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+/****************************************************************************
+**
+** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module 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/QTest>
+#include <Qt3DCore/private/qaspectjobmanager_p.h>
+#include <Qt3DCore/private/qnodevisitor_p.h>
+#include <Qt3DCore/private/qnode_p.h>
+#include <Qt3DCore/qentity.h>
+#include <Qt3DRender/qtechnique.h>
+#include <Qt3DRender/qviewport.h>
+#include <Qt3DRender/private/technique_p.h>
+#include <Qt3DRender/private/nodemanagers_p.h>
+#include <Qt3DRender/private/qrenderaspect_p.h>
+#include <Qt3DRender/private/techniquemanager_p.h>
+#include <renderer_p.h>
+#include <submissioncontext_p.h>
+#include <filtercompatibletechniquejob_p.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+class TestAspect : public Qt3DRender::QRenderAspect
+{
+public:
+ TestAspect(Qt3DCore::QNode *root)
+ : Qt3DRender::QRenderAspect(Qt3DRender::QRenderAspect::Synchronous)
+ , m_jobManager(new Qt3DCore::QAspectJobManager())
+ , m_window(new QWindow())
+ , m_contextCreationSuccessful(false)
+ {
+ m_window->setSurfaceType(QWindow::OpenGLSurface);
+ m_window->setGeometry(0, 0, 10, 10);
+ m_window->create();
+
+ if (!m_glContext.create()) {
+ qWarning() << "Failed to create OpenGL context";
+ return;
+ }
+
+ if (!m_glContext.makeCurrent(m_window.data())) {
+ qWarning() << "Failed to make OpenGL context current";
+ return;
+ }
+
+ m_contextCreationSuccessful = true;
+
+ Qt3DCore::QAbstractAspectPrivate::get(this)->m_jobManager = m_jobManager.data();
+ QRenderAspect::onRegistered();
+
+ QVector<Qt3DCore::QNode *> nodes;
+ Qt3DCore::QNodeVisitor v;
+ v.traverse(root, [&nodes](Qt3DCore::QNode *node) {
+ Qt3DCore::QNodePrivate *d = Qt3DCore::QNodePrivate::get(node);
+ d->m_typeInfo = const_cast<QMetaObject*>(Qt3DCore::QNodePrivate::findStaticMetaObject(node->metaObject()));
+ d->m_hasBackendNode = true;
+ nodes << node;
+ });
+
+ for (const auto node: nodes)
+ d_func()->createBackendNode({
+ node->id(),
+ Qt3DCore::QNodePrivate::get(node)->m_typeInfo,
+ Qt3DCore::NodeTreeChange::Added,
+ node
+ });
+ }
+
+ ~TestAspect()
+ {
+ if (m_contextCreationSuccessful)
+ QRenderAspect::onUnregistered();
+ }
+
+ Qt3DRender::Render::NodeManagers *nodeManagers() const
+ {
+ return d_func()->m_renderer
+ ? d_func()->m_renderer->nodeManagers() : nullptr;
+ }
+
+ bool contextCreationSuccessful() const
+ {
+ return m_contextCreationSuccessful;
+ }
+
+ void initializeRenderer()
+ {
+ renderer()->setOpenGLContext(&m_glContext);
+ d_func()->m_renderer->initialize();
+ renderer()->submissionContext()->beginDrawing(m_window.data());
+ }
+
+ Render::OpenGL::Renderer *renderer() const
+ {
+ return static_cast<Render::OpenGL::Renderer *>(d_func()->m_renderer);
+ }
+
+ void onRegistered() { QRenderAspect::onRegistered(); }
+ void onUnregistered() { QRenderAspect::onUnregistered(); }
+
+private:
+ QScopedPointer<Qt3DCore::QAspectJobManager> m_jobManager;
+ QScopedPointer<QWindow> m_window;
+ QOpenGLContext m_glContext;
+ bool m_contextCreationSuccessful;
+};
+
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+namespace {
+
+Qt3DCore::QEntity *buildTestScene()
+{
+ Qt3DCore::QEntity *root = new Qt3DCore::QEntity();
+
+ // FrameGraph
+ Qt3DRender::QRenderSettings* renderSettings = new Qt3DRender::QRenderSettings();
+ renderSettings->setActiveFrameGraph(new Qt3DRender::QViewport());
+ root->addComponent(renderSettings);
+
+ // Scene
+ Qt3DRender::QTechnique *gl2Technique = new Qt3DRender::QTechnique(root);
+ gl2Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
+ gl2Technique->graphicsApiFilter()->setMajorVersion(2);
+ gl2Technique->graphicsApiFilter()->setMinorVersion(0);
