diff --git a/util/test/demos/demos.vcxproj b/util/test/demos/demos.vcxproj
index c25f3b25a..dc9c704c1 100644
--- a/util/test/demos/demos.vcxproj
+++ b/util/test/demos/demos.vcxproj
@@ -239,6 +239,7 @@
+
diff --git a/util/test/demos/demos.vcxproj.filters b/util/test/demos/demos.vcxproj.filters
index 149a872f3..e2152fcd8 100644
--- a/util/test/demos/demos.vcxproj.filters
+++ b/util/test/demos/demos.vcxproj.filters
@@ -529,6 +529,9 @@
D3D11\demos
+
+ OpenGL\demos
+
diff --git a/util/test/demos/gl/gl_state_trashing.cpp b/util/test/demos/gl/gl_state_trashing.cpp
new file mode 100644
index 000000000..10961eceb
--- /dev/null
+++ b/util/test/demos/gl/gl_state_trashing.cpp
@@ -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();
diff --git a/util/test/tests/GL/GL_State_Trashing.py b/util/test/tests/GL/GL_State_Trashing.py
new file mode 100644
index 000000000..c5b6af78f
--- /dev/null
+++ b/util/test/tests/GL/GL_State_Trashing.py
@@ -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)