You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

410 lines
14 KiB

/*
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 <Corrade/Utility/Assert.h>
#include <Corrade/Utility/Resource.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/OpenGLTester.h"
#include "Magnum/GL/PrimitiveQuery.h"
#include "Magnum/GL/Renderbuffer.h"
#include "Magnum/GL/RenderbufferFormat.h"
#include "Magnum/GL/Shader.h"
#include "Magnum/GL/TransformFeedback.h"
#include "Magnum/Math/Vector2.h"
namespace Magnum { namespace GL { namespace Test {
struct PrimitiveQueryGLTest: OpenGLTester {
explicit PrimitiveQueryGLTest();
void wrap();
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
void primitivesGenerated();
#endif
#ifndef MAGNUM_TARGET_GLES
void primitivesGeneratedIndexed();
#endif
void transformFeedbackPrimitivesWritten();
#ifndef MAGNUM_TARGET_GLES
void transformFeedbackOverflow();
#endif
};
PrimitiveQueryGLTest::PrimitiveQueryGLTest() {
addTests({&PrimitiveQueryGLTest::wrap,
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
&PrimitiveQueryGLTest::primitivesGenerated,
#endif
#ifndef MAGNUM_TARGET_GLES
&PrimitiveQueryGLTest::primitivesGeneratedIndexed,
#endif
&PrimitiveQueryGLTest::transformFeedbackPrimitivesWritten,
#ifndef MAGNUM_TARGET_GLES
&PrimitiveQueryGLTest::transformFeedbackOverflow
#endif
});
}
void PrimitiveQueryGLTest::wrap() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current().isExtensionSupported<Extensions::ARB::transform_feedback2>())
CORRADE_SKIP(Extensions::ARB::transform_feedback2::string() + std::string(" is not available."));
#endif
GLuint id;
glGenQueries(1, &id);
/* Releasing won't delete anything */
{
auto query = PrimitiveQuery::wrap(id, PrimitiveQuery::Target::TransformFeedbackPrimitivesWritten, ObjectFlag::DeleteOnDestruction);
CORRADE_COMPARE(query.release(), id);
}
/* ...so we can wrap it again */
PrimitiveQuery::wrap(id, PrimitiveQuery::Target::TransformFeedbackPrimitivesWritten);
glDeleteQueries(1, &id);
}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
void PrimitiveQueryGLTest::primitivesGenerated() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current().isExtensionSupported<Extensions::EXT::transform_feedback>())
CORRADE_SKIP(Extensions::EXT::transform_feedback::string() + std::string(" is not available."));
#else
if(!Context::current().isExtensionSupported<Extensions::EXT::geometry_shader>())
CORRADE_SKIP(Extensions::EXT::geometry_shader::string() + std::string(" is not available."));
#endif
/* Bind some FB to avoid errors on contexts w/o default FB */
Renderbuffer color;
color.setStorage(RenderbufferFormat::RGBA8, Vector2i{32});
Framebuffer fb{{{}, Vector2i{32}}};
fb.attachRenderbuffer(Framebuffer::ColorAttachment{0}, color)
.bind();
struct MyShader: AbstractShaderProgram {
typedef Attribute<0, Vector2> Position;
explicit MyShader() {
Shader vert(
#ifdef MAGNUM_TARGET_GLES
Version::GLES310
#elif defined(CORRADE_TARGET_APPLE)
Version::GL310
#else
Version::GL210
#endif
, Shader::Type::Vertex);
CORRADE_INTERNAL_ASSERT_OUTPUT(vert.addSource(
"#if __VERSION__ >= 130\n"
"#define attribute in\n"
"#endif\n"
"attribute vec4 position;\n"
"void main() {\n"
" gl_Position = position;\n"
"}\n").compile());
attachShader(vert);
#ifdef MAGNUM_TARGET_GLES
/* ES for some reason needs both vertex and fragment shader */
Shader frag{Version::GLES310, Shader::Type::Fragment};
CORRADE_INTERNAL_ASSERT_OUTPUT(frag.addSource("void main() {}\n").compile());
attachShader(frag);
#endif
bindAttributeLocation(Position::Location, "position");
CORRADE_INTERNAL_ASSERT_OUTPUT(link());
