Round-1 three-lens FAIL at d60ca4ea0 found: the K2 fix was right in
production but nothing pinned the draw side (restoring the pre-fix gate
left every lane green); a stale "still ends an active scissor" comment
asserted a mechanism the same round had already deleted; the sky.vert
comment claimed retail clips the sky when it draws unclipped; the K6
pin ran through ClipFrameAssembler.Assemble, which has zero production
callers, so it proved nothing about the producer that actually runs.
This round closes L1-L9.
L1 (BLOCKING) — draw-side weather-gate pin. Added
RetailPViewPassExecutorTests.DrawLandscapeDynamicsPhase_GatesDrawWeatherOnceOnWalkDriverWeatherTurnFired:
reads DrawLandscapeDynamicsPhase's compiled call graph and asserts (a)
the call immediately before DrawWeatherOnce is
WalkFrameDriver.get_WeatherTurnFired and (b) exactly one
brfalse/brfalse.s branch sits between that call and the draw, jumping
forward past it. Three mutations, each shown failing:
M1 (restore `if (clipAssembly.OutsideViewSlices.Length != 0)`):
Assert.Equal() Failure: Values differ
Expected: typeof(AcDream.App.Rendering.Walk.WalkFrameDriver)
Actual: typeof(AcDream.App.Rendering.ClipFrameAssembly)
M2 (drop the gate, unconditional call):
Assert.Equal() Failure: Values differ
Expected: typeof(AcDream.App.Rendering.Walk.WalkFrameDriver)
Actual: typeof(AcDream.App.Rendering.RetailPViewPassExecutor)
M3 (invert to `if (!walkDriver.WeatherTurnFired)`):
Assert.Single() Failure: The collection did not contain any matching items
Expected: (predicate expression)
Collection: [CompiledBranch { Offset = 7, OpCode = brfalse.s, TargetOffset = 17 }, CompiledBranch { Offset = 24, OpCode = brtrue.s, TargetOffset = 33 }]
Corrected WalkFrameDriverTranscriptTests.cs's doc comment (the
Collect_WeatherTurnFiredMatchesThePrintedOcLineExactly block): it pins
the print half and the flag only, and now names the real draw-side pin
instead of falsely claiming to double as one.
L2 (MAJOR) — scissor stack deleted, K4 comment corrected. Deleted
IWorldPassSurface.BeginScissor/EndScissor and their RhiWorldPassSurface
bodies, the scissor call inside ClearInteriorDepth, NdcScissorRect.cs +
NdcScissorRectTests.cs (BeginScissor had zero remaining callers, and
RhiWorldPassSurface.BeginScissor was NdcScissorRect.ToPixels' only
production caller). This left RhiWorldPassSurface's 4th constructor
parameter (IRetailPViewFramebufferSource) and RetailPViewPassExecutor.cs's
RetailPViewFramebufferSize/IRetailPViewFramebufferSource/
SilkRetailPViewFramebufferSource types entirely dead (framebuffer size
was needed only for the scissor's NDC-to-pixel conversion) — removed
them and their one call site in FrameRootComposition.cs. Rewrote
RetailPViewPassExecutor.cs's K4 comment: it no longer asserts a live
scissor mechanism; it states that VulkanGpuPassEncoder's constructor
sets the full-attachment scissor once, at pass begin
(VulkanGpuPassEncoder.cs:87), and nothing narrows it after that. KEPT
per the round-1 verdict: ScissorFallbacks, OutsidePlaneCount,
OutsideViewNdcAabb, HasOutsideView, OutdoorVisible, OutdoorSlot,
ClipViewSlice.NdcAabb (the >8-edge zero-plane slice case the punch fans
still consume) and the VulkanViewportMapping.ScissorToVulkan pass-begin
path (IGpuPassEncoder.SetScissor stays). Also deleted
ClipFrameAssembly.TerrainMode/TerrainScissorNdcAabb and their writers
in ClipFrameAssembler.cs (both Assemble and ReassembleOutsideViewFromWalk);
OutsidePlaneCount's formula reduces to `outsideHasScissorFallback ? 0 :
outsideMaxPlaneCount` without needing the deleted TerrainClipMode
comparison (a scissor-fallback slice can only exist when outdoorVisible
is already true, so the three original cases collapse identically).
