mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-27 04:11:05 +00:00
Add test that GL state isn't trashed by initial contents or overlay
This commit is contained in:
@@ -239,6 +239,7 @@
|
||||
<ClCompile Include="gl\gl_shader_isa.cpp" />
|
||||
<ClCompile Include="gl\gl_simple_triangle.cpp" />
|
||||
<ClCompile Include="gl\gl_spirv_shader.cpp" />
|
||||
<ClCompile Include="gl\gl_state_trashing.cpp" />
|
||||
<ClCompile Include="gl\gl_structured_buffer_nested.cpp" />
|
||||
<ClCompile Include="gl\gl_test.cpp" />
|
||||
<ClCompile Include="gl\gl_test_linux.cpp">
|
||||
|
||||
@@ -529,6 +529,9 @@
|
||||
<ClCompile Include="d3d11\d3d11_discard_zoo.cpp">
|
||||
<Filter>D3D11\demos</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="gl\gl_state_trashing.cpp">
|
||||
<Filter>OpenGL\demos</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="D3D11">
|
||||
|
||||
@@ -0,0 +1,192 @@
|
||||
/******************************************************************************
|
||||
* The MIT License (MIT)
|
||||
*
|
||||
* Copyright (c) 2019-2020 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_State_Trashing, OpenGLGraphicsTest)
|
||||
{
|
||||
static constexpr const char *Description =
|
||||
"Ensures that implicit shadowed GL state isn't trashed by initial states or capture overlay.";
|
||||
|
||||
std::string pixel = R"EOSHADER(
|
||||
#version 420 core
|
||||
|
||||
#define v2f v2f_block \
|
||||
{ \
|
||||
vec4 pos; \
|
||||
vec4 col; \
|
||||
vec4 uv; \
|
||||
}
|
||||
|
||||
in v2f vertIn;
|
||||
|
||||
layout(location = 0, index = 0) out vec4 Color;
|
||||
|
||||
layout(binding = 0, std140) uniform constsbuf
|
||||
{
|
||||
vec4 tint;
|
||||
};
|
||||
|
||||
uniform vec4 tint2;
|
||||
|
||||
void main()
|
||||
{
|
||||
Color = vertIn.col * tint * tint2;
|
||||
}
|
||||
|
||||
)EOSHADER";
|
||||
|
||||
int main()
|
||||
{
|
||||
// initialise, create window, create context, etc
|
||||
if(!Init())
|
||||
return 3;
|
||||
|
||||
GLuint vao = MakeVAO();
|
||||
// only time we bind the VAO, to ensure VAO state isn't trashed
|
||||
glBindVertexArray(vao);
|
||||
|
||||
GLuint vb = MakeBuffer();
|
||||
// only time we bind the array buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vb);
|
||||
glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), NULL, GL_DYNAMIC_STORAGE_BIT);
|
||||
|
||||
GLuint ubo = MakeBuffer();
|
||||
// only time we bind the uniform buffer
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
||||
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(DefaultTri), NULL, GL_DYNAMIC_STORAGE_BIT);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
|
||||
|
||||
GLuint program = MakeProgram(GLDefaultVertex, pixel);
|
||||
glUseProgram(program);
|
||||
|
||||
GLint loc = glGetUniformLocation(program, "tint2");
|
||||
|
||||
uint32_t empty[1024] = {};
|
||||
|
||||
GLuint fbo = MakeFBO();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
|
||||
// create some things to force different types of initial states
|
||||
GLuint texs[] = {MakeTexture(), MakeTexture(), MakeTexture()};
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texs[0]);
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB16F, screenWidth, screenHeight,
|
||||
false);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, texs[1]);
|
||||
glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 4, GL_DEPTH_COMPONENT24, screenWidth,
|
||||
screenHeight, 6, false);
|
||||
|
||||
glBindTexture(GL_TEXTURE_3D, texs[2]);
|
||||
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, 64, 48, 16, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
|
||||
GLuint samp = 0;
|
||||
glGenSamplers(1, &samp);
|
||||
|
||||
GLuint pipe = MakePipeline();
|
||||
GLuint sepprog = MakeProgram("", GLDefaultPixel);
|
||||
|
||||
// force things to be dirty
|
||||
for(int i = 0; i < 100; i++)
|
||||
{
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(DefaultTri), DefaultTri);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(DefaultTri), DefaultTri);
|
||||
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texs[0], 0);
|
||||
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texs[1], 0, 0);
|
||||
|
||||
glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, sepprog);
|
||||
|
||||
glSamplerParameterf(samp, GL_TEXTURE_LOD_BIAS, 0.0f);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
}
|
||||
|
||||
while(Running())
|
||||
{
|
||||
// forcibly reference all objects to ensure we prepare AND serialise their initial contents
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texs[0]);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, texs[1]);
|
||||
glBindTexture(GL_TEXTURE_3D, texs[2]);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
|
||||
glBindProgramPipeline(pipe);
|
||||
glBindProgramPipeline(0);
|
||||
|
||||
glBindSampler(6, samp);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
|
||||
glClearBufferfv(GL_COLOR, 0, col);
|
||||
|
||||
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
|
||||
|
||||
// configure the VAO. If state tracking has been corrupted this won't modify the right VAO
|
||||
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)));
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
// upload the data to the implicit buffer binding - same thing as above this won't modify the
|
||||
// right buffer.
