/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2025 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_Discard_Zoo, OpenGLGraphicsTest) { static constexpr const char *Description = "Tests texture discard methods in GL."; byte empty[16 * 1024 * 1024] = {}; uint32_t greens10_2[300 * 300]; void SetDebugName(GLuint t, std::string name) { glObjectLabel(GL_TEXTURE, t, -1, name.c_str()); } void Clear(GLuint t) { GLenum fmt = GL_NONE; GLint mips = 0; GLint width = 0; GLint height = 0; glGetTextureLevelParameteriv(t, 0, GL_TEXTURE_INTERNAL_FORMAT, (GLint *)&fmt); glGetTextureParameteriv(t, GL_TEXTURE_IMMUTABLE_LEVELS, &mips); glGetTextureLevelParameteriv(t, 0, GL_TEXTURE_WIDTH, &width); glGetTextureLevelParameteriv(t, 0, GL_TEXTURE_HEIGHT, &height); if(fmt == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || fmt == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT || fmt == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT || fmt == GL_COMPRESSED_RED_RGTC1 || fmt == GL_COMPRESSED_RG_RGTC2 || fmt == GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB || fmt == GL_COMPRESSED_RGBA_BPTC_UNORM_ARB) { GLsizei size = 16; if(fmt == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || fmt == GL_COMPRESSED_RED_RGTC1) size = 8; size *= (width / 4) * (height / 4); // can't clear compressed tex image for(GLint m = 0; m < mips; m++) glCompressedTextureSubImage2D(t, m, 0, 0, width, height, fmt, size, empty); return; } if(fmt == GL_RGB10_A2UI) { for(GLint m = 0; m < mips; m++) glTextureSubImage2D(t, m, 0, 0, width, height, GL_RGBA_INTEGER, GL_UNSIGNED_INT_2_10_10_10_REV, greens10_2); } else if(fmt == GL_DEPTH_COMPONENT32F) { float depth = 0.4f; for(GLint m = 0; m < mips; m++) glClearTexImage(t, m, GL_DEPTH_COMPONENT, GL_FLOAT, &depth); } else if(fmt == GL_DEPTH32F_STENCIL8) { struct { float depth; uint32_t stencil; } ds; ds.depth = 0.4f; ds.stencil = 0x40; for(GLint m = 0; m < mips; m++) glClearTexImage(t, m, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &ds); } else if(fmt == GL_DEPTH24_STENCIL8) { uint32_t depth_stencil = 0x40666666; for(GLint m = 0; m < mips; m++) glClearTexImage(t, m, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, &depth_stencil); } else if(fmt == GL_STENCIL_INDEX8) { uint32_t stencil = 0x40; for(GLint m = 0; m < mips; m++) glClearTexImage(t, m, GL_STENCIL_INDEX, GL_UNSIGNED_INT, &stencil); } else if(fmt == GL_RGBA16UI) { uint16_t green[] = {0, 127, 0, 1}; for(GLint m = 0; m < mips; m++) glClearTexImage(t, m, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, &green); } else if(fmt == GL_RGBA16I) { uint16_t green[] = {0, 127, 0, 1}; for(GLint m = 0; m < mips; m++) glClearTexImage(t, m, GL_RGBA_INTEGER, GL_SHORT, &green); } else { Vec4f green(0.0f, 1.0f, 0.0f, 1.0f); for(GLint m = 0; m < mips; m++) glClearTexImage(t, m, GL_RGBA, GL_FLOAT, &green); } } void Invalidate(GLuint t) { GLint mips = 1; glGetTextureParameteriv(t, GL_TEXTURE_IMMUTABLE_LEVELS, &mips); for(GLint m = 0; m < mips; m++) glInvalidateTexImage(t, m); } void InvalidateFBO(const std::vector &atts, int x = 0, int y = 0, int width = 0, int height = 0) { if(width == 0) glInvalidateFramebuffer(GL_FRAMEBUFFER, (GLsizei)atts.size(), atts.data()); else glInvalidateSubFramebuffer(GL_FRAMEBUFFER, (GLsizei)atts.size(), atts.data(), x, y, width, height); } GLuint MakeTex2D(GLenum fmt, GLuint width, GLuint height, GLsizei mips = 