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
67 lines
2.0 KiB
C++
67 lines
2.0 KiB
C++
/* SPDX-License-Identifier: Apache-2.0 */
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#include "testing/testing.h"
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#include "GPU_capabilities.h"
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#include "GPU_compute.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 void test_buffer_texture()
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{
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if (!GPU_compute_shader_support() && !GPU_shader_storage_buffer_objects_support()) {
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/* We can't test as a the platform does not support compute shaders. */
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std::cout << "Skipping compute shader test: platform not supported";
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GTEST_SKIP();
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}
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/* Build compute shader. */
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GPUShader *shader = GPU_shader_create_from_info_name("gpu_buffer_texture_test");
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EXPECT_NE(shader, nullptr);
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GPU_shader_bind(shader);
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/* Vertex buffer. */
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GPUVertFormat format = {};
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uint value_pos = GPU_vertformat_attr_add(&format, "value", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
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GPUVertBuf *vertex_buffer = GPU_vertbuf_create_with_format_ex(
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&format, GPU_USAGE_FLAG_BUFFER_TEXTURE_ONLY);
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float4 value = float4(42.42, 23.23, 1.0, -1.0);
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GPU_vertbuf_data_alloc(vertex_buffer, 4);
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GPU_vertbuf_attr_fill(vertex_buffer, value_pos, &value);
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GPU_vertbuf_bind_as_texture(vertex_buffer,
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GPU_shader_get_sampler_binding(shader, "bufferTexture"));
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/* Construct SSBO. */
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GPUStorageBuf *ssbo = GPU_storagebuf_create_ex(
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4 * sizeof(float), nullptr, GPU_USAGE_DEVICE_ONLY, __func__);
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GPU_storagebuf_bind(ssbo, GPU_shader_get_ssbo_binding(shader, "data_out"));
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/* Dispatch compute task. */
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GPU_compute_dispatch(shader, 4, 1, 1);
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/* Check if compute has been done. */
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GPU_memory_barrier(GPU_BARRIER_BUFFER_UPDATE);
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/* Download the storage buffer. */
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float4 read_data;
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GPU_storagebuf_read(ssbo, read_data);
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EXPECT_EQ(read_data, value);
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/* Cleanup. */
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GPU_shader_unbind();
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GPU_storagebuf_free(ssbo);
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GPU_vertbuf_discard(vertex_buffer);
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GPU_shader_free(shader);
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}
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GPU_TEST(buffer_texture)
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} // namespace blender::gpu::tests
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