Files
test/source/blender/gpu/vulkan/vk_memory_layout_test.cc
Jeroen Bakker c0cb39e41b Vulkan: Enable Tests Not Relying on a Context
Some test cases inside the vulkan backend don't rely on an initialized
Vulkan Context and can always be run.

This PR enables those test cases when `WITH_GTEST` and
`WITH_VULKAN_BACKEND` is on. Allowing some tests to run on the
buildbot.

Pull Request: https://projects.blender.org/blender/blender/pulls/114574
2023-11-24 13:27:41 +01:00

127 lines
2.9 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "vk_memory_layout.hh"
namespace blender::gpu {
template<typename Layout>
static void def_attr(const shader::Type type,
const int array_size,
const uint32_t expected_alignment,
const uint32_t expected_reserve,
uint32_t *r_offset)
{
align<Layout>(type, array_size, r_offset);
EXPECT_EQ(*r_offset, expected_alignment);
reserve<Layout>(type, array_size, r_offset);
EXPECT_EQ(*r_offset, expected_reserve);
}
TEST(std140, fl)
{
uint32_t offset = 0;
def_attr<Std140>(shader::Type::FLOAT, 0, 0, 4, &offset);
align_end_of_struct<Std140>(&offset);
EXPECT_EQ(offset, 16);
}
TEST(std140, _2fl)
{
uint32_t offset = 0;
def_attr<Std140>(shader::Type::FLOAT, 0, 0, 4, &offset);
def_attr<Std140>(shader::Type::FLOAT, 0, 4, 8, &offset);
align_end_of_struct<Std140>(&offset);
EXPECT_EQ(offset, 16);
}
TEST(std140, _3fl)
{
uint32_t offset = 0;
def_attr<Std140>(shader::Type::FLOAT, 0, 0, 4, &offset);
def_attr<Std140>(shader::Type::FLOAT, 0, 4, 8, &offset);
def_attr<Std140>(shader::Type::FLOAT, 0, 8, 12, &offset);
align_end_of_struct<Std140>(&offset);
EXPECT_EQ(offset, 16);
}
TEST(std140, _4fl)
{
uint32_t offset = 0;
def_attr<Std140>(shader::Type::FLOAT, 0, 0, 4, &offset);
def_attr<Std140>(shader::Type::FLOAT, 0, 4, 8, &offset);
def_attr<Std140>(shader::Type::FLOAT, 0, 8, 12, &offset);
def_attr<Std140>(shader::Type::FLOAT, 0, 12, 16, &offset);
align_end_of_struct<Std140>(&offset);
EXPECT_EQ(offset, 16);
}
TEST(std140, fl2)
{
uint32_t offset = 0;
def_attr<Std140>(shader::Type::FLOAT, 2, 0, 32, &offset);
align_end_of_struct<Std140>(&offset);
EXPECT_EQ(offset, 32);
}
TEST(std140, fl_fl2)
{
uint32_t offset = 0;
def_attr<Std140>(shader::Type::FLOAT, 0, 0, 4, &offset);
def_attr<Std140>(shader::Type::FLOAT, 2, 16, 48, &offset);
align_end_of_struct<Std140>(&offset);
EXPECT_EQ(offset, 48);
}
TEST(std140, fl_vec2)
{
uint32_t offset = 0;
def_attr<Std140>(shader::Type::FLOAT, 0, 0, 4, &offset);
def_attr<Std140>(shader::Type::VEC2, 0, 8, 16, &offset);
align_end_of_struct<Std140>(&offset);
EXPECT_EQ(offset, 16);
}
TEST(std140, gpu_shader_2D_widget_base)
{
uint32_t offset = 0;
def_attr<Std140>(shader::Type::VEC4, 12, 0, 192, &offset);
def_attr<Std140>(shader::Type::MAT4, 0, 192, 256, &offset);
def_attr<Std140>(shader::Type::VEC3, 0, 256, 268, &offset);
def_attr<Std140>(shader::Type::BOOL, 0, 268, 272, &offset);
align_end_of_struct<Std140>(&offset);
EXPECT_EQ(offset, 272);
}
TEST(std430, overlay_grid)
{
uint32_t offset = 0;
def_attr<Std430>(shader::Type::VEC3, 0, 0, 12, &offset);
def_attr<Std430>(shader::Type::INT, 0, 12, 16, &offset);
align_end_of_struct<Std430>(&offset);
EXPECT_EQ(offset, 16);
}
} // namespace blender::gpu