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EVEngine/test/gpu_driven.cpp
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西风逍遥游 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).
2026-08-21 15:09:39 +08:00

343 lines
11 KiB
C++

#include "zeroerr/assert.h"
#include "zeroerr/unittest.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_vulkan.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/Graphics.h"
#include "graphics/vulkan/GpuDriven.h"
#include "window/Window.h"
#include <algorithm>
#include <cmath>
#include <vector>
using namespace eve::graphics;
namespace {
void openGfxWindow(eve::window::Window *&win, Graphics *&gfx, int w = 320, int h = 240) {
win = eve::window::Window::create();
gfx = Graphics::create();
REQUIRE(win != nullptr);
REQUIRE(gfx != nullptr);
win->setGraphics(gfx);
eve::window::WindowSettings s;
s.width = w;
s.height = h;
s.centered = true;
REQUIRE(win->setWindowSettings(s));
}
} // 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);
CHECK(sa != eve::graphics::vulkan::kInvalidBindlessSlot);
CHECK(sb != eve::graphics::vulkan::kInvalidBindlessSlot);
CHECK(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);
CHECK(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);
CHECK(idx != eve::graphics::vulkan::kInvalidBindlessSlot);
auto *gpu = static_cast<eve::graphics::vulkan::GpuMesh *>(m->gpuHandle);
CHECK(gpu->record.vertexCount > 0);
CHECK(gpu->record.indexCount > 0);
CHECK(gpu->record.boundsCenterRadius.w > 0.f); // bounds computed at upload
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);
}
}
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);
}
} // 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");
CHECK(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);
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);
CHECK(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");
CHECK(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);
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();
CHECK(vg->debugGpuDrivenVisibleCount() == 3); // 2 of 5 instances culled
CHECK(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");
CHECK(maxDelta < 0.03f);
win->close();
}