Files
test/source/blender/gpu/tests/buffer_texture_test.cc
Clément Foucault e57359726f GPU: VertexFormat: Use new data types
This prevents the use of unaligned data types in
vertex formats. These formats are not supported on many
platform.

This simplify the `GPUVertexFormat` class a lot as
we do not need packing shenanigans anymore and just
compute the vertex stride.

The old enums are kept for progressive porting of the
backends and user code.

This will break compatibility with python addons.

TODO:
- [x] Deprecation warning for PyGPU (4.5)
  - [x] Deprecate matrix attributes
- [x] Error handling for PyGPU (5.0)
- [x] Backends
  - [x] Metal
  - [x] OpenGL
  - [x] Vulkan

Pull Request: https://projects.blender.org/blender/blender/pulls/138846
2025-06-10 17:20:45 +02:00

63 lines
1.8 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "GPU_capabilities.hh"
#include "GPU_compute.hh"
#include "GPU_state.hh"
#include "GPU_vertex_buffer.hh"
#include "GPU_vertex_format.hh"
#include "BLI_math_vector_types.hh"
#include "gpu_testing.hh"
namespace blender::gpu::tests {
static void test_buffer_texture()
{
/* Build compute shader. */
GPUShader *shader = GPU_shader_create_from_info_name("gpu_buffer_texture_test");
EXPECT_NE(shader, nullptr);
GPU_shader_bind(shader);
/* Vertex buffer. */
GPUVertFormat format = {};
uint value_pos = GPU_vertformat_attr_add(&format, "value", gpu::VertAttrType::SFLOAT_32);
VertBuf *vertex_buffer = GPU_vertbuf_create_with_format_ex(format,
GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY);
float4 value = float4(42.42, 23.23, 1.0, -1.0);
GPU_vertbuf_data_alloc(*vertex_buffer, 4);
GPU_vertbuf_attr_fill(vertex_buffer, value_pos, &value);
GPU_vertbuf_bind_as_texture(vertex_buffer,
GPU_shader_get_sampler_binding(shader, "bufferTexture"));
/* Construct SSBO. */
GPUStorageBuf *ssbo = GPU_storagebuf_create_ex(
4 * sizeof(float), nullptr, GPU_USAGE_STATIC, __func__);
GPU_storagebuf_bind(ssbo, GPU_shader_get_ssbo_binding(shader, "data_out"));
/* Dispatch compute task. */
GPU_compute_dispatch(shader, 4, 1, 1);
/* Check if compute has been done. */
GPU_memory_barrier(GPU_BARRIER_BUFFER_UPDATE);
/* Download the storage buffer. */
float4 read_data;
GPU_storagebuf_read(ssbo, read_data);
EXPECT_EQ(read_data, value);
/* Cleanup. */
GPU_shader_unbind();
GPU_storagebuf_free(ssbo);
GPU_vertbuf_discard(vertex_buffer);
GPU_shader_free(shader);
}
GPU_TEST(buffer_texture)
} // namespace blender::gpu::tests