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-rw-r--r--tests/auto/gui/rhi/qrhi/BLACKLIST3
-rw-r--r--tests/auto/gui/rhi/qrhi/data/buildshaders.bat1
-rw-r--r--tests/auto/gui/rhi/qrhi/data/simpletextured_separate.frag14
-rw-r--r--tests/auto/gui/rhi/qrhi/data/simpletextured_separate.frag.qsbbin0 -> 1258 bytes
-rw-r--r--tests/auto/gui/rhi/qrhi/tst_qrhi.cpp127
5 files changed, 145 insertions, 0 deletions
diff --git a/tests/auto/gui/rhi/qrhi/BLACKLIST b/tests/auto/gui/rhi/qrhi/BLACKLIST
index 65c9e4834b..4e7b7dbc29 100644
--- a/tests/auto/gui/rhi/qrhi/BLACKLIST
+++ b/tests/auto/gui/rhi/qrhi/BLACKLIST
@@ -10,3 +10,6 @@ android
# Same here, GLES 3.0 features seem hopeless
[renderToTextureTextureArray]
android
+# Ditto
+[renderToTextureSampleWithSeparateTextureAndSampler]
+android
diff --git a/tests/auto/gui/rhi/qrhi/data/buildshaders.bat b/tests/auto/gui/rhi/qrhi/data/buildshaders.bat
index 0102457b8a..b2348b42f5 100644
--- a/tests/auto/gui/rhi/qrhi/data/buildshaders.bat
+++ b/tests/auto/gui/rhi/qrhi/data/buildshaders.bat
@@ -42,6 +42,7 @@ qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simple.frag.qsb simple.frag
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simpletextured.vert.qsb simpletextured.vert
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simpletextured.frag.qsb simpletextured.frag
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 20 -o simpletextured_array.frag.qsb simpletextured_array.frag
+qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simpletextured_separate.frag.qsb simpletextured_separate.frag
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o textured.vert.qsb textured.vert
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o textured.frag.qsb textured.frag
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o textured_multiubuf.vert.qsb textured_multiubuf.vert
diff --git a/tests/auto/gui/rhi/qrhi/data/simpletextured_separate.frag b/tests/auto/gui/rhi/qrhi/data/simpletextured_separate.frag
new file mode 100644
index 0000000000..41b0e4f1c2
--- /dev/null
+++ b/tests/auto/gui/rhi/qrhi/data/simpletextured_separate.frag
@@ -0,0 +1,14 @@
+#version 440
+
+layout(location = 0) in vec2 uv;
+layout(location = 0) out vec4 fragColor;
+
+layout(binding = 3) uniform texture2D tex;
+layout(binding = 5) uniform sampler samp;
+
+void main()
+{
+ vec4 c = texture(sampler2D(tex, samp), uv);
+ c.rgb *= c.a;
+ fragColor = c;
+}
diff --git a/tests/auto/gui/rhi/qrhi/data/simpletextured_separate.frag.qsb b/tests/auto/gui/rhi/qrhi/data/simpletextured_separate.frag.qsb
new file mode 100644
index 0000000000..c5afe1a8eb
--- /dev/null
+++ b/tests/auto/gui/rhi/qrhi/data/simpletextured_separate.frag.qsb
Binary files differ
diff --git a/tests/auto/gui/rhi/qrhi/tst_qrhi.cpp b/tests/auto/gui/rhi/qrhi/tst_qrhi.cpp
index 770d4be291..6a06fc4ef5 100644
--- a/tests/auto/gui/rhi/qrhi/tst_qrhi.cpp
+++ b/tests/auto/gui/rhi/qrhi/tst_qrhi.cpp
@@ -117,6 +117,8 @@ private slots:
void renderToTextureTextureArray();
void renderToTextureTexturedQuad_data();
void renderToTextureTexturedQuad();
+ void renderToTextureSampleWithSeparateTextureAndSampler_data();
+ void renderToTextureSampleWithSeparateTextureAndSampler();
void renderToTextureArrayOfTexturedQuad_data();
void renderToTextureArrayOfTexturedQuad();
void renderToTextureTexturedQuadAndUniformBuffer_data();
@@ -2157,6 +2159,131 @@ void tst_QRhi::renderToTextureTexturedQuad()
QVERIFY(qGreen(result.pixel(214, 191)) > 2 * qBlue(result.pixel(214, 191)));
}
+void tst_QRhi::renderToTextureSampleWithSeparateTextureAndSampler_data()
+{
+ rhiTestData();
+}
+
+void tst_QRhi::renderToTextureSampleWithSeparateTextureAndSampler()
+{
+ // Same as renderToTextureTexturedQuad but the fragment shader uses a
+ // separate image and sampler. For Vulkan/Metal/D3D11 these are natively
+ // supported. For OpenGL this exercises the auto-generated combined sampler
+ // in the GLSL code and the mapping table that gets applied at run time by
+ // the backend.
