Compile and validate temporal resolve shader bundle

This commit is contained in:
Emil
2026-09-24 02:57:37 +03:00
parent 7c88356fb4
commit 8fbaf83326
5 changed files with 326 additions and 5 deletions
+20
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@@ -34,6 +34,21 @@ foreach(FASET_ENTRY gpuVertexMain gpuShadowMain gpuCullMain gpuHzbMain gpuPostCu
DEPENDS "${PROJECT_SOURCE_DIR}/shaders/gpu_scene.slang" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py" VERBATIM)
list(APPEND FASET_SHADER_OUTPUTS "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json")
endforeach()
foreach(FASET_ENTRY temporalResolveMain temporalCompositeVertexMain temporalCompositeFragmentMain)
if(FASET_ENTRY STREQUAL "temporalResolveMain")
set(FASET_TEMPORAL_DEFINE FASET_TEMPORAL_RESOLVE=1)
else()
set(FASET_TEMPORAL_DEFINE FASET_TEMPORAL_COMPOSITE=1)
endif()
set(FASET_SHADER_OUTPUT "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.spv")
add_custom_command(OUTPUT "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json"
COMMAND "${Python3_EXECUTABLE}" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py"
--compiler "${SLANGC_EXECUTABLE}" --source "${PROJECT_SOURCE_DIR}/shaders/temporal.slang"
--entry "${FASET_ENTRY}" --define "${FASET_TEMPORAL_DEFINE}" --output "${FASET_SHADER_DIRECTORY}"
BYPRODUCTS "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.slang-reflection.json"
DEPENDS "${PROJECT_SOURCE_DIR}/shaders/temporal.slang" "${PROJECT_SOURCE_DIR}/tools/compile_shader.py" VERBATIM)
list(APPEND FASET_SHADER_OUTPUTS "${FASET_SHADER_OUTPUT}" "${FASET_SHADER_DIRECTORY}/${FASET_ENTRY}.reflection.json")
endforeach()
add_custom_command(OUTPUT "${FASET_SHADER_DIRECTORY}/compatibility.spv"
COMMAND "${SLANGC_EXECUTABLE}" "${PROJECT_SOURCE_DIR}/shaders/compatibility.hlsl"
-entry compatibilityMain -stage compute -target spirv -profile spirv_1_6
@@ -57,6 +72,11 @@ if(BUILD_TESTING)
target_link_libraries(faset_render_lighting_policy_tests PRIVATE faset_render)
add_test(NAME render_lighting_policy COMMAND faset_render_lighting_policy_tests)
set_tests_properties(render_lighting_policy PROPERTIES LABELS "p3")
add_executable(faset_render_temporal_shader_contract_tests "${PROJECT_SOURCE_DIR}/tests/render_temporal_shader_contract_tests.cpp")
target_include_directories(faset_render_temporal_shader_contract_tests PRIVATE "${PROJECT_SOURCE_DIR}/src/render")
target_link_libraries(faset_render_temporal_shader_contract_tests PRIVATE faset_render faset_core)
target_compile_definitions(faset_render_temporal_shader_contract_tests PRIVATE FASET_TEST_SHADER_DIRECTORY="${FASET_SHADER_DIRECTORY}")
add_test(NAME render_temporal_shader_contract COMMAND faset_render_temporal_shader_contract_tests)
add_executable(faset_render_temporal_reference_tests "${PROJECT_SOURCE_DIR}/tests/render_temporal_reference_tests.cpp")
target_link_libraries(faset_render_temporal_reference_tests PRIVATE faset_render)
add_test(NAME render_temporal_reference COMMAND faset_render_temporal_reference_tests)
+146
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@@ -0,0 +1,146 @@
// Temporal scene resolve and full-resolution composite. No material/lighting
// descriptors are consumed here; the scene was shaded before this pass.
// Velocity target: xy = current-minus-prior scene-local UV, z = expected prior
// clip depth, w = opaque motion validity (zero for reactive/invalid pixels).
