/****************************************************************************** * 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_VAO_0, OpenGLGraphicsTest) { static constexpr const char *Description = "Uses VAO 0 (i.e. never binds a VAO) as well as testing client memory pointer behaviour."; 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; uniform vec4 instance_xform; void main() { vertOut.pos = vec4(Position.x + float(gl_InstanceID % 4), Position.y + float(gl_InstanceID / 4), Position.z, 1) * vec4(instance_xform.xy, 1, 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"; int main() { coreProfile = false; // initialise, create window, create context, etc if(!Init()) return 3; uint32_t idxs[3] = {0, 1, 2}; for(int i = 0; i < 100; i++) { GraphicsWindow *win2 = MakeWindow(32, 32, "extra"); void *ctx2 = MakeContext(win2, mainContext); ActivateContext(win2, ctx2); ActivateContext(mainWindow, mainContext); DestroyContext(ctx2); delete win2; } GLuint vb = MakeBuffer(); glBindBuffer(GL_ARRAY_BUFFER, vb); glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0); glBindBuffer(GL_ARRAY_BUFFER, vb); 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 ib = MakeBuffer(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib); glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * 3, idxs, 0); GLuint program = MakeProgram(common + vertex, common + pixel); GLint loc = glGetUniformLocation(program, "instance_xform"); glEnable(GL_SCISSOR_TEST); while(Running()) { glScissor(0, 0, GLsizei(screenWidth), GLsizei(screenHeight)); float col[] = {0.2f, 0.2f, 0.2f, 1.0f}; glClearBufferfv(GL_COLOR, 0, col); // try to delete VAO 0. Should do nothing GLuint zero = 0; glDeleteVertexArrays(1, &zero); // same with FBO 0 glDeleteFramebuffers(1, &zero); glUseProgram(program); glUniform4f(loc, 1.0f, 1.0f, 0.0f, 0.0f); // use both buffers glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib); glBindBuffer(GL_ARRAY_BUFFER, vb); 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))); glViewport(0, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight)); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL); // use direct pointers for indices glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glViewport(screenWidth / 4, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight)); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, idxs); // use direct pointers for vertices glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib); glBindBuffer(GL_ARRAY_BUFFER, 0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), &DefaultTri[0].pos); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), &DefaultTri[0].col); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), &DefaultTri[0].uv); glViewport(screenWidth / 2, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight)); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL); // use direct pointers for both glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glViewport((screenWidth * 3) / 4, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight)); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, idxs); // draw with instance data that requires more data than a non-instanced stream would need glViewport(0, 0, GLsizei(screenWidth) / 2, GLsizei(screenHeight) / 2); glScissor(0, 0, GLsizei(screenWidth) / 2, GLsizei(screenHeight) / 2); glClearBufferfv(GL_COLOR, 0, col); Vec4f instcols[20] = {}; for(size_t i = 4; i < ARRAY_COUNT(instcols); i++) instcols[i].z = 0.5f * (i - 3); glUniform4f(loc, 0.25f, 0.25f, 0.0f, 0.0f); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(Vec4f), instcols); glVertexAttribDivisor(1, 1); glDrawElementsInstancedBaseInstance(GL_TRIANGLES, 3, GL_UNSIGNED_INT, idxs, 16, 4); glVertexAttribDivisor(1, 0); Present(); } return 0; } }; REGISTER_TEST();