Extend Overlay tests to handle more depth stencil formats : GL

D32_S8, D24_S8, D32, D24, D16
This commit is contained in:
Jake Turner
2023-09-06 11:39:00 +01:00
parent 163f2ff747
commit 40090fb779
2 changed files with 716 additions and 630 deletions
+145 -107
View File
@@ -177,35 +177,58 @@ void main()
GLuint program = MakeProgram(common + vertex, common + pixel);
GLuint whiteprogram = MakeProgram(common + vertex, whitepixel);
GLuint fbo = MakeFBO();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
char *fmtNames[] = {"D24_S8", "D32F_S8", "D16_S0", "D24_S0", "D32F_S0"};
GLenum fmts[] = {GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8, GL_DEPTH_COMPONENT16,
GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32F};
const size_t countFmts = ARRAY_COUNT(fmts);
// Color render texture
GLuint attachments[] = {MakeTexture(), MakeTexture(), MakeTexture(), MakeTexture()};
GLuint fbos[countFmts];
GLuint msaafbos[countFmts];
for(size_t f = 0; f < countFmts; f++)
{
GLenum fmt = fmts[f];
glBindTexture(GL_TEXTURE_2D, attachments[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, attachments[0], 0);
// Color render texture
GLuint attachments[] = {MakeTexture(), MakeTexture(), MakeTexture(), MakeTexture()};
GLenum dsAttachment = GL_DEPTH_ATTACHMENT;
if(fmt == GL_DEPTH24_STENCIL8 || fmt == GL_DEPTH32F_STENCIL8)
dsAttachment = GL_DEPTH_STENCIL_ATTACHMENT;
if(fmt == GL_STENCIL_INDEX8)
dsAttachment = GL_STENCIL_ATTACHMENT;
glBindTexture(GL_TEXTURE_2D, attachments[1]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
attachments[1], 0);
{
GLuint fbo = MakeFBO();
fbos[f] = fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLuint msaafbo = MakeFBO();
glBindFramebuffer(GL_FRAMEBUFFER, msaafbo);
glBindTexture(GL_TEXTURE_2D, attachments[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, attachments[0],
0);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, attachments[2]);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_SRGB8_ALPHA8, screenWidth,
screenHeight, GL_TRUE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
attachments[2], 0);
glBindTexture(GL_TEXTURE_2D, attachments[1]);
glTexStorage2D(GL_TEXTURE_2D, 1, fmt, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, dsAttachment, GL_TEXTURE_2D, attachments[1], 0);
}
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, attachments[3]);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_DEPTH24_STENCIL8, screenWidth,
screenHeight, GL_TRUE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE,
attachments[3], 0);
{
GLuint msaafbo = MakeFBO();
msaafbos[f] = msaafbo;
glBindFramebuffer(GL_FRAMEBUFFER, msaafbo);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, attachments[2]);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_SRGB8_ALPHA8, screenWidth,
screenHeight, GL_TRUE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
attachments[2], 0);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, attachments[3]);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, fmt, screenWidth, screenHeight,
GL_TRUE);
glFramebufferTexture2D(GL_FRAMEBUFFER, dsAttachment, GL_TEXTURE_2D_MULTISAMPLE,
attachments[3], 0);
}
}
GLuint subtex = MakeTexture();
glBindTexture(GL_TEXTURE_2D_ARRAY, subtex);
@@ -242,104 +265,119 @@ void main()
{
glBindVertexArray(vao);
glUseProgram(program);
for(GLuint fb : {fbo, msaafbo})
for(size_t i = 0; i < countFmts; ++i)
{
glEnable(GL_CULL_FACE);
glFrontFace(GL_CW);
GLenum fmt = fmts[i];
std::string fmtName(fmtNames[i]);
for(bool is_msaa : {false, true})
{
bool hasStencil = false;
if(fmt == GL_DEPTH24_STENCIL8 || fmt == GL_DEPTH32F_STENCIL8)
hasStencil = true;
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_CLAMP);
glDisable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 0x55, 0xff);
GLuint fb = is_msaa ? msaafbos[i] : fbos[i];
glViewport(10, 10, GLsizei(screenWidth) - 20, GLsizei(screenHeight) - 20);
