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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.
90 lines
3.1 KiB
C++
90 lines
3.1 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020-2026 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_Large_Buffer, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Draws a triangle over the span of a very large buffer to ensure readbacks work correctly.";
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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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uint32_t indices[3] = {0, 1000000, 61982400};
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GLuint ib = MakeBuffer();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
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glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, 0);
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GLuint vb = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vb);
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glBufferStorage(GL_ARRAY_BUFFER, 2128ULL * 1024 * 1024, 0, GL_DYNAMIC_STORAGE_BIT);
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glBufferSubData(GL_ARRAY_BUFFER, indices[0] * sizeof(DefaultA2V), sizeof(DefaultA2V),
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&DefaultTri[0]);
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glBufferSubData(GL_ARRAY_BUFFER, indices[1] * sizeof(DefaultA2V), sizeof(DefaultA2V),
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&DefaultTri[1]);
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glBufferSubData(GL_ARRAY_BUFFER, indices[2] * sizeof(DefaultA2V), sizeof(DefaultA2V),
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&DefaultTri[2]);
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ConfigureDefaultVAO();
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GLuint program = MakeProgram(GLDefaultVertex, GLDefaultPixel);
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// make a simple texture so that the structured data includes texture initial states
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GLuint tex = MakeTexture();
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 4, 4);
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while(Running())
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{
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float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
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glClearBufferfv(GL_COLOR, 0, col);
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glClearTexImage(tex, 0, GL_RGBA, GL_FLOAT, col);
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glBindVertexArray(vao);
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glUseProgram(program);
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glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
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glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL);
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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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