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-rw-r--r--tests/auto/gui/util/qshadergenerator/qshadergenerator.pro5
-rw-r--r--tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp895
-rw-r--r--tests/auto/gui/util/qshadergraph/qshadergraph.pro5
-rw-r--r--tests/auto/gui/util/qshadergraph/tst_qshadergraph.cpp779
-rw-r--r--tests/auto/gui/util/qshadergraphloader/qshadergraphloader.pro5
-rw-r--r--tests/auto/gui/util/qshadergraphloader/tst_qshadergraphloader.cpp625
-rw-r--r--tests/auto/gui/util/qshadernodes/qshadernodes.pro5
-rw-r--r--tests/auto/gui/util/qshadernodes/tst_qshadernodes.cpp548
-rw-r--r--tests/auto/gui/util/qshadernodesloader/qshadernodesloader.pro5
-rw-r--r--tests/auto/gui/util/qshadernodesloader/tst_qshadernodesloader.cpp323
-rw-r--r--tests/auto/gui/util/util.pro5
11 files changed, 3200 insertions, 0 deletions
diff --git a/tests/auto/gui/util/qshadergenerator/qshadergenerator.pro b/tests/auto/gui/util/qshadergenerator/qshadergenerator.pro
new file mode 100644
index 0000000000..c1f610e029
--- /dev/null
+++ b/tests/auto/gui/util/qshadergenerator/qshadergenerator.pro
@@ -0,0 +1,5 @@
+CONFIG += testcase
+QT += testlib gui-private
+
+SOURCES += tst_qshadergenerator.cpp
+TARGET = tst_qshadergenerator
diff --git a/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp b/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp
new file mode 100644
index 0000000000..d0a0225055
--- /dev/null
+++ b/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp
@@ -0,0 +1,895 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the test suite 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 <QtTest/QtTest>
+
+#include <QtCore/qmetaobject.h>
+#include <QtGui/private/qshadergenerator_p.h>
+#include <QtGui/private/qshaderlanguage_p.h>
+
+namespace
+{
+ QShaderFormat createFormat(QShaderFormat::Api api, int majorVersion, int minorVersion)
+ {
+ auto format = QShaderFormat();
+ format.setApi(api);
+ format.setVersion(QVersionNumber(majorVersion, minorVersion));
+ return format;
+ }
+
+ QShaderNodePort createPort(QShaderNodePort::Direction portDirection, const QString &portName)
+ {
+ auto port = QShaderNodePort();
+ port.direction = portDirection;
+ port.name = portName;
+ return port;
+ }
+
+ QShaderNode createNode(const QVector<QShaderNodePort> &ports, const QStringList &layers = QStringList())
+ {
+ auto node = QShaderNode();
+ node.setUuid(QUuid::createUuid());
+ node.setLayers(layers);
+ for (const auto &port : ports)
+ node.addPort(port);
+ return node;
+ }
+
+ QShaderGraph::Edge createEdge(const QUuid &sourceUuid, const QString &sourceName,
+ const QUuid &targetUuid, const QString &targetName,
+ const QStringList &layers = QStringList())
+ {
+ auto edge = QShaderGraph::Edge();
+ edge.sourceNodeUuid = sourceUuid;
+ edge.sourcePortName = sourceName;
+ edge.targetNodeUuid = targetUuid;
+ edge.targetPortName = targetName;
+ edge.layers = layers;
+ return edge;
+ }
+
+ QShaderGraph createGraph()
+ {
+ const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
+ const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
+
+ auto graph = QShaderGraph();
+
+ auto worldPosition = createNode({
+ createPort(QShaderNodePort::Output, "value")
+ });
+ worldPosition.setParameter("name", "worldPosition");
+ worldPosition.addRule(openGLES2, QShaderNode::Rule("highp vec3 $value = $name;",
+ QByteArrayList() << "varying highp vec3 $name;"));
+ worldPosition.addRule(openGL3, QShaderNode::Rule("vec3 $value = $name;",
+ QByteArrayList() << "in vec3 $name;"));
+
+ auto texture = createNode({
+ createPort(QShaderNodePort::Output, "texture")
+ });
+ texture.addRule(openGLES2, QShaderNode::Rule("sampler2D $texture = texture;",
+ QByteArrayList() << "uniform sampler2D texture;"));
+ texture.addRule(openGL3, QShaderNode::Rule("sampler2D $texture = texture;",
+ QByteArrayList() << "uniform sampler2D texture;"));
+
+ auto texCoord = createNode({
+ createPort(QShaderNodePort::Output, "texCoord")
+ });
+ texCoord.addRule(openGLES2, QShaderNode::Rule("highp vec2 $texCoord = texCoord;",
+ QByteArrayList() << "varying highp vec2 texCoord;"));
+ texCoord.addRule(openGL3, QShaderNode::Rule("vec2 $texCoord = texCoord;",
+ QByteArrayList() << "in vec2 texCoord;"));
+
+ auto lightIntensity = createNode({
+ createPort(QShaderNodePort::Output, "lightIntensity")
+ });
+ lightIntensity.addRule(openGLES2, QShaderNode::Rule("highp float $lightIntensity = lightIntensity;",
+ QByteArrayList() << "uniform highp float lightIntensity;"));
+ lightIntensity.addRule(openGL3, QShaderNode::Rule("float $lightIntensity = lightIntensity;",
+ QByteArrayList() << "uniform float lightIntensity;"));
+
+ auto exposure = createNode({
+ createPort(QShaderNodePort::Output, "exposure")
+ });
+ exposure.addRule(openGLES2, QShaderNode::Rule("highp float $exposure = exposure;",
+ QByteArrayList() << "uniform highp float exposure;"));
+ exposure.addRule(openGL3, QShaderNode::Rule("float $exposure = exposure;",
+ QByteArrayList() << "uniform float exposure;"));
+
+ auto fragColor = createNode({
+ createPort(QShaderNodePort::Input, "fragColor")
+ });
+ fragColor.addRule(openGLES2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
+ fragColor.addRule(openGL3, QShaderNode::Rule("fragColor = $fragColor;",
+ QByteArrayList() << "out vec4 fragColor;"));
+
+ auto sampleTexture = createNode({
+ createPort(QShaderNodePort::Input, "sampler"),
+ createPort(QShaderNodePort::Input, "coord"),
+ 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);"));
+
+ auto lightFunction = createNode({
+ createPort(QShaderNodePort::Input, "baseColor"),
+ createPort(QShaderNodePort::Input, "position"),
+ createPort(QShaderNodePort::Input, "lightIntensity"),
+ createPort(QShaderNodePort::Output, "outputColor")
+ });
+ lightFunction.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
+ QByteArrayList() << "#pragma include es2/lightmodel.frag.inc"));
+ lightFunction.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
+ QByteArrayList() << "#pragma include gl3/lightmodel.frag.inc"));
+
+ auto exposureFunction = createNode({
+ createPort(QShaderNodePort::Input, "inputColor"),
+ createPort(QShaderNodePort::Input, "exposure"),
+ createPort(QShaderNodePort::Output, "outputColor")
+ });
+ exposureFunction.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = $inputColor * pow(2.0, $exposure);"));
+ exposureFunction.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = $inputColor * pow(2.0, $exposure);"));
+
+ graph.addNode(worldPosition);
+ graph.addNode(texture);
+ graph.addNode(texCoord);
+ graph.addNode(lightIntensity);
+ graph.addNode(exposure);
+ graph.addNode(fragColor);
+ graph.addNode(sampleTexture);
+ graph.addNode(lightFunction);
+ graph.addNode(exposureFunction);
+
+ graph.addEdge(createEdge(texture.uuid(), "texture", sampleTexture.uuid(), "sampler"));
+ graph.addEdge(createEdge(texCoord.uuid(), "texCoord", sampleTexture.uuid(), "coord"));
+
+ graph.addEdge(createEdge(worldPosition.uuid(), "value", lightFunction.uuid(), "position"));
+ graph.addEdge(createEdge(sampleTexture.uuid(), "color", lightFunction.uuid(), "baseColor"));
+ graph.addEdge(createEdge(lightIntensity.uuid(), "lightIntensity", lightFunction.uuid(), "lightIntensity"));
+
+ graph.addEdge(createEdge(lightFunction.uuid(), "outputColor", exposureFunction.uuid(), "inputColor"));
+ graph.addEdge(createEdge(exposure.uuid(), "exposure", exposureFunction.uuid(), "exposure"));
+
+ graph.addEdge(createEdge(exposureFunction.uuid(), "outputColor", fragColor.uuid(), "fragColor"));
+
+ return graph;
+ }
+}
+
+class tst_QShaderGenerator : public QObject
+{
+ Q_OBJECT
+private slots:
+ void shouldHaveDefaultState();
+ void shouldGenerateShaderCode_data();
+ void shouldGenerateShaderCode();
+ void shouldGenerateVersionCommands_data();
+ void shouldGenerateVersionCommands();
+ void shouldProcessLanguageQualifierAndTypeEnums_data();
+ void shouldProcessLanguageQualifierAndTypeEnums();
+ void shouldGenerateDifferentCodeDependingOnActiveLayers();
+};
+
+void tst_QShaderGenerator::shouldHaveDefaultState()
+{
+ // GIVEN
+ auto generator = QShaderGenerator();
+
+ // THEN
+ QVERIFY(generator.graph.nodes().isEmpty());
+ QVERIFY(generator.graph.edges().isEmpty());
+ QVERIFY(!generator.format.isValid());
+}
+
+void tst_QShaderGenerator::shouldGenerateShaderCode_data()
+{
+ QTest::addColumn<QShaderGraph>("graph");
+ QTest::addColumn<QShaderFormat>("format");
+ QTest::addColumn<QByteArray>("expectedCode");
+
+ const auto graph = createGraph();
+
+ const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
+ const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
+ const auto openGL32 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 2);
+ const auto openGL4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
+
+ const auto versionGLES2 = QByteArrayList() << "#version 100" << "";
+ const auto versionGL3 = QByteArrayList() << "#version 130" << "";
+ const auto versionGL32 = QByteArrayList() << "#version 150 core" << "";
+ const auto versionGL4 = QByteArrayList() << "#version 400 core" << "";
+
+ const auto es2Code = QByteArrayList() << "varying highp vec3 worldPosition;"
+ << "uniform sampler2D texture;"
+ << "varying highp vec2 texCoord;"
+ << "uniform highp float lightIntensity;"
+ << "uniform highp float exposure;"
+ << "#pragma include es2/lightmodel.frag.inc"
+ << ""
+ << "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);"
+ << " gl_fragColor = v7;"
+ << "}"
+ << "";
+
+ const auto gl3Code = QByteArrayList() << "in vec3 worldPosition;"
+ << "uniform sampler2D texture;"
+ << "in vec2 texCoord;"
+ << "uniform float lightIntensity;"
