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blender-archive/source/blender/gpu/tests/gpu_shader_test.cc
Jeroen Bakker 87055dc71b GPU: Compute Pipeline.
With the compute pipeline calculation can be offloaded to the GPU.
This patch only adds the framework for compute. So no changes for users at
this moment.

NOTE: As this is an OpenGL4.3 feature it must always have a fallback.

Use `GPU_compute_shader_support` to check if compute pipeline can be used.
Check `gpu_shader_compute*` test cases for usage.

This patch also adds support for shader storage buffer objects and device only
vertex/index buffers.

An alternative that had been discussed was adding this to the `GPUBatch`, this
was eventually not chosen as it would lead to more code when used as part of a
shading group. The idea is that we add an `eDRWCommandType` in the near
future.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D10913
2021-05-26 16:49:30 +02:00

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