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renderdoc/util/test/demos/gl/gl_buffer_updates.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.
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018-2026 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_Updates, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Test of buffer updates, both buffers that are updated regularly and get marked as "
"dirty, as well as buffers updated mid-frame";
std::string vertex = R"EOSHADER(
#version 420 core
void main()
{
const vec4 verts[4] = vec4[4](vec4(-1.0, -1.0, 0.5, 1.0), vec4(1.0, -1.0, 0.5, 1.0),
vec4(-1.0, 1.0, 0.5, 1.0), vec4(1.0, 1.0, 0.5, 1.0));
gl_Position = verts[gl_VertexID];
}
)EOSHADER";
std::string pixel = R"EOSHADER(
#version 420 core
layout(location = 0, index = 0) out vec4 Color;
layout(binding = 0, std140) uniform constsbuf
{
vec4 col;
};
void main()
{
if(col == vec4(0.0, 1.0, 0.0, 1.0))
Color = col;
else
Color = vec4(1.0, 0.0, 0.0, 1.0);
}
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
GLuint vao = MakeVAO();
glBindVertexArray(vao);
Vec4f red(1.0f, 0.0f, 0.0f, 1.0f);
Vec4f cyan(0.0f, 1.0f, 1.0f, 1.0f);
Vec4f green(0.0f, 1.0f, 0.0f, 1.0f);
// clang-format explodes on these for some reason
#define TEST_CASES() \
BUFFER_TEST(BufferDataImmutable) \
BUFFER_TEST(BufferStorageImmutable) \
BUFFER_TEST(BufferDataOrphanedOnce) \
BUFFER_TEST(BufferDataOrphanedMany) \
BUFFER_TEST(BufferDataOrphanedPerFrame) \
BUFFER_TEST(BufferDataUpdatedOnce) \
BUFFER_TEST(BufferDataUpdatedMany) \
BUFFER_TEST(BufferDataUpdatedPerFrame) \
BUFFER_TEST(BufferStorageUpdatedOnce) \
BUFFER_TEST(BufferStorageUpdatedMany) \
BUFFER_TEST(BufferStorageUpdatedPerFrame) \
BUFFER_TEST(SingleMapBufferReadback) \
BUFFER_TEST(SingleMapBufferRangeReadback) \
BUFFER_TEST(CoherentMapBufferRangeReadback) \
BUFFER_TEST(CleanBufferMapWriteInvalidate) \
BUFFER_TEST(CleanBufferMapWriteNonInvalidate) \
BUFFER_TEST(DirtyBufferMapWriteInvalidate) \
BUFFER_TEST(DirtyBufferMapWriteNonInvalidate) \
BUFFER_TEST(CleanBufferMapFlushExplicit) \
BUFFER_TEST(DirtyBufferMapFlushExplicit) \
BUFFER_TEST(CoherentMapWrite) \
BUFFER_TEST(CoherentMapWriteInvalidateRange) \
BUFFER_TEST(CoherentMapWriteInvalidateBuffer) \
BUFFER_TEST(CoherentMapWriteUnsynchronised) \
BUFFER_TEST(NonCoherentMapFlush) \
BUFFER_TEST(NonCoherentMapFlushUnsynchronised) \
BUFFER_TEST(OffsetMapWrite) \
BUFFER_TEST(OffsetMapFlush) \
BUFFER_TEST(PersistentBufferFrameMapped)
#undef BUFFER_TEST
#define BUFFER_TEST(name) name,
enum
{
TEST_CASES() TestCount,
};
#undef BUFFER_TEST
#define BUFFER_TEST(name) #name,
const char *TestNames[TestCount] = {TEST_CASES()};
Vec4f *ptrs[TestCount] = {};
GLuint buffers[TestCount] = {};
for(int i = 0; i < TestCount; i++)
{
buffers[i] = MakeBuffer();
glBindBuffer(GL_UNIFORM_BUFFER, buffers[i]);
}
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataImmutable]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageImmutable]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, 0);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataOrphanedOnce]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataOrphanedMany]);
for(int i = 0; i < 100; i++)
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataOrphanedPerFrame]);
for(int i = 0; i < 100; i++)
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataUpdatedOnce]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataUpdatedMany]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataUpdatedPerFrame]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageUpdatedOnce]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_STORAGE_BIT);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageUpdatedMany]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_STORAGE_BIT);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageUpdatedPerFrame]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_STORAGE_BIT);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[SingleMapBufferReadback]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_READ_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[SingleMapBufferRangeReadback]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_READ_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[CoherentMapBufferRangeReadback]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red,
GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
ptrs[CoherentMapBufferRangeReadback] =
(Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_COHERENT_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_READ_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapWriteInvalidate]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red,
GL_MAP_WRITE_BIT | GL_DYNAMIC_STORAGE_BIT);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapWriteNonInvalidate]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red,
GL_MAP_WRITE_BIT | GL_DYNAMIC_STORAGE_BIT);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapFlushExplicit]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red,