}
} shader;
Buffer vertices;
vertices.setData({nullptr, 9*sizeof(Vector2)}, BufferUsage::StaticDraw);
Mesh mesh;
mesh.setPrimitive(MeshPrimitive::Triangles)
.setCount(9)
.addVertexBuffer(vertices, 0, MyShader::Position());
MAGNUM_VERIFY_NO_GL_ERROR();
PrimitiveQuery q{PrimitiveQuery::Target::PrimitivesGenerated};
q.begin();
Renderer::enable(Renderer::Feature::RasterizerDiscard);
mesh.draw(shader);
q.end();
const bool availableBefore = q.resultAvailable();
const UnsignedInt count = q.result<UnsignedInt>();
const bool availableAfter = q.resultAvailable();
MAGNUM_VERIFY_NO_GL_ERROR();
{
CORRADE_EXPECT_FAIL_IF(availableBefore, "GPU faster than light?");
CORRADE_VERIFY(!availableBefore);
}
CORRADE_VERIFY(availableAfter);
CORRADE_COMPARE(count, 3);
}
#endif
#ifndef MAGNUM_TARGET_GLES
void PrimitiveQueryGLTest::primitivesGeneratedIndexed() {
if(!Context::current().isExtensionSupported<Extensions::ARB::transform_feedback3>())
CORRADE_SKIP(Extensions::ARB::transform_feedback3::string() + std::string(" is not available."));
/* Bind some FB to avoid errors on contexts w/o default FB */
Renderbuffer color;
color.setStorage(RenderbufferFormat::RGBA8, Vector2i{32});
Framebuffer fb{{{}, Vector2i{32}}};
fb.attachRenderbuffer(Framebuffer::ColorAttachment{0}, color)
.bind();
struct MyShader: AbstractShaderProgram {
typedef Attribute<0, Vector2> Position;
explicit MyShader() {
Shader vert(
#ifndef CORRADE_TARGET_APPLE
Version::GL210
#else
Version::GL310
#endif
, Shader::Type::Vertex);
CORRADE_INTERNAL_ASSERT_OUTPUT(vert.addSource(
"#if __VERSION__ >= 130\n"
"#define attribute in\n"
"#endif\n"
"attribute vec4 position;\n"
"void main() {\n"
" gl_Position = position;\n"
"}\n").compile());
attachShader(vert);
bindAttributeLocation(Position::Location, "position");
CORRADE_INTERNAL_ASSERT_OUTPUT(link());
}
} shader;
Buffer vertices;
vertices.setData({nullptr, 9*sizeof(Vector2)}, BufferUsage::StaticDraw);
Mesh mesh;
mesh.setPrimitive(MeshPrimitive::Triangles)
.setCount(9)
.addVertexBuffer(vertices, 0, MyShader::Position());
MAGNUM_VERIFY_NO_GL_ERROR();
PrimitiveQuery q{PrimitiveQuery::Target::PrimitivesGenerated};
q.begin(0);
Renderer::enable(Renderer::Feature::RasterizerDiscard);
mesh.draw(shader);
q.end();
const UnsignedInt count = q.result<UnsignedInt>();
MAGNUM_VERIFY_NO_GL_ERROR();
CORRADE_COMPARE(count, 3);
}
#endif
void PrimitiveQueryGLTest::transformFeedbackPrimitivesWritten() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current().isExtensionSupported<Extensions::ARB::transform_feedback2>())
CORRADE_SKIP(Extensions::ARB::transform_feedback2::string() + std::string(" is not available."));
#endif
/* Bind some FB to avoid errors on contexts w/o default FB */
Renderbuffer color;
color.setStorage(RenderbufferFormat::RGBA8, Vector2i{32});
Framebuffer fb{{{}, Vector2i{32}}};
fb.attachRenderbuffer(Framebuffer::ColorAttachment{0}, color)
.bind();
struct MyShader: AbstractShaderProgram {
explicit MyShader() {
#ifndef MAGNUM_TARGET_GLES
Shader vert(
#ifndef CORRADE_TARGET_APPLE
Version::GL300
#else
Version::GL310
#endif
, Shader::Type::Vertex);
#else
Shader vert(Version::GLES300, Shader::Type::Vertex);
Shader frag(Version::GLES300, Shader::Type::Fragment);
#endif
CORRADE_INTERNAL_ASSERT_OUTPUT(vert.addSource(
"out mediump vec2 outputData;\n"
"void main() {\n"
" outputData = vec2(1.0, -1.0);\n"
/* Mesa drivers complain that vertex shader doesn't write to
gl_Position otherwise */
" gl_Position = vec4(1.0);\n"
"}\n").compile());
#ifndef MAGNUM_TARGET_GLES
attachShader(vert);
#else
/* ES for some reason needs both vertex and fragment shader */
