302 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			302 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
|   | /* Apache License, Version 2.0 */ | ||
|  | 
 | ||
|  | #include "testing/testing.h"
 | ||
|  | 
 | ||
|  | #include "GPU_capabilities.h"
 | ||
|  | #include "GPU_compute.h"
 | ||
|  | #include "GPU_index_buffer.h"
 | ||
|  | #include "GPU_shader.h"
 | ||
|  | #include "GPU_texture.h"
 | ||
|  | #include "GPU_vertex_buffer.h"
 | ||
|  | #include "GPU_vertex_format.h"
 | ||
|  | 
 | ||
|  | #include "MEM_guardedalloc.h"
 | ||
|  | 
 | ||
|  | #include "gpu_testing.hh"
 | ||
|  | 
 | ||
|  | #include "GPU_glew.h"
 | ||
|  | 
 | ||
|  | namespace blender::gpu::tests { | ||
|  | 
 | ||
|  | TEST_F(GPUTest, gpu_shader_compute_2d) | ||
|  | { | ||
|  | 
 | ||
|  |   if (!GPU_compute_shader_support()) { | ||
|  |     /* We can't test as a the platform does not support compute shaders. */ | ||
|  |     std::cout << "Skipping compute shader test: platform not supported"; | ||
|  |     return; | ||
|  |   } | ||
|  | 
 | ||
|  |   static constexpr uint SIZE = 512; | ||
|  | 
 | ||
|  |   /* Build compute shader. */ | ||
|  |   const char *compute_glsl = R"( | ||
|  | 
 | ||
|  | layout(local_size_x = 1, local_size_y = 1) in; | ||
|  | layout(rgba32f, binding = 0) uniform image2D img_output; | ||
|  | 
 | ||
|  | void main() { | ||
|  |   vec4 pixel = vec4(1.0, 0.5, 0.2, 1.0); | ||
|  |   imageStore(img_output, ivec2(gl_GlobalInvocationID.xy), pixel); | ||
|  | } | ||
|  | 
 | ||
|  | )"; | ||
|  | 
 | ||
|  |   GPUShader *shader = GPU_shader_create_compute( | ||
|  |       compute_glsl, nullptr, nullptr, "gpu_shader_compute_2d"); | ||
|  |   EXPECT_NE(shader, nullptr); | ||
|  | 
 | ||
|  |   /* Create texture to store result and attach to shader. */ | ||
|  |   GPUTexture *texture = GPU_texture_create_2d( | ||
|  |       "gpu_shader_compute_2d", SIZE, SIZE, 0, GPU_RGBA32F, nullptr); | ||
|  |   EXPECT_NE(texture, nullptr); | ||
|  | 
 | ||
|  |   GPU_shader_bind(shader); | ||
|  |   GPU_texture_image_bind(texture, GPU_shader_get_texture_binding(shader, "img_output")); | ||
|  | 
 | ||
|  |   /* Dispatch compute task. */ | ||
|  |   GPU_compute_dispatch(shader, SIZE, SIZE, 1); | ||
|  | 
 | ||
|  |   /* Check if compute has been done. */ | ||
|  |   GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH); | ||
|  |   float *data = static_cast<float *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0)); | ||
|  |   EXPECT_NE(data, nullptr); | ||
|  |   for (int index = 0; index < SIZE * SIZE; index++) { | ||
|  |     EXPECT_FLOAT_EQ(data[index * 4 + 0], 1.0f); | ||
|  |     EXPECT_FLOAT_EQ(data[index * 4 + 1], 0.5f); | ||
|  |     EXPECT_FLOAT_EQ(data[index * 4 + 2], 0.2f); | ||
|  |     EXPECT_FLOAT_EQ(data[index * 4 + 3], 1.0f); | ||
|  |   } | ||
|  |   MEM_freeN(data); | ||
|  | 
 | ||
|  |   /* Cleanup. */ | ||
|  |   GPU_shader_unbind(); | ||
|  |   GPU_texture_unbind(texture); | ||
|  |   GPU_texture_free(texture); | ||
|  |   GPU_shader_free(shader); | ||
|  | } | ||
|  | 
 | ||
|  | TEST_F(GPUTest, gpu_shader_compute_1d) | ||
|  | { | ||
|  | 
 | ||
|  |   if (!GPU_compute_shader_support()) { | ||
|  |     /* We can't test as a the platform does not support compute shaders. */ | ||
|  |     std::cout << "Skipping compute shader test: platform not supported"; | ||
|  |     return; | ||
|  |   } | ||
|  | 
 | ||
|  |   static constexpr uint SIZE = 10; | ||
|  | 
 | ||
|  |   /* Build compute shader. */ | ||
|  |   const char *compute_glsl = R"( | ||
|  | 
 | ||
|  | layout(local_size_x = 1) in; | ||
|  | 
 | ||
|  | layout(rgba32f, binding = 1) uniform image1D outputVboData; | ||
|  | 
 | ||
|  | void main() { | ||
|  |   int index = int(gl_GlobalInvocationID.x); | ||
