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.
247 lines
7.0 KiB
C++
247 lines
7.0 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_Shader_Editing, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Ensures that shader editing works with different combinations of shader re-use and handles "
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"locations that change between the pre-edit and post-edit shaders.";
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const char *vertex = R"EOSHADER(
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#version 430 core
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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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#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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out v2f vertOut;
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out gl_PerVertex { vec4 gl_Position; };
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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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const char *pixel = R"EOSHADER(
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#version 430 core
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layout(location = 0, index = 0) out vec4 Color;
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layout(location = 9) uniform vec4 col;
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void main()
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{
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Color = col.rgba;
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}
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)EOSHADER";
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const char *pixel2 = R"EOSHADER(
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#version 430 core
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layout(location = 0, index = 0) out vec4 Color;
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// we hope that having these uniforms be first both alphabetically, by use, and by declaration, that
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// they'll be assigned earlier locations.
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// Then when we remove the declration and use it should force zcol to get a lower location value
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// after the edit.
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#if 1
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uniform vec4 acol;
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uniform vec4 bcol;
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uniform vec4 ccol;
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#endif
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uniform vec4 zcol;
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void main()
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{
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Color = vec4(0);
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#if 1
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Color += acol + bcol + ccol;
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#endif
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Color += zcol.rgba;
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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 fixedprog = MakeProgram();
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GLuint dynamicprog = MakeProgram();
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, &vertex, NULL);
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glCompileShader(vs);
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GLuint fs1 = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs1, 1, &pixel, NULL);
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glCompileShader(fs1);
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GLuint fs2 = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs2, 1, &pixel2, NULL);
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glCompileShader(fs2);
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glAttachShader(fixedprog, vs);
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glAttachShader(fixedprog, fs1);
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glLinkProgram(fixedprog);
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glDetachShader(fixedprog, vs);
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glDetachShader(fixedprog, fs1);
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glAttachShader(dynamicprog, vs);
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glAttachShader(dynamicprog, fs2);
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glLinkProgram(dynamicprog);
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glDetachShader(dynamicprog, vs);
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glDetachShader(dynamicprog, fs2);
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glDeleteShader(vs);
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glDeleteShader(fs1);
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glDeleteShader(fs2);
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GLuint pipe = MakePipeline();
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GLuint vssepprog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vertex);
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GLuint fssepprog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &pixel);
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glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vssepprog);
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glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fssepprog);
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// force the pipeline to be dirty
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for(int i = 0; i < 100; i++)
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{
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glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vssepprog);
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glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fssepprog);
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}
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glProgramUniform4f(fssepprog, 9, 0.0f, 1.0f, 0.0f, 1.0f);
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// render offscreen to make picked values accurate
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GLuint fbo = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// Color render texture
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GLuint colattach = MakeTexture();
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glBindTexture(GL_TEXTURE_2D, colattach);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, screenWidth, screenHeight);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colattach, 0);
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GLuint zcol = glGetUniformLocation(dynamicprog, "zcol");
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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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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glUseProgram(fixedprog);
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GLsizei hw = GLsizei(screenWidth) / 2;
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GLsizei hh = GLsizei(screenHeight) / 2;
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glViewport(0, hh, hw, hh);
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glUniform4f(9, 0.0f, 1.0f, 0.0f, 1.0f);
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glUniform4f(10, 1.0f, 0.0f, 0.0f, 1.0f);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glViewport(hw, hh, hw, hh);
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glUniform4f(9, 0.0f, 0.5f, 0.0f, 1.0f);
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glUniform4f(10, 0.5f, 0.0f, 0.0f, 1.0f);
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setMarker("fixedprog");
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glViewport(0, 0, hw, hh);
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glUseProgram(dynamicprog);
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glUniform4f(zcol, 0.0f, 1.0f, 0.0f, 1.0f);
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setMarker("dynamicprog");
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glViewport(hw, 0, hw, hh);
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// finally draw with the separable pipeline to ensure we can edit that
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glBindProgramPipeline(pipe);
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glUseProgram(0);
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setMarker("sepprog");
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindProgramPipeline(0);
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// give us a point to select where all uniforms are trashed
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glUseProgram(fixedprog);
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glUniform4f(9, 0.0f, 0.0f, 0.0f, 1.0f);
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glUniform4f(10, 0.0f, 0.0f, 0.0f, 1.0f);
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glUseProgram(dynamicprog);
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glUniform4f(zcol, 0.0f, 0.0f, 0.0f, 1.0f);
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glBlitNamedFramebuffer(fbo, 0, 0, 0, screenWidth, screenHeight, 0, 0, screenWidth,
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screenHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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