/*
This file is part of Magnum .
Copyright © 2010 , 2011 , 2012 , 2013 , 2014 , 2015 , 2016 , 2017 , 2018 , 2019
Vladimír Vondruš < mosra @ centrum . cz >
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 <sstream>
# include <Corrade/Utility/DebugStl.h>
# include "Magnum/Image.h"
# include "Magnum/Mesh.h"
# include "Magnum/GL/AbstractShaderProgram.h"
# include "Magnum/GL/Buffer.h"
# include "Magnum/GL/Context.h"
# include "Magnum/GL/Extensions.h"
# include "Magnum/GL/Framebuffer.h"
# include "Magnum/GL/Mesh.h"
# include "Magnum/GL/MeshView.h"
# include "Magnum/GL/OpenGLTester.h"
# include "Magnum/GL/PixelFormat.h"
# include "Magnum/GL/Renderbuffer.h"
# include "Magnum/GL/RenderbufferFormat.h"
# include "Magnum/GL/Shader.h"
# include "Magnum/Math/Color.h"
# include "Magnum/Math/Half.h"
# include "Magnum/Math/Matrix.h"
# include "Magnum/Math/Vector4.h"
namespace Magnum { namespace GL { namespace Test { namespace {
/* Tests also the MeshView class. */
struct MeshGLTest : OpenGLTester {
explicit MeshGLTest ( ) ;
void construct ( ) ;
void constructMove ( ) ;
void wrap ( ) ;
template < class T > void primitive ( ) ;
# ifndef MAGNUM_TARGET_WEBGL
void label ( ) ;
# endif
# ifndef MAGNUM_TARGET_GLES2
void addVertexBufferUnsignedInt ( ) ;
void addVertexBufferInt ( ) ;
# endif
void addVertexBufferFloat ( ) ;
# ifndef MAGNUM_TARGET_GLES
void addVertexBufferDouble ( ) ;
# endif
# ifndef MAGNUM_TARGET_GLES2
void addVertexBufferVectorNui ( ) ;
void addVertexBufferVectorNi ( ) ;
# endif
void addVertexBufferVectorN ( ) ;
# ifndef MAGNUM_TARGET_GLES
void addVertexBufferVectorNd ( ) ;
# endif
void addVertexBufferMatrixNxN ( ) ;
# ifndef MAGNUM_TARGET_GLES
void addVertexBufferMatrixNxNd ( ) ;
# endif
# ifndef MAGNUM_TARGET_GLES2
void addVertexBufferMatrixMxN ( ) ;
# endif
# ifndef MAGNUM_TARGET_GLES
void addVertexBufferMatrixMxNd ( ) ;
# endif
# ifndef MAGNUM_TARGET_GLES2
void addVertexBufferUnsignedIntWithUnsignedShort ( ) ;
void addVertexBufferUnsignedIntWithShort ( ) ;
void addVertexBufferIntWithUnsignedShort ( ) ;
void addVertexBufferIntWithShort ( ) ;
# endif
# if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
/* Other Float types omitted (covered by addVertexBufferNormalized()) */
void addVertexBufferFloatWithHalfFloat ( ) ;
# endif
# ifndef MAGNUM_TARGET_GLES
void addVertexBufferFloatWithDouble ( ) ;
void addVertexBufferVector3WithUnsignedInt10f11f11fRev ( ) ;
# endif
# ifndef MAGNUM_TARGET_GLES2
void addVertexBufferVector4WithUnsignedInt2101010Rev ( ) ;
void addVertexBufferVector4WithInt2101010Rev ( ) ;
# endif
void addVertexBufferLessVectorComponents ( ) ;
void addVertexBufferNormalized ( ) ;
# ifndef MAGNUM_TARGET_GLES
void addVertexBufferBGRA ( ) ;
# endif
void addVertexBufferMultiple ( ) ;
void addVertexBufferMultipleGaps ( ) ;
void addVertexBufferMovedOutInstance ( ) ;
void addVertexBufferTransferOwnwership ( ) ;
void addVertexBufferInstancedTransferOwnwership ( ) ;
void addVertexBufferDynamicTransferOwnwership ( ) ;
void addVertexBufferInstancedDynamicTransferOwnwership ( ) ;
template < class T > void setIndexBuffer ( ) ;
template < class T > void setIndexBufferRange ( ) ;
void setIndexBufferUnsignedInt ( ) ;
void setIndexBufferMovedOutInstance ( ) ;
template < class T > void setIndexBufferTransferOwnership ( ) ;
template < class T > void setIndexBufferRangeTransferOwnership ( ) ;
void unbindVAOWhenSettingIndexBufferData ( ) ;
void unbindIndexBufferWhenBindingVao ( ) ;
void resetIndexBufferBindingWhenBindingVao ( ) ;
void unbindVAOBeforeEnteringExternalSection ( ) ;
void bindScratchVaoWhenEnteringExternalSection ( ) ;
# ifndef MAGNUM_TARGET_GLES
void setBaseVertex ( ) ;
# endif
void setInstanceCount ( ) ;
void setInstanceCountIndexed ( ) ;
# ifndef MAGNUM_TARGET_GLES
void setInstanceCountBaseInstance ( ) ;
void setInstanceCountBaseInstanceIndexed ( ) ;
void setInstanceCountBaseVertex ( ) ;
void setInstanceCountBaseVertexBaseInstance ( ) ;
# endif
void addVertexBufferInstancedFloat ( ) ;
# ifndef MAGNUM_TARGET_GLES2
void addVertexBufferInstancedInteger ( ) ;
# endif
# ifndef MAGNUM_TARGET_GLES
void addVertexBufferInstancedDouble ( ) ;
# endif
void resetDivisorAfterInstancedDraw ( ) ;
void multiDraw ( ) ;
void multiDrawIndexed ( ) ;
# ifndef MAGNUM_TARGET_GLES
void multiDrawBaseVertex ( ) ;
# endif
} ;
MeshGLTest : : MeshGLTest ( ) {
addTests ( { & MeshGLTest : : construct ,
& MeshGLTest : : constructMove ,
& MeshGLTest : : wrap ,
& MeshGLTest : : primitive < GL : : MeshPrimitive > ,
& MeshGLTest : : primitive < Magnum : : MeshPrimitive > ,
# ifndef MAGNUM_TARGET_WEBGL
& MeshGLTest : : label
# endif
} ) ;
/* First instance is always using Attribute, second DynamicAttribute */
addInstancedTests ( {
# ifndef MAGNUM_TARGET_GLES2
& MeshGLTest : : addVertexBufferUnsignedInt ,
& MeshGLTest : : addVertexBufferInt ,
# endif
& MeshGLTest : : addVertexBufferFloat ,
# ifndef MAGNUM_TARGET_GLES
& MeshGLTest : : addVertexBufferDouble ,
# endif
# ifndef MAGNUM_TARGET_GLES2
& MeshGLTest : : addVertexBufferVectorNui ,
& MeshGLTest : : addVertexBufferVectorNi ,
# endif
& MeshGLTest : : addVertexBufferVectorN ,
# ifndef MAGNUM_TARGET_GLES
& MeshGLTest : : addVertexBufferVectorNd ,
# endif
& MeshGLTest : : addVertexBufferMatrixNxN ,
# ifndef MAGNUM_TARGET_GLES
& MeshGLTest : : addVertexBufferMatrixNxNd ,
# endif
# ifndef MAGNUM_TARGET_GLES2
& MeshGLTest : : addVertexBufferMatrixMxN ,
# endif
# ifndef MAGNUM_TARGET_GLES
& MeshGLTest : : addVertexBufferMatrixMxNd ,
# endif
# ifndef MAGNUM_TARGET_GLES2
& MeshGLTest : : addVertexBufferUnsignedIntWithUnsignedShort ,
& MeshGLTest : : addVertexBufferUnsignedIntWithShort ,
& MeshGLTest : : addVertexBufferIntWithUnsignedShort ,
& MeshGLTest : : addVertexBufferIntWithShort ,
# endif
# if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
& MeshGLTest : : addVertexBufferFloatWithHalfFloat ,
# endif
# ifndef MAGNUM_TARGET_GLES
& MeshGLTest : : addVertexBufferFloatWithDouble ,
& MeshGLTest : : addVertexBufferVector3WithUnsignedInt10f11f11fRev ,
# endif
# ifndef MAGNUM_TARGET_GLES2
& MeshGLTest : : addVertexBufferVector4WithUnsignedInt2101010Rev ,
& MeshGLTest : : addVertexBufferVector4WithInt2101010Rev ,
# endif
& MeshGLTest : : addVertexBufferLessVectorComponents ,
& MeshGLTest : : addVertexBufferNormalized ,
# ifndef MAGNUM_TARGET_GLES
& MeshGLTest : : addVertexBufferBGRA
# endif
} , 2 ) ;
addTests ( { & MeshGLTest : : addVertexBufferMultiple ,
& MeshGLTest : : addVertexBufferMultipleGaps ,
& MeshGLTest : : addVertexBufferMovedOutInstance ,
& MeshGLTest : : addVertexBufferTransferOwnwership ,
& MeshGLTest : : addVertexBufferInstancedTransferOwnwership ,
& MeshGLTest : : addVertexBufferDynamicTransferOwnwership ,
& MeshGLTest : : addVertexBufferInstancedDynamicTransferOwnwership ,
& MeshGLTest : : setIndexBuffer < GL : : MeshIndexType > ,
& MeshGLTest : : setIndexBuffer < Magnum : : MeshIndexType > ,
& MeshGLTest : : setIndexBufferRange < GL : : MeshIndexType > ,
& MeshGLTest : : setIndexBufferRange < Magnum : : MeshIndexType > ,
& MeshGLTest : : setIndexBufferUnsignedInt ,
& MeshGLTest : : setIndexBufferMovedOutInstance ,
& MeshGLTest : : setIndexBufferTransferOwnership < GL : : MeshIndexType > ,
& MeshGLTest : : setIndexBufferTransferOwnership < Magnum : : MeshIndexType > ,
& MeshGLTest : : setIndexBufferRangeTransferOwnership < GL : : MeshIndexType > ,
& MeshGLTest : : setIndexBufferRangeTransferOwnership < Magnum : : MeshIndexType > ,
& MeshGLTest : : unbindVAOWhenSettingIndexBufferData ,
& MeshGLTest : : unbindIndexBufferWhenBindingVao ,
& MeshGLTest : : resetIndexBufferBindingWhenBindingVao ,
& MeshGLTest : : unbindVAOBeforeEnteringExternalSection ,
& MeshGLTest : : bindScratchVaoWhenEnteringExternalSection ,
# ifndef MAGNUM_TARGET_GLES
& MeshGLTest : : setBaseVertex ,
# endif
& MeshGLTest : : setInstanceCount ,
& MeshGLTest : : setInstanceCountIndexed ,
# ifndef MAGNUM_TARGET_GLES
& MeshGLTest : : setInstanceCountBaseInstance ,
& MeshGLTest : : setInstanceCountBaseInstanceIndexed ,
& MeshGLTest : : setInstanceCountBaseVertex ,
& MeshGLTest : : setInstanceCountBaseVertexBaseInstance ,
# endif
& MeshGLTest : : addVertexBufferInstancedFloat ,
# ifndef MAGNUM_TARGET_GLES2
& MeshGLTest : : addVertexBufferInstancedInteger ,
# endif
# ifndef MAGNUM_TARGET_GLES
& MeshGLTest : : addVertexBufferInstancedDouble ,
# endif
& MeshGLTest : : resetDivisorAfterInstancedDraw ,
& MeshGLTest : : multiDraw ,
& MeshGLTest : : multiDrawIndexed ,
# ifndef MAGNUM_TARGET_GLES
& MeshGLTest : : multiDrawBaseVertex
# endif
} ) ;
}
using namespace Math : : Literals ;
void MeshGLTest : : construct ( ) {
{
const Mesh mesh ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES
if ( Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_array_object > ( ) )
# elif defined(MAGNUM_TARGET_GLES2)
if ( Context : : current ( ) . isExtensionSupported < Extensions : : OES : : vertex_array_object > ( ) )
# endif
{
CORRADE_VERIFY ( mesh . id ( ) > 0 ) ;
}
}
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
}
struct FloatShader : AbstractShaderProgram {
explicit FloatShader ( const std : : string & type , const std : : string & conversion ) ;
} ;
void MeshGLTest : : constructMove ( ) {
const Float data = Math : : unpack < Float , UnsignedByte > (
# ifndef MAGNUM_TARGET_GLES2
96
# else
/* Using only RGBA4, supply less precision. This has to be one on the
input because SwiftShader stores RGBA4 as RGBA8 internally , thus
preserving the full precision of the input . */
85
# endif
) ;
Buffer buffer1 , buffer2 ;
buffer1 . setData ( { & data , 1 } , BufferUsage : : StaticDraw ) ;
buffer2 . setData ( { nullptr , 8 } , BufferUsage : : StaticDraw ) ;
Mesh a ;
a . addVertexBuffer ( buffer1 , 0 , Attribute < 0 , Float > { } ) ;
const Int id = a . id ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES
if ( Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_array_object > ( ) )
# elif defined(MAGNUM_TARGET_GLES2)
if ( Context : : current ( ) . isExtensionSupported < Extensions : : OES : : vertex_array_object > ( ) )
# endif
{
CORRADE_VERIFY ( id > 0 ) ;
}
/* Move construct */
Mesh b ( std : : move ( a ) ) ;
CORRADE_COMPARE ( a . id ( ) , 0 ) ;
CORRADE_COMPARE ( b . id ( ) , id ) ;
/* Move assign */
Mesh c ;
c . addVertexBuffer ( buffer2 , 4 , Attribute < 1 , Float > { } ) ;
const Int cId = c . id ( ) ;
c = std : : move ( b ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES
if ( Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_array_object > ( ) )
# elif defined(MAGNUM_TARGET_GLES2)
if ( Context : : current ( ) . isExtensionSupported < Extensions : : OES : : vertex_array_object > ( ) )
# endif
{
CORRADE_VERIFY ( cId > 0 ) ;
}
CORRADE_COMPARE ( b . id ( ) , cId ) ;
CORRADE_COMPARE ( c . id ( ) , id ) ;
/* Move assign to a NoCreate instance */
Mesh d { NoCreate } ;
d = std : : move ( c ) ;
CORRADE_COMPARE ( c . id ( ) , 0 ) ;
CORRADE_COMPARE ( d . id ( ) , id ) ;
/* Destroy */
b = Mesh { NoCreate } ;
/* Test that drawing still works properly */
{
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
Renderbuffer renderbuffer ;
renderbuffer . setStorage (
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Vector2i ( 1 ) ) ;
Framebuffer framebuffer { { { } , Vector2i ( 1 ) } } ;
framebuffer . attachRenderbuffer ( Framebuffer : : ColorAttachment ( 0 ) , renderbuffer )
. bind ( ) ;
FloatShader shader { " float " , " vec4(valueInterpolated, 0.0, 0.0, 0.0) " } ;
d . setPrimitive ( MeshPrimitive : : Points )
. setCount ( 1 )
. draw ( shader ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES2
CORRADE_COMPARE ( framebuffer . read ( { { } , Vector2i { 1 } } , { PixelFormat : : RGBA , PixelType : : UnsignedByte } ) . data < UnsignedByte > ( ) [ 0 ] , 96 ) ;
# else /* RGBA4, so less precision */
CORRADE_COMPARE ( framebuffer . read ( { { } , Vector2i { 1 } } , { PixelFormat : : RGBA , PixelType : : UnsignedByte } ) . data < UnsignedByte > ( ) [ 0 ] , 85 ) ;
# endif
}
}
void MeshGLTest : : wrap ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_array_object > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_array_object : : string ( ) + std : : string { " is not supported. " } ) ;
# elif defined(MAGNUM_TARGET_GLES2)
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : OES : : vertex_array_object > ( ) )
CORRADE_SKIP ( Extensions : : OES : : vertex_array_object : : string ( ) + std : : string { " is not supported. " } ) ;
# endif
GLuint id ;
# ifndef MAGNUM_TARGET_GLES2
glGenVertexArrays ( 1 , & id ) ;
# else
glGenVertexArraysOES ( 1 , & id ) ;
# endif
/* Releasing won't delete anything */
{
auto mesh = Mesh : : wrap ( id , ObjectFlag : : DeleteOnDestruction ) ;
CORRADE_COMPARE ( mesh . release ( ) , id ) ;
}
/* ...so we can wrap it again */
Mesh : : wrap ( id ) ;
# ifndef MAGNUM_TARGET_GLES2
glDeleteVertexArrays ( 1 , & id ) ;
# else
glDeleteVertexArraysOES ( 1 , & id ) ;
# endif
}
template < class T > void MeshGLTest : : primitive ( ) {
setTestCaseName ( std : : is_same < T , MeshPrimitive > : : value ?
