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authorJean-Michaël Celerier <jean-michael.celerier@kdab.com>2020-03-13 10:56:30 +0100
committerJean-Michaël Celerier <jean-michael.celerier@kdab.com>2020-03-19 07:14:12 +0100
commita6ffce09ce6d4fd39fbb50eb58f7b5d1027f4d60 (patch)
treefc5bbe90e61ce562cc880b38011cda75eabc808d /tests/auto/render/shadergraph/qshadergenerator/tst_qshadergenerator.cpp
parent662c47d6e9c806f6c0d654e7ecce9a66a4f35154 (diff)
Move shadergraph to Qt3D
Change-Id: I3ed10747175a58513933b29eac66ddf92fe87d07 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'tests/auto/render/shadergraph/qshadergenerator/tst_qshadergenerator.cpp')
-rw-r--r--tests/auto/render/shadergraph/qshadergenerator/tst_qshadergenerator.cpp1428
1 files changed, 1428 insertions, 0 deletions
diff --git a/tests/auto/render/shadergraph/qshadergenerator/tst_qshadergenerator.cpp b/tests/auto/render/shadergraph/qshadergenerator/tst_qshadergenerator.cpp
new file mode 100644
index 000000000..780038976
--- /dev/null
+++ b/tests/auto/render/shadergraph/qshadergenerator/tst_qshadergenerator.cpp
@@ -0,0 +1,1428 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the test suite of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:GPL-EXCEPT$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 as published by the Free Software
+** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+
+#include <QtTest/QtTest>
+
+#include <QtCore/qmetaobject.h>
+#include <Qt3DRender/private/qshadergenerator_p.h>
+#include <Qt3DRender/private/qshaderlanguage_p.h>
+
+using namespace Qt3DRender;
+namespace
+{
+ QShaderFormat createFormat(QShaderFormat::Api api, int majorVersion, int minorVersion,
+ QShaderFormat::ShaderType shaderType= QShaderFormat::Fragment)
+ {
+ auto format = QShaderFormat();
+ format.setApi(api);
+ format.setVersion(QVersionNumber(majorVersion, minorVersion));
+ format.setShaderType(shaderType);
+ return format;
+ }
+
+ QShaderNodePort createPort(QShaderNodePort::Direction portDirection, const QString &portName)
+ {
+ auto port = QShaderNodePort();
+ port.direction = portDirection;
+ port.name = portName;
+ return port;
+ }
+
+ QShaderNode createNode(const QVector<QShaderNodePort> &ports, const QStringList &layers = QStringList())
+ {
+ auto node = QShaderNode();
+ node.setUuid(QUuid::createUuid());
+ node.setLayers(layers);
+ for (const auto &port : ports)
+ node.addPort(port);
+ return node;
+ }
+
+ QShaderGraph::Edge createEdge(const QUuid &sourceUuid, const QString &sourceName,
+ const QUuid &targetUuid, const QString &targetName,
+ const QStringList &layers = QStringList())
+ {
+ auto edge = QShaderGraph::Edge();
+ edge.sourceNodeUuid = sourceUuid;
+ edge.sourcePortName = sourceName;
+ edge.targetNodeUuid = targetUuid;
+ edge.targetPortName = targetName;
+ edge.layers = layers;
+ return edge;
+ }
+
+ QShaderGraph createFragmentShaderGraph()
+ {
+ const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
+ const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
+
+ auto graph = QShaderGraph();
+
+ auto worldPosition = createNode({
+ createPort(QShaderNodePort::Output, "value")
+ });
+ worldPosition.setParameter("name", "worldPosition");
+ worldPosition.addRule(openGLES2, QShaderNode::Rule("highp vec3 $value = $name;",
+ QByteArrayList() << "varying highp vec3 $name;"));
+ worldPosition.addRule(openGL3, QShaderNode::Rule("vec3 $value = $name;",
+ QByteArrayList() << "in vec3 $name;"));
+
+ auto texture = createNode({
+ createPort(QShaderNodePort::Output, "texture")
+ });
+ texture.addRule(openGLES2, QShaderNode::Rule("sampler2D $texture = texture;",
+ QByteArrayList() << "uniform sampler2D texture;"));
+ texture.addRule(openGL3, QShaderNode::Rule("sampler2D $texture = texture;",
+ QByteArrayList() << "uniform sampler2D texture;"));
+
+ auto texCoord = createNode({
+ createPort(QShaderNodePort::Output, "texCoord")
+ });
+ texCoord.addRule(openGLES2, QShaderNode::Rule("highp vec2 $texCoord = texCoord;",
+ QByteArrayList() << "varying highp vec2 texCoord;"));
+ texCoord.addRule(openGL3, QShaderNode::Rule("vec2 $texCoord = texCoord;",
+ QByteArrayList() << "in vec2 texCoord;"));
+
+ auto lightIntensity = createNode({
+ createPort(QShaderNodePort::Output, "lightIntensity")
+ });
+ lightIntensity.addRule(openGLES2, QShaderNode::Rule("highp float $lightIntensity = lightIntensity;",
+ QByteArrayList() << "uniform highp float lightIntensity;"));
+ lightIntensity.addRule(openGL3, QShaderNode::Rule("float $lightIntensity = lightIntensity;",
+ QByteArrayList() << "uniform float lightIntensity;"));
+
+ auto exposure = createNode({
+ createPort(QShaderNodePort::Output, "exposure")
+ });
+ exposure.addRule(openGLES2, QShaderNode::Rule("highp float $exposure = exposure;",
+ QByteArrayList() << "uniform highp float exposure;"));
+ exposure.addRule(openGL3, QShaderNode::Rule("float $exposure = exposure;",
+ QByteArrayList() << "uniform float exposure;"));
+
+ auto fragColor = createNode({
+ createPort(QShaderNodePort::Input, "fragColor")
+ });
+ fragColor.addRule(openGLES2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
+ fragColor.addRule(openGL3, QShaderNode::Rule("fragColor = $fragColor;",
+ QByteArrayList() << "out vec4 fragColor;"));
+
+ auto sampleTexture = createNode({
+ createPort(QShaderNodePort::Input, "sampler"),
+ createPort(QShaderNodePort::Input, "coord"),
+ createPort(QShaderNodePort::Output, "color")
+ });
+ sampleTexture.addRule(openGLES2, QShaderNode::Rule("highp vec4 $color = texture2D($sampler, $coord);"));
+ sampleTexture.addRule(openGL3, QShaderNode::Rule("vec4 $color = texture($sampler, $coord);"));
+
+ auto lightFunction = createNode({
+ createPort(QShaderNodePort::Input, "baseColor"),
+ createPort(QShaderNodePort::Input, "position"),
+ createPort(QShaderNodePort::Input, "lightIntensity"),
+ createPort(QShaderNodePort::Output, "outputColor")
+ });
+ lightFunction.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
+ QByteArrayList() << "#pragma include es2/lightmodel.frag.inc"));
