Files
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

324 lines
8.7 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.
******************************************************************************/
#if defined(WIN32)
#include "../d3d11/d3d11_test.h"
#include "gl_test.h"
#include "3rdparty/glad/glad_wgl.h"
RD_TEST(GL_DX_Interop, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Test interop between GL and DX (Create and render to a DX surface and include into "
"GL rendering)";
std::string dxcommon = R"EOSHADER(
struct v2f
{
float4 pos : SV_Position;
float2 uv : UV;
};
)EOSHADER";
std::string dxvertex = R"EOSHADER(
v2f main(uint vid : SV_VertexID)
{
float2 positions[] = {
float2(-1.0f, -1.0f),
float2(-1.0f, 1.0f),
float2( 1.0f, -1.0f),
float2( 1.0f, 1.0f),
};
v2f OUT = (v2f)0;
OUT.pos = float4(positions[vid]*0.8f, 0, 1);
OUT.uv = positions[vid]*0.5f + 0.5f;
return OUT;
}
)EOSHADER";
std::string dxpixel = R"EOSHADER(
Texture2D<float4> tex : register(t0);
float4 main(v2f IN) : SV_Target0
{
return tex.Load(int3(IN.uv.xy*1024.0f, 0));
}
)EOSHADER";
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;
uniform vec2 wave;
void main()
{
vertOut.pos = vec4(Position.xyz, 1);
vertOut.pos.xy += wave*0.2f;
gl_Position = vertOut.pos;
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
}
)EOSHADER";
std::string pixel = R"EOSHADER(
in v2f vertIn;
layout(binding = 0) uniform sampler2D tex2D;
layout(location = 0, index = 0) out vec4 Color;
void main()
{
Color = textureLod(tex2D, vertIn.uv.xy, 0.0f);
}
)EOSHADER";
D3D11GraphicsTest d3d;
void Prepare(int argc, char **argv)
{
d3d.headless = true;
d3d.Prepare(argc, argv);
OpenGLGraphicsTest::Prepare(argc, argv);
}
int main()
{
if(!d3d.Init())
return 4;
ID3DBlobPtr vsblob = d3d.Compile(dxcommon + dxvertex, "main", "vs_5_0");
ID3DBlobPtr psblob = d3d.Compile(dxcommon + dxpixel, "main", "ps_5_0");
ID3D11VertexShaderPtr vs = d3d.CreateVS(vsblob);
ID3D11PixelShaderPtr ps = d3d.CreatePS(psblob);
ID3D11Texture2DPtr d3d_fromd3d =
d3d.MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 1024, 1024).RTV().Shared();
ID3D11RenderTargetViewPtr rtv = d3d.MakeRTV(d3d_fromd3d);
ID3D11Texture2DPtr d3d_tod3d =
d3d.MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 1024, 1024).RTV().SRV().Shared();
ID3D11ShaderResourceViewPtr srv = d3d.MakeSRV(d3d_tod3d);
ID3D11RenderTargetViewPtr rtv2 = d3d.MakeRTV(d3d_tod3d);
float base[4] = {0.2f, 0.2f, 0.2f, 1.0f};
d3d.ctx->ClearRenderTargetView(rtv2, base);
// initialise, create window, create context, etc
if(!Init())
return 3;
DefaultA2V quad[] = {
{Vec3f(-0.8f, -0.8f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.8f, 0.8f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, -0.8f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(0.8f, 0.8f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 1.0f)},
};
ID3D11BufferPtr buf = d3d.MakeBuffer().Vertex().Data(quad).Shared();
GLuint vao = MakeVAO();
glBindVertexArray(vao);
GLuint vb = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vb);
HANDLE interop_dev = wglDXOpenDeviceNV(d3d.dev);
HANDLE interop_d3dbuf = NULL;
interop_d3dbuf = wglDXRegisterObjectNV(interop_dev, buf.GetInterfacePtr(), vb, GL_NONE,
WGL_ACCESS_READ_ONLY_NV);
TEST_ASSERT(interop_d3dbuf, "wglDXRegisterObjectNV buffer failed");
if(!interop_d3dbuf)
glBufferStorage(GL_ARRAY_BUFFER, sizeof(quad), quad, 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 gl_fromd3d = MakeTexture();
HANDLE interop_fromd3d =
wglDXRegisterObjectNV(interop_dev, d3d_fromd3d.GetInterfacePtr(), gl_fromd3d, GL_TEXTURE_2D,
WGL_ACCESS_READ_ONLY_NV);
TEST_ASSERT(interop_fromd3d, "wglDXRegisterObjectNV texture fromd3d failed");
GLuint gl_tod3d = MakeTexture();
HANDLE interop_tod3d = wglDXRegisterObjectNV(interop_dev, d3d_tod3d.GetInterfacePtr(), gl_tod3d,
GL_TEXTURE_2D, WGL_ACCESS_READ_WRITE_NV);
TEST_ASSERT(interop_tod3d, "wglDXRegisterObjectNV texture tod3d failed");
GLuint fbo = MakeFBO();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl_tod3d, 0);
GLenum bufs[] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, bufs);
glDepthFunc(GL_ALWAYS);
glDisable(GL_DEPTH_TEST);
ID3D11DeviceContextPtr ctx = d3d.ctx;
HANDLE lockHandles[] = {interop_tod3d, interop_fromd3d};
float delta = 0.0f;
int frame = 0;
while(Running())
{
frame++;
BOOL res;
if(interop_d3dbuf)
res = wglDXLockObjectsNV(interop_dev, 1, &interop_d3dbuf);
else
res = TRUE;
TEST_ASSERT(res, "wglDXLockObjectsNV buffer failed");
float col2[] = {0.0f, 1.0f, 0.0f, 1.0f};
ctx->ClearRenderTargetView(rtv, col2);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
D3D11_VIEWPORT view = {0.0f, 0.0f, 1024.0f, 1024.0f, 0.0f, 1.0f};
ctx->RSSetViewports(1, &view);
ctx->OMSetRenderTargets(1, &rtv.GetInterfacePtr(), NULL);
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
ctx->Draw(4, 0);
ctx->ClearState();
ctx->Flush();
res = wglDXLockObjectsNV(interop_dev, ARRAY_COUNT(lockHandles), lockHandles);
TEST_ASSERT(res, "wglDXLockObjectsNV textures failed");
glBindVertexArray(vao);
glUseProgram(program);
delta += 0.1f;
glBindTexture(GL_TEXTURE_2D, gl_fromd3d);
float col[] = {1.0f, 0.0f, 0.0f, 1.0f};
// render back into d3d
glViewport(0, 0, 1024, 1024);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glClearBufferfv(GL_COLOR, 0, col);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// render to the backbuffer for visualisation
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glClearBufferfv(GL_COLOR, 0, col);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(GL_TEXTURE_2D, 0);
res = wglDXUnlockObjectsNV(interop_dev, ARRAY_COUNT(lockHandles), lockHandles);
TEST_ASSERT(res, "wglDXUnlockObjectsNV textures failed");
if(interop_d3dbuf)
res = wglDXUnlockObjectsNV(interop_dev, 1, &interop_d3dbuf);
else
res = TRUE;
TEST_ASSERT(res, "wglDXUnlockObjectsNV buffer failed");
Present();
}
wglDXUnregisterObjectNV(interop_dev, interop_d3dbuf);
wglDXUnregisterObjectNV(interop_dev, interop_fromd3d);
wglDXUnregisterObjectNV(interop_dev, interop_tod3d);
wglDXCloseDeviceNV(interop_dev);
return 0;
}
};
REGISTER_TEST();
#endif