" primitive<GL::MeshPrimitive> " :
" primitive<Magnum::MeshPrimitive> " ) ;
{
Mesh mesh { T : : LineLoop } ;
CORRADE_COMPARE ( mesh . primitive ( ) , MeshPrimitive : : LineLoop ) ;
} {
Mesh mesh ;
mesh . setPrimitive ( T : : TriangleFan ) ;
CORRADE_COMPARE ( mesh . primitive ( ) , MeshPrimitive : : TriangleFan ) ;
}
}
# ifndef MAGNUM_TARGET_WEBGL
void MeshGLTest : : label ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_array_object > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_array_object : : string ( ) + std : : string ( " is not available. " ) ) ;
# elif defined(MAGNUM_TARGET_GLES2)
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : OES : : vertex_array_object > ( ) )
CORRADE_SKIP ( Extensions : : OES : : vertex_array_object : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
/* No-Op version is tested in AbstractObjectGLTest */
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : KHR : : debug > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : debug_label > ( ) )
CORRADE_SKIP ( " Required extension is not available " ) ;
Mesh mesh ;
CORRADE_COMPARE ( mesh . label ( ) , " " ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
mesh . setLabel ( " MyMesh " ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( mesh . label ( ) , " MyMesh " ) ;
}
# endif
# ifndef MAGNUM_TARGET_GLES2
struct IntegerShader : AbstractShaderProgram {
explicit IntegerShader ( const std : : string & type ) ;
} ;
# endif
# ifndef MAGNUM_TARGET_GLES
struct DoubleShader : AbstractShaderProgram {
explicit DoubleShader ( const std : : string & type , const std : : string & outputType , const std : : string & conversion ) ;
} ;
# endif
struct Checker {
Checker ( AbstractShaderProgram & & shader , RenderbufferFormat format , Mesh & mesh ) ;
template < class T > T get ( PixelFormat format , PixelType type ) ;
Renderbuffer renderbuffer ;
Framebuffer framebuffer ;
} ;
# ifndef DOXYGEN_GENERATING_OUTPUT
FloatShader : : FloatShader ( const std : : string & type , const std : : string & conversion ) {
/* We need special version for ES3, because GLSL in ES2 doesn't support
rectangle matrices */
# ifndef MAGNUM_TARGET_GLES
Shader vert (
# ifndef CORRADE_TARGET_APPLE
Version : : GL210
# else
Version : : GL310
# endif
, Shader : : Type : : Vertex ) ;
Shader frag (
# ifndef CORRADE_TARGET_APPLE
Version : : GL210
# else
Version : : GL310
# endif
, Shader : : Type : : Fragment ) ;
# elif defined(MAGNUM_TARGET_GLES2)
Shader vert ( Version : : GLES200 , Shader : : Type : : Vertex ) ;
Shader frag ( Version : : GLES200 , Shader : : Type : : Fragment ) ;
# else
Shader vert ( Version : : GLES300 , Shader : : Type : : Vertex ) ;
Shader frag ( Version : : GLES300 , Shader : : Type : : Fragment ) ;
# endif
vert . addSource (
" #if !defined(GL_ES) && __VERSION__ == 120 \n "
" #define mediump \n "
" #endif \n "
" #if (defined(GL_ES) && __VERSION__ < 300) || __VERSION__ == 120 \n "
" #define in attribute \n "
" #define out varying \n "
" #endif \n "
" in mediump " + type + " value; \n "
" out mediump " + type + " valueInterpolated; \n "
" void main() { \n "
" valueInterpolated = value; \n "
" gl_Position = vec4(0.0, 0.0, 0.0, 1.0); \n "
" } \n " ) ;
frag . addSource (
" #if !defined(GL_ES) && __VERSION__ == 120 \n "
" #define mediump \n "
" #endif \n "
" #if (defined(GL_ES) && __VERSION__ < 300) || __VERSION__ == 120 \n "
" #define in varying \n "
" #define result gl_FragColor \n "
" #endif \n "
" in mediump " + type + " valueInterpolated; \n "
" #if (defined(GL_ES) && __VERSION__ >= 300) || (!defined(GL_ES) && __VERSION__ >= 130) \n "
" out mediump vec4 result; \n "
" #endif \n "
" void main() { result = " + conversion + " ; } \n " ) ;
CORRADE_INTERNAL_ASSERT_OUTPUT ( Shader : : compile ( { vert , frag } ) ) ;
attachShaders ( { vert , frag } ) ;
bindAttributeLocation ( 0 , " value " ) ;
CORRADE_INTERNAL_ASSERT_OUTPUT ( link ( ) ) ;
}
# ifndef MAGNUM_TARGET_GLES2
IntegerShader : : IntegerShader ( const std : : string & type ) {
# ifndef MAGNUM_TARGET_GLES
Shader vert (
# ifndef CORRADE_TARGET_APPLE
Version : : GL300
# else
Version : : GL310
# endif
, Shader : : Type : : Vertex ) ;
Shader frag (
# ifndef CORRADE_TARGET_APPLE
Version : : GL300
# else
Version : : GL310
# endif
, Shader : : Type : : Fragment ) ;
# else
Shader vert ( Version : : GLES300 , Shader : : Type : : Vertex ) ;
Shader frag ( Version : : GLES300 , Shader : : Type : : Fragment ) ;
# endif
vert . addSource ( " in mediump " + type + " value; \n "
" flat out mediump " + type + " valueInterpolated; \n "
" void main() { \n "
" valueInterpolated = value; \n "
" gl_Position = vec4(0.0, 0.0, 0.0, 1.0); \n "
" } \n " ) ;
frag . addSource ( " flat in mediump " + type + " valueInterpolated; \n "
" out mediump " + type + " result; \n "
" void main() { result = valueInterpolated; } \n " ) ;
CORRADE_INTERNAL_ASSERT_OUTPUT ( Shader : : compile ( { vert , frag } ) ) ;
attachShaders ( { vert , frag } ) ;
bindAttributeLocation ( 0 , " value " ) ;
CORRADE_INTERNAL_ASSERT_OUTPUT ( link ( ) ) ;
}
# endif
# ifndef MAGNUM_TARGET_GLES
DoubleShader : : DoubleShader ( const std : : string & type , const std : : string & outputType , const std : : string & conversion ) {
constexpr const Version version =
# ifndef CORRADE_TARGET_APPLE
Version : : GL300 ;
# else
Version : : GL400 ;
# endif
Shader vert { version , Shader : : Type : : Vertex } ;
Shader frag ( version , Shader : : Type : : Fragment ) ;
vert . addSource (
" #extension GL_ARB_vertex_attrib_64bit: require \n "
" #extension GL_ARB_gpu_shader_fp64: require \n "
" in " + type + " value; \n "
" out " + outputType + " valueInterpolated; \n "
" void main() { \n "
" valueInterpolated = " + conversion + " ; \n "
" gl_Position = vec4(0.0, 0.0, 0.0, 1.0); \n "
" } \n " ) ;
frag . addSource ( " in " + outputType + " valueInterpolated; \n "
" out " + outputType + " result; \n "
" void main() { result = valueInterpolated; } \n " ) ;
CORRADE_INTERNAL_ASSERT_OUTPUT ( Shader : : compile ( { vert , frag } ) ) ;
attachShaders ( { vert , frag } ) ;
bindAttributeLocation ( 0 , " value " ) ;
CORRADE_INTERNAL_ASSERT_OUTPUT ( link ( ) ) ;
}
# endif
Checker : : Checker ( AbstractShaderProgram & & shader , RenderbufferFormat format , Mesh & mesh ) : framebuffer ( { { } , Vector2i ( 1 ) } ) {
renderbuffer . setStorage ( format , Vector2i ( 1 ) ) ;
framebuffer . attachRenderbuffer ( Framebuffer : : ColorAttachment ( 0 ) , renderbuffer ) ;
framebuffer . bind ( ) ;
mesh . setPrimitive ( MeshPrimitive : : Points )
. setCount ( 2 ) ;
/* Skip first vertex so we test also offsets */
MeshView view { mesh } ;
view . setCount ( 1 )
. setBaseVertex ( mesh . baseVertex ( ) )
. setInstanceCount ( mesh . instanceCount ( ) )
# ifndef MAGNUM_TARGET_GLES
. setBaseInstance ( mesh . baseInstance ( ) )
# endif
;
if ( view . mesh ( ) . isIndexed ( ) ) view . setIndexRange ( 1 ) ;
view . draw ( shader ) ;
}
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
template < class T > T Checker : : get ( PixelFormat format , PixelType type ) {
return framebuffer . read ( { { } , Vector2i { 1 } } , { format , type } ) . data < T > ( ) [ 0 ] ;
}
# endif
# ifndef MAGNUM_TARGET_GLES2
void MeshGLTest : : addVertexBufferUnsignedInt ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : gpu_shader4 > ( ) )
CORRADE_SKIP ( Extensions : : EXT : : gpu_shader4 : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
constexpr UnsignedInt data [ ] = { 0 , 157 , 35681 } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , Attribute < 0 , UnsignedInt > { } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Integral , 0 ,
DynamicAttribute : : Components : : One ,
DynamicAttribute : : DataType : : UnsignedInt } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( IntegerShader ( " uint " ) , RenderbufferFormat : : R32UI , mesh )
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
. get < UnsignedInt > ( PixelFormat : : RedInteger , PixelType : : UnsignedInt ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , 35681 ) ;
}
void MeshGLTest : : addVertexBufferInt ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : gpu_shader4 > ( ) )
CORRADE_SKIP ( Extensions : : EXT : : gpu_shader4 : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
constexpr Int data [ ] = { 0 , 457931 , 27530 } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , Attribute < 0 , Int > { } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Integral , 0 ,
DynamicAttribute : : Components : : One ,
DynamicAttribute : : DataType : : Int } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( IntegerShader ( " int " ) , RenderbufferFormat : : R32I , mesh )
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
. get < Int > ( PixelFormat : : RedInteger , PixelType : : Int ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , 27530 ) ;
}
# endif
void MeshGLTest : : addVertexBufferFloat ( ) {
const Float data [ ] = { 0.0f , - 0.7f , Math : : unpack < Float , UnsignedByte > (
# ifndef MAGNUM_TARGET_GLES2
96
# else
/* Using only RGBA4, supply less precision. This has to be one on the
input because SwiftShader stores RGBA4 as RGBA8 internally , thus
preserving the full precision of the input . */
85
# endif
) } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , Attribute < 0 , Float > { } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Generic , 0 ,
DynamicAttribute : : Components : : One ,
DynamicAttribute : : DataType : : Float } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " float " , " vec4(valueInterpolated, 0.0, 0.0, 0.0) " ) ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < UnsignedByte > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES2
CORRADE_COMPARE ( value , 96 ) ;
# else /* RGBA4, so less precision */
CORRADE_COMPARE ( value , 85 ) ;
# endif
}
# ifndef MAGNUM_TARGET_GLES
void MeshGLTest : : addVertexBufferDouble ( ) {
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_attrib_64bit > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_attrib_64bit : : string ( ) + std : : string ( " is not available. " ) ) ;
const Double data [ ] = { 0.0 , - 0.7 , Math : : unpack < Double , UnsignedShort > ( 45828 ) } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 8 , Attribute < 0 , Double > { } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 8 , 8 , DynamicAttribute {
DynamicAttribute : : Kind : : Long , 0 ,
DynamicAttribute : : Components : : One ,
DynamicAttribute : : DataType : : Double } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( DoubleShader ( " double " , " float " , " float(value) " ) ,
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
RenderbufferFormat : : R16 , mesh ) . get < UnsignedShort > ( PixelFormat : : Red , PixelType : : UnsignedShort ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , 45828 ) ;
}
# endif
# ifndef MAGNUM_TARGET_GLES2
void MeshGLTest : : addVertexBufferVectorNui ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : gpu_shader4 > ( ) )
CORRADE_SKIP ( Extensions : : EXT : : gpu_shader4 : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
constexpr Vector3ui data [ ] = { { } , { 37448 , 547686 , 156 } , { 27592 , 157 , 25 } } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 3 * 4 , Attribute < 0 , Vector3ui > { } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 3 * 4 , 3 * 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Integral , 0 ,
DynamicAttribute : : Components : : Three ,
DynamicAttribute : : DataType : : UnsignedInt } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( IntegerShader ( " uvec3 " ) , RenderbufferFormat : : RGBA32UI , mesh )
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
. get < Vector3ui > ( PixelFormat : : RGBAInteger , PixelType : : UnsignedInt ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , Vector3ui ( 27592 , 157 , 25 ) ) ;
}
void MeshGLTest : : addVertexBufferVectorNi ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : gpu_shader4 > ( ) )
CORRADE_SKIP ( Extensions : : EXT : : gpu_shader4 : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
