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-rw-r--r--tests/auto/render/opengl/renderer/tst_renderer.cpp348
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diff --git a/tests/auto/render/opengl/renderer/tst_renderer.cpp b/tests/auto/render/opengl/renderer/tst_renderer.cpp
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+++ b/tests/auto/render/opengl/renderer/tst_renderer.cpp
@@ -0,0 +1,348 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 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/QtTest>
+#include <QMutex>
+#include <QWaitCondition>
+#include <QThread>
+#include <Qt3DRender/private/viewportnode_p.h>
+#include <renderer_p.h>
+#include <renderview_p.h>
+#include <renderviewbuilder_p.h>
+#include <Qt3DRender/private/offscreensurfacehelper_p.h>
+#include <renderqueue_p.h>
+
+class tst_Renderer : public QObject
+{
+ Q_OBJECT
+public :
+ tst_Renderer() {}
+ ~tst_Renderer() {}
+
+private Q_SLOTS:
+
+ void checkPreRenderBinJobs()
+ {
+ // GIVEN
+ Qt3DRender::Render::NodeManagers nodeManagers;
+ Qt3DRender::Render::OpenGL::Renderer renderer(Qt3DRender::QRenderAspect::Synchronous);
+ Qt3DRender::Render::OffscreenSurfaceHelper offscreenHelper(&renderer);
+ Qt3DRender::Render::RenderSettings settings;
+ // owned by FG manager
+ Qt3DRender::Render::ViewportNode *fgRoot = new Qt3DRender::Render::ViewportNode();
+ const Qt3DCore::QNodeId fgRootId = Qt3DCore::QNodeId::createId();
+
+ nodeManagers.frameGraphManager()->appendNode(fgRootId, fgRoot);
+ settings.setActiveFrameGraphId(fgRootId);
+
+ renderer.setNodeManagers(&nodeManagers);
+ renderer.setSettings(&settings);
+ renderer.setOffscreenSurfaceHelper(&offscreenHelper);
+ renderer.initialize();
+
+ // Ensure invoke calls are performed
+ QCoreApplication::processEvents();
+
+ // WHEN (nothing dirty, no buffers, no layers to be rebuilt, no materials to be rebuilt)
+ QVector<Qt3DCore::QAspectJobPtr> jobs = renderer.preRenderingJobs();
+
+ // THEN
+ QCOMPARE(jobs.size(),
+ 1 + // PickBoundingVolumeJob
+ 1); // RayCastingJob
+
+ // WHEN
+ renderer.m_sendBufferCaptureJob->addRequest({Qt3DCore::QNodeId(), {}});
+ jobs = renderer.preRenderingJobs();
+
+ // THEN
+ QCOMPARE(jobs.size(),
+ 1 + // PickBoundingVolumeJob
+ 1 + // RayCastingJob
+ 1); // SendBufferCaptureJob
+ // Note: pending render buffer captures are only cleared when the job is run
+
+ // WHEN
+ renderer.m_updatedSetFences.push_back({Qt3DCore::QNodeId(), nullptr});
+ jobs = renderer.preRenderingJobs();
+
+ // THEN
+ QCOMPARE(jobs.size(),
+ 1 + // PickBoundingVolumeJob
+ 1 + // RayCastingJob
+ 1 + // SendBufferCaptureJob
+ 1); // SendSetFenceHandlesJob
+ // Note: pending set fence handles are only cleared when the job is run
+
+ // Properly shutdown command thread
+ renderer.shutdown();
+ }
+
+ void checkRenderBinJobs()
+ {
+ // GIVEN
+ Qt3DRender::Render::NodeManagers nodeManagers;
+ Qt3DRender::Render::OpenGL::Renderer renderer(Qt3DRender::QRenderAspect::Synchronous);
+ Qt3DRender::Render::OpenGL::RenderQueue *renderQueue = renderer.renderQueue();
+ Qt3DRender::Render::OffscreenSurfaceHelper offscreenHelper(&renderer);
+ Qt3DRender::Render::RenderSettings settings;
+ // owned by FG manager
+ Qt3DRender::Render::ViewportNode *fgRoot = new Qt3DRender::Render::ViewportNode();
+ const Qt3DCore::QNodeId fgRootId = Qt3DCore::QNodeId::createId();
+
+ nodeManagers.frameGraphManager()->appendNode(fgRootId, fgRoot);
+ settings.setActiveFrameGraphId(fgRootId);
+
