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test/source/blender/gpu/tests/framebuffer_test.cc

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C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "GPU_batch.hh"
#include "GPU_context.hh"
#include "GPU_framebuffer.hh"
#include "GPU_shader.hh"
#include "GPU_state.hh"
#include "GPU_vertex_buffer.hh"
#include "GPU_vertex_format.hh"
#include "gpu_testing.hh"
#include "BLI_math_vector.hh"
#include "gpu_shader_create_info.hh"
namespace blender::gpu::tests {
static void test_framebuffer_clear_color_single_attachment()
{
const int2 size(1, 1);
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *texture = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
GPU_framebuffer_ensure_config(&framebuffer,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture)});
GPU_framebuffer_bind(framebuffer);
const float4 clear_color(0.1f, 0.2f, 0.5f, 1.0f);
GPU_framebuffer_clear_color(framebuffer, clear_color);
GPU_finish();
float4 *read_data = static_cast<float4 *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0));
for (float4 pixel_color : Span<float4>(read_data, size.x * size.y)) {
EXPECT_EQ(clear_color, pixel_color);
}
MEM_freeN(read_data);
GPU_framebuffer_free(framebuffer);
GPU_texture_free(texture);
}
GPU_TEST(framebuffer_clear_color_single_attachment);
static void test_framebuffer_clear_color_multiple_attachments()
{
const int2 size(1, 1);
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *texture1 = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
GPUTexture *texture2 = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_RGBA32UI, usage, nullptr);
GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
GPU_framebuffer_ensure_config(
&framebuffer,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture1), GPU_ATTACHMENT_TEXTURE(texture2)});
GPU_framebuffer_bind(framebuffer);
const float4 clear_color(0.1f, 0.2f, 0.5f, 1.0f);
GPU_framebuffer_clear_color(framebuffer, clear_color);
GPU_finish();
float4 *read_data1 = static_cast<float4 *>(GPU_texture_read(texture1, GPU_DATA_FLOAT, 0));
for (float4 pixel_color : Span<float4>(read_data1, size.x * size.y)) {
EXPECT_EQ(clear_color, pixel_color);
}
MEM_freeN(read_data1);
#ifndef __APPLE__ /* FIXME: Behavior is not the same on all backend. Current expected value is \
broken. */
uint4 *read_data2 = static_cast<uint4 *>(GPU_texture_read(texture2, GPU_DATA_UINT, 0));
uint4 clear_color_uint(1036831949, 1045220557, 1056964608, 1065353216);
for (uint4 pixel_color : Span<uint4>(read_data2, size.x * size.y)) {
EXPECT_EQ(clear_color_uint, pixel_color);
}
MEM_freeN(read_data2);
#endif
GPU_framebuffer_free(framebuffer);
GPU_texture_free(texture1);
GPU_texture_free(texture2);
}
GPU_TEST(framebuffer_clear_color_multiple_attachments);
static void test_framebuffer_clear_multiple_color_multiple_attachments()
{
const int2 size(1, 1);
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *texture1 = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
GPUTexture *texture2 = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
GPU_framebuffer_ensure_config(
&framebuffer,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture1), GPU_ATTACHMENT_TEXTURE(texture2)});
GPU_framebuffer_bind(framebuffer);
const float4 clear_color[2] = {float4(0.1f, 0.2f, 0.5f, 1.0f), float4(0.5f, 0.2f, 0.1f, 1.0f)};
GPU_framebuffer_multi_clear(
framebuffer, static_cast<const float(*)[4]>(static_cast<const void *>(clear_color)));
GPU_finish();
float4 *read_data1 = static_cast<float4 *>(GPU_texture_read(texture1, GPU_DATA_FLOAT, 0));
for (float4 pixel_color : Span<float4>(read_data1, size.x * size.y)) {
EXPECT_EQ(clear_color[0], pixel_color);
}
MEM_freeN(read_data1);
float4 *read_data2 = static_cast<float4 *>(GPU_texture_read(texture2, GPU_DATA_FLOAT, 0));
for (float4 pixel_color : Span<float4>(read_data2, size.x * size.y)) {
EXPECT_EQ(clear_color[1], pixel_color);
}
MEM_freeN(read_data2);
GPU_framebuffer_free(framebuffer);
GPU_texture_free(texture1);
GPU_texture_free(texture2);
}
GPU_TEST(framebuffer_clear_multiple_color_multiple_attachments);
static void test_framebuffer_clear_depth()
{
const int2 size(1, 1);
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *texture = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_DEPTH_COMPONENT32F, usage, nullptr);
GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
GPU_framebuffer_ensure_config(&framebuffer, {GPU_ATTACHMENT_TEXTURE(texture)});
GPU_framebuffer_bind(framebuffer);
const float clear_depth = 0.5f;
GPU_framebuffer_clear_depth(framebuffer, clear_depth);
GPU_finish();
float *read_data = static_cast<float *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0));
for (float pixel_depth : Span<float>(read_data, size.x * size.y)) {
EXPECT_EQ(clear_depth, pixel_depth);
}
MEM_freeN(read_data);
GPU_framebuffer_free(framebuffer);
GPU_texture_free(texture);
}
GPU_TEST(framebuffer_clear_depth);