constexpr Vector2i data [ ] = { { } , { - 37448 , 547686 } , { 27592 , - 157 } } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 2 * 4 , Attribute < 0 , Vector2i > { } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 2 * 4 , 2 * 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Integral , 0 ,
DynamicAttribute : : Components : : Two ,
DynamicAttribute : : DataType : : Int } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( IntegerShader ( " ivec2 " ) , RenderbufferFormat : : RG32I , mesh )
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
. get < Vector2i > ( PixelFormat : : RGInteger , PixelType : : Int ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , Vector2i ( 27592 , - 157 ) ) ;
}
# endif
void MeshGLTest : : addVertexBufferVectorN ( ) {
const Vector3 data [ ] = { { } , { 0.0f , - 0.9f , 1.0f } ,
# ifndef MAGNUM_TARGET_GLES2
0x60189c _rgbf
# else
/* Using only RGBA4, supply less precision. This has to be one on the
input because SwiftShader stores RGBA4 as RGBA8 internally , thus
preserving the full precision of the input . */
0x551199 _rgbf
# endif
} ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 3 * 4 , Attribute < 0 , Vector3 > { } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 3 * 4 , 3 * 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Generic , 0 ,
DynamicAttribute : : Components : : Three ,
DynamicAttribute : : DataType : : Float } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " vec3 " , " vec4(valueInterpolated, 0.0) " ) ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < Color3ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES2
CORRADE_COMPARE ( value , 0x60189c _rgb ) ;
# else /* RGBA4, so less precision */
CORRADE_COMPARE ( value , 0x551199 _rgb ) ;
# endif
}
# ifndef MAGNUM_TARGET_GLES
void MeshGLTest : : addVertexBufferVectorNd ( ) {
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_attrib_64bit > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_attrib_64bit : : string ( ) + std : : string ( " is not available. " ) ) ;
const Vector4d data [ ] = {
{ } , { 0.0 , - 0.9 , 1.0 , 1.25 } ,
Math : : unpack < Vector4d > ( Math : : Vector4 < UnsignedShort > ( 315 , 65201 , 2576 , 12 ) )
} ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 4 * 8 , Attribute < 0 , Vector4d > { } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 4 * 8 , 4 * 8 , DynamicAttribute {
DynamicAttribute : : Kind : : Long , 0 ,
DynamicAttribute : : Components : : Four ,
DynamicAttribute : : DataType : : Double } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( DoubleShader ( " dvec4 " , " vec4 " , " vec4(value) " ) ,
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
RenderbufferFormat : : RGBA16 , mesh ) . get < Math : : Vector4 < UnsignedShort > > ( PixelFormat : : RGBA , PixelType : : UnsignedShort ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , Math : : Vector4 < UnsignedShort > ( 315 , 65201 , 2576 , 12 ) ) ;
}
# endif
void MeshGLTest : : addVertexBufferMatrixNxN ( ) {
const Matrix3x3 data [ ] = {
{ } ,
Matrix3x3 : : fromDiagonal ( { 0.0f , - 0.9f , 1.0f } ) ,
Matrix3x3 : : fromDiagonal (
# ifndef MAGNUM_TARGET_GLES2
0x60189c _rgbf
# else
/* Using only RGBA4, supply less precision. This has to be one on
the input because SwiftShader stores RGBA4 as RGBA8 internally ,
thus preserving the full precision of the input . */
0x551199 _rgbf
# endif
)
} ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 3 * 3 * 4 , Attribute < 0 , Matrix3x3 > { } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 3 * 3 * 4 , 3 * 3 * 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Generic , 0 ,
DynamicAttribute : : Components : : Three ,
DynamicAttribute : : DataType : : Float } )
. addVertexBuffer ( buffer , 3 * 3 * 4 + 3 * 4 , 3 * 3 * 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Generic , 1 ,
DynamicAttribute : : Components : : Three ,
DynamicAttribute : : DataType : : Float } )
. addVertexBuffer ( buffer , 3 * 3 * 4 + 6 * 4 , 3 * 3 * 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Generic , 2 ,
DynamicAttribute : : Components : : Three ,
DynamicAttribute : : DataType : : Float } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " mat3 " ,
" vec4(valueInterpolated[0][0], valueInterpolated[1][1], valueInterpolated[2][2], 0.0) " ) ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
mesh ) . get < Color3ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES2
CORRADE_COMPARE ( value , 0x60189c _rgb ) ;
# else /* RGBA4, so less precision */
CORRADE_COMPARE ( value , 0x551199 _rgb ) ;
# endif
}
# ifndef MAGNUM_TARGET_GLES
void MeshGLTest : : addVertexBufferMatrixNxNd ( ) {
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_attrib_64bit > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_attrib_64bit : : string ( ) + std : : string ( " is not available. " ) ) ;
const Matrix3x3d data [ ] = {
{ } ,
Matrix3x3d : : fromDiagonal ( { 0.0 , - 0.9 , 1.0 } ) ,
Matrix3x3d : : fromDiagonal ( Math : : unpack < Vector3d > ( Math : : Vector3 < UnsignedShort > ( 315 , 65201 , 2576 ) ) )
} ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 3 * 3 * 8 , Attribute < 0 , Matrix3x3d > { } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 3 * 3 * 8 , 3 * 3 * 8 , DynamicAttribute {
DynamicAttribute : : Kind : : Long , 0 ,
DynamicAttribute : : Components : : Three ,
DynamicAttribute : : DataType : : Double } )
. addVertexBuffer ( buffer , 3 * 3 * 8 + 3 * 8 , 3 * 3 * 8 , DynamicAttribute {
DynamicAttribute : : Kind : : Long , 1 ,
DynamicAttribute : : Components : : Three ,
DynamicAttribute : : DataType : : Double } )
. addVertexBuffer ( buffer , 3 * 3 * 8 + 6 * 8 , 3 * 3 * 8 , DynamicAttribute {
DynamicAttribute : : Kind : : Long , 2 ,
DynamicAttribute : : Components : : Three ,
DynamicAttribute : : DataType : : Double } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( DoubleShader ( " dmat3 " , " vec4 " ,
" vec4(value[0][0], value[1][1], value[2][2], 0.0) " ) ,
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
RenderbufferFormat : : RGBA16 , mesh ) . get < Math : : Vector3 < UnsignedShort > > ( PixelFormat : : RGB , PixelType : : UnsignedShort ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
{
auto drivers = Context : : DetectedDriver : : Amd | Context : : DetectedDriver : : NVidia ;
# ifdef CORRADE_TARGET_WINDOWS
drivers | = Context : : DetectedDriver : : IntelWindows ;
# endif
CORRADE_EXPECT_FAIL_IF ( Context : : current ( ) . detectedDriver ( ) & drivers , " Somehow only first two values are extracted on AMD, NVidia and Intel Windows drivers. " ) ;
CORRADE_COMPARE ( value , Math : : Vector3 < UnsignedShort > ( 315 , 65201 , 2576 ) ) ;
}
/* This is wrong, but check if it's still the right wrong. Fails on AMD
15.201 .1151 but seems to be fixed in 15.300 .1025 .0 */
if ( Context : : current ( ) . detectedDriver ( ) & ( Context : : DetectedDriver : : Amd | Context : : DetectedDriver : : NVidia ) )
CORRADE_COMPARE ( value , Math : : Vector3 < UnsignedShort > ( 315 , 65201 , 0 ) ) ;
}
# endif
# ifndef MAGNUM_TARGET_GLES2
void MeshGLTest : : addVertexBufferMatrixMxN ( ) {
const Matrix3x4 data [ ] = {
{ } ,
Matrix3x4 : : fromDiagonal ( { 0.0f , - 0.9f , 1.0f } ) ,
Matrix3x4 : : fromDiagonal ( Math : : unpack < Vector3 > ( Color3ub ( 96 , 24 , 156 ) ) )
} ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 3 * 4 * 4 , Attribute < 0 , Matrix3x4 > { } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 3 * 4 * 4 , 3 * 4 * 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Generic , 0 ,
DynamicAttribute : : Components : : Four ,
DynamicAttribute : : DataType : : Float } )
. addVertexBuffer ( buffer , 3 * 4 * 4 + 4 * 4 , 3 * 4 * 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Generic , 1 ,
DynamicAttribute : : Components : : Four ,
DynamicAttribute : : DataType : : Float } )
. addVertexBuffer ( buffer , 3 * 4 * 4 + 8 * 4 , 3 * 4 * 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Generic , 2 ,
DynamicAttribute : : Components : : Four ,
DynamicAttribute : : DataType : : Float } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " mat3x4 " ,
" vec4(valueInterpolated[0][0], valueInterpolated[1][1], valueInterpolated[2][2], 0.0) " ) ,
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
RenderbufferFormat : : RGBA8 , mesh ) . get < Color3ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , Color3ub ( 96 , 24 , 156 ) ) ;
}
# endif
# ifndef MAGNUM_TARGET_GLES
void MeshGLTest : : addVertexBufferMatrixMxNd ( ) {
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_attrib_64bit > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_attrib_64bit : : string ( ) + std : : string ( " is not available. " ) ) ;
const Matrix3x4d data [ ] = {
{ } ,
Matrix3x4d : : fromDiagonal ( { 0.0 , - 0.9 , 1.0 } ) ,
Matrix3x4d : : fromDiagonal ( Math : : unpack < Vector3d > ( Math : : Vector3 < UnsignedShort > ( 315 , 65201 , 2576 ) ) )
} ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 3 * 4 * 8 , Attribute < 0 , Matrix3x4d > { } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 3 * 4 * 8 , 3 * 4 * 8 , DynamicAttribute {
DynamicAttribute : : Kind : : Long , 0 ,
DynamicAttribute : : Components : : Four ,
DynamicAttribute : : DataType : : Double } )
. addVertexBuffer ( buffer , 3 * 4 * 8 + 4 * 8 , 3 * 4 * 8 , DynamicAttribute {
DynamicAttribute : : Kind : : Long , 1 ,
DynamicAttribute : : Components : : Four ,
DynamicAttribute : : DataType : : Double } )
. addVertexBuffer ( buffer , 3 * 4 * 8 + 8 * 8 , 3 * 4 * 8 , DynamicAttribute {
DynamicAttribute : : Kind : : Long , 2 ,
DynamicAttribute : : Components : : Four ,
DynamicAttribute : : DataType : : Double } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( DoubleShader ( " dmat3x4 " , " vec4 " ,
" vec4(value[0][0], value[1][1], value[2][2], 0.0) " ) ,
RenderbufferFormat : : RGBA16 , mesh ) . get < Math : : Vector3 < UnsignedShort > > ( PixelFormat : : RGB , PixelType : : UnsignedShort ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
{
auto drivers = Context : : DetectedDriver : : Amd | Context : : DetectedDriver : : NVidia ;
# ifdef CORRADE_TARGET_WINDOWS
drivers | = Context : : DetectedDriver : : IntelWindows ;
# endif
CORRADE_EXPECT_FAIL_IF ( Context : : current ( ) . detectedDriver ( ) & drivers , " Somehow only first two values are extracted on AMD, NVidia and Intel Windows drivers. " ) ;
CORRADE_COMPARE ( value , Math : : Vector3 < UnsignedShort > ( 315 , 65201 , 2576 ) ) ;
}
/* This is wrong, but check if it's still the right wrong. Fails on AMD
15.201 .1151 but seems to be fixed in 15.300 .1025 .0 */
if ( Context : : current ( ) . detectedDriver ( ) & ( Context : : DetectedDriver : : Amd | Context : : DetectedDriver : : NVidia ) )
CORRADE_COMPARE ( value , Math : : Vector3 < UnsignedShort > ( 315 , 65201 , 0 ) ) ;
}
# endif
# ifndef MAGNUM_TARGET_GLES2
void MeshGLTest : : addVertexBufferUnsignedIntWithUnsignedShort ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : gpu_shader4 > ( ) )
CORRADE_SKIP ( Extensions : : EXT : : gpu_shader4 : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
constexpr UnsignedShort data [ ] = { 0 , 49563 , 2128 , 3821 , 16583 } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 2 , 2 , Attribute < 0 , UnsignedInt > { Attribute < 0 , UnsignedInt > : : DataType : : UnsignedShort } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Integral , 0 ,
DynamicAttribute : : Components : : One ,
DynamicAttribute : : DataType : : UnsignedShort } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( IntegerShader ( " uint " ) , RenderbufferFormat : : R16UI , mesh )
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
. get < UnsignedShort > ( PixelFormat : : RedInteger , PixelType : : UnsignedShort ) ;
# if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
CORRADE_EXPECT_FAIL_IF ( Context : : current ( ) . detectedDriver ( ) & Context : : DetectedDriver : : SwiftShader ,
" SwiftShader doesn't like integer buffers with anything else than (Unsigned)Int " ) ;
# endif
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , 16583 ) ;
}
void MeshGLTest : : addVertexBufferUnsignedIntWithShort ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : gpu_shader4 > ( ) )
CORRADE_SKIP ( Extensions : : EXT : : gpu_shader4 : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
