/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2026 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_Entry_Points, OpenGLGraphicsTest) { static constexpr const char *Description = "Test that RenderDoc correctly lists the different function call aliases used."; std::string vertex = R"EOSHADER( #version 420 core layout(location = 0) in vec3 Position; void main() { gl_Position = vec4(Position.xyz, 1); } )EOSHADER"; std::string pixel = R"EOSHADER( #version 420 core layout(location = 0, index = 0) out vec4 Color; uniform uint path; uniform vec4 a; void main() { if(path == 1u) Color = a; else Color = vec4(1.0, 0.0, 1.0, 1.0); } )EOSHADER"; int main() { // initialise, create window, create context, etc if(!Init()) return 3; GLuint vao = MakeVAO(); glBindVertexArray(vao); GLuint vb = MakeBuffer(); glBindBuffer(GL_ARRAY_BUFFER, vb); glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0)); glEnableVertexAttribArray(0); GLuint program = MakeProgram(vertex, pixel); while(Running()) { float col[] = {0.2f, 0.2f, 0.2f, 1.0f}; glClearBufferfv(GL_COLOR, 0, col); glBindVertexArray(vao); glUseProgram(program); glViewport(0, 0, GLsizei(100), GLsizei(100)); setMarker("First Test"); glUniform1ui(glGetUniformLocation(program, "path"), 0); glDrawArrays(GL_TRIANGLES, 0, 3); glViewport(100, 0, GLsizei(100), GLsizei(100)); glUniform1ui(glGetUniformLocation(program, "path"), 1); setMarker("Second Test"); glVertexAttribBinding(1, 1); glProgramUniform4f(program, glGetUniformLocation(program, "a"), 0.0f, 1.0f, 1.0f, 1.0f); glDrawArrays(GL_TRIANGLES, 0, 3); glViewport(200, 0, GLsizei(100), GLsizei(100)); setMarker("Third Test"); glVertexArrayAttribBinding(vao, 1, 1); glUniform4f(glGetUniformLocation(program, "a"), 1.0f, 1.0f, 0.0f, 1.0f); glDrawArrays(GL_TRIANGLES, 0, 3); Present(); } return 0; } }; REGISTER_TEST();