mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-04 17:10:47 +00:00
Add test of GL's per-type texture unit bindings
This commit is contained in:
@@ -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
|
||||
|
||||
@@ -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" />
|
||||
|
||||
@@ -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();
|
||||
@@ -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()
|
||||
|
||||
Reference in New Issue
Block a user