This PR adds support for clearing framebuffers and scissor testing. Tweaks had to be made to VKTexture to keep track of its layout on the device. Based on the actual call the layout can switch to a more optimum layout. For example during upload of a texture the texture will be converted to a transfer destination optimized layout. When reading from the texture it will be converted to a transfer source optimized layout. The order of the attachments in the framebuffer follows the next rules - When only color attachments are there the color attachments will be placed in the slot they are defined. This way it will match the ShaderCreateInfo binding location. - When a stencil/depth attachment is added it will be placed right after the color attachments. When there isn't a color attachment it will be the first attachment. Pull Request: blender/blender#106044
201 lines
6.8 KiB
C++
201 lines
6.8 KiB
C++
/* SPDX-License-Identifier: Apache-2.0 */
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#include "testing/testing.h"
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#include "GPU_framebuffer.h"
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#include "gpu_testing.hh"
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#include "BLI_math_vector.hh"
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namespace blender::gpu::tests {
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static void test_framebuffer_clear_color_single_attachment()
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{
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const int2 size(10, 10);
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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GPUTexture *texture = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
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GPU_framebuffer_ensure_config(&framebuffer,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture)});
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GPU_framebuffer_bind(framebuffer);
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const float4 clear_color(0.1f, 0.2f, 0.5f, 1.0f);
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GPU_framebuffer_clear_color(framebuffer, clear_color);
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GPU_finish();
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float4 *read_data = static_cast<float4 *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0));
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for (float4 pixel_color : Span<float4>(read_data, size.x * size.y)) {
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EXPECT_EQ(pixel_color, clear_color);
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}
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MEM_freeN(read_data);
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(texture);
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}
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GPU_TEST(framebuffer_clear_color_single_attachment);
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static void test_framebuffer_clear_color_multiple_attachments()
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{
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const int2 size(10, 10);
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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GPUTexture *texture1 = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
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GPUTexture *texture2 = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, GPU_RGBA32UI, usage, nullptr);
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
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GPU_framebuffer_ensure_config(
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&framebuffer,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture1), GPU_ATTACHMENT_TEXTURE(texture2)});
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GPU_framebuffer_bind(framebuffer);
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const float4 clear_color(0.1f, 0.2f, 0.5f, 1.0f);
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GPU_framebuffer_clear_color(framebuffer, clear_color);
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GPU_finish();
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float4 *read_data1 = static_cast<float4 *>(GPU_texture_read(texture1, GPU_DATA_FLOAT, 0));
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for (float4 pixel_color : Span<float4>(read_data1, size.x * size.y)) {
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EXPECT_EQ(pixel_color, clear_color);
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}
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MEM_freeN(read_data1);
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uint4 *read_data2 = static_cast<uint4 *>(GPU_texture_read(texture2, GPU_DATA_UINT, 0));
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uint4 clear_color_uint(1036831949, 1045220557, 1056964608, 1065353216);
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for (uint4 pixel_color : Span<uint4>(read_data2, size.x * size.y)) {
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EXPECT_EQ(pixel_color, clear_color_uint);
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}
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MEM_freeN(read_data2);
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(texture1);
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GPU_texture_free(texture2);
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}
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GPU_TEST(framebuffer_clear_color_multiple_attachments);
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static void test_framebuffer_clear_multiple_color_multiple_attachments()
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{
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const int2 size(10, 10);
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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GPUTexture *texture1 = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
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GPUTexture *texture2 = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
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GPU_framebuffer_ensure_config(
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&framebuffer,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture1), GPU_ATTACHMENT_TEXTURE(texture2)});
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GPU_framebuffer_bind(framebuffer);
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const float4 clear_color[2] = {float4(0.1f, 0.2f, 0.5f, 1.0f), float4(0.5f, 0.2f, 0.1f, 1.0f)};
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GPU_framebuffer_multi_clear(
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framebuffer, static_cast<const float(*)[4]>(static_cast<const void *>(clear_color)));
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GPU_finish();
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float4 *read_data1 = static_cast<float4 *>(GPU_texture_read(texture1, GPU_DATA_FLOAT, 0));
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for (float4 pixel_color : Span<float4>(read_data1, size.x * size.y)) {
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EXPECT_EQ(pixel_color, clear_color[0]);
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}
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MEM_freeN(read_data1);
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float4 *read_data2 = static_cast<float4 *>(GPU_texture_read(texture2, GPU_DATA_FLOAT, 0));
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for (float4 pixel_color : Span<float4>(read_data1, size.x * size.y)) {
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EXPECT_EQ(pixel_color, clear_color[1]);
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}
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MEM_freeN(read_data2);
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(texture1);
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GPU_texture_free(texture2);
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}
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GPU_TEST(framebuffer_clear_multiple_color_multiple_attachments);
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static void test_framebuffer_clear_depth()
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{
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const int2 size(10, 10);
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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GPUTexture *texture = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, GPU_DEPTH_COMPONENT32F, usage, nullptr);
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
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GPU_framebuffer_ensure_config(&framebuffer, {GPU_ATTACHMENT_TEXTURE(texture)});
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GPU_framebuffer_bind(framebuffer);
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const float clear_depth = 0.5f;
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GPU_framebuffer_clear_depth(framebuffer, clear_depth);
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GPU_finish();
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float *read_data = static_cast<float *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0));
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for (float pixel_depth : Span<float>(read_data, size.x * size.y)) {
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EXPECT_EQ(pixel_depth, clear_depth);
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}
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MEM_freeN(read_data);
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(texture);
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}
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GPU_TEST(framebuffer_clear_depth);
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static void test_framebuffer_scissor_test()
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{
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const int2 size(128, 128);
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const int bar_size = 16;
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_HOST_READ;
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GPUTexture *texture = GPU_texture_create_2d(
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__func__, UNPACK2(size), 1, GPU_RGBA32F, usage, nullptr);
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create(__func__);
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GPU_framebuffer_ensure_config(&framebuffer,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(texture)});
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GPU_framebuffer_bind(framebuffer);
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const float4 color1(0.0f);
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const float4 color2(0.5f);
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const float4 color3(1.0f);
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GPU_framebuffer_clear_color(framebuffer, color1);
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GPU_scissor_test(true);
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for (int x = 0; x < size.x; x += 2 * bar_size) {
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GPU_scissor(x, 0, bar_size, size.y);
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GPU_framebuffer_clear_color(framebuffer, color2);
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}
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for (int y = 0; y < size.y; y += 2 * bar_size) {
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GPU_scissor(0, y, size.x, bar_size);
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GPU_framebuffer_clear_color(framebuffer, color3);
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}
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GPU_scissor_test(false);
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GPU_finish();
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float4 *read_data = static_cast<float4 *>(GPU_texture_read(texture, GPU_DATA_FLOAT, 0));
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int offset = 0;
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for (float4 pixel_color : Span<float4>(read_data, size.x * size.y)) {
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int x = offset % size.x;
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int y = offset / size.x;
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int bar_x = x / bar_size;
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int bar_y = y / bar_size;
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if (bar_y % 2 == 0) {
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EXPECT_EQ(pixel_color, color3);
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}
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else {
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if (bar_x % 2 == 0) {
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EXPECT_EQ(pixel_color, color2);
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}
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else {
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EXPECT_EQ(pixel_color, color1);
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}
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}
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offset++;
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}
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MEM_freeN(read_data);
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(texture);
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}
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GPU_TEST(framebuffer_scissor_test);
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} // namespace blender::gpu::tests
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