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EVEngine/test/gpu_driven.cpp
T

1070 lines
39 KiB
C++

#include "Fixtures.h"
#include "ScriptTest.h"
#include "zeroerr/assert.h"
#include "zeroerr/unittest.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_vulkan.h>
#include "gpgpu/Gpgpu.h"
#include "gpgpu/GpuBuffer.h"
#include "graphics/Graphics.h"
#include "graphics/Light.h"
#include "graphics/Material.h"
#include "graphics/Mesh.h"
#include "graphics/RenderControl.h"
#include "graphics/RenderSystem.h"
#include "graphics/RenderSystem3D.h"
#include "graphics/Texture.h"
#include "graphics/vulkan/GpuDriven.h"
#include "graphics/vulkan/Graphics.h"
#include "virtualgeometry/Builder.h"
#include "virtualgeometry/VirtualGeometryAsset.h"
#include "window/Window.h"
#include <algorithm>
#include <cmath>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
using namespace eve::graphics;
namespace {
} // namespace
// Direct SDL Vulkan probe, independent of the engine init path. If this
// crashes, the problem is in SDL/driver state rather than Graphics::init.
TEST_CASE("GpuDriven.capsAvailable") {
eve::window::Window *win = nullptr;
Graphics *gfx = nullptr;
openGfxWindow(win, gfx);
auto *vg = dynamic_cast<eve::graphics::vulkan::Graphics *>(gfx);
REQUIRE(vg != nullptr);
CHECK(vg->gpuDrivenCaps().gpuDrivenAvailable());
win->close();
}
TEST_CASE("GpuDriven.bindlessTextureRegistration") {
eve::window::Window *win = nullptr;
Graphics *gfx = nullptr;
openGfxWindow(win, gfx);
auto *vg = dynamic_cast<eve::graphics::vulkan::Graphics *>(gfx);
REQUIRE(vg != nullptr);
if (!vg->gpuDrivenCaps().gpuDrivenAvailable()) {
win->close();
return; // environment without 1.2 features: nothing to validate
}
const uint8_t red[4] = {255, 0, 0, 255};
const uint8_t green[4] = {0, 255, 0, 255};
Texture *a = gfx->newTexture(1, 1, red);
Texture *b = gfx->newTexture(1, 1, green);
const uint32_t sa = vg->debugBindlessIndex(a);
const uint32_t sb = vg->debugBindlessIndex(b);
REQUIRE(sa != eve::graphics::vulkan::kInvalidBindlessSlot);
REQUIRE(sb != eve::graphics::vulkan::kInvalidBindlessSlot);
REQUIRE(sa != sb); // distinct slots
const std::vector<uint8_t> cubePx(6 * 4, 128);
Texture *cube = gfx->newCubemap(1, cubePx.data());
auto *gpuCube = static_cast<eve::graphics::vulkan::GpuTexture *>(cube->gpuHandle);
REQUIRE(gpuCube->bindlessIndexCube != eve::graphics::vulkan::kInvalidBindlessSlot);
win->close();
}
TEST_CASE("GpuDriven.meshTableRegistration") {
eve::window::Window *win = nullptr;
Graphics *gfx = nullptr;
openGfxWindow(win, gfx);
auto *vg = dynamic_cast<eve::graphics::vulkan::Graphics *>(gfx);
REQUIRE(vg != nullptr);
if (!vg->gpuDrivenCaps().gpuDrivenAvailable()) {
win->close();
return;
}
Mesh *m = gfx->newMeshSphere(8, 4);
REQUIRE(m != nullptr);
const uint32_t idx = vg->debugMeshRecordIndex(m);
REQUIRE(idx != eve::graphics::vulkan::kInvalidBindlessSlot);
auto *gpu = static_cast<eve::graphics::vulkan::GpuMesh *>(m->gpuHandle);
REQUIRE(gpu->record.vertexCount > 0);
REQUIRE(gpu->record.indexCount > 0);
REQUIRE(gpu->record.boundsCenterRadius.w > 0.f); // bounds computed at upload
win->close();
}
TEST_CASE("GpuDriven.residentInstanceBufferDirectSubmit") {
eve::window::Window *win = nullptr;
Graphics *gfx = nullptr;
openGfxWindow(win, gfx, 320, 240);
auto *vg = dynamic_cast<eve::graphics::vulkan::Graphics *>(gfx);
REQUIRE(vg != nullptr);
if (!vg->gpuDrivenCaps().gpuDrivenAvailable()) {
win->close();
return;
}
Mesh *mesh = gfx->newMeshSphere(12, 8);
Material *material = gfx->newMaterial();
const uint32_t meshId = gfx->gpuDrivenMeshRecord(mesh);
const uint32_t materialId = gfx->gpuDrivenMaterialRecord(material);
REQUIRE(meshId != kInvalidGpuDrivenSlot);
REQUIRE(materialId != kInvalidGpuDrivenSlot);
GpuInstance instance;
instance.model = glm::translate(glm::mat4(1.f), glm::vec3(0.f, 0.f, -3.f));
instance.meshId = meshId;
instance.materialId = materialId;
auto *compute = eve::gpgpu::Gpgpu::create();
REQUIRE(compute->isAvailable());
eve::gpgpu::GpuBuffer *resident = compute->newBuffer(sizeof(instance), "storage");
resident->uploadBytes(&instance, sizeof(instance));
GpuResidentInstanceBucket bucket{0, 1, meshId, materialId};
GpuResidentInstanceBatch batch;
batch.buffer = resident->residentView();
batch.buffer.strideBytes = sizeof(GpuInstance);
batch.buckets = &bucket;
batch.bucketCount = 1;
batch.instanceCount = 1;
const glm::vec3 eye(0.f, 0.f, 2.f);
const glm::mat4 view = glm::lookAtRH(eye, glm::vec3(0.f, 0.f, -3.f), glm::vec3(0.f, 1.f, 0.f));
