Vulkan doesn't have a conversion from uint32_t/int32_t to float. It does have conversions from 16/8 bits. Main reason is that Vulkan expects that there is no benefit when converting 32 bits from one type to the other and should be solved by passing the right data type. In Blender however this isn't the case as there are benefits on other GPU backends (OpenGL for example). This PR adds helper function to check if conversion is needed and perform any conversions in place. It also implements the function to upload vertex buffers to the GPU. NOTE: Test cases have been added to validate this, but they are not able to run on the Vulkan backend just yet, because they require the graphics pipeline to be available. Pull Request: blender/blender#107733
117 lines
4.0 KiB
C++
117 lines
4.0 KiB
C++
#include "testing/testing.h"
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#include "GPU_framebuffer.h"
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#include "GPU_immediate.h"
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#include "GPU_shader.h"
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#include "GPU_vertex_buffer.h"
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#include "GPU_vertex_format.h"
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#include "BLI_index_range.hh"
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#include "BLI_math_vector_types.hh"
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#include "gpu_testing.hh"
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namespace blender::gpu::tests {
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static constexpr int Size = 256;
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template<GPUVertCompType comp_type, GPUVertFetchMode fetch_mode, typename ColorType>
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static void vertex_buffer_fetch_mode(ColorType color)
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{
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GPUOffScreen *offscreen = GPU_offscreen_create(Size,
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Size,
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false,
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GPU_RGBA16F,
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GPU_TEXTURE_USAGE_ATTACHMENT |
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GPU_TEXTURE_USAGE_HOST_READ,
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nullptr);
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BLI_assert(offscreen != nullptr);
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GPU_offscreen_bind(offscreen, false);
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GPUTexture *color_texture = GPU_offscreen_color_texture(offscreen);
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GPU_texture_clear(color_texture, GPU_DATA_FLOAT, float4(0.0f));
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GPUVertFormat format = {0};
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GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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GPU_vertformat_attr_add(&format, "color", comp_type, 4, fetch_mode);
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GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
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GPU_vertbuf_data_alloc(vbo, 4);
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struct Vert {
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float2 pos;
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ColorType color;
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};
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Vert data[4] = {
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{float2(-1.0, -1.0), color},
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{float2(1.0, -1.0), color},
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{float2(1.0, 1.0), color},
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{float2(-1.0, 1.0), color},
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};
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for (int i : IndexRange(4)) {
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GPU_vertbuf_vert_set(vbo, i, &data[i]);
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}
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GPUBatch *batch = GPU_batch_create(GPU_PRIM_TRI_FAN, vbo, NULL);
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GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR);
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GPU_batch_draw(batch);
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GPU_offscreen_unbind(offscreen, false);
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GPU_flush();
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/* Read back data and perform some basic tests. */
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float read_data[4 * Size * Size];
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GPU_offscreen_read_color(offscreen, GPU_DATA_FLOAT, &read_data);
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for (int pixel_index = 0; pixel_index < Size * Size; pixel_index++) {
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float4 read_color = float4(&read_data[pixel_index * 4]);
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EXPECT_EQ(read_color, float4(color));
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}
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GPU_batch_discard(batch);
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GPU_vertbuf_discard(vbo);
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GPU_offscreen_free(offscreen);
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}
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static void test_vertex_buffer_fetch_mode__GPU_COMP_I8__GPU_FETCH_INT_TO_FLOAT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_I8, GPU_FETCH_INT_TO_FLOAT, char4>(char4(4, 5, 6, 1));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I8__GPU_FETCH_INT_TO_FLOAT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_U8__GPU_FETCH_INT_TO_FLOAT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_U8, GPU_FETCH_INT_TO_FLOAT, uchar4>(uchar4(4, 5, 6, 1));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U8__GPU_FETCH_INT_TO_FLOAT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_I16__GPU_FETCH_INT_TO_FLOAT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_I16, GPU_FETCH_INT_TO_FLOAT, short4>(short4(4, 5, 6, 1));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I16__GPU_FETCH_INT_TO_FLOAT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_U16__GPU_FETCH_INT_TO_FLOAT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_U16, GPU_FETCH_INT_TO_FLOAT, ushort4>(ushort4(4, 5, 6, 1));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U16__GPU_FETCH_INT_TO_FLOAT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_I32__GPU_FETCH_INT_TO_FLOAT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_I32, GPU_FETCH_INT_TO_FLOAT, int4>(int4(4, 5, 6, 1));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_I32__GPU_FETCH_INT_TO_FLOAT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_U32__GPU_FETCH_INT_TO_FLOAT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_U32, GPU_FETCH_INT_TO_FLOAT, uint4>(uint4(4, 5, 6, 1));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_U32__GPU_FETCH_INT_TO_FLOAT);
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static void test_vertex_buffer_fetch_mode__GPU_COMP_F32__GPU_FETCH_FLOAT()
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{
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vertex_buffer_fetch_mode<GPU_COMP_F32, GPU_FETCH_FLOAT, float4>(float4(4, 5, 6, 1));
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}
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GPU_TEST(vertex_buffer_fetch_mode__GPU_COMP_F32__GPU_FETCH_FLOAT);
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} // namespace blender::gpu::tests
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