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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.
193 lines
6.4 KiB
C++
193 lines
6.4 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_State_Trashing, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Ensures that implicit shadowed GL state isn't trashed by initial states or capture overlay.";
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std::string pixel = R"EOSHADER(
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#version 420 core
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#define v2f v2f_block \
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{ \
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vec4 pos; \
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vec4 col; \
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vec4 uv; \
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}
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in v2f vertIn;
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layout(location = 0, index = 0) out vec4 Color;
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layout(binding = 0, std140) uniform constsbuf
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{
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vec4 tint;
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};
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uniform vec4 tint2;
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void main()
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{
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Color = vertIn.col * tint * tint2;
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}
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)EOSHADER";
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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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// only time we bind the VAO, to ensure VAO state isn't trashed
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glBindVertexArray(vao);
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GLuint vb = MakeBuffer();
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// only time we bind the array buffer
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glBindBuffer(GL_ARRAY_BUFFER, vb);
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glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), NULL, GL_DYNAMIC_STORAGE_BIT);
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GLuint ubo = MakeBuffer();
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// only time we bind the uniform buffer
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glBindBuffer(GL_UNIFORM_BUFFER, ubo);
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glBufferStorage(GL_UNIFORM_BUFFER, sizeof(DefaultTri), NULL, GL_DYNAMIC_STORAGE_BIT);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, ubo);
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GLuint program = MakeProgram(GLDefaultVertex, pixel);
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glUseProgram(program);
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GLint loc = glGetUniformLocation(program, "tint2");
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uint32_t empty[1024] = {};
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GLuint fbo = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// create some things to force different types of initial states
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GLuint texs[] = {MakeTexture(), MakeTexture(), MakeTexture()};
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texs[0]);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB16F, screenWidth, screenHeight,
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false);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, texs[1]);
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glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 4, GL_DEPTH_COMPONENT24, screenWidth,
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screenHeight, 6, false);
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glBindTexture(GL_TEXTURE_3D, texs[2]);
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glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, 64, 48, 16, 0, GL_RGBA, GL_FLOAT, NULL);
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GLuint samp = 0;
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glGenSamplers(1, &samp);
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GLuint pipe = MakePipeline();
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GLuint sepprog = MakeProgram("", GLDefaultPixel);
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// force things to be dirty
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for(int i = 0; i < 100; i++)
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{
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(DefaultTri), DefaultTri);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(DefaultTri), DefaultTri);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texs[0], 0);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texs[1], 0, 0);
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glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, sepprog);
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glSamplerParameterf(samp, GL_TEXTURE_LOD_BIAS, 0.0f);
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glEnableVertexAttribArray(0);
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}
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while(Running())
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{
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// forcibly reference all objects to ensure we prepare AND serialise their initial contents
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texs[0]);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, texs[1]);
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glBindTexture(GL_TEXTURE_3D, texs[2]);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindProgramPipeline(pipe);
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glBindProgramPipeline(0);
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glBindSampler(6, samp);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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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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glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
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// configure the VAO. If state tracking has been corrupted this won't modify the right VAO
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0));
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V),
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(void *)(sizeof(Vec3f) + sizeof(Vec4f)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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// upload the data to the implicit buffer binding - same thing as above this won't modify the
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// right buffer.
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Vec4f tint = Vec4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(DefaultTri), DefaultTri);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &tint);
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// set the bare uniform
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glUniform4f(loc, 1.0f, 1.0f, 1.0f, 1.0f);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// trash everything so we don't get the state saved as initial contents
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glUniform4f(loc, 0.0f, 0.0f, 0.0f, 0.0f);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(DefaultTri), empty);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(DefaultTri), empty);
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glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 64, (void *)(0));
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glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 64, (void *)(0));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 64, (void *)(0));
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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Present();
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}
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glDeleteSamplers(1, &samp);
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return 0;
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}
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};
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REGISTER_TEST();
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