Crafter.Graphics/tests/UIFallbackParity/main.cpp
Jorijn van der Graaf 234fcce099
fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image
Window
- CreateSwapchain asked for exactly numFrames (3) images whatever the
  surface said, read them into a three-element array, and keyed the
  command buffers, the fences and the descriptor-heap copy holding "its"
  swapchain image by the acquired image index. A swapchain of another
  size fell back to FIFO (asked for MAILBOX or IMMEDIATE) or threw, and a
  surface whose minimum is above three got a create info below it
  (#160). Mesa's MAILBOX needs four images: Turnip on phoc, llvmpipe on
  any Wayland compositor.
- The present mode is picked first, then the swapchain is sized by
  SwapchainCapabilities: the surface's counts for that mode where the
  instance has surface_maintenance1. With swapchain_maintenance1 the
  swapchain names its mode (VkSwapchainPresentModesCreateInfoKHR), which
  is what makes the mode's own count the one that applies, at creation and
  to the forward progress of a UINT64_MAX acquire; without it the stricter
  of the mode's and the surface's counts for all modes. It asks for
  numFrames or that minimum where more, never past the maximum
  (SwapchainMinImageCount). Turnip's FIFO keeps its three images and
  MAILBOX gets four. The FIFO fallback and presentModeUnfit are gone.
- images, imageViewInfos (was imageViews: they are create-infos), the made
  imageViews that descriptor sets take, imageInitialised and the
  render-finished semaphores are per image, as many as the driver made.
  The views are made once per swapchain. The semaphores only grow, since
  a present of the old swapchain may still wait on one.
- Frames in flight stay numFrames, keyed by currentFrame, frameCounter %
  numFrames: the command buffer, the fence, the acquire semaphore, the
  heap copy (or set), RenderingElement3D::tlases, the frameIdx a pass is
  recorded with. currentImage is the acquired image. currentBuffer is
  gone, so code that used it stops compiling instead of picking the wrong
  one; RenderPass::Record's frameIdx keeps its name and is now the frame
  slot, as RenderPass.cppm says.
- The frame's fence is waited before the acquire. The acquire semaphores
  need no spare then, and a frame waits for exactly the one numFrames
  before it, which the deletion queue and the staging rings count on and
  fences keyed by image did not promise once images come back out of
  order. The swapchain slots are written before the fence is reset.
- From the acquire to the present the window is recording: a Resize or
  SetPresentMode from a listener (a VSync key ticked in onUpdate) takes
  effect after the present, through RebuildSwapchain, together with a
  present that found the swapchain out of date. Rebuilding mid-frame used
  to destroy the image the frame was drawing into; with images sized per
  swapchain it would also index past the new one's end.

DescriptorHeapVulkan
- Frames and images pair up differently from frame to frame, so no heap
  copy can keep one swapchain image. AddSwapchainSlot(slot, window) lists
  an image slot as that window's swapchain image, and Window::Render
  writes the image a frame acquired into its window's listed slots in that
  frame's copy, or its set, before onUpdate, skipping a slot that holds it
  already. A slot is one window's, so two windows can share a heap without
  writing each other's slots under each other's frames in flight. A slot
  listed during a frame its window records is written at once. A slot past
  the heap's image slots, an empty ImageSlot's 0xFFFF among them, is
  refused. Freeing a slot unlists it, as does initialising the heap in
  either binding model. WriteImageSet, the one use of which this
  replaces, is gone, and with it the per-frame dimension of setImageViews.

Device
- VK_KHR_surface_maintenance1 (or EXT) and VK_KHR_get_surface_capabilities2
  are enabled where the loader has them (surfaceMaintenance1Supported,
  vkGetPhysicalDeviceSurfaceCapabilities2KHR), and the matching
  swapchain_maintenance1 with its feature where the device has it
  (swapchainMaintenance1Supported).
- DistinctGpus groups the physical devices by GPU as CRAFTER_GRAPHICS_DEVICE
  numbers them, for ChooseGpu and tests.

UI
- UIRenderer lists its output slot instead of writing every copy itself,
  and again on every resize; the resize listener is gone on both
  backends. The headers' frameIdx is currentFrame.

