Files
test/source/blender/gpu/tests/framebuffer_test.cc
Clément Foucault f8de6c31bc EEVEE: Move Object ID storage to gbuffer header layer
This allow to store the full object ID inside a `uint32`
buffer. This allows to get the per object data in deferred
passes and avoid to store object data inside the Gbuffer.

This data is only written if needed.

This had to modify the implementation of subpass input
for all backend to be able to bind layered texture.
This currently work because only the layer 0 is bound to the
framebuffer. This is fragile but I don't see a good builtin way
to fix it.

Rel #135935

#### Tasks
- [x] Replace light linking bits in Gbuffer
- [x] Replace Object ID in GBuffer for SSS
- [x] Conditional storage
- [x] Dummy storage if not needed

Pull Request: https://projects.blender.org/blender/blender/pulls/136428
2025-04-03 14:00:55 +02:00

414 lines
14 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "GPU_batch.hh"
#include "GPU_context.hh"
#include "GPU_framebuffer.hh"
#include "GPU_shader.hh"
#include "GPU_state.hh"
#include "GPU_vertex_buffer.hh"
#include "GPU_vertex_format.hh"
#include "gpu_testing.hh"
#include "BLI_math_vector.hh"
#include "gpu_shader_create_info.hh"
namespace blender::gpu::tests {
static void test_framebuffer_clear_color_single_attachment()
{
const int2 size(1, 1);
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *texture = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
GPU_framebuffer_ensure_config(&framebuffer,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture)});
GPU_framebuffer_bind(framebuffer);
const float4 clear_color(0.1f, 0.2f, 0.5f, 1.0f);
GPU_framebuffer_clear_color(framebuffer, clear_color);
GPU_finish();
float4 *read_data = static_cast<float4 *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0));
for (float4 pixel_color : Span<float4>(read_data, size.x * size.y)) {
EXPECT_EQ(clear_color, pixel_color);
}
MEM_freeN(read_data);
GPU_framebuffer_free(framebuffer);
GPU_texture_free(texture);
}
GPU_TEST(framebuffer_clear_color_single_attachment);
static void test_framebuffer_clear_color_multiple_attachments()
{
const int2 size(1, 1);
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *texture1 = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
GPUTexture *texture2 = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_RGBA32UI, usage, nullptr);
GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
GPU_framebuffer_ensure_config(
&framebuffer,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture1), GPU_ATTACHMENT_TEXTURE(texture2)});
GPU_framebuffer_bind(framebuffer);
const float4 clear_color(0.1f, 0.2f, 0.5f, 1.0f);
GPU_framebuffer_clear_color(framebuffer, clear_color);
GPU_finish();
float4 *read_data1 = static_cast<float4 *>(GPU_texture_read(texture1, GPU_DATA_FLOAT, 0));
for (float4 pixel_color : Span<float4>(read_data1, size.x * size.y)) {
EXPECT_EQ(clear_color, pixel_color);
}
MEM_freeN(read_data1);
#ifndef __APPLE__ /* FIXME: Behavior is not the same on all backend. Current expected value is \
broken. */
uint4 *read_data2 = static_cast<uint4 *>(GPU_texture_read(texture2, GPU_DATA_UINT, 0));
uint4 clear_color_uint(1036831949, 1045220557, 1056964608, 1065353216);
for (uint4 pixel_color : Span<uint4>(read_data2, size.x * size.y)) {
EXPECT_EQ(clear_color_uint, pixel_color);
}
MEM_freeN(read_data2);
#endif
GPU_framebuffer_free(framebuffer);
GPU_texture_free(texture1);
GPU_texture_free(texture2);
}
GPU_TEST(framebuffer_clear_color_multiple_attachments);
