Replace the building and EnvCell detail replay with retail's exact single-pass stage result, including authored surface opacity, squared detail alpha, final-alpha clipping, and the original subset pipeline/order. Arm the ordered walk command in place to close #471, delete the replay pipelines/shaders, and advance prepared content to recipe 9. Mutation witnesses (each restored before commit): - X=a*qA: RetailDetailTextureContractTests.BothShaderFamiliesUseTheSharedOnePassSourceAndDebugPrecedesDetailSample line 174, missing materialAlpha * detail.a * detail.a. - X*=base alpha: same test line 175, forbidden baseTexel.a found. - CLIP against base alpha: EnvCellAlphaDrawSourceTests.ClipShaders_UseGreaterEqualForThePerRangeReference line 260, final-X conditional missing. - second detail draw: EnvCellAlphaDrawSourceTests.DetailOn_EveryEnvCellFamilyDrawsOnceInPlaceWithAuthoredOpacity line 105, Assert.Single saw 2 MDI calls. - straight-alpha substitution: WalkStaticStreamPopulatorTests.ImmediateBuildingDetail_RetainsOriginalFramebufferFamily line 1244, Additive first failed (only wb-mesh-alpha-1x recorded; InvAlpha also failed). - omit ordered arm: OrderPreservingSubmitterTests.PrepareThenDraw_OrdinaryBuildingClipBuildingOrdinary_ArmsOnePassInPlace line 305, expected (77,3.5), got (0,0). - omit atmospheric combine: RetailDetailTextureContractTests.BothShaderFamiliesUseTheSharedOnePassSourceAndDebugPrecedesDetailSample line 173, atmospheric shared include missing. - drop serialized opacity: ObjectMeshDataSerializerTests.SurfaceOpacity_RoundTripsBitExactlyAndDeterministically line 288, first reported 0.5 bits 1056964608 vs 1065353216. - stale detail arm: ordered adjacency test line 307, expected following ordinary (0,0), got (77,3.5). - per-frame surface map: EnvCellAlphaDrawSourceTests.ProductionWholeLeaf_WarmedScanSubmitRhiAndFilteredReplayDoNotAllocate line 178, expected 0 B, got 147456 B. Verification before commit: shader compiler 23/23; focused App 213/213; Content 75/75; Core Wb 10/10; launcher migration 6/6; Release solution build 0 warnings / 0 errors; git diff --check clean.
208 lines
8.8 KiB
C#
208 lines
8.8 KiB
C#
using System;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Gpu.Vk;
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using Silk.NET.Vulkan;
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namespace AcDream.App.Tests.Rendering.Gpu.Vk;
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/// <summary>
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/// Campaign V slice V6c — the coordinate reconciliation (plan §3.3, §4.7,
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/// §4.10).
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///
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/// <para>Renderers speak GL: viewport origin bottom-left, front faces
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/// counter-clockwise. The Vulkan backend renders with a NEGATIVE viewport
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/// height, which mirrors framebuffer space vertically and therefore also
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/// reverses winding, so the front face is inverted to compensate. The two flips
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/// are exact inverses and must always travel together — which is why they live
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/// in one file, and why these tests assert them together.</para>
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///
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/// <para>The scissor is the trap. It does NOT flip with the viewport:
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/// <c>vkCmdSetScissor</c> is always top-left-origin regardless of viewport sign,
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/// while every caller passes a GL-convention bottom-left rectangle. The V3
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/// audit flagged this explicitly as a V6 acceptance item, and getting it wrong
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/// shows up as a doorway aperture clipped from the wrong edge — which only a
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/// scene containing one would reveal.</para>
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/// </summary>
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public sealed class VulkanViewportMappingTests
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{
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[Fact]
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public void FullViewportBecomesANegativeHeightRectangleAnchoredAtTheBottom()
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{
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Viewport viewport = VulkanViewportMapping.ToVulkan(0, 0, 1280, 720, attachmentHeight: 720);
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Assert.Equal(0f, viewport.X);
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// Y is the BOTTOM edge in Vulkan's top-left space, and the height runs
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// upward from it. Together they mirror clip space.
