acdream/tests/AcDream.App.Tests/Rendering/Gpu/GpuContractTests.cs
Erik c7f5f251f8 feat(render): add integer vertex attributes and the terrain tiling binding
A scouting pass over V4d stopped before writing code and reported three gaps between terrain and the pinned contract. All three verified against source.

The load-bearing one: terrain_modern.vert declares locations 2-5 as uvec4 and TerrainModernRenderer feeds them with glVertexAttribIPointer, but GpuVertexFormat had no integer format and the encoder only issued glVertexAttribPointer. GL leaves an integer shader input undefined if it arrives through the float path, and Vulkan needs the format named as R8G8B8A8_UINT rather than _UNORM, so UByte4Normalized cannot stand in for it. Those packed bytes carry terrain-type, road and split-direction codes that drive every blend decision, so normalising them would have produced garbage rather than an approximation. Adds GpuVertexFormat.UByte4UInt and an integer branch in the encoder.

Also adds a uniform binding for terrain's 36-float per-layer tiling array, which at 144 bytes cannot ride in the 96-byte push-constant block or Vulkan's guaranteed 128-byte ceiling, and has no uniform-array verb to reach it otherwise.

Corrects two V4d plan rows: TerrainAtlas belongs to V4t with the rest of the texture stack, and terrain has no GPU timer to port since its diagnostics use a CPU stopwatch. The uView/uProjection convergence gets its own pixel-gated sub-commit because it moves a matrix product from per-vertex GPU evaluation to a CPU multiply, and that rounding effect should be attributable on its own.

Files #250: two zero-allocation tests fail about one run in three on an unchanged tree, independent of this campaign. That noise trains everyone to re-run until green, which is how a real regression gets waved through.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:11:48 +02:00

