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https://github.com/baldurk/renderdoc.git
synced 2026-05-13 05:20:45 +00:00
Add test of GL renderbuffer variants
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@@ -84,6 +84,7 @@ set(OPENGL_SRC
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gl/gl_parameter_zoo.cpp
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gl/gl_per_type_tex_units.cpp
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gl/gl_queries_in_use.cpp
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gl/gl_renderbuffer_zoo.cpp
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gl/gl_resource_lifetimes.cpp
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gl/gl_runtime_bind_prog_to_pipe.cpp
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gl/gl_separable_geometry_shader.cpp
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@@ -245,6 +245,7 @@
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<ClCompile Include="gl\gl_parameter_zoo.cpp" />
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<ClCompile Include="gl\gl_per_type_tex_units.cpp" />
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<ClCompile Include="gl\gl_queries_in_use.cpp" />
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<ClCompile Include="gl\gl_renderbuffer_zoo.cpp" />
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<ClCompile Include="gl\gl_resource_lifetimes.cpp" />
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<ClCompile Include="gl\gl_runtime_bind_prog_to_pipe.cpp" />
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<ClCompile Include="gl\gl_separable_geometry_shader.cpp" />
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@@ -592,6 +592,9 @@
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<ClCompile Include="vk\vk_sync2.cpp">
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<Filter>Vulkan\demos</Filter>
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</ClCompile>
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<ClCompile Include="gl\gl_renderbuffer_zoo.cpp">
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<Filter>OpenGL\demos</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="D3D11">
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@@ -0,0 +1,169 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2021 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "gl_test.h"
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RD_TEST(GL_Renderbuffer_Zoo, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Tests different types of renderbuffers to ensure they work correctly in normal texture "
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"operations";
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int main()
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{
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// initialise, create window, create context, etc
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if(!Init())
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return 3;
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GLuint vao = MakeVAO();
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glBindVertexArray(vao);
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const DefaultA2V Tri[3] = {
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{Vec3f(-0.5f, -0.5f, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.5f, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, -0.5f, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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GLuint vb = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vb);
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glBufferData(GL_ARRAY_BUFFER, sizeof(Tri), Tri, GL_STATIC_DRAW);
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ConfigureDefaultVAO();
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GLuint program = MakeProgram(GLDefaultVertex, GLDefaultPixel);
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GLuint fbo = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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GLenum db = GL_COLOR_ATTACHMENT0;
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glDrawBuffers(1, &db);
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GLuint rbs[9] = {};
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glGenRenderbuffers(ARRAY_COUNT(rbs), rbs);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[0]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 512, 512);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[1]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA16F, 512, 512);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[2]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA16F, 640, 480);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[3]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 640, 480);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[4]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 640, 480);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[5]);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA16F, 640, 480);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[6]);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, 1, GL_RGBA16F, 640, 480);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[7]);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_RGBA16F, 640, 480);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[8]);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, 640, 480);
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float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
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while(Running())
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{
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glBindVertexArray(vao);
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glUseProgram(program);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[0]);
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glViewport(0, 0, 512, 512);
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glClearBufferfv(GL_COLOR, 0, col);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[1]);
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glViewport(0, 0, 512, 512);
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glClearBufferfv(GL_COLOR, 0, col);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[2]);
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glViewport(0, 0, 640, 480);
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glClearBufferfv(GL_COLOR, 0, col);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glEnable(GL_DEPTH_TEST);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbs[3]);
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glClearBufferfv(GL_COLOR, 0, col);
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glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbs[4]);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
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glClearBufferfv(GL_COLOR, 0, col);
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glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDisable(GL_DEPTH_TEST);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[5]);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
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glClearBufferfv(GL_COLOR, 0, col);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[6]);
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glClearBufferfv(GL_COLOR, 0, col);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[7]);
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glClearBufferfv(GL_COLOR, 0, col);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glEnable(GL_DEPTH_TEST);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[5]);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbs[8]);
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glClearBufferfv(GL_COLOR, 0, col);
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glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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Present();
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}
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glDeleteRenderbuffers(ARRAY_COUNT(rbs), rbs);
