File: gl_overlay_test.cpp

package info (click to toggle)
renderdoc 1.24%2Bdfsg-1%2Bdeb12u1
  • links: PTS, VCS
  • area: main
  • in suites: bookworm
  • size: 105,156 kB
  • sloc: cpp: 759,405; ansic: 309,460; python: 26,606; xml: 22,599; java: 11,365; cs: 7,181; makefile: 6,707; yacc: 5,682; ruby: 4,648; perl: 3,461; sh: 2,354; php: 2,119; lisp: 1,835; javascript: 1,524; tcl: 1,068; ml: 747
file content (336 lines) | stat: -rw-r--r-- 12,480 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
/******************************************************************************
 * 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_Overlay_Test, OpenGLGraphicsTest)
{
  static constexpr const char *Description =
      "Makes a couple of draws that show off all the overlays in some way";

  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;

void main()
{
	Color = vertIn.col;
}

)EOSHADER";

  std::string whitepixel = R"EOSHADER(
#version 420 core

layout(location = 0, index = 0) out vec4 Color;

void main()
{
	Color = vec4(1,1,1,1);
}

)EOSHADER";

  int main()
  {
    // initialise, create window, create context, etc
    if(!Init())
      return 3;

    GLuint vao = MakeVAO();
    glBindVertexArray(vao);

    // note that the Z position values are rescaled for GL default -1.0 to 1.0 clipspace, relative
    // to all other APIs
    const DefaultA2V VBData[] = {
        // this triangle occludes in depth
        {Vec3f(-0.5f, -0.5f, -1.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(-0.5f, 0.0f, -1.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
        {Vec3f(0.0f, 0.0f, -1.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},

        // this triangle occludes in stencil
        {Vec3f(-0.5f, 0.0f, 0.8f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
        {Vec3f(-0.5f, 0.5f, 0.8f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.0f, 0.0f, 0.8f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},

        // this triangle is just in the background to contribute to overdraw
        {Vec3f(-0.9f, -0.9f, 0.9f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.0f, 0.9f, 0.9f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 1.0f)},
        {Vec3f(0.9f, -0.9f, 0.9f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(1.0f, 0.0f)},

        // the draw has a few triangles, main one that is occluded for depth, another that is
        // adding to overdraw complexity, one that is backface culled, then a few more of various
        // sizes for triangle size overlay
        {Vec3f(-0.3f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(-0.3f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
        {Vec3f(0.5f, 0.0f, 0.0f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},

        {Vec3f(-0.2f, -0.2f, 0.2f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.2f, 0.0f, 0.2f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
        {Vec3f(0.2f, -0.4f, 0.2f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},

        // backface culled
        {Vec3f(0.1f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.5f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
        {Vec3f(0.5f, 0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},

        // depth clipped (i.e. not clamped)
        {Vec3f(0.6f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.7f, 0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
        {Vec3f(0.8f, 0.0f, 2.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},

        // small triangles
        // size=0.005
        {Vec3f(0.0f, 0.4f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.0f, 0.41f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
        {Vec3f(0.01f, 0.4f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},

        // size=0.015
        {Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.0f, 0.515f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
        {Vec3f(0.015f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},

        // size=0.02
        {Vec3f(0.0f, 0.6f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.0f, 0.62f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
        {Vec3f(0.02f, 0.6f, 0.0f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},

        // size=0.025
        {Vec3f(0.0f, 0.7f, 0.0f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.0f, 0.725f, 0.0f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
        {Vec3f(0.025f, 0.7f, 0.0f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},

        // this triangle deliberately goes out of the viewport, it will test viewport & scissor
        // clipping
        {Vec3f(-1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.0f, 1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 1.0f)},
        {Vec3f(1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(1.0f, 0.0f)},
    };

    GLuint vb = MakeBuffer();
    glBindBuffer(GL_ARRAY_BUFFER, vb);
    glBufferStorage(GL_ARRAY_BUFFER, sizeof(VBData), VBData, 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);
    GLuint whiteprogram = MakeProgram(common + vertex, whitepixel);

    GLuint fbo = MakeFBO();
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);

    // Color render texture
    GLuint attachments[] = {MakeTexture(), MakeTexture(), MakeTexture(), MakeTexture()};

    glBindTexture(GL_TEXTURE_2D, attachments[0]);
    glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, screenWidth, screenHeight);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, attachments[0], 0);

    glBindTexture(GL_TEXTURE_2D, attachments[1]);
    glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, screenWidth, screenHeight);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
                           attachments[1], 0);

    GLuint msaafbo = MakeFBO();
    glBindFramebuffer(GL_FRAMEBUFFER, msaafbo);

    glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, attachments[2]);
    glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_SRGB8_ALPHA8, screenWidth,
                              screenHeight, GL_TRUE);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
                           attachments[2], 0);

    glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, attachments[3]);
    glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_DEPTH24_STENCIL8, screenWidth,
                              screenHeight, GL_TRUE);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE,
                           attachments[3], 0);

