Files
test2/source/blender/gpu/tests/state_blend_test.cc
Clément Foucault 28ad3736e8 DRW: Move cube batch generation to GPU module
Avoid access on global DRWShapeCache and still
share the code for batch creation.
Each module is then responsible owner of their
own batch.
2025-02-17 12:36:34 +01:00

136 lines
4.2 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: Apache-2.0 */
#include "GPU_batch_utils.hh"
#include "testing/testing.h"
#include "gpu_testing.hh"
#include "GPU_batch.hh"
#include "GPU_batch_presets.hh"
#include "GPU_framebuffer.hh"
#include "GPU_state.hh"
#include "BLI_math_vector.hh"
#include "intern/draw_cache.hh"
namespace blender::gpu::tests {
template<eGPUBlend blend_type>
void blend_test(float4 source_a, float4 source_b, float4 expected_result)
{
GPUOffScreen *offscreen = GPU_offscreen_create(1,
1,
false,
GPU_RGBA16F,
GPU_TEXTURE_USAGE_ATTACHMENT |
GPU_TEXTURE_USAGE_HOST_READ,
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, source_a);
Batch *batch = GPU_batch_unit_cube();
GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GPU_batch_uniform_4fv(batch, "color", source_b);
GPU_blend(blend_type);
GPU_batch_draw(batch);
GPU_offscreen_unbind(offscreen, false);
GPU_flush();
float4 read_back;
GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH);
GPU_offscreen_read_color(offscreen, GPU_DATA_FLOAT, &read_back);
EXPECT_EQ(read_back, expected_result);
GPU_offscreen_free(offscreen);
GPU_BATCH_DISCARD_SAFE(batch);
}
static void test_blend_none()
{
blend_test<GPU_BLEND_NONE>(float4(1.0f, 0.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(0.0f, 1.0f, 0.0f, 0.5f));
}
GPU_TEST(blend_none)
static void test_blend_alpha()
{
blend_test<GPU_BLEND_ALPHA>(float4(1.0f, 0.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(0.5f, 0.5f, 0.5f, 1.0f));
}
GPU_TEST(blend_alpha)
static void test_blend_alpha_premult()
{
blend_test<GPU_BLEND_ALPHA_PREMULT>(float4(1.0f, 0.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(0.5f, 1.0f, 0.5f, 1.0f));
}
GPU_TEST(blend_alpha_premult)
static void test_blend_additive()
{
blend_test<GPU_BLEND_ADDITIVE>(float4(1.0f, 0.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(1.0f, 0.5f, 1.0f, 1.0f));
}
GPU_TEST(blend_additive)
static void test_blend_additive_premult()
{
blend_test<GPU_BLEND_ADDITIVE_PREMULT>(float4(1.0f, 0.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(1.0f, 1.0f, 1.0f, 1.5f));
}
GPU_TEST(blend_additive_premult)
static void test_blend_multiply()
{
blend_test<GPU_BLEND_MULTIPLY>(float4(1.0f, 0.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(0.0f, 0.0f, 0.0f, 0.5f));
}
GPU_TEST(blend_multiply)
static void test_blend_subtract()
{
blend_test<GPU_BLEND_SUBTRACT>(float4(1.0f, 1.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(1.0f, 0.0f, 1.0f, 0.5f));
}
GPU_TEST(blend_subtract)
static void test_blend_invert()
{
blend_test<GPU_BLEND_INVERT>(float4(1.0f, 1.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(0.0f, 0.0f, 0.0f, 1.0f));
}
GPU_TEST(blend_invert)
static void test_blend_oit()
{
blend_test<GPU_BLEND_OIT>(float4(1.0f, 1.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(1.0f, 2.0f, 1.0f, 0.5f));
}
GPU_TEST(blend_oit)
static void test_blend_background()
{
blend_test<GPU_BLEND_BACKGROUND>(float4(1.0f, 1.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(0.5f, 0.5f, 0.5f, 0.5f));
}
GPU_TEST(blend_background)
} // namespace blender::gpu::tests