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.
169 lines
5.1 KiB
C++
169 lines
5.1 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2026 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_Mip_Gen_RT, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Tests rendering from one mip to another to do a downsample chain";
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std::string vertex = R"EOSHADER(
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#version 420 core
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out vec2 uv;
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void main()
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{
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const vec4 verts[4] = vec4[4](vec4(-1.0, -1.0, 0.5, 1.0), vec4(1.0, -1.0, 0.5, 1.0),
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vec4(-1.0, 1.0, 0.5, 1.0), vec4(1.0, 1.0, 0.5, 1.0));
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gl_Position = verts[gl_VertexID];
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uv = gl_Position.xy * 0.5f + 0.5f;
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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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in vec2 uv;
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layout(location = 0, index = 0) out vec4 Color;
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layout(binding = 0) uniform sampler2D tex2D;
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void main()
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{
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Color = textureLod(tex2D, -uv, 0.0f);
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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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GLuint vb = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vb);
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glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0));
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V),
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(void *)(sizeof(Vec3f) + sizeof(Vec4f)));
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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 tex = MakeTexture();
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexStorage2D(GL_TEXTURE_2D, 8, GL_SRGB8_ALPHA8, 1024, 1024);
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GLuint fbo[8];
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for(int i = 0; i < 8; i++)
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{
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fbo[i] = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, i);
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}
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// fill upper mip with colour ramp
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uint32_t *ramp = new uint32_t[1024 * 1024];
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for(uint32_t i = 0; i < 1024 * 1024; i++)
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{
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float x = float(i % 1024);
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float y = float(i / 1024);
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ramp[i] = uint32_t(uint32_t(255.0f * (x / 1024.0f)) | (uint32_t(255.0f * (y / 1024.0f)) << 8) |
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(uint32_t(255.0f * ((x + y) / 2048.0f)) << 16) | 0xff000000);
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}
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while(Running())
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{
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float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearBufferfv(GL_COLOR, 0, col);
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// clear all FBOs
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for(int i = 0; i < 8; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
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glClearBufferfv(GL_COLOR, 0, col);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindVertexArray(vao);
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glUseProgram(program);
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{
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// view first mip and upload data
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1024, 1024, GL_RGBA, GL_UNSIGNED_BYTE, ramp);
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for(int i = 1; i < 8; i++)
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{
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// bind relevant fbo
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glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
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// change texture parameters to view previous mip
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, i - 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
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// set viewport
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glViewport(0, 0, 1024 >> i, 1024 >> i);
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// do downsample
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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// reset texture parameters to default
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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// bind default framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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Present();
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}
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delete[] ramp;
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return 0;
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}
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};
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REGISTER_TEST();
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