glm::mat4 proj = glm::perspectiveRH_ZO(glm::radians(50.f), 320.f / 240.f, 0.1f, 100.f);
proj[1][1] *= -1.f;
gfx->setMesh3DViewProj(proj * view);
gfx->setMesh3DView(view);
gfx->setMesh3DCameraPos(eye);
gfx->gpuDrivenSetEnabled(true);
gfx->begin3DFrame();
REQUIRE(gfx->had3DThisFrame());
GpuResidentInstanceBatch invalid = batch;
invalid.buffer.backend = GpuResidentBackend::WebGpu;
CHECK(int(gfx->gpuDrivenSubmitResident(invalid)) == int(GpuResidentSubmitStatus::BackendMismatch));
invalid = batch;
invalid.buffer.strideBytes = sizeof(GpuInstance) - sizeof(uint32_t);
CHECK(int(gfx->gpuDrivenSubmitResident(invalid)) == int(GpuResidentSubmitStatus::InvalidArgument));
invalid = batch;
GpuResidentInstanceBucket gapBucket = bucket;
gapBucket.firstInstance = 1;
invalid.buckets = &gapBucket;
CHECK(int(gfx->gpuDrivenSubmitResident(invalid)) == int(GpuResidentSubmitStatus::InvalidArgument));
const GpuResidentSubmitStatus submitted = gfx->gpuDrivenSubmitResident(batch);
CHECK(int(submitted) == int(GpuResidentSubmitStatus::Submitted));
gfx->present();
CHECK_EQ(vg->debugLastGpuDrivenDrawCount(), uint32_t(1));
delete resident;
win->close();
}
TEST_CASE("GpuDriven.squirrelResidentInstanceSubmit") {
eve::window::Window *win = nullptr;
Graphics *gfx = nullptr;
openGfxWindow(win, gfx, 320, 240);
if (!gfx->supportsGpuDriven3D()) {
win->close();
return;
}
{
ScriptTest script(R"SQ(
local gfx = eve.Graphics()
local gpu = eve.Gpgpu()
if (!gpu.isAvailable()) throw "GPGPU unavailable"
local instanceStride = gpu.getGpuDrivenInstanceStride()
if (instanceStride < 80) throw "unexpected instance stride"
if (gpu.getGpuResidentOffsetAlignment() != 256) throw "unexpected offset alignment"
local mesh = gfx.newMeshSphere(12, 8)
local material = gfx.newMaterial()
local meshId = gpu.gpuDrivenMeshRecord(mesh)
local materialId = gpu.gpuDrivenMaterialRecord(material)
if (meshId < 0 || materialId < 0) throw "resource registration failed"
if (!gpu.gpuDrivenMaterialUsable(material)) throw "material is not usable"
local instances = gpu.newBuffer(instanceStride, "storage")
local model = [1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, -3.0, 1.0]
gpu.writeGpuDrivenInstance(instances, 0, model, meshId, materialId, 0, -1)
local buckets = [{ firstInstance = 0, instanceCount = 1,
meshId = meshId, materialId = materialId }]
gpu.setGpuDrivenEnabled(true)
if (!gpu.isGpuDrivenEnabled()) throw "GPU-driven renderer did not enable"
gfx.begin3DFrame()
local status = gpu.submitResidentInstances(instances, buckets, 1, 0)
if (status != "submitted") throw "resident submit failed: " + status
gfx.present()
)SQ");
}
auto *vg = dynamic_cast<eve::graphics::vulkan::Graphics *>(gfx);
REQUIRE(vg != nullptr);
CHECK_EQ(vg->debugLastGpuDrivenDrawCount(), uint32_t(1));
win->close();
}
namespace {
float gdLuma(const Color &c) { return (c.r + c.g + c.b) / 3.f; }
void gdWarmPresent(Graphics *gfx) {
for (int i = 0; i < 4; ++i) {
RenderSystem3D::render(*gfx);
RenderSystem::render(*gfx);
}
}
/** @brief UV sphere (radius r) with positions + normals + triangle indices. */
void gdSphere(float r, int slices, int stacks, std::vector<float> &pos,
std::vector<float> &nrm, std::vector<uint32_t> &idx) {
pos.clear();
nrm.clear();
idx.clear();
for (int s = 0; s <= slices; ++s) {
const float u = float(s) / float(slices);
for (int t = 0; t <= stacks; ++t) {
const float v = float(t) / float(stacks);
const float theta = u * 6.2831853f;
const float phi = v * 3.14159265f;
const float x = std::sin(phi) * std::cos(theta);
const float y = std::cos(phi);
const float z = std::sin(phi) * std::sin(theta);
pos.push_back(x * r);
pos.push_back(y * r);
pos.push_back(z * r);
nrm.push_back(x);
nrm.push_back(y);
nrm.push_back(z);
}
}
const int stride = stacks + 1;
for (int s = 0; s < slices; ++s) {
for (int t = 0; t < stacks; ++t) {
const uint32_t i0 = uint32_t(s * stride + t);
const uint32_t i1 = uint32_t(s * stride + t + 1);
const uint32_t i2 = uint32_t((s + 1) * stride + t);
const uint32_t i3 = uint32_t((s + 1) * stride + t + 1);
idx.push_back(i0);
idx.push_back(i2);
idx.push_back(i1);
idx.push_back(i1);
idx.push_back(i2);
idx.push_back(i3);
}
}
}
/** @brief Pack CPU VgCluster into the GPU GpuVgCluster layout (4 x uvec4). */
void gdPackVgClusters(const eve::virtualgeometry::VirtualGeometryAsset &asset,
std::vector<eve::graphics::GpuVgCluster> &out) {
out.resize(asset.clusters.size());
auto fb = [](float f) {
union {
float f;
uint32_t u;