GL_MAP_WRITE_BIT | GL_DYNAMIC_STORAGE_BIT);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[CoherentMapWrite]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
ptrs[CoherentMapWrite] =
(Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_COHERENT_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[CoherentMapWriteInvalidateRange]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
ptrs[CoherentMapWriteInvalidateRange] = (Vec4f *)glMapBufferRange(
GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_COHERENT_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[CoherentMapWriteInvalidateBuffer]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
ptrs[CoherentMapWriteInvalidateBuffer] =
(Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_COHERENT_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT |
GL_MAP_INVALIDATE_BUFFER_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[CoherentMapWriteUnsynchronised]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
ptrs[CoherentMapWriteUnsynchronised] = (Vec4f *)glMapBufferRange(
GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_COHERENT_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[NonCoherentMapFlush]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
ptrs[NonCoherentMapFlush] = (Vec4f *)glMapBufferRange(
GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[NonCoherentMapFlushUnsynchronised]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
ptrs[NonCoherentMapFlushUnsynchronised] =
(Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT |
GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[OffsetMapWrite]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &cyan,
GL_MAP_WRITE_BIT | GL_DYNAMIC_STORAGE_BIT);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &cyan);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[OffsetMapFlush]);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &cyan,
GL_MAP_WRITE_BIT | GL_DYNAMIC_STORAGE_BIT);
for(int i = 0; i < 100; i++)
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &cyan);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[PersistentBufferFrameMapped]);
glBufferStorage(
GL_UNIFORM_BUFFER, sizeof(Vec4f), &red,
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_DYNAMIC_STORAGE_BIT);
// these buffers are used for indicating a CPU readback passed or failed
GLuint pass = MakeBuffer();
glBindBuffer(GL_UNIFORM_BUFFER, pass);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, 0);
GLuint fail = MakeBuffer();
glBindBuffer(GL_UNIFORM_BUFFER, fail);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, 0);
GLuint program = MakeProgram(vertex, pixel);
while(Running())
{
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glBindVertexArray(vao);
glUseProgram(program);
glGenBuffers(1, &buffers[CleanBufferMapWriteInvalidate]);
glGenBuffers(1, &buffers[CleanBufferMapWriteNonInvalidate]);
glGenBuffers(1, &buffers[CleanBufferMapFlushExplicit]);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataOrphanedPerFrame]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &green, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferDataUpdatedPerFrame]);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[BufferStorageUpdatedPerFrame]);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &green);
glBindBuffer(GL_COPY_READ_BUFFER, pass);
glBindBuffer(GL_COPY_WRITE_BUFFER, buffers[SingleMapBufferReadback]);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, sizeof(Vec4f));
glBindBuffer(GL_COPY_READ_BUFFER, pass);
glBindBuffer(GL_COPY_WRITE_BUFFER, buffers[SingleMapBufferRangeReadback]);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, sizeof(Vec4f));
glBindBuffer(GL_COPY_READ_BUFFER, pass);
glBindBuffer(GL_COPY_WRITE_BUFFER, buffers[CoherentMapBufferRangeReadback]);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, sizeof(Vec4f));
glBindBuffer(GL_UNIFORM_BUFFER, buffers[CleanBufferMapWriteInvalidate]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
Vec4f *ptr = NULL;
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
if(ptr)
memcpy(ptr, &green, sizeof(Vec4f));
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[CleanBufferMapWriteNonInvalidate]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), GL_MAP_WRITE_BIT);
if(ptr)
{
ptr->x = 0.0f;
ptr->y = 1.0f;
}
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapWriteInvalidate]);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
if(ptr)
memcpy(ptr, &green, sizeof(Vec4f));
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapWriteNonInvalidate]);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &red);
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), GL_MAP_WRITE_BIT);
if(ptr)
{
ptr->x = 0.0f;
ptr->y = 1.0f;
}
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[CleanBufferMapFlushExplicit]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(Vec4f), &red, GL_DYNAMIC_DRAW);
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
if(ptr)
{
ptr->x = 0.0f;
ptr->y = 1.0f;
}
glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float) * 2);
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[DirtyBufferMapFlushExplicit]);
