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