+ gl2Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);
+
+ Qt3DRender::QTechnique *gl3Technique = new Qt3DRender::QTechnique(root);
+ gl3Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
+ gl3Technique->graphicsApiFilter()->setMajorVersion(3);
+ gl3Technique->graphicsApiFilter()->setMinorVersion(2);
+ gl3Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::CoreProfile);
+
+ Qt3DRender::QTechnique *es2Technique = new Qt3DRender::QTechnique(root);
+ es2Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGLES);
+ es2Technique->graphicsApiFilter()->setMajorVersion(2);
+ es2Technique->graphicsApiFilter()->setMinorVersion(0);
+ es2Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);
+
+ return root;
+}
+
+} // anonymous
+
+class tst_FilterCompatibleTechniqueJob : public QObject
+{
+ Q_OBJECT
+
+private Q_SLOTS:
+
+ void initTestCase()
+ {
+ QSurfaceFormat format;
+#ifdef QT_OPENGL_ES_2
+ format.setRenderableType(QSurfaceFormat::OpenGLES);
+#else
+ if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL) {
+ format.setVersion(4, 3);
+ format.setProfile(QSurfaceFormat::CoreProfile);
+ }
+#endif
+ format.setDepthBufferSize(24);
+ format.setSamples(4);
+ format.setStencilBufferSize(8);
+ QSurfaceFormat::setDefaultFormat(format);
+ }
+
+ void checkInitialState()
+ {
+ // GIVEN
+ Qt3DRender::Render::OpenGL::FilterCompatibleTechniqueJob backendFilterCompatibleTechniqueJob;
+
+ // THEN
+ QVERIFY(backendFilterCompatibleTechniqueJob.manager() == nullptr);
+ QVERIFY(backendFilterCompatibleTechniqueJob.renderer() == nullptr);
+
+ // WHEN
+ Qt3DRender::Render::TechniqueManager techniqueManager;
+ Qt3DRender::Render::OpenGL::Renderer renderer(Qt3DRender::QRenderAspect::Synchronous);
+ backendFilterCompatibleTechniqueJob.setManager(&techniqueManager);
+ backendFilterCompatibleTechniqueJob.setRenderer(&renderer);
+
+ // THEN
+ QCOMPARE(backendFilterCompatibleTechniqueJob.manager(), &techniqueManager);
+ QCOMPARE(backendFilterCompatibleTechniqueJob.renderer(), &renderer);
+
+ renderer.shutdown();
+ }
+
+ void checkRunRendererRunning()
+ {
+ // GIVEN
+ Qt3DRender::Render::OpenGL::FilterCompatibleTechniqueJob backendFilterCompatibleTechniqueJob;
+ Qt3DRender::TestAspect testAspect(buildTestScene());
+
+ const bool unableToCreateContext = !testAspect.contextCreationSuccessful();
+
+ if (unableToCreateContext)
+ QSKIP("Initialization failed, unable to create GL context");
+
+ // WHEN
+ Qt3DRender::Render::NodeManagers *nodeManagers = testAspect.nodeManagers();
+ QVERIFY(nodeManagers);
+ Qt3DRender::Render::TechniqueManager *techniqueManager = nodeManagers->techniqueManager();
+ QVERIFY(techniqueManager);
+ backendFilterCompatibleTechniqueJob.setManager(techniqueManager);
+ backendFilterCompatibleTechniqueJob.setRenderer(testAspect.renderer());
+ testAspect.initializeRenderer();
+
+ // THEN
+ QCOMPARE(testAspect.renderer()->isRunning(), true);
+ QCOMPARE(testAspect.renderer()->submissionContext()->isInitialized(), true);
+ const QVector<Qt3DRender::Render::HTechnique> handles = testAspect.nodeManagers()->techniqueManager()->activeHandles();
+ QCOMPARE(handles.size(), 3);
+
+ // WHEN
+ backendFilterCompatibleTechniqueJob.run();
+
+ // THEN -> empty if job ran properly
+ const QVector<Qt3DCore::QNodeId> dirtyTechniquesId = testAspect.nodeManagers()->techniqueManager()->takeDirtyTechniques();
+ QCOMPARE(dirtyTechniquesId.size(), 0);
+
+ // Check at least one technique is valid
+ bool foundValid = false;
+ for (const auto handle: handles) {
+ Qt3DRender::Render::Technique *technique = testAspect.nodeManagers()->techniqueManager()->data(handle);
+ foundValid |= technique->isCompatibleWithRenderer();
+ }
+ QCOMPARE(foundValid, true);
+ }
+};
+
+QTEST_MAIN(tst_FilterCompatibleTechniqueJob)
+
+#include "tst_filtercompatibletechniquejob.moc"