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Commits
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31880f0021 |
feat(examples): gate examples in CI and make repository scripts UTF-8 on every host
`examples/<name>/` was a tested surface in name only. The source-quality job had no examples check at all, and scripts/smoke_examples.sh accepted any process that had not printed one of its error markers: a project that died during startup, exited after a single frame, or crashed without a marker was reported as PASS. Nothing stopped a malformed or unregistered example from reaching dev, which is how 14 examples arrived without READMEs and 20 were never registered in the overview table. Source side - scripts/check_examples.py classifies every directory under examples/ as either runnable (main.nut plus a config.nut that assigns the engine `config` table) or as a reviewed non-runnable sample listed in NON_RUNNABLE_EXAMPLES with a reason. Both kinds must own a README.md and appear in examples/README.md. Stale exemptions and overview links to missing directories fail as well. - `make check/examples` and a new source-quality CI step run the gate. - scripts/tests/test_check_examples.py covers it and pins each failure mode against fixtures. Runtime side - scripts/smoke_examples.sh now enforces liveness, not just marker absence: every runnable example must still be running after MIN_RUN_SECONDS (default 2s; CI passes 2s), and a process that dies inside that window fails whatever its exit code. A clean self-exit after the window passes with an explicit note instead of being silently accepted as a pass. - The Linux CI step sets MIN_RUN_SECONDS=2 and keeps RUN_SECONDS=6, so the job's wall clock is unchanged (13.7 min of its 20 min budget on dev). Windows / GBK - scripts/utf8_stdio.py re-encodes stdout/stderr as UTF-8 and every scripts/*.py program calls it as the first statement of its __main__ block. On a Chinese Windows a redirected stream falls back to the ANSI code page (cp936), and printing a character that code page cannot encode (arrows, superscripts, bullet separators, emoji - all common in this repository) raised UnicodeEncodeError and turned a checker into a traceback. - The mirror image is input: read_text() without encoding= decoded UTF-8 repository text as cp936 and raised UnicodeDecodeError. - scripts/tests/test_utf8_stdio.py enforces both conventions for every script and test module; text file I/O and child-process decoding now pass encoding="utf-8" explicitly. - Unit-test invocations run with `python3 -X utf8` so the runner's own output never follows the host code page. Violations the new gates found on top of dev, fixed here: 14 examples shipped without a README (fluid3d, mesh-impact-lab, mesh-modifier-lab, spline-tube-lab on the earlier dev tip, plus pcg-depth-of-field, pcg-detail-overwrite, pcg-layer-culling, pcg-location-system, pcg-runtime-orchestration, pcg-scene-player-culling, pcg-snow-wind, pcg-thunder-strike, pcg-ui-scaler and pcg-underwater added by #397), 20 were missing from the overview table (those 14 plus archspace-editor, geometry-stroke-lab, interior-mapping, layered-animation, triplanar-decal, terrain-stamping), and scripts/export_meshret_onnx.py had no UTF-8 stdio guard. Verified locally: `python -m ruff check scripts` (All checks passed); scripts/check_test_manifest.py; scripts/check_quality_metadata.py; scripts/check_architecture_contracts.py --base HEAD; scripts/check_nodiscard.py; `make -n check/examples`; scripts/check_examples.py (125 examples: 118 runnable, 7 reviewed non-runnable); and `python -X utf8 -m unittest discover -s scripts/tests -p "test_*.py"` (155 tests, OK). The runtime half of the contract needs a Linux headless build, so it is verified by the CI examples smoke step rather than locally. |
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128fd5c95e | feat(graphics): complete classic rendering chain | ||
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eae8cfbc38 |
feat(graphics): stage 3 - VirtualGeometry hardware-raster integration
Virtual-geometry assets now render through the main GPU-driven frame instead of the standalone software-raster experiment: - Shared VG scene in vulkan::Graphics: pooled positions/triangles/clusters + per-cluster asset ids + per-slot visible list / indirect commands / asset models + materials. Meshes attach an asset via gpuDrivenVgAttachToMesh; GpuMeshRecord.vgAssetId routes them out of the instance chain. - vg_main_cull.comp runs in the main frame's compute section (frustum + HZB against the per-asset model) and emits per-cluster VkDrawIndirectCommand (vertexCount = triCount*3, firstInstance = cluster id). - Hardware raster: mesh3d_gbuffer_vgvis draws clusters with NO vertex input - gl_InstanceIndex = cluster, gl_VertexIndex = triangle corner, positions from the cluster stream; face normals computed from world edges; writes the same visID/visBary attachments (bit31 marks VG clusters). - resolve_vis.frag decodes VG clusters: asset -> material, interpolates from the cluster stream, flat-tint shading via the shared PBR core, writes gl_FragDepth so later transparent draws depth-test correctly. - gpu_emit.comp additionally writes non-indexed VkDrawIndirectCommand per bucket (the 20-byte indexed layout's firstInstance sits at offset 16, which vkCmdDrawIndirect (16-byte commands) ignores - this was the vis pass showing only instance 0). The vis pass now draws from that command stream. - All per-frame bindless updates (vis samplers 15/16, VG bindings 26-29) moved BEFORE the set is bound to the recording command buffer (no UPDATE_AFTER_BIND; updating a bound set invalidates the CB - caught by validation). - drawIndirectCount Vulkan 1.2 feature enabled at device creation; the VG count buffer carries VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT. - RenderControl gains the "visResolve" feature flag (the stage-3 resolve path was previously enabled via an unknown flag that setFeature silently dropped). Verified: GpuDriven.visResolveParity now genuinely exercises the resolve path (maxDelta = 0.0 vs forward); GpuDriven.vgVisResolve renders a sphere's clusters through the main frame (9 visible after frustum+HZB, tint-correct center, frustum-culled to 0 behind the camera); 19 render tests + 3x suite repeat pass; validation shows no new VUIDs. |
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d82d246465 |
gpu-driven stage 2: GPU frustum/HZB cull + GPU-written indirect draws
Add the stage-2 compute chain to the main frame: - ComputePass wrapper + compile script for compute SPIR-V (hzb_build / gpu_cull / gpu_emit); bindless set extended with cull UBO, visible flags, compacted instances, indirect commands, HZB buffer and GBuffer depth. - HZB: R32F max-downsampled mip chain per frame slot built from the GBuffer depth after the GBuffer pass (buffer-based; offsets header at slot start). Same-frame self-occlusion handled by testing the bounding sphere's FRONT depth, and near-zero depth (uninitialized/corner garbage) never occludes. - Cull: per-instance Gribb-Hartmann frustum test + HZB occlusion test, flags written per instance; emit compacts visible instances per CPU-provided bucket layout and fills per-bucket indirect commands with atomic counters. - Frame wiring: begin3DFrame defers opening the scene color pass when the cull chain is live, so the compute section records before the opaque draws; RenderSystem3D uploads sorted instances, runs cull+emit, opens the pass and draws with GPU-written commands (per-bucket, empty buckets no-op). Fallback to stage 1 when compute caps are missing. gpuDriven now forces the GBuffer pass (HZB source). - Known limitation: HZB is built from the same-frame GBuffer, so objects already in the GBuffer cannot be occlusion-culled until the GBuffer itself is culled (stage 3 vis buffer); the chain is verified with frustum culling (2 of 5 instances culled) and pixel parity. Tests: GpuDriven.opaqueForwardCullParity (5 spheres, 2 outside frustum -> 3 visible / 3 non-empty buckets, pixel parity < 0.03); all 6 GpuDriven tests pass (integrated GPU; the AMD driver intermittently crashes at vkCreateImage during init - environmental). |