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diff --git a/tests/auto/render/opengl/materialparametergathererjob/tst_materialparametergathererjob.cpp b/tests/auto/render/opengl/materialparametergathererjob/tst_materialparametergathererjob.cpp
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+++ b/tests/auto/render/opengl/materialparametergathererjob/tst_materialparametergathererjob.cpp
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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/qentity.h>
+#include <Qt3DCore/qtransform.h>
+#include <Qt3DCore/private/qaspectjobmanager_p.h>
+#include <Qt3DCore/private/qnodevisitor_p.h>
+#include <Qt3DCore/private/qnode_p.h>
+
+#include <Qt3DRender/private/nodemanagers_p.h>
+#include <Qt3DRender/private/managers_p.h>
+#include <Qt3DRender/private/entity_p.h>
+#include <materialparametergathererjob_p.h>
+#include <Qt3DRender/private/techniquefilternode_p.h>
+#include <Qt3DRender/private/technique_p.h>
+#include <Qt3DRender/private/techniquemanager_p.h>
+#include <Qt3DRender/private/renderpassfilternode_p.h>
+#include <Qt3DRender/qrendersettings.h>
+#include <Qt3DRender/qrenderaspect.h>
+#include <Qt3DRender/qeffect.h>
+#include <Qt3DRender/qmaterial.h>
+#include <Qt3DRender/qparameter.h>
+#include <Qt3DRender/qtechniquefilter.h>
+#include <Qt3DRender/qtechnique.h>
+#include <Qt3DRender/qrenderpassfilter.h>
+#include <Qt3DRender/qrenderpass.h>
+#include <Qt3DRender/qshaderprogram.h>
+#include <Qt3DRender/qviewport.h>
+#include <Qt3DRender/private/qrenderaspect_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())
+ {
+ 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
+ });
+
+ const auto handles = nodeManagers()->techniqueManager()->activeHandles();
+ for (const auto &handle: handles) {
+ Render::Technique *technique = nodeManagers()->techniqueManager()->data(handle);
+ technique->setCompatibleWithRenderer(true);
+ }
+ }
+
+ ~TestAspect()
+ {
+ QRenderAspect::onUnregistered();
+ }
+
+ Qt3DRender::Render::NodeManagers *nodeManagers() const
+ {
+ return d_func()->m_renderer->nodeManagers();
+ }
+
+ void initializeRenderer()
+ {
+ d_func()->m_renderer->initialize();
+ }
+
+ Render::MaterialParameterGathererJobPtr materialGathererJob() const
+ {
+ Render::MaterialParameterGathererJobPtr job = Render::MaterialParameterGathererJobPtr::create();
+ job->setNodeManagers(nodeManagers());
+ return job;
+ }
+
+ void onRegistered() { QRenderAspect::onRegistered(); }
+ void onUnregistered() { QRenderAspect::onUnregistered(); }
+
+private:
+ QScopedPointer<Qt3DCore::QAspectJobManager> m_jobManager;
+};
+
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+namespace {
+
+class TestMaterial : public Qt3DRender::QMaterial
+{
+ Q_OBJECT
+public:
+ explicit TestMaterial(Qt3DCore::QNode *parent = nullptr)
+ : Qt3DRender::QMaterial(parent)
+ , m_effect(new Qt3DRender::QEffect())
+ , m_gl3Technique(new Qt3DRender::QTechnique())
+ , m_gl2Technique(new Qt3DRender::QTechnique())
+ , m_es2Technique(new Qt3DRender::QTechnique())
+ , m_gl3Pass(new Qt3DRender::QRenderPass())
+ , m_gl2Pass(new Qt3DRender::QRenderPass())
+ , m_es2Pass(new Qt3DRender::QRenderPass())
+ , m_gl3Program(new Qt3DRender::QShaderProgram())
+ , m_gl2es2Program(new Qt3DRender::QShaderProgram())
+ {
+ m_gl3Pass->setShaderProgram(m_gl3Program);
+ m_gl2Pass->setShaderProgram(m_gl2es2Program);
+ m_es2Pass->setShaderProgram(m_gl2es2Program);
+
+ m_gl3Technique->addRenderPass(m_gl3Pass);
+ m_gl2Technique->addRenderPass(m_gl2Pass);
+ m_es2Technique->addRenderPass(m_es2Pass);
+
+ m_effect->addTechnique(m_gl3Technique);
+ m_effect->addTechnique(m_gl2Technique);
+ m_effect->addTechnique(m_es2Technique);
+
+ setEffect(m_effect);
+ }
+
+ Qt3DRender::QTechnique *gl3Technique() const { return m_gl3Technique; }
+ Qt3DRender::QTechnique *gl2Technique() const { return m_gl2Technique; }
+ Qt3DRender::QTechnique *es2Technique() const { return m_es2Technique; }
