Add test of GL renderbuffer variants

This commit is contained in:
baldurk
2021-04-16 13:31:08 +01:00
parent 8d5ede0e9d
commit 47e13a30d4
6 changed files with 274 additions and 0 deletions
+1
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@@ -84,6 +84,7 @@ set(OPENGL_SRC
gl/gl_parameter_zoo.cpp
gl/gl_per_type_tex_units.cpp
gl/gl_queries_in_use.cpp
gl/gl_renderbuffer_zoo.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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@@ -245,6 +245,7 @@
<ClCompile Include="gl\gl_parameter_zoo.cpp" />
<ClCompile Include="gl\gl_per_type_tex_units.cpp" />
<ClCompile Include="gl\gl_queries_in_use.cpp" />
<ClCompile Include="gl\gl_renderbuffer_zoo.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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@@ -592,6 +592,9 @@
<ClCompile Include="vk\vk_sync2.cpp">
<Filter>Vulkan\demos</Filter>
</ClCompile>
<ClCompile Include="gl\gl_renderbuffer_zoo.cpp">
<Filter>OpenGL\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
+169
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@@ -0,0 +1,169 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2021 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_Renderbuffer_Zoo, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Tests different types of renderbuffers to ensure they work correctly in normal texture "
"operations";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
GLuint vao = MakeVAO();
glBindVertexArray(vao);
const DefaultA2V Tri[3] = {
{Vec3f(-0.5f, -0.5f, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 1.0f), Vec2f(1.0f, 0.0f)},
};
GLuint vb = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferData(GL_ARRAY_BUFFER, sizeof(Tri), Tri, GL_STATIC_DRAW);
ConfigureDefaultVAO();
GLuint program = MakeProgram(GLDefaultVertex, GLDefaultPixel);
GLuint fbo = MakeFBO();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLenum db = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, &db);
GLuint rbs[9] = {};
glGenRenderbuffers(ARRAY_COUNT(rbs), rbs);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[0]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 512, 512);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[1]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA16F, 512, 512);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[2]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA16F, 640, 480);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[3]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 640, 480);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[4]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 640, 480);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[5]);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA16F, 640, 480);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[6]);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 1, GL_RGBA16F, 640, 480);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[7]);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_RGBA16F, 640, 480);
glBindRenderbuffer(GL_RENDERBUFFER, rbs[8]);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, 640, 480);
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
while(Running())
{
glBindVertexArray(vao);
glUseProgram(program);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[0]);
glViewport(0, 0, 512, 512);
glClearBufferfv(GL_COLOR, 0, col);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[1]);
glViewport(0, 0, 512, 512);
glClearBufferfv(GL_COLOR, 0, col);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[2]);
glViewport(0, 0, 640, 480);
glClearBufferfv(GL_COLOR, 0, col);
glDrawArrays(GL_TRIANGLES, 0, 3);
glEnable(GL_DEPTH_TEST);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbs[3]);
glClearBufferfv(GL_COLOR, 0, col);
glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbs[4]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
glClearBufferfv(GL_COLOR, 0, col);
glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisable(GL_DEPTH_TEST);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[5]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
glClearBufferfv(GL_COLOR, 0, col);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[6]);
glClearBufferfv(GL_COLOR, 0, col);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[7]);
glClearBufferfv(GL_COLOR, 0, col);