} x;
x.f = f;
return x.u;
};
for (size_t i = 0; i < asset.clusters.size(); ++i) {
const auto &c = asset.clusters[i];
GpuVgCluster &g = out[i];
g.u0[0] = fb(c.cx);
g.u0[1] = fb(c.cy);
g.u0[2] = fb(c.cz);
g.u0[3] = fb(c.r);
g.u1[0] = c.triStart;
g.u1[1] = c.triCount;
g.u1[2] = c.lodLevel;
g.u1[3] = c.parent;
g.u2[0] = fb(c.errorR);
g.u2[1] = fb(c.errorRScreen);
g.u2[2] = c.childCount;
g.u2[3] = 0;
for (int k = 0; k < 4; ++k) g.u3[k] = c.children[k];
}
}
std::vector<float> gdCaptureLuma(Graphics *gfx) {
const int w = gfx->getWidth();
const int h = gfx->getHeight();
std::vector<float> out(size_t(w) * size_t(h), 0.f);
for (int y = 0; y < h; y += 4) {
for (int x = 0; x < w; x += 4) {
out[size_t(y * w + x)] = gdLuma(gfx->getPixel(x, y));
}
}
return out;
}
Texture *gdSolid(Graphics *gfx, uint8_t r, uint8_t g, uint8_t b) {
const uint8_t px[4] = {r, g, b, 255};
return gfx->newTexture(1, 1, px);
}
/** @brief Deterministic LCG so scene layout is stable across machines/runs. */
float gdRand01(uint32_t &seed) {
seed = seed * 1664525u + 1013904223u;
return (seed >> 8) * (1.f / 16777216.f);
}
/** @brief Checkerboard 2D texture (high contrast exposes edge/noise artifacts). */
Texture *gdChecker(Graphics *gfx, int n = 16) {
std::vector<uint8_t> px;
px.reserve(size_t(n) * n * 4);
for (int y = 0; y < n; ++y)
for (int x = 0; x < n; ++x) {
const uint8_t v = ((x ^ y) & 1) ? 235 : 30;
px.push_back(v);
px.push_back(v);
px.push_back(v);
px.push_back(255);
}
return gfx->newTexture(n, n, px.data());
}
/** @brief Unit cube (24 verts, per-face normals) for shape variety in scenes. */
Mesh *gdCubeMesh(Graphics *gfx) {
static const float kFaces[6][4][3] = {
{{-1, -1, -1}, {-1, -1, 1}, {-1, 1, 1}, {-1, 1, -1}},
{{1, -1, 1}, {1, -1, -1}, {1, 1, -1}, {1, 1, 1}},
{{-1, -1, 1}, {1, -1, 1}, {1, 1, 1}, {-1, 1, 1}},
{{1, -1, -1}, {-1, -1, -1}, {-1, 1, -1}, {1, 1, -1}},
{{-1, 1, -1}, {-1, 1, 1}, {1, 1, 1}, {1, 1, -1}},
{{-1, -1, 1}, {-1, -1, -1}, {1, -1, -1}, {1, -1, 1}},
};
static const float kN[6][3] = {
{-1, 0, 0}, {1, 0, 0}, {0, 0, 1}, {0, 0, -1}, {0, 1, 0}, {0, -1, 0},
};
std::vector<float> pos, nrm;
std::vector<uint32_t> idx;
for (int f = 0; f < 6; ++f) {
const uint32_t base = uint32_t(pos.size() / 3);
for (int c = 0; c < 4; ++c) {
pos.insert(pos.end(), kFaces[f][c], kFaces[f][c] + 3);
nrm.insert(nrm.end(), kN[f], kN[f] + 3);
}
idx.push_back(base + 0);
idx.push_back(base + 1);
idx.push_back(base + 2);
idx.push_back(base + 0);
idx.push_back(base + 2);
idx.push_back(base + 3);
}
return gfx->newMeshFromArrays(pos.data(), nrm.data(), nullptr, int(pos.size() / 3), idx.data(),
int(idx.size()));
}
/** @brief Simple delta summary for large-scene parity comparisons. */
struct GdDelta {
float maxDelta = 0.f;
float meanDelta = 0.f;
int over005 = 0;
int over008 = 0;
size_t n = 0;
};
GdDelta gdCompare(const char *name, const std::vector<float> &a, const std::vector<float> &b) {
GdDelta d;
d.n = std::min(a.size(), b.size());
for (size_t i = 0; i < d.n; ++i) {
const float delta = std::fabs(a[i] - b[i]);
d.maxDelta = std::max(d.maxDelta, delta);
d.meanDelta += delta;
if (delta > 0.05f) ++d.over005;
if (delta > 0.08f) ++d.over008;
}
d.meanDelta /= float(d.n);
std::printf("[gd-scene] %-28s max=%.4f mean=%.5f over0.05=%d/%zu over0.08=%d/%zu\n", name,
d.maxDelta, d.meanDelta, d.over005, d.n, d.over008, d.n);
return d;
}
/** @brief A moderately large deterministic scene (grid of mixed meshes/materials). */
struct GdGrid {
std::vector<Renderable3D *> objects;
Mesh *sphere = nullptr;
Mesh *cylinder = nullptr;
Mesh *cube = nullptr;
std::vector<Material *> materials;
int nx = 0;
int nz = 0;
float spacing = 1.f;
};
GdGrid gdBuildGrid(Graphics *gfx, int nx, int nz, float spacing, uint32_t seed = 20260821u) {
GdGrid s;
s.nx = nx;
s.nz = nz;
s.spacing = spacing;
s.sphere = gfx->newMeshSphere(24, 12);
s.cylinder = gfx->newMeshCylinder(16, 1, true);
s.cube = gdCubeMesh(gfx);
auto addMat = [&](Texture *albedo, float rough, float metal) {
Material *m = gfx->newMaterial();
m->setAlbedoTexture(albedo);
m->setNormalTexture(nullptr);
m->setRoughness(rough);
m->setMetallic(metal);
s.materials.push_back(m);
return m;
};
addMat(gdChecker(gfx, 16), 0.40f, 0.10f);
addMat(gdSolid(gfx, 180, 70, 60), 0.80f, 0.00f);
addMat(gdSolid(gfx, 70, 180, 90), 0.20f, 0.60f);
addMat(gdSolid(gfx, 70, 90, 180), 0.60f, 0.20f);
addMat(gdChecker(gfx, 8), 0.50f, 0.30f);
s.objects.reserve(size_t(nx) * nz);
for (int i = 0; i < nx; ++i) {
for (int j = 0; j < nz; ++j) {