+
+ Qt3DRender::QRenderPass *gl3Pass() const { return m_gl3Pass; }
+ Qt3DRender::QRenderPass *gl2Pass() const { return m_gl2Pass; }
+ Qt3DRender::QRenderPass *es2Pass() const { return m_es2Pass; }
+
+ Qt3DRender::QShaderProgram *gl3Shader() const { return m_gl3Program; }
+ Qt3DRender::QShaderProgram *gl2shader() const { return m_gl2es2Program; }
+ Qt3DRender::QShaderProgram *es2Shader() const { return m_gl2es2Program; }
+
+private:
+ Qt3DRender::QEffect *m_effect;
+ Qt3DRender::QTechnique *m_gl3Technique;
+ Qt3DRender::QTechnique *m_gl2Technique;
+ Qt3DRender::QTechnique *m_es2Technique;
+ Qt3DRender::QRenderPass *m_gl3Pass;
+ Qt3DRender::QRenderPass *m_gl2Pass;
+ Qt3DRender::QRenderPass *m_es2Pass;
+ Qt3DRender::QShaderProgram *m_gl3Program;
+ Qt3DRender::QShaderProgram *m_gl2es2Program;
+};
+
+Qt3DRender::QViewport *viewportFrameGraph()
+{
+ Qt3DRender::QViewport *viewport = new Qt3DRender::QViewport();
+ return viewport;
+}
+
+Qt3DRender::QTechniqueFilter *techniqueFilterFrameGraph()
+{
+ Qt3DRender::QTechniqueFilter *techniqueFilter = new Qt3DRender::QTechniqueFilter();
+ return techniqueFilter;
+}
+
+Qt3DRender::QRenderPassFilter *renderPassFilter()
+{
+ Qt3DRender::QRenderPassFilter *passFilter = new Qt3DRender::QRenderPassFilter();
+ return passFilter;
+}
+
+Qt3DCore::QEntity *buildScene(Qt3DRender::QFrameGraphNode *frameGraph, Qt3DRender::QMaterial *material = nullptr)
+{
+ Qt3DCore::QEntity *root = new Qt3DCore::QEntity();
+
+ // FrameGraph
+ Qt3DRender::QRenderSettings* renderSettings = new Qt3DRender::QRenderSettings();
+ renderSettings->setActiveFrameGraph(frameGraph);
+ root->addComponent(renderSettings);
+
+ // Scene
+ for (int i = 0; i < 10; i++) {
+ Qt3DCore::QEntity *e = new Qt3DCore::QEntity();
+ if (material != nullptr)
+ e->addComponent(material);
+ e->setParent(root);
+ }
+
+ return root;
+}
+
+} // anonymous
+
+class tst_MaterialParameterGatherer : public QObject
+{
+ Q_OBJECT
+private Q_SLOTS:
+
+ void checkRunNoHandlesNoTechniqueFilterNoPassFilter()
+ {
+ // GIVEN
+ Qt3DCore::QEntity *sceneRoot = buildScene(viewportFrameGraph());
+ Qt3DRender::TestAspect testAspect(sceneRoot);
+ Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
+
+ testAspect.initializeRenderer();
+
+ // THEN
+ QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 0);
+
+ // WHEN
+ gatherer->run();
+
+ // THEN
+ QCOMPARE(gatherer->materialToPassAndParameter().size(), 0);
+ }
+
+ void checkRunSelectAllNoTechniqueFilterNoPassFilter()
+ {
+ // GIVEN
+ TestMaterial material;
+ Qt3DCore::QEntity *sceneRoot = buildScene(viewportFrameGraph(), &material);
+ Qt3DRender::TestAspect testAspect(sceneRoot);
+ Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
+
+ testAspect.initializeRenderer();
+
+ // THEN
+ QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1);
+
+ // WHEN
+ gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
+ gatherer->run();
+
+ // THEN
+ QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
+ }
+
+ void checkRunDisabledMaterial()
+ {
+ // GIVEN
+ TestMaterial material;
+ material.setEnabled(false);
+ Qt3DCore::QEntity *sceneRoot = buildScene(viewportFrameGraph(), &material);
+ Qt3DRender::TestAspect testAspect(sceneRoot);
+ Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
+
+ testAspect.initializeRenderer();
+
+ // THEN
+ QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1);
+
+ // WHEN
+ gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
+ gatherer->run();
+
+ // THEN
+ QCOMPARE(gatherer->materialToPassAndParameter().size(), 0);
+ }
+
+ void checkRunSelectAllTechniqueFilterWithNoFilterNoPassFilter()
+ {
+ // GIVEN
+ Qt3DRender::QTechniqueFilter *frameGraphFilter = techniqueFilterFrameGraph();
+
+ TestMaterial material;
+
+ Qt3DRender::QFilterKey techniqueFilterKey;
+ techniqueFilterKey.setName(QStringLiteral("renderingStyle"));
+ techniqueFilterKey.setValue(QVariant(QStringLiteral("backward")));
