mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-29 21:30:53 +00:00
Expand GL buffer updates test to check various combinations of updates
This commit is contained in:
@@ -24,52 +24,38 @@
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#include "gl_test.h"
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struct Buffer_Updates : OpenGLGraphicsTest
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struct GL_Buffer_Updates : OpenGLGraphicsTest
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{
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static constexpr const char *Description =
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"Test of buffer updates, both buffers that are updated regularly and get marked as "
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"dirty, as well as buffers updated mid-frame";
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std::string common = R"EOSHADER(
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#version 420 core
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#define v2f v2f_block \
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{ \
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vec4 pos; \
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vec4 col; \
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vec4 uv; \
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}
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)EOSHADER";
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std::string vertex = R"EOSHADER(
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec4 Color;
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layout(location = 2) in vec2 UV;
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out v2f vertOut;
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#version 420 core
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void main()
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{
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vertOut.pos = vec4(Position.xyz, 1);
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gl_Position = vertOut.pos;
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vertOut.col = Color;
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vertOut.uv = vec4(UV.xy, 0, 1);
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const vec4 verts[4] = vec4[4](vec4(-1.0, -1.0, 0.5, 1.0), vec4(1.0, -1.0, 0.5, 1.0),
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vec4(-1.0, 1.0, 0.5, 1.0), vec4(1.0, 1.0, 0.5, 1.0));
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gl_Position = verts[gl_VertexID];
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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in v2f vertIn;
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#version 420 core
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layout(location = 0, index = 0) out vec4 Color;
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layout(binding = 0, std140) uniform constsbuf
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{
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vec4 col;
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};
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void main()
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{
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Color = vertIn.col;
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Color = col;
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}
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)EOSHADER";
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@@ -80,49 +66,173 @@ void main()
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if(!Init(argc, argv))
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return 3;
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DefaultA2V leftTri[] = {
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{Vec3f(-0.8f, -0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(-0.2f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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DefaultA2V rightTri[] = {
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{Vec3f(0.2f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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GLuint vao = MakeVAO();
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glBindVertexArray(vao);
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GLuint vb = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vb);
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glBufferStorage(GL_ARRAY_BUFFER, sizeof(leftTri), leftTri, GL_DYNAMIC_STORAGE_BIT);
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Vec4f red(1.0f, 0.0f, 0.0f, 1.0f);
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Vec4f cyan(0.0f, 1.0f, 1.0f, 1.0f);
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Vec4f green(0.0f, 1.0f, 0.0f, 1.0f);
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DefaultA2V dummy[2];
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memset(dummy, 0xbb, sizeof(dummy));
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// clang-format explodes on these for some reason
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#define TEST_CASES() \
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BUFFER_TEST(BufferDataImmutable) \
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BUFFER_TEST(BufferStorageImmutable) \
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BUFFER_TEST(BufferDataOrphanedOnce) \
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BUFFER_TEST(BufferDataOrphanedMany) \
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BUFFER_TEST(BufferDataOrphanedPerFrame) \
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BUFFER_TEST(BufferDataUpdatedOnce) \
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BUFFER_TEST(BufferDataUpdatedMany) \
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BUFFER_TEST(BufferDataUpdatedPerFrame) \
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BUFFER_TEST(BufferStorageUpdatedOnce) \
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BUFFER_TEST(BufferStorageUpdatedMany) \
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BUFFER_TEST(BufferStorageUpdatedPerFrame) \
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BUFFER_TEST(SingleMapBufferReadback) \
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BUFFER_TEST(SingleMapBufferRangeReadback) \
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BUFFER_TEST(CoherentMapBufferRangeReadback) \
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BUFFER_TEST(CleanBufferMapWriteInvalidate) \
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BUFFER_TEST(CleanBufferMapWriteNonInvalidate) \
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BUFFER_TEST(DirtyBufferMapWriteInvalidate) \
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BUFFER_TEST(DirtyBufferMapWriteNonInvalidate) \
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BUFFER_TEST(CleanBufferMapFlushExplicit) \
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BUFFER_TEST(DirtyBufferMapFlushExplicit) \
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BUFFER_TEST(CoherentMapWrite) \
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BUFFER_TEST(NonCoherentMapFlush) \
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BUFFER_TEST(OffsetMapWrite) \
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BUFFER_TEST(OffsetMapFlush)
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// do lots of trash updates
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for(int i = 0; i < 20; i++)
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(dummy), dummy);
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#undef BUFFER_TEST
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#define BUFFER_TEST(name) name,
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enum
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{
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TEST_CASES() TestCount,
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};
