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

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