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Assert.Equal(720f, viewport.Y);
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Assert.Equal(1280f, viewport.Width);
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Assert.Equal(-720f, viewport.Height);
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Assert.Equal(0f, viewport.MinDepth);
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Assert.Equal(1f, viewport.MaxDepth);
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}
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[Fact]
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public void AnOffsetViewportKeepsItsGlBottomLeftMeaning()
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{
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// A 100x50 viewport whose bottom edge sits 30 px above the bottom of a
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// 720 px attachment.
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Viewport viewport = VulkanViewportMapping.ToVulkan(10, 30, 100, 50, attachmentHeight: 720);
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Assert.Equal(10f, viewport.X);
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Assert.Equal(690f, viewport.Y);
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Assert.Equal(-50f, viewport.Height);
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}
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[Fact]
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public void ScissorFlipsAgainstTheAttachmentBecauseTheViewportSignDoesNotDoItForUs()
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{
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// GL rectangle: 100 px wide, 50 px tall, bottom edge 30 px up.
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Rect2D scissor = VulkanViewportMapping.ScissorToVulkan(10, 30, 100, 50, attachmentHeight: 720);
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Assert.Equal(10, scissor.Offset.X);
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// Top edge measured from the top: 720 - (30 + 50).
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Assert.Equal(640, scissor.Offset.Y);
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Assert.Equal(100u, scissor.Extent.Width);
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Assert.Equal(50u, scissor.Extent.Height);
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}
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[Fact]
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public void AFullAttachmentScissorIsUnchangedByTheFlip()
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{
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Rect2D scissor = VulkanViewportMapping.ScissorToVulkan(0, 0, 1280, 720, attachmentHeight: 720);
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Assert.Equal(0, scissor.Offset.X);
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Assert.Equal(0, scissor.Offset.Y);
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Assert.Equal(1280u, scissor.Extent.Width);
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Assert.Equal(720u, scissor.Extent.Height);
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}
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[Fact]
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public void AScissorStraddlingTheTopEdgeIsClampedRatherThanRejected()
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{
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// Bottom edge 700 px up in a 720 px attachment, 50 px tall: 30 px of it
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// is off the top. GL silently clips this; a driver error here would turn
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// a harmless off-screen aperture into a crash.
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Rect2D scissor = VulkanViewportMapping.ScissorToVulkan(0, 700, 100, 50, attachmentHeight: 720);
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Assert.Equal(0, scissor.Offset.Y);
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Assert.Equal(20u, scissor.Extent.Height);
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}
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/// <summary>
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/// Campaign V slice V6j: the winding a renderer declares is the winding
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/// Vulkan gets. V6c inverted it on the standard negative-viewport argument;
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/// the world arm — the mapping's first culling consumer — measured that the
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/// inversion culls terrain outright and turns every closed building shell
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/// inside-out. See <c>VulkanViewportMapping</c>'s remarks for the captures.
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/// </summary>
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[Fact]
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public void FrontFacePassesThroughSoRenderersDeclareTheGlWinding()
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{
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Assert.Equal(
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FrontFace.CounterClockwise,
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VulkanViewportMapping.ToVulkan(GpuFrontFace.CounterClockwise));
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Assert.Equal(
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FrontFace.Clockwise,
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VulkanViewportMapping.ToVulkan(GpuFrontFace.Clockwise));
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}
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[Fact]
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public void TheViewportFlipTravelsAloneAndTheWindingIsUntouched()
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{
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// The viewport still mirrors — that is what puts GL-authored geometry
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// the right way up with no matrix change. What it does NOT do is drag a
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// winding inversion along with it. A later change that reintroduces one
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// fails here and, more usefully, fails visibly on any single-sided
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// surface.
