/****************************************************************************** * 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_Unshared_Context, OpenGLGraphicsTest) { static constexpr const char *Description = "Given an application with contexts A and B (not shared). Starts the capture with context A, " "then activates context B mid-frame and renders using some resources that are deferred, then " "activates context A again before the end of the frame"; std::string common = R"EOSHADER( #version 420 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; layout(binding = 0) uniform sampler2D tex; void main() { Color = vertIn.col * texture(tex, vertIn.uv.xy); } )EOSHADER"; GLuint MakeShader(GLenum type, std::string src) { GLuint shader = glCreateShader(type); const char *cstr = src.c_str(); glShaderSource(shader, 1, &cstr, NULL); glCompileShader(shader); GLint status = 0; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); char buffer[1024]; if(status == 0) { glGetShaderInfoLog(shader, 1024, NULL, buffer); TEST_ERROR("Shader error: %s", buffer); glDeleteShader(shader); return 0; } return shader; } int main() { // initialise, create window, create context, etc if(!Init()) return 3; void *contextA = mainContext; void *contextB = MakeContext(mainWindow, NULL); GLuint vao, vb, program = 0; GLuint fboB, texB; ActivateContext(mainWindow, contextB); { glGenVertexArrays(1, &vao); glBindVertexArray(vao); glGenBuffers(1, &vb); 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 vs = MakeShader(GL_VERTEX_SHADER, common + vertex); GLuint fs = MakeShader(GL_FRAGMENT_SHADER, common + pixel); if(vs && fs) { program = glCreateProgram(); glAttachShader(program, vs); glAttachShader(program, fs); glLinkProgram(program); GLint status = 0; glGetProgramiv(program, GL_LINK_STATUS, &status); glDetachShader(program, vs); glDeleteShader(vs); glDetachShader(program, fs); glDeleteShader(fs); if(status == 0) { char buffer[1024]; glGetProgramInfoLog(program, 1024, NULL, buffer); TEST_ERROR("Link error: %s", buffer); glDeleteProgram(program); program = 0; } } } glGenFramebuffers(1, &fboB); glBindFramebuffer(GL_FRAMEBUFFER, fboB); glGenTextures(1, &texB); glBindTexture(GL_TEXTURE_2D, texB); glTextureStorage2D(texB, 1, GL_RGBA8, screenWidth, screenHeight); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texB, 0); glBindFramebuffer(GL_FRAMEBUFFER, fboB); float col[] = {1.0f, 0.5f, 0.25f, 1.0f}; glClearBufferfv(GL_COLOR, 0, col); } // wait 3 seconds to make sure texB becomes a persistent resource msleep(3000); while(Running()) { ActivateContext(mainWindow, contextA); { glBindFramebuffer(GL_FRAMEBUFFER, 0); float col[] = {1.0f, 0.0f, 0.0f, 1.0f}; glClearBufferfv(GL_COLOR, 0, col); } ActivateContext(mainWindow, contextB); { glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindTextureUnit(0, texB); glBindVertexArray(vao); glUseProgram(program); glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight)); glDrawArrays(GL_TRIANGLES, 0, 3); } ActivateContext(mainWindow, contextA); { glBindFramebuffer(GL_FRAMEBUFFER, 0); float col[] = {0.0f, 1.0f, 0.0f, 1.0f}; glClearBufferfv(GL_COLOR, 0, col); } Present(); } ActivateContext(mainWindow, contextB); glDeleteTextures(1, &texB); glDeleteFramebuffers(1, &fboB); glDeleteProgram(program); glDeleteBuffers(1, &vb); glDeleteVertexArrays(1, &vao); DestroyContext(contextB); return 0; } }; REGISTER_TEST();