diff options
-rw-r--r-- | src/gui/util/qshadergenerator.cpp | 62 | ||||
-rw-r--r-- | tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp | 186 |
2 files changed, 206 insertions, 42 deletions
diff --git a/src/gui/util/qshadergenerator.cpp b/src/gui/util/qshadergenerator.cpp index 9d2cc387e0..205118f41c 100644 --- a/src/gui/util/qshadergenerator.cpp +++ b/src/gui/util/qshadergenerator.cpp @@ -40,6 +40,7 @@ #include "qshadergenerator_p.h" #include "qshaderlanguage_p.h" +#include <QRegularExpression> QT_BEGIN_NAMESPACE @@ -317,12 +318,22 @@ QByteArray QShaderGenerator::createShaderCode(const QStringList &enabledLayers) [enabledLayers] (const QString &s) { return enabledLayers.contains(s); }); }; + QVector<QString> globalInputVariables; + const QRegularExpression globalInputExtractRegExp(QStringLiteral("^.*\\s+(\\w+).*;$")); + const QVector<QShaderNode> nodes = graph.nodes(); for (const QShaderNode &node : nodes) { if (intersectsEnabledLayers(node.layers())) { const QByteArrayList headerSnippets = node.rule(format).headerSnippets; for (const QByteArray &snippet : headerSnippets) { code << replaceParameters(snippet, node, format); + + // If node is an input, record the variable name into the globalInputVariables vector + if (node.type() == QShaderNode::Input) { + const QRegularExpressionMatch match = globalInputExtractRegExp.match(QString::fromUtf8(code.last())); + if (match.hasMatch()) + globalInputVariables.push_back(match.captured(1)); + } } } } @@ -331,6 +342,14 @@ QByteArray QShaderGenerator::createShaderCode(const QStringList &enabledLayers) code << QByteArrayLiteral("void main()"); code << QByteArrayLiteral("{"); + // Table to store temporary variables that should be replaced by global + // variables. This avoids having vec3 v56 = vertexPosition; when we could + // just use vertexPosition directly. + // The added benefit is when having arrays, we don't try to create + // mat4 v38 = skinningPalelette[100] which would be invalid + QHash<QString, QString> localReferencesToGlobalInputs; + const QRegularExpression localToGlobalRegExp(QStringLiteral("^.*\\s+(\\w+)\\s*=\\s*(\\w+).*;$")); + for (const QShaderGraph::Statement &statement : graph.createStatements(enabledLayers)) { const QShaderNode node = statement.node; QByteArray line = node.rule(format).substitution; @@ -341,6 +360,9 @@ QByteArray QShaderGenerator::createShaderCode(const QStringList &enabledLayers) const bool isInput = port.direction == QShaderNodePort::Input; const int portIndex = statement.portIndex(portDirection, portName); + + Q_ASSERT(portIndex >= 0); + const int variableIndex = isInput ? statement.inputs.at(portIndex) : statement.outputs.at(portIndex); if (variableIndex < 0) @@ -348,15 +370,51 @@ QByteArray QShaderGenerator::createShaderCode(const QStringList &enabledLayers) const auto placeholder = QByteArray(QByteArrayLiteral("$") + portName.toUtf8()); const auto variable = QByteArray(QByteArrayLiteral("v") + QByteArray::number(variableIndex)); + line.replace(placeholder, variable); } - code << QByteArrayLiteral(" ") + replaceParameters(line, node, format); + const QByteArray substitutionedLine = replaceParameters(line, node, format); + + // Record name of temporary variable that possibly references a global input + // We will replace the temporary variables by the matching global variables later + bool isAGlobalInputVariable = false; + if (node.type() == QShaderNode::Input) { + const QRegularExpressionMatch match = localToGlobalRegExp.match(QString::fromUtf8(substitutionedLine)); + if (match.hasMatch()) { + const QString globalVariable = match.captured(2); + if (globalInputVariables.contains(globalVariable)) { + const QString localVariable = match.captured(1); + // TO DO: Clean globalVariable (remove brackets ...) + localReferencesToGlobalInputs.insert(localVariable, globalVariable); + isAGlobalInputVariable = true; + } + } + } + + // Only insert content for lines aren't inputs or have not matching + // globalVariables for now + if (!isAGlobalInputVariable) + code << QByteArrayLiteral(" ") + substitutionedLine; } code << QByteArrayLiteral("}"); code << QByteArray(); - return code.join('\n'); + + // Replace occurrences of local variables which reference a global variable + // by the global variables directly + auto it = localReferencesToGlobalInputs.cbegin(); + const auto end = localReferencesToGlobalInputs.cend(); + QString codeString = QString::fromUtf8(code.join('\n')); + + while (it != end) { + const QRegularExpression r(QStringLiteral("\\b(%1)([\\b|\\.|;|\\)|\\[|\\s|\\*|\\+|\\/|\\-|,])").arg(it.key()), + QRegularExpression::MultilineOption); + codeString.replace(r, QStringLiteral("%1\\2").arg(it.value())); + ++it; + } + + return codeString.toUtf8(); } QT_END_NAMESPACE diff --git a/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp b/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp index c873aebef7..f8bb0c3851 100644 --- a/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp +++ b/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp @@ -196,6 +196,7 @@ private slots: void shouldProcessLanguageQualifierAndTypeEnums_data(); void shouldProcessLanguageQualifierAndTypeEnums(); void shouldGenerateDifferentCodeDependingOnActiveLayers(); + void shouldUseGlobalVariableRatherThanTemporaries(); }; void tst_QShaderGenerator::shouldHaveDefaultState() @@ -236,14 +237,9 @@ void tst_QShaderGenerator::shouldGenerateShaderCode_data() << "" << "void main()" << "{" - << " highp vec2 v2 = texCoord;" - << " sampler2D v1 = texture;" - << " highp float v3 = lightIntensity;" - << " highp vec4 v5 = texture2D(v1, v2);" - << " highp vec3 v0 = worldPosition;" - << " highp float v4 = exposure;" - << " highp vec4 v6 = lightModel(v5, v0, v3);" - << " highp vec4 v7 = v6 * pow(2.0, v4);" + << " highp vec4 v5 = texture2D(texture, texCoord);" + << " highp vec4 v6 = lightModel(v5, worldPosition, lightIntensity);" + << " highp vec4 v7 = v6 * pow(2.0, exposure);" << " gl_fragColor = v7;" << "}" << ""; @@ -258,14 +254,9 @@ void tst_QShaderGenerator::shouldGenerateShaderCode_data() << "" << "void main()" << "{" - << " vec2 v2 = texCoord;" - << " sampler2D v1 = texture;" - << " float v3 = lightIntensity;" - << " vec4 v5 = texture2D(v1, v2);" - << " vec3 v0 = worldPosition;" - << " float v4 = exposure;" - << " vec4 v6 = lightModel(v5, v0, v3);" - << " vec4 v7 = v6 * pow(2.0, v4);" + << " vec4 v5 = texture2D(texture, texCoord);" + << " vec4 v6 = lightModel(v5, worldPosition, lightIntensity);" + << " vec4 v7 = v6 * pow(2.0, exposure);" << " fragColor = v7;" << "}" << ""; @@ -636,8 +627,7 @@ void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums_data() << "" << "void main()" << "{" - << QStringLiteral(" %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8() - << " gl_fragColor = v0;" + << " gl_fragColor = worldPosition;" << "}" << "").join("\n"); const auto gl3Code = (QByteArrayList() << "#version 130" @@ -649,8 +639,7 @@ void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums_data() << "" << "void main()" << "{" - << QStringLiteral(" %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8() - << " fragColor = v0;" + << " fragColor = worldPosition;" << "}" << "").join("\n"); const auto gl4Code = (QByteArrayList() << "#version 400 