Two April stand-ins, neither registered, met at the horizon from altitude as a hard line between the dome's rim and the fog-coloured clear: 1. sky.frag fogged every non-additive sky layer with a 0.2 floor. Retail's GameSky::Draw @0x00506FF0 disables fixed-function fog around the whole sky draw unless an AdminEnvirons fog override is active (SetFFFogEnable( LScape::m_override_enabled ? 1 : 0)); additive layers stay unfogged via SetFFFogAlphaDisabled(1) at D3DPolyRender::SetSurface 0x59c882. The sky pass now sets ApplyFog only for (override active && !additive), with no floor. 2. WorldRenderFrameBuilder overwrote the authored fog range with one derived from the streaming window (538..2189 m always). Retail sets FOGSTART/ FOGEND straight from the keyframe's MinWorldFog/MaxWorldFog (SkyDesc::GetWorldFog @0x00500CE0 -> SetFFFogProperties @0x005A2F70) with no draw-distance scaling; zfar is a constant 4000 m. The builder now leaves SceneLightingUbo.Build's values alone; ACDREAM_FOG_START_MULT / _END_MULT are deleted from RuntimeOptions. Guards: SkyFogRuleTests (source-level, the sky renderer has no hermetic harness); sky.frag.spv re-pinned in VulkanShaderManifestTests with the reason. Research note 2026-04-23-sky-fog.md carries a correction banner. App hermetic 6,070/0, Core 4,707/0 (Release). Owner look gate owed: night and rain fog are now retail's shorter authored ranges. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
260 lines
12 KiB
C#
260 lines
12 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 System.Security.Cryptography;
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using System.Text;
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using System.Text.Json;
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namespace AcDream.App.Tests.Rendering.Gpu.Vk;
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/// <summary>
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/// Campaign V slice V6c, plan §4.6: the committed SPIR-V must match the GLSL it
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/// was compiled from.
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///
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/// <para>Plan §4.6 rules out runtime shader compilation — CI has no Vulkan SDK,
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/// and a native shaderc dependency plus a startup cost would be paid for shaders
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/// that never change at runtime — so the <c>.spv</c> artifacts are committed.
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/// The obvious hazard follows immediately: someone edits a shader, the GL
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/// backend picks it up because it compiles GLSL at startup, and the Vulkan
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/// backend silently keeps rendering the old one. This test is what turns that
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/// into a red build.</para>
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///
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/// <para>It also pins which production shaders are Vulkan-expressible TODAY. As
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/// of Campaign V slice V11 (which deleted the one pair that never was —
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/// <c>mesh.vert</c>/<c>mesh.frag</c>, the pre-modern-pipeline shader the N.5 ship
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/// amendment's mandatory modern path made unreachable) every remaining pair
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/// compiles. A future non-ready pair's failure is a specific source-level fact
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/// belonging to a renderer-port slice that has not landed — not a toolchain gap.
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/// Recording them here means the next slice inherits an inventory rather than a
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/// rediscovery.</para>
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/// </summary>
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public sealed class VulkanShaderManifestTests
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{
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// Exact binaries from the pre-campaign retail-authoritative renderer at
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// 5ca029d3. New opt-in pack shaders may be added, but recompiling these
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// with a different toolchain is itself an unreviewed default-path change.
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private static readonly IReadOnlyDictionary<string, string> RetailOracleSpirvSha256 =
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new Dictionary<string, string>(StringComparer.Ordinal)
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{
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["debug_line.frag.spv"] = "02fc04880bc5eb74353566f914675244038125c71443964decdc28e8199264df",
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["debug_line.vert.spv"] = "f9c6a9b575bb07a426fb6ade677bca96a7752ca6b120e8f6451363ba73b51140",
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["mesh_modern.frag.spv"] = "b702b644862aca31ce1fb0677adc5872b39c4ea87f595a89363b44d10f2cc50e",
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["mesh_modern.vert.spv"] = "7ca5fb241c4f0248884ba8fa88fbae17a7d5cbc80efe4ac4a9ffd0254012ead8",
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["particle.frag.spv"] = "680da227704e0b3afa9b5226a7d73dd65aa9d8759d081cf4d5009d30e148726b",
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["particle.vert.spv"] = "ed79461ab347bf17edaca714bbbbfabead8192e059c760578ca3a1a01409799e",
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["particle_mesh.frag.spv"] = "7696b1dc0613b5a724c55df465173f613ae047da9675895b149b7c71b009cc7c",
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["particle_mesh.vert.spv"] = "f7fe8b203cadcd4d54af5cdbcfd9d5bf733146e10bafa78ca730fb6970db0479",
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["portal_depth.frag.spv"] = "96755196d4d0da7be4792107557465778be2ebefb5584834cc75bf90ec55a6cc",
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["portal_depth.vert.spv"] = "cd113860b7acd6afad3ebcc0a68dd7147f6baae729df51ab360c123588dc3ae2",
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// sky.frag re-pinned 2026-08-23: the dome's fog blend lost its
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// 0.2 floor and is now applied only under an AdminEnvirons fog
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// override, retail's GameSky::Draw @0x00506FF0 rule (see
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// SkyFogRuleTests). A deliberate default-path change, reviewed
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// with the world-fog-range fix in the same commit.
