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// End-to-end test for Sequence v2 system
// Tests compiler output instantiation and execution

#include "gpu/sequence.h"
#include "gpu/effect.h"
#include "effects/gaussian_blur_effect.h"
#include "effects/heptagon_effect.h"
#include "effects/passthrough_effect.h"
#include "gpu/shaders.h"
#include "tests/common/webgpu_test_fixture.h"
#include <cassert>
#include <cstdio>

// Manually transcribed generated sequence (simulates compiler output)
// Simple 2-effect chain to validate DAG execution
class SimpleTestSequence : public Sequence {
 public:
  SimpleTestSequence(const GpuContext& ctx, int width, int height)
      : Sequence(ctx, width, height) {
    // Node declarations (source/sink already created by NodeRegistry)
    nodes_.declare_node("temp", NodeType::U8X4_NORM, width_, height_);

    // Effect DAG construction (2 effects: source->temp->sink)
    effect_dag_.push_back({
      .effect = std::make_shared<PassthroughEffect>(ctx,
                std::vector<std::string>{"source"},
                std::vector<std::string>{"temp"}),
      .input_nodes = {"source"},
      .output_nodes = {"temp"},
      .execution_order = 0
    });
    effect_dag_.push_back({
      .effect = std::make_shared<PassthroughEffect>(ctx,
                std::vector<std::string>{"temp"},
                std::vector<std::string>{"sink"}),
      .input_nodes = {"temp"},
      .output_nodes = {"sink"},
      .execution_order = 1
    });
  }
};

// Test: Instantiate and run v2 sequence
void test_sequence_v2_instantiation() {
  WebGPUTestFixture fixture;
  if (!fixture.init()) {
    fprintf(stderr, "Skipping test (no GPU)\n");
    return;
  }

  // Initialize shader composer with snippets
  InitShaderComposer();

  // Create sequence
  SimpleTestSequence seq(fixture.ctx(), 1280, 720);

  // Preprocess
  seq.preprocess(0.0f, 0.0f, 0.0f, 0.0f);

  // Create command encoder
  WGPUCommandEncoderDescriptor enc_desc = {};
  WGPUCommandEncoder encoder =
      wgpuDeviceCreateCommandEncoder(fixture.ctx().device, &enc_desc);

  // Execute DAG (should not crash)
  seq.render_effects(encoder);

  // Cleanup
  WGPUCommandBuffer cmd = wgpuCommandEncoderFinish(encoder, nullptr);
  wgpuCommandBufferRelease(cmd);
  wgpuCommandEncoderRelease(encoder);

  printf("PASS: Sequence v2 instantiation and execution\n");
}

// Test: Verify DAG execution order
void test_dag_execution_order() {
  WebGPUTestFixture fixture;
  if (!fixture.init()) {
    fprintf(stderr, "Skipping test (no GPU)\n");
    return;
  }

  // Initialize shader composer with snippets
  InitShaderComposer();

  SimpleTestSequence seq(fixture.ctx(), 1280, 720);

  // Verify effects are in correct order
  const auto& dag = seq.get_effect_dag();
  assert(dag.size() == 2);
  assert(dag[0].execution_order == 0);
  assert(dag[1].execution_order == 1);

  // Verify node routing
  assert(dag[0].input_nodes[0] == "source");
  assert(dag[0].output_nodes[0] == "temp");
  assert(dag[1].input_nodes[0] == "temp");
  assert(dag[1].output_nodes[0] == "sink");

  printf("PASS: DAG execution order validated\n");
}

int main() {
  printf("Running Sequence v2 end-to-end tests...\n");

  test_sequence_v2_instantiation();
  test_dag_execution_order();

  printf("All Sequence v2 e2e tests passed!\n");
  return 0;
}