+ << "uniform float exposure;"
+ << "out vec4 fragColor;"
+ << "#pragma include gl3/lightmodel.frag.inc"
+ << ""
+ << "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);"
+ << " fragColor = v7;"
+ << "}"
+ << "";
+
+ QTest::newRow("EmptyGraphAndFormat") << QShaderGraph() << QShaderFormat() << QByteArrayLiteral("\nvoid main()\n{\n}\n");
+ QTest::newRow("LightExposureGraphAndES2") << graph << openGLES2 << (versionGLES2 + es2Code).join('\n');
+ QTest::newRow("LightExposureGraphAndGL3") << graph << openGL3 << (versionGL3 + gl3Code).join('\n');
+ QTest::newRow("LightExposureGraphAndGL32") << graph << openGL32 << (versionGL32 + gl3Code).join('\n');
+ QTest::newRow("LightExposureGraphAndGL4") << graph << openGL4 << (versionGL4 + gl3Code).join('\n');
+}
+
+void tst_QShaderGenerator::shouldGenerateShaderCode()
+{
+ // GIVEN
+ QFETCH(QShaderGraph, graph);
+ QFETCH(QShaderFormat, format);
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = format;
+
+ // WHEN
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ QFETCH(QByteArray, expectedCode);
+ QCOMPARE(code, expectedCode);
+}
+
+void tst_QShaderGenerator::shouldGenerateVersionCommands_data()
+{
+ QTest::addColumn<QShaderFormat>("format");
+ QTest::addColumn<QByteArray>("version");
+
+ QTest::newRow("GLES2") << createFormat(QShaderFormat::OpenGLES, 2, 0) << QByteArrayLiteral("#version 100");
+ QTest::newRow("GLES3") << createFormat(QShaderFormat::OpenGLES, 3, 0) << QByteArrayLiteral("#version 300 es");
+
+ QTest::newRow("GL20") << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0) << QByteArrayLiteral("#version 110");
+ QTest::newRow("GL21") << createFormat(QShaderFormat::OpenGLNoProfile, 2, 1) << QByteArrayLiteral("#version 120");
+ QTest::newRow("GL30") << createFormat(QShaderFormat::OpenGLNoProfile, 3, 0) << QByteArrayLiteral("#version 130");
+ QTest::newRow("GL31") << createFormat(QShaderFormat::OpenGLNoProfile, 3, 1) << QByteArrayLiteral("#version 140");
+ QTest::newRow("GL32") << createFormat(QShaderFormat::OpenGLNoProfile, 3, 2) << QByteArrayLiteral("#version 150");
+ QTest::newRow("GL33") << createFormat(QShaderFormat::OpenGLNoProfile, 3, 3) << QByteArrayLiteral("#version 330");
+ QTest::newRow("GL40") << createFormat(QShaderFormat::OpenGLNoProfile, 4, 0) << QByteArrayLiteral("#version 400");
+ QTest::newRow("GL41") << createFormat(QShaderFormat::OpenGLNoProfile, 4, 1) << QByteArrayLiteral("#version 410");
+ QTest::newRow("GL42") << createFormat(QShaderFormat::OpenGLNoProfile, 4, 2) << QByteArrayLiteral("#version 420");
+ QTest::newRow("GL43") << createFormat(QShaderFormat::OpenGLNoProfile, 4, 3) << QByteArrayLiteral("#version 430");
+
+ QTest::newRow("GL20core") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0) << QByteArrayLiteral("#version 110");
+ QTest::newRow("GL21core") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 1) << QByteArrayLiteral("#version 120");
+ QTest::newRow("GL30core") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0) << QByteArrayLiteral("#version 130");
+ QTest::newRow("GL31core") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 1) << QByteArrayLiteral("#version 140");
+ QTest::newRow("GL32core") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 2) << QByteArrayLiteral("#version 150 core");
+ QTest::newRow("GL33core") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 3) << QByteArrayLiteral("#version 330 core");
+ QTest::newRow("GL40core") << createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0) << QByteArrayLiteral("#version 400 core");
+ QTest::newRow("GL41core") << createFormat(QShaderFormat::OpenGLCoreProfile, 4, 1) << QByteArrayLiteral("#version 410 core");
+ QTest::newRow("GL42core") << createFormat(QShaderFormat::OpenGLCoreProfile, 4, 2) << QByteArrayLiteral("#version 420 core");
+ QTest::newRow("GL43core") << createFormat(QShaderFormat::OpenGLCoreProfile, 4, 3) << QByteArrayLiteral("#version 430 core");
+
+ QTest::newRow("GL20compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0) << QByteArrayLiteral("#version 110");
+ QTest::newRow("GL21compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 1) << QByteArrayLiteral("#version 120");
+ QTest::newRow("GL30compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 3, 0) << QByteArrayLiteral("#version 130");
+ QTest::newRow("GL31compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 3, 1) << QByteArrayLiteral("#version 140");
+ QTest::newRow("GL32compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 3, 2) << QByteArrayLiteral("#version 150 compatibility");
+ QTest::newRow("GL33compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 3, 3) << QByteArrayLiteral("#version 330 compatibility");
+ QTest::newRow("GL40compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 4, 0) << QByteArrayLiteral("#version 400 compatibility");
+ QTest::newRow("GL41compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 4, 1) << QByteArrayLiteral("#version 410 compatibility");
+ QTest::newRow("GL42compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 4, 2) << QByteArrayLiteral("#version 420 compatibility");
+ QTest::newRow("GL43compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 4, 3) << QByteArrayLiteral("#version 430 compatibility");
+}
+
+void tst_QShaderGenerator::shouldGenerateVersionCommands()
+{
+ // GIVEN
+ QFETCH(QShaderFormat, format);
+
+ auto generator = QShaderGenerator();
+ generator.format = format;
+
+ // WHEN
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ QFETCH(QByteArray, version);
+ const auto expectedCode = (QByteArrayList() << version
+ << ""
+ << ""
+ << "void main()"
+ << "{"
+ << "}"
+ << "").join('\n');
+ QCOMPARE(code, expectedCode);
+}
+
+
+namespace {
+ QString toGlsl(QShaderLanguage::StorageQualifier qualifier, const QShaderFormat &format)
+ {
+ if (format.version().majorVersion() <= 2) {
+ // Note we're assuming fragment shader only here, it'd be different
+ // values for vertex shader, will need to be fixed properly at some
+ // point but isn't necessary yet (this problem already exists in past
+ // commits anyway)
+ switch (qualifier) {
+ case QShaderLanguage::Const:
+ return "const";
+ case QShaderLanguage::Input:
+ return "varying";
+ case QShaderLanguage::Output:
+ return ""; // Although fragment shaders for <=2 only have fixed outputs
+ case QShaderLanguage::Uniform:
+ return "uniform";
+ }
+ } else {
+ switch (qualifier) {
+ case QShaderLanguage::Const:
+ return "const";
+ case QShaderLanguage::Input:
+ return "in";
+ case QShaderLanguage::Output:
+ return "out";
+ case QShaderLanguage::Uniform:
+ return "uniform";
+ }
+ }
+
+ Q_UNREACHABLE();
+ }
+
+ QString toGlsl(QShaderLanguage::VariableType type)
+ {
+ switch (type) {
+ case QShaderLanguage::Bool:
+ return "bool";
+ case QShaderLanguage::Int:
+ return "int";
+ case QShaderLanguage::Uint:
+ return "uint";
+ case QShaderLanguage::Float:
+ return "float";
+ case QShaderLanguage::Double:
+ return "double";
+ case QShaderLanguage::Vec2:
+ return "vec2";
+ case QShaderLanguage::Vec3:
+ return "vec3";
+ case QShaderLanguage::Vec4:
+ return "vec4";
+ case QShaderLanguage::DVec2:
+ return "dvec2";
+ case QShaderLanguage::DVec3:
+ return "dvec3";
+ case QShaderLanguage::DVec4:
+ return "dvec4";
+ case QShaderLanguage::BVec2:
+ return "bvec2";
+ case QShaderLanguage::BVec3:
+ return "bvec3";
+ case QShaderLanguage::BVec4:
+ return "bvec4";
+ case QShaderLanguage::IVec2:
+ return "ivec2";
+ case QShaderLanguage::IVec3:
+ return "ivec3";
+ case QShaderLanguage::IVec4:
+ return "ivec4";
+ case QShaderLanguage::UVec2:
+ return "uvec2";
+ case QShaderLanguage::UVec3:
+ return "uvec3";
+ case QShaderLanguage::UVec4:
+ return "uvec4";
+ case QShaderLanguage::Mat2:
+ return "mat2";
+ case QShaderLanguage::Mat3:
+ return "mat3";
+ case QShaderLanguage::Mat4:
+ return "mat4";
+ case QShaderLanguage::Mat2x2:
+ return "mat2x2";
+ case QShaderLanguage::Mat2x3:
+ return "mat2x3";
+ case QShaderLanguage::Mat2x4:
+ return "mat2x4";
+ case QShaderLanguage::Mat3x2:
+ return "mat3x2";
+ case QShaderLanguage::Mat3x3:
+ return "mat3x3";
+ case QShaderLanguage::Mat3x4:
+ return "mat3x4";
+ case QShaderLanguage::Mat4x2:
+ return "mat4x2";
+ case QShaderLanguage::Mat4x3:
+ return "mat4x3";
+ case QShaderLanguage::Mat4x4:
+ return "mat4x4";
+ case QShaderLanguage::DMat2:
+ return "dmat2";
+ case QShaderLanguage::DMat3:
+ return "dmat3";
+ case QShaderLanguage::DMat4:
+ return "dmat4";
+ case QShaderLanguage::DMat2x2:
+ return "dmat2x2";
+ case QShaderLanguage::DMat2x3:
+ return "dmat2x3";
+ case QShaderLanguage::DMat2x4:
+ return "dmat2x4";
+ case QShaderLanguage::DMat3x2:
+ return "dmat3x2";
+ case QShaderLanguage::DMat3x3:
+ return "dmat3x3";
+ case QShaderLanguage::DMat3x4:
+ return "dmat3x4";
+ case QShaderLanguage::DMat4x2:
+ return "dmat4x2";
+ case QShaderLanguage::DMat4x3:
+ return "dmat4x3";
+ case QShaderLanguage::DMat4x4:
+ return "dmat4x4";
+ case QShaderLanguage::Sampler1D:
+ return "sampler1D";
+ case QShaderLanguage::Sampler2D:
+ return "sampler2D";
+ case QShaderLanguage::Sampler3D:
+ return "sampler3D";
+ case QShaderLanguage::SamplerCube:
+ return "samplerCube";
+ case QShaderLanguage::Sampler2DRect:
+ return "sampler2DRect";
+ case QShaderLanguage::Sampler2DMs:
+ return "sampler2DMS";
+ case QShaderLanguage::SamplerBuffer:
+ return "samplerBuffer";
+ case QShaderLanguage::Sampler1DArray:
+ return "sampler1DArray";
+ case QShaderLanguage::Sampler2DArray:
+ return "sampler2DArray";
+ case QShaderLanguage::Sampler2DMsArray:
+ return "sampler2DMSArray";
+ case QShaderLanguage::SamplerCubeArray:
+ return "samplerCubeArray";
+ case QShaderLanguage::Sampler1DShadow:
+ return "sampler1DShadow";
+ case QShaderLanguage::Sampler2DShadow:
+ return "sampler2DShadow";
+ case QShaderLanguage::Sampler2DRectShadow:
+ return "sampler2DRectShadow";
+ case QShaderLanguage::Sampler1DArrayShadow:
+ return "sampler1DArrayShadow";
+ case QShaderLanguage::Sampler2DArrayShadow:
+ return "sample2DArrayShadow";
+ case QShaderLanguage::SamplerCubeShadow:
+ return "samplerCubeShadow";
+ case QShaderLanguage::SamplerCubeArrayShadow:
+ return "samplerCubeArrayShadow";
+ case QShaderLanguage::ISampler1D:
+ return "isampler1D";
+ case QShaderLanguage::ISampler2D:
+ return "isampler2D";
+ case QShaderLanguage::ISampler3D:
+ return "isampler3D";
+ case QShaderLanguage::ISamplerCube:
+ return "isamplerCube";
+ case QShaderLanguage::ISampler2DRect:
+ return "isampler2DRect";
+ case QShaderLanguage::ISampler2DMs:
+ return "isampler2DMS";
+ case QShaderLanguage::ISamplerBuffer:
+ return "isamplerBuffer";
+ case QShaderLanguage::ISampler1DArray:
+ return "isampler1DArray";
+ case QShaderLanguage::ISampler2DArray:
+ return "isampler2DArray";
+ case QShaderLanguage::ISampler2DMsArray:
+ return "isampler2DMSArray";
+ case QShaderLanguage::ISamplerCubeArray:
+ return "isamplerCubeArray";
+ case QShaderLanguage::USampler1D:
+ return "usampler1D";
+ case QShaderLanguage::USampler2D:
+ return "usampler2D";
+ case QShaderLanguage::USampler3D:
+ return "usampler3D";
+ case QShaderLanguage::USamplerCube:
+ return "usamplerCube";
+ case QShaderLanguage::USampler2DRect:
+ return "usampler2DRect";
+ case QShaderLanguage::USampler2DMs:
+ return "usampler2DMS";
+ case QShaderLanguage::USamplerBuffer:
+ return "usamplerBuffer";
+ case QShaderLanguage::USampler1DArray:
+ return "usampler1DArray";
+ case QShaderLanguage::USampler2DArray:
+ return "usampler2DArray";
+ case QShaderLanguage::USampler2DMsArray:
+ return "usampler2DMSArray";
+ case QShaderLanguage::USamplerCubeArray:
+ return "usamplerCubeArray";
+ }
+
+ Q_UNREACHABLE();
+ }
+}
+
+void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums_data()
+{
+ QTest::addColumn<QShaderGraph>("graph");
+ QTest::addColumn<QShaderFormat>("format");
+ QTest::addColumn<QByteArray>("expectedCode");
+
+ const auto es2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
+ const auto es3 = createFormat(QShaderFormat::OpenGLES, 3, 0);
+ const auto gl2 = createFormat(QShaderFormat::OpenGLNoProfile, 2, 0);
+ const auto gl3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
+ const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
+
+ const auto qualifierEnum = QMetaEnum::fromType<QShaderLanguage::StorageQualifier>();
+ const auto typeEnum = QMetaEnum::fromType<QShaderLanguage::VariableType>();
+
+ for (int qualifierIndex = 0; qualifierIndex < qualifierEnum.keyCount(); qualifierIndex++) {
+ const auto qualifierName = qualifierEnum.key(qualifierIndex);
+ const auto qualifierValue = static_cast<QShaderLanguage::StorageQualifier>(qualifierEnum.value(qualifierIndex));
+
+ for (int typeIndex = 0; typeIndex < typeEnum.keyCount(); typeIndex++) {
+ const auto typeName = typeEnum.key(typeIndex);
+ const auto typeValue = static_cast<QShaderLanguage::VariableType>(typeEnum.value(typeIndex));
+
+ auto graph = QShaderGraph();
+
+ auto worldPosition = createNode({
+ createPort(QShaderNodePort::Output, "value")
+ });
+ worldPosition.setParameter("name", "worldPosition");
+ worldPosition.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(qualifierValue));
+ worldPosition.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(typeValue));
+ worldPosition.addRule(es2, QShaderNode::Rule("highp $type $value = $name;",
+ QByteArrayList() << "$qualifier highp $type $name;"));
+ worldPosition.addRule(gl2, QShaderNode::Rule("$type $value = $name;",
+ QByteArrayList() << "$qualifier $type $name;"));
+ worldPosition.addRule(gl3, QShaderNode::Rule("$type $value = $name;",
+ QByteArrayList() << "$qualifier $type $name;"));
+
+ auto fragColor = createNode({
+ createPort(QShaderNodePort::Input, "fragColor")
+ });
+ fragColor.addRule(es2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
+ fragColor.addRule(gl2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
+ fragColor.addRule(gl3, QShaderNode::Rule("fragColor = $fragColor;",
+ QByteArrayList() << "out vec4 fragColor;"));
+
+ graph.addNode(worldPosition);
+ graph.addNode(fragColor);
+
+ graph.addEdge(createEdge(worldPosition.uuid(), "value", fragColor.uuid(), "fragColor"));
+
+ const auto gl2Code = (QByteArrayList() << "#version 110"
+ << ""
+ << QStringLiteral("%1 %2 worldPosition;").arg(toGlsl(qualifierValue, gl2))
+ .arg(toGlsl(typeValue))
+ .toUtf8()
+ << ""
+ << "void main()"
+ << "{"
+ << QStringLiteral(" %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
+ << " gl_fragColor = v0;"
+ << "}"
+ << "").join("\n");
+ const auto gl3Code = (QByteArrayList() << "#version 130"
+ << ""
+ << QStringLiteral("%1 %2 worldPosition;").arg(toGlsl(qualifierValue, gl3))
+ .arg(toGlsl(typeValue))
+ .toUtf8()
+ << "out vec4 fragColor;"
+ << ""
+ << "void main()"
+ << "{"
+ << QStringLiteral(" %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
+ << " fragColor = v0;"
+ << "}"
+ << "").join("\n");
+ const auto gl4Code = (QByteArrayList() << "#version 400 core"
+ << ""
+ << QStringLiteral("%1 %2 worldPosition;").arg(toGlsl(qualifierValue, gl4))
+ .arg(toGlsl(typeValue))
+ .toUtf8()
+ << "out vec4 fragColor;"
+ << ""
+ << "void main()"
+ << "{"
+ << QStringLiteral(" %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
+ << " fragColor = v0;"
+ << "}"
+ << "").join("\n");
+ const auto es2Code = (QByteArrayList() << "#version 100"
+ << ""
+ << QStringLiteral("%1 highp %2 worldPosition;").arg(toGlsl(qualifierValue, es2))
+ .arg(toGlsl(typeValue))
+ .toUtf8()
+ << ""
+ << "void main()"
+ << "{"
+ << QStringLiteral(" highp %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
+ << " gl_fragColor = v0;"
+ << "}"
+ << "").join("\n");
+ const auto es3Code = (QByteArrayList() << "#version 300 es"
+ << ""
+ << QStringLiteral("%1 highp %2 worldPosition;").arg(toGlsl(qualifierValue, es3))
+ .arg(toGlsl(typeValue))
+ .toUtf8()
+ << ""
+ << "void main()"
+ << "{"
+ << QStringLiteral(" highp %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
+ << " gl_fragColor = v0;"
+ << "}"
+ << "").join("\n");
+
+ QTest::addRow("%s %s ES2", qualifierName, typeName) << graph << es2 << es2Code;
+ QTest::addRow("%s %s ES3", qualifierName, typeName) << graph << es3 << es3Code;
+ QTest::addRow("%s %s GL2", qualifierName, typeName) << graph << gl2 << gl2Code;
+ QTest::addRow("%s %s GL3", qualifierName, typeName) << graph << gl3 << gl3Code;
+ QTest::addRow("%s %s GL4", qualifierName, typeName) << graph << gl4 << gl4Code;
+ }
+ }
+}
+
+void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums()
+{
+ // GIVEN
+ QFETCH(QShaderGraph, graph);
+ QFETCH(QShaderFormat, format);
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = format;
+
+ // WHEN
+ const auto code = generator.createShaderCode();
+
+ // THEN
+ QFETCH(QByteArray, expectedCode);
+ QCOMPARE(code, expectedCode);
+}
+
+void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers()
+{
+ // GIVEN
+ const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
+
+ auto texCoord = createNode({
+ createPort(QShaderNodePort::Output, "texCoord")
+ }, {
+ "diffuseTexture",
+ "normalTexture"
+ });
+ texCoord.addRule(gl4, QShaderNode::Rule("vec2 $texCoord = texCoord;",
+ QByteArrayList() << "in vec2 texCoord;"));
+ auto diffuseUniform = createNode({
+ createPort(QShaderNodePort::Output, "color")
+ }, {"diffuseUniform"});
+ diffuseUniform.addRule(gl4, QShaderNode::Rule("vec4 $color = diffuseUniform;",
+ QByteArrayList() << "uniform vec4 diffuseUniform;"));
+ auto diffuseTexture = createNode({
+ createPort(QShaderNodePort::Input, "coord"),
+ createPort(QShaderNodePort::Output, "color")
+ }, {"diffuseTexture"});
+ diffuseTexture.addRule(gl4, QShaderNode::Rule("vec4 $color = texture2D(diffuseTexture, $coord);",
+ QByteArrayList() << "uniform sampler2D diffuseTexture;"));
+ auto normalUniform = createNode({
+ createPort(QShaderNodePort::Output, "normal")
+ }, {"normalUniform"});
+ normalUniform.addRule(gl4, QShaderNode::Rule("vec3 $normal = normalUniform;",
+ QByteArrayList() << "uniform vec3 normalUniform;"));
+ auto normalTexture = createNode({
+ createPort(QShaderNodePort::Input, "coord"),
+ createPort(QShaderNodePort::Output, "normal")
+ }, {"normalTexture"});
+ normalTexture.addRule(gl4, QShaderNode::Rule("vec3 $normal = texture2D(normalTexture, $coord).rgb;",
+ QByteArrayList() << "uniform sampler2D normalTexture;"));
+ auto lightFunction = createNode({
+ createPort(QShaderNodePort::Input, "color"),
+ createPort(QShaderNodePort::Input, "normal"),
+ createPort(QShaderNodePort::Output, "output")
+ });
+ lightFunction.addRule(gl4, QShaderNode::Rule("vec4 $output = lightModel($color, $normal);",
+ QByteArrayList() << "#pragma include gl4/lightmodel.frag.inc"));
+ auto fragColor = createNode({
+ createPort(QShaderNodePort::Input, "fragColor")
+ });
+ fragColor.addRule(gl4, QShaderNode::Rule("fragColor = $fragColor;",
+ QByteArrayList() << "out vec4 fragColor;"));
+
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(texCoord);
+ res.addNode(diffuseUniform);
+ res.addNode(diffuseTexture);
+ res.addNode(normalUniform);
+ res.addNode(normalTexture);
+ res.addNode(lightFunction);
+ res.addNode(fragColor);
+
+ res.addEdge(createEdge(diffuseUniform.uuid(), "color", lightFunction.uuid(), "color", {"diffuseUniform"}));
+ res.addEdge(createEdge(texCoord.uuid(), "texCoord", diffuseTexture.uuid(), "coord", {"diffuseTexture"}));
