mirror of
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.
170 lines
6.2 KiB
C++
170 lines
6.2 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_Renderbuffer_Zoo, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Tests different types of renderbuffers to ensure they work correctly in normal texture "
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"operations";
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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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const DefaultA2V Tri[3] = {
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{Vec3f(-0.5f, -0.5f, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.5f, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, -0.5f, 0.5f), Vec4f(0.2f, 0.75f, 0.2f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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GLuint vb = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vb);
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glBufferData(GL_ARRAY_BUFFER, sizeof(Tri), Tri, GL_STATIC_DRAW);
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ConfigureDefaultVAO();
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GLuint program = MakeProgram(GLDefaultVertex, GLDefaultPixel);
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GLuint fbo = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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GLenum db = GL_COLOR_ATTACHMENT0;
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glDrawBuffers(1, &db);
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GLuint rbs[9] = {};
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glGenRenderbuffers(ARRAY_COUNT(rbs), rbs);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[0]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 512, 512);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[1]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA16F, 512, 512);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[2]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA16F, 640, 480);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[3]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 640, 480);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[4]);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 640, 480);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[5]);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA16F, 640, 480);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[6]);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, 1, GL_RGBA16F, 640, 480);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[7]);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_RGBA16F, 640, 480);
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glBindRenderbuffer(GL_RENDERBUFFER, rbs[8]);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, 640, 480);
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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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glBindVertexArray(vao);
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glUseProgram(program);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[0]);
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glViewport(0, 0, 512, 512);
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glClearBufferfv(GL_COLOR, 0, col);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[1]);
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glViewport(0, 0, 512, 512);
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glClearBufferfv(GL_COLOR, 0, col);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[2]);
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glViewport(0, 0, 640, 480);
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glClearBufferfv(GL_COLOR, 0, col);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glEnable(GL_DEPTH_TEST);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbs[3]);
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glClearBufferfv(GL_COLOR, 0, col);
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glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbs[4]);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
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glClearBufferfv(GL_COLOR, 0, col);
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glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDisable(GL_DEPTH_TEST);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[5]);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
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glClearBufferfv(GL_COLOR, 0, col);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[6]);
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glClearBufferfv(GL_COLOR, 0, col);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[7]);
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glClearBufferfv(GL_COLOR, 0, col);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glEnable(GL_DEPTH_TEST);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbs[5]);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbs[8]);
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glClearBufferfv(GL_COLOR, 0, col);
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glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.9f, 0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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Present();
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}
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glDeleteRenderbuffers(ARRAY_COUNT(rbs), rbs);
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return 0;
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}
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};
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REGISTER_TEST();
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