/**************************************************************************** ** ** Copyright (C) 2015 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 #include #include class tst_RenderShader : public QObject { Q_OBJECT private slots: void hasCoherentInitialState(); void matchesFrontendPeer(); void cleanupLeavesACoherentState(); }; Qt3DRender::QShaderProgram *createFrontendShader() { Qt3DRender::QShaderProgram *shader = new Qt3DRender::QShaderProgram(); shader->setVertexShaderCode(QByteArrayLiteral( "#version 150"\ "in vec3 vertexPosition;"\ "in vec3 vertexColor; "\ "out vec3 color;"\ "void main()"\ "{"\ " color = vertexColor;"\ " gl_Position = vec4( vertexPosition, 1.0 );"\ "}")); shader->setFragmentShaderCode(QByteArrayLiteral( "#version 150"\ "in vec3 color;"\ "out vec4 fragColor;"\ "void main()"\ "{"\ " fragColor = vec4( color, 1.0 );"\ "}")); return shader; } void tst_RenderShader::hasCoherentInitialState() { Qt3DRender::Render::Shader *shader = new Qt3DRender::Render::Shader(); QCOMPARE(shader->isLoaded(), false); QCOMPARE(shader->dna(), 0U); QVERIFY(shader->uniformsNames().isEmpty()); QVERIFY(shader->attributesNames().isEmpty()); QVERIFY(shader->uniformBlockNames().isEmpty()); QVERIFY(shader->uniforms().isEmpty()); QVERIFY(shader->attributes().isEmpty()); QVERIFY(shader->uniformBlocks().isEmpty()); } void tst_RenderShader::matchesFrontendPeer() { Qt3DRender::QShaderProgram *frontend = createFrontendShader(); Qt3DRender::Render::Shader *backend = new Qt3DRender::Render::Shader(); backend->updateFromPeer(frontend); QCOMPARE(backend->isLoaded(), false); QVERIFY(backend->dna() != 0U); for (int i = Qt3DRender::QShaderProgram::Vertex; i <= Qt3DRender::QShaderProgram::Compute; ++i) QCOMPARE(backend->shaderCode()[i], frontend->shaderCode( static_cast(i))); } void tst_RenderShader::cleanupLeavesACoherentState() { Qt3DRender::QShaderProgram *frontend = createFrontendShader(); Qt3DRender::Render::Shader *shader = new Qt3DRender::Render::Shader(); shader->updateFromPeer(frontend); shader->cleanup(); QCOMPARE(shader->isLoaded(), false); QCOMPARE(shader->dna(), 0U); QVERIFY(shader->uniformsNames().isEmpty()); QVERIFY(shader->attributesNames().isEmpty()); QVERIFY(shader->uniformBlockNames().isEmpty()); QVERIFY(shader->uniforms().isEmpty()); QVERIFY(shader->attributes().isEmpty()); QVERIFY(shader->uniformBlocks().isEmpty()); } QTEST_APPLESS_MAIN(tst_RenderShader) #include "tst_shader.moc"