Files
test2/source/blender/gpu/tests/buffer_texture_test.cc
Jeroen Bakker 004ce8fc4e Vulkan: Add Support For Texture Buffers
Texture buffers are vbos that can be sampled as textures inside shaders.
This adds support for them to the Vulkan Backend.

Pull Request: https://projects.blender.org/blender/blender/pulls/108193
2023-05-30 13:54:51 +02:00

67 lines
2.0 KiB
C++

/* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "GPU_capabilities.h"
#include "GPU_compute.h"
#include "GPU_vertex_buffer.h"
#include "GPU_vertex_format.h"
#include "BLI_index_range.hh"
#include "BLI_math_vector_types.hh"
#include "gpu_testing.hh"
namespace blender::gpu::tests {
static void test_buffer_texture()
{
if (!GPU_compute_shader_support() && !GPU_shader_storage_buffer_objects_support()) {
/* We can't test as a the platform does not support compute shaders. */
std::cout << "Skipping compute shader test: platform not supported";
GTEST_SKIP();
}
/* 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_COMP_F32, 1, GPU_FETCH_FLOAT);
GPUVertBuf *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_DEVICE_ONLY, __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