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0));
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V),
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(void *)(sizeof(Vec3f) + sizeof(Vec4f)));
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#undef BUFFER_TEST
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#define BUFFER_TEST(name) #name,
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const char *TestNames[TestCount] = {TEST_CASES()};
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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Vec4f *ptrs[TestCount] = {};
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GLuint buffers[TestCount] = {};
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for(int i = 0; i < TestCount; i++)
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{
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buffers[i] = MakeBuffer();
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[i]);
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}
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// set the right data
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(leftTri), leftTri);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataImmutable]);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, GL_STATIC_DRAW);
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GLuint program = MakeProgram(common + vertex, common + pixel);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageImmutable]);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, 0);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataOrphanedOnce]);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataOrphanedMany]);
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for(int i = 0; i < 100; i++)
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataOrphanedPerFrame]);
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for(int i = 0; i < 100; i++)
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataUpdatedOnce]);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataUpdatedMany]);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
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for(int i = 0; i < 100; i++)
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataUpdatedPerFrame]);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
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for(int i = 0; i < 100; i++)
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageUpdatedOnce]);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_STORAGE_BIT);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageUpdatedMany]);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_STORAGE_BIT);
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for(int i = 0; i < 100; i++)
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageUpdatedPerFrame]);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_STORAGE_BIT);
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for(int i = 0; i < 100; i++)
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[SingleMapBufferReadback]);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_READ_BIT);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[SingleMapBufferRangeReadback]);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_READ_BIT);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[CoherentMapBufferRangeReadback]);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red,
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GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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ptrs[CoherentMapBufferRangeReadback] =
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(Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
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GL_MAP_COHERENT_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_READ_BIT);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapWriteInvalidate]);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_WRITE_BIT);
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for(int i = 0; i < 100; i++)
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapWriteNonInvalidate]);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_WRITE_BIT);
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for(int i = 0; i < 100; i++)
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapFlushExplicit]);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_WRITE_BIT);
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for(int i = 0; i < 100; i++)
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[CoherentMapWrite]);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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ptrs[CoherentMapWrite] =
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(Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
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GL_MAP_COHERENT_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[NonCoherentMapFlush]);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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ptrs[NonCoherentMapFlush] = (Vec4f *)glMapBufferRange(
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GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
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GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[OffsetMapWrite]);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &cyan, GL_MAP_WRITE_BIT);
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for(int i = 0; i < 100; i++)
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &cyan);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[OffsetMapFlush]);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &cyan, GL_MAP_WRITE_BIT);
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for(int i = 0; i < 100; i++)
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &cyan);
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// these buffers are used for indicating a CPU readback passed or failed
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GLuint pass = MakeBuffer();
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glBindBuffer(GL_UNIFORM_BUFFER, pass);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, 0);
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GLuint fail = MakeBuffer();
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glBindBuffer(GL_UNIFORM_BUFFER, fail);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, 0);
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GLuint program = MakeProgram(vertex, pixel);
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glObjectLabel(GL_PROGRAM, program, -1, "Full program");
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int framecounter = 1;
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while(Running())
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{
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float col[] = {0.4f, 0.5f, 0.6f, 1.0f};
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@@ -132,25 +242,193 @@ void main()
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glUseProgram(program);
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glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
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glGenBuffers(1, &buffers[CleanBufferMapWriteInvalidate]);
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glGenBuffers(1, &buffers[CleanBufferMapWriteNonInvalidate]);
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glGenBuffers(1, &buffers[CleanBufferMapFlushExplicit]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataOrphanedPerFrame]);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, GL_DYNAMIC_DRAW);
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if(framecounter == 100)
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataUpdatedPerFrame]);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageUpdatedPerFrame]);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
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glBindBuffer(GL_COPY_READ_BUFFER, pass);