1) { GLuint ret = MakeTexture(); glBindTexture(GL_TEXTURE_2D, ret); glTexStorage2D(GL_TEXTURE_2D, mips, fmt, width, height); return ret; } GLuint MakeTex2DArray(GLenum fmt, GLuint width, GLuint height, GLuint slices, GLsizei mips = 1) { GLuint ret = MakeTexture(); glBindTexture(GL_TEXTURE_2D_ARRAY, ret); glTexStorage3D(GL_TEXTURE_2D_ARRAY, mips, fmt, width, height, slices); return ret; } GLuint MakeTex2DMS(GLenum fmt, GLuint width, GLuint height, GLsizei samples, GLuint slices = 1) { GLuint ret = MakeTexture(); if(slices == 1) { glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, ret); glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, fmt, width, height, GL_TRUE); } else { glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, ret); glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, samples, fmt, width, height, slices, GL_TRUE); } return ret; } int main() { // initialise, create window, create context, etc if(!Init()) return 3; for(size_t i = 0; i < 300 * 300; i++) greens10_2[i] = 0xC00FFC00; std::vector texs, fbos; #define TEX_TEST(name, x) \ if(first) \ { \ texs.push_back(x); \ Clear(texs.back()); \ SetDebugName(texs.back(), "Tex" + std::to_string(texs.size()) + ": " + +name); \ } \ tex = texs[t++]; #define FBO_TEST() \ if(first) \ { \ fbos.push_back(MakeFBO()); \ } \ fbo = fbos[f++]; \ glBindFramebuffer(GL_FRAMEBUFFER, fbo); memset(empty, 0x88, sizeof(empty)); GLuint buf = MakeBuffer(); glBindBuffer(GL_UNIFORM_BUFFER, buf); glBufferStorage(GL_UNIFORM_BUFFER, 1024, NULL, GL_DYNAMIC_STORAGE_BIT); glObjectLabel(GL_BUFFER, buf, -1, "Buffer"); GLuint subbuf = MakeBuffer(); glBindBuffer(GL_UNIFORM_BUFFER, subbuf); glBufferStorage(GL_UNIFORM_BUFFER, 1024, NULL, GL_DYNAMIC_STORAGE_BIT); glObjectLabel(GL_BUFFER, subbuf, -1, "BufferSub"); GLuint tex1d = MakeTexture(); glBindTexture(GL_TEXTURE_1D_ARRAY, tex1d); glTexStorage2D(GL_TEXTURE_1D_ARRAY, 3, GL_RGBA16F, 300, 5); GLuint tex3d = MakeTexture(); glBindTexture(GL_TEXTURE_3D, tex3d); glTexStorage3D(GL_TEXTURE_3D, 3, GL_RGBA16F, 300, 300, 15); GLuint tex1dsub = MakeTexture(); glBindTexture(GL_TEXTURE_1D_ARRAY, tex1dsub); glTexStorage2D(GL_TEXTURE_1D_ARRAY, 3, GL_RGBA16F, 300, 5); GLuint tex3dsub = MakeTexture(); glBindTexture(GL_TEXTURE_3D, tex3dsub); glTexStorage3D(GL_TEXTURE_3D, 3, GL_RGBA16F, 300, 300, 15); GLuint tex3dsub2 = MakeTexture(); glBindTexture(GL_TEXTURE_3D, tex3dsub2); glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA16F, 300, 300, 15); GLuint texcube = MakeTexture(); glBindTexture(GL_TEXTURE_CUBE_MAP, texcube); glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA16F, 300, 300); GLuint texcubesub = MakeTexture(); glBindTexture(GL_TEXTURE_CUBE_MAP, texcubesub); glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA16F, 300, 300); GLuint rb = 0; glGenRenderbuffers(1, &rb); glBindRenderbuffer(GL_RENDERBUFFER, rb); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA16F, 300, 300); glObjectLabel(GL_TEXTURE, tex1d, -1, "Tex1D: DiscardAll"); glObjectLabel(GL_TEXTURE, tex3d, -1, "Tex3D: DiscardAll"); glObjectLabel(GL_TEXTURE, tex1dsub, -1, "Tex1D: DiscardRect Mip1 Slice1,2"); glObjectLabel(GL_TEXTURE, tex3dsub, -1, "Tex3D: DiscardRect Mip1 Slice1,2"); glObjectLabel(GL_TEXTURE, texcube, -1, "TexCube: DiscardAll"); glObjectLabel(GL_TEXTURE, texcubesub, -1, "TexCube: DiscardAll Slice2"); glObjectLabel(GL_TEXTURE, tex3dsub2, -1, "Tex3D: DiscardRect