mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-06 01:50:38 +00:00
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.
506 lines
17 KiB
C++
506 lines
17 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_Draw_Zoo, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Draws several variants using different vertex/index offsets.";
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std::string vertex = R"EOSHADER(
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#version 420 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 = 2) in vec2 UV;
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layout(location = 0) out vec4 COLOR;
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layout(location = 1) out vec4 TEXCOORD;
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layout(location = 2) out float VID;
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layout(location = 3) out float IID;
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void main()
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{
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gl_Position = vec4(Position.xyz, 1);
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gl_Position.x += Color.w;
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COLOR = Color;
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TEXCOORD = vec4(UV.xy, 0, 1);
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VID = float(gl_VertexID);
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IID = float(gl_InstanceID);
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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#version 420 core
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layout(location = 0) in vec4 COLOR;
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layout(location = 1) in vec4 TEXCOORD;
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layout(location = 2) in float VID;
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layout(location = 3) in float IID;
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layout(location = 0, index = 0) out vec4 Color;
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void main()
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{
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Color = vec4(0,0,0,0);
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Color.r = VID;
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Color.g = IID;
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Color.b = COLOR.w;
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Color.a = COLOR.g + TEXCOORD.x;
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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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GLuint vao = MakeVAO();
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glBindVertexArray(vao);
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DefaultA2V triangle[] = {
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// 0
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{Vec3f(-1.0f, -1.0f, -1.0f), Vec4f(1.0f, 1.0f, 1.0f, 0.0f), Vec2f(-1.0f, -1.0f)},
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// 1, 2, 3
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{Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(1.0f, 0.1f, 0.0f, 0.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 0.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.5f, 0.0f), Vec4f(0.0f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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// 4, 5, 6
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{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(1.0f, 0.1f, 0.0f, 0.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 0.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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// 7, 8, 9
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{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(1.0f, 0.1f, 0.0f, 0.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 0.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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// 10, 11, 12
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{Vec3f(0.0f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 0.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.0f, 0.0f), Vec4f(1.0f, 0.1f, 0.0f, 0.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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// strips: 13, 14, 15, ...
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{Vec3f(-0.5f, 0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 0.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.2f, 0.1f, 0.0f, 0.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.3f, 0.2f, 0.0f), Vec4f(0.4f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.3f, 0.0f, 0.0f), Vec4f(0.6f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.1f, 0.2f, 0.0f), Vec4f(0.8f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.1f, 0.0f, 0.0f), Vec4f(1.0f, 0.5f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.1f, 0.2f, 0.0f), Vec4f(0.0f, 0.8f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.1f, 0.0f, 0.0f), Vec4f(0.2f, 0.1f, 0.5f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.3f, 0.2f, 0.0f), Vec4f(0.4f, 0.3f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.3f, 0.0f, 0.0f), Vec4f(0.6f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.5f, 0.2f, 0.0f), Vec4f(0.8f, 0.3f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.5f, 0.0f, 0.0f), Vec4f(1.0f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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};
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std::vector<DefaultA2V> vbData;
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vbData.resize(600);
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{
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DefaultA2V *src = (DefaultA2V *)triangle;
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DefaultA2V *dst = (DefaultA2V *)&vbData[0];
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// up-pointing src to offset 0
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memcpy(dst + 0, src + 1, sizeof(DefaultA2V));
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memcpy(dst + 1, src + 2, sizeof(DefaultA2V));
