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how-to-vulkan/ktx/tests/loadtests/glloadtests/shader-based/Texture3d.cpp
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2026-06-14 19:09:18 +01:00

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/* -*- tab-width: 4; -*- */
/* vi: set sw=2 ts=4 expandtab: */
/*
* Copyright 2021 Mark Callow.
* SPDX-License-Identifier: Apache-2.0
*/
/**
* @internal
* @file
* @~English
*
* @brief Definition of test sample for loading and displaying the slices of a 3d texture.
*
* @author Mark Callow, github.com/MarkCallow.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <algorithm>
#include <time.h>
#include <sstream>
#include <vector>
#include <ktx.h>
#include "argparser.h"
#include "Texture3d.h"
#include "ltexceptions.h"
#define member_size(type, member) sizeof(((type *)0)->member)
const GLchar* pszFsSampler3dDeclaration =
"uniform mediump sampler3D uSampler;\n\n";
const GLchar* psz3dVsMain =
"void main()\n"
"{\n"
" UVW = vec3(inUV, float(gl_InstanceID) / float(INSTANCE_COUNT - 1U));\n"
" mat4 modelView = ubo.view * ubo.instance[gl_InstanceID].model;\n"
" gl_Position = ubo.projection * modelView * inPos;\n"
"}";
/* ------------------------------------------------------------------------- */
LoadTestSample*
Texture3d::create(uint32_t width, uint32_t height,
const char* const szArgs, const std::string sBasePath)
{
return new Texture3d(width, height, szArgs, sBasePath);
}
/**
* @internal
* @class Texture3d
* @~English
*
* @brief Test loading of 2D texture arrays.
*/
Texture3d::Texture3d(uint32_t width, uint32_t height,
const char* const szArgs,
const std::string sBasePath)
: InstancedSampleBase(width, height, szArgs, sBasePath)
{
zoom = -15.0f;
if (texTarget != GL_TEXTURE_3D) {
std::stringstream message;
message << "Texture3d requires an 3d texture.";
throw std::runtime_error(message.str());
}
// Checking if KVData contains keys of interest would go here.
instanceCount = textureInfo.baseDepth;
InstancedSampleBase::ShaderSource fs;
InstancedSampleBase::ShaderSource vs;
fs.push_back(pszInstancingFsDeclarations);
fs.push_back(pszFsSampler3dDeclaration);
if (framebufferColorEncoding() == GL_LINEAR) {
fs.push_back(pszSrgbEncodeFunc);
fs.push_back(pszInstancingSrgbEncodeFsMain);
} else {
fs.push_back(pszInstancingFsMain);;
}
vs.push_back(pszInstancingVsDeclarations);
vs.push_back(psz3dVsMain);
try {
prepare(fs, vs);
} catch (std::exception& e) {
(void)e; // To quiet unused variable warnings from some compilers.
cleanup();
throw;
}
// Texture was bound by prepare()
// Set this so it is easier to recognize that the texture has the expected
// slices.
glTexParameteri(texTarget, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
bInitialized = true;
}