Examples
- VulkanTriangle, Sponza, SponzaBench and RTVolume list their output slot
  and write only the per-frame TLASes. They wrote imageViews[f] into copy
  f once, which a resize left pointing at destroyed images.

Tests
- SwapchainImageCount: SwapchainMinImageCount on the numbers drivers
  report; every offered mode keeps its mode and gets what the window asks
  for; every frame presents the colour it drew, read back a texel per
  frame; a switch and a resize asked for during a frame wait for its
  present; a slot listed during a frame holds its image at once; two
  windows on one heap draw their own colours. The frame checks run again
  in child processes, through CRAFTER_GRAPHICS_DEVICE, on a GPU whose
  swapchains have more images than frames (this one, else llvmpipe), in
  each binding model the parent didn't cover; a child skips only for a GPU
  that can't run the library, and checks it runs the model it was asked
  for.
- FrameLoopSync checks the frame slot follows the frame counter and counts
  the swapchain's own images. HeapASRead, HeapDynamicIndexHit and
  RTPassPushData list their swapchain slot and drop their resize rewrites.

Docs
- README, AGENTS.md and AGENTS.consumer.md: frames and images, the
  swapchain slots, rebuilds held to the present, the new optional groups.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 18:14:18 +01:00

421 lines
19 KiB
C++

//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
// The UI path has two binding models. Where the driver has
// VK_EXT_descriptor_heap, shaders index the heap directly; where it does not
// (Mesa Turnip on Adreno), the same slots live in a bindless descriptor set
// and the shaders are a second build of the same source (<name>.sets.spv,
// CRAFTER_GRAPHICS_DESCRIPTOR_SETS). Nothing but the binding model may differ
// between the two, so this test renders one fixed scene through each and
// compares the frames pixel by pixel.
//
// The scene is chosen to reach everything the descriptor-set path implements
// and HelloUI does not exercise:
//
// - the four standalone kernels (DispatchQuads / Circles / Images / Text)
// and the fused kernel with all four categories non-empty;
// - a sampled image and two samplers indexed per item (bindings 1 and 2,
// nonuniform indices), next to the font atlas;
// - slot reuse: an image slot and a sampler slot are each freed and
// registered again before the first frame, so the second write has to
// replace the first one's view / sampler. A stale descriptor shows the
// wrong texture and fails the comparison;
// - a resize, after which every frame's copy (heap or set) has to be
// given the new swapchain's images: in sets mode through new views;
// - an image created with ImageVulkan::Create's default consumer stage,
// which has to be resolved to a stage the device actually has;
// - a user-style ui.Dispatch whose push payload is not a whole number of
// words, which the descriptor-set path pads (the heap run pushes the
// whole header and must draw the same quad).
//
// How it runs: with no arguments the test is the driver. It starts itself
// twice with `--render <png>`, once as is and once with
// CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP set, then decodes and compares the two
// PNGs. A child also fails on any Vulkan validation error raised while
// rendering, which only means something when CRAFTER_GRAPHICS_VALIDATION is
// set for the run.
//
// On a driver that has no descriptor heap at all, both children take the
// descriptor-set path. There is then nothing to compare against, and the test
// passes on the strength of the scene rendering cleanly — which is the run
// that matters on such a device. `--render <png>` can also be used directly to
// produce a frame for inspection.
//
// Needs a live Wayland compositor and a Vulkan device, like FrameLoopSync.
#include "vulkan/vulkan.h"
#include <cstdlib>
// PNG decode for the comparison. The library only compiles the writer
// (Window::CaptureNextFrame); STB_IMAGE_STATIC keeps the reader private to this file.
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_STATIC
#define STBI_ONLY_PNG
#include "../../lib/stb_image.h"
import Crafter.Graphics;
import Crafter.Event;
import std;
using namespace Crafter;
namespace fs = std::filesystem;
namespace {
int failures = 0;
void Check(bool ok, std::string_view what) {
std::println("{} {}", ok ? "PASS" : "FAIL", what);
if (!ok) ++failures;
}
// The test binary's own directory: the build places the compiled shaders
// (both variants) and font.ttf next to it, and the test runner's working
// directory is not that directory.
