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renderdoc/util/test/demos/gl/gl_unshared_context.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.
2026-01-05 14:17:28 +00:00

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2026 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_Unshared_Context, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Given an application with contexts A and B (not shared). Starts the capture with context A, "
"then activates context B mid-frame and renders using some resources that are deferred, then "
"activates context A again before the end of the frame";
std::string common = R"EOSHADER(
#version 420 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;
layout(binding = 0) uniform sampler2D tex;
void main()
{
Color = vertIn.col * texture(tex, vertIn.uv.xy);
}
)EOSHADER";
GLuint MakeShader(GLenum type, std::string src)
{
GLuint shader = glCreateShader(type);
const char *cstr = src.c_str();
glShaderSource(shader, 1, &cstr, NULL);
glCompileShader(shader);
GLint status = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
char buffer[1024];
if(status == 0)
{
glGetShaderInfoLog(shader, 1024, NULL, buffer);
TEST_ERROR("Shader error: %s", buffer);
glDeleteShader(shader);
return 0;
}
return shader;
}
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
void *contextA = mainContext;
void *contextB = MakeContext(mainWindow, NULL);
GLuint vao, vb, program = 0;
GLuint fboB, texB;
ActivateContext(mainWindow, contextB);
{
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vb);
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 vs = MakeShader(GL_VERTEX_SHADER, common + vertex);
GLuint fs = MakeShader(GL_FRAGMENT_SHADER, common + pixel);
if(vs && fs)
{
program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
GLint status = 0;
glGetProgramiv(program, GL_LINK_STATUS, &status);
glDetachShader(program, vs);
glDeleteShader(vs);
glDetachShader(program, fs);
glDeleteShader(fs);
if(status == 0)
{
char buffer[1024];
glGetProgramInfoLog(program, 1024, NULL, buffer);
TEST_ERROR("Link error: %s", buffer);
glDeleteProgram(program);
program = 0;
}
}
}
glGenFramebuffers(1, &fboB);
glBindFramebuffer(GL_FRAMEBUFFER, fboB);
glGenTextures(1, &texB);
glBindTexture(GL_TEXTURE_2D, texB);
glTextureStorage2D(texB, 1, GL_RGBA8, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texB, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fboB);
float col[] = {1.0f, 0.5f, 0.25f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
}
// wait 3 seconds to make sure texB becomes a persistent resource
msleep(3000);
while(Running())
{
ActivateContext(mainWindow, contextA);
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
float col[] = {1.0f, 0.0f, 0.0f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
}
ActivateContext(mainWindow, contextB);
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTextureUnit(0, texB);
glBindVertexArray(vao);
glUseProgram(program);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glDrawArrays(GL_TRIANGLES, 0, 3);
}
ActivateContext(mainWindow, contextA);
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
float col[] = {0.0f, 1.0f, 0.0f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
}
Present();
}
ActivateContext(mainWindow, contextB);
glDeleteTextures(1, &texB);
glDeleteFramebuffers(1, &fboB);
glDeleteProgram(program);
glDeleteBuffers(1, &vb);
glDeleteVertexArrays(1, &vao);
DestroyContext(contextB);
return 0;
}
};
REGISTER_TEST();