mirror of
https://github.com/baldurk/renderdoc.git
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856c838def
* In a previous update in 2021 many copyright ranges were truncated accidentally, and some files have been copy-pasted with wrong years. These dates have been fixed based on git history and original copyright messages.
163 lines
5.1 KiB
C++
163 lines
5.1 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020-2026 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "gl_test.h"
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RD_TEST(GL_Buffer_Truncation, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Tests using a uniform buffer that is truncated by range, as well as "
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"vertex/index buffers truncated by size.";
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const std::string vertex = R"EOSHADER(
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#version 460 core
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layout(location = 0) in vec3 POSITION;
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layout(location = 1) in vec4 COLOR;
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layout(location = 0) out vec4 OUTPOSITION;
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layout(location = 1) out vec4 OUTCOLOR;
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void main()
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{
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gl_Position = OUTPOSITION = vec4(POSITION.xyz, 1);
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OUTCOLOR = COLOR;
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}
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)EOSHADER";
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const std::string pixel = R"EOSHADER(
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#version 460 core
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layout(location = 0) in vec4 OUTPOSITION;
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layout(location = 1) in vec4 OUTCOLOR;
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layout(location = 0, index = 0) out vec4 Color;
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layout(binding = 0, std140) uniform constsbuf
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{
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vec4 padding[16];
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vec4 outcol;
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};
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void main()
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{
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Color = outcol + 1e-6f * OUTPOSITION + 1e-6f * OUTCOLOR;
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}
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)EOSHADER";
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int main()
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{
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// initialise, create window, create context, etc
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if(!Init())
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return 3;
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const DefaultA2V OffsetTri[] = {
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{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(9.9f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(8.8f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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};
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uint16_t indices[] = {99, 99, 99, 1, 2, 3, 4, 5};
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Vec4f cbufferdata[64] = {};
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cbufferdata[32] = Vec4f(1.0f, 2.0f, 3.0f, 4.0f);
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GLuint vao = MakeVAO();
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glBindVertexArray(vao);
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GLuint vb = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vb);
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glBufferStorage(GL_ARRAY_BUFFER, sizeof(OffsetTri), OffsetTri, 0);
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glVertexAttribFormat(0, 3, GL_FLOAT, GL_FALSE, 0);
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glVertexAttribFormat(1, 4, GL_FLOAT, GL_FALSE, sizeof(Vec3f));
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glVertexAttribFormat(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vec3f) + sizeof(Vec4f));
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glVertexAttribBinding(0, 0);
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glVertexAttribBinding(1, 0);
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glVertexAttribBinding(2, 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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GLuint ib = MakeBuffer();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
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glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, 0);
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GLuint program = MakeProgram(vertex, pixel);
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GLuint cb = MakeBuffer();
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glBindBuffer(GL_UNIFORM_BUFFER, cb);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(cbufferdata), cbufferdata, GL_MAP_WRITE_BIT);
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GLuint fbo = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// Color render texture
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GLuint colattach = MakeTexture();
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glBindTexture(GL_TEXTURE_2D, colattach);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, screenWidth, screenHeight);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colattach, 0);
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while(Running())
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
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glClearBufferfv(GL_COLOR, 0, col);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindVertexArray(vao);
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glBindBufferRange(GL_UNIFORM_BUFFER, 0, cb, 16 * sizeof(Vec4f), 16 * sizeof(Vec4f));
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glUseProgram(program);
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glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
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glBindVertexBuffer(0, vb, sizeof(DefaultA2V) * 3, sizeof(DefaultA2V));
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void *)(sizeof(uint16_t) * 3));
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blitToSwap(colattach);
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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