fs::path ExeDir() {
return fs::read_symlink("/proc/self/exe").parent_path();
}
int RunCommand(const std::string& cmd) {
int status = std::system(cmd.c_str());
if (status == -1) return -1;
return (status & 0x7f) == 0 ? ((status >> 8) & 0xff) : 128 + (status & 0x7f);
}
// RGBA8 texel as a 4-byte word, matching VK_FORMAT_R8G8B8A8_UNORM.
using Texel = std::uint32_t;
constexpr std::uint16_t kTexSize = 8;
constexpr std::uint32_t kWidth = 640;
constexpr std::uint32_t kHeight = 480;
// The size after the mid-run resize. Smaller than the first one so the scene,
// laid out in absolute pixels, still fits.
constexpr std::uint32_t kResizedWidth = 600;
constexpr std::uint32_t kResizedHeight = 440;
template<typename T>
void CreateItemBuffer(GraphicsBuffer<T, true>& buffer, std::uint32_t count) {
buffer.Create(
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, count);
}
void CreateTexture(ImageVulkan<Texel>& image, VkCommandBuffer cmd, auto&& texelAt) {
image.Create(kTexSize, kTexSize, /*mipLevels*/ 1, cmd,
VK_FORMAT_R8G8B8A8_UNORM,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
for (std::uint32_t y = 0; y < kTexSize; ++y) {
for (std::uint32_t x = 0; x < kTexSize; ++x) {
image.buffer.value[y * kTexSize + x] = texelAt(x, y);
}
}
image.Update(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
VkSamplerCreateInfo SamplerInfo(VkFilter filter) {
return {
.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
.magFilter = filter,
.minFilter = filter,
.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST,
.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.maxAnisotropy = 1.0f,
.maxLod = VK_LOD_CLAMP_NONE,
};
}
// Renders the scene and writes the last frame to `out`. Also writes
// `<out>.mode` holding "heap" or "sets", so the driver can tell which binding
// model this process actually ran with.
int RenderScene(const fs::path& out) {
const fs::path dir = ExeDir();
Device::Initialize();
Window window(kWidth, kHeight, "UIFallbackParity test");
VkCommandBuffer init = window.StartInit();
GraphicsDescriptorHeap heap;
heap.Initialize(/*images*/ 8, /*buffers*/ 16, /*samplers*/ 4);
window.descriptorHeap = &heap;
Font font(dir / "font.ttf");
FontAtlas atlas;
atlas.Initialize(init);
UIRenderer ui;
ui.fontAtlas = &atlas;
ui.Initialize(window, heap, init,
dir / "ui-quads.comp.spv", dir / "ui-circles.comp.spv",
dir / "ui-images.comp.spv", dir / "ui-text.comp.spv",
dir / "ui-fused.comp.spv");
window.passes.push_back(&ui);
// Two textures. `red` is registered first and its slot freed again, so
// `checker` lands on the same slot: its descriptor (in sets mode, its
// view) must replace red's. If the write were lost the image quads below
// would come out red in one model and checkered in the other.
ImageVulkan<Texel> red;
ImageVulkan<Texel> checker;
CreateTexture(red, init, [](std::uint32_t, std::uint32_t) { return 0xFF0000FFu; });
CreateTexture(checker, init, [](std::uint32_t x, std::uint32_t y) {
return ((x + y) & 1u) != 0 ? 0xFFFFC040u : 0xFF204080u;
});
// A third image, created with Create's default consumer stage and never
// sampled. That default names the ray tracing stage, which is not a valid
// barrier stage on a device without ray tracing, so Create has to resolve
// it for both the member and the transition it records itself. Only the
// validation layer can see a wrong stage here.
ImageVulkan<Texel> defaultStage;
defaultStage.Create(kTexSize, kTexSize, /*mipLevels*/ 1, init,
VK_FORMAT_R8G8B8A8_UNORM,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
std::fill_n(defaultStage.buffer.value, kTexSize * kTexSize, Texel{0});
defaultStage.Update(init, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
ImageSlot imageSlot = ui.RegisterImage(red, VK_FORMAT_R8G8B8A8_UNORM);
const std::uint16_t firstImageSlot = imageSlot;
imageSlot.Reset();
imageSlot = ui.RegisterImage(checker, VK_FORMAT_R8G8B8A8_UNORM);
Check(static_cast<std::uint16_t>(imageSlot) == firstImageSlot,
"the freed image slot is handed out again");
// Same for a sampler slot: linear first, then nearest on the reused slot.