#if defined(FASET_TEMPORAL_RESOLVE)
struct TemporalResolveParameters {
uint4 dimensions; // output width/height, internal width/height
float4 outputSceneRect; // output-pixel x/y/width/height
float4 internalSceneRect; // internal-pixel x/y/width/height
uint4 flags; // x = prior history valid
};
[[vk::push_constant]] ConstantBuffer<TemporalResolveParameters> temporalParameters;
[[vk::binding(0,0)]] Texture2D<float4> currentSceneColor;
[[vk::binding(1,0)]] Texture2D<float> currentSceneDepth;
[[vk::binding(2,0)]] Texture2D<float4> currentSceneVelocity;
[[vk::binding(3,0)]] Texture2D<float4> previousHistoryColor;
[[vk::binding(4,0)]] Texture2D<float> previousHistoryDepth;
[[vk::binding(5,0)]] [vk::image_format("rgba16f")]
RWTexture2D<float4> nextHistoryColor;
[[vk::binding(6,0)]] [vk::image_format("r32f")]
RWTexture2D<float> nextHistoryDepth;
int2 clampScenePixel(int2 pixel) {
return clamp(pixel, int2(0), int2(temporalParameters.dimensions.zw) - 1);
}
float4 sceneColorAt(int2 pixel) {
return currentSceneColor.Load(int3(clampScenePixel(pixel), 0));
}
float sceneDepthAt(int2 pixel) {
return currentSceneDepth.Load(int3(clampScenePixel(pixel), 0));
}
float4 sceneVelocityAt(int2 pixel) {
return currentSceneVelocity.Load(int3(clampScenePixel(pixel), 0));
}
float4 historyBilinear(float2 uv) {
float2 position = uv * float2(temporalParameters.dimensions.xy) - .5;
int2 base = int2(floor(position));
float2 fraction = position - float2(base);
int2 limit = int2(temporalParameters.dimensions.xy) - 1;
int2 p00 = clamp(base, int2(0), limit);
int2 p10 = clamp(base + int2(1, 0), int2(0), limit);
int2 p01 = clamp(base + int2(0, 1), int2(0), limit);
int2 p11 = clamp(base + int2(1, 1), int2(0), limit);
float4 top = lerp(previousHistoryColor.Load(int3(p00, 0)),
previousHistoryColor.Load(int3(p10, 0)), fraction.x);
float4 bottom = lerp(previousHistoryColor.Load(int3(p01, 0)),
previousHistoryColor.Load(int3(p11, 0)), fraction.x);
return lerp(top, bottom, fraction.y);
}
[shader("compute")]
[numthreads(8, 8, 1)]
void temporalResolveMain(uint3 dispatchId : SV_DispatchThreadID) {
const uint2 outputPixel = dispatchId.xy;
const uint2 outputExtent = temporalParameters.dimensions.xy;
const uint2 internalExtent = temporalParameters.dimensions.zw;
if (outputPixel.x >= outputExtent.x || outputPixel.y >= outputExtent.y) return;
const float2 center = float2(outputPixel) + .5;
const float4 outputRect = temporalParameters.outputSceneRect;
const float4 internalRect = temporalParameters.internalSceneRect;
const bool insideScene = all(center >= outputRect.xy) &&
all(center < outputRect.xy + outputRect.zw) &&
all(outputRect.zw > 0);
const float2 sceneLocalUV = insideScene
? (center - outputRect.xy) / outputRect.zw : float2(0);
const float2 internalPosition = insideScene
? internalRect.xy + sceneLocalUV * internalRect.zw
: center / float2(outputExtent) * float2(internalExtent);
const int2 currentPixel = clampScenePixel(int2(floor(internalPosition)));
const float4 currentColor = sceneColorAt(currentPixel);
const float currentDepth = sceneDepthAt(currentPixel);
float4 resolved = currentColor;
if (insideScene && temporalParameters.flags.x != 0) {
const float4 centerMotion = sceneVelocityAt(currentPixel);
if (all(isfinite(centerMotion)) && centerMotion.w > 0 &&
centerMotion.z >= 0 && centerMotion.z <= 1) {
float4 selectedMotion = centerMotion;
float selectedDepth = currentDepth;
const float currentTolerance = .002 + .01 * currentDepth;
[unroll] for (int dy = -1; dy <= 1; ++dy)
[unroll] for (int dx = -1; dx <= 1; ++dx) {
const int2 neighbor = clampScenePixel(currentPixel + int2(dx, dy));
const float depth = sceneDepthAt(neighbor);
const float4 motion = sceneVelocityAt(neighbor);
if (all(isfinite(motion)) && motion.w > 0 && motion.z >= 0 &&
motion.z <= 1 && abs(depth - currentDepth) <= currentTolerance &&
depth < selectedDepth) {
selectedDepth = depth;
selectedMotion = motion;
}
}
const float2 previousLocalUV = sceneLocalUV - selectedMotion.xy;
if (all(isfinite(previousLocalUV)) && all(previousLocalUV >= 0) &&
all(previousLocalUV < 1)) {
const float2 previousOutputUV =
(outputRect.xy + previousLocalUV * outputRect.zw) / float2(outputExtent);
