mirror of
https://github.com/baldurk/renderdoc.git
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200 lines
6.4 KiB
C++
200 lines
6.4 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_VAO_0, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Uses VAO 0 (i.e. never binds a VAO) as well as testing client memory pointer behaviour.";
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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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uniform vec4 instance_xform;
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void main()
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{
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vertOut.pos = vec4(Position.x + float(gl_InstanceID % 4), Position.y + float(gl_InstanceID / 4), Position.z, 1) * vec4(instance_xform.xy, 1, 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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int main()
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{
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coreProfile = false;
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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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uint32_t idxs[3] = {0, 1, 2};
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for(int i = 0; i < 100; i++)
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{
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GraphicsWindow *win2 = MakeWindow(32, 32, "extra");
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void *ctx2 = MakeContext(win2, mainContext);
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ActivateContext(win2, ctx2);
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ActivateContext(mainWindow, mainContext);
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DestroyContext(ctx2);
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delete win2;
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}
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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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glBindBuffer(GL_ARRAY_BUFFER, vb);
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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 ib = MakeBuffer();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
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glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * 3, idxs, 0);
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GLuint program = MakeProgram(common + vertex, common + pixel);
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GLint loc = glGetUniformLocation(program, "instance_xform");
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glEnable(GL_SCISSOR_TEST);
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while(Running())
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{
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glScissor(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
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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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// try to delete VAO 0. Should do nothing
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GLuint zero = 0;
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glDeleteVertexArrays(1, &zero);
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// same with FBO 0
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glDeleteFramebuffers(1, &zero);
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glUseProgram(program);
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glUniform4f(loc, 1.0f, 1.0f, 0.0f, 0.0f);
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// use both buffers
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
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glBindBuffer(GL_ARRAY_BUFFER, vb);
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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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glViewport(0, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight));
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glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL);
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// use direct pointers for indices
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glViewport(screenWidth / 4, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight));
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glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, idxs);
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// use direct pointers for vertices
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), &DefaultTri[0].pos);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), &DefaultTri[0].col);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), &DefaultTri[0].uv);
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glViewport(screenWidth / 2, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight));
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glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL);
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// use direct pointers for both
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glViewport((screenWidth * 3) / 4, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight));
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glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, idxs);
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// draw with instance data that requires more data than a non-instanced stream would need
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glViewport(0, 0, GLsizei(screenWidth) / 2, GLsizei(screenHeight) / 2);
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glScissor(0, 0, GLsizei(screenWidth) / 2, GLsizei(screenHeight) / 2);
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glClearBufferfv(GL_COLOR, 0, col);
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Vec4f instcols[20] = {};
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for(size_t i = 4; i < ARRAY_COUNT(instcols); i++)
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instcols[i].z = 0.5f * (i - 3);
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glUniform4f(loc, 0.25f, 0.25f, 0.0f, 0.0f);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(Vec4f), instcols);
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glVertexAttribDivisor(1, 1);
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glDrawElementsInstancedBaseInstance(GL_TRIANGLES, 3, GL_UNSIGNED_INT, idxs, 16, 4);
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glVertexAttribDivisor(1, 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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