Blender 4.0 requires OpenGL 4.3 which always support SSBO's. Platforms that don't support enough SSBO bind points will be marked as unsupported. Users who start Blender on those platforms will be informed via a dialog. This PR also updates the `--debug-gpu-force-workarounds` to match our minimum requirements. Note that some bugs are still there that should be solved in other PRs: * Workbench only renders the object using a unit matrix this is because there is a bug in the workaround for shader_draw_parameters * Navigating with middle mouse button is not working. Unsure what the cause is, but might be a missing feature check in the OpenGL backend. Related to #112224 Pull Request: https://projects.blender.org/blender/blender/pulls/112572
69 lines
2.0 KiB
C++
69 lines
2.0 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_capabilities.h"
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#include "GPU_compute.h"
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#include "GPU_vertex_buffer.h"
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#include "GPU_vertex_format.h"
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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 void test_buffer_texture()
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{
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if (!GPU_compute_shader_support()) {
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/* We can't test as a the platform does not support compute shaders. */
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std::cout << "Skipping compute shader test: platform not supported";
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GTEST_SKIP();
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}
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/* Build compute shader. */
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GPUShader *shader = GPU_shader_create_from_info_name("gpu_buffer_texture_test");
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EXPECT_NE(shader, nullptr);
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GPU_shader_bind(shader);
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/* Vertex buffer. */
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GPUVertFormat format = {};
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uint value_pos = GPU_vertformat_attr_add(&format, "value", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
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GPUVertBuf *vertex_buffer = GPU_vertbuf_create_with_format_ex(
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&format, GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY);
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float4 value = float4(42.42, 23.23, 1.0, -1.0);
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GPU_vertbuf_data_alloc(vertex_buffer, 4);
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GPU_vertbuf_attr_fill(vertex_buffer, value_pos, &value);
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GPU_vertbuf_bind_as_texture(vertex_buffer,
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GPU_shader_get_sampler_binding(shader, "bufferTexture"));
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/* Construct SSBO. */
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GPUStorageBuf *ssbo = GPU_storagebuf_create_ex(
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4 * sizeof(float), nullptr, GPU_USAGE_DEVICE_ONLY, __func__);
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GPU_storagebuf_bind(ssbo, GPU_shader_get_ssbo_binding(shader, "data_out"));
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/* Dispatch compute task. */
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GPU_compute_dispatch(shader, 4, 1, 1);
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/* Check if compute has been done. */
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GPU_memory_barrier(GPU_BARRIER_BUFFER_UPDATE);
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/* Download the storage buffer. */
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float4 read_data;
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GPU_storagebuf_read(ssbo, read_data);
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EXPECT_EQ(read_data, value);
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/* Cleanup. */
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GPU_shader_unbind();
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GPU_storagebuf_free(ssbo);
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GPU_vertbuf_discard(vertex_buffer);
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GPU_shader_free(shader);
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}
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GPU_TEST(buffer_texture)
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} // namespace blender::gpu::tests
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