Deleted the two "terrain=" / "outMode=" diagnostic reads in
WorldRenderDiagnostics.cs (:345, :409) and the now-vestigial
EmitClipRouteProbe "ubo: n=..." segment that read ClipFrame's deleted
terrain bytes.
DEVIATION from L2's literal text: kept the TerrainClipMode enum type
itself — WorldSceneRenderer.cs's flat-world safety path (explicitly
"out of this chunk's scope" per K4's own round-1 comment) still uses it
for an unrelated "did the flat terrain draw" diagnostic flag, with its
own WorldSceneDiagnosticsController/WorldRenderDiagnostics/test
consumers. Deleting the type would require rewriting files outside
every round's declared file list. Reworded its doc comment to state
this plainly.
L3 (MAJOR, completes K3) — dead TerrainClip UBO deleted from the sky
and terrain shaders. Deleted the block, both gl_ClipDistance loops, and
the gl_PerVertex redeclaration (nothing else needs it) from sky.vert,
terrain_modern.vert, terrain_atmospheric.vert. Recompiled via
tools/compile-shaders.ps1 (glslc via the Vulkan SDK, managed shaderc
fallback also runs) — 24/24 pairs compiled; only sky.vert.spv,
terrain_atmospheric.vert.spv and terrain_modern.vert.spv changed.
Re-pinned VulkanShaderManifestTests.cs's frozen retail-oracle hashes
for sky.vert.spv (7d67a9e3624d198b370d402b5c12e4ce925bf9b8e646ef5123636a86d5985ab5)
and terrain_modern.vert.spv (8a73d89ef0e51e550327b9ff8c24857e309103b1d491030cf0d4d8594b45068c)
with dated comments, matching the existing re-pin convention.
Deleted WorldFrameSectionBinding.BindTerrainClip and
WorldFrameSections.TerrainClip (+ its Reset) with its two callers
(SkyRenderer.Rhi.cs:258, TerrainModernRenderer.Rhi.cs:259). DEVIATION
from L3's literal text: kept the shared Zeroed(...) helper in
WorldPassScope.cs — it is also called by BindSceneLighting and
BindClipRegions, both of which stay; deleting it would have broken
those two live bindings. Deleted IWorldPassSurface.BindTerrainClip
(no-op interface method + RhiWorldPassSurface body) and
WorldScenePassExecutor.cs's two calls to it (:121, :235).
Deleted ClipFrame's _terrainBytes field, TerrainBytes/TerrainBytesForTest
properties, Reset's Array.Clear(_terrainBytes), and the stale
header/K3 comment paragraphs. DEVIATION from L3's literal text: kept
ClipFrame.TerrainUboBytes and ClipFrame.TerrainClipUboBinding —
PortalDepthMaskRenderer.Rhi.cs (:140, :187) is a live production
consumer of both constants for the KEPT exit-seal/punch-fan clip block,
which was never in scope for deletion (portal_depth.vert's own
TerrainClip UBO declaration is the KEEP block, untouched). Reworded
both constants' doc comments (ClipFrame.cs, VulkanPipelineLayouts.cs's
UniformTerrainClip) to say only the portal-depth clip block uses
binding 2 now, and corrected the two GpuBindingModel.cs comments that
explained why terrain-tiling/sky-params bindings are 3/4 by naming "the
terrain clip block". Updated VulkanShaderDescriptorContractTests.cs's
TerrainVertexShaderDeclaresItsClipBlockInTheUniformSet (renamed
TerrainVertexShaderDeclaresOnlySceneLightingInTheUniformSet):
terrain_modern.vert's uniform set is now {SceneLighting} only. Deleted
ClipFrameLayoutTests.NoClip_TerrainBytes_Count0_AllZeros and its K3
comment; corrected the class doc comment and LayoutConstants_MatchShaderStruct's
"terrain UBO"/binding-contract comments to describe the portal-depth
consumer instead.
