Narrow re-review of 43e3abed found every A1-A5/A7/A8 item resolved but
one new blocker in the production packed classifier.
F1 (BLOCKER): RetailPViewPassExecutor.DrawPackedProductionRoute — the
route production world geometry actually draws from — never computed
FoliageFlags at all. WbDrawDispatcher.PackedOracle.cs's
ClassifyPackedBatches built its GroupKey with the field defaulting to
0u, and GetOrCreatePackedGroup never copied it onto the created
InstanceGroup, so production BatchData.flags bits 1/2 were always zero
for every scenery entity: the world geometry never swayed even though
the independently-classified shadow caster did, so shadows visibly
swayed under rigid trees. Both classifier call sites now compute
FoliageFlags via the identical FoliageWindClassification.Classify call
and entity-scoped HasCutoutSubset OR the classic (non-packed) path
uses, and GetOrCreatePackedGroup copies it exactly like
GetOrCreateInstanceGroup always has. The G2/G3 classified-output
digest (AddOpaqueSubmissionGroup/BuildTransparentSubmissionDigest) now
also folds GroupKey.FoliageFlags into its hash — present in the key
since round 1 but never actually read by either digest function, so a
content-level (not just group-count-level) classic-vs-packed
divergence is now caught.
F2 (medium): the delayed-alpha replay path (PrepareDeferredAlphaDraws)
hardcoded Flags = 1, dropping bits 1/2 for any group replayed through
it — a trunk instance promoted into the alpha-blend group mid-fade
(the #188 translucency-promotion case) would stop swaying for the
duration of its fade. Now 1u | key.FoliageFlags.
F3 (nit): ComputeEntityHasCutoutSubset's three call sites (classic,
caster, and the newly-fixed packed classifier) each allocated a
closure over _meshAdapter per Setup entity per frame. A new
context-taking overload passes the mesh adapter as an explicit
argument to a static lambda instead, letting the compiler cache one
delegate for the method's lifetime rather than allocating fresh ones.
A3 test gap: WbDrawDispatcher.BindDirectionalShadowReceiver is now
internal so DirectionalShadowGpuTests can drive it directly with a
bare RecordingGpuDevice pass encoder, proving it emits
UniformAtmosphericFrame with the exact buffer/offset/size a
DirectionalShadowFrameBinding carries — paired with the existing test
proving that binding carries the caster's real bind forward untouched.
F1's missing test: PackedDispatcherOracleTests chains
FoliageWindClassification.Classify (called with the packed
classifier's exact argument shape) for a real 0x8... scenery entity id
through BuildIndirectArrays — the same shared, already-tested
production step both classic and packed group lists feed into BatchData —
proving the resulting flags word carries bit 0x2. Driving
ClassifyPackedBatches/GetOrCreatePackedGroup directly was not a "cheap
test": both are private instance methods reachable only through the
full RetailPViewPassExecutor route, which needs a real IGpuDevice,
world-pass scope, mesh manager, and compiled pipelines to construct —
no test anywhere in the App test project stands one up.
Nits: F4 corrects foliage_wind.glsl's header comment from "bit 31" to
the top-nibble test; F5 documents at the receiver bind site that the
caster's own AtmosphericFrameBufferBinding has its seven ABI v1
members zero/Identity by construction (only the two v2 wind members
are valid) — safe today because mesh_atmospheric.vert reads that
binding solely for wind displacement, flagged as a footgun for a
future v1-reading addition to that shader; F6 notes in the plan
(rather than fixes) that EntityCacheEntry does not proactively
invalidate when FoliageWindExclusions changes on a pack switch —
harmless with the pack off, self-heals on the entry's next natural
eviction.
foliage_wind.glsl's F4 comment-only change updated the SPIR-V
manifest's source hashes for the five includers (mesh_atmospheric.vert
+ four directional_shadow_world_* casters); the compiled .spv bytes
are byte-identical since comments do not affect bytecode.
Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,043/0 failed. Core.Tests 4,695/0 failed. RenderPackValidator 30/30.
Full hermetic-filtered solution: 15,271/0 failed across 15 projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
954 lines
42 KiB
C#
954 lines
42 KiB
C#
using System.Numerics;
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using System.Runtime.InteropServices;
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using AcDream.App.Rendering;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Packs;
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using AcDream.App.Rendering.Scene;
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using AcDream.App.Rendering.Wb;
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using AcDream.App.Tests.Rendering.Gpu;
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using DatReaderWriter.Enums;
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namespace AcDream.App.Tests.Rendering;
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public sealed class DirectionalShadowGpuTests
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{
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[Fact]
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public void CompleteCasterClassDiagnostics_AddsExactTerrainCommandCount()
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{
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DirectionalShadowCasterBuildStats stats = default;
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stats = stats with
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{
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CasterClasses = new DirectionalShadowCasterClassDiagnostics(
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TerrainCommands: 0,
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OutdoorStatics: 2,
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Buildings: 3,
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AnimatedStatics: 4,
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LocalPlayers: 5,
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RemotePlayers: 6,
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NonPlayerCreatures: 7,
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OtherLiveDynamics: 8,
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EquippedChildren: 9),
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};
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DirectionalShadowCasterClassDiagnostics completed =
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DirectionalSunShadowRenderer.CompleteCasterClassDiagnostics(
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in stats,
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terrainCommandCount: 11);
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Assert.Equal(11, completed.TerrainCommands);
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Assert.Equal(stats.CasterClasses with { TerrainCommands = 11 }, completed);
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}
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[Fact]
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public void Binding6HostLayout_MatchesCheckedInStd140Block()
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{
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Assert.Equal(336, DirectionalShadowUniforms.SizeInBytes);
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Assert.Equal(DirectionalShadowUniforms.SizeInBytes, Marshal.SizeOf<DirectionalShadowUniforms>());
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Assert.Equal(0, Offset(nameof(DirectionalShadowUniforms.WorldToClip0)));
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Assert.Equal(64, Offset(nameof(DirectionalShadowUniforms.WorldToClip1)));
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Assert.Equal(128, Offset(nameof(DirectionalShadowUniforms.WorldToClip2)));
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Assert.Equal(192, Offset(nameof(DirectionalShadowUniforms.WorldToClip3)));
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Assert.Equal(256, Offset(nameof(DirectionalShadowUniforms.SplitFarMeters)));
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Assert.Equal(272, Offset(nameof(DirectionalShadowUniforms.Control)));
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Assert.Equal(288, Offset(nameof(DirectionalShadowUniforms.BiasMeters)));
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Assert.Equal(304, Offset(nameof(DirectionalShadowUniforms.TextureAndFlags)));
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Assert.Equal(320, Offset(nameof(DirectionalShadowUniforms.LightDirectionAndSource)));
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Assert.Equal(16, Marshal.SizeOf<UInt4>());
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string common = File.ReadAllText(Path.Combine(
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RepositoryRoot(),
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"src", "AcDream.App", "Rendering", "Shaders",
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"directional_shadow_common.glsl"));
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Assert.Contains("ACDREAM_PACK_UBO_SET binding = 6", common, StringComparison.Ordinal);
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Assert.Contains("mat4 uShadowWorldToClip[4]", common, StringComparison.Ordinal);
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Assert.Contains("uvec4 uShadowTextureAndFlags", common, StringComparison.Ordinal);
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Assert.Contains("vec4 uShadowLightDirectionAndSource", common, StringComparison.Ordinal);
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}
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[Fact]
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public void ConservativeReceiverBias_UsesFarthestCascadeAndShaderScalesInnerMaps()
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{
