This allows to store a number of vertex to draw per batch without specifying any attribute. This allows to create batches that are empty but still holds the amount of geometry to produce. Needed for new curve drawing #142969. Pull Request: https://projects.blender.org/blender/blender/pulls/143052
410 lines
14 KiB
C++
410 lines
14 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "testing/testing.h"
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#include "GPU_batch.hh"
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#include "GPU_context.hh"
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#include "GPU_framebuffer.hh"
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#include "GPU_shader.hh"
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#include "GPU_state.hh"
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#include "GPU_vertex_buffer.hh"
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#include "GPU_vertex_format.hh"
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#include "gpu_testing.hh"
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#include "BLI_math_vector.hh"
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#include "gpu_shader_create_info.hh"
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namespace blender::gpu::tests {
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static void test_framebuffer_clear_color_single_attachment()
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{
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const int2 size(1, 1);
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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blender::gpu::Texture *texture = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, TextureFormat::SFLOAT_32_32_32_32, usage, nullptr);
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
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GPU_framebuffer_ensure_config(&framebuffer,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture)});
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GPU_framebuffer_bind(framebuffer);
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const float4 clear_color(0.1f, 0.2f, 0.5f, 1.0f);
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GPU_framebuffer_clear_color(framebuffer, clear_color);
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GPU_finish();
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float4 *read_data = static_cast<float4 *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0));
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for (float4 pixel_color : Span<float4>(read_data, size.x * size.y)) {
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EXPECT_EQ(clear_color, pixel_color);
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}
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MEM_freeN(read_data);
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(texture);
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}
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GPU_TEST(framebuffer_clear_color_single_attachment);
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static void test_framebuffer_clear_color_multiple_attachments()
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{
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const int2 size(1, 1);
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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blender::gpu::Texture *texture1 = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, TextureFormat::SFLOAT_32_32_32_32, usage, nullptr);
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blender::gpu::Texture *texture2 = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, TextureFormat::UINT_32_32_32_32, usage, nullptr);
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
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GPU_framebuffer_ensure_config(
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&framebuffer,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture1), GPU_ATTACHMENT_TEXTURE(texture2)});
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GPU_framebuffer_bind(framebuffer);
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const float4 clear_color(0.1f, 0.2f, 0.5f, 1.0f);
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GPU_framebuffer_clear_color(framebuffer, clear_color);
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GPU_finish();
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float4 *read_data1 = static_cast<float4 *>(GPU_texture_read(texture1, GPU_DATA_FLOAT, 0));
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for (float4 pixel_color : Span<float4>(read_data1, size.x * size.y)) {
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EXPECT_EQ(clear_color, pixel_color);
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}
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MEM_freeN(read_data1);
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#ifndef __APPLE__ /* FIXME: Behavior is not the same on all backend. \
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* Current expected value is broken. */
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uint4 *read_data2 = static_cast<uint4 *>(GPU_texture_read(texture2, GPU_DATA_UINT, 0));
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uint4 clear_color_uint(1036831949, 1045220557, 1056964608, 1065353216);
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for (uint4 pixel_color : Span<uint4>(read_data2, size.x * size.y)) {
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EXPECT_EQ(clear_color_uint, pixel_color);
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}
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MEM_freeN(read_data2);
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#endif
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(texture1);
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GPU_texture_free(texture2);
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}
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GPU_TEST(framebuffer_clear_color_multiple_attachments);
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static void test_framebuffer_clear_multiple_color_multiple_attachments()
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{
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const int2 size(1, 1);
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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blender::gpu::Texture *texture1 = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, TextureFormat::SFLOAT_32_32_32_32, usage, nullptr);
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blender::gpu::Texture *texture2 = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, TextureFormat::SFLOAT_32_32_32_32, usage, nullptr);
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
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GPU_framebuffer_ensure_config(
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&framebuffer,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture1), GPU_ATTACHMENT_TEXTURE(texture2)});
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GPU_framebuffer_bind(framebuffer);
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const float4 clear_color[2] = {float4(0.1f, 0.2f, 0.5f, 1.0f), float4(0.5f, 0.2f, 0.1f, 1.0f)};
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GPU_framebuffer_multi_clear(
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framebuffer, static_cast<const float(*)[4]>(static_cast<const void *>(clear_color)));
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GPU_finish();
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float4 *read_data1 = static_cast<float4 *>(GPU_texture_read(texture1, GPU_DATA_FLOAT, 0));
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for (float4 pixel_color : Span<float4>(read_data1, size.x * size.y)) {
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EXPECT_EQ(clear_color[0], pixel_color);
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}
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MEM_freeN(read_data1);
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float4 *read_data2 = static_cast<float4 *>(GPU_texture_read(texture2, GPU_DATA_FLOAT, 0));
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for (float4 pixel_color : Span<float4>(read_data2, size.x * size.y)) {
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EXPECT_EQ(clear_color[1], pixel_color);
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}
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MEM_freeN(read_data2);
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(texture1);
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GPU_texture_free(texture2);
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}
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GPU_TEST(framebuffer_clear_multiple_color_multiple_attachments);
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static void test_framebuffer_clear_depth()
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{
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const int2 size(1, 1);
