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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_State_Trashing, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Ensures that implicit shadowed GL state isn't trashed by initial states or capture overlay.";
std::string pixel = R"EOSHADER(
#version 420 core
#define v2f v2f_block \
{ \
vec4 pos; \
vec4 col; \
vec4 uv; \
}
in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
layout(binding = 0, std140) uniform constsbuf
{
vec4 tint;
};
uniform vec4 tint2;
void main()
{
Color = vertIn.col * tint * tint2;
}
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
GLuint vao = MakeVAO();
// only time we bind the VAO, to ensure VAO state isn't trashed
glBindVertexArray(vao);
GLuint vb = MakeBuffer();
// only time we bind the array buffer
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), NULL, GL_DYNAMIC_STORAGE_BIT);
GLuint ubo = MakeBuffer();
// only time we bind the uniform buffer
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferStorage(GL_UNIFORM_BUFFER, sizeof(DefaultTri), NULL, GL_DYNAMIC_STORAGE_BIT);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo);
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
GLuint program = MakeProgram(GLDefaultVertex, pixel);
glUseProgram(program);
GLint loc = glGetUniformLocation(program, "tint2");
uint32_t empty[1024] = {};
GLuint fbo = MakeFBO();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// create some things to force different types of initial states
GLuint texs[] = {MakeTexture(), MakeTexture(), MakeTexture()};
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texs[0]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB16F, screenWidth, screenHeight,
false);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, texs[1]);
glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 4, GL_DEPTH_COMPONENT24, screenWidth,
screenHeight, 6, false);
glBindTexture(GL_TEXTURE_3D, texs[2]);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, 64, 48, 16, 0, GL_RGBA, GL_FLOAT, NULL);
GLuint samp = 0;
glGenSamplers(1, &samp);
GLuint pipe = MakePipeline();
GLuint sepprog = MakeProgram("", GLDefaultPixel);
// force things to be dirty
for(int i = 0; i < 100; i++)
{
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(DefaultTri), DefaultTri);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(DefaultTri), DefaultTri);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texs[0], 0);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texs[1], 0, 0);
glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, sepprog);
glSamplerParameterf(samp, GL_TEXTURE_LOD_BIAS, 0.0f);
glEnableVertexAttribArray(0);
}
while(Running())
{
// forcibly reference all objects to ensure we prepare AND serialise their initial contents
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texs[0]);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, texs[1]);
glBindTexture(GL_TEXTURE_3D, texs[2]);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindProgramPipeline(pipe);
glBindProgramPipeline(0);
glBindSampler(6, samp);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
// configure the VAO. If state tracking has been corrupted this won't modify the right VAO
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);
// upload the data to the implicit buffer binding - same thing as above this won't modify the
// right buffer.
Vec4f tint = Vec4f(1.0f, 1.0f, 1.0f, 1.0f);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(DefaultTri), DefaultTri);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Vec4f), &tint);
// set the bare uniform
glUniform4f(loc, 1.0f, 1.0f, 1.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 3);
// trash everything so we don't get the state saved as initial contents
glUniform4f(loc, 0.0f, 0.0f, 0.0f, 0.0f);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(DefaultTri), empty);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(DefaultTri), empty);
glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 64, (void *)(0));
glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 64, (void *)(0));
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 64, (void *)(0));
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
Present();
}
glDeleteSamplers(1, &samp);
return 0;
}
};
REGISTER_TEST();
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