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DirectionalShadowQuality quality = DirectionalShadowQuality.For(
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DirectionalShadowPreset.Low);
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var nearBias = new DirectionalShadowWorldBias(0.01f, 0.02f, 0.03f);
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var farBias = new DirectionalShadowWorldBias(0.11f, 0.12f, 0.13f);
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DirectionalShadowCascade[] cascades =
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[
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Cascade(0, 20f, nearBias),
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Cascade(1, quality.MaximumReachMeters, farBias),
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];
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var environment = new DirectionalShadowEnvironmentState(
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DirectionalShadowGateReason.Enabled,
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Vector3.Normalize(new Vector3(0.3f, 0.4f, 0.8f)),
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1f,
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1f,
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1f,
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AuthoredCelestialShadowSourceKind.DominantMoon,
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SourceObjectIndex: 2,
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SourceGfxObjId: AuthoredCelestialShadowSourceResolver.DominantMoonGfxObjId);
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DirectionalShadowUniforms uniforms = DirectionalShadowUniforms.Create(
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cascades,
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environment,
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quality,
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new GpuTextureSlot(7));
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Assert.Equal(farBias.ConstantDepthMeters, uniforms.BiasMeters.X);
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Assert.Equal(farBias.SlopeDepthMeters, uniforms.BiasMeters.Y);
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Assert.Equal(farBias.NormalOffsetMeters, uniforms.BiasMeters.Z);
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string receiver = File.ReadAllText(Path.Combine(
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RepositoryRoot(),
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"src", "AcDream.App", "Rendering", "Shaders",
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"directional_shadow_receiver.glsl"));
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Assert.Contains("farDensity / max(cascadeDensity, 1e-7)", receiver,
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StringComparison.Ordinal);
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Assert.Contains("uShadowBiasMeters.xyz * acdreamShadowBiasScale(cascade)", receiver,
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StringComparison.Ordinal);
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}
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[Fact]
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public void Uniforms_CarrySelectedCelestialDirectionAndSourceKind()
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{
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DirectionalShadowQuality quality = DirectionalShadowQuality.For(
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DirectionalShadowPreset.Low);
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DirectionalShadowCascade[] cascades =
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[
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Cascade(0, 20f, new DirectionalShadowWorldBias(0.01f, 0.02f, 0.03f)),
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Cascade(1, quality.MaximumReachMeters,
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new DirectionalShadowWorldBias(0.11f, 0.12f, 0.13f)),
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];
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Vector3 direction = Vector3.Normalize(new Vector3(0.3f, 0.4f, 0.8f));
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var environment = new DirectionalShadowEnvironmentState(
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DirectionalShadowGateReason.Enabled,
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direction,
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1f,
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1f,
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1f,
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AuthoredCelestialShadowSourceKind.DominantMoon,
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SourceObjectIndex: 2,
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SourceGfxObjId: AuthoredCelestialShadowSourceResolver.DominantMoonGfxObjId);
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DirectionalShadowUniforms uniforms = DirectionalShadowUniforms.Create(
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cascades,
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environment,
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quality,
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new GpuTextureSlot(7));
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Assert.Equal(
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direction,
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new Vector3(
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uniforms.LightDirectionAndSource.X,
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uniforms.LightDirectionAndSource.Y,
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uniforms.LightDirectionAndSource.Z));
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Assert.Equal(
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(float)AuthoredCelestialShadowSourceKind.DominantMoon,
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uniforms.LightDirectionAndSource.W);
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}
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[Fact]
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public void UniformReachAndTerminalFadeUseResidentClampedFinalSplit()
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{
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DirectionalShadowQuality quality = DirectionalShadowQuality.For(
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DirectionalShadowPreset.Low);
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DirectionalShadowCascade[] cascades =
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[
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Cascade(0, 18f, new DirectionalShadowWorldBias(0.01f, 0.02f, 0.03f)),
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Cascade(1, 48f, new DirectionalShadowWorldBias(0.04f, 0.05f, 0.06f)),
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];
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DirectionalShadowUniforms uniforms = DirectionalShadowUniforms.Create(
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cascades,
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EnabledEnvironment(),
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quality,
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new GpuTextureSlot(7));
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Assert.Equal(48f, uniforms.Control.Z);
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Assert.Equal(1f, uniforms.Control.W);
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}
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[Fact]
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public void MultiviewShadersSelectExactViewMatrixAndPreserveCutout()
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{
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string shaderRoot = Path.Combine(
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RepositoryRoot(),
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"src", "AcDream.App", "Rendering", "Shaders");
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string vertex = File.ReadAllText(Path.Combine(
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shaderRoot,
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"directional_shadow_world_cutout_multiview.vert"));
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string fragment = File.ReadAllText(Path.Combine(
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shaderRoot,
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"directional_shadow_world_cutout_multiview.frag"));
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Assert.Contains("GL_EXT_multiview", vertex, StringComparison.Ordinal);
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Assert.Contains("uShadowWorldToClip[int(gl_ViewIndex)]", vertex,
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StringComparison.Ordinal);
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Assert.Contains("Instances[instanceIndex].transform", vertex,
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StringComparison.Ordinal);
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Assert.Contains("texel.a < 0.05", fragment, StringComparison.Ordinal);
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}
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[Theory]
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[InlineData(1)]
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[InlineData(5)]
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public void DirectionalDepthTarget_RejectsLayerCountsOutsideTwoThroughFour(int layers)
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{
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using var device = new RecordingGpuDevice();
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Assert.Throws<ArgumentOutOfRangeException>(() =>
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device.CreateDirectionalDepthTarget(