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memcpy(dst + 2, src + 3, sizeof(DefaultA2V));
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// invalid vert for index 3 and 4
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memcpy(dst + 3, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 4, src + 0, sizeof(DefaultA2V));
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// down-pointing src at offset 5
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memcpy(dst + 5, src + 4, sizeof(DefaultA2V));
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memcpy(dst + 6, src + 5, sizeof(DefaultA2V));
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memcpy(dst + 7, src + 6, sizeof(DefaultA2V));
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// invalid vert for 8 - 12
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memcpy(dst + 8, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 9, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 10, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 11, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 12, src + 0, sizeof(DefaultA2V));
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// left-pointing src data to offset 13
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memcpy(dst + 13, src + 7, sizeof(DefaultA2V));
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memcpy(dst + 14, src + 8, sizeof(DefaultA2V));
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memcpy(dst + 15, src + 9, sizeof(DefaultA2V));
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// invalid vert for 16-22
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memcpy(dst + 16, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 17, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 18, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 19, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 20, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 21, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 22, src + 0, sizeof(DefaultA2V));
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// right-pointing src data to offset 23
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memcpy(dst + 23, src + 10, sizeof(DefaultA2V));
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memcpy(dst + 24, src + 11, sizeof(DefaultA2V));
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memcpy(dst + 25, src + 12, sizeof(DefaultA2V));
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// strip after 30
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memcpy(dst + 30, src + 13, sizeof(DefaultA2V));
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memcpy(dst + 31, src + 14, sizeof(DefaultA2V));
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memcpy(dst + 32, src + 15, sizeof(DefaultA2V));
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memcpy(dst + 33, src + 16, sizeof(DefaultA2V));
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memcpy(dst + 34, src + 17, sizeof(DefaultA2V));
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memcpy(dst + 35, src + 18, sizeof(DefaultA2V));
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memcpy(dst + 36, src + 19, sizeof(DefaultA2V));
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memcpy(dst + 37, src + 20, sizeof(DefaultA2V));
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memcpy(dst + 38, src + 21, sizeof(DefaultA2V));
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memcpy(dst + 39, src + 22, sizeof(DefaultA2V));
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memcpy(dst + 40, src + 23, sizeof(DefaultA2V));
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memcpy(dst + 41, src + 24, sizeof(DefaultA2V));
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}
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for(size_t i = 0; i < vbData.size(); i++)
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{
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vbData[i].uv.x = float(i);
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vbData[i].col.y = float(i) / 200.0f;
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}
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GLuint vb = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vb);
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glBufferStorage(GL_ARRAY_BUFFER, vbData.size() * sizeof(DefaultA2V), vbData.data(), 0);
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Vec4f instData[16] = {};
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for(int i = 0; i < ARRAY_COUNT(instData); i++)
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instData[i] = Vec4f(-100.0f, -100.0f, -100.0f, -100.0f);
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{
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instData[0] = Vec4f(0.0f, 0.4f, 1.0f, 0.0f);
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instData[1] = Vec4f(0.5f, 0.5f, 0.0f, 0.5f);
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instData[5] = Vec4f(0.0f, 0.6f, 0.5f, 0.0f);
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instData[6] = Vec4f(0.5f, 0.7f, 1.0f, 0.5f);
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instData[13] = Vec4f(0.0f, 0.8f, 0.3f, 0.0f);
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instData[14] = Vec4f(0.5f, 0.9f, 0.1f, 0.5f);
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}
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GLuint instvb = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, instvb);
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glBufferStorage(GL_ARRAY_BUFFER, sizeof(instData), instData, 0);
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std::vector<uint16_t> idxData;
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idxData.resize(100);
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{
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idxData[0] = 0;
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idxData[1] = 1;
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idxData[2] = 2;
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idxData[5] = 5;
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idxData[6] = 6;
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idxData[7] = 7;
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idxData[13] = 63;