constexpr Short data [ ] = { 0 , 24563 , 2128 , 3821 , 16583 } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 2 , 2 , Attribute < 0 , UnsignedInt > { Attribute < 0 , UnsignedInt > : : DataType : : Short } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Integral , 0 ,
DynamicAttribute : : Components : : One ,
DynamicAttribute : : DataType : : Short } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( IntegerShader ( " uint " ) , RenderbufferFormat : : R16I , mesh )
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
. get < Short > ( PixelFormat : : RedInteger , PixelType : : Short ) ;
# if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
CORRADE_EXPECT_FAIL_IF ( Context : : current ( ) . detectedDriver ( ) & Context : : DetectedDriver : : SwiftShader ,
" SwiftShader doesn't like integer buffers with anything else than (Unsigned)Int " ) ;
# endif
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , 16583 ) ;
}
void MeshGLTest : : addVertexBufferIntWithUnsignedShort ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : gpu_shader4 > ( ) )
CORRADE_SKIP ( Extensions : : EXT : : gpu_shader4 : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
constexpr UnsignedShort data [ ] = { 0 , 49563 , 2128 , 3821 , 16583 } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 2 , 2 , Attribute < 0 , Int > { Attribute < 0 , Int > : : DataType : : UnsignedShort } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Integral , 0 ,
DynamicAttribute : : Components : : One ,
DynamicAttribute : : DataType : : UnsignedShort } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( IntegerShader ( " int " ) , RenderbufferFormat : : R16UI , mesh )
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
. get < UnsignedShort > ( PixelFormat : : RedInteger , PixelType : : UnsignedShort ) ;
# if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
CORRADE_EXPECT_FAIL_IF ( Context : : current ( ) . detectedDriver ( ) & Context : : DetectedDriver : : SwiftShader ,
" SwiftShader doesn't like integer buffers with anything else than (Unsigned)Int " ) ;
# endif
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , 16583 ) ;
}
void MeshGLTest : : addVertexBufferIntWithShort ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : gpu_shader4 > ( ) )
CORRADE_SKIP ( Extensions : : EXT : : gpu_shader4 : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
constexpr Short data [ ] = { 0 , 24563 , 2128 , 3821 , - 16583 } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 2 , 2 , Attribute < 0 , Int > { Attribute < 0 , Int > : : DataType : : Short } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Integral , 0 ,
DynamicAttribute : : Components : : One ,
DynamicAttribute : : DataType : : Short } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( IntegerShader ( " int " ) , RenderbufferFormat : : R16I , mesh )
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
. get < Short > ( PixelFormat : : RedInteger , PixelType : : Short ) ;
# if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
CORRADE_EXPECT_FAIL_IF ( Context : : current ( ) . detectedDriver ( ) & Context : : DetectedDriver : : SwiftShader ,
" SwiftShader doesn't like integer buffers with anything else than (Unsigned)Int " ) ;
# endif
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , - 16583 ) ;
}
# endif
# if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2))
void MeshGLTest : : addVertexBufferFloatWithHalfFloat ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : half_float_vertex > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : half_float_vertex : : string ( ) + std : : string ( " is not supported. " ) ) ;
# elif defined(MAGNUM_TARGET_GLES2)
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : OES : : vertex_half_float > ( ) )
CORRADE_SKIP ( Extensions : : OES : : vertex_half_float : : string ( ) + std : : string ( " is not supported. " ) ) ;
# endif
const Half data [ ] = { 0.0 _h , - 0.7 _h , Half ( Math : : unpack < Float , UnsignedByte > ( 186 ) ) } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 2 , Attribute < 0 , Float > { Attribute < 0 , Float > : : DataType : : HalfFloat } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 2 , 2 , DynamicAttribute {
DynamicAttribute : : Kind : : Generic , 0 ,
DynamicAttribute : : Components : : One ,
DynamicAttribute : : DataType : : HalfFloat } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " float " , " vec4(valueInterpolated, 0.0, 0.0, 0.0) " ) ,
RenderbufferFormat : : RGBA8 , mesh ) . get < UnsignedByte > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , 186 ) ;
}
# endif
# ifndef MAGNUM_TARGET_GLES
void MeshGLTest : : addVertexBufferFloatWithDouble ( ) {
const Double data [ ] = { 0.0 , - 0.7 , Math : : unpack < Double , UnsignedByte > ( 186 ) } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 )
. addVertexBuffer ( buffer , 8 , Attribute < 0 , Float > ( Attribute < 0 , Float > : : DataType : : Double ) ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 8 , Attribute < 0 , Float > { Attribute < 0 , Float > : : DataType : : Double } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 8 , 8 , DynamicAttribute {
DynamicAttribute : : Kind : : Generic , 0 ,
DynamicAttribute : : Components : : One ,
DynamicAttribute : : DataType : : Double } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " float " , " vec4(valueInterpolated, 0.0, 0.0, 0.0) " ) ,
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
RenderbufferFormat : : RGBA8 , mesh ) . get < UnsignedByte > ( PixelFormat : : RGBA , PixelType : : UnsignedShort ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , 186 ) ;
}
void MeshGLTest : : addVertexBufferVector3WithUnsignedInt10f11f11fRev ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_type_10f_11f_11f_rev > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_type_10f_11f_11f_rev : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
Buffer buffer ;
buffer . setData ( { nullptr , 12 } , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , Attribute < 0 , Vector3 > { Attribute < 0 , Vector3 > : : DataType : : UnsignedInt10f11f11fRev } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Generic , 0 ,
DynamicAttribute : : Components : : Three ,
DynamicAttribute : : DataType : : UnsignedInt10f11f11fRev } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
/* Won't test the actual values */
}
# endif
# ifndef MAGNUM_TARGET_GLES2
void MeshGLTest : : addVertexBufferVector4WithUnsignedInt2101010Rev ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_type_2_10_10_10_rev > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_type_2_10_10_10_rev : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
Buffer buffer ;
buffer . setData ( { nullptr , 12 } , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , Attribute < 0 , Vector4 > { Attribute < 0 , Vector4 > : : DataType : : UnsignedInt2101010Rev } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Generic , 0 ,
DynamicAttribute : : Components : : Four ,
DynamicAttribute : : DataType : : UnsignedInt2101010Rev } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
/* Won't test the actual values */
}
void MeshGLTest : : addVertexBufferVector4WithInt2101010Rev ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_type_2_10_10_10_rev > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_type_2_10_10_10_rev : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
Buffer buffer ;
buffer . setData ( { nullptr , 12 } , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , Attribute < 0 , Vector4 > { Attribute < 0 , Vector4 > : : DataType : : Int2101010Rev } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Generic , 0 ,
DynamicAttribute : : Components : : Four ,
DynamicAttribute : : DataType : : Int2101010Rev } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
/* Won't test the actual values */
}
# endif
void MeshGLTest : : addVertexBufferLessVectorComponents ( ) {
const Vector3 data [ ] = {
{ } , { 0.0f , - 0.9f , 1.0f } ,
# ifndef MAGNUM_TARGET_GLES2
0x60189c _rgbf
# else
/* Using only RGBA4, supply less precision. This has to be one on the
input because SwiftShader stores RGBA4 as RGBA8 internally , thus
preserving the full precision of the input . */
0x551199 _rgbf
# endif
} ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
mesh . addVertexBuffer ( buffer , 3 * 4 , Attribute < 0 , Vector4 > { Attribute < 0 , Vector4 > : : Components : : Three } ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 3 * 4 , 3 * 4 , DynamicAttribute {
DynamicAttribute : : Kind : : Generic , 0 ,
DynamicAttribute : : Components : : Three ,
DynamicAttribute : : DataType : : Float } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " vec4 " , " valueInterpolated " ) ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < Color4ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES2
CORRADE_COMPARE ( value , 0x60189cff _rgba ) ;
# else /* RGBA4, so less precision */
CORRADE_COMPARE ( value , 0x551199ff _rgba ) ;
# endif
}
void MeshGLTest : : addVertexBufferNormalized ( ) {
constexpr Color4ub data [ ] = { { } , { 0 , 128 , 64 } ,
# ifndef MAGNUM_TARGET_GLES2
0x209ce4 _rgb
# else
/* Using only RGBA4, supply less precision. This has to be one on the
input because SwiftShader stores RGBA4 as RGBA8 internally , thus
preserving the full precision of the input . */
0x1199dd _rgb
# endif
} ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
typedef Attribute < 0 , Vector3 > Attribute ;
mesh . addVertexBuffer ( buffer , 4 , Attribute ( Attribute : : DataType : : UnsignedByte , Attribute : : DataOption : : Normalized ) , 1 ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : GenericNormalized , 0 ,
DynamicAttribute : : Components : : Three ,
DynamicAttribute : : DataType : : UnsignedByte } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " vec3 " , " vec4(valueInterpolated, 0.0) " ) ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < Color3ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES2
CORRADE_COMPARE ( value , 0x209ce4 _rgb ) ;
# else /* RGBA4, so less precision */
CORRADE_COMPARE ( value , 0x1199dd _rgb ) ;
# endif
}
# ifndef MAGNUM_TARGET_GLES
void MeshGLTest : : addVertexBufferBGRA ( ) {
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_array_bgra > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_array_bgra : : string ( ) + std : : string ( " is not available. " ) ) ;
constexpr Color4ub data [ ] = { { } , { 0 , 128 , 64 , 161 } , { 96 , 24 , 156 , 225 } } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 ) ;
if ( testCaseInstanceId ( ) = = 0 ) {
setTestCaseDescription ( " Attribute " ) ;
typedef Attribute < 0 , Vector4 > Attribute ;
mesh . addVertexBuffer ( buffer , 4 , Attribute ( Attribute : : Components : : BGRA , Attribute : : DataType : : UnsignedByte , Attribute : : DataOption : : Normalized ) ) ;
} else if ( testCaseInstanceId ( ) = = 1 ) {
setTestCaseDescription ( " DynamicAttribute " ) ;
mesh . addVertexBuffer ( buffer , 4 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : GenericNormalized , 0 ,
DynamicAttribute : : Components : : BGRA ,
DynamicAttribute : : DataType : : UnsignedByte } ) ;
} else CORRADE_ASSERT_UNREACHABLE ( ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " vec4 " , " valueInterpolated " ) ,
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
RenderbufferFormat : : RGBA8 , mesh ) . get < Color4ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , Color4ub ( 156 , 24 , 96 , 225 ) ) ;
}
# endif
struct MultipleShader : AbstractShaderProgram {
typedef Attribute < 0 , Vector3 > Position ;
typedef Attribute < 1 , Vector3 > Normal ;
typedef Attribute < 2 , Vector2 > TextureCoordinates ;
explicit MultipleShader ( ) ;
} ;
# ifndef DOXYGEN_GENERATING_OUTPUT
MultipleShader : : MultipleShader ( ) {
# ifndef MAGNUM_TARGET_GLES
Shader vert (
# ifndef CORRADE_TARGET_APPLE
Version : : GL210
# else
Version : : GL310
# endif
, Shader : : Type : : Vertex ) ;
Shader frag (
# ifndef CORRADE_TARGET_APPLE
Version : : GL210
# else
Version : : GL310
# endif
, Shader : : Type : : Fragment ) ;
# else
Shader vert ( Version : : GLES200 , Shader : : Type : : Vertex ) ;