+ res.addEdge(createEdge(diffuseTexture.uuid(), "color", lightFunction.uuid(), "color", {"diffuseTexture"}));
+
+ res.addEdge(createEdge(normalUniform.uuid(), "normal", lightFunction.uuid(), "normal", {"normalUniform"}));
+ res.addEdge(createEdge(texCoord.uuid(), "texCoord", normalTexture.uuid(), "coord", {"normalTexture"}));
+ res.addEdge(createEdge(normalTexture.uuid(), "normal", lightFunction.uuid(), "normal", {"normalTexture"}));
+
+ res.addEdge(createEdge(lightFunction.uuid(), "output", fragColor.uuid(), "fragColor"));
+
+ return res;
+ }();
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = gl4;
+
+ {
+ // WHEN
+ const auto code = generator.createShaderCode({"diffuseUniform", "normalUniform"});
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "uniform vec4 diffuseUniform;"
+ << "uniform vec3 normalUniform;"
+ << "#pragma include gl4/lightmodel.frag.inc"
+ << "out vec4 fragColor;"
+ << ""
+ << "void main()"
+ << "{"
+ << " vec3 v1 = normalUniform;"
+ << " vec4 v0 = diffuseUniform;"
+ << " vec4 v2 = lightModel(v0, v1);"
+ << " fragColor = v2;"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+
+ {
+ // WHEN
+ const auto code = generator.createShaderCode({"diffuseUniform", "normalTexture"});
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec2 texCoord;"
+ << "uniform vec4 diffuseUniform;"
+ << "uniform sampler2D normalTexture;"
+ << "#pragma include gl4/lightmodel.frag.inc"
+ << "out vec4 fragColor;"
+ << ""
+ << "void main()"
+ << "{"
+ << " vec2 v0 = texCoord;"
+ << " vec3 v2 = texture2D(normalTexture, v0).rgb;"
+ << " vec4 v1 = diffuseUniform;"
+ << " vec4 v3 = lightModel(v1, v2);"
+ << " fragColor = v3;"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+
+ {
+ // WHEN
+ const auto code = generator.createShaderCode({"diffuseTexture", "normalUniform"});
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec2 texCoord;"
+ << "uniform sampler2D diffuseTexture;"
+ << "uniform vec3 normalUniform;"
+ << "#pragma include gl4/lightmodel.frag.inc"
+ << "out vec4 fragColor;"
+ << ""
+ << "void main()"
+ << "{"
+ << " vec2 v0 = texCoord;"
+ << " vec3 v2 = normalUniform;"
+ << " vec4 v1 = texture2D(diffuseTexture, v0);"
+ << " vec4 v3 = lightModel(v1, v2);"
+ << " fragColor = v3;"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+
+ {
+ // WHEN
+ const auto code = generator.createShaderCode({"diffuseTexture", "normalTexture"});
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec2 texCoord;"
+ << "uniform sampler2D diffuseTexture;"
+ << "uniform sampler2D normalTexture;"
+ << "#pragma include gl4/lightmodel.frag.inc"
+ << "out vec4 fragColor;"
+ << ""
+ << "void main()"
+ << "{"
+ << " vec2 v0 = texCoord;"
+ << " vec3 v2 = texture2D(normalTexture, v0).rgb;"
+ << " vec4 v1 = texture2D(diffuseTexture, v0);"
+ << " vec4 v3 = lightModel(v1, v2);"
+ << " fragColor = v3;"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+}
+
+QTEST_MAIN(tst_QShaderGenerator)
+
+#include "tst_qshadergenerator.moc"
diff --git a/tests/auto/gui/util/qshadergraph/qshadergraph.pro b/tests/auto/gui/util/qshadergraph/qshadergraph.pro
new file mode 100644
index 0000000000..ec54941c77
--- /dev/null
+++ b/tests/auto/gui/util/qshadergraph/qshadergraph.pro
@@ -0,0 +1,5 @@
+CONFIG += testcase
+QT += testlib gui-private
+
+SOURCES += tst_qshadergraph.cpp
+TARGET = tst_qshadergraph
diff --git a/tests/auto/gui/util/qshadergraph/tst_qshadergraph.cpp b/tests/auto/gui/util/qshadergraph/tst_qshadergraph.cpp
new file mode 100644
index 0000000000..ce2d38c24f
--- /dev/null
+++ b/tests/auto/gui/util/qshadergraph/tst_qshadergraph.cpp
@@ -0,0 +1,779 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the test suite 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 <QtTest/QtTest>
+
+#include <QtGui/private/qshadergraph_p.h>
+
+namespace
+{
+ QShaderNodePort createPort(QShaderNodePort::Direction portDirection, const QString &portName)
+ {
+ auto port = QShaderNodePort();
+ port.direction = portDirection;
+ port.name = portName;
+ return port;
+ }
+
+ QShaderNode createNode(const QVector<QShaderNodePort> &ports, const QStringList &layers = QStringList())
+ {
+ auto node = QShaderNode();
+ node.setUuid(QUuid::createUuid());
+ node.setLayers(layers);
+ for (const auto &port : ports)
+ node.addPort(port);
+ return node;
+ }
+
+ QShaderGraph::Edge createEdge(const QUuid &sourceUuid, const QString &sourceName,
+ const QUuid &targetUuid, const QString &targetName,
+ const QStringList &layers = QStringList())
+ {
+ auto edge = QShaderGraph::Edge();
+ edge.sourceNodeUuid = sourceUuid;
+ edge.sourcePortName = sourceName;
+ edge.targetNodeUuid = targetUuid;
+ edge.targetPortName = targetName;
+ edge.layers = layers;
+ return edge;
+ }
+
+ QShaderGraph::Statement createStatement(const QShaderNode &node,
+ const QVector<int> &inputs = QVector<int>(),
+ const QVector<int> &outputs = QVector<int>())
+ {
+ auto statement = QShaderGraph::Statement();
+ statement.node = node;
+ statement.inputs = inputs;
+ statement.outputs = outputs;
+ return statement;
+ }
+
+ void debugStatement(const QString &prefix, const QShaderGraph::Statement &statement)
+ {
+ qDebug() << prefix << statement.inputs << statement.uuid().toString() << statement.outputs;
+ }
+
+ void dumpStatementsIfNeeded(const QVector<QShaderGraph::Statement> &statements, const QVector<QShaderGraph::Statement> &expected)
+ {
+ if (statements != expected) {
+ for (int i = 0; i < qMax(statements.size(), expected.size()); i++) {
+ qDebug() << "----" << i << "----";
+ if (i < statements.size())
+ debugStatement("A:", statements.at(i));
+ if (i < expected.size())
+ debugStatement("E:", expected.at(i));
+ qDebug() << "-----------";
+ }
+ }
+ }
+}
+
+class tst_QShaderGraph : public QObject
+{
+ Q_OBJECT
+private slots:
+ void shouldHaveEdgeDefaultState();
+ void shouldTestEdgesEquality_data();
+ void shouldTestEdgesEquality();
+ void shouldManipulateStatementMembers();
+ void shouldTestStatementsEquality_data();
+ void shouldTestStatementsEquality();
+ void shouldFindIndexFromPortNameInStatements_data();
+ void shouldFindIndexFromPortNameInStatements();
+ void shouldManageNodeList();
+ void shouldManageEdgeList();
+ void shouldSerializeGraphForCodeGeneration();
+ void shouldHandleUnboundPortsDuringGraphSerialization();
+ void shouldSurviveCyclesDuringGraphSerialization();
+ void shouldDealWithEdgesJumpingOverLayers();
+ void shouldGenerateDifferentStatementsDependingOnActiveLayers();
+};
+
+void tst_QShaderGraph::shouldHaveEdgeDefaultState()
+{
+ // GIVEN
+ auto edge = QShaderGraph::Edge();
+
+ // THEN
+ QVERIFY(edge.sourceNodeUuid.isNull());
+ QVERIFY(edge.sourcePortName.isEmpty());
+ QVERIFY(edge.targetNodeUuid.isNull());
+ QVERIFY(edge.targetPortName.isEmpty());
+}
+
+void tst_QShaderGraph::shouldTestEdgesEquality_data()
+{
+ QTest::addColumn<QShaderGraph::Edge>("left");
+ QTest::addColumn<QShaderGraph::Edge>("right");
+ QTest::addColumn<bool>("expected");
+
+ const auto sourceUuid1 = QUuid::createUuid();
+ const auto sourceUuid2 = QUuid::createUuid();
+ const auto targetUuid1 = QUuid::createUuid();
+ const auto targetUuid2 = QUuid::createUuid();
+
+ QTest::newRow("Equals") << createEdge(sourceUuid1, "foo", targetUuid1, "bar")
+ << createEdge(sourceUuid1, "foo", targetUuid1, "bar")
+ << true;
+ QTest::newRow("SourceUuid") << createEdge(sourceUuid1, "foo", targetUuid1, "bar")
+ << createEdge(sourceUuid2, "foo", targetUuid1, "bar")
+ << false;
+ QTest::newRow("SourceName") << createEdge(sourceUuid1, "foo", targetUuid1, "bar")
+ << createEdge(sourceUuid1, "bleh", targetUuid1, "bar")
+ << false;
+ QTest::newRow("TargetUuid") << createEdge(sourceUuid1, "foo", targetUuid1, "bar")
+ << createEdge(sourceUuid1, "foo", targetUuid2, "bar")
+ << false;
+ QTest::newRow("TargetName") << createEdge(sourceUuid1, "foo", targetUuid1, "bar")
+ << createEdge(sourceUuid1, "foo", targetUuid1, "bleh")
+ << false;
+}
+
+void tst_QShaderGraph::shouldTestEdgesEquality()
+{
+ // GIVEN
+ QFETCH(QShaderGraph::Edge, left);
+ QFETCH(QShaderGraph::Edge, right);
+
+ // WHEN
+ const auto equal = (left == right);
+ const auto notEqual = (left != right);
+
+ // THEN
+ QFETCH(bool, expected);
+ QCOMPARE(equal, expected);
+ QCOMPARE(notEqual, !expected);
+}
+
+void tst_QShaderGraph::shouldManipulateStatementMembers()
+{
+ // GIVEN
+ auto statement = QShaderGraph::Statement();
+
+ // THEN (default state)
+ QVERIFY(statement.inputs.isEmpty());
+ QVERIFY(statement.outputs.isEmpty());
+ QVERIFY(statement.node.uuid().isNull());
+ QVERIFY(statement.uuid().isNull());
+
+ // WHEN
+ const auto node = createNode({});
+ statement.node = node;
+
+ // THEN
+ QCOMPARE(statement.uuid(), node.uuid());
+
+ // WHEN
+ statement.node = QShaderNode();
+
+ // THEN
+ QVERIFY(statement.uuid().isNull());
+}
+
+void tst_QShaderGraph::shouldTestStatementsEquality_data()
+{
+ QTest::addColumn<QShaderGraph::Statement>("left");
+ QTest::addColumn<QShaderGraph::Statement>("right");
+ QTest::addColumn<bool>("expected");
+
+ const auto node1 = createNode({});
+ const auto node2 = createNode({});
+
+ QTest::newRow("EqualNodes") << createStatement(node1, {1, 2}, {3, 4})
+ << createStatement(node1, {1, 2}, {3, 4})
+ << true;
+ QTest::newRow("EqualInvalids") << createStatement(QShaderNode(), {1, 2}, {3, 4})
+ << createStatement(QShaderNode(), {1, 2}, {3, 4})
+ << true;
+ QTest::newRow("Nodes") << createStatement(node1, {1, 2}, {3, 4})
+ << createStatement(node2, {1, 2}, {3, 4})
+ << false;
+ QTest::newRow("Inputs") << createStatement(node1, {1, 2}, {3, 4})
+ << createStatement(node1, {1, 2, 0}, {3, 4})
+ << false;
+ QTest::newRow("Outputs") << createStatement(node1, {1, 2}, {3, 4})