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glBindBuffer(GL_COPY_WRITE_BUFFER, buffers[SingleMapBufferReadback]);
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, sizeof(Vec4f));
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glBindBuffer(GL_COPY_READ_BUFFER, pass);
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glBindBuffer(GL_COPY_WRITE_BUFFER, buffers[SingleMapBufferRangeReadback]);
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, sizeof(Vec4f));
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glBindBuffer(GL_COPY_READ_BUFFER, pass);
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glBindBuffer(GL_COPY_WRITE_BUFFER, buffers[CoherentMapBufferRangeReadback]);
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, sizeof(Vec4f));
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[CleanBufferMapWriteInvalidate]);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
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Vec4f *ptr = NULL;
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ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
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GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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memcpy(ptr, &green, sizeof(Vec4f));
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[CleanBufferMapWriteNonInvalidate]);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
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ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), GL_MAP_WRITE_BIT);
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ptr->x = 0.0f;
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ptr->y = 1.0f;
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapWriteInvalidate]);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
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ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
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GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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memcpy(ptr, &green, sizeof(Vec4f));
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapWriteNonInvalidate]);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
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ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), GL_MAP_WRITE_BIT);
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ptr->x = 0.0f;
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ptr->y = 1.0f;
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[CleanBufferMapFlushExplicit]);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
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ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
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GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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ptr->x = 0.0f;
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ptr->y = 1.0f;
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glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float) * 2);
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapFlushExplicit]);
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ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
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GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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ptr->x = 0.0f;
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ptr->y = 1.0f;
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glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float) * 2);
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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memcpy(ptrs[CoherentMapWrite], &red, sizeof(Vec4f));
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[NonCoherentMapFlush]);
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memcpy(ptrs[NonCoherentMapFlush], &red, sizeof(Vec4f));
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glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float) * 4);
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glBindBuffer(GL_UNIFORM_BUFFER, buffers[OffsetMapWrite]);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &cyan);
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|
||||
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, sizeof(float) * 2, sizeof(float),
|
||||
GL_MAP_WRITE_BIT);
|
||||
ptr->x = 0.0f;
|
||||
glUnmapBuffer(GL_UNIFORM_BUFFER);
|
||||
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, buffers[OffsetMapFlush]);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &cyan);
|
||||
|
||||
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, sizeof(float) * 2, sizeof(float),
|
||||
GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
|
||||
ptr->x = 0.0f;
|
||||
glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float));
|
||||
glUnmapBuffer(GL_UNIFORM_BUFFER);
|
||||
|
||||
const int squareSize = 50;
|
||||
|
||||
int buf = 0;
|
||||
|
||||
for(int y = 0; y < screenHeight && buf < TestCount; y += squareSize)
|
||||
{
|
||||
// update with different data
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rightTri), rightTri);
|
||||
for(int x = 0; x < screenWidth && buf < TestCount; x += squareSize)
|
||||
{
|
||||
glViewport(x + 1, y + 1, squareSize - 2, squareSize - 2);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 0,
|
||||
GL_DEBUG_SEVERITY_HIGH, -1, TestNames[buf]);
|
||||
|
||||
if(buf == CoherentMapWrite)
|
||||
memcpy(ptrs[CoherentMapWrite], &green, sizeof(Vec4f));
|
||||
|
||||
if(buf == NonCoherentMapFlush)
|
||||
{
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, buffers[NonCoherentMapFlush]);
|
||||
memcpy(ptrs[NonCoherentMapFlush], &green, sizeof(Vec4f));
|
||||
glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float) * 4);
|
||||
}
|
||||
|
||||
if(buf == SingleMapBufferReadback)
|
||||
{
|
||||
glBindBuffer(GL_COPY_READ_BUFFER, buffers[buf]);
|
||||
void *mapped = glMapBuffer(GL_COPY_READ_BUFFER, GL_READ_ONLY);
|
||||
|
||||
if(mapped && !memcmp(mapped, &green, sizeof(Vec4f)))
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, pass);
|
||||
else
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, fail);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
glUnmapBuffer(GL_COPY_READ_BUFFER);
|
||||
}
|
||||
else if(buf == SingleMapBufferRangeReadback)
|
||||
{
|
||||
glBindBuffer(GL_COPY_READ_BUFFER, buffers[buf]);
|
||||
void *mapped = glMapBufferRange(GL_COPY_READ_BUFFER, 0, sizeof(Vec4f), GL_MAP_READ_BIT);
|
||||
|
||||
if(mapped && !memcmp(mapped, &green, sizeof(Vec4f)))
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, pass);
|
||||
else
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, fail);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
glUnmapBuffer(GL_COPY_READ_BUFFER);
|
||||
}
|
||||
else if(buf == CoherentMapBufferRangeReadback)
|
||||
{
|
||||
if(ptrs[buf] && !memcmp(ptrs[buf], &green, sizeof(Vec4f)))
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, pass);
|
||||
else
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, fail);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
else
|
||||
{
|
||||
// default, just make sure it has green data by rendering
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, buffers[buf]);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
|
||||
buf++;
|
||||
}
|
||||
}
|
||||
|
||||
Present();
|
||||
|
||||
framecounter++;
|
||||
glDeleteBuffers(1, &buffers[CleanBufferMapWriteInvalidate]);
|
||||
glDeleteBuffers(1, &buffers[CleanBufferMapWriteNonInvalidate]);
|
||||
glDeleteBuffers(1, &buffers[CleanBufferMapFlushExplicit]);
|
||||
}
|
||||
|
||||
// unmap any persistent buffers
|
||||
for(int i = 0; i < TestCount; i++)
|
||||
{
|
||||
if(ptrs[i])
|
||||
{
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, buffers[i]);
|
||||
glUnmapBuffer(GL_UNIFORM_BUFFER);
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
REGISTER_TEST(Buffer_Updates);
|
||||
REGISTER_TEST(GL_Buffer_Updates);
|
||||
Reference in New Issue
Block a user