REQUIRED L3 fact (declared-but-never-bound dynamic uniform binding):
VulkanFrameBindings's constructor seeds EVERY declared uniform binding
(0..UniformBindingCount-1, including binding 2) with the shared dummy
buffer's range before any renderer runs (VulkanFrameBindings.cs:128-130,
`_arena.SeedUniform(binding, dummy.Handle.Handle, dummyUniformRange)`
in a loop over every binding) — "Every binding is always bound, whether
a renderer uses it or not... unused ones point at a shared dummy range"
(VulkanFrameBindings.cs:27-31). So after this round, when the sky or
terrain pipeline draws, set 1's shared descriptor layout still declares
binding 2 (portal_depth.vert's own declaration keeps
IsDeclaredUniformBinding(2) true), and its descriptor still points at a
valid (dummy) range from that seed — vkCmdBindDescriptorSets stays
legal even though neither shader statically uses binding 2 any more.
No SPIR-V-side change was needed to keep this legal.
L4 (MAJOR) — one outside-view slice constructor. Extracted
ClipFrameAssembler.AppendOutsideSlice (frame, ViewPolygon,
outsideSlicesList, ref maxPlaneCount, ref hasScissorFallback, ref
scissorFallbacks) — the exact ClipPlaneSet.From/AppendSlot/
ClipViewSlice-construction body — and call it from both Assemble's
outside_view loop and ReassembleOutsideViewFromWalk's outside_view
loop. Rewrote ClipFrameLayoutTests's K6 pin
(ClipViewSlicePlanes_PunchFanPath_EqualsCpuViewPolygonEdgePlanes_ForASyntheticView):
builds a synthetic WalkPortalView from pixel-space points (the
WalkCopyViewTests pattern) via a trivial IWalkRayCaster, runs
BeginWalkFrame(frame, outdoorRoot: false) then
ReassembleOutsideViewFromWalk(assembly, walkView, 640, 480), and reads
assembly.OutsideViewSlices[0].Planes — the exact production pair
RetailPViewPassExecutor.cs's BeginWalkFrame call and
RetailPViewRenderer.cs's ReassembleOutsideViewFromWalk call make.
Mutation (perturbed planes[0].W inside the shared helper, right after
`planes = cps.PlaneArray;`):
edge 0 midpoint (-0.3,0.10000001) should lie ~on its OWN GPU plane; the closest plane was only 0.5251073 away
The pin's own source contains no `Assemble(` call — grep-checked by
extracting the method body and searching it for the literal text; no
match.
L5 — shader comments corrected. sky.vert/terrain_modern.vert/
terrain_atmospheric.vert now state retail draws the sky once
(LScape::draw @0x00506330 -> GameSky::Draw(sky,0) @0x0050633c, before
draw_check_blocks) and the landscape is view-culled per cell, never
GPU-clipped (RenderDeviceD3D::DrawBlock @0x005a17c0). The "Phase W
Stage 4"/"U.3 default" clip narratives are deleted along with the
blocks they described.
L6 — grep sweep. `grep -rn "<token>" src tests docs/architecture`
returns nothing for SetTerrainClip, BeginDoorwayScissor,
BindTerrainClip, TerrainBytes, "active scissor", and NdcScissorRect —
confirmed after this commit (docs/plans and docs/research keep the
historical record, untouched). TerrainClipMode is the one deliberate
exception (see the L2 deviation note above); every one of its 9
remaining hits is a live, non-stale reference (the enum declaration,
WorldSceneRenderer's flat-path local, or their diagnostic/test
plumbing), not a stale mention of a deleted mechanism.
L7 — Issue130DoorwayStripTests. Deleted AnySliceAdmitsScissor,
worstScissorGapPx and its PIN 1 assertion, the header's scissor
sentences, and the scissorGap half of MeasureTopEdgeGap (dropped the
fbW parameter it alone needed). Rewrote the header: the scissor
mechanism is retired (the sky and landscape draw unclipped; aperture
exactness comes from the depth clear, the exit seals and the interior
repaint). The remaining plane-gap half (the canary PIN,
`worstPlaneGapPx <= 1.2f`) still pins something production reads:
AnySliceAdmitsPlanes walks slice.Planes from the SAME ProjectToClip ->
ClipToRegion -> ClipPlaneSet.From pipeline
RetailPViewPassExecutor.DrawWalkPunchFan reads through
clipAssembly.OutsideViewSlices[activeViewIndex].Planes — so the test
was kept, not deleted.