#ifndef __APPLE__ /* Clearing with scissors is not supported on Metal. */
static void test_framebuffer_scissor_test()
{
const int2 size(2, 2);
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *texture = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
GPU_framebuffer_ensure_config(&framebuffer,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture)});
GPU_framebuffer_bind(framebuffer);
const float4 color1(0.0f);
const float4 color2(0.5f);
const float4 color3(1.0f);
GPU_framebuffer_clear_color(framebuffer, color1);
GPU_scissor_test(true);
GPU_scissor(0, 0, 1, 2);
GPU_framebuffer_clear_color(framebuffer, color2);
GPU_scissor(0, 0, 2, 1);
GPU_framebuffer_clear_color(framebuffer, color3);
GPU_scissor_test(false);
GPU_finish();
float4 *read_data = static_cast<float4 *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0));
EXPECT_EQ(color3, read_data[0]);
EXPECT_EQ(color3, read_data[1]);
EXPECT_EQ(color2, read_data[2]);
EXPECT_EQ(color1, read_data[3]);
MEM_freeN(read_data);
GPU_framebuffer_free(framebuffer);
GPU_texture_free(texture);
}
GPU_TEST(framebuffer_scissor_test);
#endif
/* Color each side of a cube-map with a different color. */
static void test_framebuffer_cube()
{
const int SIZE = 32;
GPU_render_begin();
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *tex = GPU_texture_create_cube("tex", SIZE, 1, GPU_RGBA32F, usage, nullptr);
const float4 clear_colors[6] = {
{0.5f, 0.0f, 0.0f, 1.0f},
{1.0f, 0.0f, 0.0f, 1.0f},
{0.0f, 0.5f, 0.0f, 1.0f},
{0.0f, 1.0f, 0.0f, 1.0f},
{0.0f, 0.0f, 0.5f, 1.0f},
{0.0f, 0.0f, 1.0f, 1.0f},
};
GPUFrameBuffer *framebuffers[6] = {nullptr};
for (int i : IndexRange(6)) {
GPU_framebuffer_ensure_config(&framebuffers[i],
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE_CUBEFACE(tex, i),
});
GPU_framebuffer_bind(framebuffers[i]);
GPU_framebuffer_clear_color(framebuffers[i], clear_colors[i]);
};
float4 *data = (float4 *)GPU_texture_read(tex, GPU_DATA_FLOAT, 0);
for (int side : IndexRange(6)) {
for (int pixel_index : IndexRange(SIZE * SIZE)) {
int index = pixel_index + (SIZE * SIZE) * side;
EXPECT_EQ(clear_colors[side], data[index]);
}
}
MEM_freeN(data);
GPU_texture_free(tex);
for (int i : IndexRange(6)) {
GPU_FRAMEBUFFER_FREE_SAFE(framebuffers[i]);
}
GPU_render_end();
}
GPU_TEST(framebuffer_cube)
/* Effectively tests the same way EEVEE-Next shadows are rendered. */
static void test_framebuffer_multi_viewport()
{
using namespace gpu::shader;
if (GPU_type_matches_ex(
GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL, GPU_BACKEND_OPENGL) &&
G.debug & G_DEBUG_GPU_FORCE_WORKAROUNDS)
{
GTEST_SKIP() << "NVIDIA fails to compile workaround due to reserved names. Gladly it doesn't "
"need the workaround.";
}
GPU_render_begin();
const int2 size(4, 4);
const int layers = 256;
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *texture = GPU_texture_create_2d_array(
__func__, UNPACK2(size), layers, 1, GPU_RG32I, usage, nullptr);
GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
GPU_framebuffer_ensure_config(&framebuffer,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture)});
GPU_framebuffer_bind(framebuffer);
int viewport_rects[16][4];
for (int i = 0; i < 16; i++) {
viewport_rects[i][0] = i % 4;
viewport_rects[i][1] = i / 4;
viewport_rects[i][2] = 1;
viewport_rects[i][3] = 1;
}
GPU_framebuffer_multi_viewports_set(framebuffer, viewport_rects);
const float4 clear_color(0.0f);
GPU_framebuffer_clear_color(framebuffer, clear_color);
ShaderCreateInfo create_info("");
create_info.vertex_source("gpu_framebuffer_layer_viewport_test.glsl");
create_info.fragment_source("gpu_framebuffer_layer_viewport_test.glsl");
create_info.builtins(BuiltinBits::VIEWPORT_INDEX | BuiltinBits::LAYER);
create_info.fragment_out(0, Type::IVEC2, "out_value");
GPUShader *shader = GPU_shader_create_from_info(
reinterpret_cast<GPUShaderCreateInfo *>(&create_info));
/* TODO(fclem): remove this boilerplate. */
GPUVertFormat format{};
GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_U32, 1, GPU_FETCH_INT);
VertBuf *verts = GPU_vertbuf_create_with_format(format);
GPU_vertbuf_data_alloc(*verts, 3);
Batch *batch = GPU_batch_create_ex(GPU_PRIM_TRIS, verts, nullptr, GPU_BATCH_OWNS_VBO);
GPU_batch_set_shader(batch, shader);
int tri_count = size.x * size.y * layers;
GPU_batch_draw_advanced(batch, 0, tri_count * 3, 0, 1);
GPU_batch_discard(batch);
GPU_finish();
int2 *read_data = static_cast<int2 *>(GPU_texture_read(texture, GPU_DATA_INT, 0));
for (auto layer : IndexRange(layers)) {
for (auto viewport : IndexRange(16)) {
int2 expected_color(layer, viewport);
int2 pixel_color = read_data[viewport + layer * 16];
EXPECT_EQ(pixel_color, expected_color);
}
}
MEM_freeN(read_data);
GPU_framebuffer_free(framebuffer);
GPU_texture_free(texture);
GPU_shader_free(shader);
GPU_render_end();
}
GPU_TEST(framebuffer_multi_viewport)
/**
* Test sub-pass inputs on Vulkan and raster order groups on Metal and its emulation on other
* backend.
