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| author | skal <pascal.massimino@gmail.com> | 2026-02-07 09:55:27 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-07 09:55:27 +0100 |
| commit | 9b205ffa49ed26a039285c9af923fc84870a7c88 (patch) | |
| tree | f99ab7a4a7e001f31683b333883d7589f457c3c9 /src | |
| parent | 3f67e4e079ab119dcdc063c56e8224e29a395601 (diff) | |
test(gpu): Add post-process helper utilities testing (Phase 2.2)
Created test_post_process_helper.cc to validate pipeline and bind group utilities:
- Tests create_post_process_pipeline() function
- Validates shader module creation
- Verifies bind group layout (3 bindings: sampler, texture, uniform)
- Confirms render pipeline creation with standard topology
- Tests pp_update_bind_group() function
- Creates bind groups with correct sampler/texture/uniform bindings
- Validates bind group update/replacement (releases old, creates new)
- Full integration test
- Combines pipeline + bind group setup
- Executes complete render pass with post-process effect
- Validates no WebGPU validation errors during rendering
Test infrastructure additions:
- Helper functions for creating post-process textures with TEXTURE_BINDING usage
- Helper for creating texture views
- Minimal valid post-process shader for smoke testing
- Uses gpu_init_color_attachment() for proper depthSlice handling (macOS)
Key technical details:
- Post-process textures require RENDER_ATTACHMENT + TEXTURE_BINDING + COPY_SRC usage
- Bind group layout: binding 0 (sampler), binding 1 (texture), binding 2 (uniform buffer)
- Render passes need depthSlice = WGPU_DEPTH_SLICE_UNDEFINED on non-Windows platforms
Added CMake target with dependencies:
- Links against gpu, 3d, audio, procedural, util libraries
- Minimal dependencies (no timeline/music generation needed)
Coverage: Validates core post-processing infrastructure used by all post-process effects
Zero binary size impact: All test code under #if !defined(STRIP_ALL)
Part of GPU Effects Test Infrastructure (Phase 2/3)
Phase 2 Complete: Effect classes + helper utilities tested
Next: Phase 3 (optional) - Individual effect render validation
Diffstat (limited to 'src')
| -rw-r--r-- | src/tests/test_post_process_helper.cc | 280 |
1 files changed, 280 insertions, 0 deletions
diff --git a/src/tests/test_post_process_helper.cc b/src/tests/test_post_process_helper.cc new file mode 100644 index 0000000..c1c5591 --- /dev/null +++ b/src/tests/test_post_process_helper.cc @@ -0,0 +1,280 @@ +// This file is part of the 64k demo project. +// It tests post-processing helper functions (pipeline and bind group creation). +// Validates that helpers can create valid WebGPU resources. + +#if !defined(STRIP_ALL) // Test code only - zero size impact on final binary + +#include "webgpu_test_fixture.h" +#include "offscreen_render_target.h" +#include "gpu/demo_effects.h" +#include "gpu/gpu.h" +#include <cassert> +#include <cstdio> + +// External helper functions (defined in post_process_helper.cc) +extern WGPURenderPipeline create_post_process_pipeline(WGPUDevice device, + WGPUTextureFormat format, + const char* shader_code); +extern void pp_update_bind_group(WGPUDevice device, WGPURenderPipeline pipeline, + WGPUBindGroup* bind_group, WGPUTextureView input_view, + GpuBuffer uniforms); + +// Helper: Create a texture suitable for post-processing (both render target and texture binding) +static WGPUTexture create_post_process_texture(WGPUDevice device, int width, int height, + WGPUTextureFormat format) { + const WGPUTextureDescriptor texture_desc = { + .usage = WGPUTextureUsage_RenderAttachment | + WGPUTextureUsage_TextureBinding | + WGPUTextureUsage_CopySrc, + .dimension = WGPUTextureDimension_2D, + .size = {static_cast<uint32_t>(width), static_cast<uint32_t>(height), 1}, + .format = format, + .mipLevelCount = 1, + .sampleCount = 1, + }; + return wgpuDeviceCreateTexture(device, &texture_desc); +} + +// Helper: Create texture view +static WGPUTextureView create_texture_view(WGPUTexture texture, WGPUTextureFormat format) { + const WGPUTextureViewDescriptor view_desc = { + .format = format, + .dimension = WGPUTextureViewDimension_2D, + .baseMipLevel = 0, + .mipLevelCount = 1, + .baseArrayLayer = 0, + .arrayLayerCount = 1, + }; + return wgpuTextureCreateView(texture, &view_desc); +} + +// Minimal valid post-process shader for testing +static const char* test_shader = R"( +@vertex +fn vs_main(@builtin(vertex_index) vid: u32) -> @builtin(position) vec4<f32> { + let x = f32((vid & 1u) << 1u) - 1.0; + let y = f32((vid & 2u) >> 0u) - 1.0; + return vec4<f32>(x, y, 0.0, 1.0); +} + +@group(0) @binding(0) var input_sampler: sampler; +@group(0) @binding(1) var input_texture: texture_2d<f32>; +@group(0) @binding(2) var<uniform> uniforms: vec4<f32>; + +@fragment +fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> { + let uv = pos.xy / vec2<f32>(256.0, 256.0); + return textureSample(input_texture, input_sampler, uv); +} +)"; + +// Test 1: Pipeline creation +static void test_pipeline_creation() { + fprintf(stdout, "Testing post-process pipeline creation...\n"); + + WebGPUTestFixture fixture; + if (!fixture.init()) { + fprintf(stdout, " ⚠ WebGPU unavailable - skipping test\n"); + return; + } + + WGPURenderPipeline pipeline = create_post_process_pipeline( + fixture.device(), fixture.format(), test_shader); + + assert(pipeline != nullptr && "Pipeline should be created successfully"); + fprintf(stdout, " ✓ Pipeline created successfully\n"); + + // Cleanup + wgpuRenderPipelineRelease(pipeline); + fprintf(stdout, " ✓ Pipeline released\n"); +} + +// Test 2: Bind group creation +static void test_bind_group_creation() { + fprintf(stdout, "Testing post-process bind group creation...\n"); + + WebGPUTestFixture fixture; + if (!fixture.init()) { + fprintf(stdout, " ⚠ WebGPU unavailable - skipping test\n"); + return; + } + + // Create pipeline + WGPURenderPipeline pipeline = create_post_process_pipeline( + fixture.device(), fixture.format(), test_shader); + assert(pipeline != nullptr && "Pipeline required for bind group test"); + + // Create input texture with TEXTURE_BINDING usage + WGPUTexture input_texture = create_post_process_texture( + fixture.device(), 256, 256, fixture.format()); + WGPUTextureView input_view = create_texture_view(input_texture, fixture.format()); + + // Create uniform buffer + const WGPUBufferDescriptor uniform_desc = { + .usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst, + .size = 16, // vec4<f32> + }; + WGPUBuffer uniform_buffer = wgpuDeviceCreateBuffer(fixture.device(), &uniform_desc); + assert(uniform_buffer != nullptr && "Uniform buffer should be created"); + + GpuBuffer uniforms = {uniform_buffer, 16}; + + // Test bind group creation + WGPUBindGroup bind_group = nullptr; + pp_update_bind_group(fixture.device(), pipeline, &bind_group, + input_view, uniforms); + + assert(bind_group != nullptr && "Bind group should be created successfully"); + fprintf(stdout, " ✓ Bind group created successfully\n"); + + // Cleanup + wgpuBindGroupRelease(bind_group); + wgpuTextureViewRelease(input_view); + wgpuTextureRelease(input_texture); + wgpuBufferRelease(uniform_buffer); + wgpuRenderPipelineRelease(pipeline); + fprintf(stdout, " ✓ Resources released\n"); +} + +// Test 3: Bind group update (replacement) +static void test_bind_group_update() { + fprintf(stdout, "Testing post-process bind group update...\n"); + + WebGPUTestFixture fixture; + if (!fixture.init()) { + fprintf(stdout, " ⚠ WebGPU unavailable - skipping test\n"); + return; + } + + WGPURenderPipeline pipeline = create_post_process_pipeline( + fixture.device(), fixture.format(), test_shader); + + WGPUTexture texture1 = create_post_process_texture( + fixture.device(), 256, 256, fixture.format()); + WGPUTextureView view1 = create_texture_view(texture1, fixture.format()); + + WGPUTexture texture2 = create_post_process_texture( + fixture.device(), 512, 512, fixture.format()); + WGPUTextureView view2 = create_texture_view(texture2, fixture.format()); + + const WGPUBufferDescriptor uniform_desc = { + .usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst, + .size = 16, + }; + WGPUBuffer uniform_buffer = wgpuDeviceCreateBuffer(fixture.device(), &uniform_desc); + GpuBuffer uniforms = {uniform_buffer, 16}; + + // Create initial bind group + WGPUBindGroup bind_group = nullptr; + pp_update_bind_group(fixture.device(), pipeline, &bind_group, + view1, uniforms); + assert(bind_group != nullptr && "Initial bind group should be created"); + fprintf(stdout, " ✓ Initial bind group created\n"); + + // Update bind group (should release old and create new) + pp_update_bind_group(fixture.device(), pipeline, &bind_group, + view2, uniforms); + assert(bind_group != nullptr && "Updated bind group should be created"); + fprintf(stdout, " ✓ Bind group updated successfully\n"); + + // Cleanup + wgpuBindGroupRelease(bind_group); + wgpuTextureViewRelease(view1); + wgpuTextureRelease(texture1); + wgpuTextureViewRelease(view2); + wgpuTextureRelease(texture2); + wgpuBufferRelease(uniform_buffer); + wgpuRenderPipelineRelease(pipeline); + fprintf(stdout, " ✓ Resources released\n"); +} + +// Test 4: Full post-process setup (pipeline + bind group) +static void test_full_setup() { + fprintf(stdout, "Testing full post-process setup...\n"); + + WebGPUTestFixture fixture; + if (!fixture.init()) { + fprintf(stdout, " ⚠ WebGPU unavailable - skipping test\n"); + return; + } + + // Create pipeline + WGPURenderPipeline pipeline = create_post_process_pipeline( + fixture.device(), fixture.format(), test_shader); + assert(pipeline != nullptr && "Pipeline creation failed"); + + // Create input texture (with TEXTURE_BINDING usage) + WGPUTexture input_texture = create_post_process_texture( + fixture.device(), 256, 256, fixture.format()); + WGPUTextureView input_view = create_texture_view(input_texture, fixture.format()); + + // Create output texture (can use OffscreenRenderTarget for this) + OffscreenRenderTarget output_target(fixture.instance(), fixture.device(), 256, 256); + + const WGPUBufferDescriptor uniform_desc = { + .usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst, + .size = 16, + }; + WGPUBuffer uniform_buffer = wgpuDeviceCreateBuffer(fixture.device(), &uniform_desc); + GpuBuffer uniforms = {uniform_buffer, 16}; + + // Create bind group + WGPUBindGroup bind_group = nullptr; + pp_update_bind_group(fixture.device(), pipeline, &bind_group, + input_view, uniforms); + assert(bind_group != nullptr && "Bind group creation failed"); + + fprintf(stdout, " ✓ Pipeline and bind group ready\n"); + + // Test render pass setup (smoke test - just verify we can create a pass) + const WGPUCommandEncoderDescriptor enc_desc = {}; + WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(fixture.device(), &enc_desc); + + WGPURenderPassColorAttachment color_attachment = {}; + gpu_init_color_attachment(color_attachment, output_target.view()); + + WGPURenderPassDescriptor pass_desc = {}; + pass_desc.colorAttachmentCount = 1; + pass_desc.colorAttachments = &color_attachment; + + WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + + // Set pipeline and bind group + wgpuRenderPassEncoderSetPipeline(pass, pipeline); + wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group, 0, nullptr); + + // Draw fullscreen triangle + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); + wgpuRenderPassEncoderEnd(pass); + + WGPUCommandBuffer commands = wgpuCommandEncoderFinish(encoder, nullptr); + wgpuQueueSubmit(wgpuDeviceGetQueue(fixture.device()), 1, &commands); + + fprintf(stdout, " ✓ Render pass executed successfully\n"); + + // Cleanup + wgpuCommandBufferRelease(commands); + wgpuRenderPassEncoderRelease(pass); + wgpuCommandEncoderRelease(encoder); + wgpuBindGroupRelease(bind_group); + wgpuTextureViewRelease(input_view); + wgpuTextureRelease(input_texture); + wgpuBufferRelease(uniform_buffer); + wgpuRenderPipelineRelease(pipeline); + + fprintf(stdout, " ✓ Full setup test completed\n"); +} + +int main() { + fprintf(stdout, "=== Post-Process Helper Tests ===\n"); + + test_pipeline_creation(); + test_bind_group_creation(); + test_bind_group_update(); + test_full_setup(); + + fprintf(stdout, "=== All Post-Process Helper Tests Passed ===\n"); + return 0; +} + +#endif /* !defined(STRIP_ALL) */ |
