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https://github.com/baldurk/renderdoc.git
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856c838def
* In a previous update in 2021 many copyright ranges were truncated accidentally, and some files have been copy-pasted with wrong years. These dates have been fixed based on git history and original copyright messages.
182 lines
6.7 KiB
C++
182 lines
6.7 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2021-2026 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_Buffer_Resizing, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Test that buffer resizing is handled correctly, both out of frame and in-frame.";
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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 vbs[10];
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int i = 0;
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vbs[i] = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
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// create the buffer initially too small
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glBufferData(GL_ARRAY_BUFFER, 4, NULL, GL_DYNAMIC_DRAW);
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// then resize it up while at init time, to ensure we handle this correctly
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glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, GL_DYNAMIC_DRAW);
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// while harmless, test that we can resize *down* as well.
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vbs[i] = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri) * 10, NULL, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, GL_DYNAMIC_DRAW);
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// these will be resized in-frame
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vbs[i] = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
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glBufferData(GL_ARRAY_BUFFER, 4, NULL, GL_DYNAMIC_DRAW);
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vbs[i] = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri) * 10, NULL, GL_DYNAMIC_DRAW);
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vbs[i] = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
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glBufferData(GL_ARRAY_BUFFER, 4, NULL, GL_DYNAMIC_DRAW);
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vbs[i] = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
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glBufferData(GL_ARRAY_BUFFER, 1000, NULL, GL_DYNAMIC_DRAW);
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vbs[i] = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
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glBufferData(GL_ARRAY_BUFFER, 4, NULL, GL_DYNAMIC_DRAW);
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TEST_ASSERT(i < ARRAY_COUNT(vbs), "Make vbs[] bigger");
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GLuint program = MakeProgram(GLDefaultVertex, GLDefaultPixel);
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glUseProgram(program);
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glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
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float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
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while(Running())
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{
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i = 0;
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// check these VBs are OK
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glClearBufferfv(GL_COLOR, 0, col);
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glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
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ConfigureDefaultVAO();
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// check these VBs are OK
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glClearBufferfv(GL_COLOR, 0, col);
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glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
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ConfigureDefaultVAO();
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glDrawArrays(GL_TRIANGLES, 0, 3);
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if(curFrame == 10)
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{
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// resize this VB up to size in the captured frame
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glClearBufferfv(GL_COLOR, 0, col);
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glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, GL_DYNAMIC_DRAW);
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ConfigureDefaultVAO();
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if(glGetError() == GL_NO_ERROR)
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glDrawArrays(GL_TRIANGLES, 0, 3);
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else
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glDrawArrays(GL_TRIANGLES, 0, 0);
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// resize this VB down to size in the captured frame
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glClearBufferfv(GL_COLOR, 0, col);
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glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, GL_DYNAMIC_DRAW);
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ConfigureDefaultVAO();
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if(glGetError() == GL_NO_ERROR)
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glDrawArrays(GL_TRIANGLES, 0, 3);
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else
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glDrawArrays(GL_TRIANGLES, 0, 0);
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// resize this VB several times in the captured frame
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glClearBufferfv(GL_COLOR, 0, col);
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glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
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glBufferData(GL_ARRAY_BUFFER, 16, NULL, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, 8, NULL, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, 8, NULL, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, 9999, NULL, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, GL_DYNAMIC_DRAW);
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ConfigureDefaultVAO();
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if(glGetError() == GL_NO_ERROR)
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glDrawArrays(GL_TRIANGLES, 0, 3);
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else
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glDrawArrays(GL_TRIANGLES, 0, 0);
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// resize down and map this VB
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glClearBufferfv(GL_COLOR, 0, col);
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glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), NULL, GL_DYNAMIC_DRAW);
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void *ptr = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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memcpy(ptr, DefaultTri, sizeof(DefaultTri));
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glUnmapBuffer(GL_ARRAY_BUFFER);
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ConfigureDefaultVAO();
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if(glGetError() == GL_NO_ERROR)
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glDrawArrays(GL_TRIANGLES, 0, 3);
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else
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glDrawArrays(GL_TRIANGLES, 0, 0);
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// resize up and map this VB
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glClearBufferfv(GL_COLOR, 0, col);
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glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), NULL, GL_DYNAMIC_DRAW);
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ptr = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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memcpy(ptr, DefaultTri, sizeof(DefaultTri));
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glUnmapBuffer(GL_ARRAY_BUFFER);
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ConfigureDefaultVAO();
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if(glGetError() == GL_NO_ERROR)
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glDrawArrays(GL_TRIANGLES, 0, 3);
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else
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glDrawArrays(GL_TRIANGLES, 0, 0);
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// now trash the VBs that had important data at the start of the frame, to ensure that this
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// resize doesn't invalid any of the data that was in them and used.
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glBindBuffer(GL_ARRAY_BUFFER, vbs[0]);
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glBufferData(GL_ARRAY_BUFFER, 50, NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbs[1]);
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glBufferData(GL_ARRAY_BUFFER, 50, NULL, GL_DYNAMIC_DRAW);
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}
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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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