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https://github.com/baldurk/renderdoc.git
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ec8564642a
* 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.
169 lines
5.1 KiB
C++
169 lines
5.1 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2019 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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struct GL_Mip_Gen_RT : OpenGLGraphicsTest
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{
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static constexpr const char *Description =
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"Tests rendering from one mip to another to do a downsample chain";
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std::string vertex = R"EOSHADER(
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#version 420 core
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out vec2 uv;
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void main()
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{
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const vec4 verts[4] = vec4[4](vec4(-1.0, -1.0, 0.5, 1.0), vec4(1.0, -1.0, 0.5, 1.0),
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vec4(-1.0, 1.0, 0.5, 1.0), vec4(1.0, 1.0, 0.5, 1.0));
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gl_Position = verts[gl_VertexID];
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uv = gl_Position.xy * 0.5f + 0.5f;
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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#version 420 core
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in vec2 uv;
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layout(location = 0, index = 0) out vec4 Color;
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layout(binding = 0) uniform sampler2D tex2D;
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void main()
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{
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Color = textureLod(tex2D, -uv, 0.0f);
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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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glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 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(vertex, pixel);
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glObjectLabel(GL_PROGRAM, program, -1, "Full program");
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GLuint tex = MakeTexture();
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexStorage2D(GL_TEXTURE_2D, 8, GL_SRGB8_ALPHA8, 1024, 1024);
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GLuint fbo[8];
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for(int i = 0; i < 8; i++)
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{
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fbo[i] = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, i);
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}
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// fill upper mip with colour ramp
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uint32_t *ramp = new uint32_t[1024 * 1024];
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for(uint32_t i = 0; i < 1024 * 1024; i++)
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{
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float x = float(i % 1024);
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float y = float(i / 1024);
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ramp[i] = uint32_t(uint32_t(255.0f * (x / 1024.0f)) | (uint32_t(255.0f * (y / 1024.0f)) << 8) |
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(uint32_t(255.0f * ((x + y) / 2048.0f)) << 16) | 0xff000000);
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}
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while(Running())
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{
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float col[] = {0.4f, 0.5f, 0.6f, 1.0f};
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearBufferfv(GL_COLOR, 0, col);
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// clear all FBOs
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for(int i = 0; i < 8; i++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
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glClearBufferfv(GL_COLOR, 0, col);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindVertexArray(vao);
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glUseProgram(program);
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{
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// view first mip and upload data
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1024, 1024, GL_RGBA, GL_UNSIGNED_BYTE, ramp);
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for(int i = 1; i < 8; i++)
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{
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// bind relevant fbo
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glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
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// change texture parameters to view previous mip
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, i - 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
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// set viewport
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glViewport(0, 0, 1024 >> i, 1024 >> i);
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// do downsample
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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// reset texture parameters to default
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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// bind default framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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Present();
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}
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delete[] ramp;
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return 0;
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}
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};
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REGISTER_TEST(GL_Mip_Gen_RT); |