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authorPaul Lemire <paul.lemire@kdab.com>2019-04-11 10:28:49 +0200
committerPaul Lemire <paul.lemire@kdab.com>2019-05-02 12:47:05 +0000
commit389dec3e7ca530d7d6944772a1152d130cfb8e70 (patch)
treec436ac945330631e55cda57d4fcb02e00c2769b9 /tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp
parentef3daddae1720956e746142ac7ee54a27b9299d7 (diff)
Only generate temporaries when it makes sense
- Never for global inputs - Otherwise only if the temporary is referenced more than once -> meaning it's actually caching the result of some operation Tests updated accordingly. Change-Id: Ic76615370d23dee3965ca6350d5257a8be5a3e22 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp')
-rw-r--r--tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp214
1 files changed, 183 insertions, 31 deletions
diff --git a/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp b/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp
index f8bb0c3851..59e93d127f 100644
--- a/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp
+++ b/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp
@@ -137,7 +137,7 @@ namespace
createPort(QShaderNodePort::Output, "color")
});
sampleTexture.addRule(openGLES2, QShaderNode::Rule("highp vec4 $color = texture2D($sampler, $coord);"));
- sampleTexture.addRule(openGL3, QShaderNode::Rule("vec4 $color = texture2D($sampler, $coord);"));
+ sampleTexture.addRule(openGL3, QShaderNode::Rule("vec4 $color = texture($sampler, $coord);"));
auto lightFunction = createNode({
createPort(QShaderNodePort::Input, "baseColor"),
@@ -197,6 +197,7 @@ private slots:
void shouldProcessLanguageQualifierAndTypeEnums();
void shouldGenerateDifferentCodeDependingOnActiveLayers();
void shouldUseGlobalVariableRatherThanTemporaries();
+ void shouldGenerateTemporariesWisely();
};
void tst_QShaderGenerator::shouldHaveDefaultState()
@@ -237,10 +238,7 @@ void tst_QShaderGenerator::shouldGenerateShaderCode_data()
<< ""
<< "void main()"
<< "{"
- << " highp vec4 v5 = texture2D(texture, texCoord);"
- << " highp vec4 v6 = lightModel(v5, worldPosition, lightIntensity);"
- << " highp vec4 v7 = v6 * pow(2.0, exposure);"
- << " gl_fragColor = v7;"
+ << " gl_fragColor = (((((lightModel(((texture2D(texture, texCoord))), worldPosition, lightIntensity)))) * pow(2.0, exposure)));"
<< "}"
<< "";
@@ -254,10 +252,7 @@ void tst_QShaderGenerator::shouldGenerateShaderCode_data()
<< ""
<< "void main()"
<< "{"
- << " vec4 v5 = texture2D(texture, texCoord);"
- << " vec4 v6 = lightModel(v5, worldPosition, lightIntensity);"
- << " vec4 v7 = v6 * pow(2.0, exposure);"
- << " fragColor = v7;"
+ << " fragColor = (((((lightModel(((texture(texture, texCoord))), worldPosition, lightIntensity)))) * pow(2.0, exposure)));"
<< "}"
<< "";
@@ -869,8 +864,7 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers()
<< ""
<< "void main()"
<< "{"
- << " vec4 v2 = lightModel(diffuseUniform, normalUniform);"
- << " fragColor = v2;"
+ << " fragColor = ((lightModel(diffuseUniform, normalUniform)));"
<< "}"
<< "";
QCOMPARE(code, expected.join("\n"));
@@ -892,9 +886,7 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers()
<< ""
<< "void main()"
<< "{"
- << " vec3 v2 = texture2D(normalTexture, texCoord).rgb;"
- << " vec4 v3 = lightModel(diffuseUniform, v2);"
- << " fragColor = v3;"
+ << " fragColor = ((lightModel(diffuseUniform, texture2D(normalTexture, texCoord).rgb)));"
<< "}"
<< "";
