Files
test/source/blender/gpu/vulkan/tests/vk_data_conversion_test.cc
Clément Foucault 32d64d35bb Refactor: GPU: Texture: Replace eGPUTextureFormat by TextureFormat
This offers better semantic and safety of the API.

Part of #130632

Pull Request: https://projects.blender.org/blender/blender/pulls/142818
2025-07-22 14:58:54 +02:00

148 lines
4.3 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "vk_data_conversion.hh"
#include "vk_device.hh"
#include "gpu_vertex_format_private.hh"
namespace blender::gpu::tests {
TEST(VulkanDataConversion, clamp_negative_to_zero)
{
const uint32_t f32_2 = 0b11000000000000000000000000000000;
const uint32_t f32_inf_min = 0b11111111100000000000000000000000;
const uint32_t f32_inf_max = 0b01111111100000000000000000000000;
const uint32_t f32_nan = 0b11111111111111111111111111111111;
/* F32(-2) doesn't fit in F11 as F11 only supports unsigned values. Clamp to zero. */
const uint32_t f11_0_expected = 0b00000000000;
const uint32_t f11_2_expected = 0b10000000000;
const uint32_t f11_inf_expected = 0b11111000000;
const uint32_t f11_nan_expected = 0b11111111111;
{
const uint32_t f11_0 = convert_float_formats<FormatF11, FormatF32, true>(f32_2);
EXPECT_EQ(f11_0, f11_0_expected);
const uint32_t f11_0b = convert_float_formats<FormatF11, FormatF32, true>(f32_inf_min);
EXPECT_EQ(f11_0b, f11_0_expected);
const uint32_t f11_inf = convert_float_formats<FormatF11, FormatF32, true>(f32_inf_max);
EXPECT_EQ(f11_inf, f11_inf_expected);
const uint32_t f11_nan = convert_float_formats<FormatF11, FormatF32, true>(f32_nan);
EXPECT_EQ(f11_nan, f11_nan_expected);
}
/* F32(-2) doesn't fit in F11 as F11 only supports unsigned values. Make absolute. */
{
const uint32_t f11_2 = convert_float_formats<FormatF11, FormatF32, false>(f32_2);
EXPECT_EQ(f11_2, f11_2_expected);
const uint32_t f11_inf = convert_float_formats<FormatF11, FormatF32, false>(f32_inf_min);
EXPECT_EQ(f11_inf, f11_inf_expected);
const uint32_t f11_infb = convert_float_formats<FormatF11, FormatF32, false>(f32_inf_max);
EXPECT_EQ(f11_infb, f11_inf_expected);
const uint32_t f11_nan = convert_float_formats<FormatF11, FormatF32, false>(f32_nan);
EXPECT_EQ(f11_nan, f11_nan_expected);
}
}
TEST(VulkanDataConversion, infinity_upper)
{
const uint32_t f32_inf = 0b01111111100000000000000000000000;
const uint32_t f11_inf_expected = 0b11111000000;
const uint32_t f11_inf = convert_float_formats<FormatF11, FormatF32, true>(f32_inf);
EXPECT_EQ(f11_inf, f11_inf_expected);
const uint32_t f10_inf_expected = 0b1111100000;
const uint32_t f10_inf = convert_float_formats<FormatF10, FormatF32, true>(f32_inf);
EXPECT_EQ(f10_inf, f10_inf_expected);
}
TEST(VulkanDataConversion, texture_rgb16f_as_floats_to_rgba16f)
{
const size_t num_pixels = 4;
const float input[] = {
1.0,
0.5,
0.2,
0.2,
1.0,
0.3,
0.4,
0.2,
1.0,
1.0,
1.0,
1.0,
};
uint64_t device[num_pixels];
convert_host_to_device(device,
input,
num_pixels,
GPU_DATA_FLOAT,
TextureFormat::SFLOAT_16_16_16,
TextureFormat::SFLOAT_16_16_16_16);
float read_back[num_pixels * 3];
convert_device_to_host(read_back,
device,
num_pixels,
GPU_DATA_FLOAT,
TextureFormat::SFLOAT_16_16_16,
TextureFormat::SFLOAT_16_16_16_16);
for (int i : IndexRange(num_pixels * 3)) {
EXPECT_NEAR(input[i], read_back[i], 0.01);
}
}
TEST(VulkanDataConversion, texture_rgb32f_as_floats_to_rgba32f)
{
const size_t num_pixels = 4;
const float input[] = {
1.0,
0.5,
0.2,
0.2,
1.0,
0.3,
0.4,
0.2,
1.0,
1.0,
1.0,
1.0,
};
float device[num_pixels * 4];
convert_host_to_device(device,
input,
num_pixels,
GPU_DATA_FLOAT,
TextureFormat::SFLOAT_32_32_32,
TextureFormat::SFLOAT_32_32_32_32);
float read_back[num_pixels * 3];
convert_device_to_host(read_back,
device,
num_pixels,
GPU_DATA_FLOAT,
TextureFormat::SFLOAT_32_32_32,
TextureFormat::SFLOAT_32_32_32_32);
for (int i : IndexRange(num_pixels * 3)) {
EXPECT_NEAR(input[i], read_back[i], 0.01);
}
}
} // namespace blender::gpu::tests