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https://github.com/baldurk/renderdoc.git
synced 2026-09-24 14:45:53 +00:00
Add test of exporting/importing capture with a large number of buffers
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@@ -39,6 +39,7 @@ set(OPENGL_SRC
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3rdparty/glad/glad_glx.c
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gl/gl_test.cpp
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gl/gl_test_linux.cpp
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gl/gl_buffer_spam.cpp
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gl/gl_buffer_updates.cpp
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gl/gl_cbuffer_zoo.cpp
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gl/gl_depthstencil_fbo.cpp
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@@ -173,6 +173,7 @@
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<ExcludedFromBuild>true</ExcludedFromBuild>
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</ClCompile>
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<ClCompile Include="3rdparty\glad\glad_wgl.c" />
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<ClCompile Include="gl\gl_buffer_spam.cpp" />
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<ClCompile Include="gl\gl_buffer_updates.cpp" />
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<ClCompile Include="gl\gl_cbuffer_zoo.cpp" />
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<ClCompile Include="gl\gl_depthstencil_fbo.cpp" />
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@@ -342,6 +342,9 @@
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<ClCompile Include="gl\gl_parameter_zoo.cpp">
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<Filter>OpenGL\demos</Filter>
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</ClCompile>
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<ClCompile Include="gl\gl_buffer_spam.cpp">
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<Filter>OpenGL\demos</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="D3D11">
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@@ -0,0 +1,135 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2019 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "gl_test.h"
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RD_TEST(GL_Buffer_Spam, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"This test isn't directly of capture/replay but of structured export. It tests that even a "
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"capture with many many buffers can be correctly round-tripped.";
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std::string common = R"EOSHADER(
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#version 420 core
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#define v2f v2f_block \
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{ \
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vec4 pos; \
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vec4 col; \
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vec4 uv; \
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}
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)EOSHADER";
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std::string vertex = R"EOSHADER(
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec4 Color;
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layout(location = 2) in vec2 UV;
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out v2f vertOut;
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void main()
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{
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vertOut.pos = vec4(Position.xyz, 1);
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gl_Position = vertOut.pos;
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vertOut.col = Color;
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vertOut.uv = vec4(UV.xy, 0, 1);
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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in v2f vertIn;
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layout(location = 0, index = 0) out vec4 Color;
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void main()
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{
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Color = vec4(0.0, 1.0, 0.0, 1.0);
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}
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)EOSHADER";
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int main()
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{
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// initialise, create window, create context, etc
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if(!Init())
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return 3;
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GLuint vao = MakeVAO();
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glBindVertexArray(vao);
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// we create these buffers *first* so that the one that we rely on for correct rendering is
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// late. That gives higher confidence that high-numbered buffers are serialised correctly.
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std::vector<GLuint> spambufs;
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for(uint32_t i = 0; i < 128 * 1024; i++)
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{
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spambufs.push_back(MakeBuffer());
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glBindBuffer(GL_ARRAY_BUFFER, spambufs.back());
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glBufferStorage(GL_ARRAY_BUFFER, 4, &i, 0);
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}
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GLuint vb = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vb);
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glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0));
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V),
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(void *)(sizeof(Vec3f) + sizeof(Vec4f)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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GLuint program = MakeProgram(common + vertex, common + pixel);
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while(Running())
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{
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float col[] = {0.4f, 0.5f, 0.6f, 1.0f};
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glClearBufferfv(GL_COLOR, 0, col);
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glBindVertexArray(vao);
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// force all buffers to be considered used
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for(GLuint b : spambufs)
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glBindBuffer(GL_COPY_READ_BUFFER, b);
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glUseProgram(program);
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glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
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glDrawArrays(GL_TRIANGLES, 0, 3);
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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@@ -13,7 +13,7 @@ def run_until_capture(control):
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class TargetControl():
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def __init__(self, ident: int, host="localhost", username="testrunner", force=True, timeout=30, exit_kill=True):
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def __init__(self, ident: int, host="localhost", username="testrunner", force=True, timeout=60, exit_kill=True):
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"""
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Creates a target control manager for a given ident
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@@ -0,0 +1,21 @@
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import renderdoc as rd
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import rdtest
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class GL_Buffer_Spam(rdtest.TestCase):
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demos_test_name = 'GL_Buffer_Spam'
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def check_capture(self):
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# Check that export works
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self.check_export(self.capture_filename)
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draw = self.find_draw("Draw")
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self.controller.SetFrameEvent(draw.eventId, False)
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# Check that we get green in the centre of the screen, indicating that the
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# triangle's buffer serialised with the right data and rendered
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pipe: rd.PipeState = self.controller.GetPipelineState()
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self.check_pixel_value(pipe.GetOutputTargets()[0].resourceId, 0.5, 0.5, [0.0, 1.0, 0.0, 1.0])
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