+ lightFunction.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
+ QByteArrayList() << "#pragma include gl3/lightmodel.frag.inc"));
+
+ auto exposureFunction = createNode({
+ createPort(QShaderNodePort::Input, "inputColor"),
+ createPort(QShaderNodePort::Input, "exposure"),
+ createPort(QShaderNodePort::Output, "outputColor")
+ });
+ exposureFunction.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = $inputColor * pow(2.0, $exposure);"));
+ exposureFunction.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = $inputColor * pow(2.0, $exposure);"));
+
+ graph.addNode(worldPosition);
+ graph.addNode(texture);
+ graph.addNode(texCoord);
+ graph.addNode(lightIntensity);
+ graph.addNode(exposure);
+ graph.addNode(fragColor);
+ graph.addNode(sampleTexture);
+ graph.addNode(lightFunction);
+ graph.addNode(exposureFunction);
+
+ graph.addEdge(createEdge(texture.uuid(), "texture", sampleTexture.uuid(), "sampler"));
+ graph.addEdge(createEdge(texCoord.uuid(), "texCoord", sampleTexture.uuid(), "coord"));
+
+ graph.addEdge(createEdge(worldPosition.uuid(), "value", lightFunction.uuid(), "position"));
+ graph.addEdge(createEdge(sampleTexture.uuid(), "color", lightFunction.uuid(), "baseColor"));
+ graph.addEdge(createEdge(lightIntensity.uuid(), "lightIntensity", lightFunction.uuid(), "lightIntensity"));
+
+ graph.addEdge(createEdge(lightFunction.uuid(), "outputColor", exposureFunction.uuid(), "inputColor"));
+ graph.addEdge(createEdge(exposure.uuid(), "exposure", exposureFunction.uuid(), "exposure"));
+
+ graph.addEdge(createEdge(exposureFunction.uuid(), "outputColor", fragColor.uuid(), "fragColor"));
+
+ return graph;
+ }
+}
+
+class tst_QShaderGenerator : public QObject
+{
+ Q_OBJECT
+private slots:
+ void shouldHaveDefaultState();
+ void shouldGenerateShaderCode_data();
+ void shouldGenerateShaderCode();
+ void shouldGenerateVersionCommands_data();
+ void shouldGenerateVersionCommands();
+ void shouldProcessLanguageQualifierAndTypeEnums_data();
+ void shouldProcessLanguageQualifierAndTypeEnums();
+ void shouldGenerateDifferentCodeDependingOnActiveLayers();
+ void shouldUseGlobalVariableRatherThanTemporaries();
+ void shouldGenerateTemporariesWisely();
+ void shouldHandlePortNamesPrefixingOneAnother();
+ void shouldHandleNodesWithMultipleOutputPorts();
+ void shouldHandleExpressionsInInputNodes();
+};
+
+void tst_QShaderGenerator::shouldHaveDefaultState()
+{
+ // GIVEN
+ auto generator = QShaderGenerator();
+
+ // THEN
+ QVERIFY(generator.graph.nodes().isEmpty());
+ QVERIFY(generator.graph.edges().isEmpty());
+ QVERIFY(!generator.format.isValid());
+}
+
+void tst_QShaderGenerator::shouldGenerateShaderCode_data()
+{
+ QTest::addColumn<QShaderGraph>("graph");
+ QTest::addColumn<QShaderFormat>("format");
+ QTest::addColumn<QByteArray>("expectedCode");
+
+ const auto graph = createFragmentShaderGraph();
+
+ const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
+ const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
+ const auto openGL32 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 2);
+ const auto openGL4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
+
+ const auto versionGLES2 = QByteArrayList() << "#version 100" << "";
+ const auto versionGL3 = QByteArrayList() << "#version 130" << "";
+ const auto versionGL32 = QByteArrayList() << "#version 150 core" << "";
+ const auto versionGL4 = QByteArrayList() << "#version 400 core" << "";
+
+ const auto es2Code = QByteArrayList() << "varying highp vec3 worldPosition;"
+ << "uniform sampler2D texture;"
+ << "varying highp vec2 texCoord;"
+ << "uniform highp float lightIntensity;"
+ << "uniform highp float exposure;"
+ << "#pragma include es2/lightmodel.frag.inc"
+ << ""
+ << "void main()"
+ << "{"
+ << " gl_fragColor = (((((lightModel(((texture2D(texture, texCoord))), worldPosition, lightIntensity)))) * pow(2.0, exposure)));"
+ << "}"
+ << "";
+
+ const auto gl3Code = QByteArrayList() << "in vec3 worldPosition;"
+ << "uniform sampler2D texture;"
+ << "in vec2 texCoord;"
+ << "uniform float lightIntensity;"
+ << "uniform float exposure;"
+ << "out vec4 fragColor;"
+ << "#pragma include gl3/lightmodel.frag.inc"
+ << ""
+ << "void main()"
+ << "{"
+ << " fragColor = (((((lightModel(((texture(texture, texCoord))), worldPosition, lightIntensity)))) * pow(2.0, exposure)));"
+ << "}"
+ << "";
+
+ QTest::newRow("EmptyGraphAndFormat") << QShaderGraph() << QShaderFormat() << QByteArrayLiteral("\nvoid main()\n{\n}\n");
+ QTest::newRow("LightExposureGraphAndES2") << graph << openGLES2 << (versionGLES2 + es2Code).join('\n');
+ QTest::newRow("LightExposureGraphAndGL3") << graph << openGL3 << (versionGL3 + gl3Code).join('\n');
+ QTest::newRow("LightExposureGraphAndGL32") << graph << openGL32 << (versionGL32 + gl3Code).join('\n');
+ QTest::newRow("LightExposureGraphAndGL4") << graph << openGL4 << (versionGL4 + gl3Code).join('\n');
+}
+
+void tst_QShaderGenerator::shouldGenerateShaderCode()
+{
+ // GIVEN
+ QFETCH(QShaderGraph, graph);
+ QFETCH(QShaderFormat, format);
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = format;
+
+ // WHEN
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ QFETCH(QByteArray, expectedCode);
+ QCOMPARE(code, expectedCode);
+}
+
+void tst_QShaderGenerator::shouldGenerateVersionCommands_data()
+{
+ QTest::addColumn<QShaderFormat>("format");
+ QTest::addColumn<QByteArray>("version");
+
+ QTest::newRow("GLES2") << createFormat(QShaderFormat::OpenGLES, 2, 0) << QByteArrayLiteral("#version 100");
+ QTest::newRow("GLES3") << createFormat(QShaderFormat::OpenGLES, 3, 0) << QByteArrayLiteral("#version 300 es");
+
+ QTest::newRow("GL20") << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0) << QByteArrayLiteral("#version 110");
+ QTest::newRow("GL21") << createFormat(QShaderFormat::OpenGLNoProfile, 2, 1) << QByteArrayLiteral("#version 120");
+ QTest::newRow("GL30") << createFormat(QShaderFormat::OpenGLNoProfile, 3, 0) << QByteArrayLiteral("#version 130");