glDrawArrays(GL_TRIANGLES, 0, 3);
glEnable(GL_DEPTH_TEST);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[5]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbs[8]);
glClearBufferfv(GL_COLOR, 0, col);
glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Present();
}
glDeleteRenderbuffers(ARRAY_COUNT(rbs), rbs);
return 0;
}
};
REGISTER_TEST();
+2
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@@ -375,6 +375,8 @@ class TestCase:
# Reduce epsilon for RGBA8 textures if it's not already reduced
if tex_details.format.compByteWidth == 1 and eps == util.FLT_EPSILON:
eps = (1.0 / 255.0)
if tex_details.format.compByteWidth == 2 and eps == util.FLT_EPSILON:
eps = (1.0 / 16384.0)
picked: rd.PixelValue = self.controller.PickPixel(tex, x, y, sub, cast)
+98
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@@ -0,0 +1,98 @@
import renderdoc as rd
import rdtest
class GL_Renderbuffer_Zoo(rdtest.TestCase):
demos_test_name = 'GL_Renderbuffer_Zoo'
def check_capture(self):
draw: rd.DrawcallDescription = self.find_draw('glDraw')
while draw is not None:
self.controller.SetFrameEvent(draw.eventId, True)
self.check_triangle(fore=[0.2, 0.75, 0.2, 1.0])
pipe = self.controller.GetPipelineState()
depth = pipe.GetDepthTarget()
vp = pipe.GetViewport(0)
id = pipe.GetOutputTargets()[0].resourceId
mn, mx = self.controller.GetMinMax(id, rd.Subresource(), rd.CompType.Typeless)
if not rdtest.value_compare(mn.floatValue, [0.2, 0.2, 0.2, 1.0], eps=1.0/255.0):
raise rdtest.TestFailureException(
"Minimum color values {} are not as expected".format(mn.floatValue))
if not rdtest.value_compare(mx.floatValue, [0.2, 0.75, 0.2, 1.0], eps=1.0/255.0):
raise rdtest.TestFailureException(
"Maximum color values {} are not as expected".format(mx.floatValue))
hist = self.controller.GetHistogram(id, rd.Subresource(), rd.CompType.Typeless, 0.199, 0.75,
(False, True, False, False))
if hist[0] == 0 or hist[-1] == 0 or any([x > 0 for x in hist[1:-1]]):
raise rdtest.TestFailureException(
"Green histogram didn't return expected values, values should have landed in first or last bucket")
rdtest.log.success('Color Renderbuffer at draw {} is working as expected'.format(draw.eventId))
if depth.resourceId != rd.ResourceId():
val = self.controller.PickPixel(depth.resourceId, int(0.5 * vp.width), int(0.5 * vp.height),
rd.Subresource(), rd.CompType.Typeless)
if not rdtest.value_compare(val.floatValue[0], 0.75):
raise rdtest.TestFailureException(
"Picked value {} in triangle for depth doesn't match expectation".format(val))
mn, mx = self.controller.GetMinMax(depth.resourceId, rd.Subresource(), rd.CompType.Typeless)
hist = self.controller.GetHistogram(depth.resourceId, rd.Subresource(),
rd.CompType.Typeless, 0.75, 0.9, (True, False, False, False))
if not rdtest.value_compare(mn.floatValue[0], 0.75):
raise rdtest.TestFailureException(
"Minimum depth values {} are not as expected".format(mn.floatValue))
if not rdtest.value_compare(mx.floatValue[0], 0.9):
raise rdtest.TestFailureException(
"Maximum depth values {} are not as expected".format(mx.floatValue))
if hist[0] == 0 or hist[-1] == 0 or any([x > 0 for x in hist[1:-1]]):
raise rdtest.TestFailureException(
"Depth histogram didn't return expected values, values should have landed in first or last bucket")
rdtest.log.success('Depth Renderbuffer at draw {} is working as expected'.format(draw.eventId))
tex_details = self.get_texture(id)
if tex_details.msSamp > 1:
samples = []
for i in range(tex_details.msSamp):
samples.append(self.controller.GetTextureData(id, rd.Subresource(0, 0, i)))
for i in range(tex_details.msSamp):
for j in range(tex_details.msSamp):
if i == j:
continue
if samples[i] == samples[j]:
save_data = rd.TextureSave()
save_data.resourceId = id
save_data.destType = rd.FileType.PNG
save_data.slice.sliceIndex = 0
save_data.mip = 0
img_path0 = rdtest.get_tmp_path('sample{}.png'.format(i))
img_path1 = rdtest.get_tmp_path('sample{}.png'.format(j))
save_data.sample.sampleIndex = i
self.controller.SaveTexture(save_data, img_path0)
save_data.sample.sampleIndex = j
self.controller.SaveTexture(save_data, img_path1)
raise rdtest.TestFailureException("Two MSAA samples returned the same data", img_path0, img_path1)
draw: rd.DrawcallDescription = self.find_draw('glDraw', draw.eventId+1)
rdtest.log.success('All renderbuffers checked and rendered correctly')