mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-26 11:50:59 +00:00
296 lines
10 KiB
C++
296 lines
10 KiB
C++
/******************************************************************************
|
|
* The MIT License (MIT)
|
|
*
|
|
* Copyright (c) 2019-2020 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_Overlay_Test, OpenGLGraphicsTest)
|
|
{
|
|
static constexpr const char *Description =
|
|
"Makes a couple of draws that show off all the overlays in some way";
|
|
|
|
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";
|
|
|
|
std::string whitepixel = R"EOSHADER(
|
|
#version 420 core
|
|
|
|
layout(location = 0, index = 0) out vec4 Color;
|
|
|
|
void main()
|
|
{
|
|
Color = vec4(1,1,1,1);
|
|
}
|
|
|
|
)EOSHADER";
|
|
|
|
int main()
|
|
{
|
|
// initialise, create window, create context, etc
|
|
if(!Init())
|
|
return 3;
|
|
|
|
GLuint vao = MakeVAO();
|
|
glBindVertexArray(vao);
|
|
|
|
// note that the Z position values are rescaled for GL default -1.0 to 1.0 clipspace, relative
|
|
// to all other APIs
|
|
const DefaultA2V VBData[] = {
|
|
// this triangle occludes in depth
|
|
{Vec3f(-0.5f, -0.5f, -1.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
|
|
{Vec3f(-0.5f, 0.0f, -1.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
|
|
{Vec3f(0.0f, 0.0f, -1.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
|
|
|
|
// this triangle occludes in stencil
|
|
{Vec3f(-0.5f, 0.0f, 0.8f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
|
|
{Vec3f(-0.5f, 0.5f, 0.8f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
|
|
{Vec3f(0.0f, 0.0f, 0.8f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
|
|
|
|
// this triangle is just in the background to contribute to overdraw
|
|
{Vec3f(-0.9f, -0.9f, 0.9f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 0.0f)},
|
|
{Vec3f(0.0f, 0.9f, 0.9f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 1.0f)},
|
|
{Vec3f(0.9f, -0.9f, 0.9f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(1.0f, 0.0f)},
|
|
|
|
// the draw has a few triangles, main one that is occluded for depth, another that is
|
|
// adding to overdraw complexity, one that is backface culled, then a few more of various
|
|
// sizes for triangle size overlay
|
|
{Vec3f(-0.3f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
|
|
{Vec3f(-0.3f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
|
|
{Vec3f(0.5f, 0.0f, 0.0f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
|
|
|
|
{Vec3f(-0.2f, -0.2f, 0.2f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
|
|
{Vec3f(0.2f, 0.0f, 0.2f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
|
|
{Vec3f(0.2f, -0.4f, 0.2f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
|
|
|
|
// backface culled
|
|
{Vec3f(0.1f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
|
|
{Vec3f(0.5f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
|
|
{Vec3f(0.5f, 0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
|
|
|
|
// depth clipped (i.e. not clamped)
|
|
{Vec3f(0.6f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
|
|
{Vec3f(0.7f, 0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
|
|
{Vec3f(0.8f, 0.0f, 2.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
|
|
|
|
// small triangles
|
|
// size=0.005
|
|
{Vec3f(0.0f, 0.4f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
|
|
{Vec3f(0.0f, 0.41f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
|
|
{Vec3f(0.01f, 0.4f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
|
|
|
|
// size=0.015
|
|
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
|
|
{Vec3f(0.0f, 0.515f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
|
|
{Vec3f(0.015f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
|
|
|
|
// size=0.02
|
|
{Vec3f(0.0f, 0.6f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
|
|
{Vec3f(0.0f, 0.62f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
|
|
{Vec3f(0.02f, 0.6f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
|
|
|
|
// size=0.025
|
|
{Vec3f(0.0f, 0.7f, 0.0f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