Shader frag ( Version : : GLES200 , Shader : : Type : : Fragment ) ;
# endif
vert . addSource (
" #if !defined(GL_ES) && __VERSION__ == 120 \n "
" #define mediump \n "
" #endif \n "
" #if defined(GL_ES) || __VERSION__ == 120 \n "
" #define in attribute \n "
" #define out varying \n "
" #endif \n "
" in mediump vec4 position; \n "
" in mediump vec3 normal; \n "
" in mediump vec2 textureCoordinates; \n "
" out mediump vec4 valueInterpolated; \n "
" void main() { \n "
" valueInterpolated = position + vec4(normal, 0.0) + vec4(textureCoordinates, 0.0, 0.0); \n "
" gl_Position = vec4(0.0, 0.0, 0.0, 1.0); \n "
" } \n " ) ;
frag . addSource (
" #if !defined(GL_ES) && __VERSION__ == 120 \n "
" #define mediump \n "
" #endif \n "
" #if defined(GL_ES) || __VERSION__ == 120 \n "
" #define in varying \n "
" #define result gl_FragColor \n "
" #endif \n "
" in mediump vec4 valueInterpolated; \n "
" #if !defined(GL_ES) && __VERSION__ >= 130 \n "
" out mediump vec4 result; \n "
" #endif \n "
" void main() { result = valueInterpolated; } \n " ) ;
CORRADE_INTERNAL_ASSERT_OUTPUT ( Shader : : compile ( { vert , frag } ) ) ;
attachShaders ( { vert , frag } ) ;
bindAttributeLocation ( Position : : Location , " position " ) ;
bindAttributeLocation ( Normal : : Location , " normal " ) ;
bindAttributeLocation ( TextureCoordinates : : Location , " textureCoordinates " ) ;
CORRADE_INTERNAL_ASSERT_OUTPUT ( link ( ) ) ;
}
# endif
void MeshGLTest : : addVertexBufferMultiple ( ) {
const Float data [ ] = {
0.0f , /* Offset */
/* First attribute */
0.3f , 0.1f , 0.5f ,
0.4f , 0.0f , - 0.9f ,
1.0f , - 0.5f ,
/* Second attribute */
Math : : unpack < Float , UnsignedByte > ( 64 ) ,
Math : : unpack < Float , UnsignedByte > ( 17 ) ,
Math : : unpack < Float , UnsignedByte > ( 56 ) ,
# ifndef MAGNUM_TARGET_GLES2
Math : : unpack < Float , UnsignedByte > ( 15 ) ,
Math : : unpack < Float , UnsignedByte > ( 164 ) ,
Math : : unpack < Float , UnsignedByte > ( 17 ) ,
# else
/* Using only RGBA4, supply less precision. This has to be one on the
input because SwiftShader stores RGBA4 as RGBA8 internally , thus
preserving the full precision of the input . */
Math : : unpack < Float , UnsignedByte > ( 9 ) ,
Math : : unpack < Float , UnsignedByte > ( 159 ) ,
Math : : unpack < Float , UnsignedByte > ( 12 ) ,
# endif
Math : : unpack < Float , UnsignedByte > ( 97 ) ,
Math : : unpack < Float , UnsignedByte > ( 28 )
} ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 )
. addVertexBuffer ( buffer , 1 * 4 , MultipleShader : : Position ( ) ,
MultipleShader : : Normal ( ) , MultipleShader : : TextureCoordinates ( ) ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( MultipleShader ( ) ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < Color4ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES2
CORRADE_COMPARE ( value , Color4ub ( 64 + 15 + 97 , 17 + 164 + 28 , 56 + 17 , 255 ) ) ;
# else /* RGBA4, so less precision */
CORRADE_COMPARE ( value , 0xaacc44ff _rgba ) ;
# endif
}
void MeshGLTest : : addVertexBufferMultipleGaps ( ) {
const Float data [ ] = {
0.0f , 0.0f , 0.0f , 0.0f , /* Offset */
/* First attribute */
0.3f , 0.1f , 0.5f , 0.0f ,
0.4f , 0.0f , - 0.9f , 0.0f ,
1.0f , - 0.5f , 0.0f , 0.0f ,
/* Second attribute */
Math : : unpack < Float , UnsignedByte > ( 64 ) ,
Math : : unpack < Float , UnsignedByte > ( 17 ) ,
Math : : unpack < Float , UnsignedByte > ( 56 ) , 0.0f ,
# ifndef MAGNUM_TARGET_GLES2
Math : : unpack < Float , UnsignedByte > ( 15 ) ,
Math : : unpack < Float , UnsignedByte > ( 164 ) ,
Math : : unpack < Float , UnsignedByte > ( 17 ) , 0.0f ,
# else
/* Using only RGBA4, supply less precision. This has to be one on the
input because SwiftShader stores RGBA4 as RGBA8 internally , thus
preserving the full precision of the input . */
Math : : unpack < Float , UnsignedByte > ( 9 ) ,
Math : : unpack < Float , UnsignedByte > ( 159 ) ,
Math : : unpack < Float , UnsignedByte > ( 12 ) , 0.0f ,
# endif
Math : : unpack < Float , UnsignedByte > ( 97 ) ,
Math : : unpack < Float , UnsignedByte > ( 28 ) , 0.0f , 0.0f
} ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 )
. addVertexBuffer ( buffer , 4 * 4 ,
MultipleShader : : Position ( ) , 1 * 4 ,
MultipleShader : : Normal ( ) , 1 * 4 ,
MultipleShader : : TextureCoordinates ( ) , 2 * 4 ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( MultipleShader ( ) ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < Color4ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES2
CORRADE_COMPARE ( value , Color4ub ( 64 + 15 + 97 , 17 + 164 + 28 , 56 + 17 , 255 ) ) ;
# else /* RGBA4, so less precision */
CORRADE_COMPARE ( value , 0xaacc44ff _rgba ) ;
# endif
}
void MeshGLTest : : addVertexBufferMovedOutInstance ( ) {
Buffer buffer { NoCreate } ;
Mesh mesh ;
std : : ostringstream out ;
Error redirectError { & out } ;
mesh . addVertexBuffer ( buffer , 0 , Attribute < 0 , Float > { } ) ;
CORRADE_COMPARE ( out . str ( ) , " GL::Mesh::addVertexBuffer(): empty or moved-out Buffer instance was passed \n " ) ;
}
void MeshGLTest : : addVertexBufferTransferOwnwership ( ) {
const Float data = 1.0f ;
Buffer buffer ;
buffer . setData ( { & data , 1 } , BufferUsage : : StaticDraw ) ;
const GLuint id = buffer . id ( ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
{
Mesh mesh ;
mesh . addVertexBuffer ( buffer , 0 , Attribute < 0 , Float > { } ) ;
CORRADE_VERIFY ( buffer . id ( ) ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
}
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
{
Mesh mesh ;
mesh . addVertexBuffer ( std : : move ( buffer ) , 0 , Attribute < 0 , Float > { } ) ;
CORRADE_VERIFY ( ! buffer . id ( ) ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
}
CORRADE_VERIFY ( ! glIsBuffer ( id ) ) ;
}
void MeshGLTest : : addVertexBufferInstancedTransferOwnwership ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_instanced > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_instanced : : string ( ) + std : : string ( " is not available. " ) ) ;
# elif defined(MAGNUM_TARGET_GLES2)
# ifndef MAGNUM_TARGET_WEBGL
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ANGLE : : instanced_arrays > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : instanced_arrays > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : NV : : instanced_arrays > ( ) )
CORRADE_SKIP ( " Required extension is not available. " ) ;
# else
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ANGLE : : instanced_arrays > ( ) )
CORRADE_SKIP ( Extensions : : ANGLE : : instanced_arrays : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
# endif
const Float data = 1.0f ;
Buffer buffer ;
buffer . setData ( { & data , 1 } , BufferUsage : : StaticDraw ) ;
const GLuint id = buffer . id ( ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
{
Mesh mesh ;
mesh . addVertexBufferInstanced ( buffer , 1 , 0 , Attribute < 0 , Float > { } ) ;
CORRADE_VERIFY ( buffer . id ( ) ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
}
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
{
Mesh mesh ;
mesh . addVertexBufferInstanced ( std : : move ( buffer ) , 1 , 0 , Attribute < 0 , Float > { } ) ;
CORRADE_VERIFY ( ! buffer . id ( ) ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
}
CORRADE_VERIFY ( ! glIsBuffer ( id ) ) ;
}
void MeshGLTest : : addVertexBufferDynamicTransferOwnwership ( ) {
const Float data = 1.0f ;
Buffer buffer ;
buffer . setData ( { & data , 1 } , BufferUsage : : StaticDraw ) ;
const GLuint id = buffer . id ( ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
{
Mesh mesh ;
mesh . addVertexBuffer ( buffer , 0 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : GenericNormalized , 0 ,
DynamicAttribute : : Components : : One ,
DynamicAttribute : : DataType : : Float } ) ;
CORRADE_VERIFY ( buffer . id ( ) ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
}
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
{
Mesh mesh ;
mesh . addVertexBuffer ( std : : move ( buffer ) , 0 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : GenericNormalized , 0 ,
DynamicAttribute : : Components : : One ,
DynamicAttribute : : DataType : : Float } ) ;
CORRADE_VERIFY ( ! buffer . id ( ) ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
}
CORRADE_VERIFY ( ! glIsBuffer ( id ) ) ;
}
void MeshGLTest : : addVertexBufferInstancedDynamicTransferOwnwership ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_instanced > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_instanced : : string ( ) + std : : string ( " is not available. " ) ) ;
# elif defined(MAGNUM_TARGET_GLES2)
# ifndef MAGNUM_TARGET_WEBGL
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ANGLE : : instanced_arrays > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : instanced_arrays > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : NV : : instanced_arrays > ( ) )
CORRADE_SKIP ( " Required extension is not available. " ) ;
# else
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ANGLE : : instanced_arrays > ( ) )
CORRADE_SKIP ( Extensions : : ANGLE : : instanced_arrays : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
# endif
const Float data = 1.0f ;
Buffer buffer ;
buffer . setData ( { & data , 1 } , BufferUsage : : StaticDraw ) ;
const GLuint id = buffer . id ( ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
{
Mesh mesh ;
mesh . addVertexBufferInstanced ( buffer , 1 , 0 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : GenericNormalized , 0 ,
DynamicAttribute : : Components : : One ,
DynamicAttribute : : DataType : : Float } ) ;
CORRADE_VERIFY ( buffer . id ( ) ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
}
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
{
Mesh mesh ;
mesh . addVertexBufferInstanced ( std : : move ( buffer ) , 1 , 0 , 4 , DynamicAttribute {
DynamicAttribute : : Kind : : GenericNormalized , 0 ,
DynamicAttribute : : Components : : One ,
DynamicAttribute : : DataType : : Float } ) ;
CORRADE_VERIFY ( ! buffer . id ( ) ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
}
CORRADE_VERIFY ( ! glIsBuffer ( id ) ) ;
}
const Float indexedVertexData [ ] = {
0.0f , /* Offset */
/* First vertex */
Math : : unpack < Float , UnsignedByte > ( 64 ) ,
Math : : unpack < Float , UnsignedByte > ( 17 ) ,
Math : : unpack < Float , UnsignedByte > ( 56 ) ,
# ifndef MAGNUM_TARGET_GLES2
Math : : unpack < Float , UnsignedByte > ( 15 ) ,
Math : : unpack < Float , UnsignedByte > ( 164 ) ,
Math : : unpack < Float , UnsignedByte > ( 17 ) ,
# else
/* Using only RGBA4, supply less precision. This has to be one on the input
because SwiftShader stores RGBA4 as RGBA8 internally , thus preserving
the full precision of the input . */
Math : : unpack < Float , UnsignedByte > ( 9 ) ,
Math : : unpack < Float , UnsignedByte > ( 159 ) ,
Math : : unpack < Float , UnsignedByte > ( 12 ) ,
# endif
Math : : unpack < Float , UnsignedByte > ( 97 ) ,
Math : : unpack < Float , UnsignedByte > ( 28 ) ,
/* Second vertex */
0.3f , 0.1f , 0.5f ,
0.4f , 0.0f , - 0.9f ,
1.0f , - 0.5f
} ;
# ifndef MAGNUM_TARGET_GLES
const Float indexedVertexDataBaseVertex [ ] = {
0.0f , 0.0f , /* Offset */
/* First vertex */
0.0f , 0.0f , 0.0f ,
0.0f , 0.0f , 0.0f ,
0.0f , 0.0f ,
/* Second vertex */
0.0f , 0.0f , 0.0f ,
0.0f , 0.0f , 0.0f ,
0.0f , 0.0f ,
/* Third vertex */
Math : : unpack < Float , UnsignedByte > ( 64 ) ,
Math : : unpack < Float , UnsignedByte > ( 17 ) ,
Math : : unpack < Float , UnsignedByte > ( 56 ) ,
Math : : unpack < Float , UnsignedByte > ( 15 ) ,
Math : : unpack < Float , UnsignedByte > ( 164 ) ,
Math : : unpack < Float , UnsignedByte > ( 17 ) ,
Math : : unpack < Float , UnsignedByte > ( 97 ) ,
Math : : unpack < Float , UnsignedByte > ( 28 ) ,
/* Fourth vertex */
0.3f , 0.1f , 0.5f ,
0.4f , 0.0f , - 0.9f ,
1.0f , - 0.5f
} ;
# endif
# ifndef MAGNUM_TARGET_GLES2
constexpr Color4ub indexedResult { 64 + 15 + 97 , 17 + 164 + 28 , 56 + 17 , 255 } ;
# else /* RGBA4, so less precision */
constexpr Color4ub indexedResult { 0xaa , 0xcc , 0x44 , 0xff } ;
# endif
template < class T > void MeshGLTest : : setIndexBuffer ( ) {
setTestCaseName ( std : : is_same < T , MeshIndexType > : : value ?
