Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
128 lines
4.4 KiB
C++
128 lines
4.4 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_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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