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								/* SPDX-License-Identifier: Apache-2.0 */
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								#include "testing/testing.h"
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								#include "GPU_capabilities.h"
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								#include "GPU_compute.h"
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								#include "GPU_index_buffer.h"
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								#include "GPU_shader.h"
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								#include "GPU_texture.h"
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								#include "GPU_vertex_buffer.h"
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								#include "GPU_vertex_format.h"
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								#include "MEM_guardedalloc.h"
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								#include "gpu_testing.hh"
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								#include "GPU_glew.h"
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								namespace blender::gpu::tests {
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								static void test_gpu_shader_compute_2d()
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								{
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								  if (!GPU_compute_shader_support()) {
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								    /* We can't test as a the platform does not support compute shaders. */
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								    std::cout << "Skipping compute shader test: platform not supported";
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								    return;
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								  }
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								  static constexpr uint SIZE = 512;
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								  /* Build compute shader. */
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								  const char *compute_glsl = R"(
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								layout(local_size_x = 1, local_size_y = 1) in;
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								layout(rgba32f, binding = 0) uniform image2D img_output;
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								void main() {
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								  vec4 pixel = vec4(1.0, 0.5, 0.2, 1.0);
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								  imageStore(img_output, ivec2(gl_GlobalInvocationID.xy), pixel);
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								}
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								)";
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								  GPUShader *shader = GPU_shader_create_compute(
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								      compute_glsl, nullptr, nullptr, "gpu_shader_compute_2d");
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								  EXPECT_NE(shader, nullptr);
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								  /* Create texture to store result and attach to shader. */
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								  GPUTexture *texture = GPU_texture_create_2d(
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								      "gpu_shader_compute_2d", SIZE, SIZE, 0, GPU_RGBA32F, nullptr);
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								  EXPECT_NE(texture, nullptr);
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								  GPU_shader_bind(shader);
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								  GPU_texture_image_bind(texture, GPU_shader_get_texture_binding(shader, "img_output"));
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								  /* Dispatch compute task. */
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								  GPU_compute_dispatch(shader, SIZE, SIZE, 1);
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								  /* Check if compute has been done. */
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								  GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH);
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								  float *data = static_cast<float *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0));
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								  EXPECT_NE(data, nullptr);
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								  for (int index = 0; index < SIZE * SIZE; index++) {
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								    EXPECT_FLOAT_EQ(data[index * 4 + 0], 1.0f);
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								    EXPECT_FLOAT_EQ(data[index * 4 + 1], 0.5f);
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								    EXPECT_FLOAT_EQ(data[index * 4 + 2], 0.2f);
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								    EXPECT_FLOAT_EQ(data[index * 4 + 3], 1.0f);
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								  }
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								  MEM_freeN(data);
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								  /* Cleanup. */
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								  GPU_shader_unbind();
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								  GPU_texture_unbind(texture);
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								  GPU_texture_free(texture);
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								  GPU_shader_free(shader);
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								}
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								GPU_TEST(gpu_shader_compute_2d)
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								static void test_gpu_shader_compute_1d()
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								{
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								  if (!GPU_compute_shader_support()) {
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								    /* We can't test as a the platform does not support compute shaders. */
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								    std::cout << "Skipping compute shader test: platform not supported";
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								    return;
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								  }
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								  static constexpr uint SIZE = 10;
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								  /* Build compute shader. */
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								  const char *compute_glsl = R"(
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								layout(local_size_x = 1) in;
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								layout(rgba32f, binding = 1) uniform image1D outputVboData;
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								void main() {
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								  int index = int(gl_GlobalInvocationID.x);
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								  vec4 pos = vec4(gl_GlobalInvocationID.x);
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								  imageStore(outputVboData, index, pos);
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								}
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								)";
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								  GPUShader *shader = GPU_shader_create_compute(
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								      compute_glsl, nullptr, nullptr, "gpu_shader_compute_1d");
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								  EXPECT_NE(shader, nullptr);
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								  /* Construct Texture. */
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								  GPUTexture *texture = GPU_texture_create_1d(
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								      "gpu_shader_compute_1d", SIZE, 0, GPU_RGBA32F, nullptr);
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								  EXPECT_NE(texture, nullptr);
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								  GPU_shader_bind(shader);
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								  GPU_texture_image_bind(texture, GPU_shader_get_texture_binding(shader, "outputVboData"));
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								  /* Dispatch compute task. */
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								  GPU_compute_dispatch(shader, SIZE, 1, 1);
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								  /* Check if compute has been done. */
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								  GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH);
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								  /* Create texture to load back result. */
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								  float *data = static_cast<float *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0));
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								  EXPECT_NE(data, nullptr);
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								  for (int index = 0; index < SIZE; index++) {
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								    float expected_value = index;
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								    EXPECT_FLOAT_EQ(data[index * 4 + 0], expected_value);
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								    EXPECT_FLOAT_EQ(data[index * 4 + 1], expected_value);
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								    EXPECT_FLOAT_EQ(data[index * 4 + 2], expected_value);
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								    EXPECT_FLOAT_EQ(data[index * 4 + 3], expected_value);
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								  }
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								  MEM_freeN(data);
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								  /* Cleanup. */
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								  GPU_shader_unbind();
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								  GPU_texture_unbind(texture);
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								  GPU_texture_free(texture);
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								  GPU_shader_free(shader);
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								}
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								GPU_TEST(gpu_shader_compute_1d)
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								static void test_gpu_shader_compute_vbo()
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								{
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								  if (!GPU_compute_shader_support()) {
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								    /* We can't test as a the platform does not support compute shaders. */
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								    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);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							
								
									
										
										
										
											2021-06-28 08:28:56 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								GPU_TEST(gpu_shader_compute_vbo)
							 | 
						
					
						
							
								
									
										
										
										
											2021-05-26 16:49:17 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2021-06-28 08:28:56 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								static void test_gpu_shader_compute_ibo()
							 | 
						
					
						
							
								
									
										
										
										
											2021-05-26 16:49:17 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  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);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							
								
									
										
										
										
											2021-06-28 08:28:56 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								GPU_TEST(gpu_shader_compute_ibo)
							 | 
						
					
						
							
								
									
										
										
										
											2021-05-26 16:49:17 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2021-06-28 08:28:56 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								static void test_gpu_shader_ssbo_binding()
							 | 
						
					
						
							
								
									
										
										
										
											2021-05-26 16:49:17 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  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();
							 | 
						
					
						
							| 
								
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								  GPU_shader_free(shader);
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								}
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								GPU_TEST(gpu_shader_ssbo_binding)
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								}  // namespace blender::gpu::tests
							 |