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