+ QTest::newRow("GL31") << createFormat(QShaderFormat::OpenGLNoProfile, 3, 1) << QByteArrayLiteral("#version 140");
+ QTest::newRow("GL32") << createFormat(QShaderFormat::OpenGLNoProfile, 3, 2) << QByteArrayLiteral("#version 150");
+ QTest::newRow("GL33") << createFormat(QShaderFormat::OpenGLNoProfile, 3, 3) << QByteArrayLiteral("#version 330");
+ QTest::newRow("GL40") << createFormat(QShaderFormat::OpenGLNoProfile, 4, 0) << QByteArrayLiteral("#version 400");
+ QTest::newRow("GL41") << createFormat(QShaderFormat::OpenGLNoProfile, 4, 1) << QByteArrayLiteral("#version 410");
+ QTest::newRow("GL42") << createFormat(QShaderFormat::OpenGLNoProfile, 4, 2) << QByteArrayLiteral("#version 420");
+ QTest::newRow("GL43") << createFormat(QShaderFormat::OpenGLNoProfile, 4, 3) << QByteArrayLiteral("#version 430");
+
+ QTest::newRow("GL20core") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0) << QByteArrayLiteral("#version 110");
+ QTest::newRow("GL21core") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 1) << QByteArrayLiteral("#version 120");
+ QTest::newRow("GL30core") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0) << QByteArrayLiteral("#version 130");
+ QTest::newRow("GL31core") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 1) << QByteArrayLiteral("#version 140");
+ QTest::newRow("GL32core") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 2) << QByteArrayLiteral("#version 150 core");
+ QTest::newRow("GL33core") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 3) << QByteArrayLiteral("#version 330 core");
+ QTest::newRow("GL40core") << createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0) << QByteArrayLiteral("#version 400 core");
+ QTest::newRow("GL41core") << createFormat(QShaderFormat::OpenGLCoreProfile, 4, 1) << QByteArrayLiteral("#version 410 core");
+ QTest::newRow("GL42core") << createFormat(QShaderFormat::OpenGLCoreProfile, 4, 2) << QByteArrayLiteral("#version 420 core");
+ QTest::newRow("GL43core") << createFormat(QShaderFormat::OpenGLCoreProfile, 4, 3) << QByteArrayLiteral("#version 430 core");
+
+ QTest::newRow("GL20compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0) << QByteArrayLiteral("#version 110");
+ QTest::newRow("GL21compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 1) << QByteArrayLiteral("#version 120");
+ QTest::newRow("GL30compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 3, 0) << QByteArrayLiteral("#version 130");
+ QTest::newRow("GL31compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 3, 1) << QByteArrayLiteral("#version 140");
+ QTest::newRow("GL32compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 3, 2) << QByteArrayLiteral("#version 150 compatibility");
+ QTest::newRow("GL33compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 3, 3) << QByteArrayLiteral("#version 330 compatibility");
+ QTest::newRow("GL40compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 4, 0) << QByteArrayLiteral("#version 400 compatibility");
+ QTest::newRow("GL41compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 4, 1) << QByteArrayLiteral("#version 410 compatibility");
+ QTest::newRow("GL42compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 4, 2) << QByteArrayLiteral("#version 420 compatibility");
+ QTest::newRow("GL43compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 4, 3) << QByteArrayLiteral("#version 430 compatibility");
+}
+
+void tst_QShaderGenerator::shouldGenerateVersionCommands()
+{
+ // GIVEN
+ QFETCH(QShaderFormat, format);
+
+ auto generator = QShaderGenerator();
+ generator.format = format;
+
+ // WHEN
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ QFETCH(QByteArray, version);
+ const auto expectedCode = (QByteArrayList() << version
+ << ""
+ << ""
+ << "void main()"
+ << "{"
+ << "}"
+ << "").join('\n');
+ QCOMPARE(code, expectedCode);
+}
+
+
+namespace {
+ QString toGlsl(QShaderLanguage::StorageQualifier qualifier, const QShaderFormat &format)
+ {
+ if (format.version().majorVersion() <= 2) {
+ // Note we're assuming fragment shader only here, it'd be different
+ // values for vertex shader, will need to be fixed properly at some
+ // point but isn't necessary yet (this problem already exists in past
+ // commits anyway)
+ switch (qualifier) {
+ case QShaderLanguage::Const:
+ return "const";
+ case QShaderLanguage::Input:
+ return "varying";
+ case QShaderLanguage::BuiltIn:
+ return "//";
+ case QShaderLanguage::Output:
+ return ""; // Although fragment shaders for <=2 only have fixed outputs
+ case QShaderLanguage::Uniform:
+ return "uniform";
+ }
+ } else {
+ switch (qualifier) {
+ case QShaderLanguage::Const:
+ return "const";
+ case QShaderLanguage::Input:
+ return "in";
+ case QShaderLanguage::BuiltIn:
+ return "//";
+ case QShaderLanguage::Output:
+ return "out";
+ case QShaderLanguage::Uniform:
+ return "uniform";
+ }
+ }
+
+ Q_UNREACHABLE();
+ }
+
+ QString toGlsl(QShaderLanguage::VariableType type)
+ {
+ switch (type) {
+ case QShaderLanguage::Bool:
+ return "bool";
+ case QShaderLanguage::Int:
+ return "int";
+ case QShaderLanguage::Uint:
+ return "uint";
+ case QShaderLanguage::Float:
+ return "float";
+ case QShaderLanguage::Double:
+ return "double";
+ case QShaderLanguage::Vec2:
+ return "vec2";
+ case QShaderLanguage::Vec3:
+ return "vec3";
+ case QShaderLanguage::Vec4:
+ return "vec4";
+ case QShaderLanguage::DVec2:
+ return "dvec2";
+ case QShaderLanguage::DVec3:
+ return "dvec3";
+ case QShaderLanguage::DVec4:
+ return "dvec4";
+ case QShaderLanguage::BVec2:
+ return "bvec2";
+ case QShaderLanguage::BVec3:
+ return "bvec3";
+ case QShaderLanguage::BVec4:
+ return "bvec4";
+ case QShaderLanguage::IVec2:
+ return "ivec2";
+ case QShaderLanguage::IVec3:
+ return "ivec3";
+ case QShaderLanguage::IVec4:
+ return "ivec4";
+ case QShaderLanguage::UVec2:
+ return "uvec2";
+ case QShaderLanguage::UVec3:
+ return "uvec3";
+ case QShaderLanguage::UVec4:
+ return "uvec4";
+ case QShaderLanguage::Mat2:
+ return "mat2";
+ case QShaderLanguage::Mat3:
+ return "mat3";
+ case QShaderLanguage::Mat4:
+ return "mat4";
+ case QShaderLanguage::Mat2x2:
+ return "mat2x2";
+ case QShaderLanguage::Mat2x3:
+ return "mat2x3";
+ case QShaderLanguage::Mat2x4:
+ return "mat2x4";
+ case QShaderLanguage::Mat3x2:
+ return "mat3x2";
+ case QShaderLanguage::Mat3x3:
+ return "mat3x3";
+ case QShaderLanguage::Mat3x4:
+ return "mat3x4";
+ case QShaderLanguage::Mat4x2:
+ return "mat4x2";
+ case QShaderLanguage::Mat4x3:
+ return "mat4x3";
+ case QShaderLanguage::Mat4x4:
+ return "mat4x4";
+ case QShaderLanguage::DMat2:
+ return "dmat2";
+ case QShaderLanguage::DMat3:
+ return "dmat3";
+ case QShaderLanguage::DMat4:
+ return "dmat4";
+ case QShaderLanguage::DMat2x2:
+ return "dmat2x2";
+ case QShaderLanguage::DMat2x3:
+ return "dmat2x3";
+ case QShaderLanguage::DMat2x4:
+ return "dmat2x4";
+ case QShaderLanguage::DMat3x2:
+ return "dmat3x2";
+ case QShaderLanguage::DMat3x3:
+ return "dmat3x3";
+ case QShaderLanguage::DMat3x4:
+ return "dmat3x4";
+ case QShaderLanguage::DMat4x2:
+ return "dmat4x2";
+ case QShaderLanguage::DMat4x3:
+ return "dmat4x3";
+ case QShaderLanguage::DMat4x4:
+ return "dmat4x4";
+ case QShaderLanguage::Sampler1D:
+ return "sampler1D";
+ case QShaderLanguage::Sampler2D:
+ return "sampler2D";
+ case QShaderLanguage::Sampler3D:
+ return "sampler3D";
+ case QShaderLanguage::SamplerCube:
+ return "samplerCube";
+ case QShaderLanguage::Sampler2DRect:
+ return "sampler2DRect";
+ case QShaderLanguage::Sampler2DMs:
+ return "sampler2DMS";
+ case QShaderLanguage::SamplerBuffer:
+ return "samplerBuffer";
+ case QShaderLanguage::Sampler1DArray:
+ return "sampler1DArray";
+ case QShaderLanguage::Sampler2DArray:
+ return "sampler2DArray";
+ case QShaderLanguage::Sampler2DMsArray:
+ return "sampler2DMSArray";
+ case QShaderLanguage::SamplerCubeArray:
+ return "samplerCubeArray";
+ case QShaderLanguage::Sampler1DShadow:
+ return "sampler1DShadow";
+ case QShaderLanguage::Sampler2DShadow:
+ return "sampler2DShadow";
+ case QShaderLanguage::Sampler2DRectShadow:
+ return "sampler2DRectShadow";
+ case QShaderLanguage::Sampler1DArrayShadow:
+ return "sampler1DArrayShadow";
+ case QShaderLanguage::Sampler2DArrayShadow:
+ return "sample2DArrayShadow";
+ case QShaderLanguage::SamplerCubeShadow:
+ return "samplerCubeShadow";
+ case QShaderLanguage::SamplerCubeArrayShadow:
+ return "samplerCubeArrayShadow";
+ case QShaderLanguage::ISampler1D:
+ return "isampler1D";
+ case QShaderLanguage::ISampler2D:
+ return "isampler2D";
+ case QShaderLanguage::ISampler3D:
+ return "isampler3D";
+ case QShaderLanguage::ISamplerCube:
+ return "isamplerCube";
+ case QShaderLanguage::ISampler2DRect:
+ return "isampler2DRect";
+ case QShaderLanguage::ISampler2DMs:
+ return "isampler2DMS";
+ case QShaderLanguage::ISamplerBuffer:
+ return "isamplerBuffer";
+ case QShaderLanguage::ISampler1DArray:
+ return "isampler1DArray";
+ case QShaderLanguage::ISampler2DArray:
+ return "isampler2DArray";
+ case QShaderLanguage::ISampler2DMsArray:
+ return "isampler2DMSArray";
+ case QShaderLanguage::ISamplerCubeArray:
+ return "isamplerCubeArray";
+ case QShaderLanguage::USampler1D:
+ return "usampler1D";
+ case QShaderLanguage::USampler2D:
+ return "usampler2D";
+ case QShaderLanguage::USampler3D:
+ return "usampler3D";
+ case QShaderLanguage::USamplerCube:
+ return "usamplerCube";
+ case QShaderLanguage::USampler2DRect:
+ return "usampler2DRect";
+ case QShaderLanguage::USampler2DMs:
+ return "usampler2DMS";
+ case QShaderLanguage::USamplerBuffer:
+ return "usamplerBuffer";
+ case QShaderLanguage::USampler1DArray:
+ return "usampler1DArray";
+ case QShaderLanguage::USampler2DArray:
+ return "usampler2DArray";
+ case QShaderLanguage::USampler2DMsArray:
+ return "usampler2DMSArray";
+ case QShaderLanguage::USamplerCubeArray:
+ return "usamplerCubeArray";
+ }
+
+ Q_UNREACHABLE();
+ }
+}
+
+void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums_data()
+{
+ QTest::addColumn<QShaderGraph>("graph");
+ QTest::addColumn<QShaderFormat>("format");
+ QTest::addColumn<QByteArray>("expectedCode");
+
+ {
+ const auto es2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
+ const auto es3 = createFormat(QShaderFormat::OpenGLES, 3, 0);
+ const auto gl2 = createFormat(QShaderFormat::OpenGLNoProfile, 2, 0);
+ const auto gl3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
+ const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
+
+ const auto qualifierEnum = QMetaEnum::fromType<QShaderLanguage::StorageQualifier>();
+ const auto typeEnum = QMetaEnum::fromType<QShaderLanguage::VariableType>();
+
+ for (int qualifierIndex = 0; qualifierIndex < qualifierEnum.keyCount(); qualifierIndex++) {
+ const auto qualifierName = qualifierEnum.key(qualifierIndex);
+ const auto qualifierValue = static_cast<QShaderLanguage::StorageQualifier>(qualifierEnum.value(qualifierIndex));
+
+ for (int typeIndex = 0; typeIndex < typeEnum.keyCount(); typeIndex++) {
+ const auto typeName = typeEnum.key(typeIndex);
+ const auto typeValue = static_cast<QShaderLanguage::VariableType>(typeEnum.value(typeIndex));
+
+ auto graph = QShaderGraph();
+
+ auto worldPosition = createNode({
+ createPort(QShaderNodePort::Output, "value")
+ });
+ worldPosition.setParameter("name", "worldPosition");
+ worldPosition.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(qualifierValue));
+ worldPosition.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(typeValue));
+ worldPosition.addRule(es2, QShaderNode::Rule("highp $type $value = $name;",
+ QByteArrayList() << "$qualifier highp $type $name;"));
+ worldPosition.addRule(gl2, QShaderNode::Rule("$type $value = $name;",
+ QByteArrayList() << "$qualifier $type $name;"));
+ worldPosition.addRule(gl3, QShaderNode::Rule("$type $value = $name;",
+ QByteArrayList() << "$qualifier $type $name;"));
+
+ auto fragColor = createNode({
+ createPort(QShaderNodePort::Input, "fragColor")
+ });
+ fragColor.addRule(es2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
