Files
test/source/blender/gpu/tests/specialization_constants_test.cc
Jason Fielder 335d3a1b75 GPU: Add Shader specialization constant API
Adds API to allow usage of specialization constants in shaders.
Specialization constants are dynamic runtime constants which can
be compiled into a shader pipeline state object (PSO) to improve
runtime performance by reducing shader complexity through
shader compiler constant-folding.

This API allows specialization constant values to be specified
along with a default value if no constant value has been declared.
Each GPU backend is then responsible for caching PSO permutations
against the current specialization configuration.

This patch adds support for specialization constants in the
Metal backend and provides a generalised high-level solution
which can be adopted by other graphics APIs supporting
this feature.

Authored by Apple: Michael Parkin-White
Authored by Blender: Clément Foucault (files in gpu/test folder)

Pull Request: https://projects.blender.org/blender/blender/pulls/115193
2023-12-28 05:34:38 +01:00

149 lines
3.7 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "GPU_batch.h"
#include "GPU_capabilities.h"
#include "GPU_compute.h"
#include "GPU_context.h"
#include "GPU_framebuffer.h"
#include "GPU_shader.h"
#include "GPU_storage_buffer.h"
#include "BLI_math_vector.hh"
#include "BLI_utility_mixins.hh"
#include "BLI_vector.hh"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_create_info_private.hh"
#include "gpu_testing.hh"
namespace blender::gpu::tests {
struct ShaderSpecializationConst {
GPUShader *shader = nullptr;
GPUStorageBuf *ssbo = nullptr;
Vector<int> data;
float float_in;
uint uint_in;
int int_in;
bool bool_in;
bool is_graphic = false;
ShaderSpecializationConst(const char *info_name)
{
if (!GPU_compute_shader_support()) {
/* We can't test as a the platform does not support compute shaders. */
std::cout << "Skipping test: platform not supported";
return;
}
GPU_render_begin();
this->init_shader(info_name);
GPU_storagebuf_bind(ssbo, GPU_shader_get_ssbo_binding(shader, "data_out"));
/* Expect defaults. */
float_in = 2;
uint_in = 3;
int_in = 4;
bool_in = true;
this->validate();
/* Test values. */
float_in = 52;
uint_in = 324;
int_in = 455;
bool_in = false;
GPU_shader_constant_float(shader, "float_in", float_in);
GPU_shader_constant_uint(shader, "uint_in", uint_in);
GPU_shader_constant_int(shader, "int_in", int_in);
GPU_shader_constant_bool(shader, "bool_in", bool_in);
this->validate();
GPU_render_end();
}
~ShaderSpecializationConst()
{
if (shader != nullptr) {
GPU_shader_unbind();
GPU_shader_free(shader);
}
if (ssbo != nullptr) {
GPU_storagebuf_free(ssbo);
}
}
void init_shader(const char *info_name)
{
using namespace blender::gpu::shader;
uint data_len = 4;
ssbo = GPU_storagebuf_create_ex(data_len * sizeof(int), nullptr, GPU_USAGE_STREAM, __func__);
data.resize(data_len);
const GPUShaderCreateInfo *_info = gpu_shader_create_info_get(info_name);
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(_info);
is_graphic = info.compute_source_.is_empty();
shader = GPU_shader_create_from_info_name(info_name);
EXPECT_NE(shader, nullptr);
}
void validate()
{
if (is_graphic) {
GPUFrameBuffer *fb = GPU_framebuffer_create("test_fb");
GPU_framebuffer_default_size(fb, 1, 1);
GPU_framebuffer_bind(fb);
/* TODO(fclem): remove this boilerplate. */
GPUVertFormat format{};
GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPUVertBuf *verts = GPU_vertbuf_create_with_format(&format);
GPU_vertbuf_data_alloc(verts, 1);
GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, verts, nullptr, GPU_BATCH_OWNS_VBO);
GPU_batch_set_shader(batch, shader);
GPU_batch_draw_advanced(batch, 0, 1, 0, 1);
GPU_batch_discard(batch);
GPU_framebuffer_free(fb);
}
else {
GPU_compute_dispatch(shader, 1, 1, 1);
}
GPU_finish();
GPU_memory_barrier(GPU_BARRIER_BUFFER_UPDATE);
GPU_storagebuf_read(ssbo, data.data());
EXPECT_EQ(data[0], int(float_in));
EXPECT_EQ(data[1], int(uint_in));
EXPECT_EQ(data[2], int(int_in));
EXPECT_EQ(data[3], int(bool_in));
}
};
static void test_specialization_constants_compute()
{
ShaderSpecializationConst("gpu_compute_specialization_test");
}
GPU_TEST(specialization_constants_compute)
static void test_specialization_constants_graphic()
{
ShaderSpecializationConst("gpu_graphic_specialization_test");
}
GPU_TEST(specialization_constants_graphic)
} // namespace blender::gpu::tests