+
+ material.gl2Technique()->addFilterKey(&techniqueFilterKey);
+ material.gl3Technique()->addFilterKey(&techniqueFilterKey);
+ material.es2Technique()->addFilterKey(&techniqueFilterKey);
+
+ Qt3DCore::QEntity *sceneRoot = buildScene(frameGraphFilter, &material);
+ Qt3DRender::TestAspect testAspect(sceneRoot);
+ Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
+
+ testAspect.initializeRenderer();
+
+ // THEN
+ QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1);
+ Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(frameGraphFilter->id()));
+ QVERIFY(backendTechniqueFilter != nullptr);
+
+ // WHEN
+ gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
+ gatherer->setTechniqueFilter(backendTechniqueFilter);
+ gatherer->run();
+
+ // THEN
+ QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
+ }
+
+ void checkRunSelectAllTechniqueFilterWithIncompatibleFilterNoPassFilter()
+ {
+ // GIVEN
+ Qt3DRender::QTechniqueFilter *frameGraphFilter = techniqueFilterFrameGraph();
+ TestMaterial material;
+
+ Qt3DRender::QFilterKey techniqueFilterFilterKey;
+ techniqueFilterFilterKey.setName(QStringLiteral("renderingStyle"));
+ techniqueFilterFilterKey.setValue(QVariant(QStringLiteral("forward")));
+
+ Qt3DRender::QFilterKey techniqueFilterKey;
+ techniqueFilterKey.setName(QStringLiteral("renderingStyle"));
+ techniqueFilterKey.setValue(QVariant(QStringLiteral("backward")));
+
+ frameGraphFilter->addMatch(&techniqueFilterFilterKey);
+
+ material.gl2Technique()->addFilterKey(&techniqueFilterKey);
+ material.gl3Technique()->addFilterKey(&techniqueFilterKey);
+ material.es2Technique()->addFilterKey(&techniqueFilterKey);
+
+ Qt3DCore::QEntity *sceneRoot = buildScene(frameGraphFilter, &material);
+ Qt3DRender::TestAspect testAspect(sceneRoot);
+ Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
+
+ testAspect.initializeRenderer();
+
+ // THEN
+ QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1);
+ Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(frameGraphFilter->id()));
+ QVERIFY(backendTechniqueFilter != nullptr);
+
+ // WHEN
+ gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
+ gatherer->setTechniqueFilter(backendTechniqueFilter);
+ gatherer->run();
+
+ // THEN
+ QCOMPARE(gatherer->materialToPassAndParameter().size(), 0);
+ }
+
+ void checkRunSelectAllTechniqueFilterWithCompatibleFilterNoPassFilter()
+ {
+ // GIVEN
+ Qt3DRender::QTechniqueFilter *frameGraphFilter = techniqueFilterFrameGraph();
+ TestMaterial material;
+
+ Qt3DRender::QFilterKey techniqueFilterKey;
+ techniqueFilterKey.setName(QStringLiteral("renderingStyle"));
+ techniqueFilterKey.setValue(QVariant(QStringLiteral("backward")));
+
+ frameGraphFilter->addMatch(&techniqueFilterKey);
+
+ material.gl2Technique()->addFilterKey(&techniqueFilterKey);
+ material.gl3Technique()->addFilterKey(&techniqueFilterKey);
+ material.es2Technique()->addFilterKey(&techniqueFilterKey);
+
+ Qt3DCore::QEntity *sceneRoot = buildScene(frameGraphFilter, &material);
+ Qt3DRender::TestAspect testAspect(sceneRoot);
+ Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
+
+ testAspect.initializeRenderer();
+
+ // THEN
+ QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1);
+ Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(frameGraphFilter->id()));
+ QVERIFY(backendTechniqueFilter != nullptr);
+
+ // WHEN
+ gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
+ gatherer->setTechniqueFilter(backendTechniqueFilter);
+ gatherer->run();
+
+ // THEN
+ QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
+ }
+
+ void checkRunSelectAllNoTechniqueFilterPassFilterWithNoFilter()
+ {
+ // GIVEN
+ Qt3DRender::QRenderPassFilter *frameGraphFilter = renderPassFilter();
+ TestMaterial material;
+
+ Qt3DRender::QFilterKey passFilterKey;
+ passFilterKey.setName(QStringLiteral("renderingStyle"));
+ passFilterKey.setValue(QVariant(QStringLiteral("backward")));
+
