Files
OneCAD-Draft/src/scene/pipeline/depth_tests.rs
T

371 lines
13 KiB
Rust

//! Pixel regressions for projection and draw-order clipping, using the actual
//! wire pipelines in both storage and WebGL-compatible packed modes.
use super::*;
use crate::scene::view::camera::{Camera, Projection};
use iced::futures::executor::block_on;
const SIZE: u32 = 512;
fn pixels(
device: &wgpu::Device,
queue: &wgpu::Queue,
pipeline: &mut Pipeline,
uniforms: &Uniforms,
wires: &[WireModel],
depths: &rustc_hash::FxHashMap<u64, [f32; 2]>,
) -> Vec<u8> {
let size = wgpu::Extent3d {
width: SIZE,
height: SIZE,
depth_or_array_layers: 1,
};
let target = device.create_texture(&wgpu::TextureDescriptor {
label: Some("draw-order regression"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let view = target.create_view(&Default::default());
let readback = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("draw-order readback"),
size: (SIZE * SIZE * 4) as u64,
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
pipeline.ensure_depth_texture(device, Size::new(SIZE, SIZE));
pipeline.upload_uniforms(device, queue, uniforms);
pipeline.gpu_wires = std::sync::Arc::new(WireGpu::from_batch(
device,
queue,
wires,
depths,
pipeline.wire_const_bgl.as_ref(),
));
let mut encoder = device.create_command_encoder(&Default::default());
let rect = Rectangle {
x: 0,
y: 0,
width: SIZE,
height: SIZE,
};
pipeline.render(
&mut encoder,
&view,
Rectangle::with_size(Size::new(SIZE as f32, SIZE as f32)),
rect,
rect,
[0., 0., 0., 1.],
false,
false,
false,
);
encoder.copy_texture_to_buffer(
wgpu::TexelCopyTextureInfo {
texture: &target,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
wgpu::TexelCopyBufferInfo {
buffer: &readback,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(SIZE * 4),
rows_per_image: Some(SIZE),
},
},
size,
);
queue.submit([encoder.finish()]);
let (tx, rx) = std::sync::mpsc::channel();
readback.slice(..).map_async(wgpu::MapMode::Read, move |r| {
tx.send(r).unwrap();
});
device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
rx.recv().unwrap().unwrap();
let result = readback.slice(..).get_mapped_range().to_vec();
readback.unmap();
result
}
fn color_at(bytes: &[u8], ndc_x: f32) -> [u32; 3] {
let x = ((ndc_x * 0.5 + 0.5) * SIZE as f32) as usize;
let mut color = [0; 3];
for col in x - 2..=x + 2 {
let offset = (SIZE as usize / 2 * SIZE as usize + col) * 4;
for c in 0..3 {
color[c] += bytes[offset + c] as u32;
}
}
color
}
#[test]
#[ignore = "requires a GPU adapter"]
fn perspective_draw_order_keeps_flat_lines_visible() {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
let adapter = block_on(instance.request_adapter(&Default::default())).expect("GPU adapter");
let bounds = Rectangle::with_size(Size::new(SIZE as f32, SIZE as f32));
let mut failures = Vec::new();
for packed in [false, true] {
let mut limits = adapter.limits();
if packed {
limits.max_storage_buffers_per_shader_stage = 0;
}
let (device, queue) = block_on(adapter.request_device(&wgpu::DeviceDescriptor {
required_limits: limits,
..Default::default()
}))
.expect("GPU device");
let validation = device.push_error_scope(wgpu::ErrorFilter::Validation);
let mut pipeline = Pipeline::new(&device, &queue, wgpu::TextureFormat::Rgba8Unorm);
for projection in [Projection::Orthographic, Projection::Perspective] {
let camera = Camera {
distance: 102.03651,
fov_y: 0.47108996,
rotation: glam::Quat::IDENTITY,
target: glam::DVec3::ZERO,
projection,
..Camera::default()
};
// Same 17-entity draw-order labels as the reported drawing. Its
// missing line (45EB) occupies index 1 with depth -0.5794896.
