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test2/source/blender/gpu/tests/immediate_test.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

129 lines
4.1 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* 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