+ renderer.setNodeManagers(&nodeManagers);
+ renderer.setSettings(&settings);
+ renderer.setOffscreenSurfaceHelper(&offscreenHelper);
+ renderer.initialize();
+
+ // Ensure invoke calls are performed
+ QCoreApplication::processEvents();
+
+ // NOTE: FilterCompatibleTechniqueJob and ShaderGathererJob cannot run because the context
+ // is not initialized in this test
+
+ const int renderViewBuilderMaterialCacheJobCount = 1 + Qt3DRender::Render::OpenGL::RenderViewBuilder::optimalJobCount();
+ // syncMaterialGathererJob
+ // n * materialGathererJob
+ const int layerCacheJobCount = 2;
+ // filterEntityByLayerJob,
+ // syncFilterEntityByLayerJob
+
+ const int singleRenderViewCommandRebuildJobCount = 1 + Qt3DRender::Render::OpenGL::RenderViewBuilder::optimalJobCount();
+
+ const int singleRenderViewJobCount = 8 + 1 * Qt3DRender::Render::OpenGL::RenderViewBuilder::optimalJobCount();
+ // RenderViewBuilder renderViewJob,
+ // syncRenderViewInitializationJob,
+ // syncFrustumCullingJob,
+ // filterProximityJob,
+ // setClearDrawBufferIndexJob,
+ // frustumCullingJob,
+ // syncRenderCommandUpdateJob,
+ // syncRenderViewCommandPostUpdateJob
+ // n * (RenderViewCommandBuildJobs)
+
+ // WHEN
+ QVector<Qt3DCore::QAspectJobPtr> jobs = renderer.renderBinJobs();
+
+ // THEN -> AllDirty
+ // (Renderer is not initialized so FilterCompatibleTechniqueJob
+ // and ShaderGathererJob are not added here)
+ QCOMPARE(jobs.size(),
+ 1 + // EntityEnabledDirty
+ 1 + // WorldTransformJob
+ 1 + // UpdateWorldBoundingVolume
+ 1 + // UpdateShaderDataTransform
+ 1 + // ExpandBoundingVolumeJob
+ 1 + // CalculateBoundingVolumeJob
+ 1 + // UpdateMeshTriangleListJob
+ 1 + // updateSkinningPaletteJob
+ 1 + // SyncLoadingJobs
+ 1 + // updateLevelOfDetailJob
+ 1 + // cleanupJob
+ 1 + // VAOGatherer
+ 1 + // BufferGathererJob
+ 1 + // TexturesGathererJob
+ 1 + // UpdateEntityLayersJob
+ 1 + // LightGathererJob
+ 1 + // CacheLightJob
+ 1 + // RenderableEntityFilterJob
+ 1 + // CacheRenderableEntitiesJob
+ 1 + // ComputableEntityFilterJob
+ 1 + // CacheComputableEntitiesJob
+ singleRenderViewJobCount +
+ singleRenderViewCommandRebuildJobCount +
+ layerCacheJobCount +
+ renderViewBuilderMaterialCacheJobCount);
+
+ renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
+ renderQueue->reset();
+
+ // WHEN (nothing dirty, no buffers, no layers to be rebuilt, no materials to be rebuilt) (Nothing in cache)
+ renderer.markDirty(Qt3DRender::Render::AbstractRenderer::FrameGraphDirty, nullptr);
+ jobs = renderer.renderBinJobs();
+
+ // THEN (level
+ QCOMPARE(jobs.size(),
+ 1 + // updateLevelOfDetailJob
+ 1 + // cleanupJob
+ 1 + // VAOGatherer
+ 1 + // updateSkinningPaletteJob
+ 1 + // SyncLoadingJobs
+ singleRenderViewJobCount +
+ singleRenderViewCommandRebuildJobCount +
+ renderViewBuilderMaterialCacheJobCount +
+ layerCacheJobCount);
+
+ renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
+ renderQueue->reset();
+
+ // WHEN (nothing dirty, no buffers, no layers to be rebuilt, no materials to be rebuilt) (RV leaf in cache)
+ renderer.markDirty(Qt3DRender::Render::AbstractRenderer::FrameGraphDirty, nullptr);
+ renderer.cache()->leafNodeCache[renderer.m_frameGraphLeaves.first()] = {};
+ jobs = renderer.renderBinJobs();
+
+ // THEN (level
+ QCOMPARE(jobs.size(),
+ 1 + // updateLevelOfDetailJob
+ 1 + // cleanupJob
+ 1 + // VAOGatherer
+ 1 + // updateSkinningPaletteJob
+ 1 + // SyncLoadingJobs
+ singleRenderViewJobCount +
