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renderdoc/util/test/demos/gl/gl_cbuffer_zoo.cpp
T
baldurk ec8564642a Refactor demo API test initialisation order
* Instead of only doing a very lightweight check to see if the API is available
  up-front, we now share the API initialisation among all API tests far enough
  to determine availability of extensions, features, etc. Then we can precisely
  determine which tests are available and which aren't before running.
2019-05-23 13:18:37 +01:00

564 lines
23 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2019 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"
struct GL_CBuffer_Zoo : OpenGLGraphicsTest
{
static constexpr const char *Description =
"Tests every kind of constant that can be in a cbuffer to make sure it's decoded "
"correctly";
std::string common = R"EOSHADER(
#version 430 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;
struct vec3_1 { vec3 a; float b; };
struct nested { vec3_1 a; vec4 b[4]; vec3_1 c[4]; };
layout(binding = 0, std140) uniform constsbuf
{
// dummy* entries are just to 'reset' packing to avoid pollution between tests
vec4 a; // basic vec4 = {0, 1, 2, 3}
vec3 b; // should have a padding word at the end = {4, 5, 6}, <7>
vec2 c; vec2 d; // should be packed together = {8, 9}, {10, 11}
float e; vec3 f; // can't be packed together = 12, <13, 14, 15>, {16, 17, 18}, <19>
vec4 dummy0;
float j; vec2 k; // should have a padding word before the vec2 = 24, <25>, {26, 27}
vec2 l; float m; // should have a padding word at the end = {28, 29}, 30, <31>
float n[4]; // should cover 4 vec4s = 32, <33..35>, 36, <37..39>, 40, <41..43>, 44
vec4 dummy1;
float o[4]; // should cover 4 vec4s = 52, <53..55>, 56, <57..59>, 60, <61..63>, 64
float p; // can't be packed in with above array = 68, <69, 70, 71>
vec4 dummy2;
layout(column_major) mat4x4 q; // should cover 4 vec4s.
// row0: {76, 80, 84, 88}
// row1: {77, 81, 85, 89}
// row2: {78, 82, 86, 90}
// row3: {79, 83, 87, 91}
layout(row_major) mat4x4 r; // should cover 4 vec4s
// row0: {92, 93, 94, 95}
// row1: {96, 97, 98, 99}
// row2: {100, 101, 102, 103}
// row3: {104, 105, 106, 107}
layout(column_major) mat4x3 s; // covers 4 vec4s with padding at end of each column
// row0: {108, 112, 116, 120}
// row1: {109, 113, 117, 121}
// row2: {110, 114, 118, 122}
// <111, 115, 119, 123>
vec4 dummy3;
layout(row_major) mat4x3 t; // covers 3 vec4s with no padding
// row0: {128, 129, 130, 131}
// row1: {132, 133, 134, 135}
// row2: {136, 137, 138, 139}
vec4 dummy4;
layout(column_major) mat3x2 u; // covers 3 vec4s with padding at end of each column (but not row)
// row0: {144, 148, 152}
// row1: {145, 149, 153}
// <146, 150, 154>
// <147, 151, 155>
vec4 dummy5;
layout(row_major) mat3x2 v; // covers 2 vec4s with padding at end of each row (but not column)
// row0: {160, 161, 162}, <163>
// row1: {164, 165, 166}, <167>
vec4 dummy6;
layout(column_major) mat2x2 w; // covers 2 vec4s with padding at end of each column (but not row)
// row0: {172, 176}
// row1: {173, 177}
// <174, 178>
// <175, 179>
vec4 dummy7;
layout(row_major) mat2x2 x; // covers 2 vec4s with padding at end of each row (but not column)
// row0: {184, 185}, <186, 187>
// row1: {188, 189}, <190, 191>
vec4 dummy8;
layout(row_major) mat2x2 y; // covers the same as above, and checks z doesn't overlap
// row0: {196, 197}, <198, 199>
// row1: {200, 201}, <202, 203>
float z; // can't overlap = 204, <205, 206, 207>
// GL Doesn't have single-column matrices
/*
layout(row_major) mat1x4 aa; // covers 4 vec4s with maximum padding
// row0: {208}, <209, 210, 211>
// row1: {212}, <213, 214, 215>
// row2: {216}, <217, 218, 219>
// row3: {220}, <221, 222, 223>
layout(column_major) mat1x4 ab; // covers 1 vec4 (equivalent to a plain vec4)
// row0: {224}
// row1: {225}
// row2: {226}
// row3: {227}
*/
vec4 dummy9[5];
vec4 multiarray[3][2]; // [0][0] = {228, 229, 230, 231}
// [0][1] = {232, 233, 234, 235}
