/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2021 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_Large_BCn_Arrays, OpenGLGraphicsTest) { static constexpr const char *Description = "Test creating large texture 2D arrays of BC4, BC5, BC6, BC7 textures"; 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"; 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 int width = 4; const int height = 4; const int numMips = 1; int activeTex = GL_TEXTURE0; GLuint texs[2][4]; GLenum fmts[] = {GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_COMPRESSED_RGBA_BPTC_UNORM}; for(int arraySize = 1; arraySize <= 2; arraySize++) { GLenum texbind = arraySize > 1 ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D; const char *names[] = { arraySize > 1 ? "BC4 array" : "BC4", arraySize > 1 ? "BC5 array" : "BC5", arraySize > 1 ? "BC6 array" : "BC6", arraySize > 1 ? "BC7 array" : "BC7", }; for(int fmt = 0; fmt < 4; fmt++) { glActiveTexture(activeTex); activeTex++; GLuint tex = texs[arraySize - 1][fmt] = MakeTexture(); glBindTexture(texbind, tex); if(texbind == GL_TEXTURE_2D_ARRAY) glTexStorage3D(texbind, numMips, fmts[fmt], width, height, arraySize); else glTexStorage2D(texbind, numMips, fmts[fmt], width, height); // force renderdoc to late-fetch the texture contents, and not serialise the // subimage data calls below for(int blah = 0; blah < 100; blah++) glTexParameteri(texbind, GL_TEXTURE_MAX_LEVEL, numMips - 1); glObjectLabel(GL_TEXTURE, tex, -1, names[fmt]); int w = width; int h = height; for(int mip = 0; mip < numMips; mip++) { byte *foo = new byte[w * h * arraySize]; for(int len = 0; len < w * h * arraySize; len++) foo[len] = rand() & 0xff; GLsizei size = w * h * arraySize; // BC4 is 0.5 bytes per pixel if(fmt == 0) size /= 2; if(texbind == GL_TEXTURE_2D_ARRAY) glCompressedTexSubImage3D(texbind, mip, 0, 0, 0, w, h, arraySize, fmts[fmt], size, foo); else glCompressedTexSubImage2D(texbind, mip, 0, 0, w, h, fmts[fmt], size, foo); w = w >> 1; h = h >> 1; delete[] foo; } } } 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)); glDrawArrays(GL_TRIANGLES, 0, 3); Present(); } return 0; } }; REGISTER_TEST();