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// End-to-end test for Sequence v2 system
// Tests compiler output instantiation and execution
#include "gpu/sequence_v2.h"
#include "gpu/effect_v2.h"
#include "effects/gaussian_blur_effect_v2.h"
#include "effects/heptagon_effect_v2.h"
#include "effects/passthrough_effect_v2.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 SequenceV2 {
public:
SimpleTestSequence(const GpuContext& ctx, int width, int height)
: SequenceV2(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<PassthroughEffectV2>(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<PassthroughEffectV2>(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;
}
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