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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blender::gpu::Texture *texture = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, TextureFormat::SFLOAT_32_DEPTH, usage, nullptr);
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
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GPU_framebuffer_ensure_config(&framebuffer, {GPU_ATTACHMENT_TEXTURE(texture)});
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GPU_framebuffer_bind(framebuffer);
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const float clear_depth = 0.5f;
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GPU_framebuffer_clear_depth(framebuffer, clear_depth);
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GPU_finish();
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float *read_data = static_cast<float *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0));
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for (float pixel_depth : Span<float>(read_data, size.x * size.y)) {
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EXPECT_EQ(clear_depth, pixel_depth);
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}
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MEM_freeN(read_data);
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(texture);
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}
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GPU_TEST(framebuffer_clear_depth);
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#ifndef __APPLE__ /* Clearing with scissors is not supported on Metal. */
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static void test_framebuffer_scissor_test()
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{
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const int2 size(2, 2);
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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blender::gpu::Texture *texture = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, TextureFormat::SFLOAT_32_32_32_32, usage, nullptr);
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
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GPU_framebuffer_ensure_config(&framebuffer,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture)});
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GPU_framebuffer_bind(framebuffer);
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const float4 color1(0.0f);
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const float4 color2(0.5f);
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const float4 color3(1.0f);
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GPU_framebuffer_clear_color(framebuffer, color1);
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GPU_scissor_test(true);
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GPU_scissor(0, 0, 1, 2);
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GPU_framebuffer_clear_color(framebuffer, color2);
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GPU_scissor(0, 0, 2, 1);
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GPU_framebuffer_clear_color(framebuffer, color3);
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GPU_scissor_test(false);
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GPU_finish();
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float4 *read_data = static_cast<float4 *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0));
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EXPECT_EQ(color3, read_data[0]);
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EXPECT_EQ(color3, read_data[1]);
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EXPECT_EQ(color2, read_data[2]);
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EXPECT_EQ(color1, read_data[3]);
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MEM_freeN(read_data);
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(texture);
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}
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GPU_TEST(framebuffer_scissor_test);
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#endif
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/* Color each side of a cube-map with a different color. */
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static void test_framebuffer_cube()
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{
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const int SIZE = 32;
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GPU_render_begin();
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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blender::gpu::Texture *tex = GPU_texture_create_cube(
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"tex", SIZE, 1, TextureFormat::SFLOAT_32_32_32_32, usage, nullptr);
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const float4 clear_colors[6] = {
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{0.5f, 0.0f, 0.0f, 1.0f},
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{1.0f, 0.0f, 0.0f, 1.0f},
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{0.0f, 0.5f, 0.0f, 1.0f},
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{0.0f, 1.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 0.5f, 1.0f},
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{0.0f, 0.0f, 1.0f, 1.0f},
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};
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GPUFrameBuffer *framebuffers[6] = {nullptr};
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for (int i : IndexRange(6)) {
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GPU_framebuffer_ensure_config(&framebuffers[i],
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{
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GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE_CUBEFACE(tex, i),
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});
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GPU_framebuffer_bind(framebuffers[i]);
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GPU_framebuffer_clear_color(framebuffers[i], clear_colors[i]);
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};
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float4 *data = (float4 *)GPU_texture_read(tex, GPU_DATA_FLOAT, 0);
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for (int side : IndexRange(6)) {
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for (int pixel_index : IndexRange(SIZE * SIZE)) {
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int index = pixel_index + (SIZE * SIZE) * side;
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EXPECT_EQ(clear_colors[side], data[index]);
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}
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}
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MEM_freeN(data);
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GPU_texture_free(tex);
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for (int i : IndexRange(6)) {
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GPU_FRAMEBUFFER_FREE_SAFE(framebuffers[i]);
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}
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GPU_render_end();
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}
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GPU_TEST(framebuffer_cube)
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/* Effectively tests the same way EEVEE-Next shadows are rendered. */
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static void test_framebuffer_multi_viewport()
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{
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using namespace gpu::shader;
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if (GPU_type_matches_ex(
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GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL, GPU_BACKEND_OPENGL) &&
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G.debug & G_DEBUG_GPU_FORCE_WORKAROUNDS)
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{
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GTEST_SKIP() << "NVIDIA fails to compile workaround due to reserved names. Gladly it doesn't "
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"need the workaround.";
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}
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GPU_render_begin();
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const int2 size(4, 4);
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const int layers = 256;
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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blender::gpu::Texture *texture = GPU_texture_create_2d_array(
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__func__, UNPACK2(size), layers, 1, TextureFormat::SINT_32_32, usage, nullptr);
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
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GPU_framebuffer_ensure_config(&framebuffer,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture)});
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GPU_framebuffer_bind(framebuffer);
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int viewport_rects[16][4];
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for (int i = 0; i < 16; i++) {