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new GpuDirectionalDepthTargetDescription("bad", 1024, layers)));
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}
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[Fact]
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public void DirectionalDepthTarget_ExposesOneSampleableArrayAndLayerPasses()
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{
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using var device = new RecordingGpuDevice();
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using IGpuDirectionalDepthTarget target = device.CreateDirectionalDepthTarget(
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new GpuDirectionalDepthTargetDescription("shadow", 1536, 3));
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Assert.Equal(GpuTextureKind.Texture2DArray, target.DepthTexture.Kind);
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Assert.Equal(3, target.DepthTexture.LayerCount);
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Assert.Equal(1536, target.DepthTexture.Width);
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using IGpuFrame frame = device.BeginFrame();
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using (frame.BeginPass(GpuPassDescription.DirectionalDepth("cascade-2", target, 2)))
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{
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}
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Assert.Throws<ArgumentOutOfRangeException>(() =>
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frame.BeginPass(GpuPassDescription.DirectionalDepth("cascade-3", target, 3)));
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}
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[Fact]
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public void DirectionalDepthMultiview_RequiresExactFullMaskAndDeviceCapability()
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{
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using var device = new RecordingGpuDevice();
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using IGpuDirectionalDepthTarget target = device.CreateDirectionalDepthTarget(
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new GpuDirectionalDepthTargetDescription("shadow", 1024, 2));
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using IGpuFrame frame = device.BeginFrame();
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using (frame.BeginPass(GpuPassDescription.DirectionalDepthMultiview(
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"both-cascades", target, 0b11)))
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{
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}
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Assert.Equal(0b11u, Assert.Single(device.OfKind<GpuRecordedPassBegin>()).ViewMask);
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Assert.Throws<NotSupportedException>(() => frame.BeginPass(
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GpuPassDescription.DirectionalDepthMultiview("partial", target, 0b01)));
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using var unsupported = new RecordingGpuDevice
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{
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Capabilities = device.Capabilities with { SupportsMultiview = false },
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};
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using IGpuDirectionalDepthTarget unsupportedTarget = unsupported.CreateDirectionalDepthTarget(
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new GpuDirectionalDepthTargetDescription("shadow", 1024, 2));
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using IGpuFrame unsupportedFrame = unsupported.BeginFrame();
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Assert.Throws<NotSupportedException>(() => unsupportedFrame.BeginPass(
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GpuPassDescription.DirectionalDepthMultiview(
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"unsupported", unsupportedTarget, 0b11)));
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}
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[Theory]
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[InlineData(DirectionalShadowPreset.Low, 2, 768, true)]
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[InlineData(DirectionalShadowPreset.Low, 2, 768, false)]
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[InlineData(DirectionalShadowPreset.Medium, 3, 1536, false)]
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[InlineData(DirectionalShadowPreset.High, 4, 2048, false)]
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internal void Renderer_ReplaysOnePreparedProductAcrossEveryQualityCascade(
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DirectionalShadowPreset preset,
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int expectedCascades,
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int expectedResolution,
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bool multiviewCascades)
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{
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using var device = new RecordingGpuDevice();
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int baselineSlots = device.LiveTextureSlotCount;
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using var renderer = new DirectionalSunShadowRenderer(
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device,
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preset,
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multiviewCascades: multiviewCascades);
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Assert.Equal(baselineSlots + 1, device.LiveTextureSlotCount);
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RecordingGpuDirectionalDepthTarget target = Assert.Single(device.CreatedDirectionalDepthTargets);
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Assert.Equal(expectedCascades, target.Description.LayerCount);
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Assert.Equal(expectedResolution, target.Description.Resolution);
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Assert.All(device.CreatedPipelines, pipeline => Assert.False(pipeline.Description.HasColorAttachment));
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DirectionalShadowPreparedDraws world = CreateWorldDraws(device.DefaultTextureSlot);
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DirectionalShadowTerrainPreparedDraws terrain = CreateTerrainDraws();
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using IGpuBuffer worldVertices = Buffer(device, "world-v", GpuBufferUsage.Vertex);
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using IGpuBuffer worldIndices = Buffer(device, "world-i", GpuBufferUsage.Index);
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using IGpuBuffer terrainVertices = Buffer(device, "terrain-v", GpuBufferUsage.Vertex);
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using IGpuBuffer terrainIndices = Buffer(device, "terrain-i", GpuBufferUsage.Index);
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var worldGeometry = new DirectionalShadowMeshGeometry(worldVertices, worldIndices);
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var terrainGeometry = new DirectionalShadowTerrainGeometry(terrainVertices, terrainIndices);
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var environment = new DirectionalShadowEnvironmentState(
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DirectionalShadowGateReason.Enabled,
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Vector3.Normalize(new Vector3(0.2f, 0.3f, 1f)),
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0.94f,
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0.8f,
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1.25f,
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AuthoredCelestialShadowSourceKind.SecondaryMoon,
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SourceObjectIndex: 7,
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SourceGfxObjId: AuthoredCelestialShadowSourceResolver.SecondaryMoonGfxObjId);
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device.Clear();
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using IGpuFrame frame = device.BeginFrame();
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WorldTransformFrameSlice sharedTransforms = PublishSharedTransforms(
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frame,
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world.Transforms);
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DirectionalSunShadowDiagnostics diagnostics = renderer.RenderPrepared(
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frame,
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environment,
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Matrix4x4.Identity,
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Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 0.1f, 500f),
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cameraNearMeters: 0.1f,
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casterDepthPaddingMeters: 48f,
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world,
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terrain,
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worldGeometry,
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terrainGeometry,
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sharedTransforms);
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int expectedDraws = (multiviewCascades ? 1 : expectedCascades) * 3;
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Assert.Equal(expectedCascades, diagnostics.CascadeCount);
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Assert.Equal(expectedDraws, diagnostics.DrawCalls);
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Assert.Equal(environment.Strength, diagnostics.Strength);
