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https://github.com/baldurk/renderdoc.git
synced 2026-08-25 07:56:33 +00:00
Test reading instanced data via client memory pointers in GL
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@@ -26,7 +26,8 @@
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RD_TEST(GL_VAO_0, OpenGLGraphicsTest)
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{
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static constexpr const char *Description = "Uses VAO 0 (i.e. never binds a VAO)";
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static constexpr const char *Description =
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"Uses VAO 0 (i.e. never binds a VAO) as well as testing client memory pointer behaviour.";
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std::string common = R"EOSHADER(
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@@ -49,9 +50,11 @@ layout(location = 2) in vec2 UV;
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out v2f vertOut;
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uniform vec4 instance_xform;
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void main()
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{
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vertOut.pos = vec4(Position.xyz, 1);
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vertOut.pos = vec4(Position.x + float(gl_InstanceID % 4), Position.y + float(gl_InstanceID / 4), Position.z, 1) * vec4(instance_xform.xy, 1, 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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@@ -102,8 +105,14 @@ void main()
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GLuint program = MakeProgram(common + vertex, common + pixel);
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GLint loc = glGetUniformLocation(program, "instance_xform");
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glEnable(GL_SCISSOR_TEST);
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while(Running())
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{
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glScissor(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
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float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
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glClearBufferfv(GL_COLOR, 0, col);
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@@ -116,6 +125,8 @@ void main()
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glUseProgram(program);
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glUniform4f(loc, 1.0f, 1.0f, 0.0f, 0.0f);
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// use both buffers
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
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glBindBuffer(GL_ARRAY_BUFFER, vb);
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@@ -150,6 +161,24 @@ void main()
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glViewport((screenWidth * 3) / 4, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight));
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glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, idxs);
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// draw with instance data that requires more data than a non-instanced stream would need
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glViewport(0, 0, GLsizei(screenWidth) / 2, GLsizei(screenHeight) / 2);
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glScissor(0, 0, GLsizei(screenWidth) / 2, GLsizei(screenHeight) / 2);
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glClearBufferfv(GL_COLOR, 0, col);
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Vec4f instcols[20] = {};
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for(size_t i = 4; i < ARRAY_COUNT(instcols); i++)
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instcols[i].z = 0.5f * (i - 3);
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glUniform4f(loc, 0.25f, 0.25f, 0.0f, 0.0f);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(Vec4f), instcols);
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glVertexAttribDivisor(1, 1);
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glDrawElementsInstancedBaseInstance(GL_TRIANGLES, 3, GL_UNSIGNED_INT, idxs, 16, 4);
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glVertexAttribDivisor(1, 0);
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Present();
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}
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@@ -52,3 +52,24 @@ class GL_VAO_0(rdtest.TestCase):
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draw = draw.next
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draw = self.find_draw("Instanced")
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self.check(draw is not None)
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self.controller.SetFrameEvent(draw.eventId, False)
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# Each instance should have color output of 0.5 * instance in blue
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for i in range(0, draw.numInstances):
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postvs_data = self.get_postvs(draw, rd.MeshDataStage.VSOut, 0, draw.numIndices, i)
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postvs_ref = {
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0: {
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'vtx': 0,
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'idx': 0,
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'v2f_block.col': [0.0, 0.0, 0.5*(i+1), 0.0],
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},
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}
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self.check_mesh_data(postvs_ref, postvs_data)
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rdtest.log.success('Instance {} is OK'.format(i))
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