+ << createStatement(node1, {1, 2}, {3, 0, 4})
+ << false;
+}
+
+void tst_QShaderGraph::shouldTestStatementsEquality()
+{
+ // GIVEN
+ QFETCH(QShaderGraph::Statement, left);
+ QFETCH(QShaderGraph::Statement, right);
+
+ // WHEN
+ const auto equal = (left == right);
+ const auto notEqual = (left != right);
+
+ // THEN
+ QFETCH(bool, expected);
+ QCOMPARE(equal, expected);
+ QCOMPARE(notEqual, !expected);
+}
+
+void tst_QShaderGraph::shouldFindIndexFromPortNameInStatements_data()
+{
+ QTest::addColumn<QShaderGraph::Statement>("statement");
+ QTest::addColumn<QString>("portName");
+ QTest::addColumn<int>("expectedInputIndex");
+ QTest::addColumn<int>("expectedOutputIndex");
+
+ const auto inputNodeStatement = createStatement(createNode({
+ createPort(QShaderNodePort::Output, "input")
+ }));
+ const auto outputNodeStatement = createStatement(createNode({
+ createPort(QShaderNodePort::Input, "output")
+ }));
+ const auto functionNodeStatement = createStatement(createNode({
+ createPort(QShaderNodePort::Input, "input1"),
+ createPort(QShaderNodePort::Output, "output1"),
+ createPort(QShaderNodePort::Input, "input2"),
+ createPort(QShaderNodePort::Output, "output2"),
+ createPort(QShaderNodePort::Output, "output3"),
+ createPort(QShaderNodePort::Input, "input3")
+ }));
+
+ QTest::newRow("Invalid") << QShaderGraph::Statement() << "foo" << -1 << -1;
+ QTest::newRow("InputNodeWrongName") << inputNodeStatement << "foo" << -1 << -1;
+ QTest::newRow("InputNodeExistingName") << inputNodeStatement << "input" << -1 << 0;
+ QTest::newRow("OutputNodeWrongName") << outputNodeStatement << "foo" << -1 << -1;
+ QTest::newRow("OutputNodeExistingName") << outputNodeStatement << "output" << 0 << -1;
+ QTest::newRow("FunctionNodeWrongName") << functionNodeStatement << "foo" << -1 << -1;
+ QTest::newRow("FunctionNodeInput1") << functionNodeStatement << "input1" << 0 << -1;
+ QTest::newRow("FunctionNodeOutput1") << functionNodeStatement << "output1" << -1 << 0;
+ QTest::newRow("FunctionNodeInput2") << functionNodeStatement << "input2" << 1 << -1;
+ QTest::newRow("FunctionNodeOutput2") << functionNodeStatement << "output2" << -1 << 1;
+ QTest::newRow("FunctionNodeInput3") << functionNodeStatement << "input3" << 2 << -1;
+ QTest::newRow("FunctionNodeOutput3") << functionNodeStatement << "output3" << -1 << 2;
+}
+
+void tst_QShaderGraph::shouldFindIndexFromPortNameInStatements()
+{
+ // GIVEN
+ QFETCH(QShaderGraph::Statement, statement);
+ QFETCH(QString, portName);
+ QFETCH(int, expectedInputIndex);
+ QFETCH(int, expectedOutputIndex);
+
+ // WHEN
+ const auto inputIndex = statement.portIndex(QShaderNodePort::Input, portName);
+ const auto outputIndex = statement.portIndex(QShaderNodePort::Output, portName);
+
+ // THEN
+ QCOMPARE(inputIndex, expectedInputIndex);
+ QCOMPARE(outputIndex, expectedOutputIndex);
+}
+
+void tst_QShaderGraph::shouldManageNodeList()
+{
+ // GIVEN
+ const auto node1 = createNode({createPort(QShaderNodePort::Output, "node1")});
+ const auto node2 = createNode({createPort(QShaderNodePort::Output, "node2")});
+
+ auto graph = QShaderGraph();
+
+ // THEN (default state)
+ QVERIFY(graph.nodes().isEmpty());
+
+ // WHEN
+ graph.addNode(node1);
+
+ // THEN
+ QCOMPARE(graph.nodes().size(), 1);
+ QCOMPARE(graph.nodes().at(0).uuid(), node1.uuid());
+ QCOMPARE(graph.nodes().at(0).ports().at(0).name, node1.ports().at(0).name);
+
+ // WHEN
+ graph.addNode(node2);
+
+ // THEN
+ QCOMPARE(graph.nodes().size(), 2);
+ QCOMPARE(graph.nodes().at(0).uuid(), node1.uuid());
+ QCOMPARE(graph.nodes().at(0).ports().at(0).name, node1.ports().at(0).name);
+ QCOMPARE(graph.nodes().at(1).uuid(), node2.uuid());
+ QCOMPARE(graph.nodes().at(1).ports().at(0).name, node2.ports().at(0).name);
+
+
+ // WHEN
+ graph.removeNode(node2);
+
+ // THEN
+ QCOMPARE(graph.nodes().size(), 1);
+ QCOMPARE(graph.nodes().at(0).uuid(), node1.uuid());
+ QCOMPARE(graph.nodes().at(0).ports().at(0).name, node1.ports().at(0).name);
+
+ // WHEN
+ graph.addNode(node2);
+
+ // THEN
+ QCOMPARE(graph.nodes().size(), 2);
+ QCOMPARE(graph.nodes().at(0).uuid(), node1.uuid());
+ QCOMPARE(graph.nodes().at(0).ports().at(0).name, node1.ports().at(0).name);
+ QCOMPARE(graph.nodes().at(1).uuid(), node2.uuid());
+ QCOMPARE(graph.nodes().at(1).ports().at(0).name, node2.ports().at(0).name);
+
+ // WHEN
+ const auto node1bis = [node1] {
+ auto res = node1;
+ auto port = res.ports().at(0);
+ port.name = QStringLiteral("node1bis");
+ res.addPort(port);
+ return res;
+ }();
+ graph.addNode(node1bis);
+
+ // THEN
+ QCOMPARE(graph.nodes().size(), 2);
+ QCOMPARE(graph.nodes().at(0).uuid(), node2.uuid());
+ QCOMPARE(graph.nodes().at(0).ports().at(0).name, node2.ports().at(0).name);
+ QCOMPARE(graph.nodes().at(1).uuid(), node1bis.uuid());
+ QCOMPARE(graph.nodes().at(1).ports().at(0).name, node1bis.ports().at(0).name);
+}
+
+void tst_QShaderGraph::shouldManageEdgeList()
+{
+ // GIVEN
+ const auto edge1 = createEdge(QUuid::createUuid(), "foo", QUuid::createUuid(), "bar");
+ const auto edge2 = createEdge(QUuid::createUuid(), "baz", QUuid::createUuid(), "boo");
+
+ auto graph = QShaderGraph();
+
+ // THEN (default state)
+ QVERIFY(graph.edges().isEmpty());
+
+ // WHEN
+ graph.addEdge(edge1);
+
+ // THEN
+ QCOMPARE(graph.edges().size(), 1);
+ QCOMPARE(graph.edges().at(0), edge1);
+
+ // WHEN
+ graph.addEdge(edge2);
+
+ // THEN
+ QCOMPARE(graph.edges().size(), 2);
+ QCOMPARE(graph.edges().at(0), edge1);
+ QCOMPARE(graph.edges().at(1), edge2);
+
+
+ // WHEN
+ graph.removeEdge(edge2);
+
+ // THEN
+ QCOMPARE(graph.edges().size(), 1);
+ QCOMPARE(graph.edges().at(0), edge1);
+
+ // WHEN
+ graph.addEdge(edge2);
+
+ // THEN
+ QCOMPARE(graph.edges().size(), 2);
+ QCOMPARE(graph.edges().at(0), edge1);
+ QCOMPARE(graph.edges().at(1), edge2);
+
+ // WHEN
+ graph.addEdge(edge1);
+
+ // THEN
+ QCOMPARE(graph.edges().size(), 2);
+ QCOMPARE(graph.edges().at(0), edge1);
+ QCOMPARE(graph.edges().at(1), edge2);
+}
+
+void tst_QShaderGraph::shouldSerializeGraphForCodeGeneration()
+{
+ // GIVEN
+ const auto input1 = createNode({
+ createPort(QShaderNodePort::Output, "input1Value")
+ });
+ const auto input2 = createNode({
+ createPort(QShaderNodePort::Output, "input2Value")
+ });
+ const auto output1 = createNode({
+ createPort(QShaderNodePort::Input, "output1Value")
+ });
+ const auto output2 = createNode({
+ createPort(QShaderNodePort::Input, "output2Value")
+ });
+ const auto function1 = createNode({
+ createPort(QShaderNodePort::Input, "function1Input"),
+ createPort(QShaderNodePort::Output, "function1Output")
+ });
+ const auto function2 = createNode({
+ createPort(QShaderNodePort::Input, "function2Input1"),
+ createPort(QShaderNodePort::Input, "function2Input2"),
+ createPort(QShaderNodePort::Output, "function2Output")
+ });
+ const auto function3 = createNode({
+ createPort(QShaderNodePort::Input, "function3Input1"),
+ createPort(QShaderNodePort::Input, "function3Input2"),
+ createPort(QShaderNodePort::Output, "function3Output1"),
+ createPort(QShaderNodePort::Output, "function3Output2")
+ });
+
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+ res.addNode(input1);
+ res.addNode(input2);
+ res.addNode(output1);
+ res.addNode(output2);
+ res.addNode(function1);
+ res.addNode(function2);
+ res.addNode(function3);
+ res.addEdge(createEdge(input1.uuid(), "input1Value", function1.uuid(), "function1Input"));
+ res.addEdge(createEdge(input1.uuid(), "input1Value", function2.uuid(), "function2Input1"));
+ res.addEdge(createEdge(input2.uuid(), "input2Value", function2.uuid(), "function2Input2"));
+ res.addEdge(createEdge(function1.uuid(), "function1Output", function3.uuid(), "function3Input1"));
+ res.addEdge(createEdge(function2.uuid(), "function2Output", function3.uuid(), "function3Input2"));
+ res.addEdge(createEdge(function3.uuid(), "function3Output1", output1.uuid(), "output1Value"));
+ res.addEdge(createEdge(function3.uuid(), "function3Output2", output2.uuid(), "output2Value"));
+ return res;
+ }();
+
+ // WHEN
+ const auto statements = graph.createStatements();
+
+ // THEN
+ const auto expected = QVector<QShaderGraph::Statement>()
+ << createStatement(input2, {}, {1})
+ << createStatement(input1, {}, {0})
+ << createStatement(function2, {0, 1}, {3})
+ << createStatement(function1, {0}, {2})
+ << createStatement(function3, {2, 3}, {4, 5})
+ << createStatement(output2, {5}, {})
+ << createStatement(output1, {4}, {});
+ dumpStatementsIfNeeded(statements, expected);
+ QCOMPARE(statements, expected);
+}
+
+void tst_QShaderGraph::shouldHandleUnboundPortsDuringGraphSerialization()
+{
+ // GIVEN
+ const auto input = createNode({
+ createPort(QShaderNodePort::Output, "input")
+ });
+ const auto unboundInput = createNode({
+ createPort(QShaderNodePort::Output, "unbound")
+ });
+ const auto output = createNode({
+ createPort(QShaderNodePort::Input, "output")
+ });
+ const auto unboundOutput = createNode({
+ createPort(QShaderNodePort::Input, "unbound")
+ });
+ const auto function = createNode({
+ createPort(QShaderNodePort::Input, "functionInput1"),
+ createPort(QShaderNodePort::Input, "functionInput2"),
+ createPort(QShaderNodePort::Input, "functionInput3"),
+ createPort(QShaderNodePort::Output, "functionOutput1"),
+ createPort(QShaderNodePort::Output, "functionOutput2"),
+ createPort(QShaderNodePort::Output, "functionOutput3")
+ });
+
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+ res.addNode(input);
+ res.addNode(unboundInput);
+ res.addNode(output);
+ res.addNode(unboundOutput);
+ res.addNode(function);
+ res.addEdge(createEdge(input.uuid(), "input", function.uuid(), "functionInput2"));