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Assert.Equal(1, diagnostics.WorldOpaqueCommands);
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Assert.Equal(1, diagnostics.WorldAlphaCutoutCommands);
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Assert.Equal(1, diagnostics.TerrainCommands);
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Assert.Equal(1ul, diagnostics.WorldPreparationSequence);
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Assert.Equal(1ul, diagnostics.TerrainPreparationSequence);
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int expectedPasses = multiviewCascades ? 1 : expectedCascades;
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Assert.Equal(expectedPasses, device.OfKind<GpuRecordedPassBegin>().Count());
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Assert.Equal(expectedPasses, device.OfKind<GpuRecordedTimerScope>().Count());
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Assert.Equal(expectedPasses, device.OfKind<GpuRecordedUniformBind>()
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.Count(call => call.Binding == GpuBindingModel.UniformDirectionalShadow));
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GpuRecordedUniformBind shadowUniformBind = Assert.Single(
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device.OfKind<GpuRecordedUniformBind>()
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.DistinctBy(call => (call.BufferName, call.OffsetBytes, call.SizeBytes)),
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call => call.Binding == GpuBindingModel.UniformDirectionalShadow);
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DirectionalShadowUniforms shadowUniforms = MemoryMarshal.Read<DirectionalShadowUniforms>(
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device.RingBytes.Slice(
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checked((int)shadowUniformBind.OffsetBytes),
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checked((int)shadowUniformBind.SizeBytes)));
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Assert.Equal(
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DirectionalShadowQuality.For(preset).MaximumReachMeters,
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shadowUniforms.BiasMeters.W);
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Assert.Equal(expectedDraws, device.OfKind<GpuRecordedMultiDrawIndirect>().Count());
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Assert.Equal(2, device.OfKind<GpuRecordedRingAllocation>().Count());
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GpuRecordedRingAllocation transformAllocation = Assert.Single(
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device.OfKind<GpuRecordedRingAllocation>(),
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call => call.Usage == GpuRingUsage.Storage
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&& call.ByteCount == WorldTransformCapacityPolicy.InitialBindingSizeBytes);
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RecordingGpuBuffer batchBuffer = Assert.Single(
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device.CreatedBuffers,
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buffer => buffer.Name == "directional-shadow-world-batches-1"
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&& buffer.Usage.HasFlag(GpuBufferUsage.Storage)
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&& buffer.Residency == GpuMemoryResidency.DeviceLocal);
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Span<byte> batchBytes = stackalloc byte[32];
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batchBuffer.Read(0, batchBytes);
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ReadOnlySpan<uint> batchWords = MemoryMarshal.Cast<byte, uint>(batchBytes);
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Assert.Equal(
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0u,
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batchWords[3]);
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Assert.Equal(
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DirectionalShadowBatchFlags.AlphaCutout,
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batchWords[7]);
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Assert.Contains(
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device.CreatedBuffers,
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buffer => buffer.Name == "directional-shadow-world-commands-1"
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&& buffer.Usage.HasFlag(GpuBufferUsage.Indirect)
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&& buffer.Residency == GpuMemoryResidency.DeviceLocal);
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Assert.Contains(
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device.CreatedBuffers,
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buffer => buffer.Name == "directional-shadow-terrain-commands-1"
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&& buffer.Usage.HasFlag(GpuBufferUsage.Indirect)
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&& buffer.Residency == GpuMemoryResidency.DeviceLocal);
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Assert.DoesNotContain(
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device.OfKind<GpuRecordedRingAllocation>(),
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call => call.Usage == GpuRingUsage.Storage
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&& call.ByteCount == world.Transforms.Length * Marshal.SizeOf<Matrix4x4>());
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Assert.All(
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device.OfKind<GpuRecordedStorageBind>()
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.Where(call => call.Binding == GpuBindingModel.StorageInstances),
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call =>
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{
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Assert.Equal(transformAllocation.OffsetBytes, call.OffsetBytes);
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Assert.Equal(WorldTransformCapacityPolicy.InitialBindingSizeBytes, call.SizeBytes);
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});
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for (int cascade = 0; cascade < (multiviewCascades ? 1 : expectedCascades); cascade++)
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{
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Assert.Contains(
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device.OfKind<GpuRecordedPushConstants>(),
|
|
call => call.Constants.RenderPass == cascade);
|
|
}
|
|
if (multiviewCascades)
|
|
{
|
|
GpuRecordedPassBegin pass = Assert.Single(device.OfKind<GpuRecordedPassBegin>());
|
|
Assert.Equal(0b11u, pass.ViewMask);
|
|
Assert.Equal(
|
|
1,
|
|
device.OfKind<GpuRecordedPipelineBind>().Count(call =>
|
|
call.PipelineName == "directional-shadow-world-cutout-multiview"));
|
|
Assert.Contains(device.OfKind<GpuRecordedPipelineBind>(), call =>
|
|
call.PipelineName == "directional-shadow-world-opaque-multiview");
|
|
Assert.Contains(device.OfKind<GpuRecordedPipelineBind>(), call =>
|
|
call.PipelineName == "directional-shadow-terrain-multiview");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Campaign VM VM6 review fix round (A3): the receiver pass must not
|
|
/// depend on the caster pass's own AtmosphericFrame bind surviving
|
|
/// un-reset until the receiver pass runs later in the frame — it must
|
|
/// bind set 3/binding 5 itself, from the EXACT buffer/offset/size the
|
|
/// caster bound. This asserts the seam that makes that possible:
|
|
/// TryGetCurrentFrameBinding's DirectionalShadowFrameBinding.AtmosphericFrame
|
|
/// carries the identical buffer identity, offset, and size the caster's
|
|
/// own recorded GpuRecordedUniformBind calls used — the value
|
|
/// WbDrawDispatcher.BindDirectionalShadowReceiver reads to issue its own
|
|
/// bind.
|
|
/// </summary>
|
|
[Fact]
|
|
public void CasterFrameBindingCarriesTheExactAtmosphericFrameBufferForTheReceiverSeam()
|
|
{
|
|
using var device = new RecordingGpuDevice();
|
|
using var renderer = new DirectionalSunShadowRenderer(device, DirectionalShadowPreset.Medium);
|
|
DirectionalShadowPreparedDraws world = CreateWorldDraws(device.DefaultTextureSlot);
|
|
DirectionalShadowTerrainPreparedDraws terrain = CreateTerrainDraws();
|
|
using IGpuBuffer worldVertices = Buffer(device, "world-v", GpuBufferUsage.Vertex);
|
|
using IGpuBuffer worldIndices = Buffer(device, "world-i", GpuBufferUsage.Index);
|
|
using IGpuBuffer terrainVertices = Buffer(device, "terrain-v", GpuBufferUsage.Vertex);
|
|
using IGpuBuffer terrainIndices = Buffer(device, "terrain-i", GpuBufferUsage.Index);
|
|
var worldGeometry = new DirectionalShadowMeshGeometry(worldVertices, worldIndices);
|
|
var terrainGeometry = new DirectionalShadowTerrainGeometry(terrainVertices, terrainIndices);
|
|
var environment = new DirectionalShadowEnvironmentState(
|
|
DirectionalShadowGateReason.Enabled,
|
|
Vector3.Normalize(new Vector3(0.1f, 0.2f, 1f)),
|
|
0.9f,
|
|
0.75f,
|
|
1.1f,
|
|
AuthoredCelestialShadowSourceKind.Sun,
|
|
SourceObjectIndex: -1,
|
|
SourceGfxObjId: 0);
|
|
using IGpuBuffer atmosphericBuffer = Buffer(device, "test-atmospheric-frame", GpuBufferUsage.Uniform);
|
|
var atmosphericFrame = new AtmosphericFrameBufferBinding(
|
|
atmosphericBuffer,
|
|
OffsetBytes: 64u,
|
|
SizeBytes: 192u);
|
|
|
|
device.Clear();
|
|
using IGpuFrame frame = device.BeginFrame();
|
|
WorldTransformFrameSlice sharedTransforms = PublishSharedTransforms(frame, world.Transforms);
|
|
renderer.RenderPrepared(
|
|
frame,
|
|
environment,
|
|
Matrix4x4.Identity,
|
|
Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 0.1f, 500f),
|
|
cameraNearMeters: 0.1f,
|
|
casterDepthPaddingMeters: 48f,
|
|
world,
|
|
terrain,
|
|
worldGeometry,
|
|
terrainGeometry,
|
|
sharedTransforms,
|
|
atmosphericFrame: atmosphericFrame);
|
|
|
|
// The caster pass's OWN recorded bind used exactly this buffer/offset/size.