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idxData[14] = 64;
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idxData[15] = 65;
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idxData[23] = 103;
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idxData[24] = 104;
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idxData[25] = 105;
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idxData[37] = 104;
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idxData[38] = 105;
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idxData[39] = 106;
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idxData[42] = 30;
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idxData[43] = 31;
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idxData[44] = 32;
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idxData[45] = 33;
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idxData[46] = 34;
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idxData[47] = 0xffff;
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idxData[48] = 36;
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idxData[49] = 37;
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idxData[50] = 38;
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idxData[51] = 39;
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idxData[52] = 40;
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idxData[53] = 41;
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idxData[54] = 130;
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idxData[55] = 131;
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idxData[56] = 132;
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idxData[57] = 133;
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idxData[58] = 134;
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idxData[59] = 0xffff;
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idxData[60] = 136;
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idxData[61] = 137;
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idxData[62] = 138;
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idxData[63] = 139;
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idxData[64] = 140;
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idxData[65] = 141;
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}
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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, idxData.size() * sizeof(uint16_t), idxData.data(), 0);
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glBindVertexArray(vao);
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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 instvao = MakeVAO();
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glBindVertexArray(instvao);
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glVertexAttribFormat(0, 3, GL_FLOAT, GL_FALSE, 0);
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glVertexAttribFormat(1, 4, GL_FLOAT, GL_FALSE, 0);
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glVertexAttribDivisor(1, 1);
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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, 1);
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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 program = MakeProgram(vertex, pixel);
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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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// Depth texture
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GLuint depthattach = MakeTexture();
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glBindTexture(GL_TEXTURE_2D, depthattach);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, screenWidth, screenHeight);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthattach,
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0);
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glClearDepth(0.0f);
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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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setMarker("GL_ClearDepth");
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glClear(GL_DEPTH_BUFFER_BIT);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindVertexBuffer(0, vb, 0, sizeof(DefaultA2V));
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glBindVertexBuffer(0, instvb, 0, sizeof(Vec4f));
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glClearBufferfv(GL_COLOR, 0, col);
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glBindVertexArray(vao);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
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glUseProgram(program);
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GLint w = 48, h = 48;
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GLint x = 0, y = screenHeight - h;
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glViewport(x, y, w, h);
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setMarker("Test Begin");
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///////////////////////////////////////////////////
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// non-indexed, non-instanced
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// basic test
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glViewport(x, y, w, h);
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glBindVertexBuffer(0, vb, 0, sizeof(DefaultA2V));
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glDrawArrays(GL_TRIANGLES, 0, 3);
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x += w;
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// test with vertex offset
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glViewport(x, y, w, h);
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glBindVertexBuffer(0, vb, 0, sizeof(DefaultA2V));
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glDrawArrays(GL_TRIANGLES, 5, 3);
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x += w;
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// test with vertex offset and vbuffer offset
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glViewport(x, y, w, h);
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glBindVertexBuffer(0, vb, 5 * sizeof(DefaultA2V), sizeof(DefaultA2V));