glScissor(0, 0, screenWidth, screenHeight);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CW);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_CLAMP);
glDisable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 0x55, 0xff);
glViewport(10, 10, GLsizei(screenWidth) - 20, GLsizei(screenHeight) - 20);
glScissor(0, 0, screenWidth, screenHeight);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);
glUseProgram(program);
// 1: write depth
glDepthFunc(GL_ALWAYS);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDepthFunc(GL_LEQUAL);
if(hasStencil)
{
// 2: write stencil
glEnable(GL_STENCIL_TEST);
glDrawArrays(GL_TRIANGLES, 3, 3);
}
// 3: write background
glDisable(GL_STENCIL_TEST);
glDrawArrays(GL_TRIANGLES, 6, 3);
// add a marker so we can easily locate this draw
std::string markerName(is_msaa ? "MSAA Test " : "Normal Test ");
markerName += fmtName;
setMarker(markerName);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_GREATER, 0x55, 0xff);
glDrawArrays(GL_TRIANGLES, 9, 24);
if(!is_msaa)
{
setMarker("Viewport Test " + fmtName);
glDisable(GL_STENCIL_TEST);
glViewport(10, screenHeight - 90, 80, 80);
glScissor(24, screenHeight - 76, 52, 52);
glDrawArrays(GL_TRIANGLES, 33, 3);
}
if(is_msaa)
{
setMarker("Sample Mask Test " + fmtName);
glDisable(GL_STENCIL_TEST);
glEnable(GL_SAMPLE_MASK);
glSampleMaski(0, 0x2);
glViewport(0, screenHeight - 80, 80, 80);
glScissor(0, screenHeight - 80, 80, 80);
glDrawArrays(GL_TRIANGLES, 6, 3);
glSampleMaski(0, ~0U);
glDisable(GL_SAMPLE_MASK);
}
glScissor(0, 0, screenWidth, screenHeight);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, subfbo);
float col2[] = {0.0f, 0.0f, 0.0f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col2);
// 1: write depth
glDepthFunc(GL_ALWAYS);
glDrawArrays(GL_TRIANGLES, 0, 3);
// 2: write stencil
glDepthFunc(GL_LEQUAL);
glEnable(GL_STENCIL_TEST);
glDrawArrays(GL_TRIANGLES, 3, 3);
// 3: write background
glDisable(GL_STENCIL_TEST);
glDrawArrays(GL_TRIANGLES, 6, 3);
// add a marker so we can easily locate this draw
setMarker(fb == msaafbo ? "MSAA Test" : "Normal Test");
glUseProgram(whiteprogram);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_GREATER, 0x55, 0xff);
glViewport(5, 5, GLsizei(screenWidth) / 4 - 10, GLsizei(screenHeight) / 4 - 10);
glScissor(0, 0, screenWidth / 4, screenHeight / 4);
setMarker("Subresources mip 2");
glDrawArrays(GL_TRIANGLES, 9, 24);
if(fb != msaafbo)
{
setMarker("Viewport Test");
glDisable(GL_STENCIL_TEST);
glViewport(10, screenHeight - 90, 80, 80);
glScissor(24, screenHeight - 76, 52, 52);
glDrawArrays(GL_TRIANGLES, 33, 3);
}
glBindFramebuffer(GL_FRAMEBUFFER, subfbo2);
glClearBufferfv(GL_COLOR, 0, col2);
if(fb == msaafbo)
{
setMarker("Sample Mask Test");
glDisable(GL_STENCIL_TEST);
glEnable(GL_SAMPLE_MASK);
glSampleMaski(0, 0x2);
glViewport(0, screenHeight - 80, 80, 80);
glScissor(0, screenHeight - 80, 80, 80);
glDrawArrays(GL_TRIANGLES, 6, 3);
glSampleMaski(0, ~0U);
glDisable(GL_SAMPLE_MASK);
}
glViewport(2, 2, GLsizei(screenWidth) / 8 - 4, GLsizei(screenHeight) / 8 - 4);
glScissor(0, 0, screenWidth / 8, screenHeight / 8);
glScissor(0, 0, screenWidth, screenHeight);
setMarker("Subresources mip 3");
glDrawArrays(GL_TRIANGLES, 9, 24);
Present();
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, subfbo);
float col2[] = {0.0f, 0.0f, 0.0f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col2);
glDepthFunc(GL_ALWAYS);
glDisable(GL_STENCIL_TEST);
glUseProgram(whiteprogram);
glViewport(5, 5, GLsizei(screenWidth) / 4 - 10, GLsizei(screenHeight) / 4 - 10);
glScissor(0, 0, screenWidth / 4, screenHeight / 4);
setMarker("Subresources mip 2");
glDrawArrays(GL_TRIANGLES, 9, 24);
glBindFramebuffer(GL_FRAMEBUFFER, subfbo2);
glClearBufferfv(GL_COLOR, 0, col2);
glViewport(2, 2, GLsizei(screenWidth) / 8 - 4, GLsizei(screenHeight) / 8 - 4);
glScissor(0, 0, screenWidth / 8, screenHeight / 8);
setMarker("Subresources mip 3");
glDrawArrays(GL_TRIANGLES, 9, 24);
Present();
}
return 0;
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