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/
203 lines
6.8 KiB
C++
203 lines
6.8 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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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_framebuffer.h"
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#include "gpu_testing.hh"
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#include "BLI_math_vector.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(10, 10);
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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GPUTexture *texture = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, GPU_RGBA32F, 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(pixel_color, clear_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(10, 10);
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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GPUTexture *texture1 = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
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GPUTexture *texture2 = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, GPU_RGBA32UI, 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(pixel_color, clear_color);
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}
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MEM_freeN(read_data1);
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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(pixel_color, clear_color_uint);
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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_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(10, 10);
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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GPUTexture *texture1 = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
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GPUTexture *texture2 = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, GPU_RGBA32F, 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(pixel_color, clear_color[0]);
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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_data1, size.x * size.y)) {
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EXPECT_EQ(pixel_color, clear_color[1]);
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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(10, 10);
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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GPUTexture *texture = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, GPU_DEPTH_COMPONENT32F, 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(pixel_depth, clear_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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static void test_framebuffer_scissor_test()
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{
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const int2 size(128, 128);
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const int bar_size = 16;
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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GPUTexture *texture = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, GPU_RGBA32F, 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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for (int x = 0; x < size.x; x += 2 * bar_size) {
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GPU_scissor(x, 0, bar_size, size.y);
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GPU_framebuffer_clear_color(framebuffer, color2);
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}
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for (int y = 0; y < size.y; y += 2 * bar_size) {
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GPU_scissor(0, y, size.x, bar_size);
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GPU_framebuffer_clear_color(framebuffer, color3);
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}
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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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int offset = 0;
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for (float4 pixel_color : Span<float4>(read_data, size.x * size.y)) {
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int x = offset % size.x;
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int y = offset / size.x;
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int bar_x = x / bar_size;
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int bar_y = y / bar_size;
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if (bar_y % 2 == 0) {
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EXPECT_EQ(pixel_color, color3);
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}
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else {
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if (bar_x % 2 == 0) {
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EXPECT_EQ(pixel_color, color2);
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}
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else {
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EXPECT_EQ(pixel_color, color1);
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}
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}
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offset++;
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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_scissor_test);
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} // namespace blender::gpu::tests
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