|
|
GpuRecordedUniformBind casterAtmosphericBind = Assert.Single(
|
|
device.OfKind<GpuRecordedUniformBind>()
|
|
.DistinctBy(call => (call.BufferName, call.OffsetBytes, call.SizeBytes)),
|
|
call => call.Binding == GpuBindingModel.UniformAtmosphericFrame);
|
|
Assert.Equal("test-atmospheric-frame", casterAtmosphericBind.BufferName);
|
|
Assert.Equal(64u, casterAtmosphericBind.OffsetBytes);
|
|
Assert.Equal(192u, casterAtmosphericBind.SizeBytes);
|
|
|
|
// The receiver seam carries forward the IDENTICAL binding — this is
|
|
// what BindDirectionalShadowReceiver reads to bind set 3/binding 5
|
|
// itself, rather than depending on the caster's bind surviving
|
|
// un-reset until the receiver pass runs.
|
|
Assert.True(renderer.TryGetCurrentFrameBinding(frame, out DirectionalShadowFrameBinding binding));
|
|
Assert.True(binding.AtmosphericFrame.IsBound);
|
|
Assert.Same(atmosphericBuffer, binding.AtmosphericFrame.Buffer);
|
|
Assert.Equal(atmosphericFrame.OffsetBytes, binding.AtmosphericFrame.OffsetBytes);
|
|
Assert.Equal(atmosphericFrame.SizeBytes, binding.AtmosphericFrame.SizeBytes);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Campaign VM VM6 review fix round 2 (A3 test gap): the previous test
|
|
/// proves the caster's real bind lands unchanged in
|
|
/// DirectionalShadowFrameBinding.AtmosphericFrame. This proves the OTHER
|
|
/// half of the seam — that WbDrawDispatcher.BindDirectionalShadowReceiver,
|
|
/// given that exact binding, actually emits an encoder bind for
|
|
/// UniformAtmosphericFrame with the SAME buffer/offset/size, not a stale
|
|
/// or default one. Together the two tests prove the caster and receiver
|
|
/// agree end to end without standing up the full
|
|
/// WbDrawDispatcher/mesh-manager/world-pass-scope dependency chain —
|
|
/// BindDirectionalShadowReceiver only needs a bare pass encoder.
|
|
/// </summary>
|
|
[Fact]
|
|
public void BindDirectionalShadowReceiverEmitsAtmosphericFrameWithTheExactCasterBufferOffsetAndSize()
|
|
{
|
|
using var device = new RecordingGpuDevice();
|
|
using IGpuBuffer shadowBuffer = Buffer(device, "shadow-frame", GpuBufferUsage.Uniform);
|
|
using IGpuBuffer atmosphericBuffer = Buffer(device, "test-atmospheric-frame", GpuBufferUsage.Uniform);
|
|
var binding = new DirectionalShadowFrameBinding(
|
|
FrameSerial: 1,
|
|
Enabled: true,
|
|
Buffer: shadowBuffer,
|
|
OffsetBytes: 0u,
|
|
SizeBytes: 128u,
|
|
TextureSlot: GpuTextureSlot.Unassigned,
|
|
CascadeCount: 4,
|
|
AtmosphericFrame: new AtmosphericFrameBufferBinding(
|
|
atmosphericBuffer,
|
|
OffsetBytes: 64u,
|
|
SizeBytes: 192u));
|
|
|
|
device.Clear();
|
|
var target = device.CreateRenderTarget(new GpuRenderTargetDescription(
|
|
"test-world-hdr",
|
|
640,
|
|
480,
|
|
GpuTextureFormat.Rgba16FloatRenderTarget,
|
|
GpuTextureFormat.Depth24Stencil8,
|
|
SampleCount: 1));
|
|
using IGpuFrame frame = device.BeginFrame();
|
|
using (IGpuPassEncoder encoder = frame.BeginPass(new GpuPassDescription
|
|
{
|
|
Name = "test-world-hdr",
|
|
Color = new GpuColorAttachment(
|
|
target,
|
|
GpuLoadOp.Clear,
|
|
GpuStoreOp.Store,
|
|
Vector4.Zero),
|
|
Depth = new GpuDepthAttachment(GpuLoadOp.Clear, GpuStoreOp.Store, 1f, 0),
|
|
SampleCount = 1,
|
|
}))
|
|
{
|
|
WbDrawDispatcher.BindDirectionalShadowReceiver(encoder, in binding);
|
|
}
|
|
frame.End();
|
|
|
|
GpuRecordedUniformBind atmosphericBind = Assert.Single(
|
|
device.OfKind<GpuRecordedUniformBind>(),
|
|
call => call.Binding == GpuBindingModel.UniformAtmosphericFrame);
|
|
Assert.Equal("test-atmospheric-frame", atmosphericBind.BufferName);
|
|
Assert.Equal(64u, atmosphericBind.OffsetBytes);
|
|
Assert.Equal(192u, atmosphericBind.SizeBytes);
|
|
|
|
// The shadow-map binding fired too — BindDirectionalShadowReceiver
|
|
// is not a no-op that only happens to satisfy the assertion above.
