Complete two-pass GPU occlusion, diagnostics, and LOD integration
This commit is contained in:
@@ -65,6 +65,46 @@ int main() {
|
||||
configuration.validation = true;
|
||||
configuration.shader_directory = bundle;
|
||||
render::Renderer renderer(configuration);
|
||||
const auto baseline_only = temporary / "baseline-only";
|
||||
fs::create_directories(baseline_only);
|
||||
for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain"})
|
||||
for (const auto* extension : {".spv", ".reflection.json"}) {
|
||||
const auto name = std::string(entry) + extension;
|
||||
fs::copy_file(bundle / name, baseline_only / name);
|
||||
}
|
||||
auto direct_only_configuration = configuration;
|
||||
direct_only_configuration.shader_directory = baseline_only;
|
||||
render::Renderer direct_only(direct_only_configuration);
|
||||
direct_only.render(render::Snapshot{});
|
||||
require(direct_only.stats().validation_errors == 0,
|
||||
"Direct renderer starts without optional GPU shader bundle");
|
||||
bool unavailable_gpu_bundle = false;
|
||||
try {
|
||||
direct_only.set_visibility_mode(render::VisibilityMode::GpuFrustum);
|
||||
} catch (const std::exception&) {
|
||||
unavailable_gpu_bundle = true;
|
||||
}
|
||||
require(unavailable_gpu_bundle,
|
||||
"Switching to GPU visibility reports missing optional shader bundle");
|
||||
direct_only.render(render::Snapshot{});
|
||||
require(direct_only.visibility_mode() == render::VisibilityMode::Direct &&
|
||||
direct_only.stats().validation_errors == 0,
|
||||
"Failed GPU initialization preserves the direct renderer");
|
||||
auto gpu_configuration = configuration;
|
||||
gpu_configuration.visibility_mode = render::VisibilityMode::GpuFrustum;
|
||||
render::Renderer gpu_renderer(gpu_configuration);
|
||||
render::Snapshot opaque_scene;
|
||||
opaque_scene.eye = {0, 0, 5};
|
||||
opaque_scene.view_projection = render::multiply(
|
||||
render::perspective(.8f, 1.f, .1f, 20.f),
|
||||
render::look_at(opaque_scene.eye, {0, 0, 0}));
|
||||
render::DrawItem opaque_cube;
|
||||
opaque_cube.mesh = render::cube_mesh();
|
||||
opaque_cube.instance_key = "shader-reload-cube";
|
||||
opaque_cube.cast_shadow = false;
|
||||
opaque_scene.draws.push_back(opaque_cube);
|
||||
gpu_renderer.render(opaque_scene);
|
||||
const auto gpu_expected = gpu_renderer.pixels();
|
||||
render::Snapshot scene;
|
||||
scene.ui_quads.push_back({0, 0, 32, 64, {1, .8f, .4f, 1}});
|
||||
scene.sprites.push_back({{.5f, 0, .5f}, {1, 2}, {.2f, 1, .4f, 1}});
|
||||
@@ -161,6 +201,12 @@ int main() {
|
||||
"Source-only behavior edit preserves normalized layout fingerprint");
|
||||
std::string error;
|
||||
require(renderer.reload_shaders(error), "Compatible shader edit reloads successfully");
|
||||
require(gpu_renderer.reload_shaders(error),
|
||||
"Compatible fragment edit reloads GPU scene pipeline");
|
||||
gpu_renderer.render(opaque_scene);
|
||||
const auto gpu_changed = gpu_renderer.pixels();
|
||||
require(gpu_changed != gpu_expected,
|
||||
"Compatible fragment reload must change GPU opaque pixels");
|
||||
renderer.render(scene);
|
||||
const auto changed = renderer.pixels();
|
||||
require(changed[0] + 50 < expected[0], "Compatible reload changes actual rendered pixels");
|
||||
|
||||
Reference in New Issue
Block a user