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["sky.frag.spv"] = "b3b544829f2dd85be04b6b16d78a0490e1fe7884590cb541b95756b7d7511620",
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["sky.vert.spv"] = "77176cf33c761ee4e9730357895c941dbf5949d8e0d28e0bb0dcde87f4d30288",
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["terrain_modern.frag.spv"] = "7b3cdb01b837ed77ee20559a81c1ce5c9d5395300efcc072560ab0be3c5a1af9",
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["terrain_modern.vert.spv"] = "9f4cb221ea6aed94a8d23af6cb8e3f3ed96c3cce6e50d135a72d3b55667b1557",
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["ui_text.frag.spv"] = "37a281bf80441cb425eaa3ad8e0b3a43cfa21b74b60973ed4201718b9dc102df",
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["ui_text.vert.spv"] = "018ac64477cf7d4c3fc0c5878951b148c7bfeb6ee3a7eebb02381d7904877798",
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["vk_probe.frag.spv"] = "c2dedbcc6dcc89744707b4b47138f1c31b38ef9088e584f1da07dd6953586c42",
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["vk_probe.vert.spv"] = "6c3260b45644033d607727cbd2e11fb4f60eb4a5b18bfd0997710f2ca518a023",
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};
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private sealed record StageEntry(string Stage, string SourceSha256, bool Compiled, string? Message);
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private sealed record ShaderEntry(string Name, bool VulkanReady, IReadOnlyList<StageEntry> Stages);
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private sealed record Manifest(string Note, IReadOnlyList<ShaderEntry> Shaders);
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private static readonly JsonSerializerOptions JsonOptions = new()
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{
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PropertyNameCaseInsensitive = true,
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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 ShadersDirectory() =>
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Path.Combine(RepositoryRoot(), "src", "AcDream.App", "Rendering", "Shaders");
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private static string SpirvDirectory() => Path.Combine(ShadersDirectory(), "spv");
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private static Manifest ReadManifest()
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{
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string path = Path.Combine(SpirvDirectory(), "shaders.manifest.json");
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Assert.True(File.Exists(path), $"The shader manifest is missing at {path}. Run tools/compile-shaders.ps1.");
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return JsonSerializer.Deserialize<Manifest>(File.ReadAllText(path), JsonOptions)
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?? throw new InvalidOperationException("The shader manifest could not be parsed.");
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}
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private static string Sha256OfSource(string path)
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{
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// Line endings are normalised before hashing so a checkout with a
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// different core.autocrlf setting does not report every shader stale.
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string text = File.ReadAllText(path);
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if (text.Contains("#include \"", StringComparison.Ordinal))
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{
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text = ExpandIncludes(
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text,
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Path.GetDirectoryName(path)!,
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[]);
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}
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text = text.Replace("\r\n", "\n", StringComparison.Ordinal);
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return Convert.ToHexStringLower(SHA256.HashData(Encoding.UTF8.GetBytes(text)));
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}
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private static string ExpandIncludes(
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string source,
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string sourceDirectory,
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HashSet<string> active)
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{
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var output = new StringBuilder();
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foreach (string line in source.Replace("\r\n", "\n").Split('\n'))
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{
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string trimmed = line.Trim();
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if (!trimmed.StartsWith("#include \"", StringComparison.Ordinal)
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|| !trimmed.EndsWith('"'))
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{
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output.AppendLine(line);
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continue;
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}
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string key = trimmed[10..^1];
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Assert.DoesNotContain("..", key, StringComparison.Ordinal);
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Assert.DoesNotContain('\\', key);
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string include = Path.GetFullPath(Path.Combine(sourceDirectory, key));
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Assert.StartsWith(
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Path.GetFullPath(sourceDirectory) + Path.DirectorySeparatorChar,
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include,
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StringComparison.Ordinal);
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Assert.True(File.Exists(include), $"GLSL include '{key}' is missing.");
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Assert.True(active.Add(include), $"GLSL include '{key}' is cyclic.");
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output.AppendLine($"// ---- begin include: {key} ----");
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output.Append(ExpandIncludes(File.ReadAllText(include), sourceDirectory, active));
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output.AppendLine($"// ---- end include: {key} ----");
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active.Remove(include);
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}
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return output.ToString();
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}
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[Fact]
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public void EveryGlslPairIsRecordedInTheManifest()
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{
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Manifest manifest = ReadManifest();
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string[] pairs = Directory
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.EnumerateFiles(ShadersDirectory(), "*.vert")
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.Select(Path.GetFileNameWithoutExtension)
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.Where(name => name is not null && File.Exists(Path.Combine(ShadersDirectory(), $"{name}.frag")))
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.Select(name => name!)