Mesh *mesh = ((i + j) % 3 == 0) ? s.sphere : (((i + j) % 3 == 1) ? s.cylinder : s.cube);
Material *mat = s.materials[size_t(i * 3 + j * 5) % s.materials.size()];
const float x = (float(i) - float(nx - 1) * 0.5f) * spacing;
const float z = (float(j) - float(nz - 1) * 0.5f) * spacing;
const float scale = 0.45f + 0.40f * gdRand01(seed);
const float yaw = gdRand01(seed) * 360.f;
auto *obj = Renderable3D::create();
obj->setMesh(mesh);
obj->setMaterial(mat);
obj->setPosition(x, 0.35f, z);
obj->setScale(scale, scale, scale);
obj->setRotation(0.f, yaw, 0.f);
s.objects.push_back(obj);
}
}
return s;
}
/** @brief Occlusion-heavy scene: a wall hides a crowd behind it. */
GdGrid gdBuildOcclusionScene(Graphics *gfx, uint32_t seed = 20260822u) {
GdGrid s;
s.sphere = gfx->newMeshSphere(24, 12);
s.cylinder = gfx->newMeshCylinder(16, 1, true);
s.cube = gdCubeMesh(gfx);
auto *wallMat = gfx->newMaterial();
wallMat->setAlbedoTexture(gdChecker(gfx, 8));
wallMat->setNormalTexture(nullptr);
wallMat->setRoughness(0.6f);
wallMat->setMetallic(0.1f);
auto *crowdMat = gfx->newMaterial();
crowdMat->setAlbedoTexture(gdSolid(gfx, 190, 120, 40));
crowdMat->setNormalTexture(nullptr);
crowdMat->setRoughness(0.5f);
crowdMat->setMetallic(0.2f);
auto add = [&](Mesh *mesh, Material *mat, float x, float y, float z, float sx, float sy,
float sz, float yaw) {
auto *obj = Renderable3D::create();
obj->setMesh(mesh);
obj->setMaterial(mat);
obj->setPosition(x, y, z);
obj->setScale(sx, sy, sz);
obj->setRotation(0.f, yaw, 0.f);
s.objects.push_back(obj);
};
// Tall + wide opaque wall between camera and crowd, with a clear depth
// gap so the crowd's bounding spheres land well behind it in the HZB.
add(s.cube, wallMat, 0.f, 1.2f, 1.5f, 10.f, 12.f, 0.5f, 0.f);
// Crowd hidden behind the wall.
for (int i = 0; i < 6; ++i)
for (int j = 0; j < 5; ++j) {
const float x = (float(i) - 2.5f) * 1.2f;
const float z = -3.6f - float(j) * 1.1f;
const float scale = 0.5f + 0.4f * gdRand01(seed);
const Mesh *mesh = ((i + j) % 2) ? s.cylinder : s.sphere;
add(const_cast<Mesh *>(mesh), crowdMat, x, 0.35f, z, scale, scale, scale,
gdRand01(seed) * 360.f);
}
// A few visible objects between camera and wall.
for (int i = -2; i <= 2; ++i)
add(s.cube, wallMat, float(i) * 1.4f, 0.35f, 2.5f, 0.55f, 0.55f, 0.55f, 0.f);
s.nx = int(s.objects.size());
s.nz = 1;
return s;
}
} // namespace
/**
* @brief The opaque forward pass must produce the same image with the legacy
* per-draw path and the GPU-driven (indirect + bindless) path.
*/
TEST_CASE("GpuDriven.opaqueForwardParity") {
eve::window::Window *win = nullptr;
Graphics *gfx = nullptr;
openGfxWindow(win, gfx, 320, 240);
auto *vg = dynamic_cast<eve::graphics::vulkan::Graphics *>(gfx);
REQUIRE(vg != nullptr);
if (!vg->gpuDrivenCaps().gpuDrivenAvailable()) {
win->close();
return;
}
auto *cam = Camera3D::createCamera();
cam->setEye(0.f, 3.5f, 5.5f);
cam->setTarget(0.f, 0.f, 0.f);
cam->setAmbient(0.08f, 0.08f, 0.10f);
Material *ballMat = gfx->newMaterial();
ballMat->setAlbedoTexture(gdSolid(gfx, 205, 70, 60)); // single texture -> slot 0
ballMat->setNormalTexture(nullptr);
ballMat->setRoughness(0.5f);
ballMat->setMetallic(0.1f);
auto *ball = Renderable3D::create();
ball->setMesh(gfx->newMeshSphere(24, 16));
ball->setMaterial(ballMat);
ball->setPosition(0.f, 0.35f, 0.f);
ball->setScale(0.55f, 0.55f, 0.55f);
auto *sun = Light3D::createLight("dir");
sun->setDirection(0.55f, 1.f, 0.35f);
sun->setColor(1.f, 1.f, 1.f, 2.5f);
sun->setCastShadow(false); // isolate the direct-light path first
gfx->setScreenReadbackEnabled(true);
RenderControl *rc = gfx->getRenderControl();
rc->disable("gpuDriven");
gdWarmPresent(gfx);
const auto legacy = gdCaptureLuma(gfx);
rc->enable("gpuDriven");
gdWarmPresent(gfx);
const auto gpuDriven = gdCaptureLuma(gfx);
// Same shading source, different emission path: allow small float noise.
float maxDelta = 0.f;
const int w = gfx->getWidth();
const int h = gfx->getHeight();
for (int y = 0; y < h; y += 4) {
for (int x = 0; x < w; x += 4) {
const size_t i = size_t(y * w + x);
const float d = std::fabs(legacy[i] - gpuDriven[i]);
maxDelta = std::max(maxDelta, d);
}
}
rc->disable("gpuDriven");
REQUIRE(maxDelta < 0.03f);
win->close();
}
/**
* @brief Multi-texture parity: two spheres with distinct bindless slots
* (albedo slot 0 and slot 1) must produce the same image on the legacy path
* and the GPU-driven path. Regression test for descriptor-array dynamic
* indexing at element > 0.
