mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-13 05:20:45 +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.
452 lines
16 KiB
C++
452 lines
16 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2018-2026 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_Overlay_Test, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Makes a couple of draws that show off all the overlays in some way";
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std::string common = R"EOSHADER(
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#version 420 core
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#define v2f 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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}
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)EOSHADER";
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std::string vertex = R"EOSHADER(
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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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out v2f vertOut;
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void main()
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{
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vertOut.pos = vec4(Position.xyz, 1);
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gl_Position = vertOut.pos;
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vertOut.col = Color;
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vertOut.uv = vec4(UV.xy, 0, 1);
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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in v2f 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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}
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)EOSHADER";
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std::string whitepixel = R"EOSHADER(
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#version 420 core
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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(1,1,1,1);
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}
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)EOSHADER";
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std::string fragdepthpixel = R"EOSHADER(
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in v2f 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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if ((gl_FragCoord.x > 180.0) && (gl_FragCoord.x < 185.0) &&
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(gl_FragCoord.y > 135.0) && (gl_FragCoord.y < 145.0))
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{
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gl_FragDepth = 0.0;
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}
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else
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{
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gl_FragDepth = gl_FragCoord.z;
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}
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}
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)EOSHADER";
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std::string discardpixel = R"EOSHADER(
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in v2f 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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if ((gl_FragCoord.x > 327.0) && (gl_FragCoord.x < 339.0) &&
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(gl_FragCoord.y > 252.0) && (gl_FragCoord.y < 262.0))
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{
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discard;
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}
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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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// note that the Z position values are rescaled for GL default -1.0 to 1.0 clipspace, relative
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// to all other APIs
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const DefaultA2V VBData[] = {
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// this triangle occludes in depth
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{Vec3f(-0.5f, -0.5f, -1.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.5f, 0.0f, -1.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.0f, 0.0f, -1.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle occludes in stencil
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{Vec3f(-0.5f, 0.0f, 0.8f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(-0.5f, 0.5f, 0.8f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.0f, 0.8f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle is just in the background to contribute to overdraw
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{Vec3f(-0.9f, -0.9f, 0.9f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.9f, 0.9f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.9f, -0.9f, 0.9f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(1.0f, 0.0f)},
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// the draw has a few triangles, main one that is occluded for depth, another that is
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// adding to overdraw complexity, one that is backface culled, then a few more of various
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// sizes for triangle size overlay
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{Vec3f(-0.3f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.3f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.0f, 0.0f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.2f, -0.2f, 0.2f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.2f, 0.0f, 0.2f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.2f, -0.4f, 0.2f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// backface culled
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{Vec3f(0.1f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.5f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// depth clipped (i.e. not clamped)
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{Vec3f(0.6f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.7f, 0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, 0.0f, 2.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// small triangles
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// size=0.005
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{Vec3f(0.0f, 0.4f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.41f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.01f, 0.4f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.015
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.515f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.015f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.02
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{Vec3f(0.0f, 0.6f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.62f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.02f, 0.6f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.025
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{Vec3f(0.0f, 0.7f, 0.0f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.725f, 0.0f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.025f, 0.7f, 0.0f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle deliberately goes out of the viewport, it will test viewport & scissor
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// clipping
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{Vec3f(-1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(1.0f, 0.0f)},
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// discard rectangle
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{Vec3f(0.6f, +0.7f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.7f, +0.9f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, +0.7f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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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, sizeof(VBData), VBData, 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(common + vertex, common + pixel);
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GLuint whiteprogram = MakeProgram(common + vertex, whitepixel);
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GLuint fragdepthprogram = MakeProgram(common + vertex, common + fragdepthpixel);
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GLuint discardprogram = MakeProgram(common + vertex, common + discardpixel);
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const char *fmtNames[] = {"D24_S8", "D32F_S8", "D16_S0", "D24_S0", "D32F_S0"};
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GLenum fmts[] = {GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8, GL_DEPTH_COMPONENT16,
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GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32F};
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const size_t countFmts = ARRAY_COUNT(fmts);
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GLuint fbos[countFmts];
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GLuint msaafbos[countFmts];
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for(size_t f = 0; f < countFmts; f++)
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{
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GLenum fmt = fmts[f];
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// Color render texture
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GLuint attachments[] = {MakeTexture(), MakeTexture(), MakeTexture(), MakeTexture()};
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GLenum dsAttachment = GL_DEPTH_ATTACHMENT;
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if(fmt == GL_DEPTH24_STENCIL8 || fmt == GL_DEPTH32F_STENCIL8)
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dsAttachment = GL_DEPTH_STENCIL_ATTACHMENT;
