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

295 lines
8.0 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_SPIRV_Shader, OpenGLGraphicsTest)
{
static constexpr const char *Description = "Draws using a SPIR-V shader pipeline.";
std::string vertex = R"EOSHADER(
#version 430 core
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(location = 2) in vec2 UV;
layout(location = 0) out vec4 oPos;
layout(location = 1) out vec4 oCol;
layout(location = 2) out vec2 oUV;
layout(location = 2) uniform vec4 offset;
layout(location = 8) uniform vec4 scale;
layout(location = 13) uniform vec2 UVscroll;
void main()
{
gl_Position = oPos = vec4(Position.xyz * scale.xyz + offset.xyz, 1);
oCol = Color;
oUV = UV + UVscroll.xy;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
#version 430 core
layout(location = 0) in vec4 iPos;
layout(location = 1) in vec4 iCol;
layout(location = 2) in vec2 iUV;
layout(location = 0) out vec4 Color;
layout(location = 5) uniform sampler2D tex2D;
layout(location = 7) uniform vec4 tint;
void main()
{
Color = (iCol + tint) * textureLod(tex2D, iUV, 0.0f);
}
)EOSHADER";
void Prepare(int argc, char **argv)
{
OpenGLGraphicsTest::Prepare(argc, argv);
if(!Avail.empty())
return;
if(!SpvCompilationSupported())
Avail = InternalSpvCompiler() ? "Internal SPIR-V compiler did not initialise"
: "Couldn't find 'glslc' or 'glslangValidator' in PATH - "
"required for SPIR-V compilation";
}
int main()
{
debugDevice = true;
// 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 tex = MakeTexture();
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4);
uint32_t pixels[] = {
// row 0
0xff0e1f00,
0xfff0b207,
0xff02ff00,
0xff03ff00,
// row 1
0xff090f00,
0xff081eb0,
0xff010005,
0xff905f00,
// row 2
0xff502f03,
0xff004550,
0xff1020a0,
0xff120000,
// row 3
0xff0d3f00,
0xff6091d0,
0xff304ff0,
0xff800000,
};
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindTexture(GL_TEXTURE_2D, 0);
GLuint vsbuf = MakeBuffer();
glBindBuffer(GL_UNIFORM_BUFFER, vsbuf);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f) * 3, 0, GL_DYNAMIC_STORAGE_BIT);
GLuint fsbuf = MakeBuffer();
glBindBuffer(GL_UNIFORM_BUFFER, fsbuf);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), 0, GL_DYNAMIC_STORAGE_BIT);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, vsbuf);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, fsbuf);
GLuint glslprogram = MakeProgram(vertex, pixel);
GLuint spirvprogram = MakeProgram();
{
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
std::vector<uint32_t> vsSPIRV = CompileShaderToSpv(
vertex, SPIRVTarget::opengl, ShaderLang::glsl, ShaderStage::vert, "main");
std::vector<uint32_t> fsSPIRV = CompileShaderToSpv(
pixel, SPIRVTarget::opengl, ShaderLang::glsl, ShaderStage::frag, "main");
glShaderBinary(1, &vs, GL_SHADER_BINARY_FORMAT_SPIR_V, vsSPIRV.data(),
(GLsizei)vsSPIRV.size() * 4);
glShaderBinary(1, &fs, GL_SHADER_BINARY_FORMAT_SPIR_V, fsSPIRV.data(),
(GLsizei)fsSPIRV.size() * 4);
std::string entry_point = "main";
glSpecializeShaderARB(vs, (const GLchar *)entry_point.c_str(), 0, nullptr, nullptr);
glSpecializeShaderARB(fs, (const GLchar *)entry_point.c_str(), 0, nullptr, nullptr);
char buffer[1024];
GLint status = 0;
glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
if(status == 0)
{
glGetShaderInfoLog(vs, 1024, NULL, buffer);
TEST_ERROR("Shader error: %s", buffer);
glDeleteShader(vs);
glDeleteShader(fs);
return 0;
}
glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
if(status == 0)
{
glGetShaderInfoLog(fs, 1024, NULL, buffer);
TEST_ERROR("Shader error: %s", buffer);
glDeleteShader(vs);
glDeleteShader(fs);
return 0;
}
glAttachShader(spirvprogram, vs);
glAttachShader(spirvprogram, fs);
glLinkProgram(spirvprogram);
glDetachShader(spirvprogram, vs);
glDetachShader(spirvprogram, fs);
glDeleteShader(vs);
glDeleteShader(fs);
glGetProgramiv(spirvprogram, GL_LINK_STATUS, &status);
if(status == 0)
{
glGetProgramInfoLog(spirvprogram, 1024, NULL, buffer);
TEST_ERROR("Link error: %s", buffer);
return 3;
}
}
struct
{
Vec4f offset;
Vec4f scale;
Vec2f UVscroll;
} vsdata = {};
vsdata.scale = Vec4f(1.0f, 1.0f, 1.0f, 1.0f);
Vec4f fsdata;
fsdata = Vec4f(0.1f, 0.2f, 0.3f, 1.0f);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D, tex);
while(Running())
{
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
GLsizei w = GLsizei(screenWidth) >> 1;
GLsizei h = GLsizei(screenHeight) >> 1;
glBindVertexArray(vao);
glViewport(0, 0, w, h);
glUseProgram(glslprogram);
glDrawArrays(GL_TRIANGLES, 0, 3);
glViewport(w, 0, w, h);
glUseProgram(spirvprogram);
glDrawArrays(GL_TRIANGLES, 0, 3);
vsdata.UVscroll.x += 0.01f;
vsdata.UVscroll.y += 0.02f;
for(GLuint prog : {glslprogram, spirvprogram})
{
glUseProgram(prog);
// tex2D location 5
glUniform1i(5, 9);
// offset location 2
// scale location 8
// UVscroll location 13
glUniform4fv(2, 1, &vsdata.offset.x);
glUniform4fv(8, 1, &vsdata.scale.x);
glUniform2fv(13, 1, &vsdata.UVscroll.x);
// tint location 7
glUniform4fv(7, 1, &fsdata.x);
}
glViewport(0, h, w, h);
glUseProgram(glslprogram);
glDrawArrays(GL_TRIANGLES, 0, 3);
glViewport(w, h, w, h);
glUseProgram(spirvprogram);
glDrawArrays(GL_TRIANGLES, 0, 3);
Present();
}
return 0;
}
};
REGISTER_TEST();