|  |   vec4 pos = vec4(gl_GlobalInvocationID.x); | ||
|  |   imageStore(outputVboData, index, pos); | ||
|  | } | ||
|  | 
 | ||
|  | )"; | ||
|  | 
 | ||
|  |   GPUShader *shader = GPU_shader_create_compute( | ||
|  |       compute_glsl, nullptr, nullptr, "gpu_shader_compute_1d"); | ||
|  |   EXPECT_NE(shader, nullptr); | ||
|  | 
 | ||
|  |   /* Construct Texture. */ | ||
|  |   GPUTexture *texture = GPU_texture_create_1d("gpu_shader_compute_1d", SIZE, 0, GPU_RGBA32F, NULL); | ||
|  |   EXPECT_NE(texture, nullptr); | ||
|  | 
 | ||
|  |   GPU_shader_bind(shader); | ||
|  |   GPU_texture_image_bind(texture, GPU_shader_get_texture_binding(shader, "outputVboData")); | ||
|  | 
 | ||
|  |   /* Dispatch compute task. */ | ||
|  |   GPU_compute_dispatch(shader, SIZE, 1, 1); | ||
|  | 
 | ||
|  |   /* Check if compute has been done. */ | ||
|  |   GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH); | ||
|  | 
 | ||
|  |   /* Create texture to load back result. */ | ||
|  |   float *data = static_cast<float *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0)); | ||
|  |   EXPECT_NE(data, nullptr); | ||
|  |   for (int index = 0; index < SIZE; index++) { | ||
|  |     float expected_value = index; | ||
|  |     EXPECT_FLOAT_EQ(data[index * 4 + 0], expected_value); | ||
|  |     EXPECT_FLOAT_EQ(data[index * 4 + 1], expected_value); | ||
|  |     EXPECT_FLOAT_EQ(data[index * 4 + 2], expected_value); | ||
|  |     EXPECT_FLOAT_EQ(data[index * 4 + 3], expected_value); | ||
|  |   } | ||
|  |   MEM_freeN(data); | ||
|  | 
 | ||
|  |   /* Cleanup. */ | ||
|  |   GPU_shader_unbind(); | ||
|  |   GPU_texture_unbind(texture); | ||
|  |   GPU_texture_free(texture); | ||
|  |   GPU_shader_free(shader); | ||
|  | } | ||
|  | 
 | ||
|  | TEST_F(GPUTest, gpu_shader_compute_vbo) | ||
|  | { | ||
|  | 
 | ||
|  |   if (!GPU_compute_shader_support()) { | ||
|  |     /* We can't test as a the platform does not support compute shaders. */ | ||
|  |     std::cout << "Skipping compute shader test: platform not supported"; | ||
|  |     return; | ||
|  |   } | ||
|  | 
 | ||
|  |   static constexpr uint SIZE = 128; | ||
|  | 
 | ||
|  |   /* Build compute shader. */ | ||
|  |   const char *compute_glsl = R"( | ||
|  | 
 | ||
|  | layout(local_size_x = 1) in; | ||
|  | 
 | ||
|  | layout(std430, binding = 0) writeonly buffer outputVboData | ||
|  | { | ||
|  |   vec4 out_positions[]; | ||
|  | }; | ||
|  | 
 | ||
|  | void main() { | ||
|  |   uint index = gl_GlobalInvocationID.x; | ||
|  |   vec4 pos = vec4(gl_GlobalInvocationID.x); | ||
|  |   out_positions[index] = pos; | ||
|  | } | ||
|  | 
 | ||
|  | )"; | ||
|  | 
 | ||
|  |   GPUShader *shader = GPU_shader_create_compute( | ||
|  |       compute_glsl, nullptr, nullptr, "gpu_shader_compute_vbo"); | ||
|  |   EXPECT_NE(shader, nullptr); | ||
|  |   GPU_shader_bind(shader); | ||
|  | 
 | ||
|  |   /* Construct VBO. */ | ||
|  |   static GPUVertFormat format = {0}; | ||
|  |   GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); | ||
|  |   GPUVertBuf *vbo = GPU_vertbuf_create_with_format_ex(&format, GPU_USAGE_DEVICE_ONLY); | ||
|  |   GPU_vertbuf_data_alloc(vbo, SIZE); | ||
|  |   GPU_vertbuf_bind_as_ssbo(vbo, GPU_shader_get_ssbo(shader, "outputVboData")); | ||
|  | 
 | ||
|  |   /* Dispatch compute task. */ | ||
|  |   GPU_compute_dispatch(shader, SIZE, 1, 1); | ||
|  | 
 | ||
|  |   /* Check if compute has been done. */ | ||
|  |   GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE); | ||
|  | 
 | ||
|  |   /* Download the vertex buffer. */ | ||
|  |   const float *data = static_cast<const float *>(GPU_vertbuf_read(vbo)); | ||
|  |   ASSERT_NE(data, nullptr); | ||
|  |   for (int index = 0; index < SIZE; index++) { | ||
|  |     float expected_value = index; | ||