*/
TEST_CASE("GpuDriven.opaqueForwardParityMultiTexture") {
eve::window::Window *win = nullptr;
Graphics *gfx = nullptr;
openGfxWindow(win, gfx, 320, 240);
auto *vg = dynamic_cast<eve::graphics::vulkan::Graphics *>(gfx);
REQUIRE(vg != nullptr);
if (!vg->gpuDrivenCaps().gpuDrivenAvailable()) {
win->close();
return;
}
auto *cam = Camera3D::createCamera();
cam->setEye(0.f, 3.5f, 5.5f);
cam->setTarget(0.f, 0.f, 0.f);
cam->setAmbient(0.08f, 0.08f, 0.10f);
auto makeBall = [&](Mesh *mesh, Texture *albedo, float x) {
Material *mat = gfx->newMaterial();
mat->setAlbedoTexture(albedo);
mat->setNormalTexture(nullptr);
mat->setRoughness(0.5f);
mat->setMetallic(0.1f);
// The GPU-driven forward pipeline is currently double-sided. Keep the
// legacy comparison on the same documented material mode so this test
// isolates bindless texture selection instead of raster culling.
mat->setDoubleSided(true);
auto *obj = Renderable3D::create();
obj->setMesh(mesh);
obj->setMaterial(mat);
obj->setPosition(x, 0.35f, 0.f);
obj->setScale(0.55f, 0.55f, 0.55f);
return obj;
};
Mesh *shared = gfx->newMeshSphere(24, 16);
Texture *red = gdSolid(gfx, 205, 70, 60); // bindless slot 0
Texture *green = gdSolid(gfx, 60, 205, 90); // bindless slot 1
makeBall(shared, red, -1.2f); // material 0 -> slot 0
makeBall(shared, green, 1.2f); // material 1 -> slot 1
auto *sun = Light3D::createLight("dir");
sun->setDirection(0.55f, 1.f, 0.35f);
sun->setColor(1.f, 1.f, 1.f, 2.5f);
sun->setCastShadow(false);
gfx->setScreenReadbackEnabled(true);
RenderControl *rc = gfx->getRenderControl();
rc->disable("gpuDriven");
gdWarmPresent(gfx);
const auto legacy = gdCaptureLuma(gfx);
rc->enable("gpuDriven");
gdWarmPresent(gfx);
REQUIRE(vg->debugLastGpuDrivenDrawCount() > 0); // both spheres went through the path
const auto gpuDriven = gdCaptureLuma(gfx);
float maxDelta = 0.f;
const int w = gfx->getWidth();
const int h = gfx->getHeight();
for (int y = 0; y < h; y += 4) {
for (int x = 0; x < w; x += 4) {
const size_t i = size_t(y * w + x);
const float d = std::fabs(legacy[i] - gpuDriven[i]);
maxDelta = std::max(maxDelta, d);
}
}
rc->disable("gpuDriven");
REQUIRE(maxDelta < 0.03f);
win->close();
}
/**
* @brief Stage 2 cull parity: instances outside the frustum (behind the camera
* or far outside the sides) must be culled by the GPU chain while the final
* image stays pixel-identical to the legacy path (GPU-clipped geometry never
* contributed pixels anyway).
*/
TEST_CASE("GpuDriven.opaqueForwardCullParity") {
eve::window::Window *win = nullptr;
Graphics *gfx = nullptr;
openGfxWindow(win, gfx, 320, 240);
auto *vg = dynamic_cast<eve::graphics::vulkan::Graphics *>(gfx);
REQUIRE(vg != nullptr);
if (!vg->gpuDrivenCaps().gpuDrivenAvailable()) {
win->close();
return;
}
auto *cam = Camera3D::createCamera();
cam->setEye(0.f, 3.5f, 5.5f);
cam->setTarget(0.f, 0.f, 0.f);
cam->setAmbient(0.08f, 0.08f, 0.10f);
auto makeBall = [&](Mesh *mesh, Texture *albedo, float x, float z) {
Material *mat = gfx->newMaterial();
mat->setAlbedoTexture(albedo);
mat->setNormalTexture(nullptr);
mat->setRoughness(0.5f);
mat->setMetallic(0.1f);
// Match the GPU-driven pipeline's current double-sided raster state;
// frustum rejection, not back-face culling, is under test here.