|
|
GpuRecordedUniformBind shadowBind = Assert.Single(
|
|
device.OfKind<GpuRecordedUniformBind>(),
|
|
call => call.Binding == GpuBindingModel.UniformDirectionalShadow);
|
|
Assert.Equal("shadow-frame", shadowBind.BufferName);
|
|
}
|
|
|
|
[Fact]
|
|
public void StableTopology_ReusesRetainedCommandBuffersWithoutFrameRingCopies()
|
|
{
|
|
using var device = new RecordingGpuDevice();
|
|
using var renderer = new DirectionalSunShadowRenderer(
|
|
device,
|
|
DirectionalShadowPreset.Low,
|
|
multiviewCascades: true);
|
|
DirectionalShadowPreparedDraws world = CreateWorldDraws(
|
|
device.DefaultTextureSlot);
|
|
DirectionalShadowTerrainPreparedDraws terrain = CreateTerrainDraws();
|
|
using IGpuBuffer worldVertices = Buffer(device, "world-v", GpuBufferUsage.Vertex);
|
|
using IGpuBuffer worldIndices = Buffer(device, "world-i", GpuBufferUsage.Index);
|
|
using IGpuBuffer terrainVertices = Buffer(device, "terrain-v", GpuBufferUsage.Vertex);
|
|
using IGpuBuffer terrainIndices = Buffer(device, "terrain-i", GpuBufferUsage.Index);
|
|
var worldGeometry = new DirectionalShadowMeshGeometry(
|
|
worldVertices,
|
|
worldIndices);
|
|
var terrainGeometry = new DirectionalShadowTerrainGeometry(
|
|
terrainVertices,
|
|
terrainIndices);
|
|
DirectionalShadowEnvironmentState environment = EnabledEnvironment();
|
|
|
|
using (IGpuFrame frame = device.BeginFrame())
|
|
{
|
|
renderer.RenderPrepared(
|
|
frame,
|
|
environment,
|
|
Matrix4x4.Identity,
|
|
Matrix4x4.CreatePerspectiveFieldOfView(1f, 1f, 0.1f, 500f),
|
|
0.1f,
|
|
48f,
|
|
world,
|
|
terrain,
|
|
worldGeometry,
|
|
terrainGeometry,
|
|
PublishSharedTransforms(frame, world.Transforms));
|
|
}
|
|
|
|
RecordingGpuBuffer[] retained = device.CreatedBuffers
|
|
.Where(buffer => buffer.Name.StartsWith(
|
|
"directional-shadow-",
|
|
StringComparison.Ordinal))
|
|
.ToArray();
|
|
Assert.Equal(3, retained.Length);
|
|
Assert.Equal(3, renderer.RetainedCommandBufferCount);
|
|
Assert.Equal(retained.Sum(buffer => buffer.SizeBytes),
|
|
renderer.RetainedCommandBufferBytes);
|
|
|
|
device.Clear();
|
|
int createdBefore = device.CreatedBuffers.Count;
|
|
using (IGpuFrame frame = device.BeginFrame())
|
|
{
|
|
renderer.RenderPrepared(
|
|
frame,
|
|
environment,
|
|
Matrix4x4.Identity,
|
|
Matrix4x4.CreatePerspectiveFieldOfView(1f, 1f, 0.1f, 500f),
|
|
0.1f,
|
|
48f,
|
|
world,
|
|
terrain,
|
|
worldGeometry,
|
|
terrainGeometry,
|
|
PublishSharedTransforms(frame, world.Transforms));
|
|
}
|
|
|
|
Assert.Equal(createdBefore, device.CreatedBuffers.Count);
|
|
Assert.All(retained, buffer => Assert.False(buffer.IsDisposed));
|
|
Assert.Equal(2, device.OfKind<GpuRecordedRingAllocation>().Count());
|
|
Assert.DoesNotContain(
|
|
device.OfKind<GpuRecordedRingAllocation>(),
|
|
allocation => allocation.Usage == GpuRingUsage.Indirect);
|
|
}
|
|
|
|
[Fact]
|
|
public void TopologyRebuild_SwapsRetainedBuffersAndDisposalReleasesTheCurrentSet()
|
|
{
|
|
using var device = new RecordingGpuDevice();
|
|
var renderer = new DirectionalSunShadowRenderer(
|
|
device,
|
|
DirectionalShadowPreset.Low);
|
|
DirectionalShadowPreparedDraws world = CreateWorldDraws(
|
|
device.DefaultTextureSlot);
|
|
DirectionalShadowTerrainPreparedDraws terrain = CreateTerrainDraws();
|
|
using IGpuBuffer worldVertices = Buffer(device, "world-v", GpuBufferUsage.Vertex);
|
|
using IGpuBuffer worldIndices = Buffer(device, "world-i", GpuBufferUsage.Index);
|
|
using IGpuBuffer terrainVertices = Buffer(device, "terrain-v", GpuBufferUsage.Vertex);
|
|
using IGpuBuffer terrainIndices = Buffer(device, "terrain-i", GpuBufferUsage.Index);
|
|
var worldGeometry = new DirectionalShadowMeshGeometry(
|
|
worldVertices,
|
|
worldIndices);
|
|
var terrainGeometry = new DirectionalShadowTerrainGeometry(
|
|
terrainVertices,
|
|
terrainIndices);
|
|
DirectionalShadowEnvironmentState environment = EnabledEnvironment();
|
|
|
|
using (IGpuFrame frame = device.BeginFrame())
|
|
{
|
|
renderer.RenderPrepared(
|
|
frame,
|
|
environment,
|
|
Matrix4x4.Identity,
|
|
Matrix4x4.CreatePerspectiveFieldOfView(1f, 1f, 0.1f, 500f),
|
|
0.1f,
|
|
48f,
|
|
world,
|
|
terrain,
|
|
worldGeometry,
|
|
terrainGeometry,
|
|
PublishSharedTransforms(frame, world.Transforms));
|
|
}
|
|
RecordingGpuBuffer[] firstSet = device.CreatedBuffers
|
|
.Where(buffer => buffer.Name.StartsWith(
|
|
"directional-shadow-",
|
|
StringComparison.Ordinal))
|
|
.ToArray();
|
|
|
|
RenderSceneGeneration generation = RenderSceneGeneration.FromRaw(3);
|
|
Assert.True(world.TryBegin(generation, 8, 1));
|
|
Matrix4x4 moved = Matrix4x4.CreateTranslation(20f, 30f, 40f);
|
|
world.Add(
|
|
30,
|
|
2,
|
|
9,
|
|
GpuTextureSlot.Unassigned,
|
|
0,
|
|
CullMode.Clockwise,
|
|
DirectionalShadowCasterMaterial.Opaque,
|
|
in moved);
|
|
DirectionalShadowPreparationStats stats = default;
|
|
world.Complete(generation, 8, in stats);
|
|
|
|
Assert.True(terrain.TryBegin(2, 1));
|
|
var terrainRange = new DirectionalShadowTerrainRange(80, 90);
|
|
terrain.Add(in terrainRange);
|
|
terrain.Complete(2);
|
|
using (IGpuFrame frame = device.BeginFrame())
|
|
{
|
|