+ material.gl3Pass()->addFilterKey(&passFilterKey);
+ material.gl2Pass()->addFilterKey(&passFilterKey);
+ material.es2Pass()->addFilterKey(&passFilterKey);
+
+ Qt3DCore::QEntity *sceneRoot = buildScene(frameGraphFilter, &material);
+ Qt3DRender::TestAspect testAspect(sceneRoot);
+ Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
+
+ testAspect.initializeRenderer();
+
+ // THEN
+ QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1);
+ Qt3DRender::Render::RenderPassFilter *backendPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(frameGraphFilter->id()));
+ QVERIFY(backendPassFilter != nullptr);
+
+ // WHEN
+ gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
+ gatherer->setRenderPassFilter(backendPassFilter);
+ gatherer->run();
+
+ // THEN
+ QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
+ }
+
+ void checkRunSelectAllNoTechniqueFilterPassFilterWithIncompatibleFilter()
+ {
+ // GIVEN
+ Qt3DRender::QRenderPassFilter *frameGraphFilter = renderPassFilter();
+ TestMaterial material;
+
+ Qt3DRender::QFilterKey passFilterFilterKey;
+ passFilterFilterKey.setName(QStringLiteral("renderingStyle"));
+ passFilterFilterKey.setValue(QVariant(QStringLiteral("forward")));
+
+ Qt3DRender::QFilterKey passFilterKey;
+ passFilterKey.setName(QStringLiteral("renderingStyle"));
+ passFilterKey.setValue(QVariant(QStringLiteral("backward")));
+
+ frameGraphFilter->addMatch(&passFilterFilterKey);
+
+ material.gl3Pass()->addFilterKey(&passFilterKey);
+ material.gl2Pass()->addFilterKey(&passFilterKey);
+ material.es2Pass()->addFilterKey(&passFilterKey);
+
+ Qt3DCore::QEntity *sceneRoot = buildScene(frameGraphFilter, &material);
+ Qt3DRender::TestAspect testAspect(sceneRoot);
+ Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
+
+ testAspect.initializeRenderer();
+
+ // THEN
+ QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1);
+ Qt3DRender::Render::RenderPassFilter *backendPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(frameGraphFilter->id()));
+ QVERIFY(backendPassFilter != nullptr);
+
+ // WHEN
+ gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
+ gatherer->setRenderPassFilter(backendPassFilter);
+ gatherer->run();
+
+ // THEN
+ QCOMPARE(gatherer->materialToPassAndParameter().size(), 0);
+ }
+
+ void checkParameterPriorityGathering()
+ {
+ {
+ // GIVEN
+ Qt3DRender::QTechniqueFilter *techniqueFilterFG = techniqueFilterFrameGraph();
+ Qt3DRender::QRenderPassFilter *renderPassFG = renderPassFilter();
+
+ renderPassFG->setParent(techniqueFilterFG);
+
+ TestMaterial material;
+
+ Qt3DCore::QEntity *sceneRoot = buildScene(techniqueFilterFG, &material);
+
+ // WHEN
+ techniqueFilterFG->addParameter(new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::red))));
+
+ auto renderPassParameter = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::cyan)));
+
+ renderPassFG->addParameter(renderPassParameter);
+ material.addParameter(new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::green))));
+ material.effect()->addParameter(new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::blue))));
+
+ auto techniqueParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::white)));
+
+ material.gl3Technique()->addParameter(techniqueParam);
+ material.gl2Technique()->addParameter(techniqueParam);
+ material.es2Technique()->addParameter(techniqueParam);
+
+ auto passParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::gray)));
+
+ material.gl3Pass()->addParameter(passParam);
+ material.gl2Pass()->addParameter(passParam);
+ material.es2Pass()->addParameter(passParam);
+
+ Qt3DRender::TestAspect testAspect(sceneRoot);
+ Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
+ testAspect.initializeRenderer();
+
+ QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1);
+ Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(techniqueFilterFG->id()));
+ Qt3DRender::Render::RenderPassFilter *backendRenderPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(renderPassFG->id()));