    GLuint subtex = MakeTexture();
    glBindTexture(GL_TEXTURE_2D_ARRAY, subtex);
    glTexStorage3D(GL_TEXTURE_2D_ARRAY, 4, GL_SRGB8_ALPHA8, screenWidth, screenHeight, 5);

    GLuint subfbo = MakeFBO();
    glBindFramebuffer(GL_FRAMEBUFFER, subfbo);

    // clear all mips/slices first
    GLfloat black[4] = {};
    for(GLint s = 0; s < 5; s++)
    {
      for(GLint m = 0; m < 4; m++)
      {
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, subtex, m, s);
        glClearBufferfv(GL_COLOR, 0, black);
      }
    }

    glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, subtex, 2, 2);

    GLuint subfbo2 = MakeFBO();
    glBindFramebuffer(GL_FRAMEBUFFER, subfbo2);

    glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, subtex, 3, 2);

    // keep a trash buffer bound to pixel pack/unpack
    GLuint trash = MakeBuffer();
    glBindBuffer(GL_PIXEL_UNPACK_BUFFER, trash);
    glBufferStorage(GL_PIXEL_UNPACK_BUFFER, 1024, 0, 0);
    glBindBuffer(GL_PIXEL_PACK_BUFFER, trash);

    while(Running())
    {
      glBindVertexArray(vao);

      glUseProgram(program);

      for(GLuint fb : {fbo, msaafbo})
      {
        glEnable(GL_CULL_FACE);
        glFrontFace(GL_CW);

        glDepthMask(GL_TRUE);
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_SCISSOR_TEST);
        glDisable(GL_DEPTH_CLAMP);
        glDisable(GL_STENCIL_TEST);
        glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
        glStencilFunc(GL_ALWAYS, 0x55, 0xff);

        glViewport(10, 10, GLsizei(screenWidth) - 20, GLsizei(screenHeight) - 20);
        glScissor(0, 0, screenWidth, screenHeight);

        glBindFramebuffer(GL_FRAMEBUFFER, fb);
        float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
        glClearBufferfv(GL_COLOR, 0, col);
        glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);

        // 1: write depth
        glDepthFunc(GL_ALWAYS);
        glDrawArrays(GL_TRIANGLES, 0, 3);

        // 2: write stencil
        glDepthFunc(GL_LEQUAL);
        glEnable(GL_STENCIL_TEST);
        glDrawArrays(GL_TRIANGLES, 3, 3);

        // 3: write background
        glDisable(GL_STENCIL_TEST);
        glDrawArrays(GL_TRIANGLES, 6, 3);

        // add a marker so we can easily locate this draw
        setMarker(fb == msaafbo ? "MSAA Test" : "Normal Test");

        glEnable(GL_STENCIL_TEST);
        glStencilFunc(GL_GREATER, 0x55, 0xff);
        glDrawArrays(GL_TRIANGLES, 9, 24);

        if(fb != msaafbo)
        {
          setMarker("Viewport Test");
          glDisable(GL_STENCIL_TEST);
          glViewport(10, screenHeight - 90, 80, 80);
          glScissor(24, screenHeight - 76, 52, 52);
          glDrawArrays(GL_TRIANGLES, 33, 3);
        }

        glScissor(0, 0, screenWidth, screenHeight);
      }

      glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
      glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
      glBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight,
                        GL_COLOR_BUFFER_BIT, GL_LINEAR);

      glBindFramebuffer(GL_FRAMEBUFFER, subfbo);
      float col2[] = {0.0f, 0.0f, 0.0f, 1.0f};
      glClearBufferfv(GL_COLOR, 0, col2);

      glDepthFunc(GL_ALWAYS);
      glDisable(GL_STENCIL_TEST);

      glUseProgram(whiteprogram);

      glViewport(5, 5, GLsizei(screenWidth) / 4 - 10, GLsizei(screenHeight) / 4 - 10);
      glScissor(0, 0, screenWidth / 4, screenHeight / 4);

      setMarker("Subresources mip 2");
      glDrawArrays(GL_TRIANGLES, 9, 24);

      glBindFramebuffer(GL_FRAMEBUFFER, subfbo2);
      glClearBufferfv(GL_COLOR, 0, col2);

      glViewport(2, 2, GLsizei(screenWidth) / 8 - 4, GLsizei(screenHeight) / 8 - 4);
      glScissor(0, 0, screenWidth / 8, screenHeight / 8);

      setMarker("Subresources mip 3");
      glDrawArrays(GL_TRIANGLES, 9, 24);

      Present();
    }

    return 0;
  }
};

REGISTER_TEST();