/* SPDX-License-Identifier: Apache-2.0 */ #include "testing/testing.h" #include "draw_manager.hh" #include "draw_pass.hh" #include "draw_shader.h" #include "draw_testing.hh" #include namespace blender::draw { static void test_draw_pass_all_commands() { Texture tex; tex.ensure_2d(GPU_RGBA16, int2(1)); UniformBuffer ubo; ubo.push_update(); StorageBuffer ssbo; ssbo.push_update(); float4 color(1.0f, 1.0f, 1.0f, 0.0f); int3 dispatch_size(1); PassSimple pass = {"test.all_commands"}; pass.init(); pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_STENCIL); pass.clear_color_depth_stencil(float4(0.25f, 0.5f, 100.0f, -2000.0f), 0.5f, 0xF0); pass.state_stencil(0x80, 0x0F, 0x8F); pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR)); pass.bind_texture("image", tex); pass.bind_texture("image", &tex); pass.bind_image("missing_image", tex); /* Should not crash. */ pass.bind_image("missing_image", &tex); /* Should not crash. */ pass.bind_ubo("missing_ubo", ubo); /* Should not crash. */ pass.bind_ubo("missing_ubo", &ubo); /* Should not crash. */ pass.bind_ssbo("missing_ssbo", ssbo); /* Should not crash. */ pass.bind_ssbo("missing_ssbo", &ssbo); /* Should not crash. */ pass.push_constant("color", color); pass.push_constant("color", &color); pass.push_constant("ModelViewProjectionMatrix", float4x4::identity()); pass.draw_procedural(GPU_PRIM_TRIS, 1, 3); /* Should not crash even if shader is not a compute. This is because we only serialize. */ /* TODO(fclem): Use real compute shader. */ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR)); pass.dispatch(dispatch_size); pass.dispatch(&dispatch_size); pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS); /* Change references. */ color[3] = 1.0f; dispatch_size = int3(2); std::string result = pass.serialize(); std::stringstream expected; expected << ".test.all_commands" << std::endl; expected << " .state_set(6)" << std::endl; expected << " .clear(color=(0.25, 0.5, 100, -2000), depth=0.5, stencil=0b11110000))" << std::endl; expected << " .stencil_set(write_mask=0b10000000, compare_mask=0b00001111, reference=0b10001111" << std::endl; expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl; expected << " .bind_texture(0)" << std::endl; expected << " .bind_texture_ref(0)" << std::endl; expected << " .bind_image(-1)" << std::endl; expected << " .bind_image_ref(-1)" << std::endl; expected << " .bind_uniform_buf(-1)" << std::endl; expected << " .bind_uniform_buf_ref(-1)" << std::endl; expected << " .bind_storage_buf(-1)" << std::endl; expected << " .bind_storage_buf_ref(-1)" << std::endl; expected << " .push_constant(1, data=(1, 1, 1, 0))" << std::endl; expected << " .push_constant(1, data=(1, 1, 1, 1))" << std::endl; expected << " .push_constant(0, data=(" << std::endl; expected << "( 1.000000, 0.000000, 0.000000, 0.000000)" << std::endl; expected << "( 0.000000, 1.000000, 0.000000, 0.000000)" << std::endl; expected << "( 0.000000, 0.000000, 1.000000, 0.000000)" << std::endl; expected << "( 0.000000, 0.000000, 0.000000, 1.000000)" << std::endl; expected << ")" << std::endl; expected << ")" << std::endl; expected << " .draw(inst_len=1, vert_len=3, vert_first=0, res_id=0)" << std::endl; expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl; expected << " .dispatch(1, 1, 1)" << std::endl; expected << " .dispatch_ref(2, 2, 2)" << std::endl; expected << " .barrier(4)" << std::endl; EXPECT_EQ(result, expected.str()); DRW_shape_cache_free(); } DRAW_TEST(draw_pass_all_commands) static void test_draw_pass_sub_ordering() { PassSimple pass = {"test.sub_ordering"}; pass.init(); pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR)); pass.push_constant("test_pass", 1); PassSimple::Sub &sub1 = pass.sub("Sub1"); sub1.push_constant("test_sub1", 11); PassSimple::Sub &sub2 = pass.sub("Sub2"); sub2.push_constant("test_sub2", 21); /* Will execute after both sub. */ pass.push_constant("test_pass", 2); /* Will execute after sub1. */ sub2.push_constant("test_sub2", 22); /* Will execute before sub2. */ sub1.push_constant("test_sub1", 12); /* Will