static void test_framebuffer_clear_multiple_color_multiple_attachments()
{
const int2 size(1, 1);
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *texture1 = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
GPUTexture *texture2 = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
GPU_framebuffer_ensure_config(
&framebuffer,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture1), GPU_ATTACHMENT_TEXTURE(texture2)});
GPU_framebuffer_bind(framebuffer);
const float4 clear_color[2] = {float4(0.1f, 0.2f, 0.5f, 1.0f), float4(0.5f, 0.2f, 0.1f, 1.0f)};
GPU_framebuffer_multi_clear(
framebuffer, static_cast<const float(*)[4]>(static_cast<const void *>(clear_color)));
GPU_finish();
float4 *read_data1 = static_cast<float4 *>(GPU_texture_read(texture1, GPU_DATA_FLOAT, 0));
for (float4 pixel_color : Span<float4>(read_data1, size.x * size.y)) {
EXPECT_EQ(clear_color[0], pixel_color);
}
MEM_freeN(read_data1);
float4 *read_data2 = static_cast<float4 *>(GPU_texture_read(texture2, GPU_DATA_FLOAT, 0));
for (float4 pixel_color : Span<float4>(read_data2, size.x * size.y)) {
EXPECT_EQ(clear_color[1], pixel_color);
}
MEM_freeN(read_data2);
GPU_framebuffer_free(framebuffer);
GPU_texture_free(texture1);
GPU_texture_free(texture2);
}
GPU_TEST(framebuffer_clear_multiple_color_multiple_attachments);
static void test_framebuffer_clear_depth()
{
const int2 size(1, 1);
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *texture = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_DEPTH_COMPONENT32F, usage, nullptr);
GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
GPU_framebuffer_ensure_config(&framebuffer, {GPU_ATTACHMENT_TEXTURE(texture)});
GPU_framebuffer_bind(framebuffer);
const float clear_depth = 0.5f;
GPU_framebuffer_clear_depth(framebuffer, clear_depth);
GPU_finish();
float *read_data = static_cast<float *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0));
for (float pixel_depth : Span<float>(read_data, size.x * size.y)) {
EXPECT_EQ(clear_depth, pixel_depth);
}
MEM_freeN(read_data);
GPU_framebuffer_free(framebuffer);
GPU_texture_free(texture);
}
GPU_TEST(framebuffer_clear_depth);
#ifndef __APPLE__ /* Clearing with scissors is not supported on Metal. */
static void test_framebuffer_scissor_test()
{
const int2 size(2, 2);
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *texture = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
GPU_framebuffer_ensure_config(&framebuffer,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture)});
GPU_framebuffer_bind(framebuffer);
const float4 color1(0.0f);
const float4 color2(0.5f);
const float4 color3(1.0f);
GPU_framebuffer_clear_color(framebuffer, color1);
GPU_scissor_test(true);
GPU_scissor(0, 0, 1, 2);
GPU_framebuffer_clear_color(framebuffer, color2);
GPU_scissor(0, 0, 2, 1);
GPU_framebuffer_clear_color(framebuffer, color3);
GPU_scissor_test(false);
GPU_finish();
float4 *read_data = static_cast<float4 *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0));
EXPECT_EQ(color3, read_data[0]);
EXPECT_EQ(color3, read_data[1]);
EXPECT_EQ(color2, read_data[2]);
EXPECT_EQ(color1, read_data[3]);
MEM_freeN(read_data);
GPU_framebuffer_free(framebuffer);
GPU_texture_free(texture);
}
GPU_TEST(framebuffer_scissor_test);
#endif
/* Color each side of a cube-map with a different color. */
static void test_framebuffer_cube()
{
const int SIZE = 32;
GPU_render_begin();
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *tex = GPU_texture_create_cube("tex", SIZE, 1, GPU_RGBA32F, usage, nullptr);
const float4 clear_colors[6] = {
