Files
test/source/blender/gpu/tests/shaders/gpu_math_test.glsl
Clément Foucault 47d2dffe8c GPU: Shader CodeBase use constexpr instead of const
Do this only when applicable.

This allow better compile time checking in Shader C++ compilation.
Moreover, this allows to have `constexpr` in shared code between
C++ and GLSL.

After investigation the `const` keyword in GLSL has the same
semantic than C/C++.

Rel #137333 and #137446

Pull Request: https://projects.blender.org/blender/blender/pulls/137497
2025-04-15 11:36:53 +02:00

334 lines
14 KiB
GLSL

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Directive for resetting the line numbering so the failing tests lines can be printed.
* This conflict with the shader compiler error logging scheme.
* Comment out for correct compilation error line. */
#line 9
#include "gpu_shader_math_matrix_lib.glsl"
#include "gpu_shader_test_lib.glsl"
#define TEST(a, b) if (true)
void main()
{
TEST(math_matrix, MatrixInverse)
{
float3x3 mat = mat3x3_diagonal(2);
float3x3 inv = invert(mat);
float3x3 expect = mat3x3_diagonal(0.5f);
EXPECT_NEAR(inv, expect, 1e-5f);
bool success;
float3x3 m2 = mat3x3_all(1);
float3x3 inv2 = invert(m2, success);
float3x3 expect2 = mat3x3_all(0);
EXPECT_NEAR(inv2, expect2, 1e-5f);
EXPECT_FALSE(success);
}
TEST(math_matrix, MatrixDeterminant)
{
float2x2 m2 = float2x2(float2(1, 2), float2(3, 4));
float3x3 m3 = float3x3(float3(1, 2, 3), float3(-3, 4, -5), float3(5, -6, 7));
float4x4 m4 = float4x4(
float4(1, 2, -3, 3), float4(3, 4, -5, 3), float4(5, 6, 7, -3), float4(5, 6, 7, 1));
EXPECT_NEAR(determinant(m2), -2.0f, 1e-8f);
EXPECT_NEAR(determinant(m3), -16.0f, 1e-8f);
EXPECT_NEAR(determinant(m4), -112.0f, 1e-8f);
}
TEST(math_matrix, MatrixAdjoint)
{
float2x2 m2 = float2x2(float2(1, 2), float2(3, 4));
float3x3 m3 = float3x3(float3(1, 2, 3), float3(-3, 4, -5), float3(5, -6, 7));
float4x4 m4 = float4x4(
float4(1, 2, -3, 3), float4(3, 4, -5, 3), float4(5, 6, 7, -3), float4(5, 6, 7, 1));
float2x2 expect2 = transpose(float2x2(float2(4, -3), float2(-2, 1)));
float3x3 expect3 = transpose(
float3x3(float3(-2, -4, -2), float3(-32, -8, 16), float3(-22, -4, 10)));
float4x4 expect4 = transpose(float4x4(float4(232, -184, -8, -0),
float4(-128, 88, 16, 0),
float4(80, -76, 4, 28),
float4(-72, 60, -12, -28)));
EXPECT_NEAR(adjoint(m2), expect2, 1e-8f);
EXPECT_NEAR(adjoint(m3), expect3, 1e-8f);
EXPECT_NEAR(adjoint(m4), expect4, 1e-8f);
}
TEST(math_matrix, MatrixInit)
{
float4x4 expect;
float4x4 m = from_location(float3(1, 2, 3));
expect = float4x4(
float4(1, 0, 0, 0), float4(0, 1, 0, 0), float4(0, 0, 1, 0), float4(1, 2, 3, 1));
EXPECT_TRUE(is_equal(m, expect, 0.00001f));
expect = transpose(float4x4(float4(0.411982f, -0.833738f, -0.36763f, 0),
float4(-0.0587266f, -0.426918f, 0.902382f, 0),
float4(-0.909297f, -0.350175f, -0.224845f, 0),
float4(0, 0, 0, 1)));
