172 lines
5.9 KiB
C++
172 lines
5.9 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 "GPU_batch.hh"
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#include "GPU_framebuffer.hh"
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#include "GPU_shader.hh"
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#include "GPU_state.hh"
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#include "GPU_vertex_buffer.hh"
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#include "GPU_vertex_format.hh"
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#include "BLI_index_range.hh"
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#include "BLI_math_vector_types.hh"
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#include "gpu_testing.hh"
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namespace blender::gpu::tests {
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static constexpr int Size = 2;
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template<GPUVertCompType comp_type, GPUVertFetchMode fetch_mode, typename ColorType>
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static void vertex_buffer_fetch_mode(ColorType color)
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{
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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GPUOffScreen *offscreen = GPU_offscreen_create(Size, Size, false, GPU_RGBA32F, usage, nullptr);
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BLI_assert(offscreen != nullptr);
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GPU_offscreen_bind(offscreen, false);
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GPUTexture *color_texture = GPU_offscreen_color_texture(offscreen);
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GPU_texture_clear(color_texture, GPU_DATA_FLOAT, float4(1.0f, 2.0f, 3.0f, 0.0f));
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GPUVertFormat format = {0};
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GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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GPU_vertformat_attr_add(&format, "color", comp_type, 4, fetch_mode);
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VertBuf *vbo = GPU_vertbuf_create_with_format(format);
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GPU_vertbuf_data_alloc(*vbo, 4);
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struct Vert {
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float2 pos;
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ColorType color;
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};
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Vert data[4] = {
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{float2(-1.0, -1.0), color},
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{float2(3.0, -1.0), color},
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{float2(-1.0, 3.0), color},
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};
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for (int i : IndexRange(4)) {
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GPU_vertbuf_vert_set(vbo, i, &data[i]);
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}
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Batch *batch = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, nullptr, GPU_BATCH_OWNS_VBO);
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GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR);
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GPU_batch_draw(batch);
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GPU_offscreen_unbind(offscreen, false);
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GPU_flush();
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/* Read back data and perform some basic tests. */
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Vector<float4> read_data(Size * Size);
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GPU_offscreen_read_color(offscreen, GPU_DATA_FLOAT, read_data.data());
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for (float4 read_color : read_data) {
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if constexpr (fetch_mode == GPU_FETCH_INT_TO_FLOAT_UNIT) {
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switch (comp_type) {
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case GPU_COMP_I8:
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read_color = read_color * float(127);
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break;
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case GPU_COMP_U8:
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read_color = read_color * float(255);
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break;
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case GPU_COMP_I16:
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read_color = read_color * float(32767);
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break;
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case GPU_COMP_U16:
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read_color = read_color * float(65535);
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break;
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case GPU_COMP_I10:
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read_color = read_color * float4(511, 511, 511, 1);
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break;
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default:
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BLI_assert_unreachable();
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}
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}
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EXPECT_EQ(read_color, float4(color));
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}
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GPU_batch_discard(batch);
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GPU_offscreen_free(offscreen);
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}
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static void test_vertex_buffer_fetch_mode__GPU_COMP_I8__GPU_FETCH_INT_TO_FLOAT_UNIT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_I8, GPU_FETCH_INT_TO_FLOAT_UNIT, char4>(
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char4(100, -127, 127, 0));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I8__GPU_FETCH_INT_TO_FLOAT_UNIT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_U8__GPU_FETCH_INT_TO_FLOAT_UNIT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_U8, GPU_FETCH_INT_TO_FLOAT_UNIT, uchar4>(
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uchar4(100, 0, 255, 127));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U8__GPU_FETCH_INT_TO_FLOAT_UNIT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_I16__GPU_FETCH_INT_TO_FLOAT_UNIT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_I16, GPU_FETCH_INT_TO_FLOAT_UNIT, short4>(
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short4(12034, -32767, 32767, 0));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I16__GPU_FETCH_INT_TO_FLOAT_UNIT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_U16__GPU_FETCH_INT_TO_FLOAT_UNIT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_U16, GPU_FETCH_INT_TO_FLOAT_UNIT, ushort4>(
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ushort4(12034, 0, 65535, 32767));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U16__GPU_FETCH_INT_TO_FLOAT_UNIT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_I10__GPU_FETCH_INT_TO_FLOAT_UNIT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_I10, GPU_FETCH_INT_TO_FLOAT_UNIT, GPUPackedNormal>(
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GPUPackedNormal(321, -511, 511, 0));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I10__GPU_FETCH_INT_TO_FLOAT_UNIT);
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#ifndef __APPLE__ /* Not supported on metal backend. Also could be phased out eventually. */
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static void test_vertex_buffer_fetch_mode__GPU_COMP_I8__GPU_FETCH_INT_TO_FLOAT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_I8, GPU_FETCH_INT_TO_FLOAT, char4>(char4(4, 5, 6, 1));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I8__GPU_FETCH_INT_TO_FLOAT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_U8__GPU_FETCH_INT_TO_FLOAT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_U8, GPU_FETCH_INT_TO_FLOAT, uchar4>(uchar4(4, 5, 6, 1));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U8__GPU_FETCH_INT_TO_FLOAT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_I16__GPU_FETCH_INT_TO_FLOAT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_I16, GPU_FETCH_INT_TO_FLOAT, short4>(short4(4, 5, 6, 1));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I16__GPU_FETCH_INT_TO_FLOAT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_U16__GPU_FETCH_INT_TO_FLOAT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_U16, GPU_FETCH_INT_TO_FLOAT, ushort4>(ushort4(4, 5, 6, 1));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U16__GPU_FETCH_INT_TO_FLOAT);
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#endif
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static void test_vertex_buffer_fetch_mode__GPU_COMP_I32__GPU_FETCH_INT_TO_FLOAT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_I32, GPU_FETCH_INT_TO_FLOAT, int4>(int4(4, 5, 6, 1));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I32__GPU_FETCH_INT_TO_FLOAT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_U32__GPU_FETCH_INT_TO_FLOAT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_U32, GPU_FETCH_INT_TO_FLOAT, uint4>(uint4(4, 5, 6, 1));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U32__GPU_FETCH_INT_TO_FLOAT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_F32__GPU_FETCH_FLOAT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_F32, GPU_FETCH_FLOAT, float4>(float4(4, 5, 6, 1));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_F32__GPU_FETCH_FLOAT);
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} // namespace blender::gpu::tests
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