" setIndexBuffer<GL::MeshIndexType> " :
" setIndexBuffer<Magnum::MeshIndexType> " ) ;
Buffer vertices ;
vertices . setData ( indexedVertexData , BufferUsage : : StaticDraw ) ;
constexpr UnsignedByte indexData [ ] = { 2 , 1 , 0 } ;
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
indices . setData ( indexData , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . addVertexBuffer ( vertices , 1 * 4 , MultipleShader : : Position ( ) ,
MultipleShader : : Normal ( ) , MultipleShader : : TextureCoordinates ( ) )
. setIndexBuffer ( indices , 1 , T : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( mesh . indexType ( ) , MeshIndexType : : UnsignedByte ) ;
CORRADE_COMPARE ( mesh . indexTypeSize ( ) , 1 ) ;
const auto value = Checker ( MultipleShader { } ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < Color4ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , indexedResult ) ;
}
template < class T > void MeshGLTest : : setIndexBufferRange ( ) {
setTestCaseName ( std : : is_same < T , MeshIndexType > : : value ?
" setIndexBufferRange<GL::MeshIndexType> " :
" setIndexBufferRange<Magnum::MeshIndexType> " ) ;
Buffer vertices ;
vertices . setData ( indexedVertexData , BufferUsage : : StaticDraw ) ;
constexpr UnsignedShort indexData [ ] = { 2 , 1 , 0 } ;
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
indices . setData ( indexData , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . addVertexBuffer ( vertices , 1 * 4 , MultipleShader : : Position ( ) ,
MultipleShader : : Normal ( ) , MultipleShader : : TextureCoordinates ( ) )
. setIndexBuffer ( indices , 2 , T : : UnsignedShort , 0 , 1 ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( mesh . indexType ( ) , GL : : MeshIndexType : : UnsignedShort ) ;
CORRADE_COMPARE ( mesh . indexTypeSize ( ) , 2 ) ;
const auto value = Checker ( MultipleShader { } ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < Color4ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , indexedResult ) ;
}
void MeshGLTest : : setIndexBufferUnsignedInt ( ) {
# ifdef MAGNUM_TARGET_GLES2
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : OES : : element_index_uint > ( ) )
CORRADE_SKIP ( Extensions : : OES : : element_index_uint : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
Buffer vertices ;
vertices . setData ( indexedVertexData , BufferUsage : : StaticDraw ) ;
constexpr UnsignedInt indexData [ ] = { 2 , 1 , 0 } ;
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
indices . setData ( indexData , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . addVertexBuffer ( vertices , 1 * 4 , MultipleShader : : Position ( ) ,
MultipleShader : : Normal ( ) , MultipleShader : : TextureCoordinates ( ) )
. setIndexBuffer ( indices , 4 , MeshIndexType : : UnsignedInt ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( mesh . indexType ( ) , GL : : MeshIndexType : : UnsignedInt ) ;
CORRADE_COMPARE ( mesh . indexTypeSize ( ) , 4 ) ;
const auto value = Checker ( MultipleShader { } ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < Color4ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , indexedResult ) ;
}
void MeshGLTest : : setIndexBufferMovedOutInstance ( ) {
Buffer buffer { NoCreate } ;
Mesh mesh ;
std : : ostringstream out ;
Error redirectError { & out } ;
mesh . setIndexBuffer ( buffer , 0 , MeshIndexType : : UnsignedByte ) ;
CORRADE_COMPARE ( out . str ( ) , " GL::Mesh::setIndexBuffer(): empty or moved-out Buffer instance was passed \n " ) ;
}
template < class T > void MeshGLTest : : setIndexBufferTransferOwnership ( ) {
setTestCaseName ( std : : is_same < T , MeshIndexType > : : value ?
" setIndexBufferTransferOwnership<GL::MeshIndexType> " :
" setIndexBufferTransferOwnership<Magnum::MeshIndexType> " ) ;
const UnsignedShort data = 0 ;
Buffer buffer { Buffer : : TargetHint : : ElementArray } ;
buffer . setData ( { & data , 1 } , BufferUsage : : StaticDraw ) ;
const GLuint id = buffer . id ( ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
{
Mesh mesh ;
mesh . setIndexBuffer ( buffer , 0 , T : : UnsignedShort ) ;
CORRADE_VERIFY ( buffer . id ( ) ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
}
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
{
Mesh mesh ;
mesh . setIndexBuffer ( std : : move ( buffer ) , 0 , T : : UnsignedShort ) ;
CORRADE_VERIFY ( ! buffer . id ( ) ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
}
CORRADE_VERIFY ( ! glIsBuffer ( id ) ) ;
}
template < class T > void MeshGLTest : : setIndexBufferRangeTransferOwnership ( ) {
setTestCaseName ( std : : is_same < T , MeshIndexType > : : value ?
" setIndexBufferRangeTransferOwnership<GL::MeshIndexType> " :
" setIndexBufferRangeTransferOwnership<Magnum::MeshIndexType> " ) ;
const UnsignedShort data = 0 ;
Buffer buffer { Buffer : : TargetHint : : ElementArray } ;
buffer . setData ( { & data , 1 } , BufferUsage : : StaticDraw ) ;
const GLuint id = buffer . id ( ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
{
Mesh mesh ;
mesh . setIndexBuffer ( buffer , 0 , T : : UnsignedShort , 0 , 1 ) ;
CORRADE_VERIFY ( buffer . id ( ) ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
}
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
{
Mesh mesh ;
mesh . setIndexBuffer ( std : : move ( buffer ) , 0 , T : : UnsignedShort , 0 , 1 ) ;
CORRADE_VERIFY ( ! buffer . id ( ) ) ;
CORRADE_VERIFY ( glIsBuffer ( id ) ) ;
}
CORRADE_VERIFY ( ! glIsBuffer ( id ) ) ;
}
void MeshGLTest : : unbindVAOWhenSettingIndexBufferData ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_array_object > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_array_object : : string ( ) + std : : string ( " is not available. " ) ) ;
if ( Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : direct_state_access > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : direct_state_access : : string ( ) + std : : string ( " is active with circumvents the issue tested here. " ) ) ;
# elif defined(MAGNUM_TARGET_GLES2)
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : OES : : vertex_array_object > ( ) )
CORRADE_SKIP ( Extensions : : OES : : vertex_array_object : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
typedef Attribute < 0 , Float > Attribute ;
const Float data [ ] = { - 0.7f , Math : : unpack < Float , UnsignedByte > (
# ifndef MAGNUM_TARGET_GLES2
92
# else
/* Using only RGBA4, supply less precision. This has to be one on the
input because SwiftShader stores RGBA4 as RGBA8 internally , thus
preserving the full precision of the input . */
85
# endif
) , Math : : unpack < Float , UnsignedByte > ( 32 ) } ;
Buffer buffer { Buffer : : TargetHint : : Array } ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
indices . setData ( std : : vector < UnsignedByte > { 5 , 0 } , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . addVertexBuffer ( buffer , 4 , Attribute { } )
. setIndexBuffer ( indices , 0 , MeshIndexType : : UnsignedByte ) ;
/* This buffer should have no effect on the mesh above */
Buffer otherIndices { Buffer : : TargetHint : : ElementArray } ;
otherIndices . setData ( std : : vector < UnsignedByte > { 100 , 1 } , BufferUsage : : StaticDraw ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " float " , " vec4(valueInterpolated, 0.0, 0.0, 0.0) " ) ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
mesh ) . get < UnsignedByte > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES2
CORRADE_COMPARE ( value , 92 ) ;
# else /* RGBA4, so less precision */
CORRADE_COMPARE ( value , 85 ) ;
# endif
}
void MeshGLTest : : unbindIndexBufferWhenBindingVao ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_array_object > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_array_object : : string ( ) + std : : string ( " is not available. " ) ) ;
if ( Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : direct_state_access > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : direct_state_access : : string ( ) + std : : string ( " is active with circumvents the issue tested here. " ) ) ;
# elif defined(MAGNUM_TARGET_GLES2)
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : OES : : vertex_array_object > ( ) )
CORRADE_SKIP ( Extensions : : OES : : vertex_array_object : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
typedef Attribute < 0 , Float > Attribute ;
const Float data [ ] = { - 0.7f , Math : : unpack < Float , UnsignedByte > (
# ifndef MAGNUM_TARGET_GLES2
92
# else
/* Using only RGBA4, supply less precision. This has to be one on the
input because SwiftShader stores RGBA4 as RGBA8 internally , thus
preserving the full precision of the input . */
85
# endif
) , Math : : unpack < Float , UnsignedByte > ( 32 ) } ;
Buffer vertices { Buffer : : TargetHint : : Array } ;
vertices . setData ( data , BufferUsage : : StaticDraw ) ;
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
/* Just reserve the memory first */
indices . setData ( { nullptr , 2 } , BufferUsage : : StaticDraw ) ;
/* Create an indexed mesh first */
Mesh indexed ;
indexed . addVertexBuffer ( vertices , 0 , Attribute { } )
. setIndexBuffer ( indices , 0 , MeshIndexType : : UnsignedByte ) ;
/* Now bind an nonindexed mesh */
Mesh nonindexed ;
nonindexed . addVertexBuffer ( vertices , 0 , Attribute { } ) ;
/* Fill index buffer for the indexed mesh */
indices . setData ( std : : vector < UnsignedByte > { 5 , 1 } , BufferUsage : : StaticDraw ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
/* Draw the indexed mesh. The index buffer should be correctly updated,
picking the second vertex with value of 92. */
const auto value = Checker ( FloatShader ( " float " , " vec4(valueInterpolated, 0.0, 0.0, 0.0) " ) ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
indexed ) . get < UnsignedByte > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES2
CORRADE_COMPARE ( value , 92 ) ;
# else /* RGBA4, so less precision */
CORRADE_COMPARE ( value , 85 ) ;
# endif
}
void MeshGLTest : : resetIndexBufferBindingWhenBindingVao ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_array_object > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_array_object : : string ( ) + std : : string ( " is not available. " ) ) ;
if ( Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : direct_state_access > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : direct_state_access : : string ( ) + std : : string ( " is active with circumvents the issue tested here. " ) ) ;
# elif defined(MAGNUM_TARGET_GLES2)
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : OES : : vertex_array_object > ( ) )
CORRADE_SKIP ( Extensions : : OES : : vertex_array_object : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
typedef Attribute < 0 , Float > Attribute ;
const Float data [ ] = { - 0.7f , Math : : unpack < Float , UnsignedByte > (
# ifndef MAGNUM_TARGET_GLES2
92
# else
/* Using only RGBA4, supply less precision. This has to be one on the
input because SwiftShader stores RGBA4 as RGBA8 internally , thus
preserving the full precision of the input . */
85
# endif
) , Math : : unpack < Float , UnsignedByte > ( 32 ) } ;
Buffer vertices { Buffer : : TargetHint : : Array } ;
vertices . setData ( data ) ;
/* Create an indexed mesh */
Mesh indexed ;
indexed . addVertexBuffer ( vertices , 0 , Attribute { } ) ;
/* Create an index buffer and fill it (the VAO is bound now, so it'll get
unbound to avoid messing with its state ) . */
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
indices . setData ( std : : vector < UnsignedByte > { 5 , 1 } ) ;
/* Add the index buffer. The VAO is unbound, so it gets bound. That resets
the element array buffer binding and then the buffer gets bound to the
VAO . */
indexed . setIndexBuffer ( indices , 0 , MeshIndexType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
/* Draw the indexed mesh. The index buffer should be correctly bound,
picking the second vertex with value of 92. */
const auto value = Checker ( FloatShader ( " float " , " vec4(valueInterpolated, 0.0, 0.0, 0.0) " ) ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
indexed ) . get < UnsignedByte > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES2
CORRADE_COMPARE ( value , 92 ) ;
# else /* RGBA4, so less precision */
CORRADE_COMPARE ( value , 85 ) ;
# endif
}
void MeshGLTest : : unbindVAOBeforeEnteringExternalSection ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_array_object > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_array_object : : string ( ) + std : : string ( " is not available. " ) ) ;
# elif defined(MAGNUM_TARGET_GLES2)
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : OES : : vertex_array_object > ( ) )
CORRADE_SKIP ( Extensions : : OES : : vertex_array_object : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
typedef Attribute < 0 , Float > Attribute ;
const Float data [ ] = { - 0.7f , Math : : unpack < Float , UnsignedByte > (
# ifndef MAGNUM_TARGET_GLES2
92
# else
/* Using only RGBA4, supply less precision. This has to be one on the
input because SwiftShader stores RGBA4 as RGBA8 internally , thus
preserving the full precision of the input . */
85
# endif
) , Math : : unpack < Float , UnsignedByte > ( 32 ) } ;
Buffer buffer { Buffer : : TargetHint : : Array } ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
indices . setData ( std : : vector < UnsignedByte > { 5 , 0 } , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . addVertexBuffer ( buffer , 4 , Attribute { } )
