The current Vulkan resource management has some issues as context that are not active can still use resources that are freed via another context. When this happens incorrect data can be read on the GPU and even crash Blender. When trying to bind something that now contains other memory pointers. This change introduces that contexts are tracked via the device. Context will be registered/unregistered with the device instance. Unbinding of resources must pass the device and the device will check all registered contexts. Binding of resources will happen via the active context only. On user perspective this now allowes: - Opening/switching files - Switching workspaces - Switching render engines Pull Request: https://projects.blender.org/blender/blender/pulls/108968
128 lines
4.4 KiB
C++
128 lines
4.4 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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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_context.h"
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#include "GPU_framebuffer.h"
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#include "GPU_immediate.h"
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#include "GPU_shader.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 constexpr int Size = 256;
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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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GPUOffScreen *offscreen = GPU_offscreen_create(Size,
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Size,
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false,
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GPU_RGBA16F,
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GPU_TEXTURE_USAGE_ATTACHMENT |
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GPU_TEXTURE_USAGE_HOST_READ,
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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(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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GPUVertBuf *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(1.0, -1.0), color},
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{float2(1.0, 1.0), color},
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{float2(-1.0, 1.0), 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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GPUBatch *batch = GPU_batch_create(GPU_PRIM_TRI_FAN, vbo, nullptr);
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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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float read_data[4 * Size * Size];
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GPU_offscreen_read_color(offscreen, GPU_DATA_FLOAT, &read_data);
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for (int pixel_index = 0; pixel_index < Size * Size; pixel_index++) {
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float4 read_color = float4(&read_data[pixel_index * 4]);
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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_vertbuf_discard(vbo);
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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()
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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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static void test_vertex_buffer_fetch_mode__GPU_COMP_I32__GPU_FETCH_INT_TO_FLOAT()
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{
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if (GPU_backend_type_selection_get() == GPU_BACKEND_VULKAN) {
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GTEST_SKIP() << "interleaved format not supported yet";
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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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if (GPU_backend_type_selection_get() == GPU_BACKEND_VULKAN) {
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GTEST_SKIP() << "interleaved format not supported yet";
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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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