+ fragColor.addRule(gl2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
+ fragColor.addRule(gl3, QShaderNode::Rule("fragColor = $fragColor;",
+ QByteArrayList() << "out vec4 fragColor;"));
+
+ graph.addNode(worldPosition);
+ graph.addNode(fragColor);
+
+ graph.addEdge(createEdge(worldPosition.uuid(), "value", fragColor.uuid(), "fragColor"));
+
+ const auto gl2Code = (QByteArrayList() << "#version 110"
+ << ""
+ << QStringLiteral("%1 %2 worldPosition;").arg(toGlsl(qualifierValue, gl2))
+ .arg(toGlsl(typeValue))
+ .toUtf8()
+ << ""
+ << "void main()"
+ << "{"
+ << " gl_fragColor = worldPosition;"
+ << "}"
+ << "").join("\n");
+ const auto gl3Code = (QByteArrayList() << "#version 130"
+ << ""
+ << QStringLiteral("%1 %2 worldPosition;").arg(toGlsl(qualifierValue, gl3))
+ .arg(toGlsl(typeValue))
+ .toUtf8()
+ << "out vec4 fragColor;"
+ << ""
+ << "void main()"
+ << "{"
+ << " fragColor = worldPosition;"
+ << "}"
+ << "").join("\n");
+ const auto gl4Code = (QByteArrayList() << "#version 400 core"
+ << ""
+ << QStringLiteral("%1 %2 worldPosition;").arg(toGlsl(qualifierValue, gl4))
+ .arg(toGlsl(typeValue))
+ .toUtf8()
+ << "out vec4 fragColor;"
+ << ""
+ << "void main()"
+ << "{"
+ << " fragColor = worldPosition;"
+ << "}"
+ << "").join("\n");
+ const auto es2Code = (QByteArrayList() << "#version 100"
+ << ""
+ << QStringLiteral("%1 highp %2 worldPosition;").arg(toGlsl(qualifierValue, es2))
+ .arg(toGlsl(typeValue))
+ .toUtf8()
+ << ""
+ << "void main()"
+ << "{"
+ << " gl_fragColor = worldPosition;"
+ << "}"
+ << "").join("\n");
+ const auto es3Code = (QByteArrayList() << "#version 300 es"
+ << ""
+ << QStringLiteral("%1 highp %2 worldPosition;").arg(toGlsl(qualifierValue, es3))
+ .arg(toGlsl(typeValue))
+ .toUtf8()
+ << ""
+ << "void main()"
+ << "{"
+ << " gl_fragColor = worldPosition;"
+ << "}"
+ << "").join("\n");
+
+ QTest::addRow("%s %s ES2", qualifierName, typeName) << graph << es2 << es2Code;
+ QTest::addRow("%s %s ES3", qualifierName, typeName) << graph << es3 << es3Code;
+ QTest::addRow("%s %s GL2", qualifierName, typeName) << graph << gl2 << gl2Code;
+ QTest::addRow("%s %s GL3", qualifierName, typeName) << graph << gl3 << gl3Code;
+ QTest::addRow("%s %s GL4", qualifierName, typeName) << graph << gl4 << gl4Code;
+ }
+ }
+ }
+
+ {
+ const auto es2 = createFormat(QShaderFormat::OpenGLES, 2, 0, QShaderFormat::Vertex);
+ const auto es3 = createFormat(QShaderFormat::OpenGLES, 3, 0, QShaderFormat::Vertex);
+ const auto gl2 = createFormat(QShaderFormat::OpenGLNoProfile, 2, 0, QShaderFormat::Vertex);
+ const auto gl3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, QShaderFormat::Vertex);
+ const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0, QShaderFormat::Vertex);
+
+ auto graph = QShaderGraph();
+
+ auto vertexPosition = createNode({
+ createPort(QShaderNodePort::Output, "value")
+ });
+ vertexPosition.setParameter("name", "vertexPosition");
+ vertexPosition.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(QShaderLanguage::Input));
+ vertexPosition.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(QShaderLanguage::Vec4));
+
+ vertexPosition.addRule(es2, QShaderNode::Rule("",
+ QByteArrayList() << "$qualifier highp $type $name;"));
+ vertexPosition.addRule(gl2, QShaderNode::Rule("",
+ QByteArrayList() << "$qualifier $type $name;"));
+ vertexPosition.addRule(gl3, QShaderNode::Rule("",
+ QByteArrayList() << "$qualifier $type $name;"));
+
+ graph.addNode(vertexPosition);
+
+ const auto gl2Code = (QByteArrayList() << "#version 110"
+ << ""
+ << "attribute vec4 vertexPosition;"
+ << ""
+ << "void main()"
+ << "{"
+ << "}"
+ << "").join("\n");
+ const auto gl3Code = (QByteArrayList() << "#version 130"
+ << ""
+ << "in vec4 vertexPosition;"
+ << ""
+ << "void main()"
+ << "{"
+ << "}"
+ << "").join("\n");
+ const auto gl4Code = (QByteArrayList() << "#version 400 core"
+ << ""
+ << "in vec4 vertexPosition;"
+ << ""
+ << "void main()"
+ << "{"
+ << "}"
+ << "").join("\n");
+ const auto es2Code = (QByteArrayList() << "#version 100"
+ << ""
+ << "attribute highp vec4 vertexPosition;"
+ << ""
+ << "void main()"
+ << "{"
+ << "}"
+ << "").join("\n");
+ const auto es3Code = (QByteArrayList() << "#version 300 es"
+ << ""
+ << "in highp vec4 vertexPosition;"
+ << ""
+ << "void main()"
+ << "{"
+ << "}"
+ << "").join("\n");
+
+ QTest::addRow("Attribute header substitution ES2") << graph << es2 << es2Code;
+ QTest::addRow("Attribute header substitution ES3") << graph << es3 << es3Code;
+ QTest::addRow("Attribute header substitution GL2") << graph << gl2 << gl2Code;
+ QTest::addRow("Attribute header substitution GL3") << graph << gl3 << gl3Code;
+ QTest::addRow("Attribute header substitution GL4") << graph << gl4 << gl4Code;
+ }
+}
+
+void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums()
+{
+ // GIVEN
+ QFETCH(QShaderGraph, graph);
+ QFETCH(QShaderFormat, format);
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = format;
+
+ // WHEN
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ QFETCH(QByteArray, expectedCode);
+ QCOMPARE(code, expectedCode);
+}
+
+void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers()
+{
+ // GIVEN
+ const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
+
+ auto texCoord = createNode({
+ createPort(QShaderNodePort::Output, "texCoord")
+ }, {
+ "diffuseTexture",
+ "normalTexture"
+ });
+ texCoord.addRule(gl4, QShaderNode::Rule("vec2 $texCoord = texCoord;",
+ QByteArrayList() << "in vec2 texCoord;"));
+ auto diffuseUniform = createNode({
+ createPort(QShaderNodePort::Output, "color")
+ }, {"diffuseUniform"});
+ diffuseUniform.addRule(gl4, QShaderNode::Rule("vec4 $color = diffuseUniform;",
+ QByteArrayList() << "uniform vec4 diffuseUniform;"));
+ auto diffuseTexture = createNode({
+ createPort(QShaderNodePort::Input, "coord"),
+ createPort(QShaderNodePort::Output, "color")
+ }, {"diffuseTexture"});
+ diffuseTexture.addRule(gl4, QShaderNode::Rule("vec4 $color = texture2D(diffuseTexture, $coord);",
