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