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250 lines
7.1 KiB
C++
250 lines
7.1 KiB
C++
#include <set>
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#include "Common/Common.h"
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#include "VideoCommon/DataReader.h"
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#include "VideoCommon/VertexLoader.h"
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// Needs to be included later because it defines a TEST macro that conflicts
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// with a TEST method definition in x64Emitter.h.
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#include <gtest/gtest.h> // NOLINT
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TEST(VertexLoaderUID, UniqueEnough)
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{
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std::set<VertexLoaderUID> uids;
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TVtxDesc vtx_desc;
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memset(&vtx_desc, 0, sizeof (vtx_desc));
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VAT vat;
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memset(&vat, 0, sizeof (vat));
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uids.insert(VertexLoaderUID(vtx_desc, vat));
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vtx_desc.Hex = 0xFEDCBA9876543210ull;
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EXPECT_EQ(uids.end(), uids.find(VertexLoaderUID(vtx_desc, vat)));
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uids.insert(VertexLoaderUID(vtx_desc, vat));
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vat.g0.Hex = 0xFFFFFFFF;
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vat.g1.Hex = 0xFFFFFFFF;
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vat.g2.Hex = 0xFFFFFFFF;
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EXPECT_EQ(uids.end(), uids.find(VertexLoaderUID(vtx_desc, vat)));
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uids.insert(VertexLoaderUID(vtx_desc, vat));
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}
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static u8 input_memory[16 * 1024 * 1024];
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static u8 output_memory[16 * 1024 * 1024];
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class VertexLoaderTest : public testing::Test
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{
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protected:
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void SetUp() override
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{
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memset(&input_memory[0], 0, sizeof (input_memory));
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memset(&output_memory[0], 0, sizeof (input_memory));
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memset(&m_vtx_desc, 0, sizeof (m_vtx_desc));
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memset(&m_vtx_attr, 0, sizeof (m_vtx_attr));
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ResetPointers();
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}
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// Pushes a value to the input stream.
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template <typename T>
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void Input(T val)
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{
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// Converts *to* big endian, not from.
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*(T*)(&input_memory[m_input_pos]) = Common::FromBigEndian(val);
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m_input_pos += sizeof (val);
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}
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// Reads a value from the output stream.
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template <typename T>
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T Output()
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{
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T out = *(T*)&output_memory[m_output_pos];
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m_output_pos += sizeof (out);
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return out;
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}
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// Combination of EXPECT_EQ and Output.
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template <typename T>
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void ExpectOut(T val)
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{
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EXPECT_EQ(val, Output<T>());
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}
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void ResetPointers()
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{
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g_pVideoData = &input_memory[0];
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VertexManager::s_pCurBufferPointer = &output_memory[0];
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m_input_pos = m_output_pos = 0;
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}
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u32 m_input_pos, m_output_pos;
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TVtxDesc m_vtx_desc;
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VAT m_vtx_attr;
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};
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TEST_F(VertexLoaderTest, PositionDirectFloatXYZ)
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{
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m_vtx_desc.Position = 1; // Direct
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m_vtx_attr.g0.PosElements = 1; // XYZ
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m_vtx_attr.g0.PosFormat = 4; // Float
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VertexLoader loader(m_vtx_desc, m_vtx_attr);
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ASSERT_EQ(3 * sizeof (float), (u32)loader.GetNativeVertexDeclaration().stride);
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ASSERT_EQ(3 * sizeof (float), (u32)loader.GetVertexSize());
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// Write some vertices.
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Input(0.0f); Input(0.0f); Input(0.0f);
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Input(1.0f); Input(0.0f); Input(0.0f);
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Input(0.0f); Input(1.0f); Input(0.0f);
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Input(0.0f); Input(0.0f); Input(1.0f);
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// Convert 4 points. "7" -> primitive are points.
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loader.RunVertices(m_vtx_attr, 7, 4);
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ExpectOut(0.0f); ExpectOut(0.0f); ExpectOut(0.0f);
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ExpectOut(1.0f); ExpectOut(0.0f); ExpectOut(0.0f);
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ExpectOut(0.0f); ExpectOut(1.0f); ExpectOut(0.0f);
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ExpectOut(0.0f); ExpectOut(0.0f); ExpectOut(1.0f);
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// Test that scale does nothing for floating point inputs.
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Input(1.0f); Input(2.0f); Input(4.0f);
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m_vtx_attr.g0.PosFrac = 1;
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loader.RunVertices(m_vtx_attr, 7, 1);
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ExpectOut(1.0f); ExpectOut(2.0f); ExpectOut(4.0f);
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}
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TEST_F(VertexLoaderTest, PositionDirectU16XY)
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{
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m_vtx_desc.Position = 1; // Direct
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m_vtx_attr.g0.PosElements = 0; // XY
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m_vtx_attr.g0.PosFormat = 2; // U16
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VertexLoader loader(m_vtx_desc, m_vtx_attr);
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ASSERT_EQ(3 * sizeof (float), (u32)loader.GetNativeVertexDeclaration().stride);
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ASSERT_EQ(2 * sizeof (u16), (u32)loader.GetVertexSize());
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// Write some vertices.
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Input<u16>(0); Input<u16>(0);
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Input<u16>(1); Input<u16>(2);
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Input<u16>(256); Input<u16>(257);
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Input<u16>(65535); Input<u16>(65534);
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Input<u16>(12345); Input<u16>(54321);
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// Convert 5 points. "7" -> primitive are points.