|  |     EXPECT_FLOAT_EQ(data[index * 4 + 0], expected_value); | ||
|  |     EXPECT_FLOAT_EQ(data[index * 4 + 1], expected_value); | ||
|  |     EXPECT_FLOAT_EQ(data[index * 4 + 2], expected_value); | ||
|  |     EXPECT_FLOAT_EQ(data[index * 4 + 3], expected_value); | ||
|  |   } | ||
|  | 
 | ||
|  |   /* Cleanup. */ | ||
|  |   GPU_shader_unbind(); | ||
|  |   GPU_vertbuf_discard(vbo); | ||
|  |   GPU_shader_free(shader); | ||
|  | } | ||
|  | 
 | ||
|  | TEST_F(GPUTest, gpu_shader_compute_ibo) | ||
|  | { | ||
|  | 
 | ||
|  |   if (!GPU_compute_shader_support()) { | ||
|  |     /* We can't test as a the platform does not support compute shaders. */ | ||
|  |     std::cout << "Skipping compute shader test: platform not supported"; | ||
|  |     return; | ||
|  |   } | ||
|  | 
 | ||
|  |   static constexpr uint SIZE = 128; | ||
|  | 
 | ||
|  |   /* Build compute shader. */ | ||
|  |   const char *compute_glsl = R"( | ||
|  | 
 | ||
|  | layout(local_size_x = 1) in; | ||
|  | 
 | ||
|  | layout(std430, binding = 1) writeonly buffer outputIboData | ||
|  | { | ||
|  |   uint out_indexes[]; | ||
|  | }; | ||
|  | 
 | ||
|  | void main() { | ||
|  |   uint store_index = int(gl_GlobalInvocationID.x); | ||
|  |   out_indexes[store_index] = store_index; | ||
|  | } | ||
|  | 
 | ||
|  | )"; | ||
|  | 
 | ||
|  |   GPUShader *shader = GPU_shader_create_compute( | ||
|  |       compute_glsl, nullptr, nullptr, "gpu_shader_compute_vbo"); | ||
|  |   EXPECT_NE(shader, nullptr); | ||
|  |   GPU_shader_bind(shader); | ||
|  | 
 | ||
|  |   /* Construct IBO. */ | ||
|  |   GPUIndexBuf *ibo = GPU_indexbuf_build_on_device(SIZE); | ||
|  |   GPU_indexbuf_bind_as_ssbo(ibo, GPU_shader_get_ssbo(shader, "outputIboData")); | ||
|  | 
 | ||
|  |   /* Dispatch compute task. */ | ||
|  |   GPU_compute_dispatch(shader, SIZE, 1, 1); | ||
|  | 
 | ||
|  |   /* Check if compute has been done. */ | ||
|  |   GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE); | ||
|  | 
 | ||
|  |   /* Download the index buffer. */ | ||
|  |   const uint32_t *data = GPU_indexbuf_read(ibo); | ||
|  |   ASSERT_NE(data, nullptr); | ||
|  |   for (int index = 0; index < SIZE; index++) { | ||
|  |     uint32_t expected = index; | ||
|  |     EXPECT_EQ(data[index], expected); | ||
|  |   } | ||
|  | 
 | ||
|  |   /* Cleanup. */ | ||
|  |   GPU_shader_unbind(); | ||
|  |   GPU_indexbuf_discard(ibo); | ||
|  |   GPU_shader_free(shader); | ||
|  | } | ||
|  | 
 | ||
|  | TEST_F(GPUTest, gpu_shader_ssbo_binding) | ||
|  | { | ||
|  |   if (!GPU_compute_shader_support()) { | ||
|  |     /* We can't test as a the platform does not support compute shaders. */ | ||
|  |     std::cout << "Skipping compute shader test: platform not supported"; | ||
|  |     return; | ||
|  |   } | ||
|  | 
 | ||
|  |   /* Build compute shader. */ | ||
|  |   const char *compute_glsl = R"( | ||
|  | 
 | ||
|  | layout(local_size_x = 1) in; | ||
|  | 
 | ||
|  | layout(std430, binding = 0) buffer ssboBinding0 | ||
|  | { | ||
|  |   int data0[]; | ||
|  | }; | ||
|  | layout(std430, binding = 1) buffer ssboBinding1 | ||
|  | { | ||
|  |   int data1[]; | ||
|  | }; | ||
|  | 
 | ||
|  | void main() { | ||
|  | } | ||
|  | 
 | ||
|  | )"; | ||
|  | 
 | ||
|  |   GPUShader *shader = GPU_shader_create_compute(compute_glsl, nullptr, nullptr, "gpu_shader_ssbo"); | ||
|  |   EXPECT_NE(shader, nullptr); | ||
|  |   GPU_shader_bind(shader); | ||
|  | 
 | ||
|  |   EXPECT_EQ(0, GPU_shader_get_ssbo(shader, "ssboBinding0")); | ||
|  |   EXPECT_EQ(1, GPU_shader_get_ssbo(shader, "ssboBinding1")); | ||
|  | 
 | ||
|  |   /* Cleanup. */ | ||
|  |   GPU_shader_unbind(); | ||
|  |   GPU_shader_free(shader); | ||
|  | } | ||
|  | 
 | ||
|  | }  // namespace blender::gpu::tests
 |