+
+ QFETCH(QRhi::Implementation, impl);
+ QFETCH(QRhiInitParams *, initParams);
+
+ QScopedPointer<QRhi> rhi(QRhi::create(impl, initParams, QRhi::Flags(), nullptr));
+ if (!rhi)
+ QSKIP("QRhi could not be created, skipping testing rendering");
+
+ QImage inputImage;
+ inputImage.load(QLatin1String(":/data/qt256.png"));
+ QVERIFY(!inputImage.isNull());
+
+ QScopedPointer<QRhiTexture> texture(rhi->newTexture(QRhiTexture::RGBA8, inputImage.size(), 1,
+ QRhiTexture::RenderTarget | QRhiTexture::UsedAsTransferSource));
+ QVERIFY(texture->create());
+
+ QScopedPointer<QRhiTextureRenderTarget> rt(rhi->newTextureRenderTarget({ texture.data() }));
+ QScopedPointer<QRhiRenderPassDescriptor> rpDesc(rt->newCompatibleRenderPassDescriptor());
+ rt->setRenderPassDescriptor(rpDesc.data());
+ QVERIFY(rt->create());
+
+ QRhiCommandBuffer *cb = nullptr;
+ QVERIFY(rhi->beginOffscreenFrame(&cb) == QRhi::FrameOpSuccess);
+ QVERIFY(cb);
+
+ QRhiResourceUpdateBatch *updates = rhi->nextResourceUpdateBatch();
+
+ QScopedPointer<QRhiBuffer> vbuf(rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVerticesUvs)));
+ QVERIFY(vbuf->create());
+ updates->uploadStaticBuffer(vbuf.data(), quadVerticesUvs);
+
+ QScopedPointer<QRhiTexture> inputTexture(rhi->newTexture(QRhiTexture::RGBA8, inputImage.size()));
+ QVERIFY(inputTexture->create());
+ updates->uploadTexture(inputTexture.data(), inputImage);
+
+ QScopedPointer<QRhiSampler> sampler(rhi->newSampler(QRhiSampler::Nearest, QRhiSampler::Nearest, QRhiSampler::None,
+ QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge));
+ QVERIFY(sampler->create());
+
+ QScopedPointer<QRhiShaderResourceBindings> srb(rhi->newShaderResourceBindings());
+ srb->setBindings({
+ QRhiShaderResourceBinding::texture(3, QRhiShaderResourceBinding::FragmentStage, inputTexture.data()),
+ QRhiShaderResourceBinding::sampler(5, QRhiShaderResourceBinding::FragmentStage, sampler.data())
+ });
+ QVERIFY(srb->create());
+
+ QScopedPointer<QRhiGraphicsPipeline> pipeline(rhi->newGraphicsPipeline());
+ pipeline->setTopology(QRhiGraphicsPipeline::TriangleStrip);
+ QShader vs = loadShader(":/data/simpletextured.vert.qsb");
+ QVERIFY(vs.isValid());
+ QShader fs = loadShader(":/data/simpletextured_separate.frag.qsb");
+ QVERIFY(fs.isValid());
+ pipeline->setShaderStages({ { QRhiShaderStage::Vertex, vs }, { QRhiShaderStage::Fragment, fs } });
+ QRhiVertexInputLayout inputLayout;
+ inputLayout.setBindings({ { 4 * sizeof(float) } });
+ inputLayout.setAttributes({
+ { 0, 0, QRhiVertexInputAttribute::Float2, 0 },
+ { 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) }
+ });
+ pipeline->setVertexInputLayout(inputLayout);
+ pipeline->setShaderResourceBindings(srb.data());
+ pipeline->setRenderPassDescriptor(rpDesc.data());
+
+ QVERIFY(pipeline->create());
+
+ cb->beginPass(rt.data(), Qt::black, { 1.0f, 0 }, updates);
+ cb->setGraphicsPipeline(pipeline.data());
+ cb->setShaderResources();
+ cb->setViewport({ 0, 0, float(texture->pixelSize().width()), float(texture->pixelSize().height()) });
+ QRhiCommandBuffer::VertexInput vbindings(vbuf.data(), 0);
+ cb->setVertexInput(0, 1, &vbindings);
+ cb->draw(4);
+
+ QRhiReadbackResult readResult;
+ QImage result;
+ readResult.completed = [&readResult, &result] {
+ result = QImage(reinterpret_cast<const uchar *>(readResult.data.constData()),
+ readResult.pixelSize.width(), readResult.pixelSize.height(),
+ QImage::Format_RGBA8888_Premultiplied);
+ };
+ QRhiResourceUpdateBatch *readbackBatch = rhi->nextResourceUpdateBatch();
+ readbackBatch->readBackTexture({ texture.data() }, &readResult);
+ cb->endPass(readbackBatch);
+
+ rhi->endOffscreenFrame();
+
+ QVERIFY(!result.isNull());
+
+ if (impl == QRhi::Null)
+ return;
+
+ if (rhi->isYUpInFramebuffer() != rhi->isYUpInNDC())
+ result = std::move(result).mirrored();
+
+ QRgb white = qRgba(255, 255, 255, 255);
+ QCOMPARE(result.pixel(79, 77), white);
+ QCOMPARE(result.pixel(124, 81), white);
+ QCOMPARE(result.pixel(128, 149), white);
+ QCOMPARE(result.pixel(120, 189), white);
+ QCOMPARE(result.pixel(116, 185), white);
+
+ QRgb empty = qRgba(0, 0, 0, 0);
+ QCOMPARE(result.pixel(11, 45), empty);
+ QCOMPARE(result.pixel(246, 202), empty);
+ QCOMPARE(result.pixel(130, 18), empty);
+ QCOMPARE(result.pixel(4, 227), empty);
+
+ QVERIFY(qGreen(result.pixel(32, 52)) > 2 * qRed(result.pixel(32, 52)));
+ QVERIFY(qGreen(result.pixel(32, 52)) > 2 * qBlue(result.pixel(32, 52)));
+ QVERIFY(qGreen(result.pixel(214, 191)) > 2 * qRed(result.pixel(214, 191)));
+ QVERIFY(qGreen(result.pixel(214, 191)) > 2 * qBlue(result.pixel(214, 191)));
+}
+
void tst_QRhi::renderToTextureArrayOfTexturedQuad_data()
{
rhiTestData();