GPU: Use create info for compute test cases.
Compute test case still used legacy API to construct GLSL shaders. This change will migrate it to use the GPUShaderCreateInfo's. In preparation to run test-cases against non-opengl back-ends.
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@ -24,6 +24,8 @@
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namespace blender::gpu::tests {
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using namespace blender::gpu::shader;
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static void test_gpu_shader_compute_2d()
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{
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@ -37,19 +39,20 @@ static void test_gpu_shader_compute_2d()
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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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ShaderCreateInfo info(__func__);
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info.local_group_size(1, 1)
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.image(0, GPU_RGBA32F, Qualifier::WRITE, ImageType::FLOAT_2D, "img_output")
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/* Use actual file to not raise any asserts when checking for errors. */
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.compute_source("gpu_shader_common_hash.glsl");
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info.compute_source_generated = compute_glsl;
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GPUShader *shader = GPU_shader_create_from_info((GPUShaderCreateInfo *)&info);
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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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@ -96,21 +99,20 @@ static void test_gpu_shader_compute_1d()
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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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imageStore(img_output, 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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ShaderCreateInfo info(__func__);
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info.local_group_size(1)
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.image(1, GPU_RGBA32F, Qualifier::WRITE, ImageType::FLOAT_1D, "img_output")
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/* Use actual file to not raise any asserts when checking for errors. */
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.compute_source("gpu_shader_common_hash.glsl");
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info.compute_source_generated = compute_glsl;
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GPUShader *shader = GPU_shader_create_from_info((GPUShaderCreateInfo *)&info);
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EXPECT_NE(shader, nullptr);
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/* Construct Texture. */
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@ -119,7 +121,7 @@ void main() {
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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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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, 1, 1);
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@ -160,24 +162,20 @@ static void test_gpu_shader_compute_vbo()
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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(std430, binding = 0) writeonly buffer outputVboData
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{
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vec4 out_positions[];
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};
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void main() {
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uint index = gl_GlobalInvocationID.x;
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vec4 pos = vec4(gl_GlobalInvocationID.x);
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out_positions[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_vbo");
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ShaderCreateInfo info(__func__);
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info.local_group_size(1)
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.storage_buf(0, Qualifier::WRITE, "vec4", "out_positions[]")
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/* Use actual file to not raise any asserts when checking for errors. */
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.compute_source("gpu_shader_common_hash.glsl");
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info.compute_source_generated = compute_glsl;
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GPUShader *shader = GPU_shader_create_from_info((GPUShaderCreateInfo *)&info);
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EXPECT_NE(shader, nullptr);
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GPU_shader_bind(shader);
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@ -186,7 +184,7 @@ void main() {
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GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
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GPUVertBuf *vbo = GPU_vertbuf_create_with_format_ex(&format, GPU_USAGE_DEVICE_ONLY);
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GPU_vertbuf_data_alloc(vbo, SIZE);
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GPU_vertbuf_bind_as_ssbo(vbo, GPU_shader_get_ssbo(shader, "outputVboData"));
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GPU_vertbuf_bind_as_ssbo(vbo, GPU_shader_get_ssbo(shader, "out_positions"));
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/* Dispatch compute task. */
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GPU_compute_dispatch(shader, SIZE, 1, 1);
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@ -225,29 +223,25 @@ static void test_gpu_shader_compute_ibo()
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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(std430, binding = 1) writeonly buffer outputIboData
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{
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uint out_indexes[];
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};
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void main() {
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uint store_index = int(gl_GlobalInvocationID.x);
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out_indexes[store_index] = store_index;
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out_indices[store_index] = store_index;
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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_vbo");
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ShaderCreateInfo info(__func__);
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info.local_group_size(1)
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.storage_buf(0, Qualifier::WRITE, "uint", "out_indices[]")
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/* Use actual file to not raise any asserts when checking for errors. */
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.compute_source("gpu_shader_common_hash.glsl");
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info.compute_source_generated = compute_glsl;
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GPUShader *shader = GPU_shader_create_from_info((GPUShaderCreateInfo *)&info);
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EXPECT_NE(shader, nullptr);
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GPU_shader_bind(shader);
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/* Construct IBO. */
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GPUIndexBuf *ibo = GPU_indexbuf_build_on_device(SIZE);
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GPU_indexbuf_bind_as_ssbo(ibo, GPU_shader_get_ssbo(shader, "outputIboData"));
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GPU_indexbuf_bind_as_ssbo(ibo, GPU_shader_get_ssbo(shader, "out_indices"));
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/* Dispatch compute task. */
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GPU_compute_dispatch(shader, SIZE, 1, 1);
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