+ QVERIFY(backendTechniqueFilter != nullptr);
+ QVERIFY(backendRenderPassFilter != nullptr);
+
+ gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
+ gatherer->setRenderPassFilter(backendRenderPassFilter);
+ gatherer->setTechniqueFilter(backendTechniqueFilter);
+ gatherer->run();
+
+ // THEN -> RenderPassFilter wins
+ QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
+
+ const QVector<Qt3DRender::Render::RenderPassParameterData> passParameterData = gatherer->materialToPassAndParameter().begin().value();
+ QCOMPARE(passParameterData.size(), 1);
+
+ const Qt3DRender::Render::RenderPassParameterData data = passParameterData.first();
+
+ QCOMPARE(data.parameterInfo.size(), 1);
+ QCOMPARE(data.parameterInfo.first().handle, testAspect.nodeManagers()->parameterManager()->lookupHandle(renderPassParameter->id()));
+ }
+ {
+ // GIVEN
+ Qt3DRender::QTechniqueFilter *techniqueFilterFG = techniqueFilterFrameGraph();
+ Qt3DRender::QRenderPassFilter *renderPassFG = renderPassFilter();
+
+ renderPassFG->setParent(techniqueFilterFG);
+
+ TestMaterial material;
+
+ Qt3DCore::QEntity *sceneRoot = buildScene(techniqueFilterFG, &material);
+
+ // WHEN
+ auto techniqueFilterParameter = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::cyan)));
+ techniqueFilterFG->addParameter(techniqueFilterParameter);
+
+ material.addParameter(new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::green))));
+ material.effect()->addParameter(new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::blue))));
+
+ auto techniqueParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::white)));
+
+ material.gl3Technique()->addParameter(techniqueParam);
+ material.gl2Technique()->addParameter(techniqueParam);
+ material.es2Technique()->addParameter(techniqueParam);
+
+ auto passParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::gray)));
+
+ material.gl3Pass()->addParameter(passParam);
+ material.gl2Pass()->addParameter(passParam);
+ material.es2Pass()->addParameter(passParam);
+
+ Qt3DRender::TestAspect testAspect(sceneRoot);
+ Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
+ testAspect.initializeRenderer();
+
+ QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1);
+ Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(techniqueFilterFG->id()));
+ Qt3DRender::Render::RenderPassFilter *backendRenderPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(renderPassFG->id()));
+ QVERIFY(backendTechniqueFilter != nullptr);
+ QVERIFY(backendRenderPassFilter != nullptr);
+
+ gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
+ gatherer->setRenderPassFilter(backendRenderPassFilter);
+ gatherer->setTechniqueFilter(backendTechniqueFilter);
+ gatherer->run();
+
+ // THEN -> TechniqueFilter wins
+ QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
+
+ const QVector<Qt3DRender::Render::RenderPassParameterData> passParameterData = gatherer->materialToPassAndParameter().begin().value();
+ QCOMPARE(passParameterData.size(), 1);
+
+ const Qt3DRender::Render::RenderPassParameterData data = passParameterData.first();
+
+ QCOMPARE(data.parameterInfo.size(), 1);
+ QCOMPARE(data.parameterInfo.first().handle, testAspect.nodeManagers()->parameterManager()->lookupHandle(techniqueFilterParameter->id()));
+ }
+ {
+ // GIVEN
+ Qt3DRender::QTechniqueFilter *techniqueFilterFG = techniqueFilterFrameGraph();
+ Qt3DRender::QRenderPassFilter *renderPassFG = renderPassFilter();
+
+ renderPassFG->setParent(techniqueFilterFG);
+
+ TestMaterial material;
+
+ Qt3DCore::QEntity *sceneRoot = buildScene(techniqueFilterFG, &material);
+
+ // WHEN
+ auto materialParameter = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::cyan)));
+
+ material.addParameter(materialParameter);
+ material.effect()->addParameter(new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::blue))));
+
