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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_VAO_0, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Uses VAO 0 (i.e. never binds a VAO) as well as testing client memory pointer behaviour.";
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;
uniform vec4 instance_xform;
void main()
{
vertOut.pos = vec4(Position.x + float(gl_InstanceID % 4), Position.y + float(gl_InstanceID / 4), Position.z, 1) * vec4(instance_xform.xy, 1, 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";
int main()
{
coreProfile = false;
// initialise, create window, create context, etc
if(!Init())
return 3;
uint32_t idxs[3] = {0, 1, 2};
for(int i = 0; i < 100; i++)
{
GraphicsWindow *win2 = MakeWindow(32, 32, "extra");
void *ctx2 = MakeContext(win2, mainContext);
ActivateContext(win2, ctx2);
ActivateContext(mainWindow, mainContext);
DestroyContext(ctx2);
delete win2;
}
GLuint vb = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0);
glBindBuffer(GL_ARRAY_BUFFER, vb);
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 ib = MakeBuffer();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * 3, idxs, 0);
GLuint program = MakeProgram(common + vertex, common + pixel);
GLint loc = glGetUniformLocation(program, "instance_xform");
glEnable(GL_SCISSOR_TEST);
while(Running())
{
glScissor(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
glClearBufferfv(GL_COLOR, 0, col);
// try to delete VAO 0. Should do nothing
GLuint zero = 0;
glDeleteVertexArrays(1, &zero);
// same with FBO 0
glDeleteFramebuffers(1, &zero);
glUseProgram(program);
glUniform4f(loc, 1.0f, 1.0f, 0.0f, 0.0f);
// use both buffers
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
glBindBuffer(GL_ARRAY_BUFFER, vb);
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)));
glViewport(0, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight));
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL);
// use direct pointers for indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glViewport(screenWidth / 4, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight));
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, idxs);
// use direct pointers for vertices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), &DefaultTri[0].pos);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), &DefaultTri[0].col);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), &DefaultTri[0].uv);
glViewport(screenWidth / 2, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight));
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL);
// use direct pointers for both
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glViewport((screenWidth * 3) / 4, 0, GLsizei(screenWidth) / 4, GLsizei(screenHeight));
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, idxs);
// draw with instance data that requires more data than a non-instanced stream would need
glViewport(0, 0, GLsizei(screenWidth) / 2, GLsizei(screenHeight) / 2);
glScissor(0, 0, GLsizei(screenWidth) / 2, GLsizei(screenHeight) / 2);
glClearBufferfv(GL_COLOR, 0, col);
Vec4f instcols[20] = {};
for(size_t i = 4; i < ARRAY_COUNT(instcols); i++)
instcols[i].z = 0.5f * (i - 3);
glUniform4f(loc, 0.25f, 0.25f, 0.0f, 0.0f);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(Vec4f), instcols);
glVertexAttribDivisor(1, 1);
glDrawElementsInstancedBaseInstance(GL_TRIANGLES, 3, GL_UNSIGNED_INT, idxs, 16, 4);
glVertexAttribDivisor(1, 0);
Present();
}
return 0;
}
};
REGISTER_TEST();
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