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.
295 lines
8.0 KiB
C++
295 lines
8.0 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2018-2026 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_SPIRV_Shader, OpenGLGraphicsTest)
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{
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static constexpr const char *Description = "Draws using a SPIR-V shader pipeline.";
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std::string 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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layout(location = 0) out vec4 oPos;
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layout(location = 1) out vec4 oCol;
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layout(location = 2) out vec2 oUV;
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layout(location = 2) uniform vec4 offset;
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layout(location = 8) uniform vec4 scale;
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layout(location = 13) uniform vec2 UVscroll;
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void main()
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{
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gl_Position = oPos = vec4(Position.xyz * scale.xyz + offset.xyz, 1);
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oCol = Color;
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oUV = UV + UVscroll.xy;
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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#version 430 core
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layout(location = 0) in vec4 iPos;
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layout(location = 1) in vec4 iCol;
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layout(location = 2) in vec2 iUV;
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layout(location = 0) out vec4 Color;
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layout(location = 5) uniform sampler2D tex2D;
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layout(location = 7) uniform vec4 tint;
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void main()
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{
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Color = (iCol + tint) * textureLod(tex2D, iUV, 0.0f);
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}
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)EOSHADER";
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void Prepare(int argc, char **argv)
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{
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OpenGLGraphicsTest::Prepare(argc, argv);
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if(!Avail.empty())
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return;
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if(!SpvCompilationSupported())
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Avail = InternalSpvCompiler() ? "Internal SPIR-V compiler did not initialise"
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: "Couldn't find 'glslc' or 'glslangValidator' in PATH - "
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"required for SPIR-V compilation";
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}
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int main()
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{
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debugDevice = true;
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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 tex = MakeTexture();
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4);
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uint32_t pixels[] = {
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// row 0
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0xff0e1f00,
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0xfff0b207,
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0xff02ff00,
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0xff03ff00,
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// row 1
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0xff090f00,
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0xff081eb0,
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0xff010005,
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0xff905f00,
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// row 2
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0xff502f03,
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0xff004550,
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0xff1020a0,
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0xff120000,
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// row 3
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0xff0d3f00,
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0xff6091d0,
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0xff304ff0,
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0xff800000,
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};
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glBindTexture(GL_TEXTURE_2D, 0);
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GLuint vsbuf = MakeBuffer();
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glBindBuffer(GL_UNIFORM_BUFFER, vsbuf);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f) * 3, 0, GL_DYNAMIC_STORAGE_BIT);
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GLuint fsbuf = MakeBuffer();
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glBindBuffer(GL_UNIFORM_BUFFER, fsbuf);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), 0, GL_DYNAMIC_STORAGE_BIT);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, vsbuf);
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, fsbuf);
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GLuint glslprogram = MakeProgram(vertex, pixel);
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GLuint spirvprogram = MakeProgram();
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{
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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std::vector<uint32_t> vsSPIRV = CompileShaderToSpv(
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vertex, SPIRVTarget::opengl, ShaderLang::glsl, ShaderStage::vert, "main");
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std::vector<uint32_t> fsSPIRV = CompileShaderToSpv(
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pixel, SPIRVTarget::opengl, ShaderLang::glsl, ShaderStage::frag, "main");
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glShaderBinary(1, &vs, GL_SHADER_BINARY_FORMAT_SPIR_V, vsSPIRV.data(),
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(GLsizei)vsSPIRV.size() * 4);
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glShaderBinary(1, &fs, GL_SHADER_BINARY_FORMAT_SPIR_V, fsSPIRV.data(),
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(GLsizei)fsSPIRV.size() * 4);
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std::string entry_point = "main";
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glSpecializeShaderARB(vs, (const GLchar *)entry_point.c_str(), 0, nullptr, nullptr);
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glSpecializeShaderARB(fs, (const GLchar *)entry_point.c_str(), 0, nullptr, nullptr);
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char buffer[1024];
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GLint status = 0;
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glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
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if(status == 0)
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{
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glGetShaderInfoLog(vs, 1024, NULL, buffer);
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TEST_ERROR("Shader error: %s", buffer);
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glDeleteShader(vs);
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glDeleteShader(fs);
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return 0;
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}
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glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
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if(status == 0)
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{
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glGetShaderInfoLog(fs, 1024, NULL, buffer);
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TEST_ERROR("Shader error: %s", buffer);
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glDeleteShader(vs);
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glDeleteShader(fs);
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return 0;
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}
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glAttachShader(spirvprogram, vs);
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glAttachShader(spirvprogram, fs);
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glLinkProgram(spirvprogram);
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glDetachShader(spirvprogram, vs);
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glDetachShader(spirvprogram, fs);
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glDeleteShader(vs);
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glDeleteShader(fs);
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glGetProgramiv(spirvprogram, GL_LINK_STATUS, &status);
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if(status == 0)
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{
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glGetProgramInfoLog(spirvprogram, 1024, NULL, buffer);
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TEST_ERROR("Link error: %s", buffer);
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return 3;
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}
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}
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struct
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{
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Vec4f offset;
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Vec4f scale;
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Vec2f UVscroll;
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} vsdata = {};
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vsdata.scale = Vec4f(1.0f, 1.0f, 1.0f, 1.0f);
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Vec4f fsdata;
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fsdata = Vec4f(0.1f, 0.2f, 0.3f, 1.0f);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D, tex);
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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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GLsizei w = GLsizei(screenWidth) >> 1;
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GLsizei h = GLsizei(screenHeight) >> 1;
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glBindVertexArray(vao);
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glViewport(0, 0, w, h);
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glUseProgram(glslprogram);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glViewport(w, 0, w, h);
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glUseProgram(spirvprogram);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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vsdata.UVscroll.x += 0.01f;
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vsdata.UVscroll.y += 0.02f;
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for(GLuint prog : {glslprogram, spirvprogram})
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{
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glUseProgram(prog);
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// tex2D location 5
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glUniform1i(5, 9);
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// offset location 2
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// scale location 8
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// UVscroll location 13
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glUniform4fv(2, 1, &vsdata.offset.x);
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glUniform4fv(8, 1, &vsdata.scale.x);
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glUniform2fv(13, 1, &vsdata.UVscroll.x);
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// tint location 7
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glUniform4fv(7, 1, &fsdata.x);
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}
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glViewport(0, h, w, h);
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glUseProgram(glslprogram);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glViewport(w, h, w, h);
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glUseProgram(spirvprogram);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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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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