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Viewport once = VulkanViewportMapping.ToVulkan(0, 0, 640, 480, attachmentHeight: 480);
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Assert.Equal(-480f, once.Height);
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Assert.Equal(480f, once.Y);
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Assert.Equal(
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FrontFace.CounterClockwise,
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VulkanViewportMapping.ToVulkan(GpuFrontFace.CounterClockwise));
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}
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[Fact]
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public void CullModesMapStraightAcross()
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{
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Assert.Equal(CullModeFlags.None, VulkanViewportMapping.ToVulkan(GpuCullMode.None));
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Assert.Equal(CullModeFlags.BackBit, VulkanViewportMapping.ToVulkan(GpuCullMode.Back));
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Assert.Equal(CullModeFlags.FrontBit, VulkanViewportMapping.ToVulkan(GpuCullMode.Front));
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}
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[Fact]
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public void AllRetailBlendModesAreRepresentable()
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{
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Assert.Equal(
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(BlendFactor.SrcAlpha, BlendFactor.OneMinusSrcAlpha),
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VulkanViewportMapping.BlendFactorsOf(GpuBlendMode.StraightAlpha));
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Assert.Equal(
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(BlendFactor.One, BlendFactor.OneMinusSrcAlpha),
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VulkanViewportMapping.BlendFactorsOf(GpuBlendMode.PremultipliedAlpha));
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Assert.Equal(
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(BlendFactor.SrcAlpha, BlendFactor.One),
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VulkanViewportMapping.BlendFactorsOf(GpuBlendMode.Additive));
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// Retail's third mode, found at slice V4c. Mapping it onto straight
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// alpha would have silently changed how every inverse-alpha surface
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// composites.
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Assert.Equal(
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(BlendFactor.OneMinusSrcAlpha, BlendFactor.SrcAlpha),
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VulkanViewportMapping.BlendFactorsOf(GpuBlendMode.InverseAlpha));
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}
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[Fact]
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public void IntegerVertexAttributesTakeAUintFormatNotANormalisedOne()
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{
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Assert.Equal(Format.R8G8B8A8Unorm, VulkanViewportMapping.ToVulkan(GpuVertexFormat.UByte4Normalized));
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// terrain_modern.vert reads locations 2-5 as uvec4; those packed bytes
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// carry terrain-type, road and split-direction codes, so normalising
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// them would not be an approximation - it would be garbage.
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Assert.Equal(Format.R8G8B8A8Uint, VulkanViewportMapping.ToVulkan(GpuVertexFormat.UByte4UInt));
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}
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[Fact]
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public void ResolveIsExpressedByAResolveTargetRatherThanAStoreOp()
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{
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// There is no VK_ATTACHMENT_STORE_OP_RESOLVE; a resolving attachment
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// discards its multisampled contents and names a resolve image instead.
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Assert.Equal(AttachmentStoreOp.DontCare, VulkanViewportMapping.ToVulkan(GpuStoreOp.Resolve));
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Assert.Equal(AttachmentStoreOp.Store, VulkanViewportMapping.ToVulkan(GpuStoreOp.Store));
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Assert.Equal(AttachmentStoreOp.DontCare, VulkanViewportMapping.ToVulkan(GpuStoreOp.DontCare));
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}
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[Fact]
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public void PipelineCacheHeaderValidationRejectsAnotherDevicesBlob()
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{
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byte[] uuid = new byte[16];
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for (int i = 0; i < 16; i++)
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uuid[i] = (byte)(i + 1);
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byte[] blob = new byte[64];
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BitConverter.GetBytes(32u).CopyTo(blob, 0);
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BitConverter.GetBytes(1u).CopyTo(blob, 4);
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BitConverter.GetBytes(0x1002u).CopyTo(blob, 8);
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BitConverter.GetBytes(0x7550u).CopyTo(blob, 12);
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uuid.CopyTo(blob, 16);
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Assert.NotNull(VulkanPipelineCache.ValidateHeader(blob, 0x1002, 0x7550, uuid));
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// A driver update changes the cache UUID, and feeding the old blob back
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// is exactly the case the header exists to catch.
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uuid[0] = 0xFF;
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Assert.Null(VulkanPipelineCache.ValidateHeader(blob, 0x1002, 0x7550, uuid));
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}
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[Fact]
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public void PipelineCacheHeaderValidationRejectsTruncatedAndForeignBlobs()
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{
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byte[] uuid = new byte[16];
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Assert.Null(VulkanPipelineCache.ValidateHeader(null, 1, 1, uuid));
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Assert.Null(VulkanPipelineCache.ValidateHeader(new byte[8], 1, 1, uuid));
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byte[] blob = new byte[32];
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BitConverter.GetBytes(32u).CopyTo(blob, 0);
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BitConverter.GetBytes(1u).CopyTo(blob, 4);
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BitConverter.GetBytes(0x8086u).CopyTo(blob, 8);
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Assert.Null(VulkanPipelineCache.ValidateHeader(blob, 0x1002, 0, uuid));
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}
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}
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