EulerXYZ euler = EulerXYZ(1, 2, 3);
Quaternion quat = to_quaternion(euler);
AxisAngle axis_angle = to_axis_angle(euler);
m = to_float4x4(from_rotation(euler));
EXPECT_NEAR(m, expect, 1e-5f);
m = to_float4x4(from_rotation(quat));
EXPECT_NEAR(m, expect, 1e-5f);
m = to_float4x4(from_rotation(axis_angle));
EXPECT_NEAR(m, expect, 3e-4f); /* Has some precision issue on some platform. */
m = from_scale(float4(1, 2, 3, 4));
expect = float4x4(
float4(1, 0, 0, 0), float4(0, 2, 0, 0), float4(0, 0, 3, 0), float4(0, 0, 0, 4));
EXPECT_TRUE(is_equal(m, expect, 0.00001f));
m = to_float4x4(from_scale(float3(1, 2, 3)));
expect = float4x4(
float4(1, 0, 0, 0), float4(0, 2, 0, 0), float4(0, 0, 3, 0), float4(0, 0, 0, 1));
EXPECT_TRUE(is_equal(m, expect, 0.00001f));
m = to_float4x4(from_scale(float2(1, 2)));
expect = float4x4(
float4(1, 0, 0, 0), float4(0, 2, 0, 0), float4(0, 0, 1, 0), float4(0, 0, 0, 1));
EXPECT_TRUE(is_equal(m, expect, 0.00001f));
m = from_loc_rot(float3(1, 2, 3), EulerXYZ(1, 2, 3));
expect = float4x4(float4(0.411982f, -0.0587266f, -0.909297f, 0),
float4(-0.833738f, -0.426918f, -0.350175f, 0),
float4(-0.36763f, 0.902382f, -0.224845f, 0),
float4(1, 2, 3, 1));
EXPECT_TRUE(is_equal(m, expect, 0.00001f));
m = from_loc_rot_scale(float3(1, 2, 3), EulerXYZ(1, 2, 3), float3(1, 2, 3));
expect = float4x4(float4(0.411982f, -0.0587266f, -0.909297f, 0),
float4(-1.66748f, -0.853835f, -0.700351f, 0),
float4(-1.10289f, 2.70714f, -0.674535f, 0),
float4(1, 2, 3, 1));
EXPECT_TRUE(is_equal(m, expect, 0.00001f));
}
TEST(math_matrix, MatrixModify)
{
constexpr float epsilon = 1e-6f;
float4x4 result, expect;
float4x4 m1 = float4x4(
float4(0, 3, 0, 0), float4(2, 0, 0, 0), float4(0, 0, 2, 0), float4(0, 0, 0, 1));
expect = float4x4(
float4(0, 3, 0, 0), float4(2, 0, 0, 0), float4(0, 0, 2, 0), float4(4, 9, 2, 1));
result = translate(m1, float3(3, 2, 1));
EXPECT_NEAR(result, expect, epsilon);
expect = float4x4(
float4(0, 3, 0, 0), float4(2, 0, 0, 0), float4(0, 0, 2, 0), float4(4, 0, 0, 1));
result = translate(m1, float2(0, 2));
EXPECT_NEAR(result, expect, epsilon);
expect = float4x4(
float4(0, 0, -2, 0), float4(2, 0, 0, 0), float4(0, 3, 0, 0), float4(0, 0, 0, 1));
result = rotate(m1, AxisAngle(float3(0, 1, 0), M_PI_2));
EXPECT_NEAR(result, expect, epsilon);
expect = float4x4(
float4(0, 9, 0, 0), float4(4, 0, 0, 0), float4(0, 0, 8, 0), float4(0, 0, 0, 1));
result = scale(m1, float3(3, 2, 4));
EXPECT_NEAR(result, expect, epsilon);
expect = float4x4(
float4(0, 9, 0, 0), float4(4, 0, 0, 0), float4(0, 0, 2, 0), float4(0, 0, 0, 1));
result = scale(m1, float2(3, 2));
EXPECT_NEAR(result, expect, epsilon);
}
TEST(math_matrix, MatrixCompareTest)
{
float4x4 m1 = float4x4(
float4(0, 3, 0, 0), float4(2, 0, 0, 0), float4(0, 0, 2, 0), float4(0, 0, 0, 1));
float4x4 m2 = float4x4(float4(0, 3.001f, 0, 0),
float4(1.999f, 0, 0, 0),
