Add test of exporting/importing capture with a large number of buffers

This commit is contained in:
baldurk
2019-10-24 18:02:54 +01:00
parent 2492ebf26d
commit 1eae20cad3
6 changed files with 162 additions and 1 deletions
+1
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@@ -39,6 +39,7 @@ set(OPENGL_SRC
3rdparty/glad/glad_glx.c
gl/gl_test.cpp
gl/gl_test_linux.cpp
gl/gl_buffer_spam.cpp
gl/gl_buffer_updates.cpp
gl/gl_cbuffer_zoo.cpp
gl/gl_depthstencil_fbo.cpp
+1
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@@ -173,6 +173,7 @@
<ExcludedFromBuild>true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="3rdparty\glad\glad_wgl.c" />
<ClCompile Include="gl\gl_buffer_spam.cpp" />
<ClCompile Include="gl\gl_buffer_updates.cpp" />
<ClCompile Include="gl\gl_cbuffer_zoo.cpp" />
<ClCompile Include="gl\gl_depthstencil_fbo.cpp" />
+3
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@@ -342,6 +342,9 @@
<ClCompile Include="gl\gl_parameter_zoo.cpp">
<Filter>OpenGL\demos</Filter>
</ClCompile>
<ClCompile Include="gl\gl_buffer_spam.cpp">
<Filter>OpenGL\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
+135
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@@ -0,0 +1,135 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2019 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "gl_test.h"
RD_TEST(GL_Buffer_Spam, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"This test isn't directly of capture/replay but of structured export. It tests that even a "
"capture with many many buffers can be correctly round-tripped.";
std::string common = R"EOSHADER(
#version 420 core
#define v2f v2f_block \
{ \
vec4 pos; \
vec4 col; \
vec4 uv; \
}
)EOSHADER";
std::string vertex = R"EOSHADER(
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(location = 2) in vec2 UV;
out v2f vertOut;
void main()
{
vertOut.pos = vec4(Position.xyz, 1);
gl_Position = vertOut.pos;
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
}
)EOSHADER";
std::string pixel = R"EOSHADER(
in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
void main()
{
Color = vec4(0.0, 1.0, 0.0, 1.0);
}
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
GLuint vao = MakeVAO();
glBindVertexArray(vao);
// we create these buffers *first* so that the one that we rely on for correct rendering is
// late. That gives higher confidence that high-numbered buffers are serialised correctly.
std::vector<GLuint> spambufs;
for(uint32_t i = 0; i < 128 * 1024; i++)
{
spambufs.push_back(MakeBuffer());
glBindBuffer(GL_ARRAY_BUFFER, spambufs.back());
glBufferStorage(GL_ARRAY_BUFFER, 4, &i, 0);
}
GLuint vb = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0));
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V),
(void *)(sizeof(Vec3f) + sizeof(Vec4f)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
GLuint program = MakeProgram(common + vertex, common + pixel);
while(Running())
{
float col[] = {0.4f, 0.5f, 0.6f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glBindVertexArray(vao);
// force all buffers to be considered used
for(GLuint b : spambufs)
glBindBuffer(GL_COPY_READ_BUFFER, b);
glUseProgram(program);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glDrawArrays(GL_TRIANGLES, 0, 3);
Present();
}
return 0;
}
};
REGISTER_TEST();
+1 -1
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@@ -13,7 +13,7 @@ def run_until_capture(control):
class TargetControl():
def __init__(self, ident: int, host="localhost", username="testrunner", force=True, timeout=30, exit_kill=True):
def __init__(self, ident: int, host="localhost", username="testrunner", force=True, timeout=60, exit_kill=True):
"""
Creates a target control manager for a given ident
+21
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@@ -0,0 +1,21 @@
import renderdoc as rd
import rdtest
class GL_Buffer_Spam(rdtest.TestCase):
demos_test_name = 'GL_Buffer_Spam'
def check_capture(self):
# Check that export works
self.check_export(self.capture_filename)
draw = self.find_draw("Draw")
self.controller.SetFrameEvent(draw.eventId, False)
# Check that we get green in the centre of the screen, indicating that the
# triangle's buffer serialised with the right data and rendered
pipe: rd.PipeState = self.controller.GetPipelineState()
self.check_pixel_value(pipe.GetOutputTargets()[0].resourceId, 0.5, 0.5, [0.0, 1.0, 0.0, 1.0])