CORRADE_INTERNAL_ASSERT_OUTPUT(frag.addSource("void main() {}\n").compile());
attachShaders({vert, frag});
#endif
setTransformFeedbackOutputs({"outputData"}, TransformFeedbackBufferMode::SeparateAttributes);
CORRADE_INTERNAL_ASSERT_OUTPUT(link());
}
} shader;
Buffer output{Buffer::TargetHint::TransformFeedback};
output.setData({nullptr, 9*sizeof(Vector2)}, BufferUsage::StaticDraw);
Mesh mesh;
mesh.setPrimitive(MeshPrimitive::Triangles)
.setCount(9);
MAGNUM_VERIFY_NO_GL_ERROR();
TransformFeedback feedback;
feedback.attachBuffer(0, output);
PrimitiveQuery q{PrimitiveQuery::Target::TransformFeedbackPrimitivesWritten};
q.begin();
Renderer::enable(Renderer::Feature::RasterizerDiscard);
mesh.draw(shader); /* Draw once without XFB (shouldn't be counted) */
feedback.begin(shader, TransformFeedback::PrimitiveMode::Triangles);
mesh.draw(shader);
feedback.end();
q.end();
const UnsignedInt count = q.result<UnsignedInt>();
MAGNUM_VERIFY_NO_GL_ERROR();
CORRADE_COMPARE(count, 3); /* Three triangles (9 vertices) */
}
#ifndef MAGNUM_TARGET_GLES
void PrimitiveQueryGLTest::transformFeedbackOverflow() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current().isExtensionSupported<Extensions::ARB::transform_feedback_overflow_query>())
CORRADE_SKIP(Extensions::ARB::transform_feedback_overflow_query::string() + std::string(" is not available."));
#endif
/* Bind some FB to avoid errors on contexts w/o default FB */
Renderbuffer color;
color.setStorage(RenderbufferFormat::RGBA8, Vector2i{32});
Framebuffer fb{{{}, Vector2i{32}}};
fb.attachRenderbuffer(Framebuffer::ColorAttachment{0}, color)
.bind();
struct MyShader: AbstractShaderProgram {
explicit MyShader() {
#ifndef MAGNUM_TARGET_GLES
Shader vert(
#ifndef CORRADE_TARGET_APPLE
Version::GL300
#else
Version::GL310
#endif
, Shader::Type::Vertex);
#else
Shader vert(Version::GLES300, Shader::Type::Vertex);
Shader frag(Version::GLES300, Shader::Type::Fragment);
#endif
CORRADE_INTERNAL_ASSERT_OUTPUT(vert.addSource(
"out mediump vec2 outputData;\n"
"void main() {\n"
" outputData = vec2(1.0, -1.0);\n"
/* Mesa drivers complain that vertex shader doesn't write to
gl_Position otherwise */
" gl_Position = vec4(1.0);\n"
"}\n").compile());
#ifndef MAGNUM_TARGET_GLES
attachShader(vert);
#else
/* ES for some reason needs both vertex and fragment shader */
CORRADE_INTERNAL_ASSERT_OUTPUT(frag.addSource("void main() {}\n").compile());
attachShaders({vert, frag});
#endif
setTransformFeedbackOutputs({"outputData"}, TransformFeedbackBufferMode::SeparateAttributes);
CORRADE_INTERNAL_ASSERT_OUTPUT(link());
}
} shader;
Buffer output;
output.setData({nullptr, 18*sizeof(Vector2)}, BufferUsage::StaticDraw);
Mesh mesh;
mesh.setPrimitive(MeshPrimitive::Triangles)
.setCount(9);
MAGNUM_VERIFY_NO_GL_ERROR();
TransformFeedback feedback;
/* Deliberately one vertex smaller to not fit two of them */
feedback.attachBuffer(0, output, 0, 17*sizeof(Vector2));
Renderer::enable(Renderer::Feature::RasterizerDiscard);
feedback.begin(shader, TransformFeedback::PrimitiveMode::Triangles);
PrimitiveQuery q1{PrimitiveQuery::Target::TransformFeedbackOverflow},
q2{PrimitiveQuery::Target::TransformFeedbackOverflow};
q1.begin();
mesh.draw(shader);
q1.end();
q2.begin();
mesh.draw(shader);
q2.end();
feedback.end();
const bool overflown1 = q1.result<bool>();
const bool overflown2 = q2.result<bool>();
MAGNUM_VERIFY_NO_GL_ERROR();
CORRADE_VERIFY(!overflown1);
CORRADE_VERIFY(overflown2); /* Got space for only 17 vertices instead of 2*9 */
}
#endif
}}}
CORRADE_TEST_MAIN(Magnum::GL::Test::PrimitiveQueryGLTest)