L8 — DrawWalkSky loop-shape pin. Added
DrawWalkSky_RenderSkyCallSiteHasNoEnclosingBackwardBranch (same
backward-branch-span shape as K1's DrawWeatherOnce pin), plus a note in
both pins that CompiledCallGraph.ReadBranches does not decode a
compiled switch jump table, but no C# loop construct compiles to one.
Mutation (wrapped the RenderSky call in `for (int i = 0; i < 2; i++)`):
Assert.DoesNotContain() Failure: Filter matched in collection
Collection: [..., CompiledBranch { Offset = 20, OpCode = brtrue.s, TargetOffset = 25 }, CompiledBranch { Offset = 23, OpCode = br.s, TargetOffset = 66 }, CompiledBranch { Offset = 72, OpCode = blt.s, TargetOffset = 13 }, CompiledBranch { Offset = 80, OpCode = brfalse.s, TargetOffset = 116 }, CompiledBranch { Offset = 88, OpCode = brfalse.s, TargetOffset = 116 }]
(the Offset=72 -> TargetOffset=13 entry is the injected loop's backward
branch spanning the call).
L9 — this message.
Gates: dotnet build 0 warnings / 0 errors. Hermetic filter
(Lane!=InstalledDat&...&Status!=KnownFailure): 6827 passed, 0 failed.
InstalledDat lane against a real DAT directory: 244 passed, 4 failed —
exactly the four known failures (LayoutImporterMediaBearingChildSweepTests
+ LayoutImporterInvisibleSweepTests, both #383; TowerAscentReplayTests,
KnownFailure; WalkTraceConformanceTests.Oh_doorway_still_first_frame_diff,
#458 KnownFailure). No register row added (every deletion here removes
an acdream-only rule; the KEEP items already had their equivalence
pins from round 1). No new flag/probe.
OWED: the lead's ACDREAM_DEVTOOLS=1 four-pose visual self-gate against
the running client is not run by this agent — CLAUDE.md and this
task's own instructions forbid launching the graphical client from
here; that visual/validation-layer pass remains the user's to run
before this round is accepted.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
248 lines
10 KiB
C#
248 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Gpu.Vk;
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namespace AcDream.App.Tests.Rendering.Gpu.Vk;
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/// <summary>
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/// Campaign V slice V6i-2: every compiled SPIR-V module's descriptor decorations
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/// must match the descriptor set layouts the backend creates.
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///
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/// <para><b>Why this test exists.</b> Slice V6i measured that
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/// <c>terrain_modern.vert</c>'s <c>TerrainClip</c> block was declared
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/// <c>layout(std140, binding = 2)</c> with no <c>ACDREAM_UBO_SET</c>, so under
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/// the Vulkan dialect it landed in set 0 binding 2 — which set 0's layout
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/// declares as a STORAGE buffer. A terrain pipeline built against the shared
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/// layout was therefore malformed. Nothing caught it: GL expands the macro to
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/// nothing and keeps its UBO and SSBO namespaces separate, the shader compiled
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/// cleanly for both backends, and no terrain pipeline had ever been created on
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/// Vulkan. Plan §5.5.8 recorded a second instance of the same class — sky's
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/// <c>UniformSkyParams</c> at binding 4 was absent from the layout — found the
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/// same way, by hand, months apart.</para>
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///
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/// <para>A one-word omission in a shader that cannot fail to compile, cannot
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/// fail on the shipping backend, and is only wrong on a backend nothing has run
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/// yet, is exactly the shape of defect that needs a test rather than an audit.
