Validate packaged P3 shaders and describe bounded shadow atlases
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@@ -375,7 +375,10 @@ bool validate_build_generation(const fs::path& directory, const std::string& pac
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return false;
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for (const auto* shader : {"vertexMain", "fragmentMain", "shadowMain",
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"gpuVertexMain", "gpuShadowMain", "gpuCullMain",
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"gpuHzbMain", "gpuPostCullMain"})
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"gpuHzbMain", "gpuPostCullMain", "lightTileMain",
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"temporalResolveMain", "temporalCompositeVertexMain",
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"temporalCompositeFragmentMain", "temporalVertexMain",
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"temporalFragmentMain", "gpuTemporalVertexMain"})
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for (const auto* extension : {".spv", ".reflection.json"})
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if (!expected.contains("shaders/" + std::string(shader) + extension))
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return false;
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@@ -920,7 +920,12 @@ struct BuildService::Impl {
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{"required_features", {"dynamicRendering", "synchronization2"}},
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{"materials", {"base-color factor and texture", "metallic and roughness factors"}},
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{"texture_sampling", "linear clamp, one mip level"},
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{"shadow_map", {{"resolution", 1024}, {"world_extent", 40}}},
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{"shadow_atlases", {{"sun_cascade_limit", 4},
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{"local_face_limit", 16},
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{"caster_draw_limit", 4096},
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{"preferred_resolution", 2048},
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{"fallback_resolution", 1024},
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{"sampled_d32_required", true}}},
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{"unsupported_material_features",
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{"normal maps", "metallic-roughness maps", "emissive and occlusion maps",
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"alpha mode selection", "unlit mode", "per-material face culling"}}};
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@@ -1,9 +1,11 @@
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#include <faset/authoring/service.hpp>
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#include <faset/core/hash.hpp>
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#include <faset/core/io.hpp>
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#include <faset/editor/build_cache.hpp>
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#include <faset/editor/build_service.hpp>
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#include <faset/editor/commands.hpp>
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#include <faset/scripting/project.hpp>
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#include <algorithm>
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#include <iostream>
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#include <limits>
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@@ -202,19 +204,39 @@ int test_main(int argc, char** argv) {
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read_text(config.project_root / "schema-export-count.txt") == "2",
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"Corrupt schema cannot be a cache hit");
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atomic_write(path_from_utf8(first.result.at("directory").get<std::string>()) /
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"shaders/vertexMain.spv",
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"shaders/temporalResolveMain.spv",
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"corrupt");
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first = builds.wait(builds.start_build());
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check(first.state == "succeeded" && first.result.at("schema_cache_hit") == false &&
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read_text(config.project_root / "schema-export-count.txt") == "3",
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"Corrupt shader cannot be a cache hit");
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"Corrupt temporal shader cannot be a cache hit");
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const auto directory = path_from_utf8(first.result.at("directory").get<std::string>());
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for (const auto* entry : {"lightTileMain", "gpuVertexMain", "gpuShadowMain", "gpuCullMain",
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"gpuHzbMain", "gpuPostCullMain"})
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"gpuHzbMain", "gpuPostCullMain", "temporalResolveMain",
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"temporalCompositeVertexMain", "temporalCompositeFragmentMain",
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"temporalVertexMain", "temporalFragmentMain",
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"gpuTemporalVertexMain"})
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for (const auto* extension : {".spv", ".reflection.json"})
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check(fs::is_regular_file(directory / "shaders" /
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(std::string(entry) + extension)),
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"Published Player contains every checked P2 shader artifact");
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"Published Player contains every checked P2/P3 shader artifact");
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const auto published_manifest = read_json(directory / "manifest.json");
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const auto package_key = published_manifest.at("package_key").get<std::string>();
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check(editor::validate_build_generation(directory, package_key),
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"Complete P3 shader bundle validates as a reusable generation");
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const auto missing_temporal = root / "missing-temporal-generation";
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fs::copy(directory, missing_temporal, fs::copy_options::recursive);
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fs::remove(missing_temporal / "shaders/temporalResolveMain.spv");
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fs::remove(missing_temporal / "shaders/temporalResolveMain.reflection.json");
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auto incomplete_manifest = read_json(missing_temporal / "manifest.json");
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auto& listed_files = incomplete_manifest.at("files").get_ref<Json::array_t&>();
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std::erase_if(listed_files, [](const Json& item) {
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return item.at("path") == "shaders/temporalResolveMain.spv" ||
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item.at("path") == "shaders/temporalResolveMain.reflection.json";
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});
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atomic_write_json(missing_temporal / "manifest.json", incomplete_manifest);
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check(!editor::validate_build_generation(missing_temporal, package_key),
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"Generation missing temporal shaders cannot be reused even with matching hashes");
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const auto player = path_from_utf8(first.result.at("player").get<std::string>());
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const auto schema = path_from_utf8(first.result.at("schema").get<std::string>());
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const auto last_build = builds.config().cache_root / "last_build.json";
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@@ -92,7 +92,10 @@ int tool_main(int argc, char** argv) {
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fs::copy_options::overwrite_existing);
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for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain", "lightTileMain",
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"gpuVertexMain", "gpuShadowMain", "gpuCullMain",
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"gpuHzbMain", "gpuPostCullMain"})
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"gpuHzbMain", "gpuPostCullMain", "temporalResolveMain",
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"temporalCompositeVertexMain", "temporalCompositeFragmentMain",
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"temporalVertexMain", "temporalFragmentMain",
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"gpuTemporalVertexMain"})
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for (const auto* extension : {".spv", ".reflection.json"})
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atomic_write(build / "shaders" / (std::string(entry) + extension), "fixture\n");
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return 0;
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@@ -310,8 +310,17 @@ int integration(const fs::path& root) {
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require(path_from_utf8(result.result.at("build_directory").get<std::string>()) ==
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config.build_directory / "Release",
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"Export has a separate CMake directory");
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require(read_json(directory / "manifest.json").at("configuration") == "Release",
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const auto export_manifest = read_json(directory / "manifest.json");
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require(export_manifest.at("configuration") == "Release",
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"Export manifest records the actual profile");
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const auto& renderer_profile = export_manifest.at("renderer_profile");
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require(!renderer_profile.contains("shadow_map") &&
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renderer_profile.at("shadow_atlases").at("sun_cascade_limit") == 4 &&
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renderer_profile.at("shadow_atlases").at("local_face_limit") == 16 &&
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renderer_profile.at("shadow_atlases").at("caster_draw_limit") == 4096 &&
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renderer_profile.at("shadow_atlases").at("preferred_resolution") == 2048 &&
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renderer_profile.at("shadow_atlases").at("fallback_resolution") == 1024,
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"Export manifest describes the actual bounded P3 shadow-atlas policy");
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for (const auto* entry : {"temporalResolveMain", "temporalCompositeVertexMain",
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"temporalCompositeFragmentMain", "temporalVertexMain",
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"temporalFragmentMain", "gpuTemporalVertexMain"}) {
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