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renderdoc/util/test/demos/gl/gl_discard_zoo.cpp
T
2024-02-12 11:04:52 +00:00

476 lines
18 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2024 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_Discard_Zoo, OpenGLGraphicsTest)
{
static constexpr const char *Description = "Tests texture discard methods in GL.";
byte empty[16 * 1024 * 1024] = {};
uint32_t greens10_2[300 * 300];
void SetDebugName(GLuint t, std::string name)
{
glObjectLabel(GL_TEXTURE, t, -1, name.c_str());
}
void Clear(GLuint t)
{
GLenum fmt = GL_NONE;
GLint mips = 0;
GLint width = 0;
GLint height = 0;
glGetTextureLevelParameteriv(t, 0, GL_TEXTURE_INTERNAL_FORMAT, (GLint *)&fmt);
glGetTextureParameteriv(t, GL_TEXTURE_IMMUTABLE_LEVELS, &mips);
glGetTextureLevelParameteriv(t, 0, GL_TEXTURE_WIDTH, &width);
glGetTextureLevelParameteriv(t, 0, GL_TEXTURE_HEIGHT, &height);
if(fmt == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || fmt == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ||
fmt == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT || fmt == GL_COMPRESSED_RED_RGTC1 ||
fmt == GL_COMPRESSED_RG_RGTC2 || fmt == GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB ||
fmt == GL_COMPRESSED_RGBA_BPTC_UNORM_ARB)
{
GLsizei size = 16;
if(fmt == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || fmt == GL_COMPRESSED_RED_RGTC1)
size = 8;
size *= (width / 4) * (height / 4);
// can't clear compressed tex image
for(GLint m = 0; m < mips; m++)
glCompressedTextureSubImage2D(t, m, 0, 0, width, height, fmt, size, empty);
return;
}
if(fmt == GL_RGB10_A2UI)
{
for(GLint m = 0; m < mips; m++)
glTextureSubImage2D(t, m, 0, 0, width, height, GL_RGBA_INTEGER,
GL_UNSIGNED_INT_2_10_10_10_REV, greens10_2);
}
else if(fmt == GL_DEPTH_COMPONENT32F)
{
float depth = 0.4f;
for(GLint m = 0; m < mips; m++)
glClearTexImage(t, m, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
}
else if(fmt == GL_DEPTH32F_STENCIL8)
{
struct
{
float depth;
uint32_t stencil;
} ds;
ds.depth = 0.4f;
ds.stencil = 0x40;
for(GLint m = 0; m < mips; m++)
glClearTexImage(t, m, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &ds);
}
else if(fmt == GL_DEPTH24_STENCIL8)
{
uint32_t depth_stencil = 0x40666666;
for(GLint m = 0; m < mips; m++)
glClearTexImage(t, m, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, &depth_stencil);
}
else if(fmt == GL_STENCIL_INDEX8)
{
uint32_t stencil = 0x40;
for(GLint m = 0; m < mips; m++)
glClearTexImage(t, m, GL_STENCIL_INDEX, GL_UNSIGNED_INT, &stencil);
}
else if(fmt == GL_RGBA16UI)
{
uint16_t green[] = {0, 127, 0, 1};
for(GLint m = 0; m < mips; m++)
glClearTexImage(t, m, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, &green);
}
else if(fmt == GL_RGBA16I)
{
uint16_t green[] = {0, 127, 0, 1};
for(GLint m = 0; m < mips; m++)
glClearTexImage(t, m, GL_RGBA_INTEGER, GL_SHORT, &green);
}
else
{
Vec4f green(0.0f, 1.0f, 0.0f, 1.0f);
for(GLint m = 0; m < mips; m++)
glClearTexImage(t, m, GL_RGBA, GL_FLOAT, &green);
}
}
void Invalidate(GLuint t)
{
GLint mips = 1;
glGetTextureParameteriv(t, GL_TEXTURE_IMMUTABLE_LEVELS, &mips);
for(GLint m = 0; m < mips; m++)
glInvalidateTexImage(t, m);
}
void InvalidateFBO(const std::vector<GLenum> &atts, int x = 0, int y = 0, int width = 0,
int height = 0)
{
if(width == 0)
glInvalidateFramebuffer(GL_FRAMEBUFFER, (GLsizei)atts.size(), atts.data());
else
glInvalidateSubFramebuffer(GL_FRAMEBUFFER, (GLsizei)atts.size(), atts.data(), x, y, width,
