This prevents the use of unaligned data types in vertex formats. These formats are not supported on many platform. This simplify the `GPUVertexFormat` class a lot as we do not need packing shenanigans anymore and just compute the vertex stride. The old enums are kept for progressive porting of the backends and user code. This will break compatibility with python addons. TODO: - [x] Deprecation warning for PyGPU (4.5) - [x] Deprecate matrix attributes - [x] Error handling for PyGPU (5.0) - [x] Backends - [x] Metal - [x] OpenGL - [x] Vulkan Pull Request: https://projects.blender.org/blender/blender/pulls/138846
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::VertAttrType::SFLOAT_32_32_32);
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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::VertAttrType::SFLOAT_32_32_32);
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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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