// [1][0] = {236, 237, 238, 239}
// [1][1] = {240, 241, 242, 243}
// [2][0] = {244, 245, 246, 247}
// [2][1] = {248, 249, 250, 251}
nested structa[2]; // [0] = {
// .a = { { 252, 253, 254 }, 255 }
// .b[0] = { 256, 257, 258, 259 }
// .b[1] = { 260, 261, 262, 263 }
// .b[2] = { 264, 265, 266, 267 }
// .b[3] = { 268, 269, 270, 271 }
// .c[0] = { { 272, 273, 274 }, 275 }
// .c[1] = { { 276, 277, 278 }, 279 }
// .c[2] = { { 280, 281, 282 }, 283 }
// .c[3] = { { 284, 285, 286 }, 287 }
// }
// [1] = {
// .a = { { 288, 289, 290 }, 291 }
// .b[0] = { 292, 293, 294, 295 }
// .b[1] = { 296, 297, 298, 299 }
// .b[2] = { 300, 301, 302, 303 }
// .b[3] = { 304, 305, 306, 307 }
// .c[0] = { { 308, 309, 310 }, 311 }
// .c[1] = { { 312, 313, 314 }, 315 }
// .c[2] = { { 316, 317, 318 }, 319 }
// .c[3] = { { 320, 321, 322 }, 323 }
// }
layout(column_major) mat2x3 ac; // covers 2 vec4s with padding at end of each column (but not row)
// row0: {324, 328}
// row1: {325, 329}
// row2: {326, 330}
// <327, 331>
layout(row_major) mat2x3 ad; // covers 3 vec4s with padding at end of each row (but not column)
// row0: {332, 333}, <334, 335>
// row1: {336, 337}, <338, 339>
// row2: {340, 341}, <342, 343>
layout(column_major) mat2x3 ae[2]; // covers 2 vec4s with padding at end of each column (but not row)
// [0] = {
// row0: {344, 348}
// row1: {345, 349}
// row2: {346, 350}
// <347, 351>
// }
// [1] = {
// row0: {352, 356}
// row1: {353, 357}
// row2: {354, 358}
// <355, 359>
// }
layout(row_major) mat2x3 af[2]; // covers 3 vec4s with padding at end of each row (but not column)
// [0] = {
// row0: {360, 361}, <362, 363>
// row1: {364, 365}, <366, 367>
// row2: {368, 369}, <370, 371>
// }
// [1] = {
// row0: {372, 373}, <374, 375>
// row1: {376, 377}, <378, 379>
// row2: {380, 381}, <382, 383>
// }
vec2 dummy10; // should have padding at the end = {384, 385}, <386, 387>
layout(row_major) mat2x2 ag; // each row is aligned to float4:
// row0: {388, 389}, <390, 391>
// row1: {392, 393}, <394, 395>
vec2 dummy11; // should have padding at the end = {396, 397}, <398, 399>
layout(column_major) mat2x2 ah; // each column is aligned to float4:
// row0: {400, 404}
// row1: {401, 405}
// <402, 406>
// <403, 407>
layout(row_major) mat2x2 ai[2]; // [0] = {
// row0: {408, 409}, <410, 411>
// row1: {412, 413}, <414, 415>
// }
// [1] = {
// row0: {416, 417}, <418, 419>
// row1: {420, 421}, <422, 423>
// }
layout(column_major) mat2x2 aj[2]; // [0] = {
// row0: {424, 428}
// row1: {425, 429}
// <426, 430>
// <427, 431>
// }
// [1] = {
// row0: {432, 436}
// row1: {433, 437}
// <434, 438>
// <435, 439>
// }
vec4 test; // {440, 441, 442, 443}
// because GL has worse handling of multidimensional arrays than other APIs, we add an extra test
// here with more than 2 dimensions
vec4 multiarray2[4][3][2]; // [0][0][0] = {444, 445, 446, 447}
// [0][0][1] = {448, 449, 450, 451}
// [0][1][0] = {452, ..., ..., ...}
// [0][1][1] = {..., ..., ..., ...}
// [0][2][0] = {..., ..., ..., ...}
// [0][2][1] = {..., ..., ..., ...}
// [1][0][0] = {..., ..., ..., ...}
// [1][0][1] = {..., ..., ..., ...}
// [1][1][0] = {..., ..., ..., ...}
// [1][1][1] = {..., ..., ..., ...}
// [1][2][0] = {..., ..., ..., ...}
// [1][2][1] = {..., ..., ..., ...}
// [2][0][0] = {..., ..., ..., ...}
// [2][0][1] = {..., ..., ..., ...}
// [2][1][0] = {..., ..., ..., ...}
// [2][1][1] = {..., ..., ..., ...}
// [2][2][0] = {..., ..., ..., ...}
// [2][2][1] = {..., ..., ..., ...}
// [3][0][0] = {..., ..., ..., ...}
// [3][0][1] = {..., ..., ..., ...}
// [3][1][0] = {..., ..., ..., ...}
// [3][1][1] = {..., ..., ..., ...}
// [3][2][0] = {..., ..., ..., ...}
// [3][2][1] = {..., ..., ..., ...}
};
uniform vec4 A;
uniform vec2 B;
uniform vec3 C;
uniform mat2x3 D;
uniform float E[3];
uniform vec4 F[3][2][2];
uniform nested G[2];
void main()
{
// we need to ref all of the variables we want to include to force GL to include them :(.
