tornavis/source/blender/draw/tests/draw_pass_test.cc

507 lines
19 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: Apache-2.0 */
#include "testing/testing.h"
#include "BLI_math_matrix.hh"
#include "draw_manager.hh"
#include "draw_pass.hh"
#include "draw_shader.hh"
#include "draw_testing.hh"
#include <bitset>
namespace blender::draw {
static void test_draw_pass_all_commands()
{
Texture tex;
tex.ensure_2d(GPU_RGBA16, int2(1));
UniformBuffer<uint4> ubo;
ubo.push_update();
StorageBuffer<uint4> ssbo;
ssbo.push_update();
/* Won't be dereferenced. */
gpu::VertBuf *vbo = (gpu::VertBuf *)1;
gpu::IndexBuf *ibo = (gpu::IndexBuf *)1;
GPUFrameBuffer *fb = nullptr;
float4 color(1.0f, 1.0f, 1.0f, 0.0f);
int3 dispatch_size(1);
PassSimple pass = {"test.all_commands"};
pass.init();
pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_STENCIL);
pass.clear_color_depth_stencil(float4(0.25f, 0.5f, 100.0f, -2000.0f), 0.5f, 0xF0);
pass.state_stencil(0x80, 0x0F, 0x8F);
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR);
const int color_location = GPU_shader_get_uniform(sh, "color");
const int mvp_location = GPU_shader_get_uniform(sh, "ModelViewProjectionMatrix");
pass.shader_set(sh);
pass.framebuffer_set(&fb);
pass.subpass_transition(GPU_ATTACHEMENT_IGNORE, {GPU_ATTACHEMENT_WRITE, GPU_ATTACHEMENT_READ});
pass.bind_texture("image", tex);
pass.bind_texture("image", &tex);
pass.bind_image("missing_image", tex); /* Should not crash. */
pass.bind_image("missing_image", &tex); /* Should not crash. */
pass.bind_ubo("missing_ubo", ubo); /* Should not crash. */
pass.bind_ubo("missing_ubo", &ubo); /* Should not crash. */
pass.bind_ssbo("missing_ssbo", ssbo); /* Should not crash. */
pass.bind_ssbo("missing_ssbo", &ssbo); /* Should not crash. */
pass.bind_ssbo("missing_vbo_as_ssbo", vbo); /* Should not crash. */
pass.bind_ssbo("missing_vbo_as_ssbo", &vbo); /* Should not crash. */
pass.bind_ssbo("missing_ibo_as_ssbo", ibo); /* Should not crash. */
pass.bind_ssbo("missing_ibo_as_ssbo", &ibo); /* Should not crash. */
pass.push_constant("color", color);
pass.push_constant("color", &color);
pass.push_constant("ModelViewProjectionMatrix", float4x4::identity());
pass.draw_procedural(GPU_PRIM_TRIS, 1, 3);
/* Should not crash even if shader is not a compute. This is because we only serialize. */
/* TODO(fclem): Use real compute shader. */
pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR));
pass.dispatch(dispatch_size);
pass.dispatch(&dispatch_size);
pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
/* Change references. */
color[3] = 1.0f;
dispatch_size = int3(2);
std::string result = pass.serialize();
std::stringstream expected;
expected << ".test.all_commands" << std::endl;
expected << " .state_set(6)" << std::endl;
expected << " .clear(color=(0.25, 0.5, 100, -2000), depth=0.5, stencil=0b11110000))"
<< std::endl;
expected
<< " .stencil_set(write_mask=0b10000000, reference=0b00001111, compare_mask=0b10001111)"
<< std::endl;
expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl;
expected << " .framebuffer_bind(nullptr)" << std::endl;
expected << " .subpass_transition(" << std::endl;
expected << "depth=ignore," << std::endl;
expected << "color0=write," << std::endl;
expected << "color1=read," << std::endl;
expected << "color2=ignore," << std::endl;
expected << "color3=ignore," << std::endl;
expected << "color4=ignore," << std::endl;
expected << "color5=ignore," << std::endl;
expected << "color6=ignore," << std::endl;
expected << "color7=ignore" << std::endl;
expected << ")" << std::endl;
expected << " .bind_texture(0, sampler=internal)" << std::endl;