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if(fmt == GL_STENCIL_INDEX8)
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dsAttachment = GL_STENCIL_ATTACHMENT;
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{
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GLuint fbo = MakeFBO();
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fbos[f] = fbo;
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindTexture(GL_TEXTURE_2D, attachments[0]);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, screenWidth, screenHeight);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, attachments[0],
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0);
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glBindTexture(GL_TEXTURE_2D, attachments[1]);
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glTexStorage2D(GL_TEXTURE_2D, 1, fmt, screenWidth, screenHeight);
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glFramebufferTexture2D(GL_FRAMEBUFFER, dsAttachment, GL_TEXTURE_2D, attachments[1], 0);
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}
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{
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GLuint msaafbo = MakeFBO();
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msaafbos[f] = msaafbo;
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glBindFramebuffer(GL_FRAMEBUFFER, msaafbo);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, attachments[2]);
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glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_SRGB8_ALPHA8, screenWidth,
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screenHeight, GL_TRUE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
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attachments[2], 0);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, attachments[3]);
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glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, fmt, screenWidth, screenHeight,
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GL_TRUE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, dsAttachment, GL_TEXTURE_2D_MULTISAMPLE,
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attachments[3], 0);
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}
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}
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GLuint subtex = MakeTexture();
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glBindTexture(GL_TEXTURE_2D_ARRAY, subtex);
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glTexStorage3D(GL_TEXTURE_2D_ARRAY, 4, GL_SRGB8_ALPHA8, screenWidth, screenHeight, 5);
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GLuint subfbo = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, subfbo);
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// clear all mips/slices first
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GLfloat black[4] = {};
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for(GLint s = 0; s < 5; s++)
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{
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for(GLint m = 0; m < 4; m++)
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{
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, subtex, m, s);
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glClearBufferfv(GL_COLOR, 0, black);
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}
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}
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, subtex, 2, 2);
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GLuint subfbo2 = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, subfbo2);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, subtex, 3, 2);
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// keep a trash buffer bound to pixel pack/unpack
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GLuint trash = MakeBuffer();
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, trash);
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glBufferStorage(GL_PIXEL_UNPACK_BUFFER, 1024, 0, 0);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, trash);
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while(Running())
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{
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glBindVertexArray(vao);
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for(size_t i = 0; i < countFmts; ++i)
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{
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GLenum fmt = fmts[i];
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std::string fmtName(fmtNames[i]);
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for(bool is_msaa : {false, true})
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{
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bool hasStencil = false;
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if(fmt == GL_DEPTH24_STENCIL8 || fmt == GL_DEPTH32F_STENCIL8)
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hasStencil = true;
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GLuint fb = is_msaa ? msaafbos[i] : fbos[i];
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CW);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_CLAMP);
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glDisable(GL_STENCIL_TEST);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilFunc(GL_ALWAYS, 0x55, 0xff);
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glViewport(10, 10, GLsizei(screenWidth) - 20, GLsizei(screenHeight) - 20);
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glScissor(0, 0, screenWidth, screenHeight);
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glBindFramebuffer(GL_FRAMEBUFFER, fb);
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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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glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);
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if(hasStencil)
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{
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glScissor(32, GLsizei(screenHeight) - 32, 6, 6);
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glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 1);
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glScissor(0, 0, screenWidth, screenHeight);
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}
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glUseProgram(program);
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// 1: write depth
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glDepthFunc(GL_ALWAYS);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDepthFunc(GL_LEQUAL);
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if(hasStencil)
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{
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// 2: write stencil
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glEnable(GL_STENCIL_TEST);
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glDrawArrays(GL_TRIANGLES, 3, 3);
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}
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// 3: write background
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glDisable(GL_STENCIL_TEST);
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glDrawArrays(GL_TRIANGLES, 6, 3);
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// add a marker so we can easily locate this draw
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std::string markerName(is_msaa ? "MSAA Test " : "Normal Test ");
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markerName += fmtName;
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setMarker(markerName);
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_GREATER, 0x55, 0xff);
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|
glUseProgram(fragdepthprogram);
|
|
glDrawArrays(GL_TRIANGLES, 9, 24);
|
|
|
|
markerName = "Discard " + markerName;
|
|
setMarker(markerName);
|
|
glUseProgram(discardprogram);
|
|
glDrawArrays(GL_TRIANGLES, 36, 3);
|
|
glUseProgram(program);
|
|
|
|
if(!is_msaa)
|
|
{
|
|
setMarker("Viewport Test " + fmtName);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glViewport(10, screenHeight - 90, 80, 80);
|
|
glScissor(24, screenHeight - 76, 52, 52);
|
|
glDrawArrays(GL_TRIANGLES, 33, 3);
|
|
}
|
|
|
|
if(is_msaa)
|
|
{
|
|
setMarker("Sample Mask Test " + fmtName);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glEnable(GL_SAMPLE_MASK);
|
|
glSampleMaski(0, 0x2);
|
|
glViewport(0, screenHeight - 80, 80, 80);
|
|
glScissor(0, screenHeight - 80, 80, 80);
|
|
glDrawArrays(GL_TRIANGLES, 6, 3);
|
|
glSampleMaski(0, ~0U);
|
|
glDisable(GL_SAMPLE_MASK);
|
|
}
|
|
|
|
glScissor(0, 0, screenWidth, screenHeight);
|
|
}
|
|
}
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
glBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight,
|
|
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, subfbo);
|
|
float col2[] = {0.0f, 0.0f, 0.0f, 1.0f};
|
|
glClearBufferfv(GL_COLOR, 0, col2);
|
|
|
|
glDepthFunc(GL_ALWAYS);
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
glUseProgram(whiteprogram);
|
|
|
|
glViewport(5, 5, GLsizei(screenWidth) / 4 - 10, GLsizei(screenHeight) / 4 - 10);
|
|
glScissor(0, 0, screenWidth / 4, screenHeight / 4);
|
|
|
|
setMarker("Subresources mip 2");
|
|
glDrawArrays(GL_TRIANGLES, 9, 24);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, subfbo2);
|
|
glClearBufferfv(GL_COLOR, 0, col2);
|
|
|
|
glViewport(2, 2, GLsizei(screenWidth) / 8 - 4, GLsizei(screenHeight) / 8 - 4);
|
|
glScissor(0, 0, screenWidth / 8, screenHeight / 8);
|
|
|
|
setMarker("Subresources mip 3");
|
|
glDrawArrays(GL_TRIANGLES, 9, 24);
|
|
|
|
Present();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
REGISTER_TEST();
|