float blah = a.x + b.x + c.x + d.x + e.x + f.x + j.x + k.x + l.x + m.x;
blah += n[0] + o[0] + p.x;
blah += q[0].x + r[0].x + s[0].x + t[0].x + u[0].x + v[0].x + w[0].x + x[0].x + y[0].x + z;
blah += multiarray[0][0].x + ac[0][0] + ad[0][0] + ae[0][0][0] + af[0][0][0];
blah += A.z + B.x + C.y + D[0][1] + E[2] + F[1][0][1].y;
blah += G[0].a.b + G[1].a.b + G[1].b[3].w + G[1].c[3].a.y;
blah *= vertIn.uv.z;
Color = blah + test + vec4(0.1f, 0.0f, 0.0f, 0.0f);
}
)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);
glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 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);
glObjectLabel(GL_PROGRAM, program, -1, "Full program");
Vec4f cbufferdata[684];
for(int i = 0; i < 684; i++)
cbufferdata[i] = Vec4f(float(i * 4 + 0), float(i * 4 + 1), float(i * 4 + 2), float(i * 4 + 3));
GLuint cb = MakeBuffer();
glBindBuffer(GL_UNIFORM_BUFFER, cb);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(cbufferdata), cbufferdata, GL_MAP_WRITE_BIT);
GLuint fbo = MakeFBO();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Color render texture
GLuint colattach = MakeTexture();
glBindTexture(GL_TEXTURE_2D, colattach);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colattach, 0);
while(Running())
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
float col[] = {0.4f, 0.5f, 0.6f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindVertexArray(vao);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, cb);
glUseProgram(program);
GLint location = -1;
location = glGetUniformLocation(program, "A");
if(location != -1)
glUniform4f(location, 10.0f, 20.0f, 30.0f, 40.0f);
location = glGetUniformLocation(program, "B");
if(location != -1)
glUniform2f(location, 50.0f, 60.0f);
location = glGetUniformLocation(program, "C");
if(location != -1)
glUniform3f(location, 70.0f, 80.0f, 90.0f);
// implicitly column major, so:
// {100.0, 130.0}
// {110.0, 140.0}
// {120.0, 150.0}
float D[2 * 3] = {
100.0f, 110.0f, 120.0f, 130.0f, 140.0f, 150.0f,
};
location = glGetUniformLocation(program, "D");
if(location != -1)
glUniformMatrix2x3fv(location, 1, false, D);
float E[3] = {160.0f, 170.0f, 180.0f};
location = glGetUniformLocation(program, "E");
if(location != -1)
glUniform1fv(location, 3, E);
float val = 190.0f;
float F[2 * 4] = {};
#define NEXT_F() \
for(int x = 0; x < 2 * 4; x++) \
{ \
F[x] = val; \
val += 10.0f; \
}
NEXT_F();
location = glGetUniformLocation(program, "F[0][0]");
if(location != -1)
glUniform4fv(location, 2, F);
NEXT_F();
location = glGetUniformLocation(program, "F[0][1]");
if(location != -1)
glUniform4fv(location, 2, F);
NEXT_F();
location = glGetUniformLocation(program, "F[1][0]");
if(location != -1)
glUniform4fv(location, 2, F);
NEXT_F();
location = glGetUniformLocation(program, "F[1][1]");
if(location != -1)
glUniform4fv(location, 2, F);
NEXT_F();
location = glGetUniformLocation(program, "F[2][0]");
if(location != -1)
glUniform4fv(location, 2, F);
NEXT_F();
location = glGetUniformLocation(program, "F[2][1]");
if(location != -1)
glUniform4fv(location, 2, F);