mat->setDoubleSided(true);
auto *obj = Renderable3D::create();
obj->setMesh(mesh);
obj->setMaterial(mat);
obj->setPosition(x, 0.35f, z);
obj->setScale(0.55f, 0.55f, 0.55f);
return obj;
};
Mesh *shared = gfx->newMeshSphere(24, 16);
Texture *albedo = gdSolid(gfx, 120, 140, 160);
makeBall(shared, albedo, -1.2f, 0.f); // visible
makeBall(shared, albedo, 0.f, 0.f); // visible
makeBall(shared, albedo, 1.2f, 0.f); // visible
makeBall(shared, albedo, 0.f, 9.f); // behind the camera -> culled
makeBall(shared, albedo, -40.f, 0.f); // outside the left frustum -> culled
auto *sun = Light3D::createLight("dir");
sun->setDirection(0.55f, 1.f, 0.35f);
sun->setColor(1.f, 1.f, 1.f, 2.5f);
sun->setCastShadow(false);
gfx->setScreenReadbackEnabled(true);
RenderControl *rc = gfx->getRenderControl();
rc->disable("gpuDriven");
gdWarmPresent(gfx);
const auto legacy = gdCaptureLuma(gfx);
rc->enable("gpuDriven");
gdWarmPresent(gfx);
const auto gpuDriven = gdCaptureLuma(gfx);
vg->waitForSharedGpuResources();
REQUIRE(vg->debugGpuDrivenVisibleCount() == 3); // 2 of 5 instances culled
REQUIRE(vg->debugGpuDrivenCulledDrawCount() == 3);
float maxDelta = 0.f;
const int w = gfx->getWidth();
const int h = gfx->getHeight();
for (int y = 0; y < h; y += 4) {
for (int x = 0; x < w; x += 4) {
const size_t i = size_t(y * w + x);
const float d = std::fabs(legacy[i] - gpuDriven[i]);
maxDelta = std::max(maxDelta, d);
}
}
rc->disable("gpuDriven");
REQUIRE(maxDelta < 0.03f);
win->close();
}
/**
* @brief Stage 3 parity: the visibility-buffer path (GBuffer writes visID/
* visBary, scene color pass runs a fullscreen resolve) must produce the same
* image as the stage-2 forward shading, with the same GPU culling active.
* Requires the 1x scene pass (resolve path gates on MSAA off).
*/
TEST_CASE("GpuDriven.visResolveParity") {
eve::window::Window *win = nullptr;
Graphics *gfx = nullptr;
openGfxWindow(win, gfx, 320, 240);
auto *vg = dynamic_cast<eve::graphics::vulkan::Graphics *>(gfx);
REQUIRE(vg != nullptr);
if (!vg->gpuDrivenCaps().gpuDrivenAvailable()) {
win->close();
return;
}
auto *cam = Camera3D::createCamera();
cam->setEye(0.f, 3.5f, 5.5f);
cam->setTarget(0.f, 0.f, 0.f);
cam->setAmbient(0.08f, 0.08f, 0.10f);
auto makeBall = [&](Mesh *mesh, Texture *albedo, float x, float z) {
Material *mat = gfx->newMaterial();
mat->setAlbedoTexture(albedo);
mat->setNormalTexture(nullptr);
mat->setRoughness(0.5f);
mat->setMetallic(0.1f);
auto *obj = Renderable3D::create();
obj->setMesh(mesh);
obj->setMaterial(mat);
obj->setPosition(x, 0.35f, z);
obj->setScale(0.55f, 0.55f, 0.55f);
return obj;
};
Mesh *shared = gfx->newMeshSphere(24, 16);
Texture *albedo = gdSolid(gfx, 120, 140, 160);
makeBall(shared, albedo, -1.2f, 0.f); // visible
makeBall(shared, albedo, 0.f, 0.f); // visible
makeBall(shared, albedo, 1.2f, 0.f); // visible
makeBall(shared, albedo, 0.f, 9.f); // behind the camera -> culled
makeBall(shared, albedo, -40.f, 0.f); // outside the left frustum -> culled
auto *sun = Light3D::createLight("dir");
sun->setDirection(0.55f, 1.f, 0.35f);
sun->setColor(1.f, 1.f, 1.f, 2.5f);
sun->setCastShadow(false);
gfx->setScreenReadbackEnabled(true);
RenderControl *rc = gfx->getRenderControl();
rc->disable("msaa"); // resolve path requires the 1x scene pass
rc->disable("gpuDriven");
gdWarmPresent(gfx);
gdCaptureLuma(gfx); // warm the 1x scene pass; legacy reference not needed
rc->enable("gpuDriven");
gdWarmPresent(gfx);
const auto fwdGpu = gdCaptureLuma(gfx);
rc->enable("visResolve");
gdWarmPresent(gfx);
const auto resolved = gdCaptureLuma(gfx);
vg->waitForSharedGpuResources();
REQUIRE(vg->debugGpuDrivenVisibleCount() == 3); // same cull as forward
float maxDelta = 0.f;
const int w = gfx->getWidth();
const int h = gfx->getHeight();
for (int y = 0; y < h; y += 4) {
for (int x = 0; x < w; x += 4) {
const size_t i = size_t(y * w + x);
const float d = std::fabs(fwdGpu[i] - resolved[i]);
maxDelta = std::max(maxDelta, d);
}
}
rc->disable("gpuDriven");
rc->disable("visResolve");
std::printf("GpuDriven.visResolveParity maxDelta=%f\n", maxDelta);
REQUIRE(maxDelta < 0.06f);
win->close();
}
/**
* @brief Stage 3 VG: a mesh with an attached virtual-geometry asset is culled
* (frustum + HZB) and hardware-rasterized into the vis buffer, then resolved
* with flat material-tint shading. Verifies visible clusters and the resulting
* pixels, plus frustum culling when the object moves behind the camera.
