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06570ea7ad
* It's not particularly scalable and can be brittle to driver changes, and we can use targeted specific pixel tests to check what we really want - to see if the output has rendered correctly. * Overlay tests still check files directly - this is a future refactor to remove.
259 lines
7.5 KiB
C++
259 lines
7.5 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2020 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_Mesh_Zoo, OpenGLGraphicsTest)
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{
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static constexpr const char *Description = "Draws some primitives for testing the mesh view.";
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std::string common = R"EOSHADER(
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#version 420 core
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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(binding = 0, std140) uniform constsbuf
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{
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vec4 scale;
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vec4 offset;
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};
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out vec4 col;
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void main()
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{
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vec4 pos = vec4(Position.xy * scale.xy + offset.xy, Position.z, 1.0f);
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col = Color;
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if(gl_InstanceID > 0)
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{
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pos *= 0.3f;
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pos.xy += vec2(0.1f);
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col.z = 1.0f;
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}
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gl_Position = pos;
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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in vec4 col;
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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 = col;
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}
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)EOSHADER";
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std::string nopvertex = R"EOSHADER(
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#version 420 core
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void main()
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{
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}
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)EOSHADER";
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std::string geometry = R"EOSHADER(
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#version 420 core
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layout(points) in;
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layout(triangle_strip, max_vertices = 3) out;
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out vec4 col;
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void main()
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{
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const vec4 verts[3] = vec4[3](vec4(-0.4, -0.4, 0.5, 1.0), vec4(0.6, -0.6, 0.5, 1.0),
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vec4(-0.5, 0.5, 0.5, 1.0));
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for(int i=0; i < 3; i++)
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{
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gl_Position = verts[i];
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col = vec4(1, 0, 0, 1);
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EmitVertex();
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}
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EndPrimitive();
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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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const DefaultA2V test[] = {
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// single color quad
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{Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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// points, to test vertex picking
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{Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(70.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(170.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(70.0f, 70.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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};
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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(test), test, 0);
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Vec4f cbufferdata[] = {
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Vec4f(2.0f / (float)screenWidth, 2.0f / (float)screenHeight, 1.0f, 1.0f),
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Vec4f(-1.0f, -1.0f, 0.0f, 0.0f),
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};
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GLuint cb = MakeBuffer();
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glBindBuffer(GL_UNIFORM_BUFFER, cb);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(cbufferdata), cbufferdata, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, cb);
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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 stride0vao = MakeVAO();
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glBindVertexArray(stride0vao);
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// need to specify this using modern bindings, glVertexAttribPointer stride 0 is interpreted as
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// 'tightly packed'
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glVertexAttribFormat(0, 3, GL_FLOAT, GL_FALSE, offsetof(DefaultA2V, pos));
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glVertexAttribFormat(1, 3, GL_FLOAT, GL_FALSE, offsetof(DefaultA2V, col));
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glVertexAttribFormat(2, 3, GL_FLOAT, GL_FALSE, offsetof(DefaultA2V, uv));
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glVertexAttribBinding(0, 0);
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glVertexAttribBinding(1, 0);
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glVertexAttribBinding(2, 0);
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glBindVertexBuffer(0, vb, 0, 0);
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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(common + vertex, common + pixel);
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GLuint geomprogram = MakeProgram(nopvertex, common + pixel, geometry);
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GLuint fbo = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// Color render texture
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GLuint attachments[] = {MakeTexture(), MakeTexture(), MakeTexture()};
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glBindTexture(GL_TEXTURE_2D, attachments[0]);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, screenWidth, screenHeight);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, attachments[0], 0);
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glBindTexture(GL_TEXTURE_2D, attachments[1]);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, screenWidth, screenHeight);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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attachments[1], 0);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_CLAMP);
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glDisable(GL_STENCIL_TEST);
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while(Running())
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{
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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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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glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);
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glBindVertexArray(vao);
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glUseProgram(program);
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glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
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glDrawArrays(GL_TRIANGLES, 10, 3);
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setMarker("Quad");
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glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 2);
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setMarker("Points");
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glDrawArrays(GL_POINTS, 6, 4);
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setMarker("Stride 0");
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glBindVertexArray(stride0vao);
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glDrawArrays(GL_POINTS, 0, 1);
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setMarker("Geom Only");
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glUseProgram(geomprogram);
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glDrawArrays(GL_POINTS, 0, 1);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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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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