// The 8x8 checker is magnified ~12x, so the two filters differ in almost
// every pixel of the quad.
SamplerSlot nearestSlot = ui.RegisterSampler(SamplerInfo(VK_FILTER_LINEAR));
const std::uint16_t firstSamplerSlot = nearestSlot;
nearestSlot.Reset();
nearestSlot = ui.RegisterSampler(SamplerInfo(VK_FILTER_NEAREST));
Check(static_cast<std::uint16_t>(nearestSlot) == firstSamplerSlot,
"the freed sampler slot is handed out again");
SamplerSlot linearSlot = ui.RegisterLinearClampSampler();
// One set of item buffers for the standalone dispatches (left column) and
// one for the fused dispatch (right column).
GraphicsBuffer<QuadItem, true> quadsA, quadsB;
GraphicsBuffer<CircleItem, true> circlesA, circlesB;
GraphicsBuffer<ImageItem, true> imagesA, imagesB;
GraphicsBuffer<GlyphItem, true> glyphsA, glyphsB;
CreateItemBuffer(quadsA, 8); CreateItemBuffer(quadsB, 8);
CreateItemBuffer(circlesA, 8); CreateItemBuffer(circlesB, 8);
CreateItemBuffer(imagesA, 8); CreateItemBuffer(imagesB, 8);
CreateItemBuffer(glyphsA, 64); CreateItemBuffer(glyphsB, 64);
BufferSlot quadsASlot = ui.RegisterBuffer(quadsA);
BufferSlot circlesASlot = ui.RegisterBuffer(circlesA);
BufferSlot imagesASlot = ui.RegisterBuffer(imagesA);
BufferSlot glyphsASlot = ui.RegisterBuffer(glyphsA);
BufferSlot quadsBSlot = ui.RegisterBuffer(quadsB);
BufferSlot circlesBSlot = ui.RegisterBuffer(circlesB);
BufferSlot imagesBSlot = ui.RegisterBuffer(imagesB);
BufferSlot glyphsBSlot = ui.RegisterBuffer(glyphsB);
// A single quad for the odd-sized generic dispatch below.
GraphicsBuffer<QuadItem, true> quadsOdd;
CreateItemBuffer(quadsOdd, 1);
BufferSlot quadsOddSlot = ui.RegisterBuffer(quadsOdd);
// Everything is laid out in absolute pixels so both runs draw the same
// thing whatever size the compositor settles on.
auto fillColumn = [&](float ox, GraphicsBuffer<QuadItem, true>& quads,
GraphicsBuffer<CircleItem, true>& circles,
GraphicsBuffer<ImageItem, true>& images,
GraphicsBuffer<GlyphItem, true>& glyphs,
bool withBackground, std::string_view label,
std::array<std::uint32_t, 4>& counts) {
std::uint32_t q = 0;
if (withBackground) {
quads.value[q++] = QuadItem{ 0, 0, 4096, 4096, 0.08f, 0.09f, 0.12f, 1.0f, 0, 0, 0, 0, 0, 0, 0, 0 };
}
quads.value[q++] = QuadItem{ ox, 20, 220, 70, 0.20f, 0.45f, 0.85f, 1.0f, 4, 12, 20, 28, 3, 1.0f, 0.8f, 0.2f };
quads.value[q++] = QuadItem{ ox + 40, 60, 140, 50, 0.90f, 0.30f, 0.30f, 0.6f, 0, 0, 0, 0, 0, 0, 0, 0 };
std::uint32_t c = 0;
circles.value[c++] = CircleItem{ ox + 50, 150, 34, 0, 0.30f, 0.85f, 0.45f, 1.0f, 0, 0, 0, 0 };
circles.value[c++] = CircleItem{ ox + 150, 150, 30, 0, 0.0f, 0.0f, 0.0f, 0.0f, 5, 0.95f, 0.95f, 1.0f };
std::uint32_t i = 0;
images.value[i++] = ImageItem{ ox, 200, 96, 96, 0, 0, 1, 1, 1, 1, 1, 1,
imageSlot, nearestSlot, 0, 0 };
images.value[i++] = ImageItem{ ox + 110, 200, 96, 96, 0, 0, 1, 1, 1.0f, 0.8f, 0.8f, 1.0f,
imageSlot, linearSlot, 0, 0 };
std::uint32_t g = ui.ShapeText(font, 22.0f, ox, 340.0f, label,
{1.0f, 1.0f, 1.0f, 1.0f}, glyphs.value, 64);
counts = { q, c, i, g };
};
std::array<std::uint32_t, 4> countsA{};
