/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2020 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_CBuffer_Zoo, OpenGLGraphicsTest) { static constexpr const char *Description = "Tests every kind of constant that can be in a cbuffer to make sure it's decoded " "correctly"; std::string common = R"EOSHADER( #version 430 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; struct vec3_1 { vec3 a; float b; }; struct nested { vec3_1 a; vec4 b[4]; vec3_1 c[4]; }; struct float2_struct { float x; float y; }; struct nested_with_padding { float a; // 0, <1, 2, 3> vec4 b; // {4, 5, 6, 7} float c; // 8, <9, 10, 11> vec3 d[4]; // [0]: {12, 13, 14}, <15> // [1]: {16, 17, 18}, <19> // [2]: {20, 21, 22}, <23> // [3]: {24, 25, 26}, <27> }; layout(binding = 0, std140) uniform constsbuf { // dummy* entries are just to 'reset' packing to avoid pollution between tests vec4 a; // basic vec4 = {0, 1, 2, 3} vec3 b; // should have a padding word at the end = {4, 5, 6}, <7> vec2 c; vec2 d; // should be packed together = {8, 9}, {10, 11} float e; vec3 f; // can't be packed together = 12, <13, 14, 15>, {16, 17, 18}, <19> vec4 dummy0; float j; vec2 k; // should have a padding word before the vec2 = 24, <25>, {26, 27} vec2 l; float m; // should have a padding word at the end = {28, 29}, 30, <31> float n[4]; // should cover 4 vec4s = 32, <33..35>, 36, <37..39>, 40, <41..43>, 44 vec4 dummy1; float o[4]; // should cover 4 vec4s = 52, <53..55>, 56, <57..59>, 60, <61..63>, 64 float p; // can't be packed in with above array = 68, <69, 70, 71> vec4 dummy2; layout(column_major) mat4x4 q; // should cover 4 vec4s. // row0: {76, 80, 84, 88} // row1: {77, 81, 85, 89} // row2: {78, 82, 86, 90} // row3: {79, 83, 87, 91} layout(row_major) mat4x4 r; // should cover 4 vec4s // row0: {92, 93, 94, 95} // row1: {96, 97, 98, 99} // row2: {100, 101, 102, 103} // row3: {104, 105, 106, 107} layout(column_major) mat4x3 s; // covers 4 vec4s with padding at end of each column // row0: {108, 112, 116, 120} // row1: {109, 113, 117, 121} // row2: {110, 114, 118, 122} // <111, 115, 119, 123> vec4 dummy3; layout(row_major) mat4x3 t; // covers 3 vec4s with no padding // row0: {128, 129, 130, 131} // row1: {132, 133, 134, 135} // row2: {136, 137, 138, 139} vec4 dummy4; layout(column_major) mat3x2 u; // covers 3 vec4s with padding at end of each column (but not row) // row0: {144, 148, 152} // row1: {145, 149, 153} // <146, 150, 154> // <147, 151, 155> vec4 dummy5; layout(row_major) mat3x2 v; // covers 2 vec4s with padding at end of each row (but not column) // row0: {160, 161, 162}, <163> // row1: {164, 165, 166}, <167> vec4 dummy6; layout(column_major) mat2x2 w; // covers 2 vec4s with padding at end of each column (but not row) // row0: {172, 176} // row1: {173, 177} // <174, 178> // <175, 179> vec4 dummy7; layout(row_major) mat2x2 x; // covers 2 vec4s with padding at end of each row (but not column) // row0: {184, 185}, <186, 187> // row1: {188, 189}, <190, 191> vec4 dummy8; layout(row_major) mat2x2 y; // covers the same as above, and checks z doesn't overlap // row0: {196, 197}, <198, 199> // row1: {200, 201}, <202, 203> float z; // can't overlap = 204, <205, 206, 207> // GL Doesn't have single-column matrices /* layout(row_major) mat1x4 aa; // covers 4 vec4s with maximum padding // row0: {208}, <209, 210, 211> // row1: {212}, <213, 214, 215> // row2: {216}, <217, 218, 219> // row3: {220}, <221, 222, 223> layout(column_major) mat1x4 ab; // covers 1 vec4 (equivalent to a plain vec4) // row0: {224} // row1: {225} // row2: {226} // row3: {227} */ vec4 dummy9[5]; vec4 multiarray[3][2]; // [0][0] = {228, 229, 230, 231} // [0][1] = {232, 233, 234, 235} // [1][0] = {236, 237, 238, 239} // [1][1] = {240, 241, 242, 243} // [2][0] = {244, 245, 246, 247} // [2][1] = {248, 249, 250, 251} nested structa[2]; // [0] = { // .a = { { 252, 253, 254 }, 255 } // .b[0] = { 256, 257, 258, 259 } // .b[1] = { 260, 261, 262, 263 } // .b[2] = { 264, 265, 266, 267 } // .b[3] = { 268, 269, 270, 271 } // .c[0] = { { 272, 273, 274 }, 275 } // .c[1] = { { 276, 277, 278 }, 279 } // .c[2] = { { 280, 281, 282 }, 283 } // .c[3] = { { 284, 285, 286 }, 287 } // } // [1] = { // .a = { { 288, 289, 290 }, 291 } // .b[0] = { 292, 293, 294, 295 } // .b[1] = { 296, 297, 298, 299 } // .b[2] = { 300, 301, 302, 303 } // .b[3] = { 304, 305, 306, 307 } // .c[0] = { { 308, 309, 310 }, 311 } // .c[1] = { { 312, 313, 314 }, 315 } // .c[2] = { { 316, 317, 318 }, 319 } // .c[3] = { { 320, 321, 322 }, 323 } // } layout(column_major) mat2x3 ac; // covers 2 vec4s with padding at end of each column (but not row) // row0: {324, 328} // row1: {325, 329} // row2: {326, 330} // <327, 331> layout(row_major) mat2x3 ad; // covers 3 vec4s with padding at end of each row (but not column) // row0: {332, 333}, <334, 335> // row1: {336, 337}, <338, 339> // row2: {340, 341}, <342, 343> layout(column_major) mat2x3 ae[2]; // covers 2 vec4s with padding at end of each column (but not row) // [0] = { // row0: {344, 348} // row1: {345, 349} // row2: {346, 350} // <347, 351> // } // [1] = { // row0: {352, 356} // row1: {353, 357} // row2: {354, 358} // <355, 359> // } layout(row_major) mat2x3 af[2]; // covers 3 vec4s with padding at end of each row (but not column) // [0] = { // row0: {360, 361}, <362, 363> // row1: {364, 365}, <366, 367> // row2: {368, 369}, <370, 371> // } // [1] = { // row0: {372, 373}, <374, 375> // row1: {376, 377}, <378, 379> // row2: {380, 381}, <382, 383> // } vec2 dummy10; // should have padding at the end = {384, 385}, <386, 387> layout(row_major) mat2x2 ag; // each row is aligned to float4: // row0: {388, 389}, <390, 391> // row1: {392, 393}, <394, 395> vec2 dummy11; // should have padding at the end = {396, 397}, <398, 399> layout(column_major) mat2x2 ah; // each column is aligned to float4: // row0: {400, 404} // row1: {401, 405} // <402, 406> // <403, 407> layout(row_major) mat2x2 ai[2]; // [0] = { // row0: {408, 409}, <410, 411> // row1: {412, 413}, <414, 415> // } // [1] = { // row0: {416, 417}, <418, 419> // row1: {420, 421}, <422, 423> // } layout(column_major) mat2x2 aj[2]; // [0] = { // row0: {424, 428} // row1: {425, 429} // <426, 430> // <427, 431> // } // [1] = { // row0: {432, 436} // row1: {433, 437} // <434, 438> // <435, 439> // } nested_with_padding ak[2]; // 440 - 467, 468 - 495 vec4 dummy12; // forces no trailing overlap with ak float al; // {500}, <501, 502, 503> // struct is always float4 aligned, can't be packed with al float2_struct am; // {504, 505}, <506, 507> // struct doesn't allow trailing things into padding float an; // {506} vec4 test; // {512, 513, 514, 515} // because GL has worse handling of multidimensional arrays than other APIs, we add an extra test // here with more than 2 dimensions vec4 multiarray2[4][3][2]; // [0][0][0] = {516, 517, 518, ...} // [0][0][1] = {..., ..., ..., ...} // [0][1][0] = {..., ..., ..., ...} // [0][1][1] = {..., ..., ..., ...} // [0][2][0] = {..., ..., ..., ...} // [0][2][1] = {..., ..., ..., ...} // [1][0][0] = {..., ..., ..., ...} // [1][0][1] = {..., ..., ..., ...} // [1][1][0] = {..., ..., ..., ...