. setIndexBuffer ( indices , 0 , MeshIndexType : : UnsignedByte ) ;
{
/* Comment this out to watch the world burn */
Context : : current ( ) . resetState ( Context : : State : : MeshVao ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
/* Be nice to the other tests */
Context : : current ( ) . resetState ( Context : : State : : ExitExternal ) ;
}
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " float " , " vec4(valueInterpolated, 0.0, 0.0, 0.0) " ) ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
mesh ) . get < UnsignedByte > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES2
CORRADE_COMPARE ( value , 92 ) ;
# else /* RGBA4, so less precision */
CORRADE_COMPARE ( value , 85 ) ;
# endif
}
void MeshGLTest : : bindScratchVaoWhenEnteringExternalSection ( ) {
typedef Attribute < 0 , Float > Attribute ;
const Float data [ ] = { - 0.7f , Math : : unpack < Float , UnsignedByte > (
# ifndef MAGNUM_TARGET_GLES2
92
# else
/* Using only RGBA4, supply less precision. This has to be one on the
input because SwiftShader stores RGBA4 as RGBA8 internally , thus
preserving the full precision of the input . */
85
# endif
) , Math : : unpack < Float , UnsignedByte > ( 32 ) } ;
Buffer buffer { Buffer : : TargetHint : : Array } ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
indices . setData ( std : : vector < UnsignedByte > { 5 , 0 } , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . addVertexBuffer ( buffer , 4 , Attribute { } )
. setIndexBuffer ( indices , 0 , MeshIndexType : : UnsignedByte ) ;
{
/* Bind a scratch framebuffer so glDrawArrays() doesn't complain about
an incomplete framebuffer in case we ' re on a framebuffer - less
context */
Renderbuffer renderbuffer ;
renderbuffer . setStorage (
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Vector2i { 1 } ) ;
Framebuffer framebuffer { { { } , Vector2i { 1 } } } ;
framebuffer . attachRenderbuffer ( Framebuffer : : ColorAttachment { 0 } , renderbuffer )
. bind ( ) ;
/* Should bind a scratch VAO only on desktop with core profile and be
a no - op everywhere else */
Context : : current ( ) . resetState ( Context : : State : : EnterExternal
| Context : : State : : BindScratchVao /* Comment this out to watch the world burn */
) ;
/* Should throw no GL error if scratch VAO is bound */
glDrawArrays ( GL_POINTS , 0 , 0 ) ;
/* Be nice to the other tests */
Context : : current ( ) . resetState ( Context : : State : : ExitExternal ) ;
}
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " float " , " vec4(valueInterpolated, 0.0, 0.0, 0.0) " ) ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
mesh ) . get < UnsignedByte > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES2
CORRADE_COMPARE ( value , 92 ) ;
# else /* RGBA4, so less precision */
CORRADE_COMPARE ( value , 85 ) ;
# endif
}
# ifndef MAGNUM_TARGET_GLES
void MeshGLTest : : setBaseVertex ( ) {
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_elements_base_vertex > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_elements_base_vertex : : string ( ) + std : : string ( " is not available. " ) ) ;
Buffer vertices ;
vertices . setData ( indexedVertexDataBaseVertex , BufferUsage : : StaticDraw ) ;
constexpr UnsignedShort indexData [ ] = { 2 , 1 , 0 } ;
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
indices . setData ( indexData , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 2 )
. addVertexBuffer ( vertices , 2 * 4 , MultipleShader : : Position ( ) ,
MultipleShader : : Normal ( ) , MultipleShader : : TextureCoordinates ( ) )
. setIndexBuffer ( indices , 2 , MeshIndexType : : UnsignedShort ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( MultipleShader { } , RenderbufferFormat : : RGBA8 ,
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < Color4ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , indexedResult ) ;
}
# endif
void MeshGLTest : : setInstanceCount ( ) {
/* Verbatim copy of addVertexBufferFloat() with added extension check and
setInstanceCount ( ) call . It would just render three times the same
value . I ' m too lazy to invent proper test case , so I ' ll just check that
it didn ' t generate any error and rendered something */
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_instanced > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_instanced : : string ( ) + std : : string ( " is not available. " ) ) ;
# elif defined(MAGNUM_TARGET_GLES2)
# ifndef MAGNUM_TARGET_WEBGL
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ANGLE : : instanced_arrays > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : instanced_arrays > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : draw_instanced > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : NV : : instanced_arrays > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : NV : : draw_instanced > ( ) )
CORRADE_SKIP ( " Required extension is not available. " ) ;
# else
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ANGLE : : instanced_arrays > ( ) )
CORRADE_SKIP ( Extensions : : ANGLE : : instanced_arrays : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
# endif
typedef Attribute < 0 , Float > Attribute ;
const Float data [ ] = { 0.0f , - 0.7f , Math : : unpack < Float , UnsignedByte > ( 96 ) } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 )
. setInstanceCount ( 3 )
. addVertexBuffer ( buffer , 4 , Attribute ( ) ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " float " , " vec4(valueInterpolated, 0.0, 0.0, 0.0) " ) ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < UnsignedByte > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , 96 ) ;
}
void MeshGLTest : : setInstanceCountIndexed ( ) {
/* Verbatim copy of setIndexBuffer() with added extension check and
setInstanceCount ( ) call . It would just render three times the same
value . I ' m too lazy to invent proper test case , so I ' ll just check that
it didn ' t generate any error and rendered something */
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_instanced > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_instanced : : string ( ) + std : : string ( " is not available. " ) ) ;
# elif defined(MAGNUM_TARGET_GLES2)
# ifndef MAGNUM_TARGET_WEBGL
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ANGLE : : instanced_arrays > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : instanced_arrays > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : draw_instanced > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : NV : : instanced_arrays > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : NV : : draw_instanced > ( ) )
CORRADE_SKIP ( " Required extension is not available. " ) ;
# else
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ANGLE : : instanced_arrays > ( ) )
CORRADE_SKIP ( Extensions : : ANGLE : : instanced_arrays : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
# endif
Buffer vertices ;
vertices . setData ( indexedVertexData , BufferUsage : : StaticDraw ) ;
constexpr UnsignedShort indexData [ ] = { 2 , 1 , 0 } ;
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
indices . setData ( indexData , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setInstanceCount ( 3 )
. addVertexBuffer ( vertices , 1 * 4 , MultipleShader : : Position ( ) ,
MultipleShader : : Normal ( ) , MultipleShader : : TextureCoordinates ( ) )
. setIndexBuffer ( indices , 2 , MeshIndexType : : UnsignedShort ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( MultipleShader { } ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < Color4ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , indexedResult ) ;
}
# ifndef MAGNUM_TARGET_GLES
void MeshGLTest : : setInstanceCountBaseInstance ( ) {
/* Verbatim copy of setInstanceCount() with additional extension check and
setBaseInstance ( ) call . It would just render three times the same
value . I ' m too lazy to invent proper test case , so I ' ll just check that
it didn ' t generate any error and rendered something */
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_instanced > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_instanced : : string ( ) + std : : string ( " is not available. " ) ) ;
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : base_instance > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : base_instance : : string ( ) + std : : string ( " is not available. " ) ) ;
typedef Attribute < 0 , Float > Attribute ;
const Float data [ ] = { 0.0f , - 0.7f , Math : : unpack < Float , UnsignedByte > ( 96 ) } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 1 )
. setInstanceCount ( 3 )
. setBaseInstance ( 72 )
. addVertexBuffer ( buffer , 4 , Attribute ( ) ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " float " , " vec4(valueInterpolated, 0.0, 0.0, 0.0) " ) ,
RenderbufferFormat : : RGBA8 ,
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < UnsignedByte > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , 96 ) ;
}
void MeshGLTest : : setInstanceCountBaseInstanceIndexed ( ) {
/* Verbatim copy of setInstanceCountIndexed() with additional extension
check and setBaseInstance ( ) call . It would just render three times the
same value . I ' m too lazy to invent proper test case , so I ' ll just check
that it didn ' t generate any error and rendered something */
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_instanced > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_instanced : : string ( ) + std : : string ( " is not available. " ) ) ;
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : base_instance > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : base_instance : : string ( ) + std : : string ( " is not available. " ) ) ;
Buffer vertices ;
vertices . setData ( indexedVertexData , BufferUsage : : StaticDraw ) ;
constexpr UnsignedShort indexData [ ] = { 2 , 1 , 0 } ;
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
indices . setData ( indexData , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setInstanceCount ( 3 )
. setBaseInstance ( 72 )
. addVertexBuffer ( vertices , 1 * 4 , MultipleShader : : Position ( ) ,
MultipleShader : : Normal ( ) , MultipleShader : : TextureCoordinates ( ) )
. setIndexBuffer ( indices , 2 , MeshIndexType : : UnsignedShort ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( MultipleShader { } , RenderbufferFormat : : RGBA8 ,
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < Color4ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , indexedResult ) ;
}
void MeshGLTest : : setInstanceCountBaseVertex ( ) {
/* Verbatim copy of setBaseVertex() with additional extension check and
setInstanceCount ( ) call . It would just render three times the same
value . I ' m too lazy to invent proper test case , so I ' ll just check
that it didn ' t generate any error and rendered something */
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_instanced > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_instanced : : string ( ) + std : : string ( " is not available. " ) ) ;
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_elements_base_vertex > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_elements_base_vertex : : string ( ) + std : : string ( " is not available. " ) ) ;
Buffer vertices ;
vertices . setData ( indexedVertexDataBaseVertex , BufferUsage : : StaticDraw ) ;
constexpr UnsignedShort indexData [ ] = { 2 , 1 , 0 } ;
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
indices . setData ( indexData , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 2 )
. setInstanceCount ( 3 )
. addVertexBuffer ( vertices , 2 * 4 , MultipleShader : : Position ( ) ,
MultipleShader : : Normal ( ) , MultipleShader : : TextureCoordinates ( ) )
. setIndexBuffer ( indices , 2 , MeshIndexType : : UnsignedShort ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( MultipleShader { } , RenderbufferFormat : : RGBA8 ,
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < Color4ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , indexedResult ) ;
}
void MeshGLTest : : setInstanceCountBaseVertexBaseInstance ( ) {
/* Verbatim copy of setInstanceCountBaseVertex() with added extension check
and setBaseInstance ( ) call . It would just render three times the same
value . I ' m too lazy to invent proper test case , so I ' ll just check
that it didn ' t generate any error and rendered something */
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_instanced > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_instanced : : string ( ) + std : : string ( " is not available. " ) ) ;
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_elements_base_vertex > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_elements_base_vertex : : string ( ) + std : : string ( " is not available. " ) ) ;
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : base_instance > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : base_instance : : string ( ) + std : : string ( " is not available. " ) ) ;
Buffer vertices ;
vertices . setData ( indexedVertexDataBaseVertex , BufferUsage : : StaticDraw ) ;
constexpr UnsignedShort indexData [ ] = { 2 , 1 , 0 } ;
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
indices . setData ( indexData , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 2 )
. setInstanceCount ( 3 )
. setBaseInstance ( 72 )
