acdream/tests/AcDream.Core.Tests/Rendering/Wb/WbDrawDispatcherIndirectBuilderTests.cs
Erik b163c53622 phase(N.5) Task 9 fixup: layout assertion + DrawCommandStride const
Code quality review caught:
- sizeofDEIC was a local; promoted to public const DrawCommandStride
  so tests can reference it symbolically.
- BatchDataPublic layout invariant (size + field offsets) wasn't
  asserted in tests. Added BatchDataPublic_LayoutMatchesPrivateBatchData
  + DrawCommandStride_MatchesStructSize tests to gate Task 10's
  MemoryMarshal.Cast<BatchData, BatchDataPublic> safety.
- Plan doc updated: BatchDataPublic spec was Pack=4 (wrong — must
  match private BatchData's Pack=8 for the cast to work). Implementation
  was already correct; plan now matches.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:42:49 +02:00

113 lines
5.2 KiB
C#

using System.Numerics;
using AcDream.App.Rendering.Wb;
using AcDream.Core.Meshing;
using Xunit;
namespace AcDream.Core.Tests.Rendering.Wb;
/// <summary>
/// Pure CPU test of <see cref="WbDrawDispatcher.BuildIndirectArrays"/>.
/// Verifies that a synthetic group set lays out into the indirect buffer
/// + parallel batch data with opaque section first, transparent second,
/// per-group fields propagated correctly.
/// </summary>
public sealed class WbDrawDispatcherIndirectBuilderTests
{
[Fact]
public void TwoOpaqueGroupsAndOneTransparent_LaysOutContiguouslyOpaqueFirst()
{
// Arrange — three groups: 2 opaque (12+1 instances) + 1 transparent (12 instances)
var groups = new List<WbDrawDispatcher.IndirectGroupInput>
{
new(IndexCount: 100, FirstIndex: 0, BaseVertex: 0, InstanceCount: 12, FirstInstance: 0, TextureHandle: 0xAA, TextureLayer: 0, Translucency: TranslucencyKind.Opaque),
new(IndexCount: 200, FirstIndex: 100, BaseVertex: 0, InstanceCount: 12, FirstInstance: 12, TextureHandle: 0xBB, TextureLayer: 0, Translucency: TranslucencyKind.AlphaBlend),
new(IndexCount: 50, FirstIndex: 300, BaseVertex: 100, InstanceCount: 1, FirstInstance: 24, TextureHandle: 0xCC, TextureLayer: 0, Translucency: TranslucencyKind.Opaque),
};
var indirect = new DrawElementsIndirectCommand[16];
var batch = new WbDrawDispatcher.BatchDataPublic[16];
// Act
var result = WbDrawDispatcher.BuildIndirectArrays(groups, indirect, batch);
// Assert layout
Assert.Equal(2, result.OpaqueCount);
Assert.Equal(1, result.TransparentCount);
Assert.Equal(2 * 20, result.TransparentByteOffset); // sizeof(DEIC) = 20
// Opaque section, in input order (Task 10 callers sort)
Assert.Equal(100u, indirect[0].Count);
Assert.Equal(0u, indirect[0].FirstIndex);
Assert.Equal(0, indirect[0].BaseVertex);
Assert.Equal(12u, indirect[0].InstanceCount);
Assert.Equal(0u, indirect[0].BaseInstance);
Assert.Equal(50u, indirect[1].Count);
Assert.Equal(300u, indirect[1].FirstIndex);
Assert.Equal(100, indirect[1].BaseVertex);
Assert.Equal(1u, indirect[1].InstanceCount);
Assert.Equal(24u, indirect[1].BaseInstance);
// Transparent section
Assert.Equal(200u, indirect[2].Count);
Assert.Equal(100u, indirect[2].FirstIndex);
Assert.Equal(12u, indirect[2].InstanceCount);
Assert.Equal(12u, indirect[2].BaseInstance);
// BatchData parallel — same indices as indirect
Assert.Equal(0xAAul, batch[0].TextureHandle);
Assert.Equal(0xCCul, batch[1].TextureHandle);
Assert.Equal(0xBBul, batch[2].TextureHandle);
}
[Fact]
public void EmptyGroupList_ProducesZeroCounts()
{
var groups = new List<WbDrawDispatcher.IndirectGroupInput>();
var indirect = new DrawElementsIndirectCommand[0];
var batch = new WbDrawDispatcher.BatchDataPublic[0];
var result = WbDrawDispatcher.BuildIndirectArrays(groups, indirect, batch);
Assert.Equal(0, result.OpaqueCount);
Assert.Equal(0, result.TransparentCount);
Assert.Equal(0, result.TransparentByteOffset);
}
[Fact]
public void ClipMapTreatedAsOpaque()
{
// ClipMap surfaces (alpha-cutout) belong with the opaque pass
// because the discard handles transparency, not blending.
var groups = new List<WbDrawDispatcher.IndirectGroupInput>
{
new(IndexCount: 10, FirstIndex: 0, BaseVertex: 0, InstanceCount: 1, FirstInstance: 0, TextureHandle: 0x1, TextureLayer: 0, Translucency: TranslucencyKind.ClipMap),
};
var indirect = new DrawElementsIndirectCommand[4];
var batch = new WbDrawDispatcher.BatchDataPublic[4];
var result = WbDrawDispatcher.BuildIndirectArrays(groups, indirect, batch);
Assert.Equal(1, result.OpaqueCount);
Assert.Equal(0, result.TransparentCount);
}
[Fact]
public void BatchDataPublic_LayoutMatchesPrivateBatchData()
{
// Task 10 will use MemoryMarshal.Cast<BatchData, BatchDataPublic> to
// expose the dispatcher's per-frame BatchData[] scratch to BuildIndirectArrays
// without copying. The cast is only safe if the structs have identical
// layout (size, field offsets). Both use [StructLayout(Sequential, Pack=8)].
Assert.Equal(16, System.Runtime.CompilerServices.Unsafe.SizeOf<WbDrawDispatcher.BatchDataPublic>());
Assert.Equal(0, (int)System.Runtime.InteropServices.Marshal.OffsetOf<WbDrawDispatcher.BatchDataPublic>(nameof(WbDrawDispatcher.BatchDataPublic.TextureHandle)));
Assert.Equal(8, (int)System.Runtime.InteropServices.Marshal.OffsetOf<WbDrawDispatcher.BatchDataPublic>(nameof(WbDrawDispatcher.BatchDataPublic.TextureLayer)));
Assert.Equal(12, (int)System.Runtime.InteropServices.Marshal.OffsetOf<WbDrawDispatcher.BatchDataPublic>(nameof(WbDrawDispatcher.BatchDataPublic.Flags)));
}
[Fact]
public void DrawCommandStride_MatchesStructSize()
{
Assert.Equal(WbDrawDispatcher.DrawCommandStride, System.Runtime.CompilerServices.Unsafe.SizeOf<DrawElementsIndirectCommand>());
}
}