height);
}
GLuint MakeTex2D(GLenum fmt, GLuint width, GLuint height, GLsizei mips = 1)
{
GLuint ret = MakeTexture();
glBindTexture(GL_TEXTURE_2D, ret);
glTexStorage2D(GL_TEXTURE_2D, mips, fmt, width, height);
return ret;
}
GLuint MakeTex2DArray(GLenum fmt, GLuint width, GLuint height, GLuint slices, GLsizei mips = 1)
{
GLuint ret = MakeTexture();
glBindTexture(GL_TEXTURE_2D_ARRAY, ret);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, mips, fmt, width, height, slices);
return ret;
}
GLuint MakeTex2DMS(GLenum fmt, GLuint width, GLuint height, GLsizei samples, GLuint slices = 1)
{
GLuint ret = MakeTexture();
if(slices == 1)
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, ret);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, fmt, width, height, GL_TRUE);
}
else
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, ret);
glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, samples, fmt, width, height,
slices, GL_TRUE);
}
return ret;
}
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
for(size_t i = 0; i < 300 * 300; i++)
greens10_2[i] = 0xC00FFC00;
std::vector<GLuint> texs, fbos;
#define TEX_TEST(name, x) \
if(first) \
{ \
texs.push_back(x); \
Clear(texs.back()); \
SetDebugName(texs.back(), "Tex" + std::to_string(texs.size()) + ": " + +name); \
} \
tex = texs[t++];
#define FBO_TEST() \
if(first) \
{ \
fbos.push_back(MakeFBO()); \
} \
fbo = fbos[f++]; \
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
memset(empty, 0x88, sizeof(empty));
GLuint buf = MakeBuffer();
glBindBuffer(GL_UNIFORM_BUFFER, buf);
glBufferStorage(GL_UNIFORM_BUFFER, 1024, NULL, GL_DYNAMIC_STORAGE_BIT);
glObjectLabel(GL_BUFFER, buf, -1, "Buffer");
GLuint subbuf = MakeBuffer();
glBindBuffer(GL_UNIFORM_BUFFER, subbuf);
glBufferStorage(GL_UNIFORM_BUFFER, 1024, NULL, GL_DYNAMIC_STORAGE_BIT);
glObjectLabel(GL_BUFFER, subbuf, -1, "BufferSub");
GLuint tex1d = MakeTexture();
glBindTexture(GL_TEXTURE_1D_ARRAY, tex1d);
glTexStorage2D(GL_TEXTURE_1D_ARRAY, 3, GL_RGBA16F, 300, 5);
GLuint tex3d = MakeTexture();
glBindTexture(GL_TEXTURE_3D, tex3d);
glTexStorage3D(GL_TEXTURE_3D, 3, GL_RGBA16F, 300, 300, 15);
GLuint tex1dsub = MakeTexture();
glBindTexture(GL_TEXTURE_1D_ARRAY, tex1dsub);
glTexStorage2D(GL_TEXTURE_1D_ARRAY, 3, GL_RGBA16F, 300, 5);
GLuint tex3dsub = MakeTexture();
glBindTexture(GL_TEXTURE_3D, tex3dsub);
glTexStorage3D(GL_TEXTURE_3D, 3, GL_RGBA16F, 300, 300, 15);
GLuint tex3dsub2 = MakeTexture();
glBindTexture(GL_TEXTURE_3D, tex3dsub2);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA16F, 300, 300, 15);
GLuint texcube = MakeTexture();
glBindTexture(GL_TEXTURE_CUBE_MAP, texcube);
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA16F, 300, 300);
GLuint texcubesub = MakeTexture();
glBindTexture(GL_TEXTURE_CUBE_MAP, texcubesub);
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA16F, 300, 300);
GLuint rb = 0;
glGenRenderbuffers(1, &rb);
glBindRenderbuffer(GL_RENDERBUFFER, rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA16F, 300, 300);
glObjectLabel(GL_TEXTURE, tex1d, -1, "Tex1D: DiscardAll");
glObjectLabel(GL_TEXTURE, tex3d, -1, "Tex3D: DiscardAll");
glObjectLabel(GL_TEXTURE, tex1dsub, -1, "Tex1D: DiscardRect Mip1 Slice1,2");
glObjectLabel(GL_TEXTURE, tex3dsub, -1, "Tex3D: DiscardRect Mip1 Slice1,2");
glObjectLabel(GL_TEXTURE, texcube, -1, "TexCube: DiscardAll");
glObjectLabel(GL_TEXTURE, texcubesub, -1, "TexCube: DiscardAll Slice2");