+ res.addEdge(createEdge(function.uuid(), "functionOutput2", output.uuid(), "output"));
+ return res;
+ }();
+
+ // WHEN
+ const auto statements = graph.createStatements();
+
+ // THEN
+ // Note that no edge leads to the unbound input
+ const auto expected = QVector<QShaderGraph::Statement>()
+ << createStatement(input, {}, {0})
+ << createStatement(function, {-1, 0, -1}, {2, 3, 4})
+ << createStatement(unboundOutput, {-1}, {})
+ << createStatement(output, {3}, {});
+ dumpStatementsIfNeeded(statements, expected);
+ QCOMPARE(statements, expected);
+}
+
+void tst_QShaderGraph::shouldSurviveCyclesDuringGraphSerialization()
+{
+ // GIVEN
+ const auto input = createNode({
+ createPort(QShaderNodePort::Output, "input")
+ });
+ const auto output = createNode({
+ createPort(QShaderNodePort::Input, "output")
+ });
+ const auto function1 = createNode({
+ createPort(QShaderNodePort::Input, "function1Input1"),
+ createPort(QShaderNodePort::Input, "function1Input2"),
+ createPort(QShaderNodePort::Output, "function1Output")
+ });
+ const auto function2 = createNode({
+ createPort(QShaderNodePort::Input, "function2Input"),
+ createPort(QShaderNodePort::Output, "function2Output")
+ });
+ const auto function3 = createNode({
+ createPort(QShaderNodePort::Input, "function3Input"),
+ createPort(QShaderNodePort::Output, "function3Output")
+ });
+
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+ res.addNode(input);
+ res.addNode(output);
+ res.addNode(function1);
+ res.addNode(function2);
+ res.addNode(function3);
+ res.addEdge(createEdge(input.uuid(), "input", function1.uuid(), "function1Input1"));
+ res.addEdge(createEdge(function1.uuid(), "function1Output", function2.uuid(), "function2Input"));
+ res.addEdge(createEdge(function2.uuid(), "function2Output", function3.uuid(), "function3Input"));
+ res.addEdge(createEdge(function3.uuid(), "function3Output", function1.uuid(), "function1Input2"));
+ res.addEdge(createEdge(function2.uuid(), "function2Output", output.uuid(), "output"));
+ return res;
+ }();
+
+ // WHEN
+ const auto statements = graph.createStatements();
+
+ // THEN
+ // Obviously will lead to a compile failure later on since it cuts everything beyond the cycle
+ const auto expected = QVector<QShaderGraph::Statement>()
+ << createStatement(output, {2}, {});
+ dumpStatementsIfNeeded(statements, expected);
+ QCOMPARE(statements, expected);
+}
+
+void tst_QShaderGraph::shouldDealWithEdgesJumpingOverLayers()
+{
+ // GIVEN
+ const auto worldPosition = createNode({
+ createPort(QShaderNodePort::Output, "worldPosition")
+ });
+ const auto texture = createNode({
+ createPort(QShaderNodePort::Output, "texture")
+ });
+ const auto texCoord = createNode({
+ createPort(QShaderNodePort::Output, "texCoord")
+ });
+ const auto lightIntensity = createNode({
+ createPort(QShaderNodePort::Output, "lightIntensity")
+ });
+ const auto exposure = createNode({
+ createPort(QShaderNodePort::Output, "exposure")
+ });
+ const auto fragColor = createNode({
+ createPort(QShaderNodePort::Input, "fragColor")
+ });
+ const auto sampleTexture = createNode({
+ createPort(QShaderNodePort::Input, "sampler"),
+ createPort(QShaderNodePort::Input, "coord"),
+ createPort(QShaderNodePort::Output, "color")
+ });
+ const auto lightFunction = createNode({
+ createPort(QShaderNodePort::Input, "baseColor"),
+ createPort(QShaderNodePort::Input, "position"),
+ createPort(QShaderNodePort::Input, "lightIntensity"),
+ createPort(QShaderNodePort::Output, "outputColor")
+ });
+ const auto exposureFunction = createNode({
+ createPort(QShaderNodePort::Input, "inputColor"),
+ createPort(QShaderNodePort::Input, "exposure"),
+ createPort(QShaderNodePort::Output, "outputColor")
+ });
+
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(worldPosition);
+ res.addNode(texture);
+ res.addNode(texCoord);
+ res.addNode(lightIntensity);
+ res.addNode(exposure);
+ res.addNode(fragColor);
+ res.addNode(sampleTexture);
+ res.addNode(lightFunction);
+ res.addNode(exposureFunction);
+
+ res.addEdge(createEdge(texture.uuid(), "texture", sampleTexture.uuid(), "sampler"));
+ res.addEdge(createEdge(texCoord.uuid(), "texCoord", sampleTexture.uuid(), "coord"));
+
+ res.addEdge(createEdge(worldPosition.uuid(), "worldPosition", lightFunction.uuid(), "position"));
+ res.addEdge(createEdge(sampleTexture.uuid(), "color", lightFunction.uuid(), "baseColor"));
+ res.addEdge(createEdge(lightIntensity.uuid(), "lightIntensity", lightFunction.uuid(), "lightIntensity"));
+
+ res.addEdge(createEdge(lightFunction.uuid(), "outputColor", exposureFunction.uuid(), "inputColor"));
+ res.addEdge(createEdge(exposure.uuid(), "exposure", exposureFunction.uuid(), "exposure"));
+
+ res.addEdge(createEdge(exposureFunction.uuid(), "outputColor", fragColor.uuid(), "fragColor"));
+
+ return res;
+ }();
+
+ // WHEN
+ const auto statements = graph.createStatements();
+
+ // THEN
+ const auto expected = QVector<QShaderGraph::Statement>()
+ << createStatement(texCoord, {}, {2})
+ << createStatement(texture, {}, {1})
+ << createStatement(lightIntensity, {}, {3})
+ << createStatement(sampleTexture, {1, 2}, {5})
+ << createStatement(worldPosition, {}, {0})
+ << createStatement(exposure, {}, {4})
+ << createStatement(lightFunction, {5, 0, 3}, {6})
+ << createStatement(exposureFunction, {6, 4}, {7})
+ << createStatement(fragColor, {7}, {});
+ dumpStatementsIfNeeded(statements, expected);
+ QCOMPARE(statements, expected);
+}
+
+void tst_QShaderGraph::shouldGenerateDifferentStatementsDependingOnActiveLayers()
+{
+ // GIVEN
+ const auto texCoord = createNode({
+ createPort(QShaderNodePort::Output, "texCoord")
+ }, {
+ "diffuseTexture",
+ "normalTexture"
+ });
+ const auto diffuseUniform = createNode({
+ createPort(QShaderNodePort::Output, "color")
+ }, {"diffuseUniform"});
+ const auto diffuseTexture = createNode({
+ createPort(QShaderNodePort::Input, "coord"),
+ createPort(QShaderNodePort::Output, "color")
+ }, {"diffuseTexture"});
+ const auto normalUniform = createNode({
+ createPort(QShaderNodePort::Output, "normal")
+ }, {"normalUniform"});
+ const auto normalTexture = createNode({
+ createPort(QShaderNodePort::Input, "coord"),
+ createPort(QShaderNodePort::Output, "normal")
+ }, {"normalTexture"});
+ const auto lightFunction = createNode({
+ createPort(QShaderNodePort::Input, "color"),
+ createPort(QShaderNodePort::Input, "normal"),
+ createPort(QShaderNodePort::Output, "output")
+ });
+ const auto fragColor = createNode({
+ createPort(QShaderNodePort::Input, "fragColor")
+ });
+
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(texCoord);
+ res.addNode(diffuseUniform);
+ res.addNode(diffuseTexture);
+ res.addNode(normalUniform);
+ res.addNode(normalTexture);
+ res.addNode(lightFunction);
+ res.addNode(fragColor);
+
+ res.addEdge(createEdge(diffuseUniform.uuid(), "color", lightFunction.uuid(), "color", {"diffuseUniform"}));
+ res.addEdge(createEdge(texCoord.uuid(), "texCoord", diffuseTexture.uuid(), "coord", {"diffuseTexture"}));
+ res.addEdge(createEdge(diffuseTexture.uuid(), "color", lightFunction.uuid(), "color", {"diffuseTexture"}));
+
+ res.addEdge(createEdge(normalUniform.uuid(), "normal", lightFunction.uuid(), "normal", {"normalUniform"}));
+ res.addEdge(createEdge(texCoord.uuid(), "texCoord", normalTexture.uuid(), "coord", {"normalTexture"}));
+ res.addEdge(createEdge(normalTexture.uuid(), "normal", lightFunction.uuid(), "normal", {"normalTexture"}));
+
+ res.addEdge(createEdge(lightFunction.uuid(), "output", fragColor.uuid(), "fragColor"));
+
+ return res;
+ }();
+
+ {
+ // WHEN
+ const auto statements = graph.createStatements({"diffuseUniform", "normalUniform"});
+
+ // THEN
+ const auto expected = QVector<QShaderGraph::Statement>()
+ << createStatement(normalUniform, {}, {1})
+ << createStatement(diffuseUniform, {}, {0})
+ << createStatement(lightFunction, {0, 1}, {2})
+ << createStatement(fragColor, {2}, {});
+ dumpStatementsIfNeeded(statements, expected);
+ QCOMPARE(statements, expected);
+ }
+
+ {
+ // WHEN
+ const auto statements = graph.createStatements({"diffuseUniform", "normalTexture"});
+
+ // THEN
+ const auto expected = QVector<QShaderGraph::Statement>()
+ << createStatement(texCoord, {}, {0})
+ << createStatement(normalTexture, {0}, {2})
+ << createStatement(diffuseUniform, {}, {1})
+ << createStatement(lightFunction, {1, 2}, {3})
+ << createStatement(fragColor, {3}, {});
+ dumpStatementsIfNeeded(statements, expected);
+ QCOMPARE(statements, expected);
+ }
+
+ {
+ // WHEN
+ const auto statements = graph.createStatements({"diffuseTexture", "normalUniform"});
+
+ // THEN
+ const auto expected = QVector<QShaderGraph::Statement>()
+ << createStatement(texCoord, {}, {0})
+ << createStatement(normalUniform, {}, {2})
+ << createStatement(diffuseTexture, {0}, {1})
+ << createStatement(lightFunction, {1, 2}, {3})
+ << createStatement(fragColor, {3}, {});
+ dumpStatementsIfNeeded(statements, expected);
+ QCOMPARE(statements, expected);
+ }
+
+ {
+ // WHEN
+ const auto statements = graph.createStatements({"diffuseTexture", "normalTexture"});
+
+ // THEN
+ const auto expected = QVector<QShaderGraph::Statement>()
+ << createStatement(texCoord, {}, {0})
+ << createStatement(normalTexture, {0}, {2})
+ << createStatement(diffuseTexture, {0}, {1})
+ << createStatement(lightFunction, {1, 2}, {3})
+ << createStatement(fragColor, {3}, {});
+ dumpStatementsIfNeeded(statements, expected);
+ QCOMPARE(statements, expected);
+ }
+}
+
+QTEST_MAIN(tst_QShaderGraph)
+
+#include "tst_qshadergraph.moc"
diff --git a/tests/auto/gui/util/qshadergraphloader/qshadergraphloader.pro b/tests/auto/gui/util/qshadergraphloader/qshadergraphloader.pro
