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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.
161 lines
5.0 KiB
C++
161 lines
5.0 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 "3rdparty/fmt/core.h"
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#include "gl_test.h"
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RD_TEST(GL_Queries_In_Use, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Tests that we can still fetch mesh output and queries even when the capture itself makes "
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"uses of those features.";
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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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ConfigureDefaultVAO();
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GLuint program = MakeProgram();
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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{
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const char *cstr = GLDefaultVertex.c_str();
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glShaderSource(vs, 1, &cstr, NULL);
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glCompileShader(vs);
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}
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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{
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const char *cstr = GLDefaultPixel.c_str();
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glShaderSource(fs, 1, &cstr, NULL);
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glCompileShader(fs);
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}
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glAttachShader(program, vs);
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glAttachShader(program, fs);
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const GLchar *posOnly = "gl_Position";
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glTransformFeedbackVaryings(program, 1, &posOnly, GL_INTERLEAVED_ATTRIBS);
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glLinkProgram(program);
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glDetachShader(program, vs);
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glDetachShader(program, fs);
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glDeleteShader(vs);
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glDeleteShader(fs);
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GLint status;
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char buffer[1024];
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if(status == 0)
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{
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glGetProgramInfoLog(program, 1024, NULL, buffer);
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TEST_ERROR("Link error: %s", buffer);
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glDeleteProgram(program);
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program = 0;
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}
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GLuint xfb;
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glGenTransformFeedbacks(1, &xfb);
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GLuint xfbBuffer = MakeBuffer();
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glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, xfbBuffer);
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glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 1024, NULL, GL_DYNAMIC_READ);
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glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer);
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GLuint queries[4];
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glGenQueries(4, queries);
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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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glClearBufferfv(GL_COLOR, 0, col);
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glBindVertexArray(vao);
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glUseProgram(program);
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glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
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glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb);
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glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer);
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glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, queries[0]);
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glBeginTransformFeedback(GL_TRIANGLES);
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setMarker("XFB Draw");
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glEndTransformFeedback();
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glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
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GLuint primsWritten = 0;
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glGetQueryObjectuiv(queries[0], GL_QUERY_RESULT, &primsWritten);
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Vec4f vert;
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glGetBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vec4f), &vert);
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setMarker(fmt::format("XFBResult: {} prims, first vert {},{},{},{}", primsWritten, vert.x,
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vert.y, vert.z, vert.w));
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setMarker("Counters Draw");
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glBeginQuery(GL_CLIPPING_OUTPUT_PRIMITIVES_ARB, queries[1]);
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glBeginQuery(GL_VERTEX_SHADER_INVOCATIONS_ARB, queries[2]);
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glBeginQuery(GL_FRAGMENT_SHADER_INVOCATIONS_ARB, queries[3]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glEndQuery(GL_CLIPPING_OUTPUT_PRIMITIVES_ARB);
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glEndQuery(GL_VERTEX_SHADER_INVOCATIONS_ARB);
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glEndQuery(GL_FRAGMENT_SHADER_INVOCATIONS_ARB);
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glGetQueryObjectuiv(queries[1], GL_QUERY_RESULT, &primsWritten);
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glGetQueryObjectuiv(queries[2], GL_QUERY_RESULT, &vs);
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glGetQueryObjectuiv(queries[3], GL_QUERY_RESULT, &fs);
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setMarker(fmt::format("CounterResult: {} prims, {} vs {} fs", primsWritten, vs, fs));
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Present();
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}
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glDeleteTransformFeedbacks(1, &xfb);
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glDeleteQueries(4, queries);
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return 0;
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}
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};
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REGISTER_TEST();
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