if (all(previousOutputUV >= 0) && all(previousOutputUV < 1)) {
const int2 priorPixel = clamp(
int2(floor(previousOutputUV * float2(outputExtent))), int2(0),
int2(outputExtent) - 1);
const float priorDepth = previousHistoryDepth.Load(int3(priorPixel, 0));
const float depthTolerance = .002 + .01 * selectedMotion.z;
if (isfinite(priorDepth) &&
abs(priorDepth - selectedMotion.z) <= depthTolerance) {
float3 low = float3(1e30), high = float3(-1e30);
[unroll] for (int dy = -1; dy <= 1; ++dy)
[unroll] for (int dx = -1; dx <= 1; ++dx) {
const float3 color = sceneColorAt(currentPixel + int2(dx, dy)).rgb;
low = min(low, color);
high = max(high, color);
}
const float2 motionPixels = selectedMotion.xy * outputRect.zw;
const float weight = .9 * saturate(centerMotion.w) /
(1 + .5 * length(motionPixels));
const float3 priorColor = clamp(historyBilinear(previousOutputUV).rgb,
low, high);
resolved.rgb = lerp(currentColor.rgb, priorColor, weight);
}
}
}
}
}
nextHistoryColor[outputPixel] = resolved;
nextHistoryDepth[outputPixel] = currentDepth;
}
#elif defined(FASET_TEMPORAL_COMPOSITE)
[[vk::binding(0,0)]] Texture2D<float4> resolvedHistoryColor;
[shader("vertex")]
float4 temporalCompositeVertexMain(uint vertexId : SV_VertexID) : SV_Position {
const float2 position = vertexId == 0 ? float2(-1, -1)
: vertexId == 1 ? float2(3, -1) : float2(-1, 3);
return float4(position, 0, 1);
}
[shader("fragment")]
float4 temporalCompositeFragmentMain(float4 position : SV_Position) : SV_Target {
// Scene shading is already display-referred. No second tone or gamma pass.
return resolvedHistoryColor.Load(int3(int2(position.xy), 0));
}
#else
#error Select FASET_TEMPORAL_RESOLVE or FASET_TEMPORAL_COMPOSITE.
#endif
+86 -5
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@@ -158,6 +158,75 @@ void validate_gpu_layout(const Json& layout, std::string_view entry) {
locations(layout.at("outputs"), {}, "GPU compute outputs");
}
}
void validate_temporal_layout(const Json& layout, std::string_view entry) {
const bool resolve = entry == "temporalResolveMain";
const bool vertex = entry == "temporalCompositeVertexMain";
require(resolve || vertex || entry == "temporalCompositeFragmentMain",
"unknown temporal shader entry");
require(layout.at("stage") == (resolve ? "compute" : vertex ? "vertex" : "fragment"),
"temporal shader stage changed");
const auto& descriptors = layout.at("descriptors");
require(descriptors.is_array() && descriptors.size() == (resolve ? 7u : 1u),
"temporal descriptor count changed");
for (std::size_t i = 0; i < descriptors.size(); ++i) {
const auto& descriptor = descriptors[i];
require(descriptor.at("set") == 0 && descriptor.at("binding") == i &&
descriptor.at("count") == 1,
"temporal descriptor set, binding or count changed");
require(descriptor.at("type") ==
(resolve && i >= 5 ? "storage_image_2d" : "sampled_image_2d"),
"temporal image descriptor type changed");
require(descriptor.at("used") == (resolve || !vertex),
"temporal entry uses an unexpected image binding");
}
const auto& constants = layout.at("push_constants");
const auto& spirv_constants = layout.at("spirv_push_constants");
require(constants.is_array() && spirv_constants.is_array(),
"temporal push constants are malformed");
if (resolve) {
require(constants.size() == 1 && constants[0].at("offset") == 0 &&
constants[0].at("size") == 64 && spirv_constants.size() == 1,
"temporal resolve push block changed");
const auto& members = constants[0].at("members");
const auto& spirv_members = spirv_constants[0].at("members");
require(members.size() == 4 && spirv_members.size() == 4,
"temporal resolve push members changed");
const char* types[] = {"uint32x4", "float32x4", "float32x4", "uint32x4"};
for (std::size_t i = 0; i < 4; ++i)
require(members[i].at("offset") == 16 * i &&
members[i].at("size") == 16 && members[i].at("type") == types[i] &&
spirv_members[i].at("member") == i &&
spirv_members[i].at("offset") == 16 * i,
"temporal resolve push member ABI changed");
} else
require(constants.empty() && spirv_constants.empty(),
"temporal composite unexpectedly uses push constants");
if (resolve) {