Slice7"); glObjectLabel(GL_RENDERBUFFER, rb, -1, "RB: DiscardAll"); GLuint tmpfbo = MakeFBO(); glBindFramebuffer(GL_FRAMEBUFFER, tmpfbo); bool first = true; while(Running()) { if(!first) { pushMarker("Clears"); for(GLuint t : texs) Clear(t); Vec4f green(0.0f, 1.0f, 0.0f, 1.0f); glBindFramebuffer(GL_FRAMEBUFFER, tmpfbo); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb); glClearBufferfv(GL_COLOR, 0, &green.x); for(int m = 0; m < 3; m++) { glClearTexImage(tex1d, m, GL_RGBA, GL_FLOAT, &green.x); glClearTexImage(tex3d, m, GL_RGBA, GL_FLOAT, &green.x); glClearTexImage(tex1dsub, m, GL_RGBA, GL_FLOAT, &green.x); glClearTexImage(tex3dsub, m, GL_RGBA, GL_FLOAT, &green.x); } glClearTexImage(texcube, 0, GL_RGBA, GL_FLOAT, &green.x); glClearTexImage(texcubesub, 0, GL_RGBA, GL_FLOAT, &green.x); glClearTexImage(tex3dsub2, 0, GL_RGBA, GL_FLOAT, &green.x); glBindBuffer(GL_ARRAY_BUFFER, buf); glBufferSubData(GL_ARRAY_BUFFER, 0, 1024, empty); glBindBuffer(GL_ARRAY_BUFFER, subbuf); glBufferSubData(GL_ARRAY_BUFFER, 0, 1024, empty); popMarker(); } float col[] = {0.2f, 0.2f, 0.2f, 1.0f}; setMarker("TestStart"); glBindFramebuffer(GL_FRAMEBUFFER, 0); glClearBufferfv(GL_COLOR, 0, col); glInvalidateBufferData(buf); glInvalidateBufferSubData(subbuf, 50, 75); int t = 0, f = 0; GLuint tex, fbo; // test a few different formats TEX_TEST("DiscardAll", MakeTex2D(GL_RGBA16F, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_RGB10_A2, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_RGB10_A2UI, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_RGB9_E5, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_RGBA8, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_COMPRESSED_RED_RGTC1, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_COMPRESSED_RG_RGTC2, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, 300, 300)); Invalidate(tex); // test with different mips/array sizes TEX_TEST("DiscardAll", MakeTex2D(GL_RGBA16F, 300, 300, 5)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2DArray(GL_RGBA16F, 300, 300, 4)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2DArray(GL_RGBA16F, 300, 300, 4, 5)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_RGBA16F, 30, 5)); Invalidate(tex); // test MSAA textures TEX_TEST("DiscardAll", MakeTex2DMS(GL_RGBA16F, 300, 300, 4)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2DMS(GL_RGBA16F, 300, 300, 4, 5)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2DMS(GL_RGBA16UI, 300, 300, 4, 5)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2DMS(GL_RGBA16I, 300, 300, 4, 5)); Invalidate(tex); // test depth textures TEX_TEST("DiscardAll", MakeTex2D(GL_DEPTH_COMPONENT32F, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_DEPTH32F_STENCIL8, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_DEPTH24_STENCIL8, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_STENCIL_INDEX8, 300, 300)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_DEPTH_COMPONENT32F, 300, 300, 5)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2DArray(GL_DEPTH_COMPONENT32F, 300, 300, 4)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2DArray(GL_DEPTH_COMPONENT32F, 300, 300, 4, 5)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2D(GL_DEPTH32F_STENCIL8, 300, 300, 5)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2DArray(GL_DEPTH32F_STENCIL8, 300, 300, 4)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2DArray(GL_DEPTH32F_STENCIL8, 