expected << " .bind_texture_ref(0, sampler=internal)" << std::endl;
expected << " .bind_image(-1)" << std::endl;
expected << " .bind_image_ref(-1)" << std::endl;
expected << " .bind_uniform_buf(-1)" << std::endl;
expected << " .bind_uniform_buf_ref(-1)" << std::endl;
expected << " .bind_storage_buf(-1)" << std::endl;
expected << " .bind_storage_buf_ref(-1)" << std::endl;
expected << " .bind_vertbuf_as_ssbo(-1)" << std::endl;
expected << " .bind_vertbuf_as_ssbo_ref(-1)" << std::endl;
expected << " .bind_indexbuf_as_ssbo(-1)" << std::endl;
expected << " .bind_indexbuf_as_ssbo_ref(-1)" << std::endl;
expected << " .push_constant(" << color_location << ", data=(1, 1, 1, 0))" << std::endl;
expected << " .push_constant(" << color_location << ", data=(1, 1, 1, 1))" << std::endl;
expected << " .push_constant(" << mvp_location << ", data=(" << std::endl;
expected << "(1, 0, 0, 0)," << std::endl;
expected << "(0, 1, 0, 0)," << std::endl;
expected << "(0, 0, 1, 0)," << std::endl;
expected << "(0, 0, 0, 1)" << std::endl;
expected << ")" << std::endl;
expected << ")" << std::endl;
expected << " .draw(inst_len=1, vert_len=3, vert_first=0, res_id=0)" << std::endl;
expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl;
expected << " .dispatch(1, 1, 1)" << std::endl;
expected << " .dispatch_ref(2, 2, 2)" << std::endl;
expected << " .barrier(2)" << std::endl;
EXPECT_EQ(result, expected.str());
DRW_shape_cache_free();
}
DRAW_TEST(draw_pass_all_commands)
static void test_draw_pass_sub_ordering()
{
PassSimple pass = {"test.sub_ordering"};
pass.init();
pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR));
pass.push_constant("test_pass", 1);
PassSimple::Sub &sub1 = pass.sub("Sub1");
sub1.push_constant("test_sub1", 11);
PassSimple::Sub &sub2 = pass.sub("Sub2");
sub2.push_constant("test_sub2", 21);
/* Will execute after both sub. */
pass.push_constant("test_pass", 2);
/* Will execute after sub1. */
sub2.push_constant("test_sub2", 22);
/* Will execute before sub2. */
sub1.push_constant("test_sub1", 12);
/* Will execute before end of pass. */
sub2.push_constant("test_sub2", 23);
std::string result = pass.serialize();
std::stringstream expected;
expected << ".test.sub_ordering" << std::endl;
expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl;
expected << " .push_constant(-1, data=1)" << std::endl;
expected << " .Sub1" << std::endl;
expected << " .push_constant(-1, data=11)" << std::endl;
expected << " .push_constant(-1, data=12)" << std::endl;
expected << " .Sub2" << std::endl;
expected << " .push_constant(-1, data=21)" << std::endl;
expected << " .push_constant(-1, data=22)" << std::endl;
expected << " .push_constant(-1, data=23)" << std::endl;
expected << " .push_constant(-1, data=2)" << std::endl;
EXPECT_EQ(result, expected.str());
}
DRAW_TEST(draw_pass_sub_ordering)
static void test_draw_pass_simple_draw()
{
PassSimple pass = {"test.simple_draw"};
pass.init();
pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR));
/* Each draw procedural type uses a different batch. Groups are drawn in correct order. */
pass.draw_procedural(GPU_PRIM_TRIS, 1, 10, 1, {1});
pass.draw_procedural(GPU_PRIM_POINTS, 4, 20, 2, {2});
pass.draw_procedural(GPU_PRIM_TRIS, 2, 30, 3, {3});
pass.draw_procedural(GPU_PRIM_POINTS, 5, 40, 4, ResourceHandle(4, true));
pass.draw_procedural(GPU_PRIM_LINES, 1, 50, 5, {5});
pass.draw_procedural(GPU_PRIM_POINTS, 6, 60, 6, {5});
pass.draw_procedural(GPU_PRIM_TRIS, 3, 70, 7, {6});
PassSimple::Sub &sub = pass.sub("sub");
sub.draw_procedural(GPU_PRIM_TRIS, 3, 80, 8, {8});
std::string result = pass.serialize();
std::stringstream expected;