glObjectLabel(GL_TEXTURE, tex3dsub2, -1, "Tex3D: DiscardRect Slice7");
glObjectLabel(GL_RENDERBUFFER, rb, -1, "RB: DiscardAll");
GLuint tmpfbo = MakeFBO();
glBindFramebuffer(GL_FRAMEBUFFER, tmpfbo);
bool first = true;
while(Running())
{
if(!first)
{
pushMarker("Clears");
for(GLuint t : texs)
Clear(t);
Vec4f green(0.0f, 1.0f, 0.0f, 1.0f);
glBindFramebuffer(GL_FRAMEBUFFER, tmpfbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb);
glClearBufferfv(GL_COLOR, 0, &green.x);
for(int m = 0; m < 3; m++)
{
glClearTexImage(tex1d, m, GL_RGBA, GL_FLOAT, &green.x);
glClearTexImage(tex3d, m, GL_RGBA, GL_FLOAT, &green.x);
glClearTexImage(tex1dsub, m, GL_RGBA, GL_FLOAT, &green.x);
glClearTexImage(tex3dsub, m, GL_RGBA, GL_FLOAT, &green.x);
}
glClearTexImage(texcube, 0, GL_RGBA, GL_FLOAT, &green.x);
glClearTexImage(texcubesub, 0, GL_RGBA, GL_FLOAT, &green.x);
glClearTexImage(tex3dsub2, 0, GL_RGBA, GL_FLOAT, &green.x);
glBindBuffer(GL_ARRAY_BUFFER, buf);
glBufferSubData(GL_ARRAY_BUFFER, 0, 1024, empty);
glBindBuffer(GL_ARRAY_BUFFER, subbuf);
glBufferSubData(GL_ARRAY_BUFFER, 0, 1024, empty);
popMarker();
}
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
setMarker("TestStart");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearBufferfv(GL_COLOR, 0, col);
glInvalidateBufferData(buf);
glInvalidateBufferSubData(subbuf, 50, 75);
int t = 0, f = 0;
GLuint tex, fbo;
// test a few different formats
TEX_TEST("DiscardAll", MakeTex2D(GL_RGBA16F, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_RGB10_A2, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_RGB10_A2UI, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_RGB9_E5, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_RGBA8, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_COMPRESSED_RED_RGTC1, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_COMPRESSED_RG_RGTC2, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, 300, 300));
Invalidate(tex);
// test with different mips/array sizes
TEX_TEST("DiscardAll", MakeTex2D(GL_RGBA16F, 300, 300, 5));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2DArray(GL_RGBA16F, 300, 300, 4));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2DArray(GL_RGBA16F, 300, 300, 4, 5));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_RGBA16F, 30, 5));
Invalidate(tex);
// test MSAA textures
TEX_TEST("DiscardAll", MakeTex2DMS(GL_RGBA16F, 300, 300, 4));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2DMS(GL_RGBA16F, 300, 300, 4, 5));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2DMS(GL_RGBA16UI, 300, 300, 4, 5));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2DMS(GL_RGBA16I, 300, 300, 4, 5));
Invalidate(tex);
// test depth textures
TEX_TEST("DiscardAll", MakeTex2D(GL_DEPTH_COMPONENT32F, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_DEPTH32F_STENCIL8, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_DEPTH24_STENCIL8, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_STENCIL_INDEX8, 300, 300));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_DEPTH_COMPONENT32F, 300, 300, 5));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2DArray(GL_DEPTH_COMPONENT32F, 300, 300, 4));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2DArray(GL_DEPTH_COMPONENT32F, 300, 300, 4, 5));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2D(GL_DEPTH32F_STENCIL8, 300, 300, 5));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2DArray(GL_DEPTH32F_STENCIL8, 300, 300, 4));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2DArray(GL_DEPTH32F_STENCIL8, 300, 300, 4, 5));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2DMS(GL_DEPTH32F_STENCIL8, 300, 300, 4));
