* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules * refactor(modules): clear remaining back-edges and split the largest TUs Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES is now empty; --check passes with 0 violations, 0 cycles): - window -> graphics: window queries the new IWindowSurfaceHost capability (common/WindowSurfaceHost.h) instead of holding a Graphics pointer; Window::setGraphics was removed and all call sites updated. - window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*, w, h); the window no longer decodes ImageData. - scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge); scene now depends only on spatial. TU splits (pure moves, verified identical method sets and brace balance): - vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline, Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h. - scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization) + SceneNodes.cpp + shared SceneInternal.h. Verified with a real build (MSVC 19.51, prebuilt third-party): full build green; window.* and Scene.* suites pass, including scene picking/culling and GPU cases. * refactor(graphics): narrow Graphics interfaces and clear public-header leaks Step 4 — interface segregation: - New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX (pure virtuals, forward-declared types only; graphics/Color.h extracted from Canvas.h so modules that only need the color type stop pulling Canvas.h). - Graphics now implements all four facets; consumers can depend on the narrow interface they use instead of the 129-method god class. - Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d (ModelRenderer::buildRenderable(s) -> IResourceFactory&). - Graphics.h slims from 24 sub-header includes to a handful of small type headers + forward declarations; the destructor moved out-of-line so unique_ptr effect members are destroyed where types are complete. Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7): - map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h, animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h, model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h + Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/ PbrMaterial -> forward declarations, includes moved to .cpp. - voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line destructor), removing the procgen header dependency. - gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h. - Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig, MapObject, BlendMode, Color), an internal backend header (GraphicsInternal.h -> filesystem), and lean interface references. Verified with a full clean build (MSVC) and tests: window/Scene/voxel/ RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite only shows the pre-existing PHYSFS-init filesystem-environment failures. * feat(resources): revive ResourceManager as unified IAssetReloader-backed cache * fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes Cached CPU resources may own third-party handles (FreeType faces, Assimp scenes, image decode handlers) whose libraries are torn down at process exit in an unspecified TU order; destroying cached entries from the singleton destructor can segfault at exit (seen on CI Windows in model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim; explicit unload()/clear() still release entries during the run. * refactor(devtools): consume business modules through capability interfaces DevTools / cmdline no longer include business-module headers, so trimming scene / physics / procgen / particles / audio / ui / graphics no longer requires disabling devtools, and devtools can be switched off with -DEVENGINE_MODULE_DEVTOOLS=OFF. New capability interfaces in common/: - ISceneQuery (scene) - host/node inspection + mutation + transform sync - IRenderCapture (graphics) - render status, PNG capture, camera control, visible-entity snapshot, entity-ID mask, G-buffer PNGs - IPhysicsQuery (physics) - 2D world lifecycle + ray casts - IProcgenQuery (procgen) - recipe listing, map/mesh generation - IParticlesQuery (particles) - emitter status + one-shot emit - IAudioQuery (audio) - volume / stop-all - IEditorHost (ui) - declarative editor host (used by cmdline too) Providers register in their module constructors. DevTools rewires McpServer (render/scene/procgen/physics/particles/audio/host tools), SceneInspect (now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost. manifest: devtools DEPS graphics scene physics procgen particles audio ui image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem. Verified: full build green; devtools.mcp.* tests pass; broad suite shows only the pre-existing PHYSFS-init filesystem-environment failures. * style: apply clang-format to changed lines after dev merge * fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming * fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables * fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
361 lines
10 KiB
C++
361 lines
10 KiB
C++
#include "zeroerr/assert.h"
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#include "zeroerr/unittest.h"
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#include "common/ECS.h"
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#include "gpgpu/ComputeShader.h"
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#include "gpgpu/EcsGpu.h"
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#include "gpgpu/Gpgpu.h"
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#include "gpgpu/GpuBuffer.h"
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#include "gpgpu/Sequence.h"
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#include "gpgpu/ShaderSystem.h"
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#include "graphics/AmbientOcclusion.h"
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#include "graphics/AntiAliasing.h"
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#include "graphics/Canvas.h"
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#include "graphics/DrawItem2D.h"
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#include "graphics/Font.h"
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#include "graphics/GBuffer.h"
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#include "graphics/GlobalIllumination.h"
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#include "graphics/Graphics.h"
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#include "graphics/Grass.h"
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#include "graphics/Light.h"
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#include "graphics/Material.h"
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#include "graphics/Mesh.h"
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#include "graphics/Outline.h"
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#include "graphics/Quad.h"
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#include "graphics/RenderControl.h"
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#include "graphics/ScreenSpaceReflection.h"
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/Volumetric.h"
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#include "graphics/Water.h"
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#include "graphics/Waterfall.h"
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#include "window/Window.h"
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#include <cmath>
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#include <string>
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#include <vector>
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using namespace eve::gpgpu;
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namespace {
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bool tryInitGpuWindow() {
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auto *win = eve::window::Window::create();
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auto *gfx = eve::graphics::Graphics::create();
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if (!win || !gfx) return false;
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eve::window::WindowSettings s;
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s.width = 320;