expected << ".test.simple_draw" << std::endl;
expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl;
expected << " .draw(inst_len=1, vert_len=10, vert_first=1, res_id=1)" << std::endl;
expected << " .draw(inst_len=4, vert_len=20, vert_first=2, res_id=2)" << std::endl;
expected << " .draw(inst_len=2, vert_len=30, vert_first=3, res_id=3)" << std::endl;
expected << " .draw(inst_len=5, vert_len=40, vert_first=4, res_id=4)" << std::endl;
expected << " .draw(inst_len=1, vert_len=50, vert_first=5, res_id=5)" << std::endl;
expected << " .draw(inst_len=6, vert_len=60, vert_first=6, res_id=5)" << std::endl;
expected << " .draw(inst_len=3, vert_len=70, vert_first=7, res_id=6)" << std::endl;
expected << " .sub" << std::endl;
expected << " .draw(inst_len=3, vert_len=80, vert_first=8, res_id=8)" << std::endl;
EXPECT_EQ(result, expected.str());
DRW_shape_cache_free();
}
DRAW_TEST(draw_pass_simple_draw)
static void test_draw_pass_multi_draw()
{
PassMain pass = {"test.multi_draw"};
pass.init();
pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR));
/* Each draw procedural type uses a different batch. Groups are drawn in reverse order. */
pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, {1});
pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, {2});
pass.draw_procedural(GPU_PRIM_TRIS, 2, -1, -1, {3});
pass.draw_procedural(GPU_PRIM_POINTS, 5, -1, -1, ResourceHandle(4, true));
pass.draw_procedural(GPU_PRIM_LINES, 1, -1, -1, {5});
pass.draw_procedural(GPU_PRIM_POINTS, 6, -1, -1, {5});
pass.draw_procedural(GPU_PRIM_TRIS, 3, -1, -1, {6});
/* Custom calls should use their own group and never be batched. */
pass.draw_procedural(GPU_PRIM_TRIS, 2, 2, 2, {7});
pass.draw_procedural(GPU_PRIM_TRIS, 2, 2, 2, {8});
std::string result = pass.serialize();
std::stringstream expected;
expected << ".test.multi_draw" << std::endl;
expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl;
expected << " .draw_multi(5)" << std::endl;
expected << " .group(id=4, len=2)" << std::endl;
expected << " .proto(instance_len=2, resource_id=8, front_face)" << std::endl;
expected << " .group(id=3, len=2)" << std::endl;
expected << " .proto(instance_len=2, resource_id=7, front_face)" << std::endl;
expected << " .group(id=2, len=1)" << std::endl;
expected << " .proto(instance_len=1, resource_id=5, front_face)" << std::endl;
expected << " .group(id=1, len=15)" << std::endl;
expected << " .proto(instance_len=5, resource_id=4, back_face)" << std::endl;
expected << " .proto(instance_len=6, resource_id=5, front_face)" << std::endl;
expected << " .proto(instance_len=4, resource_id=2, front_face)" << std::endl;
expected << " .group(id=0, len=6)" << std::endl;
expected << " .proto(instance_len=3, resource_id=6, front_face)" << std::endl;
expected << " .proto(instance_len=2, resource_id=3, front_face)" << std::endl;
expected << " .proto(instance_len=1, resource_id=1, front_face)" << std::endl;
EXPECT_EQ(result, expected.str());
DRW_shape_cache_free();
}
DRAW_TEST(draw_pass_multi_draw)
static void test_draw_pass_sortable()
{
PassSortable pass = {"test.sortable"};
pass.init();
pass.sub("Sub3", 3.0f);
pass.sub("Sub2", 2.0f);
pass.sub("Sub5", 4.0f);
pass.sub("Sub4", 3.0f);
pass.sub("Sub1", 1.0f);
std::string result = pass.serialize();
std::stringstream expected;
expected << ".test.sortable" << std::endl;
expected << " .Sub1" << std::endl;
expected << " .Sub2" << std::endl;
expected << " .Sub3" << std::endl;
expected << " .Sub4" << std::endl;
expected << " .Sub5" << std::endl;
EXPECT_EQ(result, expected.str());
DRW_shape_cache_free();
}
DRAW_TEST(draw_pass_sortable)
static void test_draw_resource_id_gen()