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.OrderBy(name => name, StringComparer.Ordinal)
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.ToArray();
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Assert.Equal(pairs, manifest.Shaders.Select(shader => shader.Name).OrderBy(n => n, StringComparer.Ordinal));
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}
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[Fact]
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public void PreCampaignRetailSpirvBinariesRemainByteExact()
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{
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foreach ((string fileName, string expectedSha256) in RetailOracleSpirvSha256)
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{
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string path = Path.Combine(SpirvDirectory(), fileName);
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Assert.True(File.Exists(path), $"Retail shader oracle '{fileName}' is missing.");
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string actual = Convert.ToHexStringLower(SHA256.HashData(File.ReadAllBytes(path)));
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Assert.Equal(expectedSha256, actual);
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}
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}
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[Fact]
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public void CommittedSpirvIsNotStaleAgainstItsGlslSource()
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{
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Manifest manifest = ReadManifest();
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var stale = new List<string>();
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foreach (ShaderEntry shader in manifest.Shaders)
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{
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foreach (StageEntry stage in shader.Stages)
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{
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string source = Path.Combine(ShadersDirectory(), $"{shader.Name}.{stage.Stage}");
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if (!File.Exists(source))
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{
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stale.Add($"{shader.Name}.{stage.Stage}: the GLSL source no longer exists");
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continue;
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}
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string actual = Sha256OfSource(source);
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if (!string.Equals(actual, stage.SourceSha256, StringComparison.Ordinal))
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stale.Add($"{shader.Name}.{stage.Stage}: source changed since the .spv was built");
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}
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}
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Assert.True(
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stale.Count == 0,
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"Committed SPIR-V is out of date. Run tools/compile-shaders.ps1 and commit the result.\n "
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+ string.Join("\n ", stale));
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}
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[Fact]
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public void EveryShaderTheManifestCallsReadyHasBothSpirvArtifacts()
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{
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Manifest manifest = ReadManifest();
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foreach (ShaderEntry shader in manifest.Shaders.Where(entry => entry.VulkanReady))
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{
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foreach (string stage in (string[])["vert", "frag"])
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{
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string path = Path.Combine(SpirvDirectory(), $"{shader.Name}.{stage}.spv");
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Assert.True(File.Exists(path), $"{shader.Name} is marked Vulkan-ready but {path} is missing.");
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long length = new FileInfo(path).Length;
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Assert.True(length > 0 && length % 4 == 0, $"{path} is not a whole number of SPIR-V words.");
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}
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}
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}
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[Fact]
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public void ShadersTheManifestCallsUnreadyHaveNoStaleSpirvLeftBehind()
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{
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Manifest manifest = ReadManifest();
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foreach (ShaderEntry shader in manifest.Shaders.Where(entry => !entry.VulkanReady))
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{
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foreach (string stage in (string[])["vert", "frag"])
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{
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string path = Path.Combine(SpirvDirectory(), $"{shader.Name}.{stage}.spv");
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// A leftover .spv from an earlier attempt would be loaded
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// happily by the device and would be a shader nobody can account
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// for.
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Assert.False(File.Exists(path), $"{shader.Name} is not Vulkan-ready but {path} exists.");
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}
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}
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}
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[Fact]
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public void EveryUnreadyShaderRecordsWhyItCannotBeCompiledYet()
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{
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Manifest manifest = ReadManifest();
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foreach (ShaderEntry shader in manifest.Shaders.Where(entry => !entry.VulkanReady))
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{
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Assert.Contains(shader.Stages, stage => !stage.Compiled && !string.IsNullOrWhiteSpace(stage.Message));
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}
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}
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[Fact]
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public void TheRhiVerificationShaderIsCompiled()
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{
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Manifest manifest = ReadManifest();
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ShaderEntry probe = Assert.Single(
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manifest.Shaders,
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shader => string.Equals(shader.Name, "vk_probe", StringComparison.Ordinal));
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// Plan §4.11 wants the capability probe to build a real pipeline from
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// committed .spv; slice V5 deferred that to V6c because no toolchain
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// existed. If this pair ever stops compiling, the Vulkan backend has no
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// pipeline it can build at all.
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Assert.True(probe.VulkanReady, "vk_probe must compile — the whole Vulkan backend draws with it.");
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}
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}
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