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renderdoc/util/test/demos/gl/gl_pixel_history.cpp
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2025-03-14 18:54:37 +00:00

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2025 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 <stdio.h>
#include "gl_test.h"
bool IsUIntFormat(GLenum internalFormat)
{
switch(internalFormat)
{
case GL_R8UI:
case GL_RG8UI:
case GL_RGB8UI:
case GL_RGBA8UI:
case GL_R16UI:
case GL_RG16UI:
case GL_RGB16UI:
case GL_RGBA16UI:
case GL_R32UI:
case GL_RG32UI:
case GL_RGB32UI:
case GL_RGBA32UI:
case GL_RGB10_A2UI: return true;
default: break;
}
return false;
}
bool IsSIntFormat(GLenum internalFormat)
{
switch(internalFormat)
{
case GL_R8I:
case GL_RG8I:
case GL_RGB8I:
case GL_RGBA8I:
case GL_R16I:
case GL_RG16I:
case GL_RGB16I:
case GL_RGBA16I:
case GL_R32I:
case GL_RG32I:
case GL_RGB32I:
case GL_RGBA32I: return true;
default: break;
}
return false;
}
RD_TEST(GL_Pixel_History, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Draw a triangle to a variety of texture formats (to test pixel history).";
std::string common = R"EOSHADER(
#version 420 core
#define v2f v2f_block \
{ \
vec4 pos; \
vec4 col; \
vec4 uv; \
}
)EOSHADER";
std::string vertex = R"EOSHADER(
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(location = 2) in vec2 UV;
out v2f vertOut;
void main()
{
vertOut.pos = vec4(Position.xyz, 1);
gl_Position = vertOut.pos;
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
}
)EOSHADER";
std::string pixel = R"EOSHADER(
in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
void main()
{
Color = vertIn.col;
}
)EOSHADER";
std::string pixelSigned = R"EOSHADER(
in v2f vertIn;
layout(location = 0, index = 0) out ivec4 Color;
void main()
{
vec4 a = vertIn.col * 127.0;
Color = ivec4(a.r, a.g, a.b, a.a);
}
)EOSHADER";
std::string pixelUnsigned = R"EOSHADER(
in v2f vertIn;
layout(location = 0, index = 0) out uvec4 Color;
void main()
{
vec4 a = vertIn.col * 255.0;
Color = uvec4(a.r, a.g, a.b, a.a);
}
)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);
const DefaultA2V DefaultTriWithALessBoringColour[3] = {
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.57721f, 0.27182f, 0.1385f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.57721f, 0.27182f, 0.1385f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.57721f, 0.27182f, 0.1385f, 1.0f), Vec2f(1.0f, 0.0f)},
};
glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTriWithALessBoringColour),
DefaultTriWithALessBoringColour, 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 program = MakeProgram(common + vertex, common + pixel);
GLuint programSigned = MakeProgram(common + vertex, common + pixelSigned);
GLuint programUnsigned = MakeProgram(common + vertex, common + pixelUnsigned);
GLenum colorFormats[] = {
GL_RGBA8, GL_RGBA16, GL_RGBA16F, GL_RGBA32F, GL_RGBA8I, GL_RGBA8UI,
GL_RGBA16I, GL_RGBA16UI, GL_RGBA32I, GL_RGBA32UI, GL_RGB8, GL_RGB16,
GL_RGB16F, GL_RGB32F, GL_RGB8I, GL_RGB8UI, GL_RG8, GL_RG16,
GL_RG16F, GL_RG32F, GL_RG8I, GL_RG8UI, GL_R8, GL_R16,
GL_R16F, GL_R32F, GL_R8I, GL_R8UI, GL_RGB5_A1, GL_RGB10_A2,
GL_RGB10_A2UI, GL_R11F_G11F_B10F, GL_RGB565};
GLenum depthFormats[] = {GL_NONE,
GL_DEPTH_COMPONENT16,
GL_DEPTH_COMPONENT24,
GL_DEPTH_COMPONENT32,
GL_DEPTH_COMPONENT32F,
GL_DEPTH24_STENCIL8,
GL_DEPTH32F_STENCIL8};
constexpr size_t colorFormatSize = sizeof(colorFormats) / sizeof(GLenum);
constexpr size_t depthFormatSize = sizeof(depthFormats) / sizeof(GLenum);
GLuint colorTextures[colorFormatSize];
GLuint multisampledColorTextures[colorFormatSize];
GLuint depthTextures[depthFormatSize];
GLuint multisampledDepthTextures[depthFormatSize];
for(size_t i = 0; i < colorFormatSize; ++i)
{
colorTextures[i] = MakeTexture();
multisampledColorTextures[i] = MakeTexture();
glBindTexture(GL_TEXTURE_2D, colorTextures[i]);
glTexStorage2D(GL_TEXTURE_2D, 1, colorFormats[i], screenWidth, screenHeight);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, multisampledColorTextures[i]);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2, colorFormats[i], screenWidth,
screenHeight, GL_TRUE);
}
for(size_t i = 0; i < depthFormatSize; ++i)
{
depthTextures[i] = MakeTexture();
multisampledDepthTextures[i] = MakeTexture();
glBindTexture(GL_TEXTURE_2D, depthTextures[i]);
glTexStorage2D(GL_TEXTURE_2D, 1, depthFormats[i], screenWidth, screenHeight);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, multisampledDepthTextures[i]);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2, depthFormats[i], screenWidth,
screenHeight, GL_TRUE);
}
GLuint fbo = MakeFBO();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glDepthFunc(GL_ALWAYS);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glStencilFunc(GL_ALWAYS, 0xcc, 0xff);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glEnable(GL_STENCIL_TEST);
glStencilMask(0xff);
while(Running())
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
for(size_t multisampled = 0; multisampled < 2; multisampled++)
{
for(size_t h = 0; h < depthFormatSize; ++h)
{
for(size_t i = 0; i < colorFormatSize; ++i)
{
if(multisampled)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_MULTISAMPLE, multisampledColorTextures[i], 0);
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
colorTextures[i], 0);
}
if(depthFormats[h] == GL_NONE)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
0);
}
else if(depthFormats[h] == GL_DEPTH24_STENCIL8 || depthFormats[h] == GL_DEPTH32F_STENCIL8)
{
if(multisampled)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D_MULTISAMPLE, multisampledDepthTextures[h], 0);
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
depthTextures[h], 0);
}
}
else
{
if(multisampled)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D_MULTISAMPLE, multisampledDepthTextures[h], 0);
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
depthTextures[h], 0);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
}
GLenum bufs[] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, bufs);
GLenum check = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(check != GL_FRAMEBUFFER_COMPLETE)
{
TEST_ERROR(
"Framebuffer is not complete with depth format %x colour format %x multisampled "
"%d\n ",
depthFormats[h], colorFormats[i], multisampled);
continue;
}
glBindVertexArray(vao);
if(IsUIntFormat(colorFormats[i]))
{
GLuint col[] = {20, 20, 20, 255};
glClearBufferuiv(GL_COLOR, 0, col);
glUseProgram(programUnsigned);
}
else if(IsSIntFormat(colorFormats[i]))
{
GLint col[] = {20, 20, -20, 127};
glClearBufferiv(GL_COLOR, 0, col);
glUseProgram(programSigned);
}
else
{
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glUseProgram(program);
}
glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glDrawArrays(GL_TRIANGLES, 0, 3);
}
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
Present();
}
return 0;
}
};
REGISTER_TEST();