Files
test2/source/blender/gpu/tests/specialization_constants_test.cc
Clément Foucault e57359726f GPU: VertexFormat: Use new data types
This prevents the use of unaligned data types in
vertex formats. These formats are not supported on many
platform.

This simplify the `GPUVertexFormat` class a lot as
we do not need packing shenanigans anymore and just
compute the vertex stride.

The old enums are kept for progressive porting of the
backends and user code.

This will break compatibility with python addons.

TODO:
- [x] Deprecation warning for PyGPU (4.5)
  - [x] Deprecate matrix attributes
- [x] Error handling for PyGPU (5.0)
- [x] Backends
  - [x] Metal
  - [x] OpenGL
  - [x] Vulkan

Pull Request: https://projects.blender.org/blender/blender/pulls/138846
2025-06-10 17:20:45 +02:00

141 lines
3.8 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "GPU_batch.hh"
#include "GPU_capabilities.hh"
#include "GPU_compute.hh"
#include "GPU_context.hh"
#include "GPU_framebuffer.hh"
#include "GPU_shader.hh"
#include "GPU_state.hh"
#include "GPU_storage_buffer.hh"
#include "GPU_vertex_format.hh"
#include "BLI_vector.hh"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_create_info_private.hh"
#include "gpu_testing.hh"
namespace blender::gpu::tests {
struct ShaderSpecializationConst {
GPUShader *shader = nullptr;
GPUStorageBuf *ssbo = nullptr;
Vector<int> data;
float float_in;
uint uint_in;
int int_in;
bool bool_in;
bool is_graphic = false;
ShaderSpecializationConst(const char *info_name)
{
GPU_render_begin();
this->init_shader(info_name);
GPU_storagebuf_bind(ssbo, GPU_shader_get_ssbo_binding(shader, "data_out"));
/* Test values. */
float_in = 52;
uint_in = 324;
int_in = 455;
bool_in = false;
int float_in_loc = GPU_shader_get_constant(shader, "float_in");
int uint_in_loc = GPU_shader_get_constant(shader, "uint_in");
int int_in_loc = GPU_shader_get_constant(shader, "int_in");
int bool_in_loc = GPU_shader_get_constant(shader, "bool_in");
shader::SpecializationConstants constants = GPU_shader_get_default_constant_state(shader);
constants.set_value(float_in_loc, float_in);
constants.set_value(uint_in_loc, uint_in);
constants.set_value(int_in_loc, int_in);
constants.set_value(bool_in_loc, bool_in);
this->validate(constants);
GPU_render_end();
}
~ShaderSpecializationConst()
{
if (shader != nullptr) {
GPU_shader_unbind();
GPU_shader_free(shader);
}
if (ssbo != nullptr) {
GPU_storagebuf_free(ssbo);
}
}
void init_shader(const char *info_name)
{
using namespace blender::gpu::shader;
uint data_len = 4;
ssbo = GPU_storagebuf_create_ex(data_len * sizeof(int), nullptr, GPU_USAGE_STREAM, __func__);
data.resize(data_len);
const GPUShaderCreateInfo *_info = gpu_shader_create_info_get(info_name);
const ShaderCreateInfo &info = *reinterpret_cast<const ShaderCreateInfo *>(_info);
is_graphic = info.compute_source_.is_empty();
shader = GPU_shader_create_from_info_name(info_name);
EXPECT_NE(shader, nullptr);
}
void validate(shader::SpecializationConstants &constants)
{
if (is_graphic) {
GPUFrameBuffer *fb = GPU_framebuffer_create("test_fb");
GPU_framebuffer_default_size(fb, 1, 1);
GPU_framebuffer_bind(fb);
/* TODO(fclem): remove this boilerplate. */
GPUVertFormat format{};
GPU_vertformat_attr_add(&format, "dummy", VertAttrType::UINT_32);
VertBuf *verts = GPU_vertbuf_create_with_format(format);
GPU_vertbuf_data_alloc(*verts, 1);
Batch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, verts, nullptr, GPU_BATCH_OWNS_VBO);
GPU_batch_set_shader(batch, shader, &constants);
GPU_batch_draw_advanced(batch, 0, 1, 0, 1);
GPU_batch_discard(batch);
GPU_framebuffer_free(fb);
}
else {
GPU_compute_dispatch(shader, 1, 1, 1, &constants);
}
GPU_finish();
GPU_memory_barrier(GPU_BARRIER_BUFFER_UPDATE);
GPU_storagebuf_read(ssbo, data.data());
EXPECT_EQ(data[0], int(float_in));
EXPECT_EQ(data[1], int(uint_in));
EXPECT_EQ(data[2], int(int_in));
EXPECT_EQ(data[3], int(bool_in));
}
};
static void test_specialization_constants_compute()
{
ShaderSpecializationConst("gpu_compute_specialization_test");
}
GPU_TEST(specialization_constants_compute)
static void test_specialization_constants_graphic()
{
ShaderSpecializationConst("gpu_graphic_specialization_test");
}
GPU_TEST(specialization_constants_graphic)
} // namespace blender::gpu::tests