new file mode 100644
index 0000000000..e80a93f9e8
--- /dev/null
+++ b/tests/auto/gui/util/qshadergraphloader/qshadergraphloader.pro
@@ -0,0 +1,5 @@
+CONFIG += testcase
+QT += testlib gui-private
+
+SOURCES += tst_qshadergraphloader.cpp
+TARGET = tst_qshadergraphloader
diff --git a/tests/auto/gui/util/qshadergraphloader/tst_qshadergraphloader.cpp b/tests/auto/gui/util/qshadergraphloader/tst_qshadergraphloader.cpp
new file mode 100644
index 0000000000..761e03a195
--- /dev/null
+++ b/tests/auto/gui/util/qshadergraphloader/tst_qshadergraphloader.cpp
@@ -0,0 +1,625 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the test suite 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 <QtTest/QtTest>
+
+#include <QtCore/qbuffer.h>
+
+#include <QtGui/private/qshadergraphloader_p.h>
+#include <QtGui/private/qshaderlanguage_p.h>
+
+using QBufferPointer = QSharedPointer<QBuffer>;
+Q_DECLARE_METATYPE(QBufferPointer);
+
+using PrototypeHash = QHash<QString, QShaderNode>;
+Q_DECLARE_METATYPE(PrototypeHash);
+
+namespace
+{
+ QBufferPointer createBuffer(const QByteArray &data, QIODevice::OpenMode openMode = QIODevice::ReadOnly)
+ {
+ auto buffer = QBufferPointer::create();
+ buffer->setData(data);
+ if (openMode != QIODevice::NotOpen)
+ buffer->open(openMode);
+ return buffer;
+ }
+
+ QShaderFormat createFormat(QShaderFormat::Api api, int majorVersion, int minorVersion)
+ {
+ auto format = QShaderFormat();
+ format.setApi(api);
+ format.setVersion(QVersionNumber(majorVersion, minorVersion));
+ return format;
+ }
+
+ QShaderNodePort createPort(QShaderNodePort::Direction portDirection, const QString &portName)
+ {
+ auto port = QShaderNodePort();
+ port.direction = portDirection;
+ port.name = portName;
+ return port;
+ }
+
+ QShaderNode createNode(const QVector<QShaderNodePort> &ports, const QStringList &layers = QStringList())
+ {
+ auto node = QShaderNode();
+ node.setUuid(QUuid::createUuid());
+ node.setLayers(layers);
+ for (const auto &port : ports)
+ node.addPort(port);
+ return node;
+ }
+
+ QShaderGraph::Edge createEdge(const QUuid &sourceUuid, const QString &sourceName,
+ const QUuid &targetUuid, const QString &targetName,
+ const QStringList &layers = QStringList())
+ {
+ auto edge = QShaderGraph::Edge();
+ edge.sourceNodeUuid = sourceUuid;
+ edge.sourcePortName = sourceName;
+ edge.targetNodeUuid = targetUuid;
+ edge.targetPortName = targetName;
+ edge.layers = layers;
+ return edge;
+ }
+
+ QShaderGraph createGraph()
+ {
+ const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
+ const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
+
+ auto graph = QShaderGraph();
+
+ auto worldPosition = createNode({
+ createPort(QShaderNodePort::Output, "value")
+ });
+ worldPosition.setUuid(QUuid("{00000000-0000-0000-0000-000000000001}"));
+ worldPosition.setParameter("name", "worldPosition");
+ worldPosition.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(QShaderLanguage::Input));
+ worldPosition.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(QShaderLanguage::Vec3));
+ worldPosition.addRule(openGLES2, QShaderNode::Rule("highp $type $value = $name;",
+ QByteArrayList() << "$qualifier highp $type $name;"));
+ worldPosition.addRule(openGL3, QShaderNode::Rule("$type $value = $name;",
+ QByteArrayList() << "$qualifier $type $name;"));
+
+ auto texture = createNode({
+ createPort(QShaderNodePort::Output, "texture")
+ });
+ texture.setUuid(QUuid("{00000000-0000-0000-0000-000000000002}"));
+ texture.addRule(openGLES2, QShaderNode::Rule("sampler2D $texture = texture;",
+ QByteArrayList() << "uniform sampler2D texture;"));
+ texture.addRule(openGL3, QShaderNode::Rule("sampler2D $texture = texture;",
+ QByteArrayList() << "uniform sampler2D texture;"));
+
+ auto texCoord = createNode({
+ createPort(QShaderNodePort::Output, "texCoord")
+ });
+ texCoord.setUuid(QUuid("{00000000-0000-0000-0000-000000000003}"));
+ texCoord.addRule(openGLES2, QShaderNode::Rule("highp vec2 $texCoord = texCoord;",
+ QByteArrayList() << "varying highp vec2 texCoord;"));
+ texCoord.addRule(openGL3, QShaderNode::Rule("vec2 $texCoord = texCoord;",
+ QByteArrayList() << "in vec2 texCoord;"));
+
+ auto lightIntensity = createNode({
+ createPort(QShaderNodePort::Output, "value")
+ });
+ lightIntensity.setUuid(QUuid("{00000000-0000-0000-0000-000000000004}"));
+ lightIntensity.setParameter("name", "defaultName");
+ lightIntensity.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(QShaderLanguage::Uniform));
+ lightIntensity.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(QShaderLanguage::Float));
+ lightIntensity.addRule(openGLES2, QShaderNode::Rule("highp $type $value = $name;",
+ QByteArrayList() << "$qualifier highp $type $name;"));
+ lightIntensity.addRule(openGL3, QShaderNode::Rule("$type $value = $name;",
+ QByteArrayList() << "$qualifier $type $name;"));
+
+ auto exposure = createNode({
+ createPort(QShaderNodePort::Output, "exposure")
+ });
+ exposure.setUuid(QUuid("{00000000-0000-0000-0000-000000000005}"));
+ exposure.addRule(openGLES2, QShaderNode::Rule("highp float $exposure = exposure;",
+ QByteArrayList() << "uniform highp float exposure;"));
+ exposure.addRule(openGL3, QShaderNode::Rule("float $exposure = exposure;",
+ QByteArrayList() << "uniform float exposure;"));
+
+ auto fragColor = createNode({
+ createPort(QShaderNodePort::Input, "fragColor")
+ });
+ fragColor.setUuid(QUuid("{00000000-0000-0000-0000-000000000006}"));
+ fragColor.addRule(openGLES2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
+ fragColor.addRule(openGL3, QShaderNode::Rule("fragColor = $fragColor;",
+ QByteArrayList() << "out vec4 fragColor;"));
+
+ auto sampleTexture = createNode({
+ createPort(QShaderNodePort::Input, "sampler"),
+ createPort(QShaderNodePort::Input, "coord"),
+ createPort(QShaderNodePort::Output, "color")
+ });
+ sampleTexture.setUuid(QUuid("{00000000-0000-0000-0000-000000000007}"));
+ sampleTexture.addRule(openGLES2, QShaderNode::Rule("highp vec4 $color = texture2D($sampler, $coord);"));
+ sampleTexture.addRule(openGL3, QShaderNode::Rule("vec4 $color = texture2D($sampler, $coord);"));
+
+ auto lightFunction = createNode({
+ createPort(QShaderNodePort::Input, "baseColor"),
+ createPort(QShaderNodePort::Input, "position"),
+ createPort(QShaderNodePort::Input, "lightIntensity"),
+ createPort(QShaderNodePort::Output, "outputColor")
+ });
+ lightFunction.setUuid(QUuid("{00000000-0000-0000-0000-000000000008}"));
+ lightFunction.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
+ QByteArrayList() << "#pragma include es2/lightmodel.frag.inc"));
+ lightFunction.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
+ QByteArrayList() << "#pragma include gl3/lightmodel.frag.inc"));
+
+ auto exposureFunction = createNode({
+ createPort(QShaderNodePort::Input, "inputColor"),
+ createPort(QShaderNodePort::Input, "exposure"),
+ createPort(QShaderNodePort::Output, "outputColor")
+ });
+ exposureFunction.setUuid(QUuid("{00000000-0000-0000-0000-000000000009}"));
+ exposureFunction.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = $inputColor * pow(2.0, $exposure);"));
+ exposureFunction.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = $inputColor * pow(2.0, $exposure);"));
+
+ graph.addNode(worldPosition);
+ graph.addNode(texture);
+ graph.addNode(texCoord);
+ graph.addNode(lightIntensity);
+ graph.addNode(exposure);
+ graph.addNode(fragColor);
+ graph.addNode(sampleTexture);
+ graph.addNode(lightFunction);
+ graph.addNode(exposureFunction);
+
+ graph.addEdge(createEdge(texture.uuid(), "texture", sampleTexture.uuid(), "sampler"));
+ graph.addEdge(createEdge(texCoord.uuid(), "texCoord", sampleTexture.uuid(), "coord"));
+
+ graph.addEdge(createEdge(worldPosition.uuid(), "value", lightFunction.uuid(), "position"));
+ graph.addEdge(createEdge(sampleTexture.uuid(), "color", lightFunction.uuid(), "baseColor"));
+ graph.addEdge(createEdge(lightIntensity.uuid(), "value", lightFunction.uuid(), "lightIntensity"));
+
+ graph.addEdge(createEdge(lightFunction.uuid(), "outputColor", exposureFunction.uuid(), "inputColor"));
+ graph.addEdge(createEdge(exposure.uuid(), "exposure", exposureFunction.uuid(), "exposure"));
+
+ graph.addEdge(createEdge(exposureFunction.uuid(), "outputColor", fragColor.uuid(), "fragColor"));
+
+ return graph;
+ }
+
+ void debugStatement(const QString &prefix, const QShaderGraph::Statement &statement)
+ {
+ qDebug() << prefix << statement.inputs << statement.uuid().toString() << statement.outputs;
+ }
+
+ void dumpStatementsIfNeeded(const QVector<QShaderGraph::Statement> &statements, const QVector<QShaderGraph::Statement> &expected)
+ {
+ if (statements != expected) {
+ for (int i = 0; i < qMax(statements.size(), expected.size()); i++) {
+ qDebug() << "----" << i << "----";
+ if (i < statements.size())
+ debugStatement("A:", statements.at(i));
+ if (i < expected.size())
+ debugStatement("E:", expected.at(i));
+ qDebug() << "-----------";
+ }
+ }
+ }
+}
+
+class tst_QShaderGraphLoader : public QObject
+{
+ Q_OBJECT
+private slots:
+ void shouldManipulateLoaderMembers();
+ void shouldLoadFromJsonStream_data();
+ void shouldLoadFromJsonStream();
+};
+
+void tst_QShaderGraphLoader::shouldManipulateLoaderMembers()
+{
+ // GIVEN
+ auto loader = QShaderGraphLoader();
+
+ // THEN (default state)
+ QCOMPARE(loader.status(), QShaderGraphLoader::Null);
+ QVERIFY(!loader.device());
+ QVERIFY(loader.graph().nodes().isEmpty());
+ QVERIFY(loader.graph().edges().isEmpty());
+ QVERIFY(loader.prototypes().isEmpty());
+
+ // WHEN
+ auto device1 = createBuffer(QByteArray("..........."), QIODevice::NotOpen);
