/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 Vladimír Vondruš 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 #include #include #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 { namespace { 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()) 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()) CORRADE_SKIP(Extensions::EXT::transform_feedback::string() + std::string(" is not available.")); #else if(!Context::current().isExtensionSupported()) 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); shader.draw(mesh); q.end(); const bool availableBefore = q.resultAvailable(); const UnsignedInt count = q.result(); 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()) 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); shader.draw(mesh); q.end(); const UnsignedInt count = q.result(); MAGNUM_VERIFY_NO_GL_ERROR(); CORRADE_COMPARE(count, 3); } #endif void PrimitiveQueryGLTest::transformFeedbackPrimitivesWritten() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) 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); shader.draw(mesh); /* Draw once without XFB (shouldn't be counted) */ feedback.begin(shader, TransformFeedback::PrimitiveMode::Triangles); shader.draw(mesh); feedback.end(); q.end(); const UnsignedInt count = q.result(); 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()) 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(); shader.draw(mesh); q1.end(); q2.begin(); shader.draw(mesh); q2.end(); feedback.end(); const bool overflown1 = q1.result(); const bool overflown2 = q2.result(); 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)