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loader.RunVertices(m_vtx_attr, 7, 5);
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ExpectOut(0.0f); ExpectOut(0.0f); ExpectOut(0.0f);
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ExpectOut(1.0f); ExpectOut(2.0f); ExpectOut(0.0f);
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ExpectOut(256.0f); ExpectOut(257.0f); ExpectOut(0.0f);
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ExpectOut(65535.0f); ExpectOut(65534.0f); ExpectOut(0.0f);
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ExpectOut(12345.0f); ExpectOut(54321.0f); ExpectOut(0.0f);
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// Test that scale works on U16 inputs.
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Input<u16>(42); Input<u16>(24);
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m_vtx_attr.g0.PosFrac = 1;
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loader.RunVertices(m_vtx_attr, 7, 1);
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ExpectOut(21.0f); ExpectOut(12.0f); ExpectOut(0.0f);
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}
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TEST_F(VertexLoaderTest, PositionDirectFloatXYZSpeed)
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{
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m_vtx_desc.Position = 1; // Direct
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m_vtx_attr.g0.PosElements = 1; // XYZ
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m_vtx_attr.g0.PosFormat = 4; // Float
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VertexLoader loader(m_vtx_desc, m_vtx_attr);
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ASSERT_EQ(3 * sizeof (float), (u32)loader.GetNativeVertexDeclaration().stride);
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ASSERT_EQ(3 * sizeof (float), (u32)loader.GetVertexSize());
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for (int i = 0; i < 1000; ++i)
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{
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ResetPointers();
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loader.RunVertices(m_vtx_attr, 7, 100000);
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}
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}
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TEST_F(VertexLoaderTest, PositionDirectU16XYSpeed)
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{
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m_vtx_desc.Position = 1; // Direct
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m_vtx_attr.g0.PosElements = 0; // XY
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m_vtx_attr.g0.PosFormat = 2; // U16
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VertexLoader loader(m_vtx_desc, m_vtx_attr);
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ASSERT_EQ(3 * sizeof (float), (u32)loader.GetNativeVertexDeclaration().stride);
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ASSERT_EQ(2 * sizeof (u16), (u32)loader.GetVertexSize());
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for (int i = 0; i < 1000; ++i)
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{
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ResetPointers();
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loader.RunVertices(m_vtx_attr, 7, 100000);
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}
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}
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TEST_F(VertexLoaderTest, LargeFloatVertexSpeed)
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{
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// Enables most attributes in floating point direct mode to test speed.
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m_vtx_desc.PosMatIdx = 1;
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m_vtx_desc.Tex0MatIdx = 1;
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m_vtx_desc.Tex1MatIdx = 1;
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m_vtx_desc.Tex2MatIdx = 1;
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m_vtx_desc.Tex3MatIdx = 1;
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m_vtx_desc.Tex4MatIdx = 1;
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m_vtx_desc.Tex5MatIdx = 1;
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m_vtx_desc.Tex6MatIdx = 1;
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m_vtx_desc.Tex7MatIdx = 1;
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m_vtx_desc.Position = 1;
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m_vtx_desc.Normal = 1;
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m_vtx_desc.Color0 = 1;
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m_vtx_desc.Color1 = 1;
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m_vtx_desc.Tex0Coord = 1;
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m_vtx_desc.Tex1Coord = 1;
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m_vtx_desc.Tex2Coord = 1;
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m_vtx_desc.Tex3Coord = 1;
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m_vtx_desc.Tex4Coord = 1;
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m_vtx_desc.Tex5Coord = 1;
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m_vtx_desc.Tex6Coord = 1;
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m_vtx_desc.Tex7Coord = 1;
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m_vtx_attr.g0.PosElements = 1; // XYZ
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m_vtx_attr.g0.PosFormat = 4; // Float
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m_vtx_attr.g0.NormalElements = 1; // NBT
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m_vtx_attr.g0.NormalFormat = 4; // Float
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m_vtx_attr.g0.Color0Elements = 1; // Has Alpha
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m_vtx_attr.g0.Color0Comp = 5; // RGBA8888
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m_vtx_attr.g0.Color1Elements = 1; // Has Alpha
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m_vtx_attr.g0.Color1Comp = 5; // RGBA8888
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m_vtx_attr.g0.Tex0CoordElements = 1; // ST
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m_vtx_attr.g0.Tex0CoordFormat = 4; // Float
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m_vtx_attr.g1.Tex1CoordElements = 1; // ST
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m_vtx_attr.g1.Tex1CoordFormat = 4; // Float
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m_vtx_attr.g1.Tex2CoordElements = 1; // ST
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m_vtx_attr.g1.Tex2CoordFormat = 4; // Float
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m_vtx_attr.g1.Tex3CoordElements = 1; // ST
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m_vtx_attr.g1.Tex3CoordFormat = 4; // Float
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m_vtx_attr.g1.Tex4CoordElements = 1; // ST
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m_vtx_attr.g1.Tex4CoordFormat = 4; // Float
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m_vtx_attr.g2.Tex5CoordElements = 1; // ST
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m_vtx_attr.g2.Tex5CoordFormat = 4; // Float
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m_vtx_attr.g2.Tex6CoordElements = 1; // ST
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m_vtx_attr.g2.Tex6CoordFormat = 4; // Float
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m_vtx_attr.g2.Tex7CoordElements = 1; // ST
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m_vtx_attr.g2.Tex7CoordFormat = 4; // Float
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VertexLoader loader(m_vtx_desc, m_vtx_attr);
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// This test is only done 100x in a row since it's ~20x slower using the
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// current vertex loader implementation.
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for (int i = 0; i < 100; ++i)
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{
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ResetPointers();
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loader.RunVertices(m_vtx_attr, 7, 100000);
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}
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}
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