Honor input layouts in OpenGL vertex bindings
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@@ -6,6 +6,8 @@
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#include "XCEngine/RHI/RHIPipelineState.h"
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#include "XCEngine/RHI/RHIRenderPass.h"
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#include "XCEngine/RHI/RHIFramebuffer.h"
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#include "XCEngine/RHI/OpenGL/OpenGLDevice.h"
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#include <glad/glad.h>
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using namespace XCEngine::RHI;
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@@ -521,3 +523,125 @@ TEST_P(RHITestFixture, CommandList_SetShader) {
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shader->Shutdown();
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delete shader;
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}
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TEST_P(RHITestFixture, CommandList_SetVertexBuffers_InterleavedInputLayoutUsesPipelineLayout) {
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if (GetBackendType() != RHIType::OpenGL) {
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GTEST_SKIP() << "OpenGL-specific vertex layout binding";
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}
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auto* openGLDevice = static_cast<OpenGLDevice*>(GetDevice());
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ASSERT_NE(openGLDevice, nullptr);
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ASSERT_TRUE(openGLDevice->MakeContextCurrent());
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GraphicsPipelineDesc pipelineDesc = {};
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pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
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InputElementDesc position = {};
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position.semanticName = "POSITION";
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position.semanticIndex = 0;
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position.format = static_cast<uint32_t>(Format::R32G32B32A32_Float);
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position.inputSlot = 0;
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position.alignedByteOffset = 0;
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pipelineDesc.inputLayout.elements.push_back(position);
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InputElementDesc color = {};
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color.semanticName = "COLOR";
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color.semanticIndex = 0;
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color.format = static_cast<uint32_t>(Format::R32G32B32A32_Float);
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color.inputSlot = 0;
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color.alignedByteOffset = sizeof(float) * 4;
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pipelineDesc.inputLayout.elements.push_back(color);
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static const char* vertexSource = R"(#version 430
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layout(location = 0) in vec4 aPosition;
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layout(location = 1) in vec4 aColor;
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out vec4 vColor;
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void main() {
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gl_Position = aPosition;
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vColor = aColor;
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}
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)";
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static const char* fragmentSource = R"(#version 430
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in vec4 vColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vColor;
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}
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)";
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pipelineDesc.vertexShader.source.assign(vertexSource, vertexSource + strlen(vertexSource));
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pipelineDesc.vertexShader.sourceLanguage = ShaderLanguage::GLSL;
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pipelineDesc.vertexShader.profile = L"vs_4_30";
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pipelineDesc.fragmentShader.source.assign(fragmentSource, fragmentSource + strlen(fragmentSource));
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pipelineDesc.fragmentShader.sourceLanguage = ShaderLanguage::GLSL;
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pipelineDesc.fragmentShader.profile = L"fs_4_30";
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RHIPipelineState* pipelineState = GetDevice()->CreatePipelineState(pipelineDesc);
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ASSERT_NE(pipelineState, nullptr);
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BufferDesc bufferDesc = {};
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bufferDesc.size = sizeof(float) * 8 * 3;
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bufferDesc.stride = sizeof(float) * 8;
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bufferDesc.bufferType = static_cast<uint32_t>(BufferType::Vertex);
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RHIBuffer* buffer = GetDevice()->CreateBuffer(bufferDesc);
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ASSERT_NE(buffer, nullptr);
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ResourceViewDesc viewDesc = {};
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viewDesc.dimension = ResourceViewDimension::Buffer;
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viewDesc.structureByteStride = bufferDesc.stride;
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RHIResourceView* vbv = GetDevice()->CreateVertexBufferView(buffer, viewDesc);
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ASSERT_NE(vbv, nullptr);
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CommandListDesc cmdDesc = {};
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cmdDesc.commandListType = static_cast<uint32_t>(CommandQueueType::Direct);
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RHICommandList* cmdList = GetDevice()->CreateCommandList(cmdDesc);
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ASSERT_NE(cmdList, nullptr);
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RHIResourceView* views[] = { vbv };
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uint64_t offsets[] = { 0 };
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uint32_t strides[] = { bufferDesc.stride };
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cmdList->Reset();
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cmdList->SetPipelineState(pipelineState);
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cmdList->SetVertexBuffers(0, 1, views, offsets, strides);
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GLint enabled0 = 0;
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GLint enabled1 = 0;
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GLint size0 = 0;
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GLint size1 = 0;
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GLint stride0 = 0;
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GLint stride1 = 0;
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void* pointer0 = nullptr;
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void* pointer1 = nullptr;
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glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &enabled0);
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glGetVertexAttribiv(1, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &enabled1);
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glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_SIZE, &size0);
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glGetVertexAttribiv(1, GL_VERTEX_ATTRIB_ARRAY_SIZE, &size1);
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glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &stride0);
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glGetVertexAttribiv(1, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &stride1);
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glGetVertexAttribPointerv(0, GL_VERTEX_ATTRIB_ARRAY_POINTER, &pointer0);
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glGetVertexAttribPointerv(1, GL_VERTEX_ATTRIB_ARRAY_POINTER, &pointer1);
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EXPECT_EQ(enabled0, GL_TRUE);
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EXPECT_EQ(enabled1, GL_TRUE);
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EXPECT_EQ(size0, 4);
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EXPECT_EQ(size1, 4);
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EXPECT_EQ(stride0, static_cast<GLint>(bufferDesc.stride));
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EXPECT_EQ(stride1, static_cast<GLint>(bufferDesc.stride));
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EXPECT_EQ(reinterpret_cast<uintptr_t>(pointer0), 0u);
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EXPECT_EQ(reinterpret_cast<uintptr_t>(pointer1), sizeof(float) * 4u);
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cmdList->Close();
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cmdList->Shutdown();
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delete cmdList;
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vbv->Shutdown();
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delete vbv;
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buffer->Shutdown();
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delete buffer;
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pipelineState->Shutdown();
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delete pipelineState;
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}
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