Files
test/source/blender/gpu/tests/vertex_buffer_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

142 lines
4.5 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "GPU_attribute_convert.hh"
#include "GPU_batch.hh"
#include "GPU_framebuffer.hh"
#include "GPU_shader.hh"
#include "GPU_state.hh"
#include "GPU_vertex_buffer.hh"
#include "GPU_vertex_format.hh"
#include "BLI_index_range.hh"
#include "BLI_math_vector_types.hh"
#include "gpu_testing.hh"
namespace blender::gpu::tests {
static constexpr int Size = 2;
template<VertAttrType attr_type, typename ColorType>
static void vertex_buffer_fetch_mode(ColorType color)
{
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
GPUOffScreen *offscreen = GPU_offscreen_create(
Size, Size, false, TextureFormat::SFLOAT_32_32_32_32, usage, false, nullptr);
BLI_assert(offscreen != nullptr);
GPU_offscreen_bind(offscreen, false);
blender::gpu::Texture *color_texture = GPU_offscreen_color_texture(offscreen);
GPU_texture_clear(color_texture, GPU_DATA_FLOAT, float4(1.0f, 2.0f, 3.0f, 0.0f));
GPUVertFormat format = {0};
GPU_vertformat_attr_add(&format, "pos", gpu::VertAttrType::SFLOAT_32_32);
GPU_vertformat_attr_add(&format, "color", attr_type);
struct Vert {
float2 pos;
ColorType color;
};
std::array<Vert, 3> data = {
Vert{float2(-1.0, -1.0), color},
Vert{float2(3.0, -1.0), color},
Vert{float2(-1.0, 3.0), color},
};
VertBuf *vbo = GPU_vertbuf_create_with_format(format);
GPU_vertbuf_data_alloc(*vbo, data.size());
for (int i : IndexRange(data.size())) {
GPU_vertbuf_vert_set(vbo, i, &data[i]);
}
Batch *batch = GPU_batch_create_ex(GPU_PRIM_TRIS, vbo, nullptr, GPU_BATCH_OWNS_VBO);
GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR);
GPU_batch_draw(batch);
GPU_offscreen_unbind(offscreen, false);
GPU_flush();
/* Read back data and perform some basic tests. */
Vector<float4> read_data(Size * Size);
GPU_offscreen_read_color(offscreen, GPU_DATA_FLOAT, read_data.data());
switch (attr_type) {
case VertAttrType::SNORM_8_8_8_8:
read_data[0] = read_data[0] * float(127);
break;
case VertAttrType::UNORM_8_8_8_8:
read_data[0] = read_data[0] * float(255);
break;
case VertAttrType::SNORM_16_16_16_16:
read_data[0] = read_data[0] * float(32767);
break;
case VertAttrType::UNORM_16_16_16_16:
read_data[0] = read_data[0] * float(65535);
break;
case VertAttrType::SNORM_10_10_10_2:
read_data[0] = read_data[0] * float4(511, 511, 511, 1);
break;
case VertAttrType::SFLOAT_32_32_32_32:
break;
default:
BLI_assert_unreachable();
}
if (attr_type == VertAttrType::SFLOAT_32_32_32_32) {
EXPECT_EQ(read_data[0], float4(color));
}
else {
/* Do integer comparison to avoid floating point inaccuracies from each conversion steps. */
EXPECT_EQ(int4(read_data[0]), int4(float4(color)));
}
GPU_batch_discard(batch);
GPU_offscreen_free(offscreen);
}
static void test_vertex_buffer_fetch_mode__GPU_COMP_I8__GPU_FETCH_INT_TO_FLOAT_UNIT()
{
vertex_buffer_fetch_mode<VertAttrType::SNORM_8_8_8_8, char4>(char4(100, -127, 127, 0));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I8__GPU_FETCH_INT_TO_FLOAT_UNIT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_U8__GPU_FETCH_INT_TO_FLOAT_UNIT()
{
vertex_buffer_fetch_mode<VertAttrType::UNORM_8_8_8_8, uchar4>(uchar4(100, 0, 255, 127));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U8__GPU_FETCH_INT_TO_FLOAT_UNIT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_I16__GPU_FETCH_INT_TO_FLOAT_UNIT()
{
vertex_buffer_fetch_mode<VertAttrType::SNORM_16_16_16_16, short4>(
short4(12034, -32767, 32767, 0));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I16__GPU_FETCH_INT_TO_FLOAT_UNIT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_U16__GPU_FETCH_INT_TO_FLOAT_UNIT()
{
vertex_buffer_fetch_mode<VertAttrType::UNORM_16_16_16_16, ushort4>(
ushort4(12034, 0, 65535, 32767));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U16__GPU_FETCH_INT_TO_FLOAT_UNIT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_I10__GPU_FETCH_INT_TO_FLOAT_UNIT()
{
vertex_buffer_fetch_mode<VertAttrType::SNORM_10_10_10_2, PackedNormal>(
PackedNormal(321, -511, 511, 0));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I10__GPU_FETCH_INT_TO_FLOAT_UNIT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_F32__GPU_FETCH_FLOAT()
{
vertex_buffer_fetch_mode<VertAttrType::SFLOAT_32_32_32_32, float4>(float4(4, 5, 6, 1));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_F32__GPU_FETCH_FLOAT);
} // namespace blender::gpu::tests