+ auto techniqueParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::white)));
+
+ material.gl3Technique()->addParameter(techniqueParam);
+ material.gl2Technique()->addParameter(techniqueParam);
+ material.es2Technique()->addParameter(techniqueParam);
+
+ auto passParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::gray)));
+
+ material.gl3Pass()->addParameter(passParam);
+ material.gl2Pass()->addParameter(passParam);
+ material.es2Pass()->addParameter(passParam);
+
+ Qt3DRender::TestAspect testAspect(sceneRoot);
+ Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
+ testAspect.initializeRenderer();
+
+ QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1);
+ Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(techniqueFilterFG->id()));
+ Qt3DRender::Render::RenderPassFilter *backendRenderPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(renderPassFG->id()));
+ QVERIFY(backendTechniqueFilter != nullptr);
+ QVERIFY(backendRenderPassFilter != nullptr);
+
+ gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
+ gatherer->setRenderPassFilter(backendRenderPassFilter);
+ gatherer->setTechniqueFilter(backendTechniqueFilter);
+ gatherer->run();
+
+ // THEN -> TechniqueFilter wins
+ QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
+
+ const QVector<Qt3DRender::Render::RenderPassParameterData> passParameterData = gatherer->materialToPassAndParameter().begin().value();
+ QCOMPARE(passParameterData.size(), 1);
+
+ const Qt3DRender::Render::RenderPassParameterData data = passParameterData.first();
+
+ QCOMPARE(data.parameterInfo.size(), 1);
+ QCOMPARE(data.parameterInfo.first().handle, testAspect.nodeManagers()->parameterManager()->lookupHandle(materialParameter->id()));
+ }
+ {
+ // GIVEN
+ Qt3DRender::QTechniqueFilter *techniqueFilterFG = techniqueFilterFrameGraph();
+ Qt3DRender::QRenderPassFilter *renderPassFG = renderPassFilter();
+
+ renderPassFG->setParent(techniqueFilterFG);
+
+ TestMaterial material;
+
+ Qt3DCore::QEntity *sceneRoot = buildScene(techniqueFilterFG, &material);
+
+ // WHEN
+ auto effectParameter = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::cyan)));
+
+ material.effect()->addParameter(effectParameter);
+
+ auto techniqueParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::white)));
+
+ material.gl3Technique()->addParameter(techniqueParam);
+ material.gl2Technique()->addParameter(techniqueParam);
+ material.es2Technique()->addParameter(techniqueParam);
+
+ auto passParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::gray)));
+
+ material.gl3Pass()->addParameter(passParam);
+ material.gl2Pass()->addParameter(passParam);
+ material.es2Pass()->addParameter(passParam);
+
+ Qt3DRender::TestAspect testAspect(sceneRoot);
+ Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
+ testAspect.initializeRenderer();
+
+ QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1);
+ Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(techniqueFilterFG->id()));
+ Qt3DRender::Render::RenderPassFilter *backendRenderPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(renderPassFG->id()));
+ QVERIFY(backendTechniqueFilter != nullptr);
+ QVERIFY(backendRenderPassFilter != nullptr);
+
+ gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
+ gatherer->setRenderPassFilter(backendRenderPassFilter);
+ gatherer->setTechniqueFilter(backendTechniqueFilter);
+ gatherer->run();
+
+ // THEN -> TechniqueFilter wins
+ QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
+
+ const QVector<Qt3DRender::Render::RenderPassParameterData> passParameterData = gatherer->materialToPassAndParameter().begin().value();
+ QCOMPARE(passParameterData.size(), 1);
+
+ const Qt3DRender::Render::RenderPassParameterData data = passParameterData.first();
+
+ QCOMPARE(data.parameterInfo.size(), 1);
+ QCOMPARE(data.parameterInfo.first().handle, testAspect.nodeManagers()->parameterManager()->lookupHandle(effectParameter->id()));
+ }
+ {
+ // GIVEN
