Files
renderdoc/util/test/demos/gl/gl_large_bcn_arrays.cpp
T
2022-02-17 17:38:32 +00:00

188 lines
5.3 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 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"
RD_TEST(GL_Large_BCn_Arrays, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Test creating large texture 2D arrays of BC4, BC5, BC6, BC7 textures";
std::string common = R"EOSHADER(
#version 420 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;
void main()
{
Color = vertIn.col;
}
)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);
const int width = 4;
const int height = 4;
const int numMips = 1;
int activeTex = GL_TEXTURE0;
GLuint texs[2][4];
GLenum fmts[] = {GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RG_RGTC2,
GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_COMPRESSED_RGBA_BPTC_UNORM};
for(int arraySize = 1; arraySize <= 2; arraySize++)
{
GLenum texbind = arraySize > 1 ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
const char *names[] = {
arraySize > 1 ? "BC4 array" : "BC4", arraySize > 1 ? "BC5 array" : "BC5",
arraySize > 1 ? "BC6 array" : "BC6", arraySize > 1 ? "BC7 array" : "BC7",
};
for(int fmt = 0; fmt < 4; fmt++)
{
glActiveTexture(activeTex);
activeTex++;
GLuint tex = texs[arraySize - 1][fmt] = MakeTexture();
glBindTexture(texbind, tex);
if(texbind == GL_TEXTURE_2D_ARRAY)
glTexStorage3D(texbind, numMips, fmts[fmt], width, height, arraySize);
else
glTexStorage2D(texbind, numMips, fmts[fmt], width, height);
// force renderdoc to late-fetch the texture contents, and not serialise the
// subimage data calls below
for(int blah = 0; blah < 100; blah++)
glTexParameteri(texbind, GL_TEXTURE_MAX_LEVEL, numMips - 1);
glObjectLabel(GL_TEXTURE, tex, -1, names[fmt]);
int w = width;
int h = height;
for(int mip = 0; mip < numMips; mip++)
{
byte *foo = new byte[w * h * arraySize];
for(int len = 0; len < w * h * arraySize; len++)
foo[len] = rand() & 0xff;
GLsizei size = w * h * arraySize;
// BC4 is 0.5 bytes per pixel
if(fmt == 0)
size /= 2;
if(texbind == GL_TEXTURE_2D_ARRAY)
glCompressedTexSubImage3D(texbind, mip, 0, 0, 0, w, h, arraySize, fmts[fmt], size, foo);
else
glCompressedTexSubImage2D(texbind, mip, 0, 0, w, h, fmts[fmt], size, foo);
w = w >> 1;
h = h >> 1;
delete[] foo;
}
}
}
while(Running())
{
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glBindVertexArray(vao);
glUseProgram(program);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glDrawArrays(GL_TRIANGLES, 0, 3);
Present();
}
return 0;
}
};
REGISTER_TEST();