209 lines
9.6 KiB
C#

using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using AcDream.App.Rendering.Gpu;
namespace AcDream.App.Tests.Rendering.Gpu;
/// <summary>
/// Campaign V slice V0 — the pinned RHI contract.
///
/// These are not behaviour tests; they are the tripwires that stop the contract
/// drifting out from under the shaders and the two backends. Every constant
/// asserted here also appears in a GLSL source file or in a backend's binding
/// setup, so a change that lands in only one place fails here rather than as a
/// corrupted frame.
/// </summary>
public sealed class GpuContractTests
{
[Fact]
public void PushConstantBlockMatchesThePinnedLayout()
{
Assert.Equal(GpuBindingModel.PushConstantBytes, Unsafe.SizeOf<GpuPushConstants>());
Assert.True(GpuBindingModel.PushConstantBytes <= GpuBindingModel.MaxPushConstantBytes);
Assert.Equal(0, (int)Marshal.OffsetOf<GpuPushConstants>(nameof(GpuPushConstants.ViewProjection)));
Assert.Equal(64, (int)Marshal.OffsetOf<GpuPushConstants>(nameof(GpuPushConstants.DrawIdOffset)));
Assert.Equal(68, (int)Marshal.OffsetOf<GpuPushConstants>(nameof(GpuPushConstants.LightingMode)));
Assert.Equal(72, (int)Marshal.OffsetOf<GpuPushConstants>(nameof(GpuPushConstants.RenderPass)));
Assert.Equal(76, (int)Marshal.OffsetOf<GpuPushConstants>(nameof(GpuPushConstants.LightDebug)));
Assert.Equal(80, (int)Marshal.OffsetOf<GpuPushConstants>(nameof(GpuPushConstants.TextureIndexA)));
Assert.Equal(84, (int)Marshal.OffsetOf<GpuPushConstants>(nameof(GpuPushConstants.TextureIndexB)));
Assert.Equal(88, (int)Marshal.OffsetOf<GpuPushConstants>(nameof(GpuPushConstants.ParamA)));
Assert.Equal(92, (int)Marshal.OffsetOf<GpuPushConstants>(nameof(GpuPushConstants.ParamB)));
}
[Fact]
public void StorageBindingsMatchTheShaderSources()
{
// mesh_modern.vert declares std430 bindings 0..8 in exactly this order;
// binding 9 is the GL-only texture handle table added by slice V2.
Assert.Equal(0u, GpuBindingModel.StorageInstances);
Assert.Equal(1u, GpuBindingModel.StorageBatches);
Assert.Equal(2u, GpuBindingModel.StorageClipRegions);
Assert.Equal(3u, GpuBindingModel.StorageClipSlots);
Assert.Equal(4u, GpuBindingModel.StorageGlobalLights);
Assert.Equal(5u, GpuBindingModel.StorageInstanceLightSets);
Assert.Equal(6u, GpuBindingModel.StorageInstanceIndoor);
Assert.Equal(7u, GpuBindingModel.StorageInstanceAlpha);
Assert.Equal(8u, GpuBindingModel.StorageInstanceSelectionLighting);
Assert.Equal(9u, GpuBindingModel.StorageTextureTable);
Assert.Equal(10u, GpuBindingModel.StorageBindingCount);
}
[Fact]
public void UniformAndTextureTableLiveInSeparateSets()
{
// The SceneLighting UBO keeps binding=1 even though the BatchBuffer SSBO
// also uses binding=1. GL tolerates that because its SSBO and UBO binding
// tables are separate; Vulkan does not, so the set index disambiguates.
Assert.Equal(GpuBindingModel.StorageBatches, GpuBindingModel.UniformSceneLighting);
Assert.NotEqual(0u, GpuBindingModel.UniformSet);
Assert.NotEqual(GpuBindingModel.UniformSet, GpuBindingModel.TextureTableSet);
}
[Fact]
public void ClipRegionStrideMatchesTheUploadedLayout()
{
// ClipFrame lays these bytes out on the CPU; ClipFrameLayoutTests pins the
// producer side, this pins the contract side. 16 B header + 8 x vec4.
Assert.Equal(8, GpuBindingModel.ClipPlanesPerSlot);
Assert.Equal(144, GpuBindingModel.ClipRegionStrideBytes);
}
[Fact]
public void BlendModesCoverEveryRetailTranslucencyKind()
{
// WbDrawDispatcher.ApplyRetailBlend selects a blend function from each DAT
// surface's TranslucencyKind. Retail has three, and the V0 contract shipped
// with only two — slice V4c found the gap. Mapping InvAlpha onto
// StraightAlpha would silently change how every inverse-alpha surface
// composites, so the contract has to carry all three.
Assert.Equal(4, Enum.GetValues<GpuBlendMode>().Length);
Assert.Contains(GpuBlendMode.None, Enum.GetValues<GpuBlendMode>());
Assert.Contains(GpuBlendMode.StraightAlpha, Enum.GetValues<GpuBlendMode>());
Assert.Contains(GpuBlendMode.Additive, Enum.GetValues<GpuBlendMode>());
Assert.Contains(GpuBlendMode.InverseAlpha, Enum.GetValues<GpuBlendMode>());
}
[Fact]
public void IntegerVertexAttributesAreRepresentableDistinctlyFromNormalizedOnes()
{
// terrain_modern.vert declares locations 2-5 as uvec4 and the CPU feeds