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s.height = 240;
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s.centered = true;
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return win->setWindowSettings(s);
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}
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const char *kScaleKernel = R"(#version 450
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layout(local_size_x = 64) in;
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layout(set = 0, binding = 0) buffer Data {
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float values[];
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} data;
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layout(push_constant) uniform PC {
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float data[32];
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} pc;
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void main() {
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uint i = gl_GlobalInvocationID.x;
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data.values[i] *= pc.data[0];
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}
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)";
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const char *kMoveKernel = R"(#version 450
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layout(local_size_x = 64) in;
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layout(set = 0, binding = 0) buffer Pos {
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float data[];
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} pos;
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layout(set = 0, binding = 1) buffer Vel {
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float data[];
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} vel;
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layout(push_constant) uniform PC {
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float data[32];
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} pc;
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void main() {
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uint i = gl_GlobalInvocationID.x;
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uint n = uint(pc.data[1]);
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if (i >= n) return;
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float dt = pc.data[0];
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uint b = i * 2u;
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pos.data[b + 0u] += vel.data[b + 0u] * dt;
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pos.data[b + 1u] += vel.data[b + 1u] * dt;
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}
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)";
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const char *kDoubleKernel = R"(#version 450
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layout(local_size_x = 64) in;
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layout(set = 0, binding = 0) buffer In {
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float a[];
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} inBuf;
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layout(set = 0, binding = 1) buffer Out {
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float b[];
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} outBuf;
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void main() {
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uint i = gl_GlobalInvocationID.x;
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outBuf.b[i] = inBuf.a[i] * 2.0;
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}
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)";
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class GpuNode : public ecs::Entity {
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public:
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ENTITY(GpuNode, ecs::Entity)
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void release() override { ecs::DestroyEntity(this); }
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struct Position {
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float x = 0;
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float y = 0;
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};
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COMPONENT(Position, position)
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struct Velocity {
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float dx = 0;
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float dy = 0;
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};
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COMPONENT(Velocity, velocity)
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};
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} // namespace
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TEST_CASE("gpgpu.module.create") {
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auto *mod = Gpgpu::create();
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REQUIRE(mod != nullptr);
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CHECK_EQ(mod->getName(), std::string("Gpgpu"));
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}
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TEST_CASE("gpgpu.graphics.backendName") {
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if (!tryInitGpuWindow()) return;
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auto *gfx = eve::graphics::Graphics::create();
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REQUIRE(gfx != nullptr);
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CHECK_EQ(gfx->getBackendName(), std::string("vulkan"));
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}
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TEST_CASE("gpgpu.newShaderFromSpvFile.delegatesWhenMissing") {
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if (!tryInitGpuWindow()) return;
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auto *mod = Gpgpu::create();
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if (!mod->isAvailable()) return;
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bool threw = false;
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try {
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mod->newShaderFromSpvFile("__eve_missing_compute.spv");
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} catch (...) {
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threw = true;
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}
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CHECK(threw);
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}
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TEST_CASE("gpgpu.dispatch.scaleFloats") {
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if (!tryInitGpuWindow()) return;
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auto *mod = Gpgpu::create();
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REQUIRE(mod->isAvailable());
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const int count = 128;
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GpuBuffer *buf = mod->newBuffer(count * int(sizeof(float)), "storage");
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REQUIRE(buf != nullptr);
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CHECK_EQ(buf->getSize(), count * int(sizeof(float)));
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for (int i = 0; i < count; ++i)
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buf->writeFloat32(i, float(i + 1));
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ComputeShader *shader = nullptr;
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try {
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shader = mod->newShader(kScaleKernel);
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} catch (...) {
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// glslc may be missing in some CI images — skip GPU path.
