This PR adds a clear on creation for draw region framebuffers, which fixes issue https://projects.blender.org/blender/blender/issues/139443. When using the "Lock Interface" option, redrawing is disabled until the rendering process has finished. When the GPU driver does not initialize framebuffer textures with zero, this means that visual corruption can be perceived when resizing the main window while rendering. This fix makes sure that framebuffer textures are initialized with zero on all GPU platforms. Pull Request: https://projects.blender.org/blender/blender/pulls/139445
134 lines
4.2 KiB
C++
134 lines
4.2 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "testing/testing.h"
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#include "GPU_framebuffer.hh"
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#include "GPU_immediate.hh"
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#include "GPU_shader_builtin.hh"
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#include "GPU_state.hh"
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#include "gpu_testing.hh"
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#include "BLI_math_vector.hh"
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namespace blender::gpu::tests {
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static constexpr int Size = 4;
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static void test_immediate_one_plane()
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{
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GPUOffScreen *offscreen = GPU_offscreen_create(Size,
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Size,
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false,
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GPU_RGBA16F,
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GPU_TEXTURE_USAGE_ATTACHMENT |
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GPU_TEXTURE_USAGE_HOST_READ,
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false,
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nullptr);
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BLI_assert(offscreen != nullptr);
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GPU_offscreen_bind(offscreen, false);
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GPUVertFormat *format = immVertexFormat();
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uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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float4 color(1.0, 0.5, 0.25, 1.0);
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immUniformColor4fv(color);
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immBegin(GPU_PRIM_TRI_STRIP, 4);
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immVertex3f(pos, -1.0f, 1.0f, 0.0f);
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immVertex3f(pos, 1.0f, 1.0f, 0.0f);
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immVertex3f(pos, -1.0f, -1.0f, 0.0f);
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immVertex3f(pos, 1.0f, -1.0f, 0.0f);
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immEnd();
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GPU_offscreen_unbind(offscreen, false);
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GPU_flush();
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/* Read back data and perform some basic tests. */
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Vector<float4> read_data(Size * Size);
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GPU_offscreen_read_color(offscreen, GPU_DATA_FLOAT, read_data.data());
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for (const float4 &read_color : read_data) {
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EXPECT_EQ(read_color, color);
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}
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GPU_offscreen_free(offscreen);
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immUnbindProgram();
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}
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GPU_TEST(immediate_one_plane)
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/**
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* Draws two planes with two different colors.
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* - Tests that both planes are stored in the same buffer (depends on backend).
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* - Test that data of the first plane isn't overwritten by the second plane.
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* (push constants, buffer, bind points etc.)
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*/
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static void test_immediate_two_planes()
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{
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GPUOffScreen *offscreen = GPU_offscreen_create(Size,
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Size,
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false,
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GPU_RGBA16F,
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GPU_TEXTURE_USAGE_ATTACHMENT |
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GPU_TEXTURE_USAGE_HOST_READ,
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false,
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nullptr);
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BLI_assert(offscreen != nullptr);
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GPU_offscreen_bind(offscreen, false);
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GPUVertFormat *format = immVertexFormat();
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uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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float4 color(1.0, 0.5, 0.25, 1.0);
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immUniformColor4fv(color);
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immBegin(GPU_PRIM_TRI_STRIP, 4);
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immVertex3f(pos, -1.0f, 1.0f, 0.0f);
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immVertex3f(pos, 0.0f, 1.0f, 0.0f);
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immVertex3f(pos, -1.0f, -1.0f, 0.0f);
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immVertex3f(pos, 0.0f, -1.0f, 0.0f);
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immEnd();
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float4 color2(0.25, 0.5, 1.0, 1.0);
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immUniformColor4fv(color2);
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immBegin(GPU_PRIM_TRI_STRIP, 4);
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immVertex3f(pos, 0.0f, 1.0f, 0.0f);
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immVertex3f(pos, 1.0f, 1.0f, 0.0f);
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immVertex3f(pos, 0.0f, -1.0f, 0.0f);
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immVertex3f(pos, 1.0f, -1.0f, 0.0f);
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immEnd();
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GPU_offscreen_unbind(offscreen, false);
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GPU_flush();
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/* Read back data and perform some basic tests.
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* Not performing detailed tests as there might be driver specific limitations. */
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Vector<float4> read_data(Size * Size);
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GPU_offscreen_read_color(offscreen, GPU_DATA_FLOAT, read_data.data());
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int64_t color_num = 0;
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int64_t color2_num = 0;
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for (const float4 &read_color : read_data) {
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if (read_color == color) {
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color_num++;
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}
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else if (read_color == color2) {
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color2_num++;
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}
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else {
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EXPECT_TRUE(read_color == color || read_color == color2);
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}
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}
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EXPECT_TRUE(color_num > 0);
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EXPECT_TRUE(color2_num > 0);
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GPU_offscreen_free(offscreen);
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immUnbindProgram();
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}
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GPU_TEST(immediate_two_planes)
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} // namespace blender::gpu::tests
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