execute before end of pass. */ sub2.push_constant("test_sub2", 23); std::string result = pass.serialize(); std::stringstream expected; expected << ".test.sub_ordering" << std::endl; expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl; expected << " .push_constant(-1, data=1)" << std::endl; expected << " .Sub1" << std::endl; expected << " .push_constant(-1, data=11)" << std::endl; expected << " .push_constant(-1, data=12)" << std::endl; expected << " .Sub2" << std::endl; expected << " .push_constant(-1, data=21)" << std::endl; expected << " .push_constant(-1, data=22)" << std::endl; expected << " .push_constant(-1, data=23)" << std::endl; expected << " .push_constant(-1, data=2)" << std::endl; EXPECT_EQ(result, expected.str()); } DRAW_TEST(draw_pass_sub_ordering) static void test_draw_pass_simple_draw() { PassSimple pass = {"test.simple_draw"}; pass.init(); pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR)); /* Each draw procedural type uses a different batch. Groups are drawn in correct order. */ pass.draw_procedural(GPU_PRIM_TRIS, 1, 10, 1, {1}); pass.draw_procedural(GPU_PRIM_POINTS, 4, 20, 2, {2}); pass.draw_procedural(GPU_PRIM_TRIS, 2, 30, 3, {3}); pass.draw_procedural(GPU_PRIM_POINTS, 5, 40, 4, ResourceHandle(4, true)); pass.draw_procedural(GPU_PRIM_LINES, 1, 50, 5, {5}); pass.draw_procedural(GPU_PRIM_POINTS, 6, 60, 6, {5}); pass.draw_procedural(GPU_PRIM_TRIS, 3, 70, 7, {6}); std::string result = pass.serialize(); std::stringstream expected; expected << ".test.simple_draw" << std::endl; expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl; expected << " .draw(inst_len=1, vert_len=10, vert_first=1, res_id=1)" << std::endl; expected << " .draw(inst_len=4, vert_len=20, vert_first=2, res_id=2)" << std::endl; expected << " .draw(inst_len=2, vert_len=30, vert_first=3, res_id=3)" << std::endl; expected << " .draw(inst_len=5, vert_len=40, vert_first=4, res_id=4)" << std::endl; expected << " .draw(inst_len=1, vert_len=50, vert_first=5, res_id=5)" << std::endl; expected << " .draw(inst_len=6, vert_len=60, vert_first=6, res_id=5)" << std::endl; expected << " .draw(inst_len=3, vert_len=70, vert_first=7, res_id=6)" << std::endl; EXPECT_EQ(result, expected.str()); DRW_shape_cache_free(); } DRAW_TEST(draw_pass_simple_draw) static void test_draw_pass_multi_draw() { PassMain pass = {"test.multi_draw"}; pass.init(); pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR)); /* Each draw procedural type uses a different batch. Groups are drawn in reverse order. */ pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, {1}); pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, {2}); pass.draw_procedural(GPU_PRIM_TRIS, 2, -1, -1, {3}); pass.draw_procedural(GPU_PRIM_POINTS, 5, -1, -1, ResourceHandle(4, true)); pass.draw_procedural(GPU_PRIM_LINES, 1, -1, -1, {5}); pass.draw_procedural(GPU_PRIM_POINTS, 6, -1, -1, {5}); pass.draw_procedural(GPU_PRIM_TRIS, 3, -1, -1, {6}); /* Custom calls should use their own group and never be batched. */ pass.draw_procedural(GPU_PRIM_TRIS, 2, 2, 2, {7}); pass.draw_procedural(GPU_PRIM_TRIS, 2, 2, 2, {8}); std::string result = pass.serialize(); std::stringstream expected; expected << ".test.multi_draw" << std::endl; expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl; expected << " .draw_multi(3)" << std::endl; expected << " .group(id=4, len=2)" << std::endl; expected << " .proto(instance_len=2, resource_id=8, front_face)" << std::endl; expected << " .group(id=3, len=2)" << std::endl; expected << " .proto(instance_len=2, resource_id=7, front_face)" << std::endl; expected << " .group(id=2, len=1)" << std::endl; expected << " .proto(instance_len=1, resource_id=5, front_face)" << std::endl; expected << " .group(id=1, len=15)" << std::endl; expected << " .proto(instance_len=5, resource_id=4, back_face)" << std::endl; expected << " .proto(instance_len=6, resource_id=5, front_face)" << std::endl; expected << " .proto(instance_len=4, resource_id=2, front_face)" << std::endl; expected << " .group(id=0, len=6)" << std::endl; expected << " .proto(instance_len=3, resource_id=6, front_face)" << std::endl; expected << " .proto(instance_len=2, resource_id=3, front_face)" << std::endl; expected << " .proto(instance_len=1, resource_id=1, front_face)" << std::endl; EXPECT_EQ(result, expected.str()); DRW_shape_cache_free(); } DRAW_TEST(draw_pass_multi_draw) static void test_draw_pass_sortable() { PassSortable pass = {"test.sortable"}; pass.init(); pass.sub("Sub3", 3.0f); pass.sub("Sub2", 2.0f); pass.sub("Sub5", 4.0f); pass.sub("Sub4", 3.0f); pass.sub("Sub1", 1.0f); std::string result = pass.serialize(); std::stringstream expected; expected << ".test.sortable" << std::endl; expected << " .Sub1" << std::endl; expected << " .Sub2" << std::endl; expected << " .Sub3" << std::endl; expected << " .Sub4" << std::endl; expected << " .Sub5" << std::endl; EXPECT_EQ(result, expected.str()); DRW_shape_cache_free(); } DRAW_TEST(draw_pass_sortable) static void test_draw_resource_id_gen() { float4x4 win_mat; orthographic_m4(win_mat.ptr(), -1, 1, -1, 1, -1, 1); View view("test_view"); view.sync(float4x4::identity(), win_mat); Manager drw; float4x4 obmat_1 = float4x4::identity(); float4x4 obmat_2 = float4x4::identity(); obmat_1.apply_scale(-0.5f); obmat_2.apply_scale(0.5f); drw.begin_sync(); ResourceHandle handle1 = drw.resource_handle(obmat_1); ResourceHandle handle2 = drw.resource_handle(obmat_1); ResourceHandle handle3 = drw.resource_handle(obmat_2); drw.resource_handle(obmat_2, float3(2), float3(1)); drw.end_sync(); StringRefNull expected = "2 1 1 1 1 3 3 1 1 1 1 1 3 2 2 2 2 2 2 1 1 1 "; { /* Computed on CPU. */ PassSimple pass = {"test.resource_id"}; pass.init(); pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR)); pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, handle2); pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, handle1); pass.draw_procedural(GPU_PRIM_TRIS, 2, -1, -1, handle3); pass.draw_procedural(GPU_PRIM_POINTS, 5, -1, -1, handle1); pass.draw_procedural(GPU_PRIM_LINES, 1, -1, -1, handle3); pass.draw_procedural(GPU_PRIM_POINTS, 6, -1, -1, handle2); pass.draw_procedural(GPU_PRIM_TRIS, 3, -1, -1, handle1); Manager::SubmitDebugOutput debug = drw.submit_debug(pass, view); std::stringstream result; for (auto val : debug.resource_id) { result << val << " "; } EXPECT_EQ(result.str(), expected); } { /* Same thing with PassMain (computed on GPU) */ PassSimple pass = {"test.resource_id"}; pass.init(); pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR)); pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, handle2); pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, handle1); pass.draw_procedural(GPU_PRIM_TRIS, 2, -1, -1, handle3); pass.draw_procedural(GPU_PRIM_POINTS, 5, -1, -1, handle1); pass.draw_procedural(GPU_PRIM_LINES, 1, -1, -1, handle3); pass.draw_procedural(GPU_PRIM_POINTS, 6, -1, -1, handle2); pass.draw_procedural(GPU_PRIM_TRIS, 3, -1, -1, handle1); Manager::SubmitDebugOutput debug = drw.submit_debug(pass, view); std::stringstream result; for (auto val : debug.resource_id) { result << val << " "; } EXPECT_EQ(result.str(), expected); } DRW_shape_cache_free(); DRW_shaders_free(); } DRAW_TEST(draw_resource_id_gen) static void test_draw_visibility() { float4x4 win_mat; orthographic_m4(win_mat.ptr(), -1, 1, -1, 1, -1, 1); View view("test_view"); view.sync(float4x4::identity(), win_mat); Manager drw; float4x4 obmat_1 = float4x4::identity(); float4x4 obmat_2 = float4x4::identity(); obmat_1.apply_scale(-0.5f); obmat_2.apply_scale(0.5f); drw.begin_sync(); /* Default {0} always visible. */ drw.resource_handle(obmat_1); /* No bounds, always visible. */ drw.resource_handle(obmat_1, float3(3), float3(1)); /* Out of view. */ drw.resource_handle(obmat_2, float3(0), float3(1)); /* Inside view. */ drw.end_sync(); PassMain pass = {"test.visibility"}; pass.init(); pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR)); pass.draw_procedural(GPU_PRIM_TRIS, 1, -1); Manager::SubmitDebugOutput debug = drw.submit_debug(pass, view); Vector expected_visibility = {0}; std::stringstream result; for (auto val : debug.visibility) { result << std::bitset<32>(val); } EXPECT_EQ(result.str(), "11111111111111111111111111111011"); DRW_shape_cache_free(); DRW_shaders_free(); } DRAW_TEST(draw_visibility) static void test_draw_manager_sync() { float4x4 obmat_1 = float4x4::identity(); float4x4 obmat_2 = float4x4::identity(); obmat_1.apply_scale(-0.5f); obmat_2.apply_scale(0.5f); /* TODO find a way to create a minimum object to test resource handle creation on it. */ Manager drw; drw.begin_sync(); drw.resource_handle(obmat_1); drw.resource_handle(obmat_2, float3(2), float3(1)); drw.end_sync(); Manager::DataDebugOutput debug = drw.data_debug(); std::stringstream result; for (const auto &val : debug.matrices) { result << val; } for (const auto &val : debug.bounds) { result << val; } for (const auto &val : debug.infos) { result << val; } std::stringstream expected; expected << "ObjectMatrices(" << std::endl; expected << "model=(" << std::endl; expected << "( 1.000000, 0.000000, 0.000000, 0.000000)" << std::endl; expected << "( 0.000000, 1.000000, 0.000000, 0.000000)" << std::endl; expected << "( 0.000000, 0.000000, 1.000000, 0.000000)" << std::endl; expected << "( 0.000000, 0.000000, 0.000000, 1.000000)" << std::endl; expected << ")" << std::endl; expected << ", " << std::endl; expected << "model_inverse=(" << std::endl; expected << "( 1.000000, -0.000000, 0.000000, -0.000000)" << std::endl; expected << "( -0.000000, 1.000000, -0.000000, 0.000000)" << std::endl; expected << "( 0.000000, -0.000000, 1.000000, -0.000000)" << std::endl; expected << "( -0.000000, 0.000000, -0.000000, 1.000000)" << std::endl; expected << ")" << std::endl; expected << ")" << std::endl; expected << "ObjectMatrices(" << std::endl; expected << "model=(" << std::endl; expected << "( -0.500000, -0.000000, -0.000000, 0.000000)" << std::endl; expected << "( -0.000000, -0.500000, -0.000000, 0.000000)" << std::endl; expected << "( -0.000000, -0.000000, -0.500000, 0.000000)" << std::endl; expected << "( 0.000000, 0.000000, 0.000000, 1.000000)" << std::endl; expected << ")" << std::endl; expected << ", " << std::endl; expected << "model_inverse=(" << std::endl; expected << "( -2.000000, 0.000000, -0.000000, -0.000000)" << std::endl; expected << "( 0.000000, -2.000000, 0.000000, 0.000000)" << std::endl; expected << "( -0.000000, 0.000000, -2.000000, 0.000000)" << std::endl; expected << "( -0.000000, -0.000000, 0.000000, 1.000000)" << std::endl; expected << ")" << std::endl; expected << ")" << std::endl; expected << "ObjectMatrices(" << std::endl; expected << "model=(" << std::endl; expected << "( 0.500000, 0.000000, 0.000000, 0.000000)" << std::endl; expected << "( 0.000000, 0.500000, 0.000000, 0.000000)" << std::endl; expected << "( 0.000000, 0.000000, 0.500000, 0.000000)" << std::endl; expected << "( 0.000000, 0.000000, 0.000000, 1.000000)" << std::endl; expected << ")" << std::endl; expected << ", " << std::endl; expected << "model_inverse=(" << std::endl; expected << "( 2.000000, -0.000000, 0.000000, -0.000000)" << std::endl; expected << "( -0.000000, 2.000000, -0.000000, 0.000000)" << std::endl; expected << "( 0.000000, -0.000000, 2.000000, -0.000000)" << std::endl; expected << "( -0.000000, 0.000000, -0.000000, 1.000000)" << std::endl; expected << ")" << std::endl; expected << ")" << std::endl; expected << "ObjectBounds(skipped)" << std::endl; expected << "ObjectBounds(skipped)" << std::endl; expected << "ObjectBounds(" << std::endl; expected << ".bounding_corners[0](0.5, 0.5, 0.5)" << std::endl; expected << ".bounding_corners[1](1, 0, 0)" << std::endl; expected << ".bounding_corners[2](0, 1, 0)" << std::endl; expected << ".bounding_corners[3](0, 0, 1)" << std::endl; expected << ".sphere=(pos=(1, 1, 1), rad=0.866025" << std::endl; expected << ")" << std::endl; expected << "ObjectInfos(skipped)" << std::endl; expected << "ObjectInfos(skipped)" << std::endl; expected << "ObjectInfos(skipped)" << std::endl; EXPECT_EQ(result.str(), expected.str()); DRW_shaders_free(); } DRAW_TEST(draw_manager_sync) } // namespace blender::draw