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return;
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}
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REQUIRE(shader != nullptr);
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shader->bindBuffer(0, buf);
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shader->setFloat(0, 2.f);
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const int groups = (count + 63) / 64;
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mod->dispatch(shader, groups, 1, 1);
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CHECK(std::fabs(buf->readFloat32(0) - 2.f) < 1e-4f);
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CHECK(std::fabs(buf->readFloat32(1) - 4.f) < 1e-4f);
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CHECK(std::fabs(buf->readFloat32(count - 1) - float(count) * 2.f) < 1e-3f);
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delete shader;
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delete buf;
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}
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TEST_CASE("gpgpu.sequence.dispatchScale") {
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if (!tryInitGpuWindow()) return;
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auto *mod = Gpgpu::create();
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REQUIRE(mod->isAvailable());
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const int count = 128;
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GpuBuffer *in = mod->newBuffer(count * int(sizeof(float)), "storage");
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GpuBuffer *out = mod->newBuffer(count * int(sizeof(float)), "storage");
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GpuBuffer *staging = mod->newBuffer(count * int(sizeof(float)), "staging");
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REQUIRE(in != nullptr);
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REQUIRE(out != nullptr);
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REQUIRE(staging != nullptr);
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ComputeShader *shader = nullptr;
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try {
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shader = mod->newShader(kDoubleKernel);
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} catch (...) {
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delete in;
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delete out;
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delete staging;
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return; // no compiler available — skip GPU path
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}
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REQUIRE(shader != nullptr);
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std::vector<float> src;
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src.reserve(count);
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for (int i = 0; i < count; ++i) src.push_back(float(i + 1));
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Sequence *seq = mod->newSequence();
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REQUIRE(seq->isAvailable());
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shader->bindBuffer(0, in);
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shader->bindBuffer(1, out);
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const int groups = (count + 63) / 64;
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seq->begin();
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seq->recordUpload(in, src.data(), uint64_t(count) * sizeof(float));
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seq->recordDispatch(shader, groups, 1, 1);
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seq->recordDownload(out, staging, uint64_t(count) * sizeof(float));
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seq->submit();
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std::vector<float> dst(size_t(count), 0.f);
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staging->downloadBytes(dst.data(), uint64_t(count) * sizeof(float));
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CHECK(std::fabs(dst[0] - 2.f) < 1e-4f);
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CHECK(std::fabs(dst[1] - 4.f) < 1e-4f);
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CHECK(std::fabs(dst[count - 1] - float(count) * 2.f) < 1e-3f);
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delete seq;
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delete shader;
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delete in;
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delete out;
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delete staging;
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}
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TEST_CASE("gpgpu.sequence.singleSubmitChainedDispatches") {
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if (!tryInitGpuWindow()) return;
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auto *mod = Gpgpu::create();
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REQUIRE(mod->isAvailable());
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const int count = 256;
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GpuBuffer *a = mod->newBuffer(count * int(sizeof(float)), "storage");
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GpuBuffer *b = mod->newBuffer(count * int(sizeof(float)), "storage");
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GpuBuffer *c = mod->newBuffer(count * int(sizeof(float)), "storage");
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GpuBuffer *staging = mod->newBuffer(count * int(sizeof(float)), "staging");
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ComputeShader *shader = nullptr;
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try {
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shader = mod->newShader(kDoubleKernel);
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} catch (...) {
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delete a;
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delete b;
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delete c;
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delete staging;
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return;
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}
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std::vector<float> src(static_cast<size_t>(count));
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for (int i = 0; i < count; ++i) src[size_t(i)] = float(i % 7);
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Sequence *seq = mod->newSequence();
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REQUIRE(seq->isAvailable());
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const int groups = (count + 63) / 64;
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// a -> b -> c in one submission; c[i] must be src[i] * 4.