|
||||
Vec4f tint = Vec4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(DefaultTri), DefaultTri);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &tint);
|
||||
|
||||
// set the bare uniform
|
||||
glUniform4f(loc, 1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
|
||||
// trash everything so we don't get the state saved as initial contents
|
||||
glUniform4f(loc, 0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(DefaultTri), empty);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(DefaultTri), empty);
|
||||
|
||||
glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 64, (void *)(0));
|
||||
glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 64, (void *)(0));
|
||||
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 64, (void *)(0));
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
glDisableVertexAttribArray(2);
|
||||
|
||||
Present();
|
||||
}
|
||||
|
||||
glDeleteSamplers(1, &samp);
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
REGISTER_TEST();
|
||||
@@ -0,0 +1,48 @@
|
||||
import renderdoc as rd
|
||||
import rdtest
|
||||
|
||||
|
||||
class GL_State_Trashing(rdtest.TestCase):
|
||||
demos_test_name = 'GL_State_Trashing'
|
||||
|
||||
def check_capture(self):
|
||||
last_draw: rd.DrawcallDescription = self.get_last_draw()
|
||||
|
||||
self.controller.SetFrameEvent(last_draw.eventId, True)
|
||||
|
||||
self.check_triangle(out=last_draw.copyDestination)
|
||||
|
||||
draw = self.find_draw("Draw")
|
||||
|
||||
self.controller.SetFrameEvent(draw.eventId, False)
|
||||
|
||||
postvs_data = self.get_postvs(draw, rd.MeshDataStage.VSOut, 0, draw.numIndices)
|
||||
|
||||
postvs_ref = {
|
||||
0: {
|
||||
'vtx': 0,
|
||||
'idx': 0,
|
||||
'gl_Position': [-0.5, -0.5, 0.0, 1.0],
|
||||
'v2f_block.pos': [-0.5, -0.5, 0.0, 1.0],
|
||||
'v2f_block.col': [0.0, 1.0, 0.0, 1.0],
|
||||
'v2f_block.uv': [0.0, 0.0, 0.0, 1.0],
|
||||
},
|
||||
1: {
|
||||
'vtx': 1,
|
||||
'idx': 1,
|
||||
'gl_Position': [0.0, 0.5, 0.0, 1.0],
|
||||
'v2f_block.pos': [0.0, 0.5, 0.0, 1.0],
|
||||
'v2f_block.col': [0.0, 1.0, 0.0, 1.0],
|
||||
'v2f_block.uv': [0.0, 1.0, 0.0, 1.0],
|
||||
},
|
||||
2: {
|
||||
'vtx': 2,
|
||||
'idx': 2,
|
||||
'gl_Position': [0.5, -0.5, 0.0, 1.0],
|
||||
'v2f_block.pos': [0.5, -0.5, 0.0, 1.0],
|
||||
'v2f_block.col': [0.0, 1.0, 0.0, 1.0],
|
||||
'v2f_block.uv': [1.0, 0.0, 0.0, 1.0],
|
||||
},
|
||||
}
|
||||
|
||||
self.check_mesh_data(postvs_ref, postvs_data)
|
||||
Reference in New Issue
Block a user