location = glGetUniformLocation(program, "G[0].a.a");
if(location != -1)
glUniform3f(location, 680.0f, 690.0f, 700.0f);
location = glGetUniformLocation(program, "G[0].a.b");
if(location != -1)
glUniform1f(location, 710.0f);
float vals[] = {
// b[0]
720.0f, 730.0f, 740.0f, 750.0f,
// b[1]
760.0f, 770.0f, 780.0f, 790.0f,
// b[2]
800.0f, 810.0f, 820.0f, 830.0f,
// b[3]
840.0f, 850.0f, 860.0f, 870.0f,
};
location = glGetUniformLocation(program, "G[0].b");
if(location != -1)
glUniform4fv(location, 4, vals);
location = glGetUniformLocation(program, "G[0].c[0].a");
if(location != -1)
glUniform3f(location, 880.0f, 890.0f, 900.0f);
location = glGetUniformLocation(program, "G[0].c[0].b");
if(location != -1)
glUniform1f(location, 910.0f);
location = glGetUniformLocation(program, "G[0].c[1].a");
if(location != -1)
glUniform3f(location, 920.0f, 930.0f, 940.0f);
location = glGetUniformLocation(program, "G[0].c[1].b");
if(location != -1)
glUniform1f(location, 950.0f);
location = glGetUniformLocation(program, "G[0].c[2].a");
if(location != -1)
glUniform3f(location, 960.0f, 970.0f, 980.0f);
location = glGetUniformLocation(program, "G[0].c[2].b");
if(location != -1)
glUniform1f(location, 990.0f);
location = glGetUniformLocation(program, "G[0].c[3].a");
if(location != -1)
glUniform3f(location, 1000.0f, 1010.0f, 1020.0f);
location = glGetUniformLocation(program, "G[0].c[3].b");
if(location != -1)
glUniform1f(location, 1030.0f);
location = glGetUniformLocation(program, "G[1].a.a");
if(location != -1)
glUniform3f(location, 1040.0f, 1050.0f, 1060.0f);
location = glGetUniformLocation(program, "G[1].a.b");
if(location != -1)
glUniform1f(location, 1070.0f);
float vals2[] = {
// b[0]
1080.0f, 1090.0f, 1100.0f, 1110.0f,
// b[1]
1120.0f, 1130.0f, 1140.0f, 1150.0f,
// b[2]
1160.0f, 1170.0f, 1180.0f, 1190.0f,
// b[3]
1200.0f, 1210.0f, 1220.0f, 1230.0f,
};
location = glGetUniformLocation(program, "G[1].b");
if(location != -1)
glUniform4fv(location, 4, vals2);
location = glGetUniformLocation(program, "G[1].c[0].a");
if(location != -1)
glUniform3f(location, 1240.0f, 1250.0f, 1260.0f);
location = glGetUniformLocation(program, "G[1].c[0].b");
if(location != -1)
glUniform1f(location, 1270.0f);
location = glGetUniformLocation(program, "G[1].c[1].a");
if(location != -1)
glUniform3f(location, 1280.0f, 1290.0f, 1300.0f);
location = glGetUniformLocation(program, "G[1].c[1].b");
if(location != -1)
glUniform1f(location, 1310.0f);
location = glGetUniformLocation(program, "G[1].c[2].a");
if(location != -1)
glUniform3f(location, 1320.0f, 1330.0f, 1340.0f);
location = glGetUniformLocation(program, "G[1].c[2].b");
if(location != -1)
glUniform1f(location, 1350.0f);
location = glGetUniformLocation(program, "G[1].c[3].a");
if(location != -1)
glUniform3f(location, 1360.0f, 1370.0f, 1380.0f);
location = glGetUniformLocation(program, "G[1].c[3].b");
if(location != -1)
glUniform1f(location, 1390.0f);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glDrawArrays(GL_TRIANGLES, 0, 3);
Present();
}
return 0;
}
};
REGISTER_TEST(GL_CBuffer_Zoo);