renderer.RenderPrepared(
|
|
frame,
|
|
environment,
|
|
Matrix4x4.Identity,
|
|
Matrix4x4.CreatePerspectiveFieldOfView(1f, 1f, 0.1f, 500f),
|
|
0.1f,
|
|
48f,
|
|
world,
|
|
terrain,
|
|
worldGeometry,
|
|
terrainGeometry,
|
|
PublishSharedTransforms(frame, world.Transforms));
|
|
}
|
|
|
|
Assert.All(firstSet, buffer => Assert.True(buffer.IsDisposed));
|
|
RecordingGpuBuffer[] currentSet = device.CreatedBuffers
|
|
.Where(buffer => buffer.Name.EndsWith("-2", StringComparison.Ordinal))
|
|
.ToArray();
|
|
Assert.Equal(3, currentSet.Length);
|
|
Assert.All(currentSet, buffer => Assert.False(buffer.IsDisposed));
|
|
|
|
renderer.Dispose();
|
|
|
|
Assert.All(currentSet, buffer => Assert.True(buffer.IsDisposed));
|
|
}
|
|
|
|
[Theory]
|
|
[InlineData(DirectionalShadowGateReason.Indoor)]
|
|
[InlineData(DirectionalShadowGateReason.SelectedLightBelowHorizon)]
|
|
[InlineData(DirectionalShadowGateReason.SelectedLightHasNoEnergy)]
|
|
[InlineData(DirectionalShadowGateReason.NoVisibleCelestial)]
|
|
[InlineData(DirectionalShadowGateReason.PackDisabled)]
|
|
internal void DisabledEnvironment_RecordsNoPassOrUpload(DirectionalShadowGateReason reason)
|
|
{
|
|
using var device = new RecordingGpuDevice();
|
|
using var renderer = new DirectionalSunShadowRenderer(device, DirectionalShadowPreset.Low);
|
|
device.Clear();
|
|
using IGpuFrame frame = device.BeginFrame();
|
|
|
|
DirectionalSunShadowDiagnostics diagnostics = renderer.RenderPrepared(
|
|
frame,
|
|
new DirectionalShadowEnvironmentState(reason, Vector3.UnitZ, 0f, 0f, 1f),
|
|
Matrix4x4.Identity,
|
|
Matrix4x4.Identity,
|
|
0.1f,
|
|
48f,
|
|
new DirectionalShadowPreparedDraws(),
|
|
new DirectionalShadowTerrainPreparedDraws(),
|
|
null,
|
|
null,
|
|
default);
|
|
|
|
Assert.Equal(reason, diagnostics.GateReason);
|
|
Assert.Empty(device.OfKind<GpuRecordedPassBegin>());
|
|
Assert.Empty(device.OfKind<GpuRecordedRingAllocation>());
|
|
}
|
|
|
|
[Fact]
|
|
public void Disposal_ReleasesTextureSlotAndEveryOwnedResource()
|
|
{
|
|
using var device = new RecordingGpuDevice();
|
|
int baselineSlots = device.LiveTextureSlotCount;
|
|
var renderer = new DirectionalSunShadowRenderer(device, DirectionalShadowPreset.High);
|
|
RecordingGpuDirectionalDepthTarget target = Assert.Single(device.CreatedDirectionalDepthTargets);
|
|
RecordingGpuPipeline[] pipelines = device.CreatedPipelines.ToArray();
|
|
RecordingGpuSampler sampler = device.CreatedSamplers[^1];
|
|
|
|
Assert.Equal(GpuSamplerDescription.ShadowNearestClamp, sampler.Description);
|
|
Assert.Equal(GpuFilter.Nearest, sampler.Description.MinFilter);
|
|
Assert.Equal(GpuFilter.Nearest, sampler.Description.MagFilter);
|
|
Assert.Equal(GpuAddressMode.ClampToEdge, sampler.Description.AddressU);
|
|
Assert.Equal(GpuAddressMode.ClampToEdge, sampler.Description.AddressV);
|
|
|
|
renderer.Dispose();
|
|
|
|
Assert.Equal(baselineSlots, device.LiveTextureSlotCount);
|
|
Assert.True(target.IsDisposed);
|
|
Assert.True(sampler.IsDisposed);
|
|
Assert.All(pipelines, pipeline => Assert.True(pipeline.IsDisposed));
|
|
}
|
|
|
|
[Fact]
|
|
public void ConstructionFailure_RollsBackTargetSlotSamplerAndEarlierPipelines()
|
|
{
|
|
using var device = new RecordingGpuDevice();
|
|
int baselineSlots = device.LiveTextureSlotCount;
|
|
device.PipelineFailure = description =>
|
|
description.Name == "directional-shadow-world-opaque"
|
|
? new InvalidOperationException("injected pipeline failure")
|
|
: null;
|
|
|
|
InvalidOperationException failure = Assert.Throws<InvalidOperationException>(() =>
|
|
new DirectionalSunShadowRenderer(device, DirectionalShadowPreset.Medium));
|
|
|
|
Assert.Equal("injected pipeline failure", failure.Message);
|
|
Assert.Equal(baselineSlots, device.LiveTextureSlotCount);
|
|
Assert.True(Assert.Single(device.CreatedDirectionalDepthTargets).IsDisposed);
|
|
Assert.True(device.CreatedSamplers[^1].IsDisposed);
|
|
Assert.True(Assert.Single(device.CreatedPipelines).IsDisposed);
|
|
}
|
|
|
|
[Fact]
|
|
public void MultiviewConstructionFailure_RetiresAllOrdinaryAndLayeredCandidates()
|
|
{
|
|
using var device = new RecordingGpuDevice();
|
|
int baselineSlots = device.LiveTextureSlotCount;
|
|
device.PipelineFailure = description =>
|
|
description.Name == "directional-shadow-world-cutout-multiview"
|
|
? new InvalidOperationException("injected multiview failure")
|
|
: null;
|
|
|
|
Assert.Throws<InvalidOperationException>(() =>
|
|
new DirectionalSunShadowRenderer(
|
|
device,
|
|
DirectionalShadowPreset.Low,
|
|
multiviewCascades: true));
|
|
|
|
Assert.Equal(baselineSlots, device.LiveTextureSlotCount);
|
|
Assert.True(Assert.Single(device.CreatedDirectionalDepthTargets).IsDisposed);
|
|
Assert.True(device.CreatedSamplers[^1].IsDisposed);
|
|
Assert.Equal(5, device.CreatedPipelines.Count);
|
|
Assert.All(device.CreatedPipelines, pipeline => Assert.True(pipeline.IsDisposed));
|
|
}
|
|
|
|
[Fact]
|
|
public void RebuildAfterDisposal_UsesANewLiveShadowSampler()
|
|
{
|
|
using var device = new RecordingGpuDevice();
|
|
var first = new DirectionalSunShadowRenderer(device, DirectionalShadowPreset.Low);