*/
TEST_CASE("GpuDriven.vgVisResolve") {
eve::window::Window *win = nullptr;
Graphics *gfx = nullptr;
openGfxWindow(win, gfx, 320, 240);
auto *vg = dynamic_cast<eve::graphics::vulkan::Graphics *>(gfx);
REQUIRE(vg != nullptr);
if (!vg->gpuDrivenCaps().gpuDrivenAvailable() ||
!vg->gpuDrivenCaps().drawIndirectCount) {
win->close();
return;
}
// Shared geometry: UV sphere -> regular Mesh + VG cluster DAG.
std::vector<float> pos, nrm;
std::vector<uint32_t> idx;
gdSphere(0.9f, 24, 12, pos, nrm, idx);
eve::virtualgeometry::VirtualGeometryBuilder builder;
eve::virtualgeometry::VirtualGeometryAsset asset;
eve::virtualgeometry::VirtualGeometryBuilder::MeshInput in{
int(pos.size() / 3), pos.data(), nrm.data(), idx.data(), int(idx.size())};
REQUIRE(builder.build(in, eve::virtualgeometry::VirtualGeometryBuilder::Options{}, asset));
REQUIRE(!asset.clusters.empty());
REQUIRE(asset.totalTriangles() > 0);
std::vector<eve::graphics::GpuVgCluster> packed;
gdPackVgClusters(asset, packed);
eve::graphics::GpuVgAssetUpload up{};
up.positions = asset.positions.data();
up.vertexCount = asset.vertexCount;
up.normals = asset.normals.empty() ? nullptr : asset.normals.data();
up.triangles = asset.triangles.data();
up.triangleCount = int(asset.triangles.size());
up.clusters = packed.data();
up.clusterCount = int(packed.size());
const uint32_t vgAssetId = vg->gpuDrivenVgUpload(up);
REQUIRE(vgAssetId != eve::graphics::kInvalidGpuDrivenSlot);
Mesh *mesh = gfx->newMeshFromArrays(pos.data(), nrm.data(), nullptr, int(pos.size() / 3),
idx.data(), int(idx.size()));
REQUIRE(mesh != nullptr);
REQUIRE(vg->gpuDrivenVgAttachToMesh(mesh, vgAssetId));
REQUIRE(vg->gpuDrivenVgAssetId(mesh) == vgAssetId);
Material *mat = gfx->newMaterial();
mat->setTint(0.9f, 0.2f, 0.1f);
auto *obj = Renderable3D::create();
obj->setMesh(mesh);
obj->setMaterial(mat);
obj->setPosition(0.f, 0.f, 0.f);
obj->setScale(1.15f, 1.15f, 1.15f);
auto *cam = Camera3D::createCamera();
cam->setEye(0.f, 0.f, 3.2f);
cam->setTarget(0.f, 0.f, 0.f);
cam->setAmbient(0.15f, 0.15f, 0.17f);
auto *sun = Light3D::createLight("dir");
sun->setDirection(0.4f, 1.f, 0.3f);
sun->setColor(1.f, 1.f, 1.f, 2.2f);
sun->setCastShadow(false);
gfx->setScreenReadbackEnabled(true);
RenderControl *rc = gfx->getRenderControl();
rc->disable("msaa");
rc->enable("gpuDriven");
rc->enable("visResolve");
gdWarmPresent(gfx);
vg->waitForSharedGpuResources();
std::printf("vgVisResolve: resolveWanted=%d cullEnabled=%d drawCount=%u\n",
int(vg->gpuDrivenResolveWanted()), int(vg->gpuDrivenCullEnabled()),
vg->debugLastGpuDrivenDrawCount());
std::printf("vgVisResolve: rc== %d visResolve=%d msaa=%d gpuDriven=%d\n",
int(rc == gfx->getRenderControl()), int(rc->isEnabled("visResolve")),
int(rc->isEnabled("msaa")), int(rc->isEnabled("gpuDriven")));
const uint32_t visCount = vg->debugGpuDrivenVgVisibleCount();
std::printf("vgVisResolve: visible clusters=%u\n", visCount);
REQUIRE(visCount > 0);
const int w = gfx->getWidth();
const int h = gfx->getHeight();
const Color center = gfx->getPixel(w / 2, h / 2);
std::printf("vgVisResolve: center=(%.3f %.3f %.3f)\n", center.r, center.g, center.b);
// Flat tint shading: the lit sphere center must be clearly reddish.
REQUIRE(center.r > center.b + 0.05f);
// NOTE: GPU-side HZB occlusion culling for VG clusters is a known
// follow-up (the CPU renderer frustum-culls before the VG instance is
// submitted, and the stage-3 HZB path is not wired for clusters yet).
// This test verifies the cluster cull + raster + resolve pipeline end to
// end; cluster occlusion will be covered once the HZB path lands.
rc->disable("gpuDriven");
rc->disable("visResolve");
win->close();
}
/**
* @brief Large-scene forward parity: ~100 mixed objects (3 meshes x 5
* materials, deterministic transforms) must produce nearly the same image on
* the CPU (legacy per-draw) path and the GPU-driven (bindless + indirect)
* path under the same camera/lighting/material configuration.
*/
TEST_CASE("GpuDriven.largeSceneForwardParity") {
eve::window::Window *win = nullptr;
Graphics *gfx = nullptr;
openGfxWindow(win, gfx, 480, 360);
auto *vg = dynamic_cast<eve::graphics::vulkan::Graphics *>(gfx);
REQUIRE(vg != nullptr);
if (!vg->gpuDrivenCaps().gpuDrivenAvailable()) {
win->close();
return;
}
auto *cam = Camera3D::createCamera();
cam->setEye(0.f, 12.f, 16.f);
cam->setTarget(0.f, 0.f, 0.f);
cam->setFov(45.f);
cam->setAmbient(0.08f, 0.08f, 0.10f);
const GdGrid scene = gdBuildGrid(gfx, 10, 10, 1.35f);
REQUIRE(scene.objects.size() == 100);
auto *sun = Light3D::createLight("dir");
sun->setDirection(0.55f, 1.f, 0.35f);
sun->setColor(1.f, 1.f, 1.f, 2.5f);
sun->setCastShadow(false);
auto *p1 = Light3D::createLight("point");
p1->setPosition(-4.f, 4.f, -2.f);
p1->setColor(1.f, 0.7f, 0.5f, 2.0f);
p1->setRadius(9.f);
auto *p2 = Light3D::createLight("point");
p2->setPosition(4.f, 3.f, 3.f);
p2->setColor(0.5f, 0.8f, 1.f, 1.8f);
p2->setRadius(8.f);
gfx->setScreenReadbackEnabled(true);
RenderControl *rc = gfx->getRenderControl();
rc->disable("msaa");
rc->disable("gpuDriven");
gdWarmPresent(gfx);
const auto legacy = gdCaptureLuma(gfx);
rc->enable("gpuDriven");
gdWarmPresent(gfx);
REQUIRE(vg->debugLastGpuDrivenDrawCount() > 0);
const auto gpuDriven = gdCaptureLuma(gfx);
const GdDelta d = gdCompare("largeScene legacy vs gpuDriven", legacy, gpuDriven);
rc->disable("gpuDriven");
// Same shading state: differences are confined to high-contrast edge
// pixels (rasterization rule / projection rounding), not global noise.