locations(layout.at("inputs"), {}, "temporal resolve inputs");
locations(layout.at("outputs"), {}, "temporal resolve outputs");
} else if (vertex) {
locations(layout.at("inputs"), {}, "temporal composite vertex inputs");
locations(layout.at("outputs"), {}, "temporal composite vertex outputs");
} else {
locations(layout.at("inputs"), {}, "temporal composite fragment inputs");
locations(layout.at("outputs"), {"float32x4"},
"temporal composite fragment outputs");
}
const auto& input_builtins = layout.at("input_builtins");
require(input_builtins.is_array() && input_builtins.size() == 1 &&
input_builtins[0].at("semantic") ==
(resolve ? "SV_DISPATCHTHREADID" : vertex ? "SV_VERTEXID" : "SV_POSITION") &&
input_builtins[0].at("type") == (vertex ? "uint32" : resolve ? "uint32x3"
: "float32x4"),
"temporal entry input builtin changed");
const auto& output_builtins = layout.at("output_builtins");
require(output_builtins.is_array() && output_builtins.size() == (vertex ? 1u : 0u),
"temporal entry output builtin count changed");
if (vertex)
require(output_builtins[0].at("semantic") == "SV_POSITION" &&
output_builtins[0].at("type") == "float32x4",
"temporal composite vertex position changed");
}
void validate_spirv(const std::vector<std::uint32_t>& words, std::uint32_t execution_model) {
require(words.size() >= 5 && words[0] == 0x07230203 && words[1] >= 0x00010000 &&
words[1] <= 0x00010600 && words[3] > 0 && words[3] < (1u << 20) && words[4] == 0,
@@ -183,7 +252,7 @@ void validate_spirv(const std::vector<std::uint32_t>& words, std::uint32_t execu
require(entry_found, "SPIR-V main entry point missing");
}
detail::ShaderCode load(const std::filesystem::path& directory, const char* entry,
bool gpu = false) {
bool gpu = false, bool temporal = false) {
const auto bytes = read_bounded(directory / (std::string(entry) + ".spv"), 16 * 1024 * 1024);
require(bytes.size() >= 20 && bytes.size() % 4 == 0, "invalid SPIR-V byte length");
const auto metadata = Json::parse(
@@ -196,7 +265,9 @@ detail::ShaderCode load(const std::filesystem::path& directory, const char* entr
const auto& layout = metadata.at("layout");
const auto fingerprint = faset::sha256(layout.dump());
require(metadata.at("layout_fingerprint") == fingerprint, "layout fingerprint mismatch");
if (gpu)
if (temporal)
validate_temporal_layout(layout, entry);
else if (gpu)
validate_gpu_layout(layout, entry);
else
validate_layout(layout, entry);
@@ -204,9 +275,13 @@ detail::ShaderCode load(const std::filesystem::path& directory, const char* entr
result.layout_fingerprint = fingerprint;
result.words.resize(bytes.size() / 4);
std::memcpy(result.words.data(), bytes.data(), bytes.size());
validate_spirv(result.words, gpu ? ((std::string_view(entry) == "gpuVertexMain" ||
std::string_view(entry) == "gpuShadowMain") ? 0u : 5u)
: (std::string_view(entry) == "fragmentMain" ? 4u : 0u));
const auto stage = temporal
? (std::string_view(entry) == "temporalResolveMain" ? 5u
: std::string_view(entry) == "temporalCompositeVertexMain" ? 0u : 4u)
: gpu ? ((std::string_view(entry) == "gpuVertexMain" ||
std::string_view(entry) == "gpuShadowMain") ? 0u : 5u)
: (std::string_view(entry) == "fragmentMain" ? 4u : 0u);
validate_spirv(result.words, stage);
return result;
}
} // namespace
@@ -221,6 +296,12 @@ detail::load_gpu_shader_bundle(const std::filesystem::path& directory) {
load(directory, "gpuCullMain", true), load(directory, "gpuHzbMain", true),
load(directory, "gpuPostCullMain", true)};
}
std::array<detail::ShaderCode, 3>
detail::load_temporal_shader_bundle(const std::filesystem::path& directory) {
return {load(directory, "temporalResolveMain", false, true),
load(directory, "temporalCompositeVertexMain", false, true),
load(directory, "temporalCompositeFragmentMain", false, true)};
}
void validate_shader_bundle(const std::filesystem::path& directory) {
(void)detail::load_shader_bundle(directory);
}
+2
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@@ -13,4 +13,6 @@ struct ShaderCode {
std::array<ShaderCode, 3> load_shader_bundle(const std::filesystem::path& directory);
// Order: opaque vertex, optional instanced shadow vertex, main cull, HZB, post cull.
