mirror of
https://github.com/baldurk/renderdoc.git
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188 lines
5.3 KiB
C++
188 lines
5.3 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2022 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_Large_BCn_Arrays, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Test creating large texture 2D arrays of BC4, BC5, BC6, BC7 textures";
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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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void main()
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{
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vertOut.pos = vec4(Position.xyz, 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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// 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(common + vertex, common + pixel);
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const int width = 4;
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const int height = 4;
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const int numMips = 1;
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int activeTex = GL_TEXTURE0;
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GLuint texs[2][4];
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GLenum fmts[] = {GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RG_RGTC2,
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GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_COMPRESSED_RGBA_BPTC_UNORM};
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for(int arraySize = 1; arraySize <= 2; arraySize++)
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{
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GLenum texbind = arraySize > 1 ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
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const char *names[] = {
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arraySize > 1 ? "BC4 array" : "BC4", arraySize > 1 ? "BC5 array" : "BC5",
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arraySize > 1 ? "BC6 array" : "BC6", arraySize > 1 ? "BC7 array" : "BC7",
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};
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for(int fmt = 0; fmt < 4; fmt++)
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{
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glActiveTexture(activeTex);
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activeTex++;
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GLuint tex = texs[arraySize - 1][fmt] = MakeTexture();
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glBindTexture(texbind, tex);
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if(texbind == GL_TEXTURE_2D_ARRAY)
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glTexStorage3D(texbind, numMips, fmts[fmt], width, height, arraySize);
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else
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glTexStorage2D(texbind, numMips, fmts[fmt], width, height);
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// force renderdoc to late-fetch the texture contents, and not serialise the
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// subimage data calls below
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for(int blah = 0; blah < 100; blah++)
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glTexParameteri(texbind, GL_TEXTURE_MAX_LEVEL, numMips - 1);
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glObjectLabel(GL_TEXTURE, tex, -1, names[fmt]);
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int w = width;
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int h = height;
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for(int mip = 0; mip < numMips; mip++)
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{
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byte *foo = new byte[w * h * arraySize];
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for(int len = 0; len < w * h * arraySize; len++)
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foo[len] = rand() & 0xff;
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GLsizei size = w * h * arraySize;
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// BC4 is 0.5 bytes per pixel
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if(fmt == 0)
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size /= 2;
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if(texbind == GL_TEXTURE_2D_ARRAY)
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glCompressedTexSubImage3D(texbind, mip, 0, 0, 0, w, h, arraySize, fmts[fmt], size, foo);
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else
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glCompressedTexSubImage2D(texbind, mip, 0, 0, w, h, fmts[fmt], size, foo);
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w = w >> 1;
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h = h >> 1;
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delete[] foo;
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}
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}
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}
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while(Running())
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{
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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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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, 0, 3);
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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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