/****************************************************************************** * 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_Structured_Buffer_Nested, OpenGLGraphicsTest) { static constexpr const char *Description = "Just draws a simple triangle, using normal pipeline. Basic test that can be used " "for any dead-simple tests that don't require any particular API use"; std::string common = R"EOSHADER( #version 430 core #define v2f v2f_block \ { \ vec4 pos; \ vec4 col; \ vec4 uv; \ } )EOSHADER"; std::string vertex = R"EOSHADER( layout(location = 0) in vec3 Position; layout(location = 1) in vec4 Color; layout(location = 2) in vec2 UV; out v2f vertOut; void main() { vertOut.pos = vec4(Position.xyz, 1); gl_Position = vertOut.pos; vertOut.col = Color; vertOut.uv = vec4(UV.xy, 0, 1); } )EOSHADER"; std::string pixel = R"EOSHADER( in v2f vertIn; layout(location = 0, index = 0) out vec4 Color; struct supernest { float x; }; struct nest { vec3 v; supernest s; float a, b, c; }; layout(binding = 0, std430) buffer nest_struct_buffer { nest n[3]; vec4 p; nest rtarray[]; } nestbuf; layout(binding = 1) uniform samplerBuffer plainbuf; layout(binding = 2, std430) buffer struct_buffer { nest rtarray[]; } structbuf; layout(binding = 3, std430) buffer output_buffer { vec4 dump[]; } out_buf; void main() { int idx = 0; out_buf.dump[idx++] = vec4(nestbuf.n[0].v, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.n[1].a, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.n[2].c, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.n[2].s.x, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = nestbuf.p; out_buf.dump[idx++] = vec4(nestbuf.rtarray[0].v, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.rtarray[3].v, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.rtarray[6].v, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.rtarray[4].a, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.rtarray[5].b, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.rtarray[7].c, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(nestbuf.rtarray[8].s.x, 0.0f, 0.0f, 1.0f); idx++; out_buf.dump[idx++] = texelFetch(plainbuf, 3); out_buf.dump[idx++] = texelFetch(plainbuf, 4); out_buf.dump[idx++] = texelFetch(plainbuf, 5); idx++; out_buf.dump[idx++] = vec4(structbuf.rtarray[0].v, 1.0f); out_buf.dump[idx++] = vec4(structbuf.rtarray[3].v, 1.0f); out_buf.dump[idx++] = vec4(structbuf.rtarray[6].v, 1.0f); out_buf.dump[idx++] = vec4(structbuf.rtarray[4].a, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(structbuf.rtarray[5].b, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(structbuf.rtarray[7].c, 0.0f, 0.0f, 1.0f); out_buf.dump[idx++] = vec4(structbuf.rtarray[8].s.x, 0.0f, 0.0f, 1.0f); Color = vec4(1.0f, 1.0f, 1.0f, 1.0f); } )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)); 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); GLuint program = MakeProgram(common + vertex, common + pixel); float data[16 * 100]; for(int i = 0; i < 16 * 100; i++) data[i] = float(i); GLuint buf = MakeBuffer(); glBindBuffer(GL_SHADER_STORAGE_BUFFER, buf); glBufferStorage(GL_SHADER_STORAGE_BUFFER, sizeof(data), data, 0); GLuint outbuf = MakeBuffer(); glBindBuffer(GL_SHADER_STORAGE_BUFFER, outbuf); glBufferStorage(GL_SHADER_STORAGE_BUFFER, 1024, NULL, 0); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buf); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, buf); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, outbuf); GLuint tbuf_store = MakeBuffer(); glBindBuffer(GL_TEXTURE_BUFFER, tbuf_store); glBufferStorage(GL_TEXTURE_BUFFER, sizeof(data), data, 0); GLuint tbuf = MakeTexture(); glBindTexture(GL_TEXTURE_BUFFER, tbuf); glTexBuffer(GL_TEXTURE_BUFFER, GL_RGB32F, tbuf_store); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER, tbuf); while(Running()) { float zeros[4] = {}; glBindBuffer(GL_SHADER_STORAGE_BUFFER, outbuf); glClearBufferSubData(GL_SHADER_STORAGE_BUFFER, GL_RGBA32F, 0, 1024, GL_RGBA, GL_FLOAT, zeros); float col[] = {0.2f, 0.2f, 0.2f, 1.0f}; glClearBufferfv(GL_COLOR, 0, col); glBindVertexArray(vao); glUseProgram(program); glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight)); glBindBuffer(GL_SHADER_STORAGE_BUFFER, buf); glDrawArrays(GL_TRIANGLES, 0, 3); Present(); } return 0; } }; REGISTER_TEST();