QCOMPARE(code, expected.join("\n"));
@@ -916,9 +908,7 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers()
<< ""
<< "void main()"
<< "{"
- << " vec4 v1 = texture2D(diffuseTexture, texCoord);"
- << " vec4 v3 = lightModel(v1, normalUniform);"
- << " fragColor = v3;"
+ << " fragColor = ((lightModel(texture2D(diffuseTexture, texCoord), normalUniform)));"
<< "}"
<< "";
QCOMPARE(code, expected.join("\n"));
@@ -940,10 +930,7 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers()
<< ""
<< "void main()"
<< "{"
- << " vec3 v2 = texture2D(normalTexture, texCoord).rgb;"
- << " vec4 v1 = texture2D(diffuseTexture, texCoord);"
- << " vec4 v3 = lightModel(v1, v2);"
- << " fragColor = v3;"
+ << " fragColor = ((lightModel(texture2D(diffuseTexture, texCoord), texture2D(normalTexture, texCoord).rgb)));"
<< "}"
<< "";
QCOMPARE(code, expected.join("\n"));
@@ -967,13 +954,13 @@ void tst_QShaderGenerator::shouldUseGlobalVariableRatherThanTemporaries()
createPort(QShaderNodePort::Input, "varName"),
createPort(QShaderNodePort::Output, "out")
});
- fakeMultiPlyNoSpace.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName*v11;"));
+ fakeMultiPlyNoSpace.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName*speed;"));
auto fakeMultiPlySpace = createNode({
createPort(QShaderNodePort::Input, "varName"),
createPort(QShaderNodePort::Output, "out")
});
- fakeMultiPlySpace.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName * v11;"));
+ fakeMultiPlySpace.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName * speed;"));
auto fakeJoinNoSpace = createNode({
createPort(QShaderNodePort::Input, "varName"),
@@ -1063,20 +1050,185 @@ void tst_QShaderGenerator::shouldUseGlobalVariableRatherThanTemporaries()
<< ""
<< "void main()"
<< "{"
- << " vec4 v7 = vertexPosition / vertexPosition;"
- << " vec4 v6 = vertexPosition.xyzw - vertexPosition;"
- << " vec4 v5 = vertexPosition.xyzw + vertexPosition;"
- << " vec4 v4 = vec4(vertexPosition.xyz, vertexPosition.w);"
- << " vec4 v3 = vec4(vertexPosition.xyz,vertexPosition.w);"
- << " vec4 v2 = vertexPosition * v11;"
- << " vec4 v1 = vertexPosition*v11;"
- << " fragColor = v1 + v2 + v3 + v4 + v5 + v6 + v7;"
+ << " fragColor = (((((((vertexPosition*speed + vertexPosition * speed + ((vec4(vertexPosition.xyz,vertexPosition.w))) + ((vec4(vertexPosition.xyz, vertexPosition.w))) + ((vertexPosition.xyzw + vertexPosition)) + ((vertexPosition.xyzw - vertexPosition)) + ((vertexPosition / vertexPosition)))))))));"
<< "}"
<< "";
QCOMPARE(code, expected.join("\n"));
}
}
+void tst_QShaderGenerator::shouldGenerateTemporariesWisely()
+{
+ // GIVEN
+ const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
+
+ {
+ auto attribute = createNode({
+ createPort(QShaderNodePort::Output, "vertexPosition")
+ });
+ attribute.addRule(gl4, QShaderNode::Rule("vec4 $vertexPosition = vertexPosition;",
+ QByteArrayList() << "in vec4 vertexPosition;"));
+
+ auto complexFunction = createNode({
+ createPort(QShaderNodePort::Input, "inputVarName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ complexFunction.addRule(gl4, QShaderNode::Rule("vec4 $out = $inputVarName * 2.0;"));
+
+ auto complexFunction2 = createNode({
+ createPort(QShaderNodePort::Input, "inputVarName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ complexFunction2.addRule(gl4, QShaderNode::Rule("vec4 $out = $inputVarName * 4.0;"));
+
+ auto complexFunction3 = createNode({
+ createPort(QShaderNodePort::Input, "a"),