Invalidate(tex);
TEX_TEST("DiscardAll", MakeTex2DMS(GL_DEPTH32F_STENCIL8, 300, 300, 4, 5));
Invalidate(tex);
// test discarding rects within a texture
TEX_TEST("DiscardRect Mip0", MakeTex2D(GL_RGBA16F, 300, 300));
glInvalidateTexSubImage(tex, 0, 50, 50, 0, 75, 75, 1);
TEX_TEST("DiscardRect Mip1", MakeTex2D(GL_RGBA16F, 300, 300, 2));
glInvalidateTexSubImage(tex, 1, 50, 50, 0, 75, 75, 1);
TEX_TEST("DiscardRect Mip0", MakeTex2D(GL_DEPTH32F_STENCIL8, 300, 300));
glInvalidateTexSubImage(tex, 0, 50, 50, 0, 75, 75, 1);
TEX_TEST("DiscardRect Mip1", MakeTex2D(GL_DEPTH32F_STENCIL8, 300, 300, 2));
glInvalidateTexSubImage(tex, 1, 50, 50, 0, 75, 75, 1);
TEX_TEST("DiscardAll Slice2", MakeTex2DMS(GL_RGBA16F, 300, 300, 4, 5));
glInvalidateTexSubImage(tex, 0, 0, 0, 2, 300, 300, 1);
// test 1D/3D/Cube textures
Invalidate(tex1d);
Invalidate(tex3d);
Invalidate(texcube);
glInvalidateTexSubImage(tex1dsub, 1, 50, 1, 0, 75, 2, 1);
glInvalidateTexSubImage(tex3dsub, 1, 50, 50, 1, 75, 75, 2);
// test invalidating framebuffer attachments
TEX_TEST("DiscardAll", MakeTex2D(GL_RGBA16F, 300, 300));
FBO_TEST();
glBindTexture(GL_TEXTURE_2D, tex);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
InvalidateFBO({GL_COLOR_ATTACHMENT0});
TEX_TEST("DiscardRect", MakeTex2D(GL_RGBA16F, 300, 300));
FBO_TEST();
glBindTexture(GL_TEXTURE_2D, tex);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
InvalidateFBO({GL_COLOR_ATTACHMENT0}, 50, 50, 75, 75);
// test invalidating depth and stencil components in different combinations
TEX_TEST("DiscardAll", MakeTex2D(GL_DEPTH_COMPONENT32F, 300, 300));
FBO_TEST();
glBindTexture(GL_TEXTURE_2D, tex);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, 0);
InvalidateFBO({GL_DEPTH_ATTACHMENT});
TEX_TEST("DiscardAll", MakeTex2D(GL_STENCIL_INDEX8, 300, 300));
FBO_TEST();
glBindTexture(GL_TEXTURE_2D, tex);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex, 0);
InvalidateFBO({GL_STENCIL_ATTACHMENT});
TEX_TEST("DiscardAll", MakeTex2D(GL_DEPTH32F_STENCIL8, 300, 300));
FBO_TEST();
glBindTexture(GL_TEXTURE_2D, tex);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex, 0);
InvalidateFBO({GL_DEPTH_STENCIL_ATTACHMENT});
TEX_TEST("DiscardAll DepthOnly", MakeTex2D(GL_DEPTH32F_STENCIL8, 300, 300));
FBO_TEST();
glBindTexture(GL_TEXTURE_2D, tex);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex, 0);
InvalidateFBO({GL_DEPTH_ATTACHMENT});
TEX_TEST("DiscardAll StencilOnly", MakeTex2D(GL_DEPTH32F_STENCIL8, 300, 300));
FBO_TEST();
glBindTexture(GL_TEXTURE_2D, tex);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex, 0);
InvalidateFBO({GL_STENCIL_ATTACHMENT});
FBO_TEST();
glBindTexture(GL_TEXTURE_CUBE_MAP, texcubesub);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
texcubesub, 0);
InvalidateFBO({GL_COLOR_ATTACHMENT0});
FBO_TEST();
glBindTexture(GL_TEXTURE_3D, tex3dsub2);
glFramebufferTexture3D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, tex3dsub2, 0, 7);
InvalidateFBO({GL_COLOR_ATTACHMENT0});
FBO_TEST();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb);
InvalidateFBO({GL_COLOR_ATTACHMENT0});
glFlush();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
setMarker("TestEnd");
glClearBufferfv(GL_COLOR, 0, col);
Present();
first = false;
}
glDeleteRenderbuffers(1, &rb);
return 0;
}
};
REGISTER_TEST();