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seq->begin();
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seq->recordUpload(a, src.data(), uint64_t(count) * sizeof(float));
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shader->bindBuffer(0, a);
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shader->bindBuffer(1, b);
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seq->recordDispatch(shader, groups, 1, 1);
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shader->bindBuffer(0, b);
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shader->bindBuffer(1, c);
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seq->recordDispatch(shader, groups, 1, 1);
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seq->recordDownload(c, staging, uint64_t(count) * sizeof(float));
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seq->submit();
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std::vector<float> dst(size_t(count), 0.f);
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staging->downloadBytes(dst.data(), uint64_t(count) * sizeof(float));
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for (int i = 0; i < count; ++i)
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CHECK(std::fabs(dst[size_t(i)] - float(i % 7) * 4.f) < 1e-3f);
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// Reuse the same sequence for a second cycle.
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seq->begin();
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seq->recordUpload(a, src.data(), uint64_t(count) * sizeof(float));
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shader->bindBuffer(0, a);
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shader->bindBuffer(1, b);
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seq->recordDispatch(shader, groups, 1, 1);
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seq->recordDownload(b, staging, uint64_t(count) * sizeof(float));
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seq->submit();
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staging->downloadBytes(dst.data(), uint64_t(count) * sizeof(float));
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CHECK(std::fabs(dst[0] - 0.f) < 1e-4f);
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CHECK(std::fabs(dst[count - 1] - float((count - 1) % 7) * 2.f) < 1e-3f);
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delete seq;
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delete shader;
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delete a;
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delete b;
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delete c;
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delete staging;
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}
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TEST_CASE("gpgpu.shaderSystem.ecsMove") {
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if (!tryInitGpuWindow()) return;
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auto *mod = Gpgpu::create();
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REQUIRE(mod->isAvailable());
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ecs::Table world;
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ecs::ScopedTable guard(world);
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auto *a = GpuNode::create();
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a->position()->x = 1.f;
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a->position()->y = 2.f;
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a->velocity()->dx = 10.f;
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a->velocity()->dy = 20.f;
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auto *b = GpuNode::create();
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b->position()->x = 0.f;
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b->position()->y = 0.f;
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b->velocity()->dx = -5.f;
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b->velocity()->dy = 1.f;
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ShaderSystem sys;
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sys.setGpgpu(mod);
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try {
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sys.setShaderSource(kMoveKernel);
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} catch (...) {
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return;
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}
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const int nPos = packViewComponent<GpuNode, GpuNode::Position>(sys, 0);
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const int nVel = packViewComponent<GpuNode, GpuNode::Velocity>(sys, 1);
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REQUIRE_EQ(nPos, nVel);
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REQUIRE_GE(nPos, 2);
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sys.dispatch(nPos, 0.5f);
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unpackViewComponent<GpuNode, GpuNode::Position>(sys, 0, nPos);
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CHECK(std::fabs(a->position()->x - 6.f) < 1e-3f);
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CHECK(std::fabs(a->position()->y - 12.f) < 1e-3f);
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CHECK(std::fabs(b->position()->x - (-2.5f)) < 1e-3f);
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CHECK(std::fabs(b->position()->y - 0.5f) < 1e-3f);
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}
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TEST_CASE("gpgpu.buffer.bulkFloats") {
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if (!tryInitGpuWindow()) return;
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auto *mod = Gpgpu::create();
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REQUIRE(mod->isAvailable());
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std::vector<float> src = {1.f, 2.f, 3.f, 4.f};
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GpuBuffer *buf = mod->newBuffer(int(src.size() * sizeof(float)), "storage");
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buf->writeFloat32s(src.data(), int(src.size()), 0);
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std::vector<float> dst(src.size(), 0.f);
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buf->readFloat32s(dst.data(), int(dst.size()), 0);
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CHECK_EQ(dst[0], 1.f);
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CHECK_EQ(dst[3], 4.f);
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delete buf;
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}
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