226 lines
10 KiB
C++
226 lines
10 KiB
C++
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// RayQueryPick — regression test for the WebGPU software ray-query shim.
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//
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// Builds an 8³ = 512-instance TLAS (well below the 8193 threshold where a
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// hardcoded 16384-leaf TLAS start used to make every rayQuery pick miss —
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// issue #25) and shoots ONE fully-determined ray through a `rayQuery=true`
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// compute shader. The committed hit is read back to the host and checked
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// against the analytically-known answer.
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//
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// The scene also renders through the wavefront RT pipeline (same as
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// RTStress) so the run produces a visible frame, but the pass/fail signal
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// is the console line printed from the read-back pick result.
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//
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// WebGPU/DOM only — the rayQuery shim is the WebGPU software RT path.
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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int main() { return 0; } // native path uses hardware ray queries
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#else
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#include <cstdio> // std::fflush / stdout — flush the verdict past _Exit
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import Crafter.Graphics;
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import Crafter.Math;
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import Crafter.Event;
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import std;
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using namespace Crafter;
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namespace fs = std::filesystem;
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namespace {
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constexpr int kGrid = 8; // 8³ = 512 instances (< 8193 ⇒ bug regime)
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constexpr float kSpacing = 2.5f;
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constexpr float kHalf = 0.5f;
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// Analytically-known target: a -X ray down the (iy=4, iz=4) row hits the
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// cube with the largest X centre (ix=7) first.
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constexpr int kHitX = 7, kHitY = 4, kHitZ = 4;
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constexpr std::uint32_t kExpectedCustomIndex =
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static_cast<std::uint32_t>(((kHitX * kGrid) + kHitY) * kGrid + kHitZ); // 484
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struct CameraGPU {
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float origin[3]; float pad0;
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float right[3]; float tanHalf;
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float up[3]; float aspect;
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float forward[3]; float pad1;
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};
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static_assert(sizeof(CameraGPU) == 64);
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// @group(0) push for the pick shader: ray origin + direction.
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struct PickPush {
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float origin[3]; float pad0;
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float dir[3]; float pad1;
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};
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static_assert(sizeof(PickPush) == 32);
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struct PickResult {
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std::uint32_t hit;
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std::uint32_t instanceCustomIndex;
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std::uint32_t primitiveIndex;
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float tHit;
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};
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static_assert(sizeof(PickResult) == 16);
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}
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int main() {
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const int instanceCount = kGrid * kGrid * kGrid;
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std::println("[RayQueryPick] grid {}^3 = {} instances (expected hit customIndex {})",
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kGrid, instanceCount, kExpectedCustomIndex);
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Device::Initialize();
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static Window window(1280, 720, "RayQueryPick");
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auto cmd = window.StartInit();
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DescriptorHeapWebGPU heap;
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heap.Initialize(/*images*/ 1, /*buffers*/ 2, /*samplers*/ 1);
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std::array<WebGPUShader, 4> shaders {{
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WebGPUShader(fs::path("raygen.wgsl"), "raygen_main", WebGPURTStage::Raygen),
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WebGPUShader(fs::path("miss.wgsl"), "miss_main", WebGPURTStage::Miss),
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WebGPUShader(fs::path("closesthit.wgsl"), "closesthit_main", WebGPURTStage::ClosestHit),
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WebGPUShader(fs::path("resolve.wgsl"), "resolve_main", WebGPURTStage::Resolve),
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}};
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ShaderBindingTableWebGPU sbt;
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sbt.Init(shaders);
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std::array<RTShaderGroup, 1> raygenGroups {{ { .type = RTShaderGroupType::General, .generalShader = 0 } }};
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std::array<RTShaderGroup, 1> missGroups {{ { .type = RTShaderGroupType::General, .generalShader = 1 } }};
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std::array<RTShaderGroup, 1> hitGroups {{ { .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 } }};
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std::array<UICustomBinding, 1> bindings {{
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{ .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, ._pad = 0, .pushOffset = 0 },
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}};
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PipelineRTWebGPU pipeline;
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pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, sbt, bindings);
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// ── Unit cube mesh (8 verts, 12 tris). ────────────────────────────
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static std::array<Vector<float, 3, 3>, 8> verts {{
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{-kHalf, -kHalf, -kHalf}, { kHalf, -kHalf, -kHalf},
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{ kHalf, kHalf, -kHalf}, {-kHalf, kHalf, -kHalf},
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{-kHalf, -kHalf, kHalf}, { kHalf, -kHalf, kHalf},
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{ kHalf, kHalf, kHalf}, {-kHalf, kHalf, kHalf},
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}};
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static std::array<std::uint32_t, 36> indices {{
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0,1,2, 0,2,3, 5,4,7, 5,7,6, 4,0,3, 4,3,7,
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1,5,6, 1,6,2, 4,5,1, 4,1,0, 3,2,6, 3,6,7,
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}};
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static Mesh cube;
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cube.Build(verts, indices, cmd);
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WebGPUBuffer<CameraGPU, true> cameraBuf;
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cameraBuf.Create(1);
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static std::array<std::uint32_t, 1> userHandles { cameraBuf.handle };
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// ── Instance grid. ─────────────────────────────────────────────────
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static std::vector<RenderingElement3D> renderers;
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renderers.reserve(static_cast<std::size_t>(instanceCount));
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const float origin0 = -0.5f * static_cast<float>(kGrid - 1) * kSpacing;
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for (int x = 0; x < kGrid; ++x)
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for (int y = 0; y < kGrid; ++y)
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for (int z = 0; z < kGrid; ++z) {
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renderers.emplace_back();
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RenderingElement3D& r = renderers.back();
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auto& tx = r.instance.transform.matrix;
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tx[0][0] = 1; tx[0][1] = 0; tx[0][2] = 0; tx[0][3] = origin0 + float(x) * kSpacing;
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tx[1][0] = 0; tx[1][1] = 1; tx[1][2] = 0; tx[1][3] = origin0 + float(y) * kSpacing;
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tx[2][0] = 0; tx[2][1] = 0; tx[2][2] = 1; tx[2][3] = origin0 + float(z) * kSpacing;
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r.instance.instanceCustomIndex = static_cast<std::uint32_t>(renderers.size() - 1);
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r.instance.mask = 0xFF;
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r.instance.instanceShaderBindingTableRecordOffset = 0;
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r.instance.flags = kRTGeometryInstanceForceOpaque;
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r.instance.accelerationStructureReference = cube.blasAddr;
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RenderingElement3D::Add(&r);
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}
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RenderingElement3D::BuildTLAS(cmd, 0);
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window.descriptorHeap = &heap;
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window.FinishInit();
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RTPass rtPass(&pipeline);
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rtPass.handlesPtr = userHandles.data();
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rtPass.handlesCount = static_cast<std::uint32_t>(userHandles.size());
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rtPass.maxDepth = 1;
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window.passes.push_back(&rtPass);
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// Fixed camera framing the grid from a corner, aimed at the centre.