core" @@ -662,8 +651,7 @@ void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums_data() << "" << "void main()" << "{" - << QStringLiteral(" %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8() - << " fragColor = v0;" + << " fragColor = worldPosition;" << "}" << "").join("\n"); const auto es2Code = (QByteArrayList() << "#version 100" @@ -674,8 +662,7 @@ void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums_data() << "" << "void main()" << "{" - << QStringLiteral(" highp %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8() - << " gl_fragColor = v0;" + << " gl_fragColor = worldPosition;" << "}" << "").join("\n"); const auto es3Code = (QByteArrayList() << "#version 300 es" @@ -686,8 +673,7 @@ void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums_data() << "" << "void main()" << "{" - << QStringLiteral(" highp %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8() - << " gl_fragColor = v0;" + << " gl_fragColor = worldPosition;" << "}" << "").join("\n"); @@ -883,9 +869,7 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers() << "" << "void main()" << "{" - << " vec3 v1 = normalUniform;" - << " vec4 v0 = diffuseUniform;" - << " vec4 v2 = lightModel(v0, v1);" + << " vec4 v2 = lightModel(diffuseUniform, normalUniform);" << " fragColor = v2;" << "}" << ""; @@ -908,10 +892,8 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers() << "" << "void main()" << "{" - << " vec2 v0 = texCoord;" - << " vec3 v2 = texture2D(normalTexture, v0).rgb;" - << " vec4 v1 = diffuseUniform;" - << " vec4 v3 = lightModel(v1, v2);" + << " vec3 v2 = texture2D(normalTexture, texCoord).rgb;" + << " vec4 v3 = lightModel(diffuseUniform, v2);" << " fragColor = v3;" << "}" << ""; @@ -934,10 +916,8 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers() << "" << "void main()" << "{" - << " vec2 v0 = texCoord;" - << " vec3 v2 = normalUniform;" - << " vec4 v1 = texture2D(diffuseTexture, v0);" - << " vec4 v3 = lightModel(v1, v2);" + << " vec4 v1 = texture2D(diffuseTexture, texCoord);" + << " vec4 v3 = lightModel(v1, normalUniform);" << " fragColor = v3;" << "}" << ""; @@ -960,9 +940,8 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers() << "" << "void main()" << "{" - << " vec2 v0 = texCoord;" - << " vec3 v2 = texture2D(normalTexture, v0).rgb;" - << " vec4 v1 = texture2D(diffuseTexture, v0);" + << " vec3 v2 = texture2D(normalTexture, texCoord).rgb;" + << " vec4 v1 = texture2D(diffuseTexture, texCoord);" << " vec4 v3 = lightModel(v1, v2);" << " fragColor = v3;" << "}" @@ -971,6 +950,133 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers() } } +void tst_QShaderGenerator::shouldUseGlobalVariableRatherThanTemporaries() +{ + // GIVEN + const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0); + + { + // WHEN + auto vertexPosition = createNode({ + createPort(QShaderNodePort::Output, "vertexPosition") + }); + vertexPosition.addRule(gl4, QShaderNode::Rule("vec4 $vertexPosition = vertexPosition;", + QByteArrayList() << "in vec4 vertexPosition;")); + + auto fakeMultiPlyNoSpace = createNode({ + createPort(QShaderNodePort::Input, "varName"), + createPort(QShaderNodePort::Output, "out") + }); + fakeMultiPlyNoSpace.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName*v11;")); + + auto fakeMultiPlySpace = createNode({ + createPort(QShaderNodePort::Input, "varName"), + createPort(QShaderNodePort::Output, "out") + }); + fakeMultiPlySpace.