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/// Reading the committed <c>.spv</c> is what makes the assertion about what the
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/// GPU will actually be handed, not about what the GLSL looks like.</para>
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/// </summary>
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public sealed class VulkanShaderDescriptorContractTests
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{
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private static string RepositoryRoot()
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{
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var directory = new DirectoryInfo(AppContext.BaseDirectory);
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while (directory is not null && !File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
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directory = directory.Parent;
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return directory?.FullName
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?? throw new InvalidOperationException("Could not locate the repository root from the test binary.");
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}
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private static string SpirvDirectory() =>
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Path.Combine(RepositoryRoot(), "src", "AcDream.App", "Rendering", "Shaders", "spv");
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/// <summary>One interface variable's set, binding and storage class.</summary>
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private readonly record struct ShaderResource(
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string Module,
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uint Id,
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SpirvStorageClass StorageClass,
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uint? Set,
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uint? Binding);
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private enum SpirvStorageClass : uint
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{
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UniformConstant = 0,
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Uniform = 2,
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StorageBuffer = 12,
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}
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/// <summary>
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/// The smallest SPIR-V reader that can answer this question: walk the
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/// instruction stream collecting <c>OpDecorate</c> DescriptorSet/Binding and
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/// the storage class of every <c>OpVariable</c>. No type or name recovery is
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/// needed, so no dependency is either.
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/// </summary>
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private static IReadOnlyList<ShaderResource> ReadResources(string path)
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{
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byte[] bytes = File.ReadAllBytes(path);
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Assert.True(bytes.Length >= 20 && bytes.Length % 4 == 0, $"{path} is not a SPIR-V module.");
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var words = new uint[bytes.Length / 4];
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Buffer.BlockCopy(bytes, 0, words, 0, bytes.Length);
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Assert.Equal(0x07230203u, words[0]);
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const uint OpDecorate = 71;
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const uint OpVariable = 59;
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const uint DecorationBinding = 33;
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const uint DecorationDescriptorSet = 34;
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var sets = new Dictionary<uint, uint>();
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var bindings = new Dictionary<uint, uint>();
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var variables = new List<(uint Id, SpirvStorageClass StorageClass)>();
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int index = 5;
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while (index < words.Length)
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{
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uint header = words[index];
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int wordCount = (int)(header >> 16);
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uint opcode = header & 0xFFFF;
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Assert.True(wordCount > 0, $"{path} has a zero-length instruction at word {index}.");
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if (opcode == OpDecorate && wordCount >= 4)
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{
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uint target = words[index + 1];
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uint decoration = words[index + 2];
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if (decoration == DecorationDescriptorSet)
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sets[target] = words[index + 3];
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else if (decoration == DecorationBinding)
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bindings[target] = words[index + 3];
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}
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else if (opcode == OpVariable && wordCount >= 4)
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{
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variables.Add((words[index + 2], (SpirvStorageClass)words[index + 3]));
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}
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index += wordCount;
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}
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string module = Path.GetFileName(path);
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return
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[
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.. variables.Select(v => new ShaderResource(
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module,
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v.Id,
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v.StorageClass,
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sets.TryGetValue(v.Id, out uint s) ? s : null,
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bindings.TryGetValue(v.Id, out uint b) ? b : null)),
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];
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}
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private static IReadOnlyList<ShaderResource> AllResources() =>
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[
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.. Directory
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.EnumerateFiles(SpirvDirectory(), "*.spv")
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.OrderBy(path => path, StringComparer.Ordinal)
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.SelectMany(ReadResources),
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];
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private static bool IsOptInPackShaderModule(string module) =>
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module.StartsWith("atmospheric_", StringComparison.Ordinal)
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|| module.StartsWith("directional_shadow_", StringComparison.Ordinal)
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|| module.StartsWith("mesh_atmospheric.", StringComparison.Ordinal)
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|| module.StartsWith("terrain_atmospheric.", StringComparison.Ordinal);
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/// <summary>
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/// The regression itself, named — corrected for S3 chunk 4 fix round 2 (L3).
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/// <c>terrain_modern.vert</c> used to also declare a screen-space clip block
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/// at set 1 binding 2; that gate is deleted outright (no shader writer, no
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/// GPU reader) and <c>SceneLighting</c> is now the ONLY uniform block the
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/// module declares, so asserting the module's uniform bindings as a set
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/// pins that directly.
