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.
235 lines
7.0 KiB
C++
235 lines
7.0 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 <atomic>
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#include <mutex>
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#include <thread>
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#include "gl_test.h"
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RD_TEST(GL_Multithread_Rendering, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Draws from two threads simultaneously, to test automatic catching of thread switching.";
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std::string pixel = R"EOSHADER(
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#version 420 core
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in v2f_block
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{
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vec4 pos;
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vec4 col;
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vec4 uv;
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} vertIn;
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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 = vertIn.col;
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Color.b =
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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 GreenTri[3] = {
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{Vec3f(-1.0f, -1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(1.0f, -1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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const DefaultA2V RedTri[3] = {
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{Vec3f(-1.0f, 1.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(1.0f, 1.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.0f, -1.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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};
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struct ctxdata
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{
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void *ctx;
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GraphicsWindow *win;
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std::atomic_bool rendering;
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GLuint VB, VAO, prog, FBO, tex;
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} A, B;
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A.rendering = true;
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B.rendering = true;
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A.VB = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, A.VB);
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glBufferStorage(GL_ARRAY_BUFFER, sizeof(RedTri), RedTri, 0);
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A.prog = MakeProgram(GLDefaultVertex, pixel + "0.25f;\n}");
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A.tex = MakeTexture();
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glBindTexture(GL_TEXTURE_2D, A.tex);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, screenWidth, screenHeight);
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B.VB = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, B.VB);
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glBufferStorage(GL_ARRAY_BUFFER, sizeof(GreenTri), GreenTri, 0);
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B.prog = MakeProgram(GLDefaultVertex, pixel + "0.75f;\n}");
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B.tex = MakeTexture();
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glBindTexture(GL_TEXTURE_2D, B.tex);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, screenWidth, screenHeight);
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// make FBOs on the main context for reading
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GLuint Afbo = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, Afbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, A.tex, 0);
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GLuint Bfbo = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, Bfbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, B.tex, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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A.win = MakeWindow(32, 32, "A");
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B.win = MakeWindow(32, 32, "B");
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A.ctx = MakeContext(A.win, mainContext);
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B.ctx = MakeContext(B.win, mainContext);
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ActivateContext(mainWindow, mainContext);
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std::atomic_bool quit;
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quit = false;
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auto windowThread = [&](int idx) {
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ctxdata &ctx = (idx == 0 ? A : B);
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ActivateContext(ctx.win, ctx.ctx);
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glEnable(GL_FRAMEBUFFER_SRGB);
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glGenVertexArrays(1, &ctx.VAO);
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glBindVertexArray(ctx.VAO);
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glGenFramebuffers(1, &ctx.FBO);
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glBindFramebuffer(GL_FRAMEBUFFER, ctx.FBO);
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while(true)
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{
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if(quit)
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break;
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glBindFramebuffer(GL_FRAMEBUFFER, ctx.FBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ctx.tex, 0);
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float col[] = {0.2f + (1 - idx) * 0.1f, 0.2f + idx * 0.1f, 0.2f, 1.0f};
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glClearBufferfv(GL_COLOR, 0, col);
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const int div = 40;
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GLsizei w = GLsizei(screenWidth) / div;
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GLsizei h = GLsizei(screenHeight) / div;
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for(GLsizei y = 0; y < div; y++)
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{
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for(GLsizei x = 0; x < div / 2; x++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, ctx.FBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ctx.tex, 0);
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glBindVertexArray(ctx.VAO);
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glBindBuffer(GL_ARRAY_BUFFER, ctx.VB);
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ConfigureDefaultVAO();
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glUseProgram(ctx.prog);
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glViewport((GLsizei(idx * screenWidth) / 2) + w * x, h * y, w, h);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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}
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glFinish();
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// don't present until both contexts are done. This isn't necessary but ensures captures
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// always start at the same point for both and only diverge within a frame.
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ctx.rendering = false;
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while(!quit && !ctx.rendering)
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{
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// busy loop waiting to be woken up. ha ha.
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}
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}
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glDeleteFramebuffers(1, &ctx.FBO);
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glDeleteVertexArrays(1, &ctx.VAO);
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ActivateContext(ctx.win, NULL);
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};
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std::thread thread_A(windowThread, 0);
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std::thread thread_B(windowThread, 1);
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while(Running())
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{
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if(!A.rendering && !B.rendering)
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, Afbo);
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float black[4] = {};
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glClearBufferfv(GL_COLOR, 0, black);
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glBlitFramebuffer(0, 0, screenWidth / 2, screenHeight - 10, 0, 0, screenWidth / 2,
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screenHeight - 10, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, Bfbo);
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glBlitFramebuffer(screenWidth / 2, 0, screenWidth, screenHeight - 10, screenWidth / 2, 0,
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screenWidth, screenHeight - 10, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glFinish();
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Present(mainWindow);
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A.rendering = true;
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B.rendering = true;
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}
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}
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quit = true;
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thread_A.join();
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thread_B.join();
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DestroyContext(A.ctx);
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DestroyContext(B.ctx);
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delete A.win;
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delete B.win;
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return 0;
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}
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};
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REGISTER_TEST();
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