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f),
GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
if(ptr)
{
ptr->x = 0.0f;
ptr->y = 1.0f;
}
glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float) * 2);
glUnmapBuffer(GL_UNIFORM_BUFFER);
if(ptrs[CoherentMapWrite])
memcpy(ptrs[CoherentMapWrite], &red, sizeof(Vec4f));
if(ptrs[CoherentMapWriteInvalidateRange])
memcpy(ptrs[CoherentMapWriteInvalidateRange], &red, sizeof(Vec4f));
if(ptrs[CoherentMapWriteInvalidateBuffer])
memcpy(ptrs[CoherentMapWriteInvalidateBuffer], &red, sizeof(Vec4f));
if(ptrs[CoherentMapWriteUnsynchronised])
memcpy(ptrs[CoherentMapWriteUnsynchronised], &red, sizeof(Vec4f));
glBindBuffer(GL_UNIFORM_BUFFER, buffers[NonCoherentMapFlush]);
if(ptrs[NonCoherentMapFlush])
memcpy(ptrs[NonCoherentMapFlush], &red, sizeof(Vec4f));
glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float) * 4);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[NonCoherentMapFlushUnsynchronised]);
if(ptrs[NonCoherentMapFlushUnsynchronised])
memcpy(ptrs[NonCoherentMapFlushUnsynchronised], &red, sizeof(Vec4f));
glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float) * 4);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[OffsetMapWrite]);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &cyan);
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, sizeof(float) * 2, sizeof(float),
GL_MAP_WRITE_BIT);
if(ptr)
ptr->x = 0.0f;
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[OffsetMapFlush]);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &cyan);
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, sizeof(float) * 2, sizeof(float),
GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
if(ptr)
ptr->x = 0.0f;
glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float));
glUnmapBuffer(GL_UNIFORM_BUFFER);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[PersistentBufferFrameMapped]);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &cyan);
ptr = (Vec4f *)glMapBufferRange(GL_UNIFORM_BUFFER, sizeof(float) * 2, sizeof(float),
GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT);
if(ptr)
ptr->x = 0.0f;
glUnmapBuffer(GL_UNIFORM_BUFFER);
const int squareSize = 50;
int buf = 0;
for(int y = 0; y < screenHeight && buf < TestCount; y += squareSize)
{
for(int x = 0; x < screenWidth && buf < TestCount; x += squareSize)
{
glViewport(x + 1, y + 1, squareSize - 2, squareSize - 2);
glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 0,
GL_DEBUG_SEVERITY_HIGH, -1, TestNames[buf]);
if(buf == CoherentMapWrite || buf == CoherentMapWriteInvalidateRange ||
buf == CoherentMapWriteInvalidateBuffer || buf == CoherentMapWriteUnsynchronised)
{
if(ptrs[buf])
memcpy(ptrs[buf], &green, sizeof(Vec4f));
if(buf == CoherentMapWriteUnsynchronised)
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
}
if(buf == NonCoherentMapFlush)
{
glBindBuffer(GL_UNIFORM_BUFFER, buffers[NonCoherentMapFlush]);
if(ptrs[NonCoherentMapFlush])
memcpy(ptrs[NonCoherentMapFlush], &green, sizeof(Vec4f));
glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float) * 4);
}
if(buf == NonCoherentMapFlushUnsynchronised)
{
glBindBuffer(GL_UNIFORM_BUFFER, buffers[NonCoherentMapFlushUnsynchronised]);
if(ptrs[NonCoherentMapFlushUnsynchronised])
memcpy(ptrs[NonCoherentMapFlushUnsynchronised], &green, sizeof(Vec4f));
glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(float) * 4);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
}
if(buf == SingleMapBufferReadback)
{
glBindBuffer(GL_COPY_READ_BUFFER, buffers[buf]);
void *mapped = glMapBuffer(GL_COPY_READ_BUFFER, GL_READ_ONLY);
if(mapped && !memcmp(mapped, &green, sizeof(Vec4f)))
glBindBufferBase(GL_UNIFORM_BUFFER, 0, pass);
else
glBindBufferBase(GL_UNIFORM_BUFFER, 0, fail);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUnmapBuffer(GL_COPY_READ_BUFFER);
}
else if(buf == SingleMapBufferRangeReadback)
{
glBindBuffer(GL_COPY_READ_BUFFER, buffers[buf]);
void *mapped = glMapBufferRange(GL_COPY_READ_BUFFER, 0, sizeof(Vec4f), GL_MAP_READ_BIT);
if(mapped && !memcmp(mapped, &green, sizeof(Vec4f)))
glBindBufferBase(GL_UNIFORM_BUFFER, 0, pass);
else
glBindBufferBase(GL_UNIFORM_BUFFER, 0, fail);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUnmapBuffer(GL_COPY_READ_BUFFER);
}
else if(buf == CoherentMapBufferRangeReadback)
{
if(ptrs[buf] && !memcmp(ptrs[buf], &green, sizeof(Vec4f)))
glBindBufferBase(GL_UNIFORM_BUFFER, 0, pass);
else
glBindBufferBase(GL_UNIFORM_BUFFER, 0, fail);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
else
{
// default, just make sure it has green data by rendering
glBindBufferBase(GL_UNIFORM_BUFFER, 0, buffers[buf]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
buf++;
}
}
Present();
glDeleteBuffers(1, &buffers[CleanBufferMapWriteInvalidate]);
glDeleteBuffers(1, &buffers[CleanBufferMapWriteNonInvalidate]);
glDeleteBuffers(1, &buffers[CleanBufferMapFlushExplicit]);
}
// unmap any persistent buffers
for(int i = 0; i < TestCount; i++)
{
if(ptrs[i])
{
glBindBuffer(GL_UNIFORM_BUFFER, buffers[i]);
glUnmapBuffer(GL_UNIFORM_BUFFER);
}
}
return 0;
}
};
REGISTER_TEST();