} // [1][1][1] = {..., ..., ..., ...} // [1][2][0] = {..., ..., ..., ...} // [1][2][1] = {..., ..., ..., ...} // [2][0][0] = {..., ..., ..., ...} // [2][0][1] = {..., ..., ..., ...} // [2][1][0] = {..., ..., ..., ...} // [2][1][1] = {..., ..., ..., ...} // [2][2][0] = {..., ..., ..., ...} // [2][2][1] = {..., ..., ..., ...} // [3][0][0] = {..., ..., ..., ...} // [3][0][1] = {..., ..., ..., ...} // [3][1][0] = {..., ..., ..., ...} // [3][1][1] = {..., ..., ..., ...} // [3][2][0] = {..., ..., ..., ...} // [3][2][1] = {..., ..., ..., ...} }; uniform vec4 A; uniform vec2 B; uniform vec3 C; uniform mat2x3 D; uniform float E[3]; uniform vec4 F[3][2][2]; uniform nested G[2]; void main() { // we need to ref all of the variables we want to include to force GL to include them :(. float blah = a.x + b.x + c.x + d.x + e.x + f.x + j.x + k.x + l.x + m.x; blah += n[0] + o[0] + p.x; blah += q[0].x + r[0].x + s[0].x + t[0].x + u[0].x + v[0].x + w[0].x + x[0].x + y[0].x + z; blah += multiarray[0][0].x + ac[0][0] + ad[0][0] + ae[0][0][0] + af[0][0][0]; blah += A.z + B.x + C.y + D[0][1] + E[2] + F[1][0][0].y + F[1][0][1].y; blah += G[0].a.b + G[1].a.b + G[1].b[3].w + G[1].c[3].a.y; blah *= vertIn.uv.z; Color = blah + test + vec4(0.1f, 0.0f, 0.0f, 0.0f); } )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); 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 program = MakeProgram(common + vertex, common + pixel); const size_t bindOffset = 16; Vec4f cbufferdata[1024 + bindOffset]; for(int i = 0; i < bindOffset; i++) cbufferdata[i] = Vec4f(-99.9f, -88.8f, -77.7f, -66.6f); for(int i = 0; i < 1024; i++) cbufferdata[bindOffset + i] = Vec4f(float(i * 4 + 0), float(i * 4 + 1), float(i * 4 + 2), float(i * 4 + 3)); GLuint cb = MakeBuffer(); glBindBuffer(GL_UNIFORM_BUFFER, cb); glBufferStorage(GL_UNIFORM_BUFFER, sizeof(cbufferdata), cbufferdata, GL_MAP_WRITE_BIT); GLuint fbo = MakeFBO(); glBindFramebuffer(GL_FRAMEBUFFER, fbo); // Color render texture GLuint colattach = MakeTexture(); glBindTexture(GL_TEXTURE_2D, colattach); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, screenWidth, screenHeight); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colattach, 0); while(Running()) { glBindFramebuffer(GL_FRAMEBUFFER, 0); float col[] = {0.2f, 0.2f, 0.2f, 1.0f}; glClearBufferfv(GL_COLOR, 0, col); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindVertexArray(vao); glBindBufferRange(GL_UNIFORM_BUFFER, 0, cb, bindOffset * sizeof(Vec4f), 1024 * sizeof(Vec4f)); glUseProgram(program); GLint location = -1; location = glGetUniformLocation(program, "A"); if(location != -1) glUniform4f(location, 10.0f, 20.0f, 30.0f, 40.0f); location = glGetUniformLocation(program, "B"); if(location != -1) glUniform2f(location, 50.0f, 60.0f); location = glGetUniformLocation(program, "C"); if(location != -1) glUniform3f(location, 70.0f, 80.0f, 90.0f); // implicitly column major, so: // {100.0, 130.0} // {110.0, 140.0} // {120.0, 150.0} float D[2 * 3] = { 100.0f, 110.0f, 120.0f, 130.0f, 140.0f, 150.0f, }; location = glGetUniformLocation(program, "D"); if(location != -1) glUniformMatrix2x3fv(location, 1, false, D); float E[3] = {160.0f, 170.0f, 180.0f}; location = glGetUniformLocation(program, "E"); if(location != -1) glUniform1fv(location, 3, E); float val = 190.0f; float F[2 * 4] = {}; #define NEXT_F() \ for(int x = 0; x < 2 * 4; x++) \ { \ F[x] = val; \ val += 10.0f; \ } NEXT_F(); location = glGetUniformLocation(program, "F[0][0]"); if(location != -1) glUniform4fv(location, 2, F); NEXT_F(); location = glGetUniformLocation(program, "F[0][1]"); if(location != -1) glUniform4fv(location, 2, F); NEXT_F(); location = glGetUniformLocation(program, "F[1][0]"); if(location != -1) glUniform4fv(location, 2, F); NEXT_F(); location = glGetUniformLocation(program, "F[1][1]"); if(location != -1) glUniform4fv(location, 2, F); NEXT_F(); location = glGetUniformLocation(program, "F[2][0]"); if(location != -1) glUniform4fv(location, 2, F); NEXT_F(); location = glGetUniformLocation(program, "F[2][1]"); if(location != -1) glUniform4fv(location, 2, F); location = glGetUniformLocation(program, "G[0].a.a"); if(location != -1) glUniform3f(location, 680.0f, 690.0f, 700.0f); location = glGetUniformLocation(program, "G[0].a.b"); if(location != -1) glUniform1f(location, 710.0f); float vals[] = { // b[0] 720.0f, 730.0f, 740.0f, 750.0f, // b[1] 760.0f, 770.0f, 780.0f, 790.0f, // b[2] 800.0f, 810.0f, 820.0f, 830.0f, // b[3] 840.0f, 850.0f, 860.0f, 870.0f, }; location = glGetUniformLocation(program, "G[0].b"); if(location != -1) glUniform4fv(location, 4, vals); location = glGetUniformLocation(program, "G[0].c[0].a"); if(location != -1) glUniform3f(location, 880.0f, 890.0f, 900.0f); location = glGetUniformLocation(program, "G[0].c[0].b"); if(location != -1) glUniform1f(location, 910.0f); location = glGetUniformLocation(program, "G[0].c[1].a"); if(location != -1) glUniform3f(location, 920.0f, 930.0f, 940.0f); location = glGetUniformLocation(program, "G[0].c[1].b"); if(location != -1) glUniform1f(location, 950.0f); location = glGetUniformLocation(program, "G[0].c[2].a"); if(location != -1) glUniform3f(location, 960.0f, 970.0f, 980.0f); location = glGetUniformLocation(program, "G[0].c[2].b"); if(location != -1) glUniform1f(location, 990.0f); location = glGetUniformLocation(program, "G[0].c[3].a"); if(location != -1) glUniform3f(location, 1000.0f, 1010.0f, 1020.0f); location = glGetUniformLocation(program, "G[0].c[3].b"); if(location != -1) glUniform1f(location, 1030.0f); location = glGetUniformLocation(program, "G[1].a.a"); if(location != -1) glUniform3f(location, 1040.0f, 1050.0f, 1060.0f); location = glGetUniformLocation(program, "G[1].a.b"); if(location != -1) glUniform1f(location, 1070.0f); float vals2[] = { // b[0] 1080.0f, 1090.0f, 1100.0f, 1110.0f, // b[1] 1120.0f, 1130.0f, 1140.0f, 1150.0f, // b[2] 1160.0f, 1170.0f, 1180.0f, 1190.0f, // b[3] 1200.0f, 1210.0f, 1220.0f, 1230.0f, }; location = glGetUniformLocation(program, "G[1].b"); if(location != -1) glUniform4fv(location, 4, vals2); location = glGetUniformLocation(program, "G[1].c[0].a"); if(location != -1) glUniform3f(location, 1240.0f, 1250.0f, 1260.0f); location = glGetUniformLocation(program, "G[1].c[0].b"); if(location != -1) glUniform1f(location, 1270.0f); location = glGetUniformLocation(program, "G[1].c[1].a"); if(location != -1) glUniform3f(location, 1280.0f, 1290.0f, 1300.0f); location = glGetUniformLocation(program, "G[1].c[1].b"); if(location != -1) glUniform1f(location, 1310.0f); location = glGetUniformLocation(program, "G[1].c[2].a"); if(location != -1) glUniform3f(location, 1320.0f, 1330.0f, 1340.0f); location = glGetUniformLocation(program, "G[1].c[2].b"); if(location != -1) glUniform1f(location, 1350.0f); location = glGetUniformLocation(program, "G[1].c[3].a"); if(location != -1) glUniform3f(location, 1360.0f, 1370.0f, 1380.0f); location = glGetUniformLocation(program, "G[1].c[3].b"); if(location != -1) glUniform1f(location, 1390.0f); glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight)); glDrawArrays(GL_TRIANGLES, 0, 3); Present(); } return 0; } }; REGISTER_TEST();