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
127 lines
2.9 KiB
C++
127 lines
2.9 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 "vk_memory_layout.hh"
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namespace blender::gpu {
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template<typename Layout>
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static void def_attr(const shader::Type type,
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const int array_size,
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const uint32_t expected_alignment,
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const uint32_t expected_reserve,
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uint32_t *r_offset)
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{
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align<Layout>(type, array_size, r_offset);
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EXPECT_EQ(*r_offset, expected_alignment);
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reserve<Layout>(type, array_size, r_offset);
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EXPECT_EQ(*r_offset, expected_reserve);
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}
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TEST(std140, fl)
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{
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uint32_t offset = 0;
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def_attr<Std140>(shader::Type::FLOAT, 0, 0, 4, &offset);
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align_end_of_struct<Std140>(&offset);
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EXPECT_EQ(offset, 16);
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}
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TEST(std140, _2fl)
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{
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uint32_t offset = 0;
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def_attr<Std140>(shader::Type::FLOAT, 0, 0, 4, &offset);
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def_attr<Std140>(shader::Type::FLOAT, 0, 4, 8, &offset);
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align_end_of_struct<Std140>(&offset);
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EXPECT_EQ(offset, 16);
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}
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TEST(std140, _3fl)
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{
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uint32_t offset = 0;
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def_attr<Std140>(shader::Type::FLOAT, 0, 0, 4, &offset);
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def_attr<Std140>(shader::Type::FLOAT, 0, 4, 8, &offset);
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def_attr<Std140>(shader::Type::FLOAT, 0, 8, 12, &offset);
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align_end_of_struct<Std140>(&offset);
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EXPECT_EQ(offset, 16);
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}
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TEST(std140, _4fl)
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{
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uint32_t offset = 0;
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def_attr<Std140>(shader::Type::FLOAT, 0, 0, 4, &offset);
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def_attr<Std140>(shader::Type::FLOAT, 0, 4, 8, &offset);
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def_attr<Std140>(shader::Type::FLOAT, 0, 8, 12, &offset);
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def_attr<Std140>(shader::Type::FLOAT, 0, 12, 16, &offset);
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align_end_of_struct<Std140>(&offset);
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EXPECT_EQ(offset, 16);
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}
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TEST(std140, fl2)
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{
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uint32_t offset = 0;
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def_attr<Std140>(shader::Type::FLOAT, 2, 0, 32, &offset);
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align_end_of_struct<Std140>(&offset);
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EXPECT_EQ(offset, 32);
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}
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TEST(std140, fl_fl2)
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{
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uint32_t offset = 0;
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def_attr<Std140>(shader::Type::FLOAT, 0, 0, 4, &offset);
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def_attr<Std140>(shader::Type::FLOAT, 2, 16, 48, &offset);
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align_end_of_struct<Std140>(&offset);
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EXPECT_EQ(offset, 48);
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}
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TEST(std140, fl_vec2)
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{
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uint32_t offset = 0;
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def_attr<Std140>(shader::Type::FLOAT, 0, 0, 4, &offset);
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def_attr<Std140>(shader::Type::VEC2, 0, 8, 16, &offset);
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align_end_of_struct<Std140>(&offset);
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EXPECT_EQ(offset, 16);
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}
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TEST(std140, gpu_shader_2D_widget_base)
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{
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uint32_t offset = 0;
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def_attr<Std140>(shader::Type::VEC4, 12, 0, 192, &offset);
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def_attr<Std140>(shader::Type::MAT4, 0, 192, 256, &offset);
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def_attr<Std140>(shader::Type::VEC3, 0, 256, 268, &offset);
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def_attr<Std140>(shader::Type::BOOL, 0, 268, 272, &offset);
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align_end_of_struct<Std140>(&offset);
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EXPECT_EQ(offset, 272);
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}
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TEST(std430, overlay_grid)
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{
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uint32_t offset = 0;
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def_attr<Std430>(shader::Type::VEC3, 0, 0, 12, &offset);
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def_attr<Std430>(shader::Type::INT, 0, 12, 16, &offset);
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align_end_of_struct<Std430>(&offset);
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EXPECT_EQ(offset, 16);
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}
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} // namespace blender::gpu
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