|
|
{Vec3f(0.0f, 0.725f, 0.0f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
|
|
{Vec3f(0.025f, 0.7f, 0.0f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
|
|
};
|
|
|
|
GLuint vb = MakeBuffer();
|
|
glBindBuffer(GL_ARRAY_BUFFER, vb);
|
|
glBufferStorage(GL_ARRAY_BUFFER, sizeof(VBData), VBData, 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);
|
|
GLuint whiteprogram = MakeProgram(common + vertex, whitepixel);
|
|
|
|
GLuint fbo = MakeFBO();
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
// Color render texture
|
|
GLuint attachments[] = {MakeTexture(), MakeTexture(), MakeTexture()};
|
|
|
|
glBindTexture(GL_TEXTURE_2D, attachments[0]);
|
|
glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, screenWidth, screenHeight);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, attachments[0], 0);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, attachments[1]);
|
|
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, screenWidth, screenHeight);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
|
|
attachments[1], 0);
|
|
|
|
GLuint subtex = MakeTexture();
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, subtex);
|
|
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 4, GL_SRGB8_ALPHA8, screenWidth, screenHeight, 5);
|
|
|
|
GLuint subfbo = MakeFBO();
|
|
glBindFramebuffer(GL_FRAMEBUFFER, subfbo);
|
|
|
|
// clear all mips/slices first
|
|
GLfloat black[4] = {};
|
|
for(GLint s = 0; s < 5; s++)
|
|
{
|
|
for(GLint m = 0; m < 4; m++)
|
|
{
|
|
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, subtex, m, s);
|
|
glClearBufferfv(GL_COLOR, 0, black);
|
|
}
|
|
}
|
|
|
|
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, subtex, 2, 2);
|
|
|
|
GLuint subfbo2 = MakeFBO();
|
|
glBindFramebuffer(GL_FRAMEBUFFER, subfbo2);
|
|
|
|
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, subtex, 3, 2);
|
|
|
|
while(Running())
|
|
{
|
|
glBindVertexArray(vao);
|
|
|
|
glUseProgram(program);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glFrontFace(GL_CW);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glDisable(GL_DEPTH_CLAMP);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
glStencilFunc(GL_ALWAYS, 0x55, 0xff);
|
|
|
|
glViewport(10, 10, GLsizei(screenWidth) - 20, GLsizei(screenHeight) - 20);
|
|
glScissor(0, 0, screenWidth, screenHeight);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
|
|
glClearBufferfv(GL_COLOR, 0, col);
|
|
glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);
|
|
|
|
// 1: write depth
|
|
glDepthFunc(GL_ALWAYS);
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
|
|
// 2: write stencil
|
|
glDepthFunc(GL_LEQUAL);
|
|
glEnable(GL_STENCIL_TEST);
|
|
glDrawArrays(GL_TRIANGLES, 3, 3);
|
|
|
|
// 3: write background
|
|
glDisable(GL_STENCIL_TEST);
|
|
glDrawArrays(GL_TRIANGLES, 6, 3);
|
|
|
|
// add a marker so we can easily locate this draw
|
|
setMarker("Test Begin");
|
|
|
|
glEnable(GL_STENCIL_TEST);
|
|
glStencilFunc(GL_GREATER, 0x55, 0xff);
|
|
glDrawArrays(GL_TRIANGLES, 9, 24);
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
glBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight,
|
|
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, subfbo);
|
|
float col2[] = {0.0f, 0.0f, 0.0f, 1.0f};
|
|
glClearBufferfv(GL_COLOR, 0, col2);
|
|
|
|
glDepthFunc(GL_ALWAYS);
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
glUseProgram(whiteprogram);
|
|
|
|
glViewport(5, 5, GLsizei(screenWidth) / 4 - 10, GLsizei(screenHeight) / 4 - 10);
|
|
glScissor(0, 0, screenWidth / 4, screenHeight / 4);
|
|
|
|
setMarker("Subresources mip 2");
|
|
glDrawArrays(GL_TRIANGLES, 9, 24);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, subfbo2);
|
|
glClearBufferfv(GL_COLOR, 0, col2);
|
|
|
|
glViewport(2, 2, GLsizei(screenWidth) / 8 - 4, GLsizei(screenHeight) / 8 - 4);
|
|
glScissor(0, 0, screenWidth / 8, screenHeight / 8);
|
|
|
|
setMarker("Subresources mip 3");
|
|
glDrawArrays(GL_TRIANGLES, 9, 24);
|
|
|
|
Present();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
REGISTER_TEST();
|