:
// "clipPos.z = clipPos.w * uintBitsToFloat(0x3F7FFFEFu);" (post-C0)
// or:
// "clipPos.z = clipPos.w * 0.99999988;" (pre-C0)
const string prefix = "clipPos.z = clipPos.w * ";
string rhs = assignmentLine[prefix.Length..];
int commentStart = rhs.IndexOf("//", StringComparison.Ordinal);
if (commentStart >= 0)
rhs = rhs[..commentStart];
rhs = rhs.Trim().TrimEnd(';', ' ');
Match hexMatch = Regex.Match(rhs, @"uintBitsToFloat\(\s*0x([0-9A-Fa-f]+)u?\s*\)");
if (hexMatch.Success)
return Convert.ToUInt32(hexMatch.Groups[1].Value, 16);
string literal = rhs.TrimEnd('f', 'F');
if (float.TryParse(literal, NumberStyles.Float, CultureInfo.InvariantCulture, out float value))
return unchecked((uint)BitConverter.SingleToInt32Bits(value));
throw new InvalidOperationException(
$"portal_depth.vert's punch literal '{rhs}' is neither a uintBitsToFloat(0x...) call "
+ "nor a plain float literal T1 knows how to reinterpret as bits.");
}
}