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renderdoc/util/test/demos/gl/gl_shader_editing.cpp
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

247 lines
7.0 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2026 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_Shader_Editing, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Ensures that shader editing works with different combinations of shader re-use and handles "
"locations that change between the pre-edit and post-edit shaders.";
const char *vertex = R"EOSHADER(
#version 430 core
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(location = 2) in vec2 UV;
#define v2f v2f_block \
{ \
vec4 pos; \
vec4 col; \
vec4 uv; \
}
out v2f vertOut;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
vertOut.pos = vec4(Position.xyz, 1);
gl_Position = vertOut.pos;
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
}
)EOSHADER";
const char *pixel = R"EOSHADER(
#version 430 core
layout(location = 0, index = 0) out vec4 Color;
layout(location = 9) uniform vec4 col;
void main()
{
Color = col.rgba;
}
)EOSHADER";
const char *pixel2 = R"EOSHADER(
#version 430 core
layout(location = 0, index = 0) out vec4 Color;
// we hope that having these uniforms be first both alphabetically, by use, and by declaration, that
// they'll be assigned earlier locations.
// Then when we remove the declration and use it should force zcol to get a lower location value
// after the edit.
#if 1
uniform vec4 acol;
uniform vec4 bcol;
uniform vec4 ccol;
#endif
uniform vec4 zcol;
void main()
{
Color = vec4(0);
#if 1
Color += acol + bcol + ccol;
#endif
Color += zcol.rgba;
}
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
GLuint vao = MakeVAO();
glBindVertexArray(vao);
GLuint vb = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 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 fixedprog = MakeProgram();
GLuint dynamicprog = MakeProgram();
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex, NULL);
glCompileShader(vs);
GLuint fs1 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs1, 1, &pixel, NULL);
glCompileShader(fs1);
GLuint fs2 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs2, 1, &pixel2, NULL);
glCompileShader(fs2);
glAttachShader(fixedprog, vs);
glAttachShader(fixedprog, fs1);
glLinkProgram(fixedprog);
glDetachShader(fixedprog, vs);
glDetachShader(fixedprog, fs1);
glAttachShader(dynamicprog, vs);
glAttachShader(dynamicprog, fs2);
glLinkProgram(dynamicprog);
glDetachShader(dynamicprog, vs);
glDetachShader(dynamicprog, fs2);
glDeleteShader(vs);
glDeleteShader(fs1);
glDeleteShader(fs2);
GLuint pipe = MakePipeline();
GLuint vssepprog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vertex);
GLuint fssepprog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &pixel);
glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vssepprog);
glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fssepprog);
// force the pipeline to be dirty
for(int i = 0; i < 100; i++)
{
glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vssepprog);
glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fssepprog);
}
glProgramUniform4f(fssepprog, 9, 0.0f, 1.0f, 0.0f, 1.0f);
// render offscreen to make picked values accurate
GLuint fbo = MakeFBO();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Color render texture
GLuint colattach = MakeTexture();
glBindTexture(GL_TEXTURE_2D, colattach);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colattach, 0);
GLuint zcol = glGetUniformLocation(dynamicprog, "zcol");
while(Running())
{
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glBindVertexArray(vao);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glUseProgram(fixedprog);
GLsizei hw = GLsizei(screenWidth) / 2;
GLsizei hh = GLsizei(screenHeight) / 2;
glViewport(0, hh, hw, hh);
glUniform4f(9, 0.0f, 1.0f, 0.0f, 1.0f);
glUniform4f(10, 1.0f, 0.0f, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 3);
glViewport(hw, hh, hw, hh);
glUniform4f(9, 0.0f, 0.5f, 0.0f, 1.0f);
glUniform4f(10, 0.5f, 0.0f, 0.0f, 1.0f);
setMarker("fixedprog");
glDrawArrays(GL_TRIANGLES, 0, 3);
glViewport(0, 0, hw, hh);
glUseProgram(dynamicprog);
glUniform4f(zcol, 0.0f, 1.0f, 0.0f, 1.0f);
setMarker("dynamicprog");
glDrawArrays(GL_TRIANGLES, 0, 3);
glViewport(hw, 0, hw, hh);
// finally draw with the separable pipeline to ensure we can edit that
glBindProgramPipeline(pipe);
glUseProgram(0);
setMarker("sepprog");
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindProgramPipeline(0);
// give us a point to select where all uniforms are trashed
glUseProgram(fixedprog);
glUniform4f(9, 0.0f, 0.0f, 0.0f, 1.0f);
glUniform4f(10, 0.0f, 0.0f, 0.0f, 1.0f);
glUseProgram(dynamicprog);
glUniform4f(zcol, 0.0f, 0.0f, 0.0f, 1.0f);
glBlitNamedFramebuffer(fbo, 0, 0, 0, screenWidth, screenHeight, 0, 0, screenWidth,
screenHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
Present();
}
return 0;
}
};
REGISTER_TEST();