std::array<ShaderCode, 5> load_gpu_shader_bundle(const std::filesystem::path& directory);
// Order: temporal resolve compute, full-screen composite vertex and fragment.
std::array<ShaderCode, 3> load_temporal_shader_bundle(const std::filesystem::path& directory);
} // namespace faset::render::detail
@@ -0,0 +1,72 @@
#include "shader_contract.hpp"
#include <faset/core/hash.hpp>
#include <faset/core/io.hpp>
#include <filesystem>
#include <stdexcept>
#include <string>
namespace fs = std::filesystem;
namespace {
void require(bool value, const char* message) {
if (!value)
throw std::runtime_error(message);
}
template <class Function> void must_reject(Function&& function, const char* message) {
try {
function();
} catch (const std::exception&) {
return;
}
throw std::runtime_error(message);
}
} // namespace
int main() {
const auto original = fs::path(FASET_TEST_SHADER_DIRECTORY);
const auto temporary = fs::temp_directory_path() /
faset::path_from_utf8("Faset temporal shaders " + faset::new_id());
struct Cleanup {
fs::path path;
~Cleanup() { std::error_code error; fs::remove_all(faset::native_io_path(path), error); }
} cleanup{temporary};
fs::create_directories(faset::native_io_path(temporary));
constexpr const char* entries[] = {"temporalResolveMain", "temporalCompositeVertexMain",
"temporalCompositeFragmentMain"};
for (const auto* entry : entries)
for (const auto* extension : {".spv", ".reflection.json"}) {
const auto name = std::string(entry) + extension;
fs::copy_file(faset::native_io_path(original / name),
faset::native_io_path(temporary / name));
}
const auto bundle = faset::render::detail::load_temporal_shader_bundle(temporary);
for (const auto& shader : bundle)
require(!shader.words.empty() && !shader.layout_fingerprint.empty(),
"Every temporal shader entry has valid checked SPIR-V and reflection");
auto reflection = temporary / "temporalResolveMain.reflection.json";
auto metadata = faset::read_json(reflection);
require(metadata["layout"]["stage"] == "compute" &&
metadata["layout"]["descriptors"].size() == 7 &&
metadata["layout"]["push_constants"][0]["size"] == 64,
"Temporal resolve ABI contains seven images and a 64-byte push block");
metadata["layout"]["descriptors"][5]["binding"] = 8;
metadata["layout_fingerprint"] = faset::sha256(metadata["layout"].dump());
faset::atomic_write_json(reflection, metadata);
must_reject([&] { (void)faset::render::detail::load_temporal_shader_bundle(temporary); },
"A rehashed temporal image binding change must be rejected");
faset::atomic_write_json(
reflection, faset::read_json(original / "temporalResolveMain.reflection.json"));
auto fragment = temporary / "temporalCompositeFragmentMain.spv";
const auto bytes = faset::read_text(fragment);
faset::atomic_write(fragment, "corrupt");
must_reject([&] { (void)faset::render::detail::load_temporal_shader_bundle(temporary); },
"A broken composite shader cannot enter the temporal bundle");
faset::atomic_write(fragment, bytes);
fs::remove(faset::native_io_path(temporary / "temporalCompositeVertexMain.spv"));
must_reject([&] { (void)faset::render::detail::load_temporal_shader_bundle(temporary); },
"A missing temporal entry cannot enter a complete shader bundle");
}