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/// </summary>
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[Fact]
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public void TerrainVertexShaderDeclaresOnlySceneLightingInTheUniformSet()
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{
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uint[] uniformBindings =
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[
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.. ReadResources(Path.Combine(SpirvDirectory(), "terrain_modern.vert.spv"))
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.Where(r => r.StorageClass == SpirvStorageClass.Uniform)
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.Select(r =>
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{
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Assert.Equal(GpuBindingModel.UniformSet, r.Set);
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return r.Binding!.Value;
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})
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.Order(),
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];
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Assert.Equal([GpuBindingModel.UniformSceneLighting], uniformBindings);
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}
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/// <summary>
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/// The general rule the specific case is an instance of: a uniform block may
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/// only live in retail set 1 at a retail binding, or in opt-in set 3 at one
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/// of render-pack ABI v1's sparse bindings 5..8.
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/// </summary>
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[Fact]
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public void EveryUniformBlockLandsAtADeclaredUniformBinding()
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{
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string[] violations =
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[
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.. AllResources()
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.Where(r => r.StorageClass == SpirvStorageClass.Uniform)
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.Where(r =>
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r.Binding is null
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|| !(r.Set == GpuBindingModel.UniformSet
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&& VulkanPipelineLayouts.IsDeclaredUniformBinding(r.Binding.Value))
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&& !(r.Set == GpuBindingModel.RenderPackUniformSet
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&& VulkanPipelineLayouts.IsDeclaredPackUniformBinding(r.Binding.Value)))
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.Select(r =>
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$"{r.Module}: uniform block %{r.Id} is at set {r.Set?.ToString() ?? "(none)"} "
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+ $"binding {r.Binding?.ToString() ?? "(none)"}; retail set 1 declares "
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+ $"[{string.Join(", ", VulkanPipelineLayouts.DeclaredUniformBindings)}] "
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+ "and opt-in set 3 declares [5, 6, 7, 8]."),
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];
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Assert.Empty(violations);
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}
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[Fact]
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public void RetailShaderModulesNeverDeclareOptInSetThree()
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{
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string[] violations =
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[
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.. AllResources()
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.Where(r => r.Set == GpuBindingModel.RenderPackUniformSet)
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.Where(r => !IsOptInPackShaderModule(r.Module))
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.Select(r =>
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$"{r.Module}: resource %{r.Id} declares opt-in set 3 binding {r.Binding}."),
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];
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Assert.Empty(violations);
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}
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/// <summary>
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/// The other half of the same contract: set 0 is storage buffers only, and
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/// within the range <see cref="GpuBindingModel.StorageBindingCount"/> pins. A
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/// uniform block straying into set 0 fails this as well as the test above,
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/// which is the point — the two layouts must partition the bindings.
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/// </summary>
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[Fact]
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public void EveryStorageBlockLandsInTheStorageSetWithinItsDeclaredRange()
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{
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string[] violations =
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[
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.. AllResources()
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.Where(r => r.StorageClass == SpirvStorageClass.StorageBuffer)
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.Where(r => r.Set != 0 || r.Binding is null || r.Binding >= GpuBindingModel.StorageBindingCount)
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.Select(r =>
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$"{r.Module}: storage block %{r.Id} is at set {r.Set?.ToString() ?? "(none)"} "
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+ $"binding {r.Binding?.ToString() ?? "(none)"}; set 0 declares bindings "
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+ $"0..{GpuBindingModel.StorageBindingCount - 1}."),
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];
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Assert.Empty(violations);
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}
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/// <summary>
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/// The sampled-texture table is one variable-count descriptor array at set 2
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/// binding 0. Any other combined-image-sampler would need a layout that does
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/// not exist.
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/// </summary>
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[Fact]
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public void EverySampledTextureIsTheSharedTable()
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{
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string[] violations =
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[
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.. AllResources()
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.Where(r => r.StorageClass == SpirvStorageClass.UniformConstant && r.Set is not null)
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.Where(r => r.Set != GpuBindingModel.TextureTableSet || r.Binding != GpuBindingModel.TextureTableBinding)
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.Select(r =>
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$"{r.Module}: sampled resource %{r.Id} is at set {r.Set} binding "
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+ $"{r.Binding?.ToString() ?? "(none)"}; the only declared table is set "
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+ $"{GpuBindingModel.TextureTableSet} binding {GpuBindingModel.TextureTableBinding}."),
|
|
];
|
|
|
|
Assert.Empty(violations);
|
|
}
|
|
}
|