// them with glVertexAttribIPointer. GL leaves an integer shader input
// undefined if it arrives through the float path, and Vulkan needs the
// format named as R8G8B8A8_UINT rather than _UNORM — so the two cannot be
// the same contract value. Those packed bytes carry terrain-type, road and
// split-direction codes, so normalising them would produce garbage, not an
// approximation.
Assert.NotEqual(GpuVertexFormat.UByte4Normalized, GpuVertexFormat.UByte4UInt);
Assert.Contains(GpuVertexFormat.UByte4UInt, Enum.GetValues<GpuVertexFormat>());
}
[Fact]
public void UniformBindingsDoNotCollide()
{
uint[] uniformBindings =
[
GpuBindingModel.UniformSceneLighting,
GpuBindingModel.UniformTerrainTiling,
];
Assert.Equal(uniformBindings.Length, uniformBindings.Distinct().Count());
// Binding 2 is the terrain clip block; the tiling array must not take it.
Assert.NotEqual(2u, GpuBindingModel.UniformTerrainTiling);
}
[Fact]
public void UnassignedTextureSlotIsNeverAValidIndex()
{
Assert.False(GpuTextureSlot.Unassigned.IsAssigned);
Assert.True(new GpuTextureSlot(0).IsAssigned);
Assert.Equal("slot#unassigned", GpuTextureSlot.Unassigned.ToString());
Assert.Equal("slot#7", new GpuTextureSlot(7).ToString());
}
[Fact]
public void WorldMeshVertexLayoutMatchesTheMeshShaderInputs()
{
GpuVertexLayout layout = GpuVertexLayout.WorldMesh;
Assert.Equal(32u, layout.StrideBytes);
Assert.Equal(3, layout.Attributes.Length);
Assert.Equal(new GpuVertexAttribute(0, GpuVertexFormat.Float3, 0), layout.Attributes[0]);
Assert.Equal(new GpuVertexAttribute(1, GpuVertexFormat.Float3, 12), layout.Attributes[1]);
Assert.Equal(new GpuVertexAttribute(2, GpuVertexFormat.Float2, 24), layout.Attributes[2]);
}
[Fact]
public void MultisampledBackbufferPassResolvesWhileDepthIsDiscarded()
{
GpuPassDescription multisampled = GpuPassDescription.BackbufferClear("world", Vector4.Zero, sampleCount: 4);
Assert.Equal(GpuStoreOp.Resolve, multisampled.Color.Store);
Assert.Null(multisampled.Color.Target);
Assert.Equal(GpuStoreOp.DontCare, multisampled.Depth!.Value.Store);
Assert.Equal(1f, multisampled.Depth!.Value.ClearDepth);
GpuPassDescription single = GpuPassDescription.BackbufferClear("world", Vector4.Zero, sampleCount: 1);
Assert.Equal(GpuStoreOp.Store, single.Color.Store);
}
[Fact]
public void CapabilityRecordAcceptsADeviceThatMeetsEveryRequirement()
{
GpuCapabilityRecord record = SupportedRecord();
Assert.Empty(record.SupportFailures);
Assert.True(record.IsSupported);
}
[Fact]
public void CapabilityRecordNamesEveryMissingRequirement()
{
GpuCapabilityRecord record = SupportedRecord() with
{
SupportsMultiDrawIndirect = false,
SupportsDrawParameters = false,
SupportsTextureCompressionBc = false,
MaxTextureTableSlots = 16,
MaxStorageBufferBindings = 4,
MaxPushConstantBytes = 32,
MaxClipDistances = 0,
};
Assert.False(record.IsSupported);
Assert.Equal(7, record.SupportFailures.Count);
Assert.Contains(record.SupportFailures, failure => failure.Contains("Multi-draw-indirect", StringComparison.Ordinal));
Assert.Contains(record.SupportFailures, failure => failure.Contains("gl_DrawID", StringComparison.Ordinal));
Assert.Contains(record.SupportFailures, failure => failure.Contains("BC (DXT)", StringComparison.Ordinal));
Assert.Contains(record.SupportFailures, failure => failure.Contains("clip distances", StringComparison.Ordinal));
}
[Fact]
public void TimestampSupportIsOptional()
{
// Losing GPU timing degrades profiling; it must never refuse to start.
GpuCapabilityRecord record = SupportedRecord() with { SupportsTimestampQueries = false };
Assert.True(record.IsSupported);
}
private static GpuCapabilityRecord SupportedRecord() => new()
{
Backend = GpuBackendKind.Vulkan,
DeviceName = "test-adapter",
DriverInfo = "test-driver",
ApiVersion = "Vulkan 1.3.0",
MaxTextureTableSlots = GpuBindingModel.TextureTableCapacity,
MaxStorageBufferBindings = GpuBindingModel.StorageBindingCount,
MaxPushConstantBytes = GpuBindingModel.MaxPushConstantBytes,
MinStorageBufferOffsetAlignment = 64,
MinUniformBufferOffsetAlignment = 256,
MaxClipDistances = GpuBindingModel.ClipPlanesPerSlot,
MaxSampleCount = 8,
SupportsMultiDrawIndirect = true,
SupportsDrawParameters = true,
SupportsTextureCompressionBc = true,
SupportsTimestampQueries = true,
SupportsPersistentlyMappedRings = true,
};
}