Add test of GL's per-type texture unit bindings

This commit is contained in:
baldurk
2019-05-27 11:49:06 +01:00
parent 7ab3d943b0
commit 1fbcade162
5 changed files with 278 additions and 0 deletions
+1
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@@ -39,6 +39,7 @@ set(OPENGL_SRC
gl/gl_mip_gen_rt.cpp
gl/gl_multi_window.cpp
gl/gl_overlay_test.cpp
gl/gl_per_type_tex_units.cpp
gl/gl_resource_lifetimes.cpp
gl/gl_runtime_bind_prog_to_pipe.cpp
gl/gl_separable_geometry_shader.cpp
+1
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@@ -182,6 +182,7 @@
<ClCompile Include="gl\gl_mip_gen_rt.cpp" />
<ClCompile Include="gl\gl_multi_window.cpp" />
<ClCompile Include="gl\gl_overlay_test.cpp" />
<ClCompile Include="gl\gl_per_type_tex_units.cpp" />
<ClCompile Include="gl\gl_resource_lifetimes.cpp" />
<ClCompile Include="gl\gl_runtime_bind_prog_to_pipe.cpp" />
<ClCompile Include="gl\gl_separable_geometry_shader.cpp" />
+3
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@@ -297,6 +297,9 @@
<ClCompile Include="vk\vk_multi_thread_windows.cpp">
<Filter>Vulkan\demos</Filter>
</ClCompile>
<ClCompile Include="gl\gl_per_type_tex_units.cpp">
<Filter>OpenGL\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
@@ -0,0 +1,171 @@
/******************************************************************************
* 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"
TEST(GL_Per_Type_Tex_Units, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"GL lets each type (2D, 3D, Cube) have a different binding to the same texture unit. This "
"test uses that in various ways that might cause problems if tracking doesn't accurately "
"account for that.";
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;
layout(binding = 2) uniform sampler2D tex2;
layout(binding = 3) uniform sampler3D tex3;
void main()
{
Color = texture(tex2, vertIn.uv.xy)*vec4(1.0f, 0.1f, 0.1f, 0.1f) +
texture(tex3, vertIn.uv.xyz)*vec4(0.1f, 1.0f, 0.1f, 0.1f);
}
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
GLuint vao = MakeVAO();
glBindVertexArray(vao);
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 tex2d = MakeTexture();
GLuint tex3d = MakeTexture();
uint32_t green[4 * 4 * 4], red[8 * 8];
for(int i = 0; i < 4 * 4 * 4; i++)
green[i] = 0xff00ff00;
for(int i = 0; i < 8 * 8; i++)
red[i] = 0xff0000ff;
// be explicit, all this happens on slot 0
glActiveTexture(GL_TEXTURE0);
// bind tex3d to the 3D target, then clear the 3D target
glBindTexture(GL_TEXTURE_3D, tex3d);
glBindTexture(GL_TEXTURE_2D, 0);
// allocate storage and upload on 3D - even though 2D was the last bound target
glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 4, 4, 4);
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 4, 4, 4, GL_RGBA, GL_UNSIGNED_BYTE, green);
// now do the same in reverse
glBindTexture(GL_TEXTURE_2D, tex2d);
glBindTexture(GL_TEXTURE_3D, 0);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGBA, GL_UNSIGNED_BYTE, red);
// unbind both
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_3D, 0);
glObjectLabel(GL_TEXTURE, tex2d, -1, "Red 2D");
glObjectLabel(GL_TEXTURE, tex3d, -1, "Green 3D");
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);
glUseProgram(program);
// bind both textures to both slots, only the 'right' one will be used by GL. To be extra
// clear, bind the intended texture first, then 'overwrite' (which doesn't overwrite) with the
// wrong one.