+ loader.setDevice(device1.data());
+
+ // THEN
+ QCOMPARE(loader.status(), QShaderGraphLoader::Error);
+ QCOMPARE(loader.device(), device1.data());
+ QVERIFY(loader.graph().nodes().isEmpty());
+ QVERIFY(loader.graph().edges().isEmpty());
+
+ // WHEN
+ auto device2 = createBuffer(QByteArray("..........."), QIODevice::ReadOnly);
+ loader.setDevice(device2.data());
+
+ // THEN
+ QCOMPARE(loader.status(), QShaderGraphLoader::Waiting);
+ QCOMPARE(loader.device(), device2.data());
+ QVERIFY(loader.graph().nodes().isEmpty());
+ QVERIFY(loader.graph().edges().isEmpty());
+
+
+ // WHEN
+ const auto prototypes = [this]{
+ auto res = QHash<QString, QShaderNode>();
+ res.insert("foo", createNode({}));
+ return res;
+ }();
+ loader.setPrototypes(prototypes);
+
+ // THEN
+ QCOMPARE(loader.prototypes().size(), prototypes.size());
+ QVERIFY(loader.prototypes().contains("foo"));
+ QCOMPARE(loader.prototypes().value("foo").uuid(), prototypes.value("foo").uuid());
+}
+
+void tst_QShaderGraphLoader::shouldLoadFromJsonStream_data()
+{
+ QTest::addColumn<QBufferPointer>("device");
+ QTest::addColumn<PrototypeHash>("prototypes");
+ QTest::addColumn<QShaderGraph>("graph");
+ QTest::addColumn<QShaderGraphLoader::Status>("status");
+
+ QTest::newRow("empty") << createBuffer("", QIODevice::ReadOnly) << PrototypeHash()
+ << QShaderGraph() << QShaderGraphLoader::Error;
+
+ const auto smallJson = "{"
+ " \"nodes\": ["
+ " {"
+ " \"uuid\": \"{00000000-0000-0000-0000-000000000001}\","
+ " \"type\": \"MyInput\","
+ " \"layers\": [\"foo\", \"bar\"]"
+ " },"
+ " {"
+ " \"uuid\": \"{00000000-0000-0000-0000-000000000002}\","
+ " \"type\": \"MyOutput\""
+ " },"
+ " {"
+ " \"uuid\": \"{00000000-0000-0000-0000-000000000003}\","
+ " \"type\": \"MyFunction\""
+ " }"
+ " ],"
+ " \"edges\": ["
+ " {"
+ " \"sourceUuid\": \"{00000000-0000-0000-0000-000000000001}\","
+ " \"sourcePort\": \"input\","
+ " \"targetUuid\": \"{00000000-0000-0000-0000-000000000003}\","
+ " \"targetPort\": \"functionInput\","
+ " \"layers\": [\"bar\", \"baz\"]"
+ " },"
+ " {"
+ " \"sourceUuid\": \"{00000000-0000-0000-0000-000000000003}\","
+ " \"sourcePort\": \"functionOutput\","
+ " \"targetUuid\": \"{00000000-0000-0000-0000-000000000002}\","
+ " \"targetPort\": \"output\""
+ " }"
+ " ]"
+ "}";
+
+ const auto smallProtos = [this]{
+ auto protos = PrototypeHash();
+
+ auto input = createNode({
+ createPort(QShaderNodePort::Output, "input")
+ });
+ protos.insert("MyInput", input);
+
+ auto output = createNode({
+ createPort(QShaderNodePort::Input, "output")
+ });
+ protos.insert("MyOutput", output);
+
+ auto function = createNode({
+ createPort(QShaderNodePort::Input, "functionInput"),
+ createPort(QShaderNodePort::Output, "functionOutput")
+ });
+ protos.insert("MyFunction", function);
+ return protos;
+ }();
+
+ const auto smallGraph = [this]{
+ auto graph = QShaderGraph();
+
+ auto input = createNode({
+ createPort(QShaderNodePort::Output, "input")
+ }, {"foo", "bar"});
+ input.setUuid(QUuid("{00000000-0000-0000-0000-000000000001}"));
+ auto output = createNode({
+ createPort(QShaderNodePort::Input, "output")
+ });
+ output.setUuid(QUuid("{00000000-0000-0000-0000-000000000002}"));
+ auto function = createNode({
+ createPort(QShaderNodePort::Input, "functionInput"),
+ createPort(QShaderNodePort::Output, "functionOutput")
+ });
+ function.setUuid(QUuid("{00000000-0000-0000-0000-000000000003}"));
+
+ graph.addNode(input);
+ graph.addNode(output);
+ graph.addNode(function);
+ graph.addEdge(createEdge(input.uuid(), "input", function.uuid(), "functionInput", {"bar", "baz"}));
+ graph.addEdge(createEdge(function.uuid(), "functionOutput", output.uuid(), "output"));
+
+ return graph;
+ }();
+
+ QTest::newRow("TwoNodesOneEdge") << createBuffer(smallJson) << smallProtos << smallGraph << QShaderGraphLoader::Ready;
+ QTest::newRow("NotOpen") << createBuffer(smallJson, QIODevice::NotOpen) << smallProtos << QShaderGraph() << QShaderGraphLoader::Error;
+ QTest::newRow("NoPrototype") << createBuffer(smallJson) << PrototypeHash() << QShaderGraph() << QShaderGraphLoader::Error;
+
+ const auto complexJson = "{"
+ " \"nodes\": ["
+ " {"
+ " \"uuid\": \"{00000000-0000-0000-0000-000000000001}\","
+ " \"type\": \"inputValue\","
+ " \"parameters\": {"
+ " \"name\": \"worldPosition\","
+ " \"qualifier\": {"
+ " \"type\": \"QShaderLanguage::StorageQualifier\","
+ " \"value\": \"QShaderLanguage::Input\""
+ " },"
+ " \"type\": {"
+ " \"type\": \"QShaderLanguage::VariableType\","
+ " \"value\": \"QShaderLanguage::Vec3\""
+ " }"
+ " }"
+ " },"
+ " {"
+ " \"uuid\": \"{00000000-0000-0000-0000-000000000002}\","
+ " \"type\": \"texture\""
+ " },"
+ " {"
+ " \"uuid\": \"{00000000-0000-0000-0000-000000000003}\","
+ " \"type\": \"texCoord\""
+ " },"
+ " {"
+ " \"uuid\": \"{00000000-0000-0000-0000-000000000004}\","
+ " \"type\": \"inputValue\""
+ " },"
+ " {"
+ " \"uuid\": \"{00000000-0000-0000-0000-000000000005}\","
+ " \"type\": \"exposure\""
+ " },"
+ " {"
+ " \"uuid\": \"{00000000-0000-0000-0000-000000000006}\","
+ " \"type\": \"fragColor\""
+ " },"
+ " {"
+ " \"uuid\": \"{00000000-0000-0000-0000-000000000007}\","
+ " \"type\": \"sampleTexture\""
+ " },"
+ " {"
+ " \"uuid\": \"{00000000-0000-0000-0000-000000000008}\","
+ " \"type\": \"lightModel\""
+ " },"
+ " {"
+ " \"uuid\": \"{00000000-0000-0000-0000-000000000009}\","
+ " \"type\": \"exposureFunction\""
+ " }"
+ " ],"
+ " \"edges\": ["
+ " {"
+ " \"sourceUuid\": \"{00000000-0000-0000-0000-000000000002}\","
+ " \"sourcePort\": \"texture\","
+ " \"targetUuid\": \"{00000000-0000-0000-0000-000000000007}\","
+ " \"targetPort\": \"sampler\""
+ " },"
+ " {"
+ " \"sourceUuid\": \"{00000000-0000-0000-0000-000000000003}\","
+ " \"sourcePort\": \"texCoord\","
+ " \"targetUuid\": \"{00000000-0000-0000-0000-000000000007}\","
+ " \"targetPort\": \"coord\""
+ " },"
+ " {"
+ " \"sourceUuid\": \"{00000000-0000-0000-0000-000000000001}\","
+ " \"sourcePort\": \"value\","
+ " \"targetUuid\": \"{00000000-0000-0000-0000-000000000008}\","
+ " \"targetPort\": \"position\""
+ " },"
+ " {"
+ " \"sourceUuid\": \"{00000000-0000-0000-0000-000000000007}\","
+ " \"sourcePort\": \"color\","
+ " \"targetUuid\": \"{00000000-0000-0000-0000-000000000008}\","
+ " \"targetPort\": \"baseColor\""
+ " },"
+ " {"
+ " \"sourceUuid\": \"{00000000-0000-0000-0000-000000000004}\","
+ " \"sourcePort\": \"value\","
+ " \"targetUuid\": \"{00000000-0000-0000-0000-000000000008}\","
+ " \"targetPort\": \"lightIntensity\""
+ " },"
+ " {"
+ " \"sourceUuid\": \"{00000000-0000-0000-0000-000000000008}\","
+ " \"sourcePort\": \"outputColor\","
+ " \"targetUuid\": \"{00000000-0000-0000-0000-000000000009}\","
+ " \"targetPort\": \"inputColor\""
+ " },"
+ " {"
+ " \"sourceUuid\": \"{00000000-0000-0000-0000-000000000005}\","
+ " \"sourcePort\": \"exposure\","
+ " \"targetUuid\": \"{00000000-0000-0000-0000-000000000009}\","
+ " \"targetPort\": \"exposure\""
+ " },"
+ " {"
+ " \"sourceUuid\": \"{00000000-0000-0000-0000-000000000009}\","
+ " \"sourcePort\": \"outputColor\","
+ " \"targetUuid\": \"{00000000-0000-0000-0000-000000000006}\","
+ " \"targetPort\": \"fragColor\""
+ " }"
+ " ]"
+ "}";
+
+ const auto complexProtos = [this]{
+ const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
+ const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
+
+ auto protos = PrototypeHash();
+
+ auto inputValue = createNode({
+ createPort(QShaderNodePort::Output, "value")
+ });
+ inputValue.setParameter("name", "defaultName");
+ inputValue.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(QShaderLanguage::Uniform));
+ inputValue.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(QShaderLanguage::Float));
+ inputValue.addRule(openGLES2, QShaderNode::Rule("highp $type $value = $name;",
+ QByteArrayList() << "$qualifier highp $type $name;"));
+ inputValue.addRule(openGL3, QShaderNode::Rule("$type $value = $name;",
+ QByteArrayList() << "$qualifier $type $name;"));
+ protos.insert("inputValue", inputValue);
+
+ auto texture = createNode({
+ createPort(QShaderNodePort::Output, "texture")
+ });
+ texture.addRule(openGLES2, QShaderNode::Rule("sampler2D $texture = texture;",
+ QByteArrayList() << "uniform sampler2D texture;"));
+ texture.addRule(openGL3, QShaderNode::Rule("sampler2D $texture = texture;",
+ QByteArrayList() << "uniform sampler2D texture;"));
+ protos.insert("texture", texture);
+
+ auto texCoord = createNode({
+ createPort(QShaderNodePort::Output, "texCoord")
+ });
+ texCoord.addRule(openGLES2, QShaderNode::Rule("highp vec2 $texCoord = texCoord;",
+ QByteArrayList() << "varying highp vec2 texCoord;"));
+ texCoord.addRule(openGL3, QShaderNode::Rule("vec2 $texCoord = texCoord;",
+ QByteArrayList() << "in vec2 texCoord;"));
+ protos.insert("texCoord", texCoord);
+
+ auto exposure = createNode({
+ createPort(QShaderNodePort::Output, "exposure")
+ });
+ exposure.addRule(openGLES2, QShaderNode::Rule("highp float $exposure = exposure;",
+ QByteArrayList() << "uniform highp float exposure;"));
+ exposure.addRule(openGL3, QShaderNode::Rule("float $exposure = exposure;",
+ QByteArrayList() << "uniform float exposure;"));
+ protos.insert("exposure", exposure);
+
+ auto fragColor = createNode({
+ createPort(QShaderNodePort::Input, "fragColor")
+ });
+ fragColor.addRule(openGLES2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
+ fragColor.addRule(openGL3, QShaderNode::Rule("fragColor = $fragColor;",
+ QByteArrayList() << "out vec4 fragColor;"));
+ protos.insert("fragColor", fragColor);
+
+ auto sampleTexture = createNode({
+ createPort(QShaderNodePort::Input, "sampler"),
+ createPort(QShaderNodePort::Input