Files
test2/source/blender/gpu/tests/immediate_test.cc
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

129 lines
4.1 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_shader_builtin.h"
#include "gpu_testing.hh"
#include "BLI_math_vector.hh"
namespace blender::gpu::tests {
static constexpr int Size = 256;
static void test_immediate_one_plane()
{
GPUOffScreen *offscreen = GPU_offscreen_create(Size,
Size,
false,
GPU_RGBA16F,
GPU_TEXTURE_USAGE_ATTACHMENT |
GPU_TEXTURE_USAGE_HOST_READ,
nullptr);
BLI_assert(offscreen != nullptr);
GPU_offscreen_bind(offscreen, false);
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
float4 color(1.0, 0.5, 0.25, 1.0);
immUniformColor4fv(color);
immBegin(GPU_PRIM_TRI_STRIP, 4);
immVertex3f(pos, -1.0f, 1.0f, 0.0f);
immVertex3f(pos, 1.0f, 1.0f, 0.0f);
immVertex3f(pos, -1.0f, -1.0f, 0.0f);
immVertex3f(pos, 1.0f, -1.0f, 0.0f);
immEnd();
GPU_offscreen_unbind(offscreen, false);
GPU_flush();
/* Read back data and perform some basic tests. */
float read_data[4 * Size * Size];
GPU_offscreen_read_color(offscreen, GPU_DATA_FLOAT, &read_data);
for (int pixel_index = 0; pixel_index < Size * Size; pixel_index++) {
float4 read_color = float4(&read_data[pixel_index * 4]);
EXPECT_EQ(read_color, color);
}
GPU_offscreen_free(offscreen);
}
GPU_TEST(immediate_one_plane)
/**
* Draws two planes with two different colors.
* - Tests that both planes are stored in the same buffer (depends on backend).
* - Test that data of the first plane isn't overwritten by the second plane.
* (push constants, buffer, bind points etc.)
*/
static void test_immediate_two_planes()
{
GPUOffScreen *offscreen = GPU_offscreen_create(Size,
Size,
false,
GPU_RGBA16F,
GPU_TEXTURE_USAGE_ATTACHMENT |
GPU_TEXTURE_USAGE_HOST_READ,
nullptr);
BLI_assert(offscreen != nullptr);
GPU_offscreen_bind(offscreen, false);
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
float4 color(1.0, 0.5, 0.25, 1.0);
immUniformColor4fv(color);
immBegin(GPU_PRIM_TRI_STRIP, 4);
immVertex3f(pos, -1.0f, 1.0f, 0.0f);
immVertex3f(pos, 0.0f, 1.0f, 0.0f);
immVertex3f(pos, -1.0f, -1.0f, 0.0f);
immVertex3f(pos, 0.0f, -1.0f, 0.0f);
immEnd();
float4 color2(0.25, 0.5, 1.0, 1.0);
immUniformColor4fv(color2);
immBegin(GPU_PRIM_TRI_STRIP, 4);
immVertex3f(pos, 0.0f, 1.0f, 0.0f);
immVertex3f(pos, 1.0f, 1.0f, 0.0f);
immVertex3f(pos, 0.0f, -1.0f, 0.0f);
immVertex3f(pos, 1.0f, -1.0f, 0.0f);
immEnd();
GPU_offscreen_unbind(offscreen, false);
GPU_flush();
/* Read back data and perform some basic tests.
* Not performing detailed tests as there might be driver specific limitations. */
float read_data[4 * Size * Size];
GPU_offscreen_read_color(offscreen, GPU_DATA_FLOAT, &read_data);
int64_t color_num = 0;
int64_t color2_num = 0;
for (int pixel_index = 0; pixel_index < Size * Size; pixel_index++) {
float4 read_color = float4(&read_data[pixel_index * 4]);
if (read_color == color) {
color_num++;
}
else if (read_color == color2) {
color2_num++;
}
else {
EXPECT_TRUE(read_color == color || read_color == color2);
}
}
EXPECT_TRUE(color_num > 0);
EXPECT_TRUE(color2_num > 0);
GPU_offscreen_free(offscreen);
}
GPU_TEST(immediate_two_planes)
} // namespace blender::gpu::tests