Files
renderdoc/util/test/demos/gl/gl_structured_buffer_nested.cpp
T
baldurk ec8564642a Refactor demo API test initialisation order
* Instead of only doing a very lightweight check to see if the API is available
  up-front, we now share the API initialisation among all API tests far enough
  to determine availability of extensions, features, etc. Then we can precisely
  determine which tests are available and which aren't before running.
2019-05-23 13:18:37 +01:00

212 lines
6.3 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2019 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"
struct 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);
glObjectLabel(GL_PROGRAM, program, -1, "Full program");
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[] = {0.4f, 0.5f, 0.6f, 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(GL_Structured_Buffer_Nested);