/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2020-2026 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_Large_Buffer, OpenGLGraphicsTest) { static constexpr const char *Description = "Draws a triangle over the span of a very large buffer to ensure readbacks work correctly."; int main() { // initialise, create window, create context, etc if(!Init()) return 3; GLuint vao = MakeVAO(); glBindVertexArray(vao); uint32_t indices[3] = {0, 1000000, 61982400}; GLuint ib = MakeBuffer(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib); glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, 0); GLuint vb = MakeBuffer(); glBindBuffer(GL_ARRAY_BUFFER, vb); glBufferStorage(GL_ARRAY_BUFFER, 2128ULL * 1024 * 1024, 0, GL_DYNAMIC_STORAGE_BIT); glBufferSubData(GL_ARRAY_BUFFER, indices[0] * sizeof(DefaultA2V), sizeof(DefaultA2V), &DefaultTri[0]); glBufferSubData(GL_ARRAY_BUFFER, indices[1] * sizeof(DefaultA2V), sizeof(DefaultA2V), &DefaultTri[1]); glBufferSubData(GL_ARRAY_BUFFER, indices[2] * sizeof(DefaultA2V), sizeof(DefaultA2V), &DefaultTri[2]); ConfigureDefaultVAO(); GLuint program = MakeProgram(GLDefaultVertex, GLDefaultPixel); // make a simple texture so that the structured data includes texture initial states GLuint tex = MakeTexture(); glBindTexture(GL_TEXTURE_2D, tex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 4, 4); while(Running()) { float col[] = {0.2f, 0.2f, 0.2f, 1.0f}; glClearBufferfv(GL_COLOR, 0, col); glClearTexImage(tex, 0, GL_RGBA, GL_FLOAT, col); glBindVertexArray(vao); glUseProgram(program); glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight)); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL); Present(); } return 0; } }; REGISTER_TEST();