|
|
RecordingGpuSampler firstSampler = device.CreatedSamplers[^1];
|
|
first.Dispose();
|
|
|
|
using var second = new DirectionalSunShadowRenderer(device, DirectionalShadowPreset.Low);
|
|
RecordingGpuSampler secondSampler = device.CreatedSamplers[^1];
|
|
|
|
Assert.NotSame(firstSampler, secondSampler);
|
|
Assert.True(firstSampler.IsDisposed);
|
|
Assert.False(secondSampler.IsDisposed);
|
|
Assert.Equal(GpuSamplerDescription.ShadowNearestClamp, secondSampler.Description);
|
|
}
|
|
|
|
[Fact]
|
|
public void ReceiverBinding_IsValidOnlyForTheProducingFrame()
|
|
{
|
|
using var device = new RecordingGpuDevice();
|
|
using var renderer = new DirectionalSunShadowRenderer(
|
|
device,
|
|
DirectionalShadowPreset.Low);
|
|
using (IGpuFrame frame = device.BeginFrame())
|
|
{
|
|
WorldTransformFrameSlice sharedTransforms = PublishSharedTransforms(
|
|
frame,
|
|
ReadOnlySpan<Matrix4x4>.Empty);
|
|
renderer.RenderPrepared(
|
|
frame,
|
|
new DirectionalShadowEnvironmentState(
|
|
DirectionalShadowGateReason.Enabled,
|
|
Vector3.UnitZ,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
AuthoredCelestialShadowSourceKind.Sun,
|
|
SourceObjectIndex: 0,
|
|
SourceGfxObjId: AuthoredCelestialShadowSourceResolver.SunGfxObjId),
|
|
Matrix4x4.Identity,
|
|
Matrix4x4.CreatePerspectiveFieldOfView(1f, 1f, 0.1f, 100f),
|
|
0.1f,
|
|
48f,
|
|
new DirectionalShadowPreparedDraws(),
|
|
new DirectionalShadowTerrainPreparedDraws(),
|
|
null,
|
|
null,
|
|
sharedTransforms);
|
|
|
|
Assert.True(renderer.TryGetCurrentFrameBinding(frame, out var binding));
|
|
Assert.Equal(frame.Serial, binding.FrameSerial);
|
|
Assert.Equal((uint)DirectionalShadowUniforms.SizeInBytes, binding.SizeBytes);
|
|
Assert.Equal(2, binding.CascadeCount);
|
|
}
|
|
|
|
using IGpuFrame later = device.BeginFrame();
|
|
Assert.False(renderer.TryGetCurrentFrameBinding(later, out _));
|
|
}
|
|
|
|
private static DirectionalShadowPreparedDraws CreateWorldDraws(GpuTextureSlot cutoutSlot)
|
|
{
|
|
var draws = new DirectionalShadowPreparedDraws();
|
|
RenderSceneGeneration generation = RenderSceneGeneration.FromRaw(3);
|
|
Assert.True(draws.TryBegin(generation, 7, 2));
|
|
Matrix4x4 opaque = Matrix4x4.CreateTranslation(1f, 2f, 3f);
|
|
Matrix4x4 cutout = Matrix4x4.CreateRotationZ(0.3f) * Matrix4x4.CreateTranslation(4f, 5f, 6f);
|
|
draws.Add(0, 0, 6, GpuTextureSlot.Unassigned, 0, CullMode.CounterClockwise,
|
|
DirectionalShadowCasterMaterial.Opaque, in opaque);
|
|
draws.Add(6, 4, 12, cutoutSlot, 2, CullMode.None,
|
|
DirectionalShadowCasterMaterial.AlphaCutout, in cutout);
|
|
DirectionalShadowPreparationStats stats = default;
|
|
draws.Complete(generation, 7, in stats);
|
|
return draws;
|
|
}
|
|
|
|
private static DirectionalShadowCascade Cascade(
|
|
int index,
|
|
float splitFarMeters,
|
|
DirectionalShadowWorldBias bias) =>
|
|
new(
|
|
index,
|
|
index == 0 ? 0.1f : 20f,
|
|
splitFarMeters,
|
|
Matrix4x4.Identity,
|
|
Matrix4x4.Identity,
|
|
Matrix4x4.Identity,
|
|
Vector2.Zero,
|
|
10f,
|
|
0.1f,
|
|
48f,
|
|
bias);
|
|
|
|
private static DirectionalShadowEnvironmentState EnabledEnvironment() =>
|
|
new(
|
|
DirectionalShadowGateReason.Enabled,
|
|
Vector3.Normalize(new Vector3(0.2f, 0.3f, 1f)),
|
|
0.94f,
|
|
0.8f,
|
|
1.25f,
|
|
AuthoredCelestialShadowSourceKind.Sun,
|
|
SourceObjectIndex: 0,
|
|
SourceGfxObjId: AuthoredCelestialShadowSourceResolver.SunGfxObjId);
|
|
|
|
private static DirectionalShadowTerrainPreparedDraws CreateTerrainDraws()
|
|
{
|
|
var draws = new DirectionalShadowTerrainPreparedDraws();
|
|
Assert.True(draws.TryBegin(1, 1));
|
|
var range = new DirectionalShadowTerrainRange(20, 60);
|
|
draws.Add(in range);
|
|
draws.Complete(1);
|
|
return draws;
|
|
}
|
|
|
|
private static IGpuBuffer Buffer(RecordingGpuDevice device, string name, GpuBufferUsage usage) =>
|
|
device.CreateBuffer(new GpuBufferDescription(
|
|
name,
|
|
4096,
|
|
usage | GpuBufferUsage.TransferDestination,
|
|
GpuMemoryResidency.DeviceLocal));
|
|
|
|
private static WorldTransformFrameSlice PublishSharedTransforms(
|
|
IGpuFrame frame,
|
|
ReadOnlySpan<Matrix4x4> transforms)
|
|
{
|
|
GpuRingAllocation allocation = frame.AllocateRing(
|
|
checked((int)WorldTransformCapacityPolicy.InitialBindingSizeBytes),
|
|
GpuRingUsage.Storage);
|
|
if (!transforms.IsEmpty)
|
|
MemoryMarshal.AsBytes(transforms).CopyTo(allocation.Data);
|
|
return new WorldTransformFrameSlice(
|
|
frame.Serial,
|
|
allocation.Buffer,
|
|
allocation.OffsetBytes,
|
|
WorldTransformCapacityPolicy.InitialBindingSizeBytes,
|
|
FirstInstance: 0,
|
|
checked((uint)transforms.Length));
|
|
}
|
|
|
|
private static int Offset(string field) =>
|
|
checked((int)Marshal.OffsetOf<DirectionalShadowUniforms>(field));
|
|
|
|
private static string RepositoryRoot()
|
|
{
|
|
var directory = new DirectoryInfo(AppContext.BaseDirectory);
|
|
while (directory is not null && !File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
|
|
directory = directory.Parent;
|
|
return directory?.FullName
|
|
?? throw new InvalidOperationException("Could not locate repository root.");
|
|
}
|
|
}
|