{0.5f, 0.0f, 0.0f, 1.0f},
{1.0f, 0.0f, 0.0f, 1.0f},
{0.0f, 0.5f, 0.0f, 1.0f},
{0.0f, 1.0f, 0.0f, 1.0f},
{0.0f, 0.0f, 0.5f, 1.0f},
{0.0f, 0.0f, 1.0f, 1.0f},
};
GPUFrameBuffer *framebuffers[6] = {nullptr};
for (int i : IndexRange(6)) {
GPU_framebuffer_ensure_config(&framebuffers[i],
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE_CUBEFACE(tex, i),
});
GPU_framebuffer_bind(framebuffers[i]);
GPU_framebuffer_clear_color(framebuffers[i], clear_colors[i]);
};
float4 *data = (float4 *)GPU_texture_read(tex, GPU_DATA_FLOAT, 0);
for (int side : IndexRange(6)) {
for (int pixel_index : IndexRange(SIZE * SIZE)) {
int index = pixel_index + (SIZE * SIZE) * side;
EXPECT_EQ(clear_colors[side], data[index]);
}
}
MEM_freeN(data);
GPU_texture_free(tex);
for (int i : IndexRange(6)) {
GPU_FRAMEBUFFER_FREE_SAFE(framebuffers[i]);
}
GPU_render_end();
}
GPU_TEST(framebuffer_cube)
/* Effectively tests the same way EEVEE-Next shadows are rendered. */
static void test_framebuffer_multi_viewport()
{
using namespace gpu::shader;
if (GPU_type_matches_ex(
GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL, GPU_BACKEND_OPENGL) &&
G.debug & G_DEBUG_GPU_FORCE_WORKAROUNDS)
{
GTEST_SKIP() << "NVIDIA fails to compile workaround due to reserved names. Gladly it doesn't "
"need the workaround.";
}
GPU_render_begin();
const int2 size(4, 4);
const int layers = 256;
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *texture = GPU_texture_create_2d_array(
__func__, UNPACK2(size), layers, 1, GPU_RG32I, usage, nullptr);
GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
GPU_framebuffer_ensure_config(&framebuffer,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture)});
GPU_framebuffer_bind(framebuffer);
int viewport_rects[16][4];
for (int i = 0; i < 16; i++) {
viewport_rects[i][0] = i % 4;
viewport_rects[i][1] = i / 4;
viewport_rects[i][2] = 1;
viewport_rects[i][3] = 1;
}
GPU_framebuffer_multi_viewports_set(framebuffer, viewport_rects);
const float4 clear_color(0.0f);
GPU_framebuffer_clear_color(framebuffer, clear_color);
ShaderCreateInfo create_info("");
create_info.vertex_source("gpu_framebuffer_layer_viewport_test.glsl");
create_info.fragment_source("gpu_framebuffer_layer_viewport_test.glsl");
create_info.builtins(BuiltinBits::VIEWPORT_INDEX | BuiltinBits::LAYER);
create_info.fragment_out(0, Type::IVEC2, "out_value");
GPUShader *shader = GPU_shader_create_from_info(
reinterpret_cast<GPUShaderCreateInfo *>(&create_info));
/* TODO(fclem): remove this boilerplate. */
GPUVertFormat format{};
GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_U32, 1, GPU_FETCH_INT);
VertBuf *verts = GPU_vertbuf_create_with_format(format);
GPU_vertbuf_data_alloc(*verts, 3);
Batch *batch = GPU_batch_create_ex(GPU_PRIM_TRIS, verts, nullptr, GPU_BATCH_OWNS_VBO);
GPU_batch_set_shader(batch, shader);
int tri_count = size.x * size.y * layers;
GPU_batch_draw_advanced(batch, 0, tri_count * 3, 0, 1);
GPU_batch_discard(batch);
GPU_finish();
int2 *read_data = static_cast<int2 *>(GPU_texture_read(texture, GPU_DATA_INT, 0));
for (auto layer : IndexRange(layers)) {
for (auto viewport : IndexRange(16)) {
int2 expected_color(layer, viewport);
int2 pixel_color = read_data[viewport + layer * 16];
EXPECT_EQ(pixel_color, expected_color);
}
}
MEM_freeN(read_data);
GPU_framebuffer_free(framebuffer);
GPU_texture_free(texture);
GPU_shader_free(shader);
GPU_render_end();
}
GPU_TEST(framebuffer_multi_viewport)
/**
* Test sub-pass inputs on Vulkan and raster order groups on Metal and its emulation on other
* backend.