. addVertexBuffer ( vertices , 2 * 4 , MultipleShader : : Position ( ) ,
MultipleShader : : Normal ( ) , MultipleShader : : TextureCoordinates ( ) )
. setIndexBuffer ( indices , 2 , MeshIndexType : : UnsignedShort ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( MultipleShader { } , RenderbufferFormat : : RGBA8 ,
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < Color4ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , indexedResult ) ;
}
# endif
void MeshGLTest : : addVertexBufferInstancedFloat ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_instanced > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_instanced : : string ( ) + std : : string ( " is not available. " ) ) ;
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : instanced_arrays > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : instanced_arrays : : string ( ) + std : : string ( " is not available. " ) ) ;
# elif defined(MAGNUM_TARGET_GLES2)
# ifndef MAGNUM_TARGET_WEBGL
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ANGLE : : instanced_arrays > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : instanced_arrays > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : NV : : instanced_arrays > ( ) )
CORRADE_SKIP ( " Required extension is not available. " ) ;
# else
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ANGLE : : instanced_arrays > ( ) )
CORRADE_SKIP ( Extensions : : ANGLE : : instanced_arrays : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
# endif
typedef Attribute < 0 , Float > Attribute ;
const Float data [ ] = {
0.0f , /* Offset */
/* Base vertex is ignored for instanced arrays */
- 0.7f , /* First instance */
0.3f , /* Second instance */
Math : : unpack < Float , UnsignedByte > ( 96 ) /* Third instance */
} ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setInstanceCount ( 3 )
. addVertexBufferInstanced ( buffer , 1 , 4 , Attribute { } ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( FloatShader ( " float " , " vec4(valueInterpolated, 0.0, 0.0, 0.0) " ) ,
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < UnsignedByte > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , 96 ) ;
}
# ifndef MAGNUM_TARGET_GLES2
void MeshGLTest : : addVertexBufferInstancedInteger ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_instanced > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_instanced : : string ( ) + std : : string ( " is not available. " ) ) ;
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : instanced_arrays > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : instanced_arrays : : string ( ) + std : : string ( " is not available. " ) ) ;
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : gpu_shader4 > ( ) )
CORRADE_SKIP ( Extensions : : EXT : : gpu_shader4 : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
typedef Attribute < 0 , UnsignedInt > Attribute ;
constexpr UnsignedInt data [ ] = {
0 , /* Offset */
/* Base vertex is ignored for instanced arrays */
157 , /* First instance */
25 , /* Second instance */
35681 /* Third instance */
} ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setInstanceCount ( 3 )
. addVertexBufferInstanced ( buffer , 1 , 4 , Attribute { } ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( IntegerShader ( " uint " ) , RenderbufferFormat : : R32UI , mesh )
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
. get < UnsignedInt > ( PixelFormat : : RedInteger , PixelType : : UnsignedInt ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , 35681 ) ;
}
# endif
# ifndef MAGNUM_TARGET_GLES
void MeshGLTest : : addVertexBufferInstancedDouble ( ) {
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_instanced > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_instanced : : string ( ) + std : : string ( " is not available. " ) ) ;
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : instanced_arrays > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : instanced_arrays : : string ( ) + std : : string ( " is not available. " ) ) ;
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_attrib_64bit > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_attrib_64bit : : string ( ) + std : : string ( " is not available. " ) ) ;
typedef Attribute < 0 , Double > Attribute ;
const Double data [ ] = {
0.0 , /* Offset */
/* Base vertex is ignored for instanced arrays */
- 0.7 , /* First instance */
0.3 , /* Second instance */
Math : : unpack < Double , UnsignedShort > ( 45828 ) /* Third instance */
} ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setInstanceCount ( 3 )
. addVertexBufferInstanced ( buffer , 1 , 8 , Attribute { } ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = Checker ( DoubleShader ( " double " , " float " , " float(value) " ) ,
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
RenderbufferFormat : : R16 , mesh ) . get < UnsignedShort > ( PixelFormat : : Red , PixelType : : UnsignedShort ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , 45828 ) ;
}
# endif
void MeshGLTest : : resetDivisorAfterInstancedDraw ( ) {
# ifndef MAGNUM_TARGET_GLES
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_instanced > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_instanced : : string ( ) + std : : string ( " is not available. " ) ) ;
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : instanced_arrays > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : instanced_arrays : : string ( ) + std : : string ( " is not available. " ) ) ;
# elif defined(MAGNUM_TARGET_GLES2)
# ifndef MAGNUM_TARGET_WEBGL
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ANGLE : : instanced_arrays > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : instanced_arrays > ( ) & &
! Context : : current ( ) . isExtensionSupported < Extensions : : NV : : instanced_arrays > ( ) )
CORRADE_SKIP ( " Required extension is not available. " ) ;
# else
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ANGLE : : instanced_arrays > ( ) )
CORRADE_SKIP ( Extensions : : ANGLE : : instanced_arrays : : string ( ) + std : : string ( " is not available. " ) ) ;
# endif
# endif
/* This doesn't affect VAOs, because they encapsulate the state */
# ifndef MAGNUM_TARGET_GLES
if ( Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : vertex_array_object > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : vertex_array_object : : string ( ) + std : : string ( " is enabled, can't test. " ) ) ;
# elif defined(MAGNUM_TARGET_GLES2)
if ( Context : : current ( ) . isExtensionSupported < Extensions : : OES : : vertex_array_object > ( ) )
CORRADE_SKIP ( Extensions : : OES : : vertex_array_object : : string ( ) + std : : string ( " is enabled, can't test. " ) ) ;
# endif
typedef Attribute < 0 , Float > Attribute ;
const Float data [ ] {
0 ,
Math : : unpack < Float , UnsignedByte > ( 96 ) ,
Math : : unpack < Float , UnsignedByte > ( 48 ) ,
} ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Renderbuffer renderbuffer ;
renderbuffer . setStorage (
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Vector2i ( 1 ) ) ;
Framebuffer framebuffer { { { } , Vector2i ( 1 ) } } ;
framebuffer . attachRenderbuffer ( Framebuffer : : ColorAttachment ( 0 ) , renderbuffer )
. bind ( ) ;
FloatShader shader { " float " , " vec4(valueInterpolated, 0.0, 0.0, 0.0) " } ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
/* Draw instanced first. Two single-vertex instances of an attribute with
divisor 1 , first draws 0 , second draws 96 */
{
Mesh mesh ;
mesh . setInstanceCount ( 2 )
. addVertexBufferInstanced ( buffer , 1 , 0 , Attribute { } )
. setPrimitive ( MeshPrimitive : : Points )
. setCount ( 1 )
. draw ( shader ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( framebuffer . read ( { { } , Vector2i { 1 } } , { PixelFormat : : RGBA , PixelType : : UnsignedByte } ) . data < UnsignedByte > ( ) [ 0 ] , 96 ) ;
}
/* Draw normal after. One two-vertex instance of an attribute with divisor
0 , first draws 96 , second 48. In case divisor is not properly reset ,
I ' ll get 96 on both . */
{
Mesh mesh ;
mesh . setInstanceCount ( 1 )
. addVertexBuffer ( buffer , 4 , Attribute { } )
. setPrimitive ( MeshPrimitive : : Points )
. setCount ( 2 )
. draw ( shader ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( framebuffer . read ( { { } , Vector2i { 1 } } , { PixelFormat : : RGBA , PixelType : : UnsignedByte } ) . data < UnsignedByte > ( ) [ 0 ] , 48 ) ;
}
}
struct MultiChecker {
MultiChecker ( AbstractShaderProgram & & shader , Mesh & mesh ) ;
template < class T > T get ( PixelFormat format , PixelType type ) ;
Renderbuffer renderbuffer ;
Framebuffer framebuffer ;
} ;
# ifndef DOXYGEN_GENERATING_OUTPUT
MultiChecker : : MultiChecker ( AbstractShaderProgram & & shader , Mesh & mesh ) : framebuffer ( { { } , Vector2i ( 1 ) } ) {
renderbuffer . setStorage (
# ifndef MAGNUM_TARGET_GLES2
RenderbufferFormat : : RGBA8 ,
# else
RenderbufferFormat : : RGBA4 ,
# endif
Vector2i ( 1 ) ) ;
framebuffer . attachRenderbuffer ( Framebuffer : : ColorAttachment ( 0 ) , renderbuffer ) ;
framebuffer . bind ( ) ;
mesh . setPrimitive ( MeshPrimitive : : Points )
. setCount ( 2 ) ;
/* Set zero count so we test mesh skipping */
MeshView a { mesh } ;
a . setCount ( 0 ) ;
/* Skip first vertex so we test also offsets */
MeshView b { mesh } ;
b . setCount ( 1 )
. setBaseVertex ( mesh . baseVertex ( ) ) ;
MeshView c { mesh } ;
c . setCount ( 1 ) ;
if ( mesh . isIndexed ( ) ) {
c . setBaseVertex ( mesh . baseVertex ( ) )
. setIndexRange ( 1 ) ;
} else c . setBaseVertex ( 1 ) ;
MeshView : : draw ( shader , { a , b , c } ) ;
}
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
template < class T > T MultiChecker : : get ( PixelFormat format , PixelType type ) {
return framebuffer . read ( { { } , Vector2i { 1 } } , { format , type } ) . data < T > ( ) [ 0 ] ;
}
# endif
void MeshGLTest : : multiDraw ( ) {
# if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : multi_draw_arrays > ( ) )
Debug ( ) < < Extensions : : EXT : : multi_draw_arrays : : string ( ) < < " not supported, using fallback implementation " ;
# endif
typedef Attribute < 0 , Float > Attribute ;
const Float data [ ] = { 0.0f , - 0.7f , Math : : unpack < Float , UnsignedByte > (
# ifndef MAGNUM_TARGET_GLES2
96
# else
/* Using only RGBA4, supply less precision. This has to be one on the
input because SwiftShader stores RGBA4 as RGBA8 internally , thus
preserving the full precision of the input . */
85
# endif
) } ;
Buffer buffer ;
buffer . setData ( data , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . addVertexBuffer ( buffer , 4 , Attribute ( ) ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
const auto value = MultiChecker ( FloatShader ( " float " , " vec4(valueInterpolated, 0.0, 0.0, 0.0) " ) ,
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
mesh ) . get < UnsignedByte > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
# ifndef MAGNUM_TARGET_GLES2
CORRADE_COMPARE ( value , 96 ) ;
# else /* RGBA4, so less precision */
CORRADE_COMPARE ( value , 85 ) ;
# endif
}
void MeshGLTest : : multiDrawIndexed ( ) {
# if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : EXT : : multi_draw_arrays > ( ) )
Debug ( ) < < Extensions : : EXT : : multi_draw_arrays : : string ( ) < < " not supported, using fallback implementation " ;
# endif
Buffer vertices ;
vertices . setData ( indexedVertexData , BufferUsage : : StaticDraw ) ;
constexpr UnsignedShort indexData [ ] = { 2 , 1 , 0 } ;
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
indices . setData ( indexData , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . addVertexBuffer ( vertices , 1 * 4 , MultipleShader : : Position ( ) ,
MultipleShader : : Normal ( ) , MultipleShader : : TextureCoordinates ( ) )
. setIndexBuffer ( indices , 2 , MeshIndexType : : UnsignedShort ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
const auto value = MultiChecker ( MultipleShader { } , mesh ) . get < Color4ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , indexedResult ) ;
}
# ifndef MAGNUM_TARGET_GLES
void MeshGLTest : : multiDrawBaseVertex ( ) {
if ( ! Context : : current ( ) . isExtensionSupported < Extensions : : ARB : : draw_elements_base_vertex > ( ) )
CORRADE_SKIP ( Extensions : : ARB : : draw_elements_base_vertex : : string ( ) + std : : string ( " is not available. " ) ) ;
Buffer vertices ;
vertices . setData ( indexedVertexDataBaseVertex , BufferUsage : : StaticDraw ) ;
constexpr UnsignedShort indexData [ ] = { 2 , 1 , 0 } ;
Buffer indices { Buffer : : TargetHint : : ElementArray } ;
indices . setData ( indexData , BufferUsage : : StaticDraw ) ;
Mesh mesh ;
mesh . setBaseVertex ( 2 )
. addVertexBuffer ( vertices , 2 * 4 , MultipleShader : : Position ( ) ,
MultipleShader : : Normal ( ) , MultipleShader : : TextureCoordinates ( ) )
. setIndexBuffer ( indices , 2 , MeshIndexType : : UnsignedShort ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
Pixel storage support, part 2: renamed ColorFormat to PixelFormat etc.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
11 years ago
const auto value = MultiChecker ( MultipleShader { } , mesh ) . get < Color4ub > ( PixelFormat : : RGBA , PixelType : : UnsignedByte ) ;
MAGNUM_VERIFY_NO_GL_ERROR ( ) ;
CORRADE_COMPARE ( value , indexedResult ) ;
}
# endif
} } } }
CORRADE_TEST_MAIN ( Magnum : : GL : : Test : : MeshGLTest )