Files
Faset_Engine/tests/render_temporal_lifecycle_tests.cpp
T

102 lines
3.7 KiB
C++

#include <faset/render/renderer.hpp>
#include <faset/render/temporal.hpp>
#include <memory>
#include <stdexcept>
#include <string>
using namespace faset::render;
namespace {
void require(bool value, const char* message) {
if (!value)
throw std::runtime_error(message);
}
Snapshot scene(std::shared_ptr<const Mesh> mesh) {
Snapshot frame;
frame.view_id = "temporal-lifecycle-main";
frame.eye = {0, 0, 6};
frame.projection = perspective(.9f, 1.f, .1f, 50.f);
frame.view_projection = multiply(frame.projection, look_at(frame.eye, {0, 0, 0}));
DrawItem cube;
cube.mesh = std::move(mesh);
cube.instance_key = "rigid-cube";
cube.cast_shadow = false;
frame.draws.push_back(std::move(cube));
return frame;
}
void previous_transform_does_not_depend_on_hzb(VisibilityMode visibility) {
RendererConfig config;
config.width = config.height = 128;
config.headless = true;
config.validation = true;
config.visibility_mode = visibility;
config.temporal_mode = TemporalMode::TAA;
config.render_scale = 1.f;
Renderer renderer(config);
auto frame = scene(cube_mesh());
renderer.render(frame);
require(!renderer.stats().temporal_history_valid &&
renderer.stats().temporal_valid_motion_instances == 0,
"First frame must reject temporal color and previous transforms");
frame.draws[0].model = transform({0.25f, 0, 0});
renderer.render(frame);
require(!renderer.stats().hzb_valid,
"Direct and GPU frustum paths have no previous HZB in this fixture");
require(renderer.stats().temporal_history_valid &&
renderer.stats().temporal_valid_motion_instances == 1,
"A stable opaque draw retains its previous model without HZB history");
frame.draws[0].mesh = std::make_shared<Mesh>(*frame.draws[0].mesh);
renderer.render(frame);
require(renderer.stats().temporal_valid_motion_instances == 0,
"Changing mesh identity invalidates prior geometry motion");
require(renderer.stats().validation_errors == 0,
"Temporal lifecycle must not trigger Vulkan validation errors");
}
void aborted_frame_cannot_advance_history() {
RendererConfig config;
config.width = config.height = 128;
config.headless = true;
config.visibility_mode = VisibilityMode::Direct;
config.temporal_mode = TemporalMode::TAA;
Renderer renderer(config);
auto frame = scene(cube_mesh());
renderer.render(frame);
renderer.render(frame);
require(renderer.stats().temporal_history_valid,
"Fixture must have committed history before the aborted frame");
const auto completed_frame = renderer.stats().frame;
auto invalid = frame;
invalid.draws[0].model = transform({1, 0, 0});
invalid.local_lights.push_back(LocalLight{});
invalid.local_lights.back().range = -1.f;
bool rejected = false;
try {
renderer.render(invalid);
} catch (const std::invalid_argument&) {
rejected = true;
}
require(rejected, "Late light validation must abort before command submission");
require(renderer.stats().frame == completed_frame,
"An aborted frame must not count as completed");
frame.draws[0].model = transform({0.25f, 0, 0});
renderer.render(frame);
require(renderer.stats().temporal_history_valid &&
renderer.stats().temporal_valid_motion_instances == 1,
"The next successful frame must reuse the last committed transform/history");
}
} // namespace
int main() {
previous_transform_does_not_depend_on_hzb(VisibilityMode::Direct);
previous_transform_does_not_depend_on_hzb(VisibilityMode::GpuFrustum);
aborted_frame_cannot_advance_history();
}