let depths = (0..17)
.map(|i| {
(
i + 1,
[
(-800_000_000_i64 + 88_888_888 * (i + 1) as i64) as f32
/ 1_073_741_824.,
0.,
],
)
})
.collect();
let wires: Vec<_> = (0..17)
.map(|i| {
let x = (-0.8 + i as f32 * 0.1) * camera.ortho_size();
let h = camera.ortho_size() * 0.65;
WireModel::solid(
(i + 1).to_string(),
vec![[x, -h, 0.], [x, h, 0.]],
if i < 2 { [1., 0.3, 0.2, 1.] } else { [1.; 4] },
false,
)
})
.collect();
let bytes = pixels(
&device,
&queue,
&mut pipeline,
&Uniforms::new(&camera, bounds, false),
&wires,
&depths,
);
if let Ok(path) = std::env::var("OCS_DEPTH_TEST_IMAGES") {
let path = std::path::Path::new(&path);
std::fs::create_dir_all(path).unwrap();
image::save_buffer(
path.join(format!(
"{projection:?}-{}.png",
if packed { "packed" } else { "storage" }
)),
&bytes,
SIZE,
SIZE,
image::ColorType::Rgba8,
)
.unwrap();
}
for i in 0..17 {
if color_at(&bytes, -0.8 + i as f32 * 0.1) == [0; 3] {
failures.push(format!("{projection:?}, packed={packed}, line {i}"));
}
}
}
assert!(
block_on(validation.pop()).is_none(),
"GPU validation failed"
);
}
assert!(
failures.is_empty(),
"visible lines were clipped: {failures:?}"
);
}
#[test]
fn all_draw_order_shaders_validate() {
for source in [
draw_order_shader!("wire.wgsl"),
draw_order_shader!("wire_indexed.wgsl"),
draw_order_shader!("block_wire.wgsl"),
draw_order_shader!("block_wire_storage.wgsl"),
draw_order_shader!("circle.wgsl"),
draw_order_shader!("ellipse.wgsl"),
draw_order_shader!("text.wgsl"),
draw_order_shader!("block_text.wgsl"),
draw_order_shader!("face3d.wgsl"),
draw_order_shader!("block_face3d.wgsl"),
draw_order_shader!("hatch.wgsl"),
draw_order_shader!("hatch_texture.wgsl"),
draw_order_shader!("image.wgsl"),
draw_order_shader!("wipeout.wgsl"),
] {
let module = naga::front::wgsl::parse_str(source).expect("composed shader parses");
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.expect("composed shader validates");
}
}
#[test]
#[ignore = "requires a GPU adapter"]
fn draw_order_preserves_clip_boundaries_sorting_and_mesh_occlusion() {
use crate::scene::model::mesh_model::{MeshLodSet, MeshModel};
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
let adapter = block_on(instance.request_adapter(&Default::default())).expect("GPU adapter");
for packed in [false, true] {
let mut limits = adapter.limits();
if packed {
limits.max_storage_buffers_per_shader_stage = 0;
}
let (device, queue) = block_on(adapter.request_device(&wgpu::DeviceDescriptor {
required_limits: limits,
..Default::default()
}))
.expect("GPU device");
let validation = device.push_error_scope(wgpu::ErrorFilter::Validation);
let mut pipeline = Pipeline::new(&device, &queue, wgpu::TextureFormat::Rgba8Unorm);
let bounds = Rectangle::with_size(Size::new(SIZE as f32, SIZE as f32));
let mut uniforms = Uniforms::new(&Camera::default(), bounds, false);
uniforms.view_rot = glam::Mat4::IDENTITY;
uniforms.eye_high = [0.; 3];
uniforms.eye_low = [0.; 3];
let line = |id: u64, x: f32, z: f32, color: [f32; 4]| {
WireModel::solid(
id.to_string(),
vec![[x, -0.65, z], [x, 0.65, z]],
color,
false,
)
};
// Both bias signs, the paper's -2 order, and already-clipped geometry.
let cases = [
(0.00001, 2., true),
(0.00001, -2., true),
(0.99999, 2., true),
(0.99999, -2., true),
(-0.00001, -2., false),
(1.00001, 2., false),
(0., 2., true),
(1., -2., true),
(0.5, 0., true),
];
let wires: Vec<_> = cases
.iter()
.enumerate()
.map(|(i, (z, _, _))| line(i as u64 + 1, -0.8 + i as f32 * 0.2, *z, [1.; 4]))
.collect();
let depths = cases
.iter()
.enumerate()
.map(|(i, (_, order, _))| (i as u64 + 1, [*order, 0.]))
.collect();
let bytes = pixels(&device, &queue, &mut pipeline, &uniforms, &wires, &depths);
for (i, (z, order, visible)) in cases.iter().enumerate() {
assert_eq!(
color_at(&bytes, -0.8 + i as f32 * 0.2) != [0; 3],
*visible,
"packed={packed}, depth={z}, order={order}"
);
}
// Coplanar draw order must work close to both planes, for negative
// ranks too, regardless of the order in which the GPU sees the wires.
for z in [0.0001, 0.5, 0.9999] {
for (back, front) in [(-0.7, 0.7), (-2., -0.9), (0.3, 0.8)] {
let depths = rustc_hash::FxHashMap::from_iter([(1, [back, 0.]), (2, [front, 0.])]);
let mut wires = [
line(1, 0., z, [1., 0., 0., 1.]),
line(2, 0., z, [0., 1., 0., 1.]),
];
for _ in 0..2 {
let bytes = pixels(&device, &queue, &mut pipeline, &uniforms, &wires, &depths);
let [red, green, _] = color_at(&bytes, 0.);
assert!(
green > 0 && red == 0,
"draw order reversed at z={z}, packed={packed}"
);
wires.reverse();
}
}
}
// A real triangle mesh still occludes a wire behind it. A wire in front
// stays visible: neutral draw order must retain geometric depth.
pipeline.upload_mesh_batch(
&device,
&queue,
&[MeshLodSet::from_single(MeshModel {
name: "100".into(),
verts: vec![
[-0.6, -0.8, 0.5],
[0.6, -0.8, 0.5],
[0.6, 0.8, 0.5],
[-0.6, 0.8, 0.5],
],
verts_low: Vec::new(),
normals: vec![[0., 0., 1.]; 4],
indices: vec![0, 1, 2, 0, 2, 3],
triangle_material_handles: Vec::new(),
triangle_colors: Vec::new(),
color: [0., 1., 0., 1.],
selected: false,
})],
);
let mesh_only = pixels(
&device,
&queue,
&mut pipeline,
&uniforms,
&[],
&Default::default(),
);
assert_ne!(
color_at(&mesh_only, -0.3),
[0; 3],
"mesh must produce pixels"
);
let bytes = pixels(
&device,
&queue,
&mut pipeline,
&uniforms,
&[
line(1, -0.3, 0.6, [1., 0., 0., 1.]),
line(2, 0.3, 0.4, [0., 0., 1., 1.]),
],
&Default::default(),
);
assert_eq!(
color_at(&bytes, -0.3),
color_at(&mesh_only, -0.3),
"mesh failed to occlude the rear wire, packed={packed}"
);
let [red, _, blue] = color_at(&bytes, 0.3);
assert!(blue > red, "mesh hid the front wire, packed={packed}");
assert!(
block_on(validation.pop()).is_none(),
"GPU validation failed"
);
}
}