/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2024 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 #include "gl_test.h" bool IsUIntFormat(GLenum internalFormat) { switch(internalFormat) { case GL_R8UI: case GL_RG8UI: case GL_RGB8UI: case GL_RGBA8UI: case GL_R16UI: case GL_RG16UI: case GL_RGB16UI: case GL_RGBA16UI: case GL_R32UI: case GL_RG32UI: case GL_RGB32UI: case GL_RGBA32UI: case GL_RGB10_A2UI: return true; default: break; } return false; } bool IsSIntFormat(GLenum internalFormat) { switch(internalFormat) { case GL_R8I: case GL_RG8I: case GL_RGB8I: case GL_RGBA8I: case GL_R16I: case GL_RG16I: case GL_RGB16I: case GL_RGBA16I: case GL_R32I: case GL_RG32I: case GL_RGB32I: case GL_RGBA32I: return true; default: break; } return false; } RD_TEST(GL_Pixel_History, OpenGLGraphicsTest) { static constexpr const char *Description = "Draw a triangle to a variety of texture formats (to test pixel history)."; 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; void main() { Color = vertIn.col; } )EOSHADER"; std::string pixelSigned = R"EOSHADER( in v2f vertIn; layout(location = 0, index = 0) out ivec4 Color; void main() { vec4 a = vertIn.col * 127.0; Color = ivec4(a.r, a.g, a.b, a.a); } )EOSHADER"; std::string pixelUnsigned = R"EOSHADER( in v2f vertIn; layout(location = 0, index = 0) out uvec4 Color; void main() { vec4 a = vertIn.col * 255.0; Color = uvec4(a.r, a.g, a.b, a.a); } )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); const DefaultA2V DefaultTriWithALessBoringColour[3] = { {Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.57721f, 0.27182f, 0.1385f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.57721f, 0.27182f, 0.1385f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.57721f, 0.27182f, 0.1385f, 1.0f), Vec2f(1.0f, 0.0f)}, }; glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTriWithALessBoringColour), DefaultTriWithALessBoringColour, 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); GLuint programSigned = MakeProgram(common + vertex, common + pixelSigned); GLuint programUnsigned = MakeProgram(common + vertex, common + pixelUnsigned); GLenum colorFormats[] = { GL_RGBA8, GL_RGBA16, GL_RGBA16F, GL_RGBA32F, GL_RGBA8I, GL_RGBA8UI, GL_RGBA16I, GL_RGBA16UI, GL_RGBA32I, GL_RGBA32UI, GL_RGB8, GL_RGB16, GL_RGB16F, GL_RGB32F, GL_RGB8I, GL_RGB8UI, GL_RG8, GL_RG16, GL_RG16F, GL_RG32F, GL_RG8I, GL_RG8UI, GL_R8, GL_R16, GL_R16F, GL_R32F, GL_R8I, GL_R8UI, GL_RGB5_A1, GL_RGB10_A2, GL_RGB10_A2UI, GL_R11F_G11F_B10F, GL_RGB565}; GLenum depthFormats[] = {GL_NONE, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT32F, GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8}; constexpr size_t colorFormatSize = sizeof(colorFormats) / sizeof(GLenum); constexpr size_t depthFormatSize = sizeof(depthFormats) / sizeof(GLenum); GLuint colorTextures[colorFormatSize]; GLuint multisampledColorTextures[colorFormatSize]; GLuint depthTextures[depthFormatSize]; GLuint multisampledDepthTextures[depthFormatSize]; for(size_t i = 0; i < colorFormatSize; ++i) { colorTextures[i] = MakeTexture(); multisampledColorTextures[i] = MakeTexture(); glBindTexture(GL_TEXTURE_2D, colorTextures[i]); glTexStorage2D(GL_TEXTURE_2D, 1, colorFormats[i], screenWidth, screenHeight); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, multisampledColorTextures[i]); glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2, colorFormats[i], screenWidth, screenHeight, GL_TRUE); } for(size_t i = 0; i < depthFormatSize; ++i) { depthTextures[i] = MakeTexture(); multisampledDepthTextures[i] = MakeTexture(); glBindTexture(GL_TEXTURE_2D, depthTextures[i]); glTexStorage2D(GL_TEXTURE_2D, 1, depthFormats[i], screenWidth, screenHeight); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, multisampledDepthTextures[i]); glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2, depthFormats[i], screenWidth, screenHeight, GL_TRUE); } GLuint fbo = MakeFBO(); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glDepthFunc(GL_ALWAYS); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glStencilFunc(GL_ALWAYS, 0xcc, 0xff); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glEnable(GL_STENCIL_TEST); glStencilMask(0xff); while(Running()) { glBindFramebuffer(GL_FRAMEBUFFER, fbo); for(size_t multisampled = 0; multisampled < 2; multisampled++) { for(size_t h = 0; h < depthFormatSize; ++h) { for(size_t i = 0; i < colorFormatSize; ++i) { if(multisampled) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, multisampledColorTextures[i], 0); } else { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTextures[i], 0); } if(depthFormats[h] == GL_NONE) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); } else if(depthFormats[h] == GL_DEPTH24_STENCIL8 || depthFormats[h] == GL_DEPTH32F_STENCIL8) { if(multisampled) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, multisampledDepthTextures[h], 0); } else { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthTextures[h], 0); } } else { if(multisampled) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, multisampledDepthTextures[h], 0); } else { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTextures[h], 0); } glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); } GLenum bufs[] = {GL_COLOR_ATTACHMENT0}; glDrawBuffers(1, bufs); GLenum check = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(check != GL_FRAMEBUFFER_COMPLETE) { TEST_ERROR( "Framebuffer is not complete with depth format %x colour format %x multisampled " "%d\n ", depthFormats[h], colorFormats[i], multisampled); continue; } glBindVertexArray(vao); if(IsUIntFormat(colorFormats[i])) { GLuint col[] = {20, 20, 20, 255}; glClearBufferuiv(GL_COLOR, 0, col); glUseProgram(programUnsigned); } else if(IsSIntFormat(colorFormats[i])) { GLint col[] = {20, 20, -20, 127}; glClearBufferiv(GL_COLOR, 0, col); glUseProgram(programSigned); } else { float col[] = {0.2f, 0.2f, 0.2f, 1.0f}; glClearBufferfv(GL_COLOR, 0, col); glUseProgram(program); } glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0); glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight)); glDrawArrays(GL_TRIANGLES, 0, 3); } } } glBindFramebuffer(GL_FRAMEBUFFER, 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0); Present(); } return 0; } }; REGISTER_TEST();