*/
static void test_framebuffer_subpass_input()
{
using namespace gpu::shader;
GPU_render_begin();
const int2 size(1, 1);
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUTexture *texture_a = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_R32I, usage, nullptr);
GPUTexture *texture_b = GPU_texture_create_2d(
__func__, UNPACK2(size), 1, GPU_R32I, usage, nullptr);
GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
GPU_framebuffer_ensure_config(
&framebuffer,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture_a), GPU_ATTACHMENT_TEXTURE(texture_b)});
GPU_framebuffer_bind(framebuffer);
const float4 clear_color(0.0f);
GPU_framebuffer_clear_color(framebuffer, clear_color);
ShaderCreateInfo create_info_write("");
create_info_write.define("WRITE");
create_info_write.vertex_source("gpu_framebuffer_subpass_input_test.glsl");
create_info_write.fragment_source("gpu_framebuffer_subpass_input_test.glsl");
create_info_write.fragment_out(0, Type::INT, "out_value", DualBlend::NONE, 0);
GPUShader *shader_write = GPU_shader_create_from_info(
reinterpret_cast<GPUShaderCreateInfo *>(&create_info_write));
ShaderCreateInfo create_info_read("");
create_info_read.define("READ");
create_info_read.vertex_source("gpu_framebuffer_subpass_input_test.glsl");
create_info_read.fragment_source("gpu_framebuffer_subpass_input_test.glsl");
create_info_read.subpass_in(0, Type::INT, "in_value", 0);
create_info_read.fragment_out(1, Type::INT, "out_value");
GPUShader *shader_read = GPU_shader_create_from_info(
reinterpret_cast<GPUShaderCreateInfo *>(&create_info_read));
/* TODO(fclem): remove this boilerplate. */
GPUVertFormat format{};
GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_U32, 1, GPU_FETCH_INT);
VertBuf *verts = GPU_vertbuf_create_with_format(format);
GPU_vertbuf_data_alloc(*verts, 3);
Batch *batch = GPU_batch_create_ex(GPU_PRIM_TRIS, verts, nullptr, GPU_BATCH_OWNS_VBO);
/* Metal Raster Order Group does not need that. */
GPU_framebuffer_subpass_transition(
framebuffer, {GPU_ATTACHMENT_IGNORE, GPU_ATTACHMENT_WRITE, GPU_ATTACHMENT_IGNORE});
GPU_batch_set_shader(batch, shader_write);
GPU_batch_draw(batch);
/* Metal Raster Order Group does not need that. */
GPU_framebuffer_subpass_transition(
framebuffer, {GPU_ATTACHMENT_IGNORE, GPU_ATTACHMENT_READ, GPU_ATTACHMENT_WRITE});
GPU_batch_set_shader(batch, shader_read);
GPU_batch_draw(batch);
GPU_batch_discard(batch);
GPU_finish();
int *read_data_a = static_cast<int *>(GPU_texture_read(texture_a, GPU_DATA_INT, 0));
EXPECT_EQ(*read_data_a, 0xDEADBEEF);
MEM_freeN(read_data_a);
int *read_data_b = static_cast<int *>(GPU_texture_read(texture_b, GPU_DATA_INT, 0));
EXPECT_EQ(*read_data_b, 0xDEADC0DE);
MEM_freeN(read_data_b);
GPU_framebuffer_free(framebuffer);
GPU_texture_free(texture_a);
GPU_texture_free(texture_b);
GPU_shader_free(shader_write);
GPU_shader_free(shader_read);
GPU_render_end();
}
GPU_TEST(framebuffer_subpass_input)
} // namespace blender::gpu::tests