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glDrawArrays(GL_TRIANGLES, 8, 3);
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x += w;
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// adjust to next row
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x = 0;
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y -= h;
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///////////////////////////////////////////////////
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// indexed, non-instanced
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// basic test
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glViewport(x, y, w, h);
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glBindVertexBuffer(0, vb, 0, sizeof(DefaultA2V));
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glDrawElementsBaseVertex(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, (void *)(0 * sizeof(uint16_t)), 0);
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x += w;
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// test with first index
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glViewport(x, y, w, h);
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glBindVertexBuffer(0, vb, 0, sizeof(DefaultA2V));
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glDrawElementsBaseVertex(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, (void *)(5 * sizeof(uint16_t)), 0);
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x += w;
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// test with first index and vertex offset
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glViewport(x, y, w, h);
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glBindVertexBuffer(0, vb, 0, sizeof(DefaultA2V));
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glDrawElementsBaseVertex(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, (void *)(13 * sizeof(uint16_t)),
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-50);
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x += w;
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// test with first index and vertex offset and vbuffer offset
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glViewport(x, y, w, h);
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glBindVertexBuffer(0, vb, 10 * sizeof(DefaultA2V), sizeof(DefaultA2V));
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glDrawElementsBaseVertex(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, (void *)(23 * sizeof(uint16_t)),
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-100);
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x += w;
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// GL can't have an ibuffer offset, so first index & ibuffer offset are merged
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// test with first index and vertex offset and vbuffer offset and ibuffer offset
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glViewport(x, y, w, h);
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|
glBindVertexBuffer(0, vb, 19 * sizeof(DefaultA2V), sizeof(DefaultA2V));
|
|
glDrawElementsBaseVertex(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT,
|
|
(void *)((14 + 23) * sizeof(uint16_t)), -100);
|
|
x += w;
|
|
|
|
glEnable(GL_PRIMITIVE_RESTART);
|
|
glPrimitiveRestartIndex(0xffff);
|
|
|
|
setMarker("GL_PRIMITIVE_RESTART");
|
|
|
|
// indexed strip with primitive restart
|
|
glViewport(x, y, w, h);
|
|
glBindVertexBuffer(0, vb, 0, sizeof(DefaultA2V));
|
|
glDrawElementsBaseVertex(GL_TRIANGLE_STRIP, 12, GL_UNSIGNED_SHORT,
|
|
(void *)(42 * sizeof(uint16_t)), 0);
|
|
x += w;
|
|
|
|
glDisable(GL_PRIMITIVE_RESTART);
|
|
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
|
|
|
|
setMarker("GL_PRIMITIVE_RESTART_FIXED_INDEX");
|
|
|
|
// indexed strip with primitive restart and vertex offset
|
|
glViewport(x, y, w, h);
|
|
glBindVertexBuffer(0, vb, 0, sizeof(DefaultA2V));
|
|
glDrawElementsBaseVertex(GL_TRIANGLE_STRIP, 12, GL_UNSIGNED_SHORT,
|
|
(void *)(54 * sizeof(uint16_t)), -100);
|
|
x += w;
|
|
|
|
// adjust to next row
|
|
x = 0;
|
|
y -= h;
|
|
|
|
glDisable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
|
|
|
|
glBindVertexArray(instvao);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
|
|
|
|
///////////////////////////////////////////////////
|
|
// non-indexed, instanced
|
|
|
|
// basic test
|
|
glViewport(x, y, w, h);
|
|
glBindVertexBuffer(0, vb, 0, sizeof(DefaultA2V));
|
|
glBindVertexBuffer(1, instvb, 0, sizeof(Vec4f));
|
|
glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 2, 0);
|
|
x += w;
|
|
|
|
// basic test with first instance
|
|
glViewport(x, y, w, h);
|
|
glBindVertexBuffer(0, vb, 5 * sizeof(DefaultA2V), sizeof(DefaultA2V));
|
|
glBindVertexBuffer(1, instvb, 0, sizeof(Vec4f));
|
|
glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 2, 5);
|
|
x += w;
|
|
|
|
// basic test with first instance and instance buffer offset
|
|
glViewport(x, y, w, h);
|
|
glBindVertexBuffer(0, vb, 13 * sizeof(DefaultA2V), sizeof(DefaultA2V));
|
|
glBindVertexBuffer(1, instvb, 8 * sizeof(Vec4f), sizeof(Vec4f));
|
|
glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 2, 5);
|
|
x += w;
|
|
|
|
// adjust to next row
|
|
x = 0;
|
|
y -= h;
|
|
|
|
///////////////////////////////////////////////////
|
|
// indexed, instanced
|
|
|
|
// basic test
|
|
glViewport(x, y, w, h);
|
|
glBindVertexBuffer(0, vb, 0, sizeof(DefaultA2V));
|
|
glBindVertexBuffer(1, instvb, 0, sizeof(Vec4f));
|
|
glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT,
|
|
(void *)(5 * sizeof(uint16_t)), 2, 0, 0);
|
|
x += w;
|
|
|
|
// basic test with first instance
|
|
glViewport(x, y, w, h);
|
|
glBindVertexBuffer(0, vb, 0, sizeof(DefaultA2V));
|
|
glBindVertexBuffer(1, instvb, 0, sizeof(Vec4f));
|
|
glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT,
|
|
(void *)(13 * sizeof(uint16_t)), 2, -50, 5);
|
|
x += w;
|
|
|
|
// basic test with first instance and instance buffer offset
|
|
glViewport(x, y, w, h);
|
|
glBindVertexBuffer(0, vb, 0, sizeof(DefaultA2V));
|
|
glBindVertexBuffer(1, instvb, 8 * sizeof(Vec4f), sizeof(Vec4f));
|
|
glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT,
|
|
(void *)(23 * sizeof(uint16_t)), 2, -80, 5);
|
|
x += w;
|
|
|
|
blitToSwap(colattach);
|
|
|
|
Present();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
REGISTER_TEST();
|