Files
renderdoc/util/test/demos/gl/gl_depthstencil_fbo.cpp
baldurk 856c838def Update copyright years to 2026 and fix copyright ranges
* 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.
2026-01-05 14:17:28 +00:00

200 lines
5.5 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018-2026 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_DepthStencil_FBO, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Creates a depth-stencil FBO and writes both depth and stencil to it";
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";
std::string copypixel = R"EOSHADER(
layout (binding = 0) uniform usampler2D stencilAttach;
layout (binding = 1) uniform sampler2D colorAttach;
in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
void main()
{
if(gl_FragCoord.x > gl_FragCoord.y*2.0)
{
Color = texelFetch(colorAttach, ivec2(gl_FragCoord.xy), 0);
}
else
{
uint stencil = texelFetch(stencilAttach, ivec2(gl_FragCoord.xy), 0).x;
if(stencil > 50U)
Color = vec4(0, 1, 0, 1);
else
Color = vec4(1, 0, 0, 1);
}
}
)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);
GLuint copyprogram = MakeProgram(common + vertex, common + copypixel);
GLuint fbo = MakeFBO();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Color render texture
GLuint attachments[] = {MakeTexture(), MakeTexture(), MakeTexture()};
glBindTexture(GL_TEXTURE_2D, attachments[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, attachments[0], 0);
glBindTexture(GL_TEXTURE_2D, attachments[1]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
attachments[1], 0);
GLuint view = MakeTexture();
glTextureView(view, GL_TEXTURE_2D, attachments[1], GL_DEPTH24_STENCIL8, 0, 1, 0, 1);
glTextureParameteri(view, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
glDepthFunc(GL_ALWAYS);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glStencilFunc(GL_ALWAYS, 0xcc, 0xff);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glEnable(GL_STENCIL_TEST);
glStencilMask(0xff);
while(Running())
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLenum bufs[] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, bufs);
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);
glBindVertexArray(vao);
glUseProgram(program);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(copyprogram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, view);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, attachments[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
Present();
}
return 0;
}
};
REGISTER_TEST();