+ QByteArrayList() << "uniform sampler2D diffuseTexture;"));
+ auto normalUniform = createNode({
+ createPort(QShaderNodePort::Output, "normal")
+ }, {"normalUniform"});
+ normalUniform.addRule(gl4, QShaderNode::Rule("vec3 $normal = normalUniform;",
+ QByteArrayList() << "uniform vec3 normalUniform;"));
+ auto normalTexture = createNode({
+ createPort(QShaderNodePort::Input, "coord"),
+ createPort(QShaderNodePort::Output, "normal")
+ }, {"normalTexture"});
+ normalTexture.addRule(gl4, QShaderNode::Rule("vec3 $normal = texture2D(normalTexture, $coord).rgb;",
+ QByteArrayList() << "uniform sampler2D normalTexture;"));
+ auto lightFunction = createNode({
+ createPort(QShaderNodePort::Input, "color"),
+ createPort(QShaderNodePort::Input, "normal"),
+ createPort(QShaderNodePort::Output, "output")
+ });
+ lightFunction.addRule(gl4, QShaderNode::Rule("vec4 $output = lightModel($color, $normal);",
+ QByteArrayList() << "#pragma include gl4/lightmodel.frag.inc"));
+ auto fragColor = createNode({
+ createPort(QShaderNodePort::Input, "fragColor")
+ });
+ fragColor.addRule(gl4, QShaderNode::Rule("fragColor = $fragColor;",
+ QByteArrayList() << "out vec4 fragColor;"));
+
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(texCoord);
+ res.addNode(diffuseUniform);
+ res.addNode(diffuseTexture);
+ res.addNode(normalUniform);
+ res.addNode(normalTexture);
+ res.addNode(lightFunction);
+ res.addNode(fragColor);
+
+ res.addEdge(createEdge(diffuseUniform.uuid(), "color", lightFunction.uuid(), "color", {"diffuseUniform"}));
+ res.addEdge(createEdge(texCoord.uuid(), "texCoord", diffuseTexture.uuid(), "coord", {"diffuseTexture"}));
+ res.addEdge(createEdge(diffuseTexture.uuid(), "color", lightFunction.uuid(), "color", {"diffuseTexture"}));
+
+ res.addEdge(createEdge(normalUniform.uuid(), "normal", lightFunction.uuid(), "normal", {"normalUniform"}));
+ res.addEdge(createEdge(texCoord.uuid(), "texCoord", normalTexture.uuid(), "coord", {"normalTexture"}));
+ res.addEdge(createEdge(normalTexture.uuid(), "normal", lightFunction.uuid(), "normal", {"normalTexture"}));
+
+ res.addEdge(createEdge(lightFunction.uuid(), "output", fragColor.uuid(), "fragColor"));
+
+ return res;
+ }();
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = gl4;
+
+ {
+ // WHEN
+ const auto code = generator.createShaderCode({"diffuseUniform", "normalUniform"});
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "uniform vec4 diffuseUniform;"
+ << "uniform vec3 normalUniform;"
+ << "#pragma include gl4/lightmodel.frag.inc"
+ << "out vec4 fragColor;"
+ << ""
+ << "void main()"
+ << "{"
+ << " fragColor = ((lightModel(diffuseUniform, normalUniform)));"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+
+ {
+ // WHEN
+ const auto code = generator.createShaderCode({"diffuseUniform", "normalTexture"});
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec2 texCoord;"
+ << "uniform vec4 diffuseUniform;"
+ << "uniform sampler2D normalTexture;"
+ << "#pragma include gl4/lightmodel.frag.inc"
+ << "out vec4 fragColor;"
+ << ""
+ << "void main()"
+ << "{"
+ << " fragColor = ((lightModel(diffuseUniform, texture2D(normalTexture, texCoord).rgb)));"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+
+ {
+ // WHEN
+ const auto code = generator.createShaderCode({"diffuseTexture", "normalUniform"});
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec2 texCoord;"
+ << "uniform sampler2D diffuseTexture;"
+ << "uniform vec3 normalUniform;"
+ << "#pragma include gl4/lightmodel.frag.inc"
+ << "out vec4 fragColor;"
+ << ""
+ << "void main()"
+ << "{"
+ << " fragColor = ((lightModel(texture2D(diffuseTexture, texCoord), normalUniform)));"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+
+ {
+ // WHEN
+ const auto code = generator.createShaderCode({"diffuseTexture", "normalTexture"});
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec2 texCoord;"
+ << "uniform sampler2D diffuseTexture;"
+ << "uniform sampler2D normalTexture;"
+ << "#pragma include gl4/lightmodel.frag.inc"
+ << "out vec4 fragColor;"
+ << ""
+ << "void main()"
+ << "{"
+ << " fragColor = ((lightModel(texture2D(diffuseTexture, texCoord), texture2D(normalTexture, texCoord).rgb)));"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+}
+
+void tst_QShaderGenerator::shouldUseGlobalVariableRatherThanTemporaries()
+{
+ // GIVEN
+ const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
+
+ {
+ // WHEN
+ auto vertexPosition = createNode({
+ createPort(QShaderNodePort::Output, "vertexPosition")
+ });
+ vertexPosition.addRule(gl4, QShaderNode::Rule("vec4 $vertexPosition = vertexPosition;",
+ QByteArrayList() << "in vec4 vertexPosition;"));
+
+ auto fakeMultiPlyNoSpace = createNode({
+ createPort(QShaderNodePort::Input, "varName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ fakeMultiPlyNoSpace.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName*speed;"));
+
+ auto fakeMultiPlySpace = createNode({
+ createPort(QShaderNodePort::Input, "varName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ fakeMultiPlySpace.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName * speed;"));
+
+ auto fakeJoinNoSpace = createNode({
+ createPort(QShaderNodePort::Input, "varName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ fakeJoinNoSpace.addRule(gl4, QShaderNode::Rule("vec4 $out = vec4($varName.xyz,$varName.w);"));
+
+ auto fakeJoinSpace = createNode({
+ createPort(QShaderNodePort::Input, "varName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ fakeJoinSpace.addRule(gl4, QShaderNode::Rule("vec4 $out = vec4($varName.xyz, $varName.w);"));
+
+ auto fakeAdd = createNode({
+ createPort(QShaderNodePort::Input, "varName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ fakeAdd.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName.xyzw + $varName;"));
+
+ auto fakeSub = createNode({
+ createPort(QShaderNodePort::Input, "varName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ fakeSub.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName.xyzw - $varName;"));