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{
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const float ext = float(kGrid - 1) * kSpacing;
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Vector<float, 3, 4> pos { ext * 1.4f, ext * 1.0f, ext * 1.4f };
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Vector<float, 3, 4> d { -pos.x, -pos.y, -pos.z };
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const float len = std::sqrt(d.x*d.x + d.y*d.y + d.z*d.z);
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Vector<float, 3, 4> forward { d.x/len, d.y/len, d.z/len };
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Vector<float, 3, 4> worldUp { 0.0f, 1.0f, 0.0f };
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Vector<float, 3, 4> right { forward.y*worldUp.z - forward.z*worldUp.y,
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forward.z*worldUp.x - forward.x*worldUp.z,
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forward.x*worldUp.y - forward.y*worldUp.x };
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const float rLen = std::sqrt(right.x*right.x + right.y*right.y + right.z*right.z);
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right.x /= rLen; right.y /= rLen; right.z /= rLen;
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Vector<float, 3, 4> up { right.y*forward.z - right.z*forward.y,
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right.z*forward.x - right.x*forward.z,
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right.x*forward.y - right.y*forward.x };
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CameraGPU& g = cameraBuf.value[0];
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g.origin[0]=pos.x; g.origin[1]=pos.y; g.origin[2]=pos.z; g.pad0=0;
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g.right[0]=right.x; g.right[1]=right.y; g.right[2]=right.z;
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g.up[0]=up.x; g.up[1]=up.y; g.up[2]=up.z;
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g.forward[0]=forward.x; g.forward[1]=forward.y; g.forward[2]=forward.z;
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g.aspect = float(window.width) / float(window.height);
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g.tanHalf = std::tan(70.0f * 3.14159265f / 360.0f);
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g.pad1 = 0;
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cameraBuf.FlushDevice();
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}
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// ── rayQuery pick shader + output buffer. ──────────────────────────
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static PlainComputeShader pickShader;
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std::array<UICustomBinding, 1> pickBindings {{
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{ .group = 2, .binding = 0, .kind = UICustomBindingKind::BufferReadWrite, ._pad = 0, .pushOffset = 0 },
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}};
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pickShader.Load(fs::path("rayquery_pick.wgsl"),
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static_cast<std::uint32_t>(sizeof(PickPush)),
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pickBindings, /*rayQuery*/ true);
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static WebGPUBuffer<PickResult, true> pickBuf;
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pickBuf.Create(1);
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static std::array<std::uint32_t, 1> pickHandles { pickBuf.handle };
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// The known ray: -X down the (iy,iz) row, far enough out to clear the grid.
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static PickPush push {};
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push.origin[0] = 50.0f;
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push.origin[1] = origin0 + float(kHitY) * kSpacing;
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push.origin[2] = origin0 + float(kHitZ) * kSpacing;
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push.dir[0] = -1.0f; push.dir[1] = 0.0f; push.dir[2] = 0.0f;
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static int frame = 0;
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static bool dispatched = false;
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static bool reported = false;
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EventListener<void> tick(&window.onBeforeUpdate, [&]() {
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if (reported) return;
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// Let a couple of frames go by so the TLAS build has certainly run.
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if (frame == 2 && !dispatched) {
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pickShader.Dispatch(&push, sizeof(push), pickHandles, 1, 1, 1);
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pickBuf.EnqueueReadback();
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dispatched = true;
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} else if (dispatched && pickBuf.PollReadback()) {
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const PickResult& r = pickBuf.value[0];
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const bool ok = (r.hit == 1u) && (r.instanceCustomIndex == kExpectedCustomIndex);
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std::println("[RayQueryPick] result: hit={} customIndex={} prim={} t={}",
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r.hit, r.instanceCustomIndex, r.primitiveIndex, r.tHit);
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if (ok) {
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std::println("[RayQueryPick] PASS — rayQuery TLAS traversal hit the expected instance");
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} else {
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std::println("[RayQueryPick] FAIL — expected hit=1 customIndex={}, got hit={} customIndex={}",
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kExpectedCustomIndex, r.hit, r.instanceCustomIndex);
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}
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// The render loop runs after main's _Exit, where stdio is never
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// flushed implicitly — push the verdict out explicitly.
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std::fflush(stdout);
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reported = true;
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}
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++frame;
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});
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window.Render();
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window.StartUpdate();
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window.StartSync();
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return 0;
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}
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#endif
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