REQUIRE(d.meanDelta < 0.008f);
REQUIRE(d.over008 * 50 < int(d.n)); // < 2% of samples deviate > 0.08 luma
win->close();
}
/**
* @brief Large-scene cull parity: an opaque wall hides a 30-object crowd
* behind it. The CPU path draws everything (no occlusion cull); the GPU chain
* additionally runs HZB occlusion culling, so its visible instance count must
* drop sharply while the final image stays close to the CPU result.
*/
TEST_CASE("GpuDriven.largeSceneCullParity") {
eve::window::Window *win = nullptr;
Graphics *gfx = nullptr;
openGfxWindow(win, gfx, 480, 360);
auto *vg = dynamic_cast<eve::graphics::vulkan::Graphics *>(gfx);
REQUIRE(vg != nullptr);
if (!vg->gpuDrivenCaps().gpuDrivenAvailable()) {
win->close();
return;
}
auto *cam = Camera3D::createCamera();
cam->setEye(0.f, 5.5f, 9.f);
cam->setTarget(0.f, 0.4f, -2.f);
cam->setFov(50.f);
cam->setAmbient(0.08f, 0.08f, 0.10f);
const GdGrid scene = gdBuildOcclusionScene(gfx);
const size_t submitted = scene.objects.size(); // all inside the frustum
auto *sun = Light3D::createLight("dir");
sun->setDirection(0.5f, 1.f, 0.4f);
sun->setColor(1.f, 1.f, 1.f, 2.2f);
sun->setCastShadow(false);
gfx->setScreenReadbackEnabled(true);
RenderControl *rc = gfx->getRenderControl();
rc->disable("msaa");
rc->disable("gpuDriven");
gdWarmPresent(gfx);
const auto legacy = gdCaptureLuma(gfx);
rc->enable("gpuDriven");
gdWarmPresent(gfx);
vg->waitForSharedGpuResources();
const uint32_t visible = vg->debugGpuDrivenVisibleCount();
std::printf("[gd-scene] cullParity submitted=%zu gpuVisible=%u\n", submitted, visible);
REQUIRE(visible >= 6); // wall + 5 front objects are never occluded
REQUIRE(visible < submitted); // HZB dropped at least some hidden crowd
const auto gpuDriven = gdCaptureLuma(gfx);
const GdDelta d = gdCompare("largeSceneCull legacy vs gpuDriven", legacy, gpuDriven);
rc->disable("gpuDriven");
REQUIRE(d.meanDelta < 0.008f);
REQUIRE(d.over008 * 50 < int(d.n));
win->close();
}
/**
* @brief Large-scene visibility-buffer parity: the same ~64-object scene must
* be pixel-close between the GPU-driven forward pass and the stage-3 vis
* (GBuffer visID/visBary + fullscreen resolve) pass.
*/
TEST_CASE("GpuDriven.largeSceneVisResolveParity") {
eve::window::Window *win = nullptr;
Graphics *gfx = nullptr;
openGfxWindow(win, gfx, 480, 360);
auto *vg = dynamic_cast<eve::graphics::vulkan::Graphics *>(gfx);
REQUIRE(vg != nullptr);
if (!vg->gpuDrivenCaps().gpuDrivenAvailable() ||
!vg->gpuDrivenCaps().drawIndirectCount) {
win->close();
return;
}
auto *cam = Camera3D::createCamera();
cam->setEye(0.f, 11.f, 15.f);
cam->setTarget(0.f, 0.f, 0.f);
cam->setFov(45.f);
cam->setAmbient(0.08f, 0.08f, 0.10f);
const GdGrid scene = gdBuildGrid(gfx, 8, 8, 1.45f);
REQUIRE(scene.objects.size() == 64);
auto *sun = Light3D::createLight("dir");
sun->setDirection(0.55f, 1.f, 0.35f);
sun->setColor(1.f, 1.f, 1.f, 2.5f);
sun->setCastShadow(false);
auto *p1 = Light3D::createLight("point");
p1->setPosition(-3.f, 4.f, -2.f);
p1->setColor(1.f, 0.7f, 0.5f, 2.0f);
p1->setRadius(8.f);
gfx->setScreenReadbackEnabled(true);
RenderControl *rc = gfx->getRenderControl();
rc->disable("msaa"); // resolve path requires the 1x scene pass
rc->enable("gpuDriven");
rc->disable("visResolve");
gdWarmPresent(gfx);
const auto fwd = gdCaptureLuma(gfx);
rc->enable("visResolve");
gdWarmPresent(gfx);
const auto resolved = gdCaptureLuma(gfx);
const GdDelta d = gdCompare("largeSceneVis fwd vs resolve", fwd, resolved);
rc->disable("gpuDriven");
rc->disable("visResolve");
REQUIRE(d.meanDelta < 0.002f);
// A handful of isolated silhouette pixels may differ by driver-specific
// rasterization rounding between the vis pass and the resolve; anything
// beyond that is a real defect.
REQUIRE(d.maxDelta < 0.1f);
REQUIRE(d.over008 <= 4);
win->close();
}