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author | Paul Lemire <paul.lemire@kdab.com> | 2017-08-18 09:22:49 +0200 |
---|---|---|
committer | Paul Lemire <paul.lemire@kdab.com> | 2017-08-18 13:56:05 +0000 |
commit | 4b9ba03e0b8c5bb60410ea016d8436a57c02e6f8 (patch) | |
tree | 55024ff09acf981c4044125675b95e9460299085 /tests/benchmarks | |
parent | 10fcb22c79387b957fe3e6663b23f75d693531d6 (diff) |
Fix and improve layer filtering
We now handle the case where multiple LayerFilter nodes are nested
within the same FrameGraphBranch. We also have improved the Accept/Discard
into Accept Any/All and Discard Any/All which should now handle all
filtering cases.
We now build a list of layerIds stored into Entity based on the recursive
flags on the layers being set. This allows to make layer filtering simpler
but the layerIds list building step will need to be improved as a follow up
commit
Unit tests updated
Change-Id: I93451493e41c6c9486defa7e88eaee073a9bc932
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'tests/benchmarks')
-rw-r--r-- | tests/benchmarks/render/layerfiltering/tst_bench_layerfiltering.cpp | 46 |
1 files changed, 21 insertions, 25 deletions
diff --git a/tests/benchmarks/render/layerfiltering/tst_bench_layerfiltering.cpp b/tests/benchmarks/render/layerfiltering/tst_bench_layerfiltering.cpp index cea52306f..d1ef468b2 100644 --- a/tests/benchmarks/render/layerfiltering/tst_bench_layerfiltering.cpp +++ b/tests/benchmarks/render/layerfiltering/tst_bench_layerfiltering.cpp @@ -38,6 +38,7 @@ #include <Qt3DRender/private/qrenderaspect_p.h> #include <Qt3DRender/private/filterlayerentityjob_p.h> #include <Qt3DRender/qlayer.h> +#include <Qt3DRender/qlayerfilter.h> QT_BEGIN_NAMESPACE @@ -85,19 +86,21 @@ namespace { Qt3DCore::QEntity *buildTestScene(int layersCount, int entityCount, - QVector<Qt3DCore::QNodeId> &layerIds, + QVector<Qt3DCore::QNodeId> &layerFilterIds, bool alwaysEnabled = true) { Qt3DCore::QEntity *root = new Qt3DCore::QEntity(); + Qt3DRender::QLayerFilter *layerFilter = new Qt3DRender::QLayerFilter(root); + layerFilterIds.push_back(layerFilter->id()); QVector<Qt3DRender::QLayer *> layers; layers.reserve(layersCount); - layerIds.reserve(layersCount); + for (int i = 0; i < layersCount; ++i) { Qt3DRender::QLayer *layer = new Qt3DRender::QLayer(root); layers.push_back(layer); - layerIds.push_back(layer->id()); + layerFilter->addLayer(layer); } for (int i = 0; i < entityCount; ++i) { @@ -123,43 +126,38 @@ private Q_SLOTS: void filterEntities_data() { QTest::addColumn<Qt3DCore::QEntity *>("entitySubtree"); - QTest::addColumn<Qt3DCore::QNodeIdVector>("layerIds"); - QTest::addColumn<bool>("hasLayerFilter"); + QTest::addColumn<Qt3DCore::QNodeIdVector>("layerFilterIds"); { - Qt3DCore::QNodeIdVector layerIds; - Qt3DCore::QEntity *rootEntity = buildTestScene(0, 5000, layerIds); + Qt3DCore::QNodeIdVector layerFilterIds; + Qt3DCore::QEntity *rootEntity = buildTestScene(0, 5000, layerFilterIds); QTest::newRow("Filter-NoLayerFilterAllEnabled") << rootEntity - << layerIds - << (layerIds.size() != 0); + << layerFilterIds; } { - Qt3DCore::QNodeIdVector layerIds; - Qt3DCore::QEntity *rootEntity = buildTestScene(0, 5000, layerIds, false); + Qt3DCore::QNodeIdVector layerFilterIds; + Qt3DCore::QEntity *rootEntity = buildTestScene(0, 5000, layerFilterIds, false); QTest::newRow("Filter-NoLayerFilterSomeDisabled") << rootEntity - << layerIds - << (layerIds.size() != 0); + << layerFilterIds; } { - Qt3DCore::QNodeIdVector layerIds; - Qt3DCore::QEntity *rootEntity = buildTestScene(10, 5000, layerIds); + Qt3DCore::QNodeIdVector layerFilterIds; + Qt3DCore::QEntity *rootEntity = buildTestScene(10, 5000, layerFilterIds); QTest::newRow("FilterLayerFilterAllEnabled") << rootEntity - << layerIds - << (layerIds.size() != 0); + << layerFilterIds; } { - Qt3DCore::QNodeIdVector layerIds; - Qt3DCore::QEntity *rootEntity = buildTestScene(10, 5000, layerIds, false); + Qt3DCore::QNodeIdVector layerFilterIds; + Qt3DCore::QEntity *rootEntity = buildTestScene(10, 5000, layerFilterIds, false); QTest::newRow("FilterLayerFilterSomeDisabled") << rootEntity - << layerIds - << (layerIds.size() != 0); + << layerFilterIds; } } @@ -167,16 +165,14 @@ private Q_SLOTS: void filterEntities() { QFETCH(Qt3DCore::QEntity *, entitySubtree); - QFETCH(Qt3DCore::QNodeIdVector, layerIds); - QFETCH(bool, hasLayerFilter); + QFETCH(Qt3DCore::QNodeIdVector, layerFilterIds); // GIVEN QScopedPointer<Qt3DRender::TestAspect> aspect(new Qt3DRender::TestAspect(entitySubtree)); // WHEN Qt3DRender::Render::FilterLayerEntityJob filterJob; - filterJob.setHasLayerFilter(hasLayerFilter); - filterJob.setLayers(layerIds); + filterJob.setLayerFilters(layerFilterIds); filterJob.setManager(aspect->nodeManagers()); QBENCHMARK { |