{
GPU_render_begin();
Texture color_attachment;
Framebuffer framebuffer;
color_attachment.ensure_2d(GPU_RGBA32F, int2(1));
framebuffer.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(color_attachment));
framebuffer.bind();
float4x4 win_mat;
orthographic_m4(win_mat.ptr(), -1, 1, -1, 1, -1, 1);
View view("test_view");
view.sync(float4x4::identity(), win_mat);
Manager drw;
float4x4 obmat_1 = math::from_scale<float4x4>(float3(-0.5f));
float4x4 obmat_2 = math::from_scale<float4x4>(float3(0.5f));
drw.begin_sync();
ResourceHandle handle1 = drw.resource_handle(obmat_1);
ResourceHandle handle2 = drw.resource_handle(obmat_1);
ResourceHandle handle3 = drw.resource_handle(obmat_2);
drw.resource_handle(obmat_2, float3(2), float3(1));
drw.end_sync();
{
/* Computed on CPU. */
PassSimple pass = {"test.resource_id"};
pass.init();
pass.shader_set(
GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA));
pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, handle2);
pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, handle1);
pass.draw_procedural(GPU_PRIM_TRIS, 2, -1, -1, handle3);
pass.draw_procedural(GPU_PRIM_POINTS, 5, -1, -1, handle1);
pass.draw_procedural(GPU_PRIM_LINES, 1, -1, -1, handle3);
pass.draw_procedural(GPU_PRIM_POINTS, 6, -1, -1, handle2);
pass.draw_procedural(GPU_PRIM_TRIS, 3, -1, -1, handle1);
Manager::SubmitDebugOutput debug = drw.submit_debug(pass, view);
std::stringstream result;
for (auto val : debug.resource_id) {
result << val << " ";
}
StringRefNull expected_simple = "2 1 1 1 1 3 3 1 1 1 1 1 3 2 2 2 2 2 2 1 1 1 ";
EXPECT_EQ(result.str(), expected_simple);
}
{
/* Same thing with PassMain (computed on GPU) */
PassMain pass = {"test.resource_id"};
pass.init();
pass.shader_set(
GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA));
pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, handle2);
pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, handle1);
pass.draw_procedural(GPU_PRIM_TRIS, 2, -1, -1, handle3);
pass.draw_procedural(GPU_PRIM_POINTS, 5, -1, -1, handle1);
pass.draw_procedural(GPU_PRIM_LINES, 1, -1, -1, handle3);
pass.draw_procedural(GPU_PRIM_POINTS, 6, -1, -1, handle2);
pass.draw_procedural(GPU_PRIM_TRIS, 3, -1, -1, handle1);
Manager::SubmitDebugOutput debug = drw.submit_debug(pass, view);
std::stringstream result;
for (auto val : debug.resource_id) {
result << val << " ";
}
/* When using PassMain the handles are sorted based on their handles and GPUBatches. Different
* primitives use different batches.
*/
StringRefNull expected_main = "2 3 3 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 3 ";
EXPECT_EQ(result.str(), expected_main);
}
GPU_render_end();
DRW_shape_cache_free();
DRW_shaders_free();
}
DRAW_TEST(draw_resource_id_gen)
static void test_draw_visibility()
{
GPU_render_begin();
Texture color_attachment;
Framebuffer framebuffer;
color_attachment.ensure_2d(GPU_RGBA32F, int2(1));
framebuffer.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(color_attachment));
framebuffer.bind();
float4x4 win_mat;
orthographic_m4(win_mat.ptr(), -1, 1, -1, 1, -1, 1);
View view("test_view");
view.sync(float4x4::identity(), win_mat);
Manager drw;
float4x4 obmat_1 = math::from_scale<float4x4>(float3(-0.5f));
float4x4 obmat_2 = math::from_scale<float4x4>(float3(0.5f));
drw.begin_sync(); /* Default {0} always visible. */
drw.resource_handle(obmat_1); /* No bounds, always visible. */
drw.resource_handle(obmat_1, float3(3), float3(1)); /* Out of view. */
drw.resource_handle(obmat_2, float3(0), float3(1)); /* Inside view. */
drw.end_sync();
PassMain pass = {"test.visibility"};
pass.init();
pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR));
pass.draw_procedural(GPU_PRIM_TRIS, 1, -1);
Manager::SubmitDebugOutput debug = drw.submit_debug(pass, view);
Vector<uint32_t> expected_visibility = {0};
std::stringstream result;
for (auto val : debug.visibility) {
result << std::bitset<32>(val);
}
EXPECT_EQ(result.str(), "11111111111111111111111111111011");
GPU_render_end();
DRW_shape_cache_free();
DRW_shaders_free();
}
DRAW_TEST(draw_visibility)
static void test_draw_manager_sync()
{
float4x4 obmat_1 = math::from_scale<float4x4>(float3(-0.5f));
float4x4 obmat_2 = math::from_scale<float4x4>(float3(0.5f));
/* TODO find a way to create a minimum object to test resource handle creation on it. */
Manager drw;
drw.begin_sync();
drw.resource_handle(obmat_1);
drw.resource_handle(obmat_2, float3(2), float3(1));
drw.end_sync();
Manager::DataDebugOutput debug = drw.data_debug();
std::stringstream result;
for (const auto &val : debug.matrices) {
result << val;
}
for (const auto &val : debug.bounds) {
result << val;
}
for (const auto &val : debug.infos) {
result << val;
}
std::stringstream expected;
expected << "ObjectMatrices(" << std::endl;
expected << "model=(" << std::endl;
expected << "(1, 0, 0, 0)," << std::endl;
expected << "(0, 1, 0, 0)," << std::endl;
expected << "(0, 0, 1, 0)," << std::endl;
expected << "(0, 0, 0, 1)" << std::endl;
expected << ")" << std::endl;
expected << ", " << std::endl;
expected << "model_inverse=(" << std::endl;
expected << "(1, -0, 0, -0)," << std::endl;
expected << "(-0, 1, -0, 0)," << std::endl;
expected << "(0, -0, 1, -0)," << std::endl;
expected << "(-0, 0, -0, 1)" << std::endl;
expected << ")" << std::endl;
expected << ")" << std::endl;
expected << "ObjectMatrices(" << std::endl;
expected << "model=(" << std::endl;
expected << "(-0.5, 0, 0, 0)," << std::endl;
expected << "(0, -0.5, 0, 0)," << std::endl;
expected << "(0, 0, -0.5, 0)," << std::endl;
expected << "(0, 0, 0, 1)" << std::endl;
expected << ")" << std::endl;
expected << ", " << std::endl;
expected << "model_inverse=(" << std::endl;
expected << "(-2, -0, -0, 0)," << std::endl;
expected << "(-0, -2, 0, -0)," << std::endl;
expected << "(-0, 0, -2, 0)," << std::endl;
expected << "(0, -0, 0, 1)" << std::endl;
expected << ")" << std::endl;
expected << ")" << std::endl;
expected << "ObjectMatrices(" << std::endl;
expected << "model=(" << std::endl;
expected << "(0.5, 0, 0, 0)," << std::endl;
expected << "(0, 0.5, 0, 0)," << std::endl;
expected << "(0, 0, 0.5, 0)," << std::endl;
expected << "(0, 0, 0, 1)" << std::endl;
expected << ")" << std::endl;
expected << ", " << std::endl;
expected << "model_inverse=(" << std::endl;
expected << "(2, -0, 0, -0)," << std::endl;
expected << "(-0, 2, -0, 0)," << std::endl;
expected << "(0, -0, 2, -0)," << std::endl;
expected << "(-0, 0, -0, 1)" << std::endl;
expected << ")" << std::endl;
expected << ")" << std::endl;
expected << "ObjectBounds(skipped)" << std::endl;
expected << "ObjectBounds(skipped)" << std::endl;
expected << "ObjectBounds(" << std::endl;
expected << ".bounding_corners[0](0.5, 0.5, 0.5)" << std::endl;
expected << ".bounding_corners[1](1, 0, 0)" << std::endl;
expected << ".bounding_corners[2](0, 1, 0)" << std::endl;
expected << ".bounding_corners[3](0, 0, 1)" << std::endl;
expected << ".sphere=(pos=(1, 1, 1), rad=0.866025" << std::endl;
expected << ")" << std::endl;
expected << "ObjectInfos(skipped)" << std::endl;
expected << "ObjectInfos(skipped)" << std::endl;
expected << "ObjectInfos(skipped)" << std::endl;
EXPECT_EQ(result.str(), expected.str());
DRW_shaders_free();
}
DRAW_TEST(draw_manager_sync)
} // namespace blender::draw