300, 300, 4, 5)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2DMS(GL_DEPTH32F_STENCIL8, 300, 300, 4)); Invalidate(tex); TEX_TEST("DiscardAll", MakeTex2DMS(GL_DEPTH32F_STENCIL8, 300, 300, 4, 5)); Invalidate(tex); // test discarding rects within a texture TEX_TEST("DiscardRect Mip0", MakeTex2D(GL_RGBA16F, 300, 300)); glInvalidateTexSubImage(tex, 0, 50, 50, 0, 75, 75, 1); TEX_TEST("DiscardRect Mip1", MakeTex2D(GL_RGBA16F, 300, 300, 2)); glInvalidateTexSubImage(tex, 1, 50, 50, 0, 75, 75, 1); TEX_TEST("DiscardRect Mip0", MakeTex2D(GL_DEPTH32F_STENCIL8, 300, 300)); glInvalidateTexSubImage(tex, 0, 50, 50, 0, 75, 75, 1); TEX_TEST("DiscardRect Mip1", MakeTex2D(GL_DEPTH32F_STENCIL8, 300, 300, 2)); glInvalidateTexSubImage(tex, 1, 50, 50, 0, 75, 75, 1); TEX_TEST("DiscardAll Slice2", MakeTex2DMS(GL_RGBA16F, 300, 300, 4, 5)); glInvalidateTexSubImage(tex, 0, 0, 0, 2, 300, 300, 1); // test 1D/3D/Cube textures Invalidate(tex1d); Invalidate(tex3d); Invalidate(texcube); glInvalidateTexSubImage(tex1dsub, 1, 50, 1, 0, 75, 2, 1); glInvalidateTexSubImage(tex3dsub, 1, 50, 50, 1, 75, 75, 2); // test invalidating framebuffer attachments TEX_TEST("DiscardAll", MakeTex2D(GL_RGBA16F, 300, 300)); FBO_TEST(); glBindTexture(GL_TEXTURE_2D, tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); InvalidateFBO({GL_COLOR_ATTACHMENT0}); TEX_TEST("DiscardRect", MakeTex2D(GL_RGBA16F, 300, 300)); FBO_TEST(); glBindTexture(GL_TEXTURE_2D, tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); InvalidateFBO({GL_COLOR_ATTACHMENT0}, 50, 50, 75, 75); // test invalidating depth and stencil components in different combinations TEX_TEST("DiscardAll", MakeTex2D(GL_DEPTH_COMPONENT32F, 300, 300)); FBO_TEST(); glBindTexture(GL_TEXTURE_2D, tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, 0); InvalidateFBO({GL_DEPTH_ATTACHMENT}); TEX_TEST("DiscardAll", MakeTex2D(GL_STENCIL_INDEX8, 300, 300)); FBO_TEST(); glBindTexture(GL_TEXTURE_2D, tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex, 0); InvalidateFBO({GL_STENCIL_ATTACHMENT}); TEX_TEST("DiscardAll", MakeTex2D(GL_DEPTH32F_STENCIL8, 300, 300)); FBO_TEST(); glBindTexture(GL_TEXTURE_2D, tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex, 0); InvalidateFBO({GL_DEPTH_STENCIL_ATTACHMENT}); TEX_TEST("DiscardAll DepthOnly", MakeTex2D(GL_DEPTH32F_STENCIL8, 300, 300)); FBO_TEST(); glBindTexture(GL_TEXTURE_2D, tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex, 0); InvalidateFBO({GL_DEPTH_ATTACHMENT}); TEX_TEST("DiscardAll StencilOnly", MakeTex2D(GL_DEPTH32F_STENCIL8, 300, 300)); FBO_TEST(); glBindTexture(GL_TEXTURE_2D, tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex, 0); InvalidateFBO({GL_STENCIL_ATTACHMENT}); FBO_TEST(); glBindTexture(GL_TEXTURE_CUBE_MAP, texcubesub); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, texcubesub, 0); InvalidateFBO({GL_COLOR_ATTACHMENT0}); FBO_TEST(); glBindTexture(GL_TEXTURE_3D, tex3dsub2); glFramebufferTexture3D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, tex3dsub2, 0, 7); InvalidateFBO({GL_COLOR_ATTACHMENT0}); FBO_TEST(); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb); InvalidateFBO({GL_COLOR_ATTACHMENT0}); glFlush(); glBindFramebuffer(GL_FRAMEBUFFER, 0); setMarker("TestEnd"); glClearBufferfv(GL_COLOR, 0, col); Present(); first = false; } glDeleteRenderbuffers(1, &rb); return 0; } }; REGISTER_TEST();