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viewport_rects[i][0] = i % 4;
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viewport_rects[i][1] = i / 4;
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viewport_rects[i][2] = 1;
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viewport_rects[i][3] = 1;
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}
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GPU_framebuffer_multi_viewports_set(framebuffer, viewport_rects);
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const float4 clear_color(0.0f);
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GPU_framebuffer_clear_color(framebuffer, clear_color);
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ShaderCreateInfo create_info("");
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create_info.vertex_source("gpu_framebuffer_layer_viewport_test.glsl");
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create_info.fragment_source("gpu_framebuffer_layer_viewport_test.glsl");
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create_info.builtins(BuiltinBits::VIEWPORT_INDEX | BuiltinBits::LAYER);
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create_info.fragment_out(0, Type::int2_t, "out_value");
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GPUShader *shader = GPU_shader_create_from_info(
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reinterpret_cast<GPUShaderCreateInfo *>(&create_info));
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int tri_count = size.x * size.y * layers;
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Batch *batch = GPU_batch_create_procedural(GPU_PRIM_TRIS, tri_count * 3);
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GPU_batch_set_shader(batch, shader);
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GPU_batch_draw(batch);
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GPU_batch_discard(batch);
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GPU_finish();
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int2 *read_data = static_cast<int2 *>(GPU_texture_read(texture, GPU_DATA_INT, 0));
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for (auto layer : IndexRange(layers)) {
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for (auto viewport : IndexRange(16)) {
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int2 expected_color(layer, viewport);
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int2 pixel_color = read_data[viewport + layer * 16];
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EXPECT_EQ(pixel_color, expected_color);
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}
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}
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MEM_freeN(read_data);
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GPU_shader_unbind();
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(texture);
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GPU_shader_free(shader);
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GPU_render_end();
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}
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GPU_TEST(framebuffer_multi_viewport)
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/**
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* Test sub-pass inputs on Vulkan and raster order groups on Metal and its emulation on other
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* backend.
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*/
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static void test_framebuffer_subpass_input()
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{
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using namespace gpu::shader;
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GPU_render_begin();
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const int2 size(1, 1);
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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blender::gpu::Texture *texture_a = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, TextureFormat::SINT_32, usage, nullptr);
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blender::gpu::Texture *texture_b = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, TextureFormat::SINT_32, usage, nullptr);
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
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GPU_framebuffer_ensure_config(
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&framebuffer,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture_a), GPU_ATTACHMENT_TEXTURE(texture_b)});
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GPU_framebuffer_bind(framebuffer);
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const float4 clear_color(0.0f);
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GPU_framebuffer_clear_color(framebuffer, clear_color);
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ShaderCreateInfo create_info_write("");
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create_info_write.define("WRITE");
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create_info_write.vertex_source("gpu_framebuffer_subpass_input_test.glsl");
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create_info_write.fragment_source("gpu_framebuffer_subpass_input_test.glsl");
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create_info_write.fragment_out(0, Type::int_t, "out_value", DualBlend::NONE, 0);
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GPUShader *shader_write = GPU_shader_create_from_info(
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reinterpret_cast<GPUShaderCreateInfo *>(&create_info_write));
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ShaderCreateInfo create_info_read("");
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create_info_read.define("READ");
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create_info_read.vertex_source("gpu_framebuffer_subpass_input_test.glsl");
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create_info_read.fragment_source("gpu_framebuffer_subpass_input_test.glsl");
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create_info_read.subpass_in(0, Type::int_t, ImageType::Int2D, "in_value", 0);
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create_info_read.fragment_out(1, Type::int_t, "out_value");
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GPUShader *shader_read = GPU_shader_create_from_info(
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reinterpret_cast<GPUShaderCreateInfo *>(&create_info_read));
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Batch *batch = GPU_batch_create_procedural(GPU_PRIM_TRIS, 3);
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/* Metal Raster Order Group does not need that. */
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GPU_framebuffer_subpass_transition(
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framebuffer, {GPU_ATTACHMENT_IGNORE, GPU_ATTACHMENT_WRITE, GPU_ATTACHMENT_IGNORE});
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GPU_batch_set_shader(batch, shader_write);
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GPU_batch_draw(batch);
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/* Metal Raster Order Group does not need that. */
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GPU_framebuffer_subpass_transition(
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framebuffer, {GPU_ATTACHMENT_IGNORE, GPU_ATTACHMENT_READ, GPU_ATTACHMENT_WRITE});
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GPU_batch_set_shader(batch, shader_read);
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GPU_batch_draw(batch);
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GPU_batch_discard(batch);
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GPU_finish();
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int *read_data_a = static_cast<int *>(GPU_texture_read(texture_a, GPU_DATA_INT, 0));
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EXPECT_EQ(*read_data_a, 0xDEADBEEF);
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MEM_freeN(read_data_a);
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int *read_data_b = static_cast<int *>(GPU_texture_read(texture_b, GPU_DATA_INT, 0));
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EXPECT_EQ(*read_data_b, 0xDEADC0DE);
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MEM_freeN(read_data_b);
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GPU_shader_unbind();
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(texture_a);
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GPU_texture_free(texture_b);
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GPU_shader_free(shader_write);
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GPU_shader_free(shader_read);
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GPU_render_end();
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}
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GPU_TEST(framebuffer_subpass_input)
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} // namespace blender::gpu::tests
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