/**************************************************************************** ** ** 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 #include #include "testrenderer.h" class tst_RenderShader : public Qt3DCore::QBackendNodeTester { Q_OBJECT private slots: void hasCoherentInitialState(); void matchesFrontendPeer(); void cleanupLeavesACoherentState(); void dealWithPropertyChanges_data(); void dealWithPropertyChanges(); void checkSetRendererDirtyOnInitialization(); void allowToChangeShaderCode_data(); void allowToChangeShaderCode(); }; 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()); QCOMPARE(shader->status(), Qt3DRender::QShaderProgram::NotReady); } void tst_RenderShader::matchesFrontendPeer() { QScopedPointer frontend(createFrontendShader()); TestRenderer renderer; Qt3DRender::Render::Shader backend; backend.setRenderer(&renderer); simulateInitialization(frontend.data(), &backend); 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() { QScopedPointer frontend(createFrontendShader()); TestRenderer renderer; Qt3DRender::Render::Shader shader; shader.setRenderer(&renderer); simulateInitialization(frontend.data(), &shader); 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()); QCOMPARE(shader.status(), Qt3DRender::QShaderProgram::NotReady); } void tst_RenderShader::dealWithPropertyChanges_data() { QTest::addColumn("property"); QTest::addColumn("type"); QTest::newRow("vertex") << QByteArrayLiteral("vertexShaderCode") << Qt3DRender::QShaderProgram::Vertex; QTest::newRow("tessControl") << QByteArrayLiteral("tessellationControlShaderCode") << Qt3DRender::QShaderProgram::TessellationControl; QTest::newRow("tessEval") << QByteArrayLiteral("tessellationEvaluationShaderCode") << Qt3DRender::QShaderProgram::TessellationEvaluation; QTest::newRow("geometry") << QByteArrayLiteral("geometryShaderCode") << Qt3DRender::QShaderProgram::Geometry; QTest::newRow("fragment") << QByteArrayLiteral("fragmentShaderCode") << Qt3DRender::QShaderProgram::Fragment; QTest::newRow("compute") << QByteArrayLiteral("computeShaderCode") << Qt3DRender::QShaderProgram::Compute; } void tst_RenderShader::dealWithPropertyChanges() { // GIVEN QFETCH(QByteArray, property); QFETCH(Qt3DRender::QShaderProgram::ShaderType, type); Qt3DRender::Render::Shader backend; backend.setLoaded(true); TestRenderer renderer; backend.setRenderer(&renderer); // WHEN auto updateChange = Qt3DCore::QPropertyUpdatedChangePtr::create(Qt3DCore::QNodeId()); updateChange->setValue(QStringLiteral("foo")); updateChange->setPropertyName(property); backend.sceneChangeEvent(updateChange); // THEN QCOMPARE(backend.shaderCode().at(type), QStringLiteral("foo")); QVERIFY(!backend.isLoaded()); QCOMPARE(renderer.dirtyBits(), Qt3DRender::Render::AbstractRenderer::ShadersDirty); renderer.resetDirty(); backend.setLoaded(true); // WHEN updateChange = Qt3DCore::QPropertyUpdatedChangePtr::create(Qt3DCore::QNodeId()); updateChange->setValue(QStringLiteral("foo")); updateChange->setPropertyName(property); backend.sceneChangeEvent(updateChange); // THEN QCOMPARE(backend.shaderCode().at(type), QStringLiteral("foo")); QVERIFY(backend.isLoaded()); QCOMPARE(renderer.dirtyBits(), 0); renderer.resetDirty(); backend.setLoaded(true); // WHEN updateChange = Qt3DCore::QPropertyUpdatedChangePtr::create(Qt3DCore::QNodeId()); updateChange->setValue(QStringLiteral("bar")); updateChange->setPropertyName(property); backend.sceneChangeEvent(updateChange); // THEN QCOMPARE(backend.shaderCode().at(type), QStringLiteral("bar")); QVERIFY(!backend.isLoaded()); QCOMPARE(renderer.dirtyBits(), Qt3DRender::Render::AbstractRenderer::ShadersDirty); renderer.resetDirty(); backend.setLoaded(true); } void tst_RenderShader::checkSetRendererDirtyOnInitialization() { // GIVEN QScopedPointer frontend(createFrontendShader()); Qt3DRender::Render::Shader shader; TestRenderer renderer; shader.setRenderer(&renderer); // THEN QCOMPARE(renderer.dirtyBits(), 0); // WHEN simulateInitialization(frontend.data(), &shader); // THEN QCOMPARE(renderer.dirtyBits(), Qt3DRender::Render::AbstractRenderer::ShadersDirty); } void tst_RenderShader::allowToChangeShaderCode_data() { dealWithPropertyChanges_data(); } void tst_RenderShader::allowToChangeShaderCode() { // GIVEN QFETCH(Qt3DRender::QShaderProgram::ShaderType, type); Qt3DRender::Render::Shader backend; backend.setLoaded(true); TestRenderer renderer; backend.setRenderer(&renderer); // WHEN backend.setShaderCode(type, QByteArrayLiteral("foo")); // THEN QCOMPARE(backend.shaderCode().at(type), QStringLiteral("foo")); QVERIFY(!backend.isLoaded()); QCOMPARE(renderer.dirtyBits(), Qt3DRender::Render::AbstractRenderer::ShadersDirty); renderer.resetDirty(); backend.setLoaded(true); // WHEN backend.setShaderCode(type, QByteArrayLiteral("foo")); // THEN QCOMPARE(backend.shaderCode().at(type), QStringLiteral("foo")); QVERIFY(backend.isLoaded()); QCOMPARE(renderer.dirtyBits(), 0); renderer.resetDirty(); backend.setLoaded(true); // WHEN backend.setShaderCode(type, QByteArrayLiteral("bar")); // THEN QCOMPARE(backend.shaderCode().at(type), QStringLiteral("bar")); QVERIFY(!backend.isLoaded()); QCOMPARE(renderer.dirtyBits(), Qt3DRender::Render::AbstractRenderer::ShadersDirty); renderer.resetDirty(); backend.setLoaded(true); } QTEST_APPLESS_MAIN(tst_RenderShader) #include "tst_shader.moc"