Files
test/source/blender/gpu/tests/vertex_buffer_test.cc
Clément Foucault 617858e453 GPU: Unified DataFormat enum
This unifies vertex and texture data formats
into a single base enum class.

`TextureFormat` and `VertexFormat` then mask
the invalid format for their respective usage.

Having a base enum allows casting between
`TextureFormat` and `VertexFormat` possible
(needed for Buffer Textures).

It also makes it easier to write and read data
to buffers/textures as each format will have an
associated host type.

These enum is generated from MACRO expansion.
This allow to centralize all information about
the formats in one place. This avoid duplicating
the list of enums for each backend.

This only creates the new enum. Porting older enums will
be done in other PRs.

Normalized integer CPU format are missing and waiting for #130640

Rel #130632

Pull Request: https://projects.blender.org/blender/blender/pulls/138069
2025-05-13 17:08:32 +02:00

176 lines
5.9 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<GPUVertCompType comp_type, GPUVertFetchMode fetch_mode, 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, GPU_RGBA32F, usage, nullptr);
BLI_assert(offscreen != nullptr);
GPU_offscreen_bind(offscreen, false);
GPUTexture *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_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_vertformat_attr_add(&format, "color", comp_type, 4, fetch_mode);
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());
if constexpr (fetch_mode == GPU_FETCH_INT_TO_FLOAT_UNIT) {
switch (comp_type) {
case GPU_COMP_I8:
read_data[0] = read_data[0] * float(127);
break;
case GPU_COMP_U8:
read_data[0] = read_data[0] * float(255);
break;
case GPU_COMP_I16:
read_data[0] = read_data[0] * float(32767);
break;
case GPU_COMP_U16:
read_data[0] = read_data[0] * float(65535);
break;
case GPU_COMP_I10:
read_data[0] = read_data[0] * float4(511, 511, 511, 1);
break;
default:
BLI_assert_unreachable();
}
}
if (fetch_mode == GPU_FETCH_FLOAT) {
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<GPU_COMP_I8, GPU_FETCH_INT_TO_FLOAT_UNIT, 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<GPU_COMP_U8, GPU_FETCH_INT_TO_FLOAT_UNIT, 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<GPU_COMP_I16, GPU_FETCH_INT_TO_FLOAT_UNIT, 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<GPU_COMP_U16, GPU_FETCH_INT_TO_FLOAT_UNIT, 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<GPU_COMP_I10, GPU_FETCH_INT_TO_FLOAT_UNIT, PackedNormal>(
PackedNormal(321, -511, 511, 0));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I10__GPU_FETCH_INT_TO_FLOAT_UNIT);
#ifndef __APPLE__ /* Not supported on metal backend. Also could be phased out eventually. */
static void test_vertex_buffer_fetch_mode__GPU_COMP_I8__GPU_FETCH_INT_TO_FLOAT()
{
vertex_buffer_fetch_mode<GPU_COMP_I8, GPU_FETCH_INT_TO_FLOAT, char4>(char4(4, 5, 6, 1));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I8__GPU_FETCH_INT_TO_FLOAT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_U8__GPU_FETCH_INT_TO_FLOAT()
{
vertex_buffer_fetch_mode<GPU_COMP_U8, GPU_FETCH_INT_TO_FLOAT, uchar4>(uchar4(4, 5, 6, 1));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U8__GPU_FETCH_INT_TO_FLOAT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_I16__GPU_FETCH_INT_TO_FLOAT()
{
vertex_buffer_fetch_mode<GPU_COMP_I16, GPU_FETCH_INT_TO_FLOAT, short4>(short4(4, 5, 6, 1));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I16__GPU_FETCH_INT_TO_FLOAT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_U16__GPU_FETCH_INT_TO_FLOAT()
{
vertex_buffer_fetch_mode<GPU_COMP_U16, GPU_FETCH_INT_TO_FLOAT, ushort4>(ushort4(4, 5, 6, 1));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U16__GPU_FETCH_INT_TO_FLOAT);
#endif
/* Legacy format. Uses software workaround. */
static void test_vertex_buffer_fetch_mode__GPU_COMP_I32__GPU_FETCH_INT_TO_FLOAT()
{
vertex_buffer_fetch_mode<GPU_COMP_I32, GPU_FETCH_INT_TO_FLOAT, int4>(int4(4, 5, 6, 1));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I32__GPU_FETCH_INT_TO_FLOAT);
static void test_vertex_buffer_fetch_mode__GPU_COMP_F32__GPU_FETCH_FLOAT()
{
vertex_buffer_fetch_mode<GPU_COMP_F32, GPU_FETCH_FLOAT, float4>(float4(4, 5, 6, 1));
}
GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_F32__GPU_FETCH_FLOAT);
} // namespace blender::gpu::tests