Files
test/source/blender/gpu/tests/vertex_buffer_test.cc

128 lines
4.4 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "GPU_context.hh"
#include "GPU_framebuffer.hh"
#include "GPU_immediate.hh"
#include "GPU_shader.hh"
#include "GPU_vertex_buffer.hh"
#include "GPU_vertex_format.hh"
#include "BLI_index_range.hh"
#include "BLI_math_vector_types.hh"
#include "gpu_testing.hh"
namespace blender::gpu::tests {
static constexpr int Size = 256;
template<GPUVertCompType comp_type, GPUVertFetchMode fetch_mode, typename ColorType>
static void vertex_buffer_fetch_mode(ColorType color)
{
GPUOffScreen *offscreen = GPU_offscreen_create(Size,
Size,
false,
GPU_RGBA16F,
GPU_TEXTURE_USAGE_ATTACHMENT |
GPU_TEXTURE_USAGE_HOST_READ,
nullptr);
BLI_assert(offscreen != nullptr);
GPU_offscreen_bind(offscreen, false);
GPUTexture *color_texture = GPU_offscreen_color_texture(offscreen);
GPU_texture_clear(color_texture, GPU_DATA_FLOAT, float4(0.0f));
GPUVertFormat format = {0};
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_vertformat_attr_add(&format, "color", comp_type, 4, fetch_mode);
VertBuf *vbo = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(vbo, 4);
struct Vert {
float2 pos;
ColorType color;
};
Vert data[4] = {
{float2(-1.0, -1.0), color},
{float2(1.0, -1.0), color},
{float2(1.0, 1.0), color},
{float2(-1.0, 1.0), color},
};
for (int i : IndexRange(4)) {
GPU_vertbuf_vert_set(vbo, i, &data[i]);
}
Batch *batch = GPU_batch_create(GPU_PRIM_TRI_FAN, vbo, nullptr);
GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR);
GPU_batch_draw(batch);
GPU_offscreen_unbind(offscreen, false);
GPU_flush();
/* Read back data and perform some basic tests. */
float read_data[4 * Size * Size];
GPU_offscreen_read_color(offscreen, GPU_DATA_FLOAT, &read_data);
for (int pixel_index = 0; pixel_index < Size * Size; pixel_index++) {
float4 read_color = float4(&read_data[pixel_index * 4]);
EXPECT_EQ(read_color, float4(color));
}
GPU_batch_discard(batch);
GPU_vertbuf_discard(vbo);
GPU_offscreen_free(offscreen);
}
static void test_vertex_buffer_fetch_mode__GPU_COMP_I8__GPU_FETCH_INT_TO_FLOAT()
{
vertex_buffer_fetch_mode<GPU_COMP_I8, GPU_FETCH_INT_TO_FLOAT, char4>(char4(4, 5, 6, 1));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I8__GPU_FETCH_INT_TO_FLOAT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_U8__GPU_FETCH_INT_TO_FLOAT()
{
vertex_buffer_fetch_mode<GPU_COMP_U8, GPU_FETCH_INT_TO_FLOAT, uchar4>(uchar4(4, 5, 6, 1));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U8__GPU_FETCH_INT_TO_FLOAT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_I16__GPU_FETCH_INT_TO_FLOAT()
{
vertex_buffer_fetch_mode<GPU_COMP_I16, GPU_FETCH_INT_TO_FLOAT, short4>(short4(4, 5, 6, 1));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I16__GPU_FETCH_INT_TO_FLOAT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_U16__GPU_FETCH_INT_TO_FLOAT()
{
vertex_buffer_fetch_mode<GPU_COMP_U16, GPU_FETCH_INT_TO_FLOAT, ushort4>(ushort4(4, 5, 6, 1));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U16__GPU_FETCH_INT_TO_FLOAT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_I32__GPU_FETCH_INT_TO_FLOAT()
{
if (GPU_backend_type_selection_get() == GPU_BACKEND_VULKAN) {
GTEST_SKIP() << "interleaved format not supported yet";
}
vertex_buffer_fetch_mode<GPU_COMP_I32, GPU_FETCH_INT_TO_FLOAT, int4>(int4(4, 5, 6, 1));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I32__GPU_FETCH_INT_TO_FLOAT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_U32__GPU_FETCH_INT_TO_FLOAT()
{
if (GPU_backend_type_selection_get() == GPU_BACKEND_VULKAN) {
GTEST_SKIP() << "interleaved format not supported yet";
}
vertex_buffer_fetch_mode<GPU_COMP_U32, GPU_FETCH_INT_TO_FLOAT, uint4>(uint4(4, 5, 6, 1));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U32__GPU_FETCH_INT_TO_FLOAT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_F32__GPU_FETCH_FLOAT()
{
vertex_buffer_fetch_mode<GPU_COMP_F32, GPU_FETCH_FLOAT, float4>(float4(4, 5, 6, 1));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_F32__GPU_FETCH_FLOAT);
} // namespace blender::gpu::tests