/****************************************************************************** * 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 "3rdparty/fmt/core.h" #include "gl_test.h" RD_TEST(GL_Queries_In_Use, OpenGLGraphicsTest) { static constexpr const char *Description = "Tests that we can still fetch mesh output and queries even when the capture itself makes " "uses of those features."; 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); ConfigureDefaultVAO(); GLuint program = MakeProgram(); GLuint vs = glCreateShader(GL_VERTEX_SHADER); { const char *cstr = GLDefaultVertex.c_str(); glShaderSource(vs, 1, &cstr, NULL); glCompileShader(vs); } GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); { const char *cstr = GLDefaultPixel.c_str(); glShaderSource(fs, 1, &cstr, NULL); glCompileShader(fs); } glAttachShader(program, vs); glAttachShader(program, fs); const GLchar *posOnly = "gl_Position"; glTransformFeedbackVaryings(program, 1, &posOnly, GL_INTERLEAVED_ATTRIBS); glLinkProgram(program); glDetachShader(program, vs); glDetachShader(program, fs); glDeleteShader(vs); glDeleteShader(fs); GLint status; char buffer[1024]; glGetProgramiv(program, GL_LINK_STATUS, &status); if(status == 0) { glGetProgramInfoLog(program, 1024, NULL, buffer); TEST_ERROR("Link error: %s", buffer); glDeleteProgram(program); program = 0; } GLuint xfb; glGenTransformFeedbacks(1, &xfb); GLuint xfbBuffer = MakeBuffer(); glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, xfbBuffer); glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 1024, NULL, GL_DYNAMIC_READ); glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer); GLuint queries[4]; glGenQueries(4, queries); while(Running()) { 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)); glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb); glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer); glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, queries[0]); glBeginTransformFeedback(GL_TRIANGLES); setMarker("XFB Draw"); glDrawArrays(GL_TRIANGLES, 0, 3); glEndTransformFeedback(); glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN); GLuint primsWritten = 0; glGetQueryObjectuiv(queries[0], GL_QUERY_RESULT, &primsWritten); Vec4f vert; glGetBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vec4f), &vert); setMarker(fmt::format("XFBResult: {} prims, first vert {},{},{},{}", primsWritten, vert.x, vert.y, vert.z, vert.w)); setMarker("Counters Draw"); glBeginQuery(GL_CLIPPING_OUTPUT_PRIMITIVES_ARB, queries[1]); glBeginQuery(GL_VERTEX_SHADER_INVOCATIONS_ARB, queries[2]); glBeginQuery(GL_FRAGMENT_SHADER_INVOCATIONS_ARB, queries[3]); glDrawArrays(GL_TRIANGLES, 0, 3); glEndQuery(GL_CLIPPING_OUTPUT_PRIMITIVES_ARB); glEndQuery(GL_VERTEX_SHADER_INVOCATIONS_ARB); glEndQuery(GL_FRAGMENT_SHADER_INVOCATIONS_ARB); glGetQueryObjectuiv(queries[1], GL_QUERY_RESULT, &primsWritten); glGetQueryObjectuiv(queries[2], GL_QUERY_RESULT, &vs); glGetQueryObjectuiv(queries[3], GL_QUERY_RESULT, &fs); setMarker(fmt::format("CounterResult: {} prims, {} vs {} fs", primsWritten, vs, fs)); Present(); } glDeleteTransformFeedbacks(1, &xfb); glDeleteQueries(4, queries); return 0; } }; REGISTER_TEST();