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return 0;
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}
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};
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REGISTER_TEST();
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@@ -375,6 +375,8 @@ class TestCase:
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# Reduce epsilon for RGBA8 textures if it's not already reduced
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if tex_details.format.compByteWidth == 1 and eps == util.FLT_EPSILON:
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eps = (1.0 / 255.0)
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if tex_details.format.compByteWidth == 2 and eps == util.FLT_EPSILON:
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eps = (1.0 / 16384.0)
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picked: rd.PixelValue = self.controller.PickPixel(tex, x, y, sub, cast)
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@@ -0,0 +1,98 @@
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import renderdoc as rd
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import rdtest
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class GL_Renderbuffer_Zoo(rdtest.TestCase):
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demos_test_name = 'GL_Renderbuffer_Zoo'
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def check_capture(self):
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draw: rd.DrawcallDescription = self.find_draw('glDraw')
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while draw is not None:
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self.controller.SetFrameEvent(draw.eventId, True)
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self.check_triangle(fore=[0.2, 0.75, 0.2, 1.0])
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pipe = self.controller.GetPipelineState()
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depth = pipe.GetDepthTarget()
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vp = pipe.GetViewport(0)
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id = pipe.GetOutputTargets()[0].resourceId
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mn, mx = self.controller.GetMinMax(id, rd.Subresource(), rd.CompType.Typeless)
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if not rdtest.value_compare(mn.floatValue, [0.2, 0.2, 0.2, 1.0], eps=1.0/255.0):
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raise rdtest.TestFailureException(
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"Minimum color values {} are not as expected".format(mn.floatValue))
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if not rdtest.value_compare(mx.floatValue, [0.2, 0.75, 0.2, 1.0], eps=1.0/255.0):
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raise rdtest.TestFailureException(
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"Maximum color values {} are not as expected".format(mx.floatValue))
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hist = self.controller.GetHistogram(id, rd.Subresource(), rd.CompType.Typeless, 0.199, 0.75,
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(False, True, False, False))
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if hist[0] == 0 or hist[-1] == 0 or any([x > 0 for x in hist[1:-1]]):
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raise rdtest.TestFailureException(
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"Green histogram didn't return expected values, values should have landed in first or last bucket")
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rdtest.log.success('Color Renderbuffer at draw {} is working as expected'.format(draw.eventId))
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if depth.resourceId != rd.ResourceId():
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val = self.controller.PickPixel(depth.resourceId, int(0.5 * vp.width), int(0.5 * vp.height),
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rd.Subresource(), rd.CompType.Typeless)
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if not rdtest.value_compare(val.floatValue[0], 0.75):
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raise rdtest.TestFailureException(
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"Picked value {} in triangle for depth doesn't match expectation".format(val))
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mn, mx = self.controller.GetMinMax(depth.resourceId, rd.Subresource(), rd.CompType.Typeless)
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hist = self.controller.GetHistogram(depth.resourceId, rd.Subresource(),
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rd.CompType.Typeless, 0.75, 0.9, (True, False, False, False))
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if not rdtest.value_compare(mn.floatValue[0], 0.75):
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raise rdtest.TestFailureException(
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"Minimum depth values {} are not as expected".format(mn.floatValue))
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if not rdtest.value_compare(mx.floatValue[0], 0.9):
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raise rdtest.TestFailureException(
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"Maximum depth values {} are not as expected".format(mx.floatValue))
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if hist[0] == 0 or hist[-1] == 0 or any([x > 0 for x in hist[1:-1]]):
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raise rdtest.TestFailureException(
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"Depth histogram didn't return expected values, values should have landed in first or last bucket")
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rdtest.log.success('Depth Renderbuffer at draw {} is working as expected'.format(draw.eventId))
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tex_details = self.get_texture(id)
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if tex_details.msSamp > 1:
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samples = []
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for i in range(tex_details.msSamp):
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samples.append(self.controller.GetTextureData(id, rd.Subresource(0, 0, i)))
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for i in range(tex_details.msSamp):
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for j in range(tex_details.msSamp):
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if i == j:
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continue
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if samples[i] == samples[j]:
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save_data = rd.TextureSave()
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save_data.resourceId = id
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save_data.destType = rd.FileType.PNG
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save_data.slice.sliceIndex = 0
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save_data.mip = 0
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img_path0 = rdtest.get_tmp_path('sample{}.png'.format(i))
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img_path1 = rdtest.get_tmp_path('sample{}.png'.format(j))
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save_data.sample.sampleIndex = i
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self.controller.SaveTexture(save_data, img_path0)
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save_data.sample.sampleIndex = j
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self.controller.SaveTexture(save_data, img_path1)
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raise rdtest.TestFailureException("Two MSAA samples returned the same data", img_path0, img_path1)
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draw: rd.DrawcallDescription = self.find_draw('glDraw', draw.eventId+1)
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rdtest.log.success('All renderbuffers checked and rendered correctly')
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