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, tex2d);
glBindTexture(GL_TEXTURE_3D, tex3d);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_3D, tex3d);
glBindTexture(GL_TEXTURE_2D, tex2d);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glDrawArrays(GL_TRIANGLES, 0, 3);
Present();
}
return 0;
}
};
REGISTER_TEST();
+102
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@@ -0,0 +1,102 @@
import struct
from typing import List
import renderdoc as rd
import rdtest
class GL_Per_Type_Tex_Units(rdtest.TestCase):
demos_test_name = 'GL_Per_Type_Tex_Units'
def check_capture(self):
# Make an output so we can pick pixels
out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
self.check(out is not None)
draw = self.find_draw("Draw")
self.controller.SetFrameEvent(draw.eventId, False)
pipe: rd.PipeState = self.controller.GetPipelineState()
bind: rd.ShaderBindpointMapping = pipe.GetBindpointMapping(rd.ShaderStage.Fragment)
texs: List[rd.BoundResourceArray] = pipe.GetReadOnlyResources(rd.ShaderStage.Fragment)
if len(bind.readOnlyResources) != 2:
raise rdtest.TestFailureException(
"Expected 2 textures bound, not {}".format(len(bind.readOnlyResources)))
if bind.readOnlyResources[0].bind != 2:
raise rdtest.TestFailureException(
"First texture should be on slot 2, not {}".format(bind.readOnlyResources[0].bind))
id = texs[2].resources[0].resourceId
tex_details = self.get_texture(id)
res_details = self.get_resource(id)
if res_details.name != "Red 2D":
raise rdtest.TestFailureException("First texture should be Red 2D texture, not {}".format(res_details.name))
if tex_details.dimension != 2:
raise rdtest.TestFailureException(
"First texture should be 2D texture, not {}".format(tex_details.dimension))
if tex_details.width != 8 or tex_details.height != 8:
raise rdtest.TestFailureException(
"First texture should be 8x8, not {}x{}".format(tex_details.width, tex_details.height))
data = self.controller.GetTextureData(id, 0, 0)
first_pixel = struct.unpack_from("BBBB", data, 0)
if not rdtest.value_compare(first_pixel, (255, 0, 0, 255)):
raise rdtest.TestFailureException("Texture should contain red, not {}".format(first_pixel))
rdtest.log.success("First texture is as expected")
if bind.readOnlyResources[1].bind != 3:
raise rdtest.TestFailureException(
"First texture should be on slot 3, not {}".format(texs[0].bindPoint.bind))
id = texs[3].resources[0].resourceId
tex_details = self.get_texture(id)
res_details = self.get_resource(id)
if res_details.name != "Green 3D":
raise rdtest.TestFailureException(
"First texture should be Green 3D texture, not {}".format(res_details.name))
if tex_details.dimension != 3:
raise rdtest.TestFailureException(
"First texture should be 3D texture, not {}".format(tex_details.dimension))
if tex_details.width != 4 or tex_details.height != 4 or tex_details.depth != 4:
raise rdtest.TestFailureException(
"First texture should be 4x4x4, not {}x{}x{}".format(tex_details.width, tex_details.height,
tex_details.depth))
data = self.controller.GetTextureData(id, 0, 0)
first_pixel = struct.unpack_from("BBBB", data, 0)
if not rdtest.value_compare(first_pixel, (0, 255, 0, 255)):
raise rdtest.TestFailureException("Texture should contain green, not {}".format(first_pixel))
rdtest.log.success("Second texture is as expected")
tex = rd.TextureDisplay()
tex.resourceId = pipe.GetOutputTargets()[0].resourceId
out.SetTextureDisplay(tex)
tex_details = self.get_texture(tex.resourceId)
picked: rd.PixelValue = out.PickPixel(tex.resourceId, False,
int(tex_details.width / 2), int(tex_details.height / 2), 0, 0, 0)
if not rdtest.value_compare(picked.floatValue, [1.0, 1.0, 0.0, 0.2]):
raise rdtest.TestFailureException("Picked value {} doesn't match expectation".format(picked.floatValue))
rdtest.log.success("Picked value is as expected")
out.Shutdown()