float4(0, 0, 2.001f, 0),
float4(0, 0, 0, 1.001f));
float4x4 m3 = float4x4(float4(0, 3.001f, 0, 0),
float4(1, 1, 0, 0),
float4(0, 0, 2.001f, 0),
float4(0, 0, 0, 1.001f));
float4x4 m4 = float4x4(
float4(0, 1, 0, 0), float4(1, 0, 0, 0), float4(0, 0, 1, 0), float4(0, 0, 0, 1));
float4x4 m5 = float4x4(
float4(0, 0, 0, 0), float4(0, 0, 0, 0), float4(0, 0, 0, 0), float4(0, 0, 0, 0));
float4x4 m6 = float4x4(
float4(1, 0, 0, 0), float4(0, 1, 0, 0), float4(0, 0, 1, 0), float4(0, 0, 0, 1));
EXPECT_TRUE(is_equal(m1, m2, 0.01f));
EXPECT_FALSE(is_equal(m1, m2, 0.0001f));
EXPECT_FALSE(is_equal(m1, m3, 0.01f));
EXPECT_TRUE(is_orthogonal(m1));
EXPECT_FALSE(is_orthogonal(m3));
EXPECT_TRUE(is_orthonormal(m4));
EXPECT_FALSE(is_orthonormal(m1));
EXPECT_FALSE(is_orthonormal(m3));
EXPECT_FALSE(is_uniformly_scaled(m1));
EXPECT_TRUE(is_uniformly_scaled(m4));
EXPECT_FALSE(is_zero(m4));
EXPECT_TRUE(is_zero(m5));
EXPECT_TRUE(is_negative(m4));
EXPECT_FALSE(is_negative(m5));
EXPECT_FALSE(is_negative(m6));
}
TEST(math_matrix, MatrixMethods)
{
float4x4 m = float4x4(
float4(0, 3, 0, 0), float4(2, 0, 0, 0), float4(0, 0, 2, 0), float4(0, 1, 0, 1));
EulerXYZ expect_eul = EulerXYZ(0, 0, M_PI_2);
Quaternion expect_qt = Quaternion(0, -M_SQRT1_2, M_SQRT1_2, 0);
float3 expect_scale = float3(3, 2, 2);
float3 expect_location = float3(0, 1, 0);
EXPECT_NEAR(as_vec3(to_euler(m)), as_vec3(expect_eul), 0.0002f);
EXPECT_NEAR(as_vec4(to_quaternion(m)), as_vec4(expect_qt), 0.0002f);
EXPECT_NEAR(to_scale(m), expect_scale, 0.00001f);
float4 expect_size = float4(3, 2, 2, M_SQRT2);
float4 size;
float4x4 m1 = normalize_and_get_size(m, size);
EXPECT_TRUE(is_unit_scale(m1));
EXPECT_NEAR(size, expect_size, 0.0002f);
float4x4 m2 = normalize(m);
EXPECT_TRUE(is_unit_scale(m2));
EulerXYZ eul;
Quaternion qt;
float3 scale;
to_rot_scale(to_float3x3(m), eul, scale);
to_rot_scale(to_float3x3(m), qt, scale);
EXPECT_NEAR(scale, expect_scale, 0.00001f);
EXPECT_NEAR(as_vec4(qt), as_vec4(expect_qt), 0.0002f);
EXPECT_NEAR(as_vec3(eul), as_vec3(expect_eul), 0.0002f);
float3 loc;
to_loc_rot_scale(m, loc, eul, scale);
to_loc_rot_scale(m, loc, qt, scale);
EXPECT_NEAR(scale, expect_scale, 0.00001f);
EXPECT_NEAR(loc, expect_location, 0.00001f);
EXPECT_NEAR(as_vec4(qt), as_vec4(expect_qt), 0.0002f);
EXPECT_NEAR(as_vec3(eul), as_vec3(expect_eul), 0.0002f);
}
TEST(math_matrix, MatrixTranspose)
{
float4x4 m = float4x4(
float4(1, 2, 3, 4), float4(5, 6, 7, 8), float4(9, 1, 2, 3), float4(2, 5, 6, 7));
float4x4 expect = float4x4(
float4(1, 5, 9, 2), float4(2, 6, 1, 5), float4(3, 7, 2, 6), float4(4, 8, 3, 7));
EXPECT_EQ(transpose(m), expect);
}
TEST(math_matrix, MatrixInterpolationRegular)
{
/* Test 4x4 matrix interpolation without singularity, i.e. without axis flip. */
/* Transposed matrix, so that the code here is written in the same way as print_m4() outputs.