+ singleRenderViewCommandRebuildJobCount +
+ renderViewBuilderMaterialCacheJobCount +
+ layerCacheJobCount);
+
+ renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
+ renderQueue->reset();
+
+ // WHEN
+ renderer.markDirty(Qt3DRender::Render::AbstractRenderer::EntityEnabledDirty, nullptr);
+ jobs = renderer.renderBinJobs();
+
+ // THEN (level
+ QCOMPARE(jobs.size(),
+ 1 + // updateLevelOfDetailJob
+ 1 + // cleanupJob
+ 1 + // VAOGatherer
+ 1 + // updateSkinningPaletteJob
+ 1 + // SyncLoadingJobs
+ 1 + // EntityEnabledDirty
+ singleRenderViewJobCount +
+ layerCacheJobCount);
+
+ renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
+ renderQueue->reset();
+
+ // WHEN
+ renderer.markDirty(Qt3DRender::Render::AbstractRenderer::TransformDirty, nullptr);
+ jobs = renderer.renderBinJobs();
+
+ // THEN (level
+ QCOMPARE(jobs.size(),
+ 1 + // updateLevelOfDetailJob
+ 1 + // cleanupJob
+ 1 + // VAOGatherer
+ 1 + // WorldTransformJob
+ 1 + // UpdateWorldBoundingVolume
+ 1 + // UpdateShaderDataTransform
+ 1 + // updateSkinningPaletteJob
+ 1 + // SyncLoadingJobs
+ 1 + // ExpandBoundingVolumeJob
+ singleRenderViewJobCount);
+
+ renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
+ renderQueue->reset();
+
+ // WHEN
+ renderer.markDirty(Qt3DRender::Render::AbstractRenderer::MaterialDirty, nullptr);
+ jobs = renderer.renderBinJobs();
+
+ // THEN (level
+ QCOMPARE(jobs.size(),
+ 1 + // updateLevelOfDetailJob
+ 1 + // cleanupJob
+ 1 + // VAOGatherer
+ 1 + // updateSkinningPaletteJob
+ 1 + // SyncLoadingJobs
+ singleRenderViewJobCount +
+ singleRenderViewCommandRebuildJobCount +
+ renderViewBuilderMaterialCacheJobCount);
+
+ renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
+ renderQueue->reset();
+
+ // WHEN
+ renderer.markDirty(Qt3DRender::Render::AbstractRenderer::GeometryDirty, nullptr);
+ jobs = renderer.renderBinJobs();
+
+ // THEN (level
+ QCOMPARE(jobs.size(),
+ 1 + // updateLevelOfDetailJob
+ 1 + // cleanupJob
+ 1 + // VAOGatherer
+ 1 + // CalculateBoundingVolumeJob
+ 1 + // UpdateMeshTriangleListJob
+ 1 + // updateSkinningPaletteJob
+ 1 + // SyncLoadingJobs
+ 1 + // ExpandBoundingVolumeJob
+ 1 + // RenderableEntityFilterPtr
+ 1 + // SyncRenderableEntities
+ singleRenderViewCommandRebuildJobCount +
+ singleRenderViewJobCount);
+
+ renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
+ renderQueue->reset();
+
+ // WHEN
+ renderer.markDirty(Qt3DRender::Render::AbstractRenderer::BuffersDirty, nullptr);
+ jobs = renderer.renderBinJobs();
+
+ // THEN (level
+ QCOMPARE(jobs.size(),
+ 1 + // updateLevelOfDetailJob
+ 1 + // cleanupJob
+ 1 + // VAOGatherer
+ 1 + // updateSkinningPaletteJob
+ 1 + // SyncLoadingJobs
+ 1 + // CalculateBoundingVolumeJob
+ 1 + // UpdateMeshTriangleListJob
+ 1 + // BufferGathererJob
+ singleRenderViewJobCount);
+
+ renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
+ renderQueue->reset();
+
+ // WHEN
+ renderer.markDirty(Qt3DRender::Render::AbstractRenderer::TexturesDirty, nullptr);
+ jobs = renderer.renderBinJobs();
+
+ // THEN (level
+ QCOMPARE(jobs.size(),
+ 1 + // updateLevelOfDetailJob
+ 1 + // cleanupJob
+ 1 + // VAOGatherer
+ 1 + // TexturesGathererJob
+ 1 + // updateSkinningPaletteJob
+ 1 + // SyncTexturesGathererJob
+ singleRenderViewJobCount);
+
+ renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
+ renderQueue->reset();
+
+ // Properly shutdown command thread
+ renderer.shutdown();
+ }
+};
+
+QTEST_MAIN(tst_Renderer)
+
+#include "tst_renderer.moc"