+
+ auto fakeDiv = createNode({
+ createPort(QShaderNodePort::Input, "varName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ fakeDiv.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName / v0;"));
+
+ auto fragColor = createNode({
+ createPort(QShaderNodePort::Input, "input1"),
+ createPort(QShaderNodePort::Input, "input2"),
+ createPort(QShaderNodePort::Input, "input3"),
+ createPort(QShaderNodePort::Input, "input4"),
+ createPort(QShaderNodePort::Input, "input5"),
+ createPort(QShaderNodePort::Input, "input6"),
+ createPort(QShaderNodePort::Input, "input7")
+ });
+ fragColor.addRule(gl4, QShaderNode::Rule("fragColor = $input1 + $input2 + $input3 + $input4 + $input5 + $input6 + $input7;",
+ QByteArrayList() << "out vec4 fragColor;"));
+
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(vertexPosition);
+ res.addNode(fakeMultiPlyNoSpace);
+ res.addNode(fakeMultiPlySpace);
+ res.addNode(fakeJoinNoSpace);
+ res.addNode(fakeJoinSpace);
+ res.addNode(fakeAdd);
+ res.addNode(fakeSub);
+ res.addNode(fakeDiv);
+ res.addNode(fragColor);
+
+ res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeMultiPlyNoSpace.uuid(), "varName"));
+ res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeMultiPlySpace.uuid(), "varName"));
+ res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeJoinNoSpace.uuid(), "varName"));
+ res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeJoinSpace.uuid(), "varName"));
+ res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeAdd.uuid(), "varName"));
+ res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeSub.uuid(), "varName"));
+ res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeDiv.uuid(), "varName"));
+ res.addEdge(createEdge(fakeMultiPlyNoSpace.uuid(), "out", fragColor.uuid(), "input1"));
+ res.addEdge(createEdge(fakeMultiPlySpace.uuid(), "out", fragColor.uuid(), "input2"));
+ res.addEdge(createEdge(fakeJoinNoSpace.uuid(), "out", fragColor.uuid(), "input3"));
+ res.addEdge(createEdge(fakeJoinSpace.uuid(), "out", fragColor.uuid(), "input4"));
+ res.addEdge(createEdge(fakeAdd.uuid(), "out", fragColor.uuid(), "input5"));
+ res.addEdge(createEdge(fakeSub.uuid(), "out", fragColor.uuid(), "input6"));
+ res.addEdge(createEdge(fakeDiv.uuid(), "out", fragColor.uuid(), "input7"));
+
+ return res;
+ }();
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = gl4;
+
+ const auto code = generator.createShaderCode({"diffuseUniform", "normalUniform"});
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec4 vertexPosition;"
+ << "out vec4 fragColor;"
+ << ""
+ << "void main()"
+ << "{"
+ << " fragColor = (((((((vertexPosition*speed + vertexPosition * speed + ((vec4(vertexPosition.xyz,vertexPosition.w))) + ((vec4(vertexPosition.xyz, vertexPosition.w))) + ((vertexPosition.xyzw + vertexPosition)) + ((vertexPosition.xyzw - vertexPosition)) + ((vertexPosition / vertexPosition)))))))));"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+}
+
+void tst_QShaderGenerator::shouldGenerateTemporariesWisely()
+{
+ // GIVEN
+ const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
+
+ {
+ auto attribute = createNode({
+ createPort(QShaderNodePort::Output, "vertexPosition")
+ });
+ attribute.addRule(gl4, QShaderNode::Rule("vec4 $vertexPosition = vertexPosition;",
+ QByteArrayList() << "in vec4 vertexPosition;"));
+
+ auto complexFunction = createNode({
+ createPort(QShaderNodePort::Input, "inputVarName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ complexFunction.addRule(gl4, QShaderNode::Rule("vec4 $out = $inputVarName * 2.0;"));
+
+ auto complexFunction2 = createNode({
+ createPort(QShaderNodePort::Input, "inputVarName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ complexFunction2.addRule(gl4, QShaderNode::Rule("vec4 $out = $inputVarName * 4.0;"));
+
+ auto complexFunction3 = createNode({
+ createPort(QShaderNodePort::Input, "a"),
+ createPort(QShaderNodePort::Input, "b"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ complexFunction3.addRule(gl4, QShaderNode::Rule("vec4 $out = $a + $b;"));
+
+ auto shaderOutput1 = createNode({
+ createPort(QShaderNodePort::Input, "input")
+ });
+
+ shaderOutput1.addRule(gl4, QShaderNode::Rule("shaderOutput1 = $input;",
+ QByteArrayList() << "out vec4 shaderOutput1;"));
+
+ auto shaderOutput2 = createNode({
+ createPort(QShaderNodePort::Input, "input")
+ });
+
+ shaderOutput2.addRule(gl4, QShaderNode::Rule("shaderOutput2 = $input;",
+ QByteArrayList() << "out vec4 shaderOutput2;"));
+
+ {
+ // WHEN
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(attribute);
+ res.addNode(complexFunction);
+ res.addNode(shaderOutput1);
+
+ res.addEdge(createEdge(attribute.uuid(), "vertexPosition", complexFunction.uuid(), "inputVarName"));
+ res.addEdge(createEdge(complexFunction.uuid(), "out", shaderOutput1.uuid(), "input"));
+
+ return res;
+ }();
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = gl4;
+
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec4 vertexPosition;"
+ << "out vec4 shaderOutput1;"
+ << ""
+ << "void main()"
+ << "{"
+ << " shaderOutput1 = vertexPosition * 2.0;"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+
+ {
+ // WHEN
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(attribute);
+ res.addNode(complexFunction);
+ res.addNode(shaderOutput1);
+ res.addNode(shaderOutput2);
+
+ res.addEdge(createEdge(attribute.uuid(), "vertexPosition", complexFunction.uuid(), "inputVarName"));
+ res.addEdge(createEdge(complexFunction.uuid(), "out", shaderOutput1.uuid(), "input"));
+ res.addEdge(createEdge(complexFunction.uuid(), "out", shaderOutput2.uuid(), "input"));
+
+ return res;
+ }();
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = gl4;
+
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec4 vertexPosition;"
+ << "out vec4 shaderOutput1;"
+ << "out vec4 shaderOutput2;"
+ << ""
+ << "void main()"
+ << "{"
+ << " vec4 v1 = vertexPosition * 2.0;"
+ << " shaderOutput2 = v1;"
+ << " shaderOutput1 = v1;"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+