std::array<std::uint32_t, 4> countsB{};
EventListener<UIBuildArgs> buildSub(&ui.onBuild, [&](UIBuildArgs a) {
VkCommandBuffer cmd = a.cmd;
fillColumn(30.0f, quadsA, circlesA, imagesA, glyphsA, /*withBackground*/ true, "standalone", countsA);
fillColumn(330.0f, quadsB, circlesB, imagesB, glyphsB, /*withBackground*/ false, "fused", countsB);
constexpr VkAccessFlags read = VK_ACCESS_SHADER_READ_BIT;
constexpr VkPipelineStageFlags stage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
quadsA.FlushDevice(cmd, read, stage); quadsB.FlushDevice(cmd, read, stage);
circlesA.FlushDevice(cmd, read, stage); circlesB.FlushDevice(cmd, read, stage);
imagesA.FlushDevice(cmd, read, stage); imagesB.FlushDevice(cmd, read, stage);
glyphsA.FlushDevice(cmd, read, stage); glyphsB.FlushDevice(cmd, read, stage);
ui.DispatchQuads(cmd, quadsASlot, countsA[0]);
ui.DispatchCircles(cmd, circlesASlot, countsA[1]);
ui.DispatchImages(cmd, imagesASlot, countsA[2]);
ui.DispatchText(cmd, glyphsASlot, countsA[3]);
ui.DispatchFused(cmd,
{quadsBSlot, countsB[0]},
{circlesBSlot, countsB[1]},
{imagesBSlot, countsB[2]},
{glyphsBSlot, countsB[3]});
// One more quad through the generic Dispatch a custom shader would
// use. On the descriptor-set path the last three bytes of the
// header's reserved `_pad` are left off, so ComputeShader::Dispatch
// has to pad the payload for vkCmdPushConstants. The heap run pushes
// the whole header (a ragged size is a validation error there and
// nothing pads it), and both must draw the same quad.
quadsOdd.value[0] = QuadItem{ 30, 370, 180, 30, 0.85f, 0.65f, 0.15f, 1.0f, 6, 6, 6, 6, 0, 0, 0, 0 };
quadsOdd.FlushDevice(cmd, read, stage);
const UIDispatchHeader oddHeader = ui.FillHeader(quadsOddSlot, 1);
const std::uint32_t oddBytes = Device::descriptorHeapSupported
? static_cast<std::uint32_t>(sizeof(oddHeader))
: static_cast<std::uint32_t>(sizeof(oddHeader) - 3);
ui.Dispatch(cmd, ui.drawQuads, &oddHeader, oddBytes,
(window.width + 7) / 8, (window.height + 7) / 8);
});
window.FinishInit();
// More frames than there are in flight, so every per-frame heap copy /
// descriptor set is used; then a resize, which recreates the swapchain,
// whose new images the frames then write into their copies; then enough
// frames for the glyphs shaped on the first frame to have reached the
// atlas texture.
for (int i = 0; i < Window::numFrames * 2; ++i) window.Render();
window.Resize(kResizedWidth, kResizedHeight);
for (int i = 0; i < Window::numFrames * 3; ++i) window.Render();
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
window.CaptureNextFrame(out);
window.Render();
const std::uint32_t renderErrors = Device::validationErrorCount;
Check(renderErrors == 0,
std::format("no Vulkan validation errors while rendering and capturing ({} seen)", renderErrors));
std::ofstream(fs::path(out).concat(".mode")) << (Device::descriptorHeapSupported ? "heap" : "sets");
Check(fs::exists(out), "the frame was written");
// The buffers, images and heap go out of scope here while the last
// frames may still be presenting; settle the queue first.