*/
static void test_framebuffer_subpass_input()
{
using namespace gpu::shader;
GPU_render_begin();
const int2 size(1, 1);
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *texture_a = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_R32I, usage, nullptr);
GPUTexture *texture_b = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_R32I, usage, nullptr);
GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
GPU_framebuffer_ensure_config(
&framebuffer,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture_a), GPU_ATTACHMENT_TEXTURE(texture_b)});
GPU_framebuffer_bind(framebuffer);
const float4 clear_color(0.0f);
GPU_framebuffer_clear_color(framebuffer, clear_color);
ShaderCreateInfo create_info_write("");
create_info_write.define("WRITE");
create_info_write.vertex_source("gpu_framebuffer_subpass_input_test.glsl");
create_info_write.fragment_source("gpu_framebuffer_subpass_input_test.glsl");
create_info_write.fragment_out(0, Type::INT, "out_value", DualBlend::NONE, 0);
GPUShader *shader_write = GPU_shader_create_from_info(
reinterpret_cast<GPUShaderCreateInfo *>(&create_info_write));
ShaderCreateInfo create_info_read("");
create_info_read.define("READ");
create_info_read.vertex_source("gpu_framebuffer_subpass_input_test.glsl");
create_info_read.fragment_source("gpu_framebuffer_subpass_input_test.glsl");
create_info_read.subpass_in(0, Type::INT, ImageType::INT_2D, "in_value", 0);
create_info_read.fragment_out(1, Type::INT, "out_value");
GPUShader *shader_read = GPU_shader_create_from_info(
reinterpret_cast<GPUShaderCreateInfo *>(&create_info_read));
/* TODO(fclem): remove this boilerplate. */
GPUVertFormat format{};
GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_U32, 1, GPU_FETCH_INT);
VertBuf *verts = GPU_vertbuf_create_with_format(format);
GPU_vertbuf_data_alloc(*verts, 3);
Batch *batch = GPU_batch_create_ex(GPU_PRIM_TRIS, verts, nullptr, GPU_BATCH_OWNS_VBO);
/* Metal Raster Order Group does not need that. */
GPU_framebuffer_subpass_transition(
framebuffer, {GPU_ATTACHMENT_IGNORE, GPU_ATTACHMENT_WRITE, GPU_ATTACHMENT_IGNORE});
GPU_batch_set_shader(batch, shader_write);
GPU_batch_draw(batch);
/* Metal Raster Order Group does not need that. */
GPU_framebuffer_subpass_transition(
framebuffer, {GPU_ATTACHMENT_IGNORE, GPU_ATTACHMENT_READ, GPU_ATTACHMENT_WRITE});
GPU_batch_set_shader(batch, shader_read);
GPU_batch_draw(batch);
GPU_batch_discard(batch);
GPU_finish();
int *read_data_a = static_cast<int *>(GPU_texture_read(texture_a, GPU_DATA_INT, 0));
EXPECT_EQ(*read_data_a, 0xDEADBEEF);
MEM_freeN(read_data_a);
int *read_data_b = static_cast<int *>(GPU_texture_read(texture_b, GPU_DATA_INT, 0));
EXPECT_EQ(*read_data_b, 0xDEADC0DE);
MEM_freeN(read_data_b);
GPU_framebuffer_free(framebuffer);
GPU_texture_free(texture_a);
GPU_texture_free(texture_b);
GPU_shader_free(shader_write);
GPU_shader_free(shader_read);
GPU_render_end();
}
GPU_TEST(framebuffer_subpass_input)
} // namespace blender::gpu::tests