#include #include #include #include #include #include #include #include #include #include #include #include using namespace faset::render; namespace { void require(bool condition, const std::string& message) { if (!condition) throw std::runtime_error(message); } Renderer make_renderer(VisibilityMode mode, std::uint32_t width = 320, std::uint32_t height = 240) { RendererConfig config; config.width = width; config.height = height; config.headless = true; config.validation = true; config.visibility_mode = mode; return Renderer(config); } struct Frame { std::vector rgba; FrameStats stats; }; Frame frame(Renderer& renderer, const Snapshot& scene) { renderer.render(scene); return {renderer.pixels(), renderer.stats()}; } void compare(const Frame& reference, const Frame& gpu, std::string_view name, bool expect_gpu = true) { require(reference.rgba.size() == gpu.rgba.size() && reference.rgba.size() % 4 == 0, std::string(name) + ": render target dimensions differ"); require(reference.stats.validation_errors == 0 && gpu.stats.validation_errors == 0, std::string(name) + ": Vulkan validation reported an error"); if (expect_gpu) require(gpu.stats.gpu_visibility_active, std::string(name) + ": GPU visibility silently fell back to direct rendering"); std::size_t bad_pixels = 0; std::uint64_t absolute_error = 0; for (std::size_t i = 0; i < reference.rgba.size(); i += 4) { int worst = 0; for (int c = 0; c < 3; ++c) { const auto difference = std::abs(int(reference.rgba[i + c]) - int(gpu.rgba[i + c])); absolute_error += static_cast(difference); worst = std::max(worst, difference); } if (worst > 16) ++bad_pixels; } const auto pixels = reference.rgba.size() / 4; const auto allowed_bad = std::max(24, pixels / 200); const auto average_error = double(absolute_error) / double(pixels * 3); require(bad_pixels <= allowed_bad && average_error <= 2.0, std::string(name) + ": direct/GPU image mismatch (bad pixels " + std::to_string(bad_pixels) + "/" + std::to_string(pixels) + ", RGB mean error " + std::to_string(average_error) + ")"); } void compare_grid_centers(const Frame& reference, const Frame& gpu, std::size_t count, int columns, float stride) { // Every isolated cube must contribute at least its front-face center. This catches a // dropped instance even when its footprint is smaller than the whole-frame tolerance. for (std::size_t i = 0; i < count; ++i) { const float x = (float(i % columns) - float(columns - 1) * .5f) * stride; const float y = (float(i / columns) - 3.5f) * stride; const int px = std::clamp(int((x / 18.f + .5f) * 320.f), 0, 319); const int py = std::clamp(int((.5f - y / 16.f) * 240.f), 0, 239); const auto offset = (std::size_t(py) * 320 + std::size_t(px)) * 4; const auto reference_energy = int(reference.rgba[offset]) + int(reference.rgba[offset + 1]) + int(reference.rgba[offset + 2]); require(reference_energy > 90, "capacity fixture does not cover projected center of instance " + std::to_string(i)); for (int channel = 0; channel < 3; ++channel) require(std::abs(int(reference.rgba[offset + channel]) - int(gpu.rgba[offset + channel])) <= 16, "instance " + std::to_string(i) + " differs at its projected center"); } } DrawItem cube(std::string key, Vec3 position, Vec3 scale = {1, 1, 1}, Color color = {0.75f, 0.6f, 0.35f, 1}) { DrawItem item; item.mesh = cube_mesh(); item.model = transform(position, {}, scale); item.color = color; item.instance_key = std::move(key); return item; } Snapshot grid(std::size_t count, int columns = 9, float stride = 1.7f) { Snapshot result; result.view_id = "acceptance-grid"; result.eye = {0, 0, 20}; result.view_projection = multiply(orthographic(-9, 9, -8, 8, .1f, 100), look_at(result.eye, {0, 0, 0})); for (std::size_t i = 0; i < count; ++i) { float x = (float(i % columns) - float(columns - 1) * .5f) * stride; float y = (float(i / columns) - 3.5f) * stride; const Color tint{.35f + .5f * float(i % 3) / 2.f, .3f + .5f * float(i % 5) / 4.f, .3f + .5f * float(i % 7) / 6.f, 1}; result.draws.push_back( cube("grid-" + std::to_string(i), {x, y, 0}, {.55f, .55f, .55f}, tint)); } return result; } void empty_and_retirement() { auto direct = make_renderer(VisibilityMode::Direct); auto gpu = make_renderer(VisibilityMode::GpuFrustum); auto populated = grid(64); frame(gpu, populated); auto empty = grid(0); const auto expected = frame(direct, empty); const auto actual = frame(gpu, empty); compare(expected, actual, "empty scene after populated frame"); require(actual.stats.gpu_visible_instances == 0, "empty scene reused an indirect instance count from the previous frame"); } void exact_capacity() { auto direct = make_renderer(VisibilityMode::Direct); auto gpu = make_renderer(VisibilityMode::GpuFrustum); for (const std::size_t count : {64u, 65u, 64u}) { auto scene = grid(count); const auto expected = frame(direct, scene); const auto actual = frame(gpu, scene); compare(expected, actual, "capacity " + std::to_string(count)); compare_grid_centers(expected, actual, count, 9, 1.7f); require(actual.stats.gpu_visible_instances == count, "fixed bin dropped an in-frustum instance at a capacity boundary"); } } void dense_frustum() { auto direct = make_renderer(VisibilityMode::Direct); auto gpu = make_renderer(VisibilityMode::GpuFrustum); auto scene = grid(256, 16, 2.0f); const auto expected = frame(direct, scene); const auto actual = frame(gpu, scene); compare(expected, actual, "dense frustum scene"); require(actual.stats.gpu_frustum_rejected > 0, "GPU frustum pass failed to reject offscreen objects"); require(actual.stats.gpu_bins > 0 && actual.stats.gpu_bins < scene.draws.size(), "instances were not submitted through fixed indirect bins"); } Snapshot doorway(bool open) { Snapshot result; result.view_id = "acceptance-door"; result.eye = {0, 0, 8}; result.view_projection = multiply(perspective(.85f, 320.f / 240.f, .1f, 100), look_at(result.eye, {0, 0, 0})); auto wall = cube("door-wall", {open ? 20.f : 0.f, 0, 0}, {7, 7, .4f}, {.65f, .65f, .65f, 1}); wall.cast_shadow = false; result.draws.push_back(std::move(wall)); auto behind = cube("behind-door", {0, 0, -2}, {1.8f, 1.8f, 1.8f}, {.9f, .15f, .12f, 1}); behind.cast_shadow = false; result.draws.push_back(std::move(behind)); return result; } void door_reveal() { auto direct = make_renderer(VisibilityMode::Direct); auto gpu = make_renderer(VisibilityMode::GpuOcclusion); auto closed = doorway(false); auto open = doorway(true); frame(gpu, closed); frame(gpu, closed); // Give the previous-view pyramid an ordinary settled frame. const auto expected = frame(direct, open); const auto actual = frame(gpu, open); compare(expected, actual, "door reveal"); require(actual.stats.gpu_occlusion_deferred > 0 && actual.stats.gpu_post_visible > 0, "newly revealed instance did not pass through post-occlusion recovery (deferred=" + std::to_string(actual.stats.gpu_occlusion_deferred) + ", post=" + std::to_string(actual.stats.gpu_post_visible) + ", hzb_valid=" + std::to_string(actual.stats.hzb_valid) + ")"); } Snapshot shadow_scene(bool caster) { Snapshot result; result.view_id = "acceptance-shadow"; result.eye = {0, 5, 8}; result.view_projection = multiply(orthographic(-2.5f, 2.5f, -2, 2, .1f, 50), look_at(result.eye, {0, -1, 0})); result.draws.push_back(cube("receiver", {0, -1, 0}, {8, .1f, 8}, {.8f, .8f, .8f, 1})); if (caster) result.draws.push_back(cube("offscreen-caster", {3, 1, 0}, {.8f, .8f, .8f}, {.2f, .2f, .8f, 1})); return result; } void offscreen_shadow() { auto direct = make_renderer(VisibilityMode::Direct); auto gpu = make_renderer(VisibilityMode::GpuFrustum); auto with_caster = shadow_scene(true); const auto expected = frame(direct, with_caster); const auto actual = frame(gpu, with_caster); compare(expected, actual, "offscreen shadow caster"); require(actual.stats.gpu_frustum_rejected > 0, "shadow fixture caster must be outside the camera frustum"); auto without = frame(direct, shadow_scene(false)); std::size_t shadow_pixels = 0; for (std::size_t i = 0; i < expected.rgba.size(); i += 4) if (int(without.rgba[i]) > int(expected.rgba[i]) + 12) { ++shadow_pixels; for (int channel = 0; channel < 3; ++channel) require(std::abs(int(expected.rgba[i + channel]) - int(actual.rgba[i + channel])) <= 16, "GPU culling removed the visible shadow of an offscreen caster"); } require(shadow_pixels > 20, "offscreen shadow fixture did not cast a visible shadow on the receiver"); } void camera_cut() { auto direct = make_renderer(VisibilityMode::Direct); auto gpu = make_renderer(VisibilityMode::GpuOcclusion); auto scene = doorway(false); frame(gpu, scene); scene.eye = {0, 0, -8}; scene.view_projection = multiply(perspective(.85f, 320.f / 240.f, .1f, 100), look_at(scene.eye, {0, 0, 0})); scene.camera_cut = true; compare(frame(direct, scene), frame(gpu, scene), "camera cut"); } void odd_resize() { auto direct = make_renderer(VisibilityMode::Direct, 319, 241); auto gpu = make_renderer(VisibilityMode::GpuOcclusion, 319, 241); auto scene = doorway(false); scene.view_id = "acceptance-resize"; frame(gpu, scene); direct.resize(321, 239); gpu.resize(321, 239); scene.camera_cut = true; scene.view_projection = multiply(perspective(.85f, 321.f / 239.f, .1f, 100), look_at(scene.eye, {0, 0, 0})); const auto expected = frame(direct, scene); const auto actual = frame(gpu, scene); require(actual.rgba.size() == 321u * 239u * 4u, "odd resize returned stale image extent"); compare(expected, actual, "odd resize"); } std::shared_ptr coarse_cube() { static const auto mesh = [] { auto result = std::make_shared(*cube_mesh()); for (auto& vertex : result->vertices) for (auto& coordinate : vertex.position) coordinate *= .6f; return result; }(); return mesh; } Snapshot lod_scene(float scale) { Snapshot result; result.view_id = "acceptance-lod"; result.eye = {0, 0, 8}; result.view_projection = multiply(orthographic(-2, 2, -2, 2, .1f, 30), look_at(result.eye, {0, 0, 0})); auto item = cube("lod-object", {0, 0, 0}, {scale, scale, scale}); item.cast_shadow = false; item.lod_meshes.push_back(coarse_cube()); result.draws.push_back(std::move(item)); return result; } void prepared_lod_hysteresis() { auto gpu = make_renderer(VisibilityMode::GpuFrustum); auto direct = make_renderer(VisibilityMode::Direct); auto near = lod_scene(4.f); const auto fine = frame(gpu, near); require(fine.stats.lod_counts[0] == 1, "near prepared mesh did not use LOD 0"); near.draws.front().lod_meshes.clear(); compare(frame(direct, near), fine, "near prepared LOD"); float transition_scale = 0; for (float scale = 3.92f; scale >= .5f; scale *= .98f) { auto sample = lod_scene(scale); const auto actual = frame(gpu, sample); if (actual.stats.lod_counts[1] == 1) { transition_scale = scale; sample.draws.front().mesh = coarse_cube(); sample.draws.front().lod_meshes.clear(); compare(frame(direct, sample), actual, "prepared coarse LOD"); break; } } require(transition_scale > 0, "prepared mesh never transitioned to LOD 1"); auto jitter = lod_scene(transition_scale * 1.04f); const auto stable = frame(gpu, jitter); require(stable.stats.lod_counts[1] == 1, "small reverse scale jitter changed LOD despite hysteresis"); jitter.draws.front().mesh = coarse_cube(); jitter.draws.front().lod_meshes.clear(); compare(frame(direct, jitter), stable, "LOD hysteresis"); auto return_near = lod_scene(transition_scale * 1.4f); const auto recovered = frame(gpu, return_near); require(recovered.stats.lod_counts[0] == 1, "LOD hysteresis failed to return to the fine mesh after a large scale change"); } void csv_field(std::ostream& output, std::string_view value) { output << '"'; for (char character : value) { if (character == '"') output << '"'; output << character; } output << '"'; } void benchmark(const std::filesystem::path& output) { std::ofstream csv(output); require(bool(csv), "cannot open benchmark output: " + output.string()); csv << "scenario,mode,frame,device,cpu_ms,gpu_ms,readback_cpu_ms,gpu_bytes,draw_calls," "gpu_bins,gpu_visible,gpu_frustum_rejected,gpu_deferred,gpu_post_visible," "lod0,lod1,lod2,lod3,hzb_valid,gpu_visibility_active,validation_errors\n"; auto frustum = grid(1024, 32, .7f); auto open = grid(0); open.view_id = "benchmark-open"; for (std::size_t i = 0; i < 1024; ++i) { const float x = (float(i % 32) - 15.5f) * .48f; const float y = (float(i / 32) - 15.5f) * .48f; open.draws.push_back(cube("open-" + std::to_string(i), {x, y, 0}, {.18f, .18f, .18f})); } auto occluded = doorway(false); occluded.view_id = "benchmark-occluded"; for (std::size_t i = 0; i < 1024; ++i) { const float x = (float(i % 32) - 15.5f) * .13f; const float y = (float(i / 32) - 15.5f) * .13f; occluded.draws.push_back( cube("hidden-" + std::to_string(i), {x, y, -3}, {.1f, .1f, .1f})); } for (auto* scene : {&frustum, &open, &occluded}) for (auto& draw : scene->draws) draw.cast_shadow = false; struct Workload { const char* name; Snapshot* snapshot; }; for (const auto workload : {Workload{"frustum", &frustum}, Workload{"open", &open}, Workload{"occluded", &occluded}}) { for (const auto mode : {VisibilityMode::Direct, VisibilityMode::GpuFrustum, VisibilityMode::GpuOcclusion}) { auto renderer = make_renderer(mode); for (int warmup = 0; warmup < 10; ++warmup) renderer.render(*workload.snapshot); for (int sample = 0; sample < 30; ++sample) { renderer.render(*workload.snapshot); const auto& s = renderer.stats(); const char* name = mode == VisibilityMode::Direct ? "direct" : mode == VisibilityMode::GpuFrustum ? "gpu_frustum" : "gpu_occlusion"; csv << workload.name << ',' << name << ',' << sample << ','; csv_field(csv, s.device); csv << ',' << s.cpu_ms << ',' << s.gpu_ms << ',' << s.readback_cpu_ms << ',' << s.gpu_allocated_bytes << ',' << s.draw_calls << ',' << s.gpu_bins << ',' << s.gpu_visible_instances << ',' << s.gpu_frustum_rejected << ',' << s.gpu_occlusion_deferred << ',' << s.gpu_post_visible; for (auto count : s.lod_counts) csv << ',' << count; csv << ',' << (s.hzb_valid ? 1 : 0) << ',' << (s.gpu_visibility_active ? 1 : 0) << ',' << s.validation_errors << '\n'; } } } require(bool(csv), "failed to write benchmark output: " + output.string()); } } // namespace int main(int argc, char** argv) { try { if (argc == 3 && std::string_view(argv[1]) == "--benchmark") { benchmark(argv[2]); return 0; } require(argc == 3 && std::string_view(argv[1]) == "--case", "usage: faset_render_gpu_acceptance_tests --case | --benchmark "); const std::string_view name = argv[2]; if (name == "empty") empty_and_retirement(); else if (name == "capacity") exact_capacity(); else if (name == "dense") dense_frustum(); else if (name == "door") door_reveal(); else if (name == "shadow") offscreen_shadow(); else if (name == "cut") camera_cut(); else if (name == "resize") odd_resize(); else if (name == "lod") prepared_lod_hysteresis(); else throw std::invalid_argument("unknown acceptance case: " + std::string(name)); std::cout << "P2 GPU visibility acceptance: " << name << " passed\n"; } catch (const std::exception& exception) { std::cerr << "P2 GPU visibility acceptance: " << exception.what() << '\n'; return 1; } }