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName * v11;")); + + auto fakeJoinNoSpace = createNode({ + createPort(QShaderNodePort::Input, "varName"), + createPort(QShaderNodePort::Output, "out") + }); + fakeJoinNoSpace.addRule(gl4, QShaderNode::Rule("vec4 $out = vec4($varName.xyz,$varName.w);")); + + auto fakeJoinSpace = createNode({ + createPort(QShaderNodePort::Input, "varName"), + createPort(QShaderNodePort::Output, "out") + }); + fakeJoinSpace.addRule(gl4, QShaderNode::Rule("vec4 $out = vec4($varName.xyz, $varName.w);")); + + auto fakeAdd = createNode({ + createPort(QShaderNodePort::Input, "varName"), + createPort(QShaderNodePort::Output, "out") + }); + fakeAdd.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName.xyzw + $varName;")); + + auto fakeSub = createNode({ + createPort(QShaderNodePort::Input, "varName"), + createPort(QShaderNodePort::Output, "out") + }); + fakeSub.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName.xyzw - $varName;")); + + auto fakeDiv = createNode({ + createPort(QShaderNodePort::Input, "varName"), + createPort(QShaderNodePort::Output, "out") + }); + fakeDiv.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName / v0;")); + + auto fragColor = createNode({ + createPort(QShaderNodePort::Input, "input1"), + createPort(QShaderNodePort::Input, "input2"), + createPort(QShaderNodePort::Input, "input3"), + createPort(QShaderNodePort::Input, "input4"), + createPort(QShaderNodePort::Input, "input5"), + createPort(QShaderNodePort::Input, "input6"), + createPort(QShaderNodePort::Input, "input7") + }); + fragColor.addRule(gl4, QShaderNode::Rule("fragColor = $input1 + $input2 + $input3 + $input4 + $input5 + $input6 + $input7;", + QByteArrayList() << "out vec4 fragColor;")); + + const auto graph = [=] { + auto res = QShaderGraph(); + + res.addNode(vertexPosition); + res.addNode(fakeMultiPlyNoSpace); + res.addNode(fakeMultiPlySpace); + res.addNode(fakeJoinNoSpace); + res.addNode(fakeJoinSpace); + res.addNode(fakeAdd); + res.addNode(fakeSub); + res.addNode(fakeDiv); + res.addNode(fragColor); + + res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeMultiPlyNoSpace.uuid(), "varName")); + res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeMultiPlySpace.uuid(), "varName")); + res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeJoinNoSpace.uuid(), "varName")); + res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeJoinSpace.uuid(), "varName")); + res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeAdd.uuid(), "varName")); + res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeSub.uuid(), "varName")); + res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeDiv.uuid(), "varName")); + res.addEdge(createEdge(fakeMultiPlyNoSpace.uuid(), "out", fragColor.uuid(), "input1")); + res.addEdge(createEdge(fakeMultiPlySpace.uuid(), "out", fragColor.uuid(), "input2")); + res.addEdge(createEdge(fakeJoinNoSpace.uuid(), "out", fragColor.uuid(), "input3")); + res.addEdge(createEdge(fakeJoinSpace.uuid(), "out", fragColor.uuid(), "input4")); + res.addEdge(createEdge(fakeAdd.uuid(), "out", fragColor.uuid(), "input5")); + res.addEdge(createEdge(fakeSub.uuid(), "out", fragColor.uuid(), "input6")); + res.addEdge(createEdge(fakeDiv.uuid(), "out", fragColor.uuid(), "input7")); + + return res; + }(); + + auto generator = QShaderGenerator(); + generator.graph = graph; + generator.format = gl4; + + const auto code = generator.createShaderCode({"diffuseUniform", "normalUniform"}); + + // THEN + const auto expected = QByteArrayList() + << "#version 400 core" + << "" + << "in vec4 vertexPosition;" + << "out vec4 fragColor;" + << "" + << "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;" + << "}" + << ""; + QCOMPARE(code, expected.join("\n")); + } +} + QTEST_MAIN(tst_QShaderGenerator) #include "tst_qshadergenerator.moc" |