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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 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_Buffer_Truncation, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Tests using a uniform buffer that is truncated by range, as well as "
"vertex/index buffers truncated by size.";
const std::string vertex = R"EOSHADER(
#version 460 core
layout(location = 0) in vec3 POSITION;
layout(location = 1) in vec4 COLOR;
layout(location = 0) out vec4 OUTPOSITION;
layout(location = 1) out vec4 OUTCOLOR;
void main()
{
gl_Position = OUTPOSITION = vec4(POSITION.xyz, 1);
OUTCOLOR = COLOR;
}
)EOSHADER";
const std::string pixel = R"EOSHADER(
#version 460 core
layout(location = 0) in vec4 OUTPOSITION;
layout(location = 1) in vec4 OUTCOLOR;
layout(location = 0, index = 0) out vec4 Color;
layout(binding = 0, std140) uniform constsbuf
{
vec4 padding[16];
vec4 outcol;
};
void main()
{
Color = outcol + 1e-6f * OUTPOSITION + 1e-6f * OUTCOLOR;
}
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
const DefaultA2V OffsetTri[] = {
{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(9.9f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(8.8f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
};
uint16_t indices[] = {99, 99, 99, 1, 2, 3, 4, 5};
Vec4f cbufferdata[64] = {};
cbufferdata[32] = Vec4f(1.0f, 2.0f, 3.0f, 4.0f);
GLuint vao = MakeVAO();
glBindVertexArray(vao);
GLuint vb = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferStorage(GL_ARRAY_BUFFER, sizeof(OffsetTri), OffsetTri, 0);
glVertexAttribFormat(0, 3, GL_FLOAT, GL_FALSE, 0);
glVertexAttribFormat(1, 4, GL_FLOAT, GL_FALSE, sizeof(Vec3f));
glVertexAttribFormat(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vec3f) + sizeof(Vec4f));
glVertexAttribBinding(0, 0);
glVertexAttribBinding(1, 0);
glVertexAttribBinding(2, 0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
GLuint ib = MakeBuffer();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, 0);
GLuint program = MakeProgram(vertex, pixel);
GLuint cb = MakeBuffer();
glBindBuffer(GL_UNIFORM_BUFFER, cb);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(cbufferdata), cbufferdata, GL_MAP_WRITE_BIT);
GLuint fbo = MakeFBO();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Color render texture
GLuint colattach = MakeTexture();
glBindTexture(GL_TEXTURE_2D, colattach);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colattach, 0);
while(Running())
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindVertexArray(vao);
glBindBufferRange(GL_UNIFORM_BUFFER, 0, cb, 16 * sizeof(Vec4f), 16 * sizeof(Vec4f));
glUseProgram(program);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glBindVertexBuffer(0, vb, sizeof(DefaultA2V) * 3, sizeof(DefaultA2V));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void *)(sizeof(uint16_t) * 3));
blitToSwap(colattach);
Present();
}
return 0;
}
};
REGISTER_TEST();
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