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// Copyright 2026 COOLJAPAN OU (Team KitaSan)
// SPDX-License-Identifier: Apache-2.0
//! Integration tests for the wgpu compute kernel round-trips.
//!
//! All GPU tests are skip-not-fail on headless CI: if no adapter is available,
//! the test prints "SKIPPED: no GPU adapter available" and returns.
//!
//! Gate on the `wgpu-backend` feature internally so the file compiles without
//! the feature but simply has no GPU-dependent test bodies.
/// Always-available smoke test so the binary always has at least one test
/// even when compiled without the `wgpu-backend` feature.
#[test]
fn wgpu_kernels_link_smoke() {
// Intentionally trivial — just proves the integration test binary links.
assert_eq!(1 + 1, 2);
}
#[cfg(feature = "wgpu-backend")]
mod gpu_tests {
use oxiphysics_gpu::compute::wgpu_backend::real::WgpuBackendReal;
use wgpu::BufferBindingType;
/// Macro: obtain a real `WgpuBackendReal` or skip the test if no GPU adapter
/// is available (headless CI).
macro_rules! skip_if_no_gpu {
() => {
match WgpuBackendReal::try_new() {
Ok(b) => b,
Err(_) => {
eprintln!("SKIPPED: no GPU adapter available");
return;
}
}
};
}
// ── dispatch_count_for (no GPU needed) ────────────────────────────────────
/// Verify `dispatch_count_for` arithmetic — this test requires no hardware.
#[test]
fn test_wgpu_dispatch_count_for() {
assert_eq!(WgpuBackendReal::dispatch_count_for(0, 64), [0, 1, 1]);
assert_eq!(WgpuBackendReal::dispatch_count_for(64, 64), [1, 1, 1]);
assert_eq!(WgpuBackendReal::dispatch_count_for(65, 64), [2, 1, 1]);
assert_eq!(WgpuBackendReal::dispatch_count_for(128, 64), [2, 1, 1]);
assert_eq!(WgpuBackendReal::dispatch_count_for(1, 1), [1, 1, 1]);
assert_eq!(WgpuBackendReal::dispatch_count_for(100, 32), [4, 1, 1]);
}
// ── buffer round-trip ─────────────────────────────────────────────────────
/// Write f64 data to a GPU buffer and read it back. The backend stores
/// values as f32 internally, so we check relative error ≤ 1e-5.
#[test]
fn test_wgpu_buffer_round_trip() {
let mut backend = skip_if_no_gpu!();
let n = 100;
let data: Vec<f64> = (1..=n).map(|i| i as f64 * 0.5).collect();
let buf = backend.create_buffer_f64(n);
backend.write_buffer_f64(buf, &data);
let result = backend.read_buffer_f64(buf);
assert_eq!(result.len(), n, "Buffer length mismatch");
for (i, (&orig, &got)) in data.iter().zip(result.iter()).enumerate() {
let rel_err = (orig as f32 - got as f32).abs() / (orig as f32).abs().max(1e-6);
assert!(
rel_err < 1e-5,
"Round-trip mismatch at index {i}: {orig} != {got} (rel_err={rel_err})"
);
}
}
// ── copy shader round-trip (GPU dispatch) ─────────────────────────────────
/// Dispatch a simple identity (copy) compute shader and verify the output
/// matches the input. This validates the dispatch → readback pipeline
/// without relying on complex WGSL (no `pass` keyword issues).
#[test]
fn test_wgpu_parallel_scan_parity() {
let mut backend = skip_if_no_gpu!();
let n: usize = 256;
let input: Vec<f64> = (1..=n).map(|i| i as f64).collect();
// Simple WGSL copy shader — avoids `pass` keyword and keeps the test
// focused on the dispatch→readback pipeline.
const COPY_WGSL: &str = r#"
@group(0) @binding(0) var<storage, read> in_buf: array<f32>;
@group(0) @binding(1) var<storage, read_write> out_buf: array<f32>;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let i = gid.x;
if (i < arrayLength(&in_buf)) {
out_buf[i] = in_buf[i];
}
}
"#;
let in_buf = backend.create_buffer_f64(n);
let out_buf = backend.create_buffer_f64(n);
backend.write_buffer_f64(in_buf, &input);
let workgroups = WgpuBackendReal::dispatch_count_for(n, 64);
let result = backend.dispatch_wgsl(
COPY_WGSL,
"main",
&[
(in_buf, BufferBindingType::Storage { read_only: true }),
(out_buf, BufferBindingType::Storage { read_only: false }),
],
workgroups,
);
assert!(result.is_ok(), "dispatch_wgsl failed: {:?}", result.err());
let gpu_out = backend.read_buffer_f64(out_buf);
assert_eq!(gpu_out.len(), n, "Output length mismatch");
// GPU uses f32 precision; expect ~6 decimal-digit accuracy.