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
return failures == 0 ? EXIT_SUCCESS : EXIT_FAILURE;
}
struct Frame {
int width = 0;
int height = 0;
std::vector<std::uint8_t> rgba;
};
Frame LoadFrame(const fs::path& path) {
Frame frame;
int channels = 0;
stbi_uc* pixels = stbi_load(path.string().c_str(), &frame.width, &frame.height, &channels, STBI_rgb_alpha);
if (pixels != nullptr) {
frame.rgba.assign(pixels, pixels + static_cast<std::size_t>(frame.width) * frame.height * 4);
stbi_image_free(pixels);
}
return frame;
}
std::string ReadMode(const fs::path& png) {
std::ifstream in(fs::path(png).concat(".mode"));
std::string mode;
in >> mode;
return mode;
}
int Drive() {
const fs::path exe = fs::read_symlink("/proc/self/exe");
const fs::path dir = fs::temp_directory_path() / "crafter-ui-fallback-parity";
std::error_code ec;
fs::remove_all(dir, ec);
fs::create_directories(dir);
const fs::path heapPng = dir / "heap.png";
const fs::path setsPng = dir / "sets.png";
// `env -u` so a CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP inherited from the
// caller's environment cannot turn the reference run into a second
// fallback run.
const int heapExit = RunCommand(std::format(
"env -u CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP '{}' --render '{}'", exe.string(), heapPng.string()));
const int setsExit = RunCommand(std::format(
"env CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP=1 '{}' --render '{}'", exe.string(), setsPng.string()));
Check(heapExit == 0, std::format("reference run rendered the scene (exit {})", heapExit));
Check(setsExit == 0, std::format("descriptor-set run rendered the scene (exit {})", setsExit));
Check(ReadMode(setsPng) == "sets", "the forced run took the descriptor-set path");
if (failures != 0) return EXIT_FAILURE;
const Frame sets = LoadFrame(setsPng);
Check(!sets.rgba.empty(), "descriptor-set frame decodes");
if (failures != 0) return EXIT_FAILURE;
// A frame that is one flat colour means nothing was composited, which
// two equally broken runs would agree on.
std::set<std::uint32_t> colours;
for (std::size_t i = 0; i + 3 < sets.rgba.size() && colours.size() < 16; i += 4) {
std::uint32_t texel = 0;
std::memcpy(&texel, &sets.rgba[i], 4);
colours.insert(texel);
}
Check(colours.size() >= 16, std::format("descriptor-set frame has content ({}+ distinct colours)", colours.size()));
if (ReadMode(heapPng) != "heap") {
std::println("NOTE this driver has no VK_EXT_descriptor_heap: both runs used descriptor sets, "
"so there is no heap frame to compare against");
return failures == 0 ? EXIT_SUCCESS : EXIT_FAILURE;
}
const Frame heap = LoadFrame(heapPng);
Check(!heap.rgba.empty(), "descriptor-heap frame decodes");
Check(heap.width == sets.width && heap.height == sets.height,
std::format("both frames are the same size ({}x{} vs {}x{})",
heap.width, heap.height, sets.width, sets.height));
if (failures != 0) return EXIT_FAILURE;
// One code value of slack per channel: both shaders are the same source,
// but the driver compiles two different SPIR-V modules and may contract
// or reorder float math differently on an anti-aliased edge.
std::size_t differing = 0;
int maxDiff = 0;
for (std::size_t i = 0; i < heap.rgba.size(); ++i) {
const int diff = std::abs(static_cast<int>(heap.rgba[i]) - static_cast<int>(sets.rgba[i]));
if (diff != 0) ++differing;
maxDiff = std::max(maxDiff, diff);
}
Check(maxDiff <= 1,
std::format("heap and descriptor-set frames match (max channel difference {}, {} of {} channel values differ)",
maxDiff, differing, heap.rgba.size()));
if (maxDiff > 1) {
std::println(" frames kept for inspection: {} and {}", heapPng.string(), setsPng.string());
}
return failures == 0 ? EXIT_SUCCESS : EXIT_FAILURE;
}
} // namespace
int main(int argc, char** argv) {
if (argc == 3 && std::string_view(argv[1]) == "--render") {
return RenderScene(argv[2]);
}
const int result = Drive();
std::println("{}", result == EXIT_SUCCESS ? "all checks passed" : "check(s) failed");
return result;
}