+ createPort(QShaderNodePort::Input, "b"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ complexFunction3.addRule(gl4, QShaderNode::Rule("vec4 $out = $a + $b;"));
+
+ auto shaderOutput1 = createNode({
+ createPort(QShaderNodePort::Input, "input")
+ });
+
+ shaderOutput1.addRule(gl4, QShaderNode::Rule("shaderOutput1 = $input;",
+ QByteArrayList() << "out vec4 shaderOutput1;"));
+
+ auto shaderOutput2 = createNode({
+ createPort(QShaderNodePort::Input, "input")
+ });
+
+ shaderOutput2.addRule(gl4, QShaderNode::Rule("shaderOutput2 = $input;",
+ QByteArrayList() << "out vec4 shaderOutput2;"));
+
+ {
+ // WHEN
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(attribute);
+ res.addNode(complexFunction);
+ res.addNode(shaderOutput1);
+
+ res.addEdge(createEdge(attribute.uuid(), "vertexPosition", complexFunction.uuid(), "inputVarName"));
+ res.addEdge(createEdge(complexFunction.uuid(), "out", shaderOutput1.uuid(), "input"));
+
+ return res;
+ }();
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = gl4;
+
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec4 vertexPosition;"
+ << "out vec4 shaderOutput1;"
+ << ""
+ << "void main()"
+ << "{"
+ << " shaderOutput1 = vertexPosition * 2.0;"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+
+ {
+ // WHEN
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(attribute);
+ res.addNode(complexFunction);
+ res.addNode(shaderOutput1);
+ res.addNode(shaderOutput2);
+
+ res.addEdge(createEdge(attribute.uuid(), "vertexPosition", complexFunction.uuid(), "inputVarName"));
+ res.addEdge(createEdge(complexFunction.uuid(), "out", shaderOutput1.uuid(), "input"));
+ res.addEdge(createEdge(complexFunction.uuid(), "out", shaderOutput2.uuid(), "input"));
+
+ return res;
+ }();
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = gl4;
+
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec4 vertexPosition;"
+ << "out vec4 shaderOutput1;"
+ << "out vec4 shaderOutput2;"
+ << ""
+ << "void main()"
+ << "{"
+ << " vec4 v1 = vertexPosition * 2.0;"
+ << " shaderOutput2 = v1;"
+ << " shaderOutput1 = v1;"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+
+ {
+ // WHEN
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(attribute);
+ res.addNode(complexFunction);
+ res.addNode(complexFunction2);
+ res.addNode(complexFunction3);
+ res.addNode(shaderOutput1);
+ res.addNode(shaderOutput2);
+
+ res.addEdge(createEdge(attribute.uuid(), "vertexPosition", complexFunction.uuid(), "inputVarName"));
+ res.addEdge(createEdge(attribute.uuid(), "vertexPosition", complexFunction2.uuid(), "inputVarName"));
+
+ res.addEdge(createEdge(complexFunction.uuid(), "out", complexFunction3.uuid(), "a"));
+ res.addEdge(createEdge(complexFunction2.uuid(), "out", complexFunction3.uuid(), "b"));
+
+ res.addEdge(createEdge(complexFunction3.uuid(), "out", shaderOutput1.uuid(), "input"));
+ res.addEdge(createEdge(complexFunction2.uuid(), "out", shaderOutput2.uuid(), "input"));
+
+ return res;
+ }();
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = gl4;
+
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec4 vertexPosition;"
+ << "out vec4 shaderOutput1;"
+ << "out vec4 shaderOutput2;"
+ << ""
+ << "void main()"
+ << "{"
+ << " vec4 v2 = vertexPosition * 4.0;"
+ << " shaderOutput2 = v2;"
+ << " shaderOutput1 = (vertexPosition * 2.0 + v2);"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+ }
+}
+
QTEST_MAIN(tst_QShaderGenerator)
#include "tst_qshadergenerator.moc"