#include "gpu_testing.hh" #include "GPU_capabilities.h" #include "GPU_compute.h" #include "GPU_shader.h" #include "GPU_uniform_buffer_types.h" #include "gpu_uniform_buffer_private.hh" #include "BLI_math.h" namespace blender::gpu::tests { TEST(GPUUniformStruct, struct1) { UniformBuiltinStruct uniform_struct(GPU_UNIFORM_STRUCT_1); const UniformBuiltinStructType &type_info = uniform_struct.type_info(); const GPUUniformBuiltinStruct1 *struct_data = static_cast( uniform_struct.data()); EXPECT_EQ(type_info.data_size(), sizeof(*struct_data)); /* ModelMatrix attribute. */ { const UniformBuiltinStructType::AttributeBinding &binding = type_info.attribute_binding( GPU_UNIFORM_MODEL); float m4[4][4]; unit_m4(m4); const bool result = uniform_struct.uniform_float(binding.binding, 4, 4, (const float *)m4); EXPECT_TRUE(result); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { EXPECT_EQ(struct_data->ModelMatrix[i][j], m4[i][j]); } } } /* ModelViewProjectionMatrix attribute. */ { const UniformBuiltinStructType::AttributeBinding &binding = type_info.attribute_binding( GPU_UNIFORM_MVP); float m4[4][4]; unit_m4(m4); const bool result = uniform_struct.uniform_float(binding.binding, 4, 4, (const float *)m4); EXPECT_TRUE(result); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { EXPECT_EQ(struct_data->ModelViewProjectionMatrix[i][j], m4[i][j]); } } } /* Color attribute. */ { const UniformBuiltinStructType::AttributeBinding &binding = type_info.attribute_binding( GPU_UNIFORM_COLOR); float color[4] = {1.0f, 0.0f, 1.0f, 1.0f}; const bool result = uniform_struct.uniform_float(binding.binding, 4, 1, color); EXPECT_TRUE(result); for (int i = 0; i < 4; i++) { EXPECT_EQ(struct_data->color[i], color[i]); } } /* WorldClipPlanes attribute. */ { const UniformBuiltinStructType::AttributeBinding &binding = type_info.attribute_binding( GPU_UNIFORM_CLIPPLANES); float clip_planes[6][4] = { {01.0f, 02.0f, 03.0f, 04.0f}, {11.0f, 12.0f, 13.0f, 14.0f}, {21.0f, 22.0f, 23.0f, 24.0f}, {31.0f, 32.0f, 33.0f, 34.0f}, {41.0f, 42.0f, 43.0f, 44.0f}, {51.0f, 52.0f, 53.0f, 54.0f}, }; const bool result = uniform_struct.uniform_float( binding.binding, 4, 6, (const float *)clip_planes); EXPECT_TRUE(result); for (int i = 0; i < 6; i++) { for (int j = 0; j < 4; j++) { EXPECT_EQ(struct_data->WorldClipPlanes[i][j], clip_planes[i][j]); } } } /* SrgbTransform attribute. */ { const UniformBuiltinStructType::AttributeBinding &binding = type_info.attribute_binding( GPU_UNIFORM_SRGB_TRANSFORM); int srgb_transform = true; const bool result = uniform_struct.uniform_int(binding.binding, 1, 1, &srgb_transform); EXPECT_TRUE(result); EXPECT_EQ(struct_data->SrgbTransform, srgb_transform); } } static void test_custom_shader_with_uniform_builtin_struct() { 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, local_size_y = 1) in; layout(rgba32f, binding = 0) uniform image2D img_output; layout(std140) uniform shaderBlock { mat4 ModelMatrix; mat4 ModelViewProjectionMatrix; vec4 color; vec4 WorldClipPlanes[6]; bool SrgbTransform; }; void main() { } )"; GPUShader *shader = GPU_shader_create_ex(nullptr, nullptr, nullptr, compute_glsl, nullptr, nullptr, GPU_SHADER_TFB_NONE, nullptr, 0, GPU_UNIFORM_STRUCT_1, __func__); EXPECT_NE(shader, nullptr); float color[4] = {1.0f, 0.0f, 1.0f, 1.0f}; GPU_shader_uniform_4fv(shader, "color", color); GPU_shader_free(shader); } GPU_TEST(custom_shader_with_uniform_builtin_struct) } // namespace blender::gpu::tests