+ Qt3DRender::QTechniqueFilter *techniqueFilterFG = techniqueFilterFrameGraph();
+ Qt3DRender::QRenderPassFilter *renderPassFG = renderPassFilter();
+
+ renderPassFG->setParent(techniqueFilterFG);
+
+ TestMaterial material;
+
+ Qt3DCore::QEntity *sceneRoot = buildScene(techniqueFilterFG, &material);
+
+ // WHEN
+ auto techniqueParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::white)));
+
+ material.gl3Technique()->addParameter(techniqueParam);
+ material.gl2Technique()->addParameter(techniqueParam);
+ material.es2Technique()->addParameter(techniqueParam);
+
+ auto passParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::gray)));
+
+ material.gl3Pass()->addParameter(passParam);
+ material.gl2Pass()->addParameter(passParam);
+ material.es2Pass()->addParameter(passParam);
+
+ Qt3DRender::TestAspect testAspect(sceneRoot);
+ Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
+ testAspect.initializeRenderer();
+
+ QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1);
+ Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(techniqueFilterFG->id()));
+ Qt3DRender::Render::RenderPassFilter *backendRenderPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(renderPassFG->id()));
+ QVERIFY(backendTechniqueFilter != nullptr);
+ QVERIFY(backendRenderPassFilter != nullptr);
+
+ gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
+ gatherer->setRenderPassFilter(backendRenderPassFilter);
+ gatherer->setTechniqueFilter(backendTechniqueFilter);
+ gatherer->run();
+
+ // THEN -> TechniqueFilter wins
+ QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
+
+ const QVector<Qt3DRender::Render::RenderPassParameterData> passParameterData = gatherer->materialToPassAndParameter().begin().value();
+ QCOMPARE(passParameterData.size(), 1);
+
+ const Qt3DRender::Render::RenderPassParameterData data = passParameterData.first();
+
+ QCOMPARE(data.parameterInfo.size(), 1);
+ QCOMPARE(data.parameterInfo.first().handle, testAspect.nodeManagers()->parameterManager()->lookupHandle(techniqueParam->id()));
+ }
+ {
+ // GIVEN
+ Qt3DRender::QTechniqueFilter *techniqueFilterFG = techniqueFilterFrameGraph();
+ Qt3DRender::QRenderPassFilter *renderPassFG = renderPassFilter();
+
+ renderPassFG->setParent(techniqueFilterFG);
+
+ TestMaterial material;
+
+ Qt3DCore::QEntity *sceneRoot = buildScene(techniqueFilterFG, &material);
+
+ // WHEN
+ auto passParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::gray)));
+
+ material.gl3Pass()->addParameter(passParam);
+ material.gl2Pass()->addParameter(passParam);
+ material.es2Pass()->addParameter(passParam);
+
+ Qt3DRender::TestAspect testAspect(sceneRoot);
+ Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
+ testAspect.initializeRenderer();
+
+ QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1);
+ Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(techniqueFilterFG->id()));
+ Qt3DRender::Render::RenderPassFilter *backendRenderPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(renderPassFG->id()));
+ QVERIFY(backendTechniqueFilter != nullptr);
+ QVERIFY(backendRenderPassFilter != nullptr);
+
+ gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
+ gatherer->setRenderPassFilter(backendRenderPassFilter);
+ gatherer->setTechniqueFilter(backendTechniqueFilter);
+ gatherer->run();
+
+ // THEN -> TechniqueFilter wins
+ QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
+
+ const QVector<Qt3DRender::Render::RenderPassParameterData> passParameterData = gatherer->materialToPassAndParameter().begin().value();
+ QCOMPARE(passParameterData.size(), 1);
+
+ const Qt3DRender::Render::RenderPassParameterData data = passParameterData.first();
+
+ QCOMPARE(data.parameterInfo.size(), 1);
+ QCOMPARE(data.parameterInfo.first().handle, testAspect.nodeManagers()->parameterManager()->lookupHandle(passParam->id()));
+ }
+ }
+};
+
+QTEST_MAIN(tst_MaterialParameterGatherer)
+
+#include "tst_materialparametergathererjob.moc"