*/
/* This matrix represents T=(0.1, 0.2, 0.3), R=(40, 50, 60) degrees, S=(0.7, 0.8, 0.9) */
float4x4 m2 = transpose(float4x4(float4(0.224976f, -0.333770f, 0.765074f, 0.100000f),
float4(0.389669f, 0.647565f, 0.168130f, 0.200000f),
float4(-0.536231f, 0.330541f, 0.443163f, 0.300000f),
float4(0.000000f, 0.000000f, 0.000000f, 1.000000f)));
float4x4 m1 = mat4x4_identity();
float4x4 result;
constexpr float epsilon = 2e-5f;
result = interpolate_fast(m1, m2, 0.0f);
EXPECT_NEAR(result, m1, epsilon);
result = interpolate_fast(m1, m2, 1.0f);
EXPECT_NEAR(result, m2, epsilon);
/* This matrix is based on the current implementation of the code, and isn't guaranteed to be
* correct. It's just consistent with the current implementation. */
float4x4 expect = transpose(float4x4(float4(0.690643f, -0.253244f, 0.484996f, 0.050000f),
float4(0.271924f, 0.852623f, 0.012348f, 0.100000f),
float4(-0.414209f, 0.137484f, 0.816778f, 0.150000f),
float4(0.000000f, 0.000000f, 0.000000f, 1.000000f)));
result = interpolate_fast(m1, m2, 0.5f);
EXPECT_NEAR(result, expect, epsilon);
}
TEST(math_matrix, MatrixTransform)
{
float3 expect, result;
constexpr float3 p = float3(1, 2, 3);
float4x4 m4 = from_loc_rot(float3(10, 0, 0), EulerXYZ(M_PI_2, M_PI_2, M_PI_2));
float3x3 m3 = from_rotation(EulerXYZ(M_PI_2, M_PI_2, M_PI_2));
float4x4 pers4 = projection_perspective(-0.1f, 0.1f, -0.1f, 0.1f, -0.1f, -1.0f);
float3x3 pers3 = float3x3(float3(1, 0, 0.1f), float3(0, 1, 0.1f), float3(0, 0.1f, 1));
expect = float3(13, 2, -1);
result = transform_point(m4, p);
EXPECT_NEAR(result, expect, 1e-2f);
expect = float3(3, 2, -1);
result = transform_point(m3, p);
EXPECT_NEAR(result, expect, 1e-5f);
result = transform_direction(m4, p);
EXPECT_NEAR(result, expect, 1e-5f);
result = transform_direction(m3, p);
EXPECT_NEAR(result, expect, 1e-5f);
expect = float3(-0.333333f, -0.666667f, -1.14815f);
result = project_point(pers4, p);
EXPECT_NEAR(result, expect, 1e-5f);
float2 expect2 = float2(0.76923f, 1.61538f);
float2 result2 = project_point(pers3, p.xy);
EXPECT_NEAR(result2, expect2, 1e-5f);
}
TEST(math_matrix, MatrixProjection)
{
float4x4 expect;
float4x4 ortho = projection_orthographic(-0.2f, 0.3f, -0.2f, 0.4f, -0.2f, -0.5f);
float4x4 pers1 = projection_perspective(-0.2f, 0.3f, -0.2f, 0.4f, -0.2f, -0.5f);
float4x4 pers2 = projection_perspective_fov(
atan(-0.2f), atan(0.3f), atan(-0.2f), atan(0.4f), -0.2f, -0.5f);
expect = transpose(float4x4(float4(4.0f, 0.0f, 0.0f, -0.2f),
float4(0.0f, 3.33333f, 0.0f, -0.333333f),
float4(0.0f, 0.0f, 6.66667f, -2.33333f),
float4(0.0f, 0.0f, 0.0f, 1.0f)));
EXPECT_NEAR(ortho, expect, 1e-5f);
expect = transpose(float4x4(float4(-0.8f, 0.0f, 0.2f, 0.0f),
float4(0.0f, -0.666667f, 0.333333f, 0.0f),
float4(0.0f, 0.0f, -2.33333f, 0.666667f),
float4(0.0f, 0.0f, -1.0f, 0.0f)));
EXPECT_NEAR(pers1, expect, 1e-4f);
expect = transpose(float4x4(float4(4.0f, 0.0f, 0.2f, 0.0f),
float4(0.0f, 3.33333f, 0.333333f, 0.0f),
float4(0.0f, 0.0f, -2.33333f, 0.666667f),
float4(0.0f, 0.0f, -1.0f, 0.0f)));
EXPECT_NEAR(pers2, expect, 1e-4f);
}
TEST(math_matrix, OrderedInt)
{
/* Identity. */
EXPECT_EQ(orderedIntBitsToFloat(floatBitsToOrderedInt(0.5f)), 0.5f);
EXPECT_EQ(orderedIntBitsToFloat(floatBitsToOrderedInt(-0.5f)), -0.5f);
EXPECT_EQ(orderedIntBitsToFloat(floatBitsToOrderedInt(0.0f)), 0.0f);
EXPECT_EQ(orderedIntBitsToFloat(floatBitsToOrderedInt(-0.0f)), -0.0f);
EXPECT_GE(floatBitsToOrderedInt(-0.5f), floatBitsToOrderedInt(-1.0f));
EXPECT_LE(floatBitsToOrderedInt(0.5f), floatBitsToOrderedInt(1.0f));
EXPECT_LE(floatBitsToOrderedInt(-0.5f), floatBitsToOrderedInt(1.0f));
EXPECT_GE(floatBitsToOrderedInt(0.5f), floatBitsToOrderedInt(-1.0f));
EXPECT_LE(floatBitsToOrderedInt(-0.0f), floatBitsToOrderedInt(0.0f));
}
}