Expand GL buffer updates test to check various combinations of updates

This commit is contained in:
baldurk
2019-01-17 11:50:09 +00:00
parent 7a6e74d158
commit 5d9d77f361
+345 -67
View File
@@ -24,52 +24,38 @@
#include "gl_test.h"
struct Buffer_Updates : OpenGLGraphicsTest
struct GL_Buffer_Updates : OpenGLGraphicsTest
{
static constexpr const char *Description =
"Test of buffer updates, both buffers that are updated regularly and get marked as "
"dirty, as well as buffers updated mid-frame";
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;
#version 420 core
void main()
{
vertOut.pos = vec4(Position.xyz, 1);
gl_Position = vertOut.pos;
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
const vec4 verts[4] = vec4[4](vec4(-1.0, -1.0, 0.5, 1.0), vec4(1.0, -1.0, 0.5, 1.0),
vec4(-1.0, 1.0, 0.5, 1.0), vec4(1.0, 1.0, 0.5, 1.0));
gl_Position = verts[gl_VertexID];
}
)EOSHADER";
std::string pixel = R"EOSHADER(
in v2f vertIn;
#version 420 core
layout(location = 0, index = 0) out vec4 Color;
layout(binding = 0, std140) uniform constsbuf
{
vec4 col;
};
void main()
{
Color = vertIn.col;
Color = col;
}
)EOSHADER";
@@ -80,49 +66,173 @@ void main()
if(!Init(argc, argv))
return 3;
DefaultA2V leftTri[] = {
{Vec3f(-0.8f, -0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.2f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
DefaultA2V rightTri[] = {
{Vec3f(0.2f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
GLuint vao = MakeVAO();
glBindVertexArray(vao);
GLuint vb = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferStorage(GL_ARRAY_BUFFER, sizeof(leftTri), leftTri, GL_DYNAMIC_STORAGE_BIT);
Vec4f red(1.0f, 0.0f, 0.0f, 1.0f);
Vec4f cyan(0.0f, 1.0f, 1.0f, 1.0f);
Vec4f green(0.0f, 1.0f, 0.0f, 1.0f);
DefaultA2V dummy[2];
memset(dummy, 0xbb, sizeof(dummy));
// clang-format explodes on these for some reason
#define TEST_CASES() \
BUFFER_TEST(BufferDataImmutable) \
BUFFER_TEST(BufferStorageImmutable) \
BUFFER_TEST(BufferDataOrphanedOnce) \
BUFFER_TEST(BufferDataOrphanedMany) \
BUFFER_TEST(BufferDataOrphanedPerFrame) \
BUFFER_TEST(BufferDataUpdatedOnce) \
BUFFER_TEST(BufferDataUpdatedMany) \
BUFFER_TEST(BufferDataUpdatedPerFrame) \
BUFFER_TEST(BufferStorageUpdatedOnce) \
BUFFER_TEST(BufferStorageUpdatedMany) \
BUFFER_TEST(BufferStorageUpdatedPerFrame) \
BUFFER_TEST(SingleMapBufferReadback) \
BUFFER_TEST(SingleMapBufferRangeReadback) \
BUFFER_TEST(CoherentMapBufferRangeReadback) \
BUFFER_TEST(CleanBufferMapWriteInvalidate) \
BUFFER_TEST(CleanBufferMapWriteNonInvalidate) \
BUFFER_TEST(DirtyBufferMapWriteInvalidate) \
BUFFER_TEST(DirtyBufferMapWriteNonInvalidate) \
BUFFER_TEST(CleanBufferMapFlushExplicit) \
BUFFER_TEST(DirtyBufferMapFlushExplicit) \
BUFFER_TEST(CoherentMapWrite) \
BUFFER_TEST(NonCoherentMapFlush) \
BUFFER_TEST(OffsetMapWrite) \
BUFFER_TEST(OffsetMapFlush)
// do lots of trash updates
for(int i = 0; i < 20; i++)
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(dummy), dummy);
#undef BUFFER_TEST
#define BUFFER_TEST(name) name,
enum
{
TEST_CASES() TestCount,
};
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)));
#undef BUFFER_TEST
#define BUFFER_TEST(name) #name,
const char *TestNames[TestCount] = {TEST_CASES()};
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
Vec4f *ptrs[TestCount] = {};
GLuint buffers[TestCount] = {};
for(int i = 0; i < TestCount; i++)
{
buffers[i] = MakeBuffer();
glBindBuffer(GL_UNIFORM_BUFFER, buffers[i]);
}
// set the right data
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(leftTri), leftTri);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataImmutable]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, GL_STATIC_DRAW);
GLuint program = MakeProgram(common + vertex, common + pixel);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageImmutable]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, 0);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataOrphanedOnce]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataOrphanedMany]);
for(int i = 0; i < 100; i++)
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataOrphanedPerFrame]);
for(int i = 0; i < 100; i++)
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataUpdatedOnce]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataUpdatedMany]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataUpdatedPerFrame]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageUpdatedOnce]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_STORAGE_BIT);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageUpdatedMany]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_STORAGE_BIT);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageUpdatedPerFrame]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_STORAGE_BIT);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[SingleMapBufferReadback]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_READ_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[SingleMapBufferRangeReadback]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_READ_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[CoherentMapBufferRangeReadback]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red,
GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
ptrs[CoherentMapBufferRangeReadback] =
(Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_COHERENT_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_READ_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapWriteInvalidate]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_WRITE_BIT);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapWriteNonInvalidate]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_WRITE_BIT);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapFlushExplicit]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_WRITE_BIT);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[CoherentMapWrite]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
ptrs[CoherentMapWrite] =
(Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_COHERENT_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[NonCoherentMapFlush]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
ptrs[NonCoherentMapFlush] = (Vec4f *)glMapBufferRange(
GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[OffsetMapWrite]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &cyan, GL_MAP_WRITE_BIT);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &cyan);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[OffsetMapFlush]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &cyan, GL_MAP_WRITE_BIT);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &cyan);
// these buffers are used for indicating a CPU readback passed or failed
GLuint pass = MakeBuffer();
glBindBuffer(GL_UNIFORM_BUFFER, pass);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, 0);
GLuint fail = MakeBuffer();
glBindBuffer(GL_UNIFORM_BUFFER, fail);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, 0);
GLuint program = MakeProgram(vertex, pixel);
glObjectLabel(GL_PROGRAM, program, -1, "Full program");
int framecounter = 1;
while(Running())
{
float col[] = {0.4f, 0.5f, 0.6f, 1.0f};
@@ -132,25 +242,193 @@ void main()
glUseProgram(program);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glGenBuffers(1, &buffers[CleanBufferMapWriteInvalidate]);
glGenBuffers(1, &buffers[CleanBufferMapWriteNonInvalidate]);
glGenBuffers(1, &buffers[CleanBufferMapFlushExplicit]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataOrphanedPerFrame]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, GL_DYNAMIC_DRAW);
if(framecounter == 100)
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataUpdatedPerFrame]);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageUpdatedPerFrame]);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
glBindBuffer(GL_COPY_READ_BUFFER, pass);
glBindBuffer(GL_COPY_WRITE_BUFFER, buffers[SingleMapBufferReadback]);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, sizeof(Vec4f));
glBindBuffer(GL_COPY_READ_BUFFER, pass);
glBindBuffer(GL_COPY_WRITE_BUFFER, buffers[SingleMapBufferRangeReadback]);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, sizeof(Vec4f));
glBindBuffer(GL_COPY_READ_BUFFER, pass);
glBindBuffer(GL_COPY_WRITE_BUFFER, buffers[CoherentMapBufferRangeReadback]);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, sizeof(Vec4f));
glBindBuffer(GL_UNIFORM_BUFFER, buffers[CleanBufferMapWriteInvalidate]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
Vec4f *ptr = NULL;
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
memcpy(ptr, &green, sizeof(Vec4f));
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[CleanBufferMapWriteNonInvalidate]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), GL_MAP_WRITE_BIT);
ptr->x = 0.0f;
ptr->y = 1.0f;
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapWriteInvalidate]);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
memcpy(ptr, &green, sizeof(Vec4f));
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapWriteNonInvalidate]);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), GL_MAP_WRITE_BIT);
ptr->x = 0.0f;
ptr->y = 1.0f;
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[CleanBufferMapFlushExplicit]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
ptr->x = 0.0f;
ptr->y = 1.0f;
glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float) * 2);
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapFlushExplicit]);
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
ptr->x = 0.0f;
ptr->y = 1.0f;
glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float) * 2);
glUnmapBuffer(GL_UNIFORM_BUFFER);
memcpy(ptrs[CoherentMapWrite], &red, sizeof(Vec4f));
glBindBuffer(GL_UNIFORM_BUFFER, buffers[NonCoherentMapFlush]);
memcpy(ptrs[NonCoherentMapFlush], &red, sizeof(Vec4f));
glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float) * 4);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[OffsetMapWrite]);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &cyan);
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);