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renderdoc/util/test/demos/gl/gl_structured_buffer_nested.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
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C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2026 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_Structured_Buffer_Nested, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Just draws a simple triangle, using normal pipeline. Basic test that can be used "
"for any dead-simple tests that don't require any particular API use";
std::string common = R"EOSHADER(
#version 430 core
#define v2f v2f_block \
{ \
vec4 pos; \
vec4 col; \
vec4 uv; \
}
)EOSHADER";
std::string vertex = R"EOSHADER(
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(location = 2) in vec2 UV;
out v2f vertOut;
void main()
{
vertOut.pos = vec4(Position.xyz, 1);
gl_Position = vertOut.pos;
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
}
)EOSHADER";
std::string pixel = R"EOSHADER(
in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
struct supernest
{
float x;
};
struct nest
{
vec3 v;
supernest s;
float a, b, c;
};
layout(binding = 0, std430) buffer nest_struct_buffer
{
nest n[3];
vec4 p;
nest rtarray[];
} nestbuf;
layout(binding = 1) uniform samplerBuffer plainbuf;
layout(binding = 2, std430) buffer struct_buffer
{
nest rtarray[];
} structbuf;
layout(binding = 3, std430) buffer output_buffer
{
vec4 dump[];
} out_buf;
void main()
{
int idx = 0;
out_buf.dump[idx++] = vec4(nestbuf.n[0].v, 1.0f);
out_buf.dump[idx++] = vec4(nestbuf.n[1].a, 0.0f, 0.0f, 1.0f);
out_buf.dump[idx++] = vec4(nestbuf.n[2].c, 0.0f, 0.0f, 1.0f);
out_buf.dump[idx++] = vec4(nestbuf.n[2].s.x, 0.0f, 0.0f, 1.0f);
out_buf.dump[idx++] = nestbuf.p;
out_buf.dump[idx++] = vec4(nestbuf.rtarray[0].v, 1.0f);
out_buf.dump[idx++] = vec4(nestbuf.rtarray[3].v, 1.0f);
out_buf.dump[idx++] = vec4(nestbuf.rtarray[6].v, 1.0f);
out_buf.dump[idx++] = vec4(nestbuf.rtarray[4].a, 0.0f, 0.0f, 1.0f);
out_buf.dump[idx++] = vec4(nestbuf.rtarray[5].b, 0.0f, 0.0f, 1.0f);
out_buf.dump[idx++] = vec4(nestbuf.rtarray[7].c, 0.0f, 0.0f, 1.0f);
out_buf.dump[idx++] = vec4(nestbuf.rtarray[8].s.x, 0.0f, 0.0f, 1.0f);
idx++;
out_buf.dump[idx++] = texelFetch(plainbuf, 3);
out_buf.dump[idx++] = texelFetch(plainbuf, 4);
out_buf.dump[idx++] = texelFetch(plainbuf, 5);
idx++;
out_buf.dump[idx++] = vec4(structbuf.rtarray[0].v, 1.0f);
out_buf.dump[idx++] = vec4(structbuf.rtarray[3].v, 1.0f);
out_buf.dump[idx++] = vec4(structbuf.rtarray[6].v, 1.0f);
out_buf.dump[idx++] = vec4(structbuf.rtarray[4].a, 0.0f, 0.0f, 1.0f);
out_buf.dump[idx++] = vec4(structbuf.rtarray[5].b, 0.0f, 0.0f, 1.0f);
out_buf.dump[idx++] = vec4(structbuf.rtarray[7].c, 0.0f, 0.0f, 1.0f);
out_buf.dump[idx++] = vec4(structbuf.rtarray[8].s.x, 0.0f, 0.0f, 1.0f);
Color = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
GLuint vao = MakeVAO();
glBindVertexArray(vao);
GLuint vb = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0));
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V),
(void *)(sizeof(Vec3f) + sizeof(Vec4f)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
GLuint program = MakeProgram(common + vertex, common + pixel);
float data[16 * 100];
for(int i = 0; i < 16 * 100; i++)
data[i] = float(i);
GLuint buf = MakeBuffer();
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buf);
glBufferStorage(GL_SHADER_STORAGE_BUFFER, sizeof(data), data, 0);
GLuint outbuf = MakeBuffer();
glBindBuffer(GL_SHADER_STORAGE_BUFFER, outbuf);
glBufferStorage(GL_SHADER_STORAGE_BUFFER, 1024, NULL, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buf);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, buf);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, outbuf);
GLuint tbuf_store = MakeBuffer();
glBindBuffer(GL_TEXTURE_BUFFER, tbuf_store);
glBufferStorage(GL_TEXTURE_BUFFER, sizeof(data), data, 0);
GLuint tbuf = MakeTexture();
glBindTexture(GL_TEXTURE_BUFFER, tbuf);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGB32F, tbuf_store);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_BUFFER, tbuf);
while(Running())
{
float zeros[4] = {};
glBindBuffer(GL_SHADER_STORAGE_BUFFER, outbuf);
glClearBufferSubData(GL_SHADER_STORAGE_BUFFER, GL_RGBA32F, 0, 1024, GL_RGBA, GL_FLOAT, zeros);
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glBindVertexArray(vao);
glUseProgram(program);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buf);
glDrawArrays(GL_TRIANGLES, 0, 3);
Present();
}
return 0;
}
};
REGISTER_TEST();