Files
test2/source/blender/gpu/tests/state_blend_test.cc
Jeroen Bakker a9c1d47255 GPU: Added Tests For Blend state And Immediate Mode
This PR adds several tests to GTest for testing blend states
and immediate mode. The immediate mode test are basic and will
be extended in the near future.

The tests have been developed in order to get the first pixel on
screen for the Vulkan backend. In the first phase of this goal we
had to validate that everything was working as expected without
being able to validate it by starting Blender.

Pull Request: https://projects.blender.org/blender/blender/pulls/107834
2023-05-11 09:15:39 +02:00

133 lines
4.1 KiB
C++

/* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "gpu_testing.hh"
#include "GPU_batch.h"
#include "GPU_batch_presets.h"
#include "GPU_framebuffer.h"
#include "GPU_matrix.h"
#include "BLI_math_vector.hh"
#include "intern/draw_cache.h"
namespace blender::gpu::tests {
template<eGPUBlend blend_type>
void blend_test(float4 source_a, float4 source_b, float4 expected_result)
{
GPUOffScreen *offscreen = GPU_offscreen_create(1,
1,
false,
GPU_RGBA16F,
GPU_TEXTURE_USAGE_ATTACHMENT |
GPU_TEXTURE_USAGE_HOST_READ,
nullptr);
BLI_assert(offscreen != nullptr);
GPU_offscreen_bind(offscreen, false);
GPUTexture *color_texture = GPU_offscreen_color_texture(offscreen);
GPU_texture_clear(color_texture, GPU_DATA_FLOAT, source_a);
GPUBatch *batch = DRW_cache_quad_get();
GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GPU_batch_uniform_4fv(batch, "color", source_b);
GPU_blend(blend_type);
GPU_batch_draw(batch);
GPU_offscreen_unbind(offscreen, false);
GPU_flush();
float4 read_back;
GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH);
GPU_offscreen_read_color(offscreen, GPU_DATA_FLOAT, &read_back);
EXPECT_EQ(read_back, expected_result);
GPU_offscreen_free(offscreen);
DRW_shape_cache_free();
}
static void test_blend_none()
{
blend_test<GPU_BLEND_NONE>(float4(1.0f, 0.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(0.0f, 1.0f, 0.0f, 0.5f));
}
GPU_TEST(blend_none)
static void test_blend_alpha()
{
blend_test<GPU_BLEND_ALPHA>(float4(1.0f, 0.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(0.5f, 0.5f, 0.5f, 1.0f));
}
GPU_TEST(blend_alpha)
static void test_blend_alpha_premult()
{
blend_test<GPU_BLEND_ALPHA_PREMULT>(float4(1.0f, 0.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(0.5f, 1.0f, 0.5f, 1.0f));
}
GPU_TEST(blend_alpha_premult)
static void test_blend_additive()
{
blend_test<GPU_BLEND_ADDITIVE>(float4(1.0f, 0.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(1.0f, 0.5f, 1.0f, 1.0f));
}
GPU_TEST(blend_additive)
static void test_blend_additive_premult()
{
blend_test<GPU_BLEND_ADDITIVE_PREMULT>(float4(1.0f, 0.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(1.0f, 1.0f, 1.0f, 1.5f));
}
GPU_TEST(blend_additive_premult)
static void test_blend_multiply()
{
blend_test<GPU_BLEND_MULTIPLY>(float4(1.0f, 0.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(0.0f, 0.0f, 0.0f, 0.5f));
}
GPU_TEST(blend_multiply)
static void test_blend_subtract()
{
blend_test<GPU_BLEND_SUBTRACT>(float4(1.0f, 1.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(1.0f, 0.0f, 1.0f, 0.5f));
}
GPU_TEST(blend_subtract)
static void test_blend_invert()
{
blend_test<GPU_BLEND_INVERT>(float4(1.0f, 1.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(0.0f, 0.0f, 0.0f, 1.0f));
}
GPU_TEST(blend_invert)
static void test_blend_oit()
{
blend_test<GPU_BLEND_OIT>(float4(1.0f, 1.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(1.0f, 2.0f, 1.0f, 0.5f));
}
GPU_TEST(blend_oit)
static void test_blend_background()
{
blend_test<GPU_BLEND_BACKGROUND>(float4(1.0f, 1.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 0.0f, 0.5f),
float4(0.5f, 0.5f, 0.5f, 0.5f));
}
GPU_TEST(blend_background)
} // namespace blender::gpu::tests