+ {
+ // WHEN
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(attribute);
+ res.addNode(complexFunction);
+ res.addNode(complexFunction2);
+ res.addNode(complexFunction3);
+ res.addNode(shaderOutput1);
+ res.addNode(shaderOutput2);
+
+ res.addEdge(createEdge(attribute.uuid(), "vertexPosition", complexFunction.uuid(), "inputVarName"));
+ res.addEdge(createEdge(attribute.uuid(), "vertexPosition", complexFunction2.uuid(), "inputVarName"));
+
+ res.addEdge(createEdge(complexFunction.uuid(), "out", complexFunction3.uuid(), "a"));
+ res.addEdge(createEdge(complexFunction2.uuid(), "out", complexFunction3.uuid(), "b"));
+
+ res.addEdge(createEdge(complexFunction3.uuid(), "out", shaderOutput1.uuid(), "input"));
+ res.addEdge(createEdge(complexFunction2.uuid(), "out", shaderOutput2.uuid(), "input"));
+
+ return res;
+ }();
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = gl4;
+
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec4 vertexPosition;"
+ << "out vec4 shaderOutput1;"
+ << "out vec4 shaderOutput2;"
+ << ""
+ << "void main()"
+ << "{"
+ << " vec4 v2 = vertexPosition * 4.0;"
+ << " shaderOutput2 = v2;"
+ << " shaderOutput1 = (vertexPosition * 2.0 + v2);"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+ }
+}
+
+void tst_QShaderGenerator::shouldHandlePortNamesPrefixingOneAnother()
+{
+ // GIVEN
+ const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
+
+ auto color1 = createNode({
+ createPort(QShaderNodePort::Output, "output")
+ });
+ color1.addRule(gl4, QShaderNode::Rule("vec4 $output = color1;",
+ QByteArrayList() << "in vec4 color1;"));
+
+ auto color2 = createNode({
+ createPort(QShaderNodePort::Output, "output")
+ });
+ color2.addRule(gl4, QShaderNode::Rule("vec4 $output = color2;",
+ QByteArrayList() << "in vec4 color2;"));
+
+ auto addColor = createNode({
+ createPort(QShaderNodePort::Output, "color"),
+ createPort(QShaderNodePort::Input, "color1"),
+ createPort(QShaderNodePort::Input, "color2"),
+ });
+ addColor.addRule(gl4, QShaderNode::Rule("vec4 $color = $color1 + $color2;"));
+
+ auto shaderOutput = createNode({
+ createPort(QShaderNodePort::Input, "input")
+ });
+
+ shaderOutput.addRule(gl4, QShaderNode::Rule("shaderOutput = $input;",
+ QByteArrayList() << "out vec4 shaderOutput;"));
+
+ // WHEN
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(color1);
+ res.addNode(color2);
+ res.addNode(addColor);
+ res.addNode(shaderOutput);
+
+ res.addEdge(createEdge(color1.uuid(), "output", addColor.uuid(), "color1"));
+ res.addEdge(createEdge(color2.uuid(), "output", addColor.uuid(), "color2"));
+ res.addEdge(createEdge(addColor.uuid(), "color", shaderOutput.uuid(), "input"));
+
+ return res;
+ }();
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = gl4;
+
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec4 color1;"
+ << "in vec4 color2;"
+ << "out vec4 shaderOutput;"
+ << ""
+ << "void main()"
+ << "{"
+ << " shaderOutput = ((color1 + color2));"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+}
+
+void tst_QShaderGenerator::shouldHandleNodesWithMultipleOutputPorts()
+{
+ // GIVEN
+ const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
+
+ auto input = createNode({
+ createPort(QShaderNodePort::Output, "output0"),
+ createPort(QShaderNodePort::Output, "output1")
+ });
+ input.addRule(gl4, QShaderNode::Rule("vec4 $output0 = globalIn0;"
+ "float $output1 = globalIn1;",
+ QByteArrayList() << "in vec4 globalIn0;" << "in float globalIn1;"));
+
+ auto function = createNode({
+ createPort(QShaderNodePort::Input, "input0"),
+ createPort(QShaderNodePort::Input, "input1"),
+ createPort(QShaderNodePort::Output, "output0"),
+ createPort(QShaderNodePort::Output, "output1")
+ });
+ function.addRule(gl4, QShaderNode::Rule("vec4 $output0 = $input0;"
+ "float $output1 = $input1;"));
+
+ auto output = createNode({
+ createPort(QShaderNodePort::Input, "input0"),
+ createPort(QShaderNodePort::Input, "input1")
+ });
+
+ output.addRule(gl4, QShaderNode::Rule("globalOut0 = $input0;"
+ "globalOut1 = $input1;",
+ QByteArrayList() << "out vec4 globalOut0;" << "out float globalOut1;"));
+
+ // WHEN
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(input);
+ res.addNode(function);
+ res.addNode(output);
+
+ res.addEdge(createEdge(input.uuid(), "output0", function.uuid(), "input0"));
+ res.addEdge(createEdge(input.uuid(), "output1", function.uuid(), "input1"));
+
+ res.addEdge(createEdge(function.uuid(), "output0", output.uuid(), "input0"));
+ res.addEdge(createEdge(function.uuid(), "output1", output.uuid(), "input1"));
+
+ return res;
+ }();
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = gl4;
+
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec4 globalIn0;"
+ << "in float globalIn1;"
+ << "out vec4 globalOut0;"
+ << "out float globalOut1;"
+ << ""
+ << "void main()"
+ << "{"
+ << " globalOut0 = globalIn0;"
+ << " globalOut1 = globalIn1;"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+}
+
+void tst_QShaderGenerator::shouldHandleExpressionsInInputNodes()
+{
+ // GIVEN
+ const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
+
+ auto input = createNode({
+ createPort(QShaderNodePort::Output, "output")
+ });
+ input.addRule(gl4, QShaderNode::Rule("float $output = 3 + 4;"));
+
+ auto output = createNode({
+ createPort(QShaderNodePort::Input, "input")
+ });
+
+ output.addRule(gl4, QShaderNode::Rule("globalOut = $input;",
+ QByteArrayList() << "out float globalOut;"));
+
+ // WHEN
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(input);
+ res.addNode(output);
+
+ res.addEdge(createEdge(input.uuid(), "output", output.uuid(), "input"));
+
+ return res;
+ }();
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = gl4;
+
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "out float globalOut;"
+ << ""
+ << "void main()"
+ << "{"
+ << " globalOut = 3 + 4;"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+}
+
+QTEST_MAIN(tst_QShaderGenerator)
+
+#include "tst_qshadergenerator.moc"