Files
test2/source/blender/gpu/tests/immediate_test.cc

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C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "GPU_framebuffer.hh"
#include "GPU_immediate.hh"
#include "GPU_shader_builtin.hh"
#include "GPU_state.hh"
#include "gpu_testing.hh"
#include "BLI_math_vector.hh"
namespace blender::gpu::tests {
static constexpr int Size = 4;
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. */
Vector<float4> read_data(Size * Size);
GPU_offscreen_read_color(offscreen, GPU_DATA_FLOAT, read_data.data());
for (const float4 &read_color : read_data) {
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. */
Vector<float4> read_data(Size * Size);
GPU_offscreen_read_color(offscreen, GPU_DATA_FLOAT, read_data.data());
int64_t color_num = 0;
int64_t color2_num = 0;
for (const float4 &read_color : read_data) {
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