diff options
author | Jean-Michaël Celerier <jean-michael.celerier@kdab.com> | 2020-03-13 10:56:30 +0100 |
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committer | Jean-Michaël Celerier <jean-michael.celerier@kdab.com> | 2020-03-19 07:14:12 +0100 |
commit | a6ffce09ce6d4fd39fbb50eb58f7b5d1027f4d60 (patch) | |
tree | fc5bbe90e61ce562cc880b38011cda75eabc808d /tests/auto/render/shadergraph/qshadergenerator/tst_qshadergenerator.cpp | |
parent | 662c47d6e9c806f6c0d654e7ecce9a66a4f35154 (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.cpp | 1428 |
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" |