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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_Entry_Points, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Test that RenderDoc correctly lists the different function call aliases used.";
std::string vertex = R"EOSHADER(
#version 420 core
layout(location = 0) in vec3 Position;
void main()
{
gl_Position = vec4(Position.xyz, 1);
}
)EOSHADER";
std::string pixel = R"EOSHADER(
#version 420 core
layout(location = 0, index = 0) out vec4 Color;
uniform uint path;
uniform vec4 a;
void main()
{
if(path == 1u)
Color = a;
else
Color = vec4(1.0, 0.0, 1.0, 1.0);
}
)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));
glEnableVertexAttribArray(0);
GLuint program = MakeProgram(vertex, pixel);
while(Running())
{
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glBindVertexArray(vao);
glUseProgram(program);
glViewport(0, 0, GLsizei(100), GLsizei(100));
setMarker("First Test");
glUniform1ui(glGetUniformLocation(program, "path"), 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glViewport(100, 0, GLsizei(100), GLsizei(100));
glUniform1ui(glGetUniformLocation(program, "path"), 1);
setMarker("Second Test");
glVertexAttribBinding(1, 1);
glProgramUniform4f(program, glGetUniformLocation(program, "a"), 0.0f, 1.0f, 1.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 3);
glViewport(200, 0, GLsizei(100), GLsizei(100));
setMarker("Third Test");
glVertexArrayAttribBinding(vao, 1, 1);
glUniform4f(glGetUniformLocation(program, "a"), 1.0f, 1.0f, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 3);
Present();
}
return 0;
}
};
REGISTER_TEST();
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