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renderdoc/util/test/demos/gl/gl_buffer_resizing.cpp
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baldurk 856c838def Update copyright years to 2026 and fix copyright ranges
* 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.
2026-01-05 14:17:28 +00:00

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2021-2026 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_Buffer_Resizing, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Test that buffer resizing is handled correctly, both out of frame and in-frame.";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
GLuint vao = MakeVAO();
glBindVertexArray(vao);
GLuint vbs[10];
int i = 0;
vbs[i] = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
// create the buffer initially too small
glBufferData(GL_ARRAY_BUFFER, 4, NULL, GL_DYNAMIC_DRAW);
// then resize it up while at init time, to ensure we handle this correctly
glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, GL_DYNAMIC_DRAW);
// while harmless, test that we can resize *down* as well.
vbs[i] = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri) * 10, NULL, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, GL_DYNAMIC_DRAW);
// these will be resized in-frame
vbs[i] = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
glBufferData(GL_ARRAY_BUFFER, 4, NULL, GL_DYNAMIC_DRAW);
vbs[i] = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri) * 10, NULL, GL_DYNAMIC_DRAW);
vbs[i] = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
glBufferData(GL_ARRAY_BUFFER, 4, NULL, GL_DYNAMIC_DRAW);
vbs[i] = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
glBufferData(GL_ARRAY_BUFFER, 1000, NULL, GL_DYNAMIC_DRAW);
vbs[i] = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
glBufferData(GL_ARRAY_BUFFER, 4, NULL, GL_DYNAMIC_DRAW);
TEST_ASSERT(i < ARRAY_COUNT(vbs), "Make vbs[] bigger");
GLuint program = MakeProgram(GLDefaultVertex, GLDefaultPixel);
glUseProgram(program);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
while(Running())
{
i = 0;
// check these VBs are OK
glClearBufferfv(GL_COLOR, 0, col);
glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
ConfigureDefaultVAO();
glDrawArrays(GL_TRIANGLES, 0, 3);
// check these VBs are OK
glClearBufferfv(GL_COLOR, 0, col);
glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
ConfigureDefaultVAO();
glDrawArrays(GL_TRIANGLES, 0, 3);
if(curFrame == 10)
{
// resize this VB up to size in the captured frame
glClearBufferfv(GL_COLOR, 0, col);
glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, GL_DYNAMIC_DRAW);
ConfigureDefaultVAO();
if(glGetError() == GL_NO_ERROR)
glDrawArrays(GL_TRIANGLES, 0, 3);
else
glDrawArrays(GL_TRIANGLES, 0, 0);
// resize this VB down to size in the captured frame
glClearBufferfv(GL_COLOR, 0, col);
glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, GL_DYNAMIC_DRAW);
ConfigureDefaultVAO();
if(glGetError() == GL_NO_ERROR)
glDrawArrays(GL_TRIANGLES, 0, 3);
else
glDrawArrays(GL_TRIANGLES, 0, 0);
// resize this VB several times in the captured frame
glClearBufferfv(GL_COLOR, 0, col);
glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
glBufferData(GL_ARRAY_BUFFER, 16, NULL, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, 8, NULL, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, 8, NULL, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, 9999, NULL, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, GL_DYNAMIC_DRAW);
ConfigureDefaultVAO();
if(glGetError() == GL_NO_ERROR)
glDrawArrays(GL_TRIANGLES, 0, 3);
else
glDrawArrays(GL_TRIANGLES, 0, 0);
// resize down and map this VB
glClearBufferfv(GL_COLOR, 0, col);
glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), NULL, GL_DYNAMIC_DRAW);
void *ptr = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
memcpy(ptr, DefaultTri, sizeof(DefaultTri));
glUnmapBuffer(GL_ARRAY_BUFFER);
ConfigureDefaultVAO();
if(glGetError() == GL_NO_ERROR)
glDrawArrays(GL_TRIANGLES, 0, 3);
else
glDrawArrays(GL_TRIANGLES, 0, 0);
// resize up and map this VB
glClearBufferfv(GL_COLOR, 0, col);
glBindBuffer(GL_ARRAY_BUFFER, vbs[i++]);
glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultTri), NULL, GL_DYNAMIC_DRAW);
ptr = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
memcpy(ptr, DefaultTri, sizeof(DefaultTri));
glUnmapBuffer(GL_ARRAY_BUFFER);
ConfigureDefaultVAO();
if(glGetError() == GL_NO_ERROR)
glDrawArrays(GL_TRIANGLES, 0, 3);
else
glDrawArrays(GL_TRIANGLES, 0, 0);
// now trash the VBs that had important data at the start of the frame, to ensure that this
// resize doesn't invalid any of the data that was in them and used.
glBindBuffer(GL_ARRAY_BUFFER, vbs[0]);
glBufferData(GL_ARRAY_BUFFER, 50, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbs[1]);
glBufferData(GL_ARRAY_BUFFER, 50, NULL, GL_DYNAMIC_DRAW);
}
Present();
}
return 0;
}
};
REGISTER_TEST();