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