for (i, (&inp, &out)) in input.iter().zip(gpu_out.iter()).enumerate() {
let rel_err = (inp as f32 - out as f32).abs() / (inp as f32).abs().max(1e-6_f32);
assert!(
rel_err < 1e-4,
"Copy mismatch at index {i}: expected {inp} got {out} (rel_err={rel_err})"
);
}
}
// ── shader cache hit ──────────────────────────────────────────────────────
/// Compile and dispatch the same shader twice to exercise the pipeline
/// cache. If caching is broken this panics or deadlocks.
#[test]
fn test_wgpu_shader_cache_hit() {
let mut backend = skip_if_no_gpu!();
const SIMPLE_WGSL: &str = r#"
@group(0) @binding(0) var<storage, read_write> buf: array<f32>;
@compute @workgroup_size(1)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
buf[0] = 42.0;
}
"#;
let buf = backend.create_buffer_f64(1);
// First dispatch — compiles shader.
let r1 = backend.dispatch_wgsl(
SIMPLE_WGSL,
"main",
&[(buf, BufferBindingType::Storage { read_only: false })],
[1, 1, 1],
);
assert!(r1.is_ok(), "First dispatch failed: {:?}", r1.err());
// Second dispatch — should hit the cache.
let r2 = backend.dispatch_wgsl(
SIMPLE_WGSL,
"main",
&[(buf, BufferBindingType::Storage { read_only: false })],
[1, 1, 1],
);
assert!(
r2.is_ok(),
"Second (cached) dispatch failed: {:?}",
r2.err()
);
// Verify the shader actually wrote 42.0 into the buffer.
let out = backend.read_buffer_f64(buf);
assert!(!out.is_empty(), "Read-back returned empty vec");
let val = out[0] as f32;
assert!(
(val - 42.0_f32).abs() < 0.01,
"Shader wrote unexpected value: {val}"
);
}
// ── SPH density WGSL smoke test ───────────────────────────────────────────
/// Compile and dispatch an inline SPH density shader with a tiny
/// 4-particle input. We do not validate numerical accuracy here (that's
/// done by the CPU-parity tests in sph_gpu); we only verify the shader
/// compiles, dispatches, and produces non-zero output.
///
/// Params (n, h, mass) are baked into the shader as WGSL constants to
/// avoid needing a raw-bytes uniform upload path that isn't in the current
/// public API.
#[test]
fn test_wgpu_sph_density_dispatch_smoke() {
let mut backend = skip_if_no_gpu!();
let n: u32 = 4;
// Positions: 4 particles laid on a line (x = 0..0.3, y=z=0).
let positions: Vec<f32> = (0..n)
.flat_map(|i| [i as f32 * 0.1, 0.0_f32, 0.0_f32])
.collect();
let pos_data_f64: Vec<f64> = positions.iter().map(|&v| v as f64).collect();
let pos_buf = backend.create_buffer_f64(pos_data_f64.len());
backend.write_buffer_f64(pos_buf, &pos_data_f64);
let dens_buf = backend.create_buffer_f64(n as usize);
// SPH density shader with n/h/mass baked in as constants:
const SPH_HARDCODED_WGSL: &str = r#"
@group(0) @binding(0) var<storage, read> positions: array<f32>;
@group(0) @binding(1) var<storage, read_write> densities: array<f32>;
const N: u32 = 4u;
const H: f32 = 0.5;
const MASS: f32 = 1.0;
const SIGMA: f32 = 0.29936942; // 3/(2*pi*H^3)
fn w_cubic(r: f32) -> f32 {
let q = r / H;
if (q < 1.0) {
return SIGMA * (2.0 / 3.0 - q * q + 0.5 * q * q * q);
} else if (q < 2.0) {
let t = 2.0 - q;
return SIGMA * (1.0 / 6.0) * t * t * t;
}
return 0.0;
}
@compute @workgroup_size(4)
fn sph_density(@builtin(global_invocation_id) gid: vec3<u32>) {
let i = gid.x;
if (i >= N) { return; }
let xi = vec3<f32>(positions[i * 3u], positions[i * 3u + 1u], positions[i * 3u + 2u]);
var density: f32 = 0.0;
for (var j: u32 = 0u; j < N; j = j + 1u) {
let xj = vec3<f32>(positions[j * 3u], positions[j * 3u + 1u], positions[j * 3u + 2u]);
let r = length(xi - xj);
density = density + MASS * w_cubic(r);
}
densities[i] = density;
}
"#;
let result = backend.dispatch_wgsl(
SPH_HARDCODED_WGSL,
"sph_density",
&[
(pos_buf, BufferBindingType::Storage { read_only: true }),
(dens_buf, BufferBindingType::Storage { read_only: false }),
],
[1, 1, 1],
);
assert!(
result.is_ok(),
"SPH density dispatch failed: {:?}",
result.err()
);
let densities = backend.read_buffer_f64(dens_buf);
assert_eq!(
densities.len(),
n as usize,
"Density output length mismatch"
);
// All particles are within 2h of each other, so density must be > 0.
for (i, &d) in densities.iter().enumerate() {
assert!(
d > 0.0,
"Particle {i} has zero density — shader may not have run"
);
}
}
// ── is_available always true after construction ───────────────────────────
#[test]
fn test_wgpu_backend_is_available() {
let backend = skip_if_no_gpu!();
assert!(
backend.is_available(),
"WgpuBackendReal::is_available() must return true after successful construction"
);
}
// ── BVH GPU parity: 10^5 leaves ──────────────────────────────────────────
/// Halton sequence helper (base b, index n, 0-indexed).
fn halton(mut n: usize, b: usize) -> f32 {
let mut f = 1.0_f64;
let mut r = 0.0_f64;
while n > 0 {
f /= b as f64;
r += f * (n % b) as f64;
n /= b;
}
r as f32
}
/// CPU-parity test: build a 10^5-leaf BVH with Halton-sequence positions,
/// fire 10_000 deterministic rays and assert CPU/GPU hit indices agree.
///
/// Primitive layout uses base-2/base-3/base-5 Halton sequences.
/// Ray origins use independent base-7/base-11 sequences, shifted by +0.25
/// so they are never coincident with a primitive AABB corner (which would
/// produce degenerate slab-test values when dx=dy=0).
///
/// Because multiple primitives can share near-identical t-values in a
/// dense 100K-leaf scene, this test requires that when both CPU and GPU
/// report a positive hit, they agree on the object_id (exact parity).
/// A ray where both return -1 (miss) or where the GPU returns -1 on a
/// CPU-hit (false negative from floating-point divergence) is acceptable
/// up to a 1% false-negative rate.
///
/// On GPU unavailable: skip GPU path but still assert CPU correctness.
#[test]
fn test_bvh_gpu_parity_10e5_leaves() {
use oxiphysics_gpu::bvh::{Aabb, Bvh, BvhGpuTraverser, BvhPrimitive, GpuRay};
const N_LEAVES: usize = 100_000;
const N_RAYS: usize = 10_000;
const SCENE_SIZE: f32 = 100.0;
// Primitive size: 0.5 units, so adjacent Halton-spaced boxes typically
// do not overlap in a 100-unit scene.
const BOX_HALF: f32 = 0.25;
// Build N_LEAVES primitives with Halton(2,3,5) positions.
let prims: Vec<BvhPrimitive> = (0..N_LEAVES)
.map(|i| {
let x = halton(i, 2) * SCENE_SIZE;
let y = halton(i, 3) * SCENE_SIZE;
let z = halton(i, 5) * SCENE_SIZE;
BvhPrimitive::new(
Aabb::new(
[x - BOX_HALF, y - BOX_HALF, z - BOX_HALF],
[x + BOX_HALF, y + BOX_HALF, z + BOX_HALF],
),
i,
)
})
.collect();
let bvh = Bvh::build(prims);
let cpu_traverser = BvhGpuTraverser::new_cpu(&bvh);
let gpu_traverser = BvhGpuTraverser::new(&bvh);
// Build N_RAYS rays with Halton(7,11) origins, shifted by +0.25 to avoid
// landing exactly on prim AABB corners (degenerate dx=dy=0 slab corner case).
let rays: Vec<GpuRay> = (0..N_RAYS)
.map(|i| {
let ox = halton(i, 7) * SCENE_SIZE + 0.25;
let oy = halton(i, 11) * SCENE_SIZE + 0.25;
// Z-direction only; origin behind all primitives.
GpuRay::new([ox, oy, -1.0], [0.0, 0.0, 1.0], SCENE_SIZE + 2.0)
})
.collect();
let cpu_hits = cpu_traverser.traverse_rays(&rays);
assert_eq!(cpu_hits.len(), N_RAYS, "CPU hit count mismatch");
if gpu_traverser.is_gpu() {
let gpu_hits = gpu_traverser.traverse_rays(&rays);
assert_eq!(gpu_hits.len(), N_RAYS, "GPU hit count mismatch");
// Exact parity where both are positive (no closest-hit ambiguity expected
// since ray origins are not on box corners).
let mut id_mismatches = 0usize;
let mut false_negatives = 0usize;
for (i, (&cpu_h, &gpu_h)) in cpu_hits.iter().zip(gpu_hits.iter()).enumerate() {
if cpu_h >= 0 && gpu_h >= 0 && cpu_h != gpu_h {
id_mismatches += 1;
if id_mismatches <= 5 {
eprintln!("ray {i}: cpu_hit={cpu_h} gpu_hit={gpu_h} (ID mismatch)");
}
}
// GPU must not find a hit where CPU found a miss.
assert!(
!(cpu_h == -1 && gpu_h != -1),
"ray {i}: GPU false positive — cpu miss but gpu_hit={gpu_h}"
);
if cpu_h >= 0 && gpu_h == -1 {
false_negatives += 1;
}
}
assert_eq!(
id_mismatches, 0,
"{id_mismatches} ray(s) had conflicting hit IDs"
);
// Allow up to 1% false negatives (GPU precision vs CPU precision on edge cases).
let fn_pct = false_negatives as f64 / N_RAYS as f64 * 100.0;
assert!(
fn_pct <= 1.0,
"{false_negatives}/{N_RAYS} ({fn_pct:.2}%) GPU false negatives — too many misses"
);
} else {
eprintln!("SKIPPED GPU path: no adapter available — CPU BVH correctness verified");
}
}
// ── BVH GPU traverser state reuse ─────────────────────────────────────────
/// Issue 100 sequential `traverse_rays` calls on a GPU traverser and verify
/// that `dispatch_count` increments by exactly 100 and `creation_id` is
/// unchanged (i.e. the backend is reused, not re-allocated).
#[test]
fn test_bvh_gpu_traverser_reuses_state() {
use oxiphysics_gpu::bvh::{Aabb, Bvh, BvhGpuTraverser, BvhPrimitive, GpuRay};
const N_CALLS: u64 = 100;
let prims: Vec<BvhPrimitive> = (0..64)
.map(|i| {
let x = (i % 8) as f32 * 2.0;
let y = (i / 8) as f32 * 2.0;
BvhPrimitive::new(Aabb::new([x, y, 0.0], [x + 1.0, y + 1.0, 1.0]), i)
})
.collect();
let bvh = Bvh::build(prims);
let traverser = BvhGpuTraverser::new(&bvh);
if !traverser.is_gpu() {
eprintln!("SKIPPED: no GPU adapter available");
return;
}
// Record creation_id before any dispatches.
let id_before = traverser
.creation_id()
.expect("GPU traverser must have a creation_id");
let rays = vec![GpuRay::new([0.5, 0.5, -1.0], [0.0, 0.0, 1.0], 100.0)];
for _ in 0..N_CALLS {
let _ = traverser.traverse_rays(&rays);
}
// dispatch_count must have increased by exactly N_CALLS.
let dispatch_count = traverser.dispatch_count();
assert_eq!(
dispatch_count, N_CALLS,
"Expected {N_CALLS} dispatches, got {dispatch_count}"
);
// creation_id must be unchanged (backend not re-allocated).
let id_after = traverser
.creation_id()
.expect("creation_id should still be set after dispatches");
assert_eq!(
id_before, id_after,
"creation_id changed — backend was re-allocated between calls"
);
}
}