This offers better semantic and safety of the API. Part of #130632 Pull Request: https://projects.blender.org/blender/blender/pulls/142818
148 lines
4.3 KiB
C++
148 lines
4.3 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_data_conversion.hh"
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#include "vk_device.hh"
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#include "gpu_vertex_format_private.hh"
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namespace blender::gpu::tests {
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TEST(VulkanDataConversion, clamp_negative_to_zero)
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{
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const uint32_t f32_2 = 0b11000000000000000000000000000000;
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const uint32_t f32_inf_min = 0b11111111100000000000000000000000;
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const uint32_t f32_inf_max = 0b01111111100000000000000000000000;
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const uint32_t f32_nan = 0b11111111111111111111111111111111;
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/* F32(-2) doesn't fit in F11 as F11 only supports unsigned values. Clamp to zero. */
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const uint32_t f11_0_expected = 0b00000000000;
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const uint32_t f11_2_expected = 0b10000000000;
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const uint32_t f11_inf_expected = 0b11111000000;
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const uint32_t f11_nan_expected = 0b11111111111;
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{
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const uint32_t f11_0 = convert_float_formats<FormatF11, FormatF32, true>(f32_2);
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EXPECT_EQ(f11_0, f11_0_expected);
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const uint32_t f11_0b = convert_float_formats<FormatF11, FormatF32, true>(f32_inf_min);
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EXPECT_EQ(f11_0b, f11_0_expected);
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const uint32_t f11_inf = convert_float_formats<FormatF11, FormatF32, true>(f32_inf_max);
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EXPECT_EQ(f11_inf, f11_inf_expected);
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const uint32_t f11_nan = convert_float_formats<FormatF11, FormatF32, true>(f32_nan);
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EXPECT_EQ(f11_nan, f11_nan_expected);
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}
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/* F32(-2) doesn't fit in F11 as F11 only supports unsigned values. Make absolute. */
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{
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const uint32_t f11_2 = convert_float_formats<FormatF11, FormatF32, false>(f32_2);
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EXPECT_EQ(f11_2, f11_2_expected);
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const uint32_t f11_inf = convert_float_formats<FormatF11, FormatF32, false>(f32_inf_min);
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EXPECT_EQ(f11_inf, f11_inf_expected);
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const uint32_t f11_infb = convert_float_formats<FormatF11, FormatF32, false>(f32_inf_max);
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EXPECT_EQ(f11_infb, f11_inf_expected);
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const uint32_t f11_nan = convert_float_formats<FormatF11, FormatF32, false>(f32_nan);
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EXPECT_EQ(f11_nan, f11_nan_expected);
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}
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}
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TEST(VulkanDataConversion, infinity_upper)
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{
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const uint32_t f32_inf = 0b01111111100000000000000000000000;
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const uint32_t f11_inf_expected = 0b11111000000;
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const uint32_t f11_inf = convert_float_formats<FormatF11, FormatF32, true>(f32_inf);
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EXPECT_EQ(f11_inf, f11_inf_expected);
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const uint32_t f10_inf_expected = 0b1111100000;
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const uint32_t f10_inf = convert_float_formats<FormatF10, FormatF32, true>(f32_inf);
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EXPECT_EQ(f10_inf, f10_inf_expected);
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}
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TEST(VulkanDataConversion, texture_rgb16f_as_floats_to_rgba16f)
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{
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const size_t num_pixels = 4;
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const float input[] = {
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1.0,
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0.5,
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0.2,
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0.2,
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1.0,
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0.3,
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0.4,
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0.2,
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1.0,
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1.0,
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1.0,
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1.0,
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};
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uint64_t device[num_pixels];
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convert_host_to_device(device,
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input,
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num_pixels,
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GPU_DATA_FLOAT,
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TextureFormat::SFLOAT_16_16_16,
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TextureFormat::SFLOAT_16_16_16_16);
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float read_back[num_pixels * 3];
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convert_device_to_host(read_back,
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device,
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num_pixels,
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GPU_DATA_FLOAT,
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TextureFormat::SFLOAT_16_16_16,
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TextureFormat::SFLOAT_16_16_16_16);
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for (int i : IndexRange(num_pixels * 3)) {
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EXPECT_NEAR(input[i], read_back[i], 0.01);
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}
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}
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TEST(VulkanDataConversion, texture_rgb32f_as_floats_to_rgba32f)
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{
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const size_t num_pixels = 4;
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const float input[] = {
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1.0,
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0.5,
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0.2,
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0.2,
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1.0,
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0.3,
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0.4,
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0.2,
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1.0,
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1.0,
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1.0,
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1.0,
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};
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float device[num_pixels * 4];
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convert_host_to_device(device,
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input,
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num_pixels,
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GPU_DATA_FLOAT,
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TextureFormat::SFLOAT_32_32_32,
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TextureFormat::SFLOAT_32_32_32_32);
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float read_back[num_pixels * 3];
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convert_device_to_host(read_back,
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device,
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num_pixels,
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GPU_DATA_FLOAT,
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TextureFormat::SFLOAT_32_32_32,
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TextureFormat::SFLOAT_32_32_32_32);
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for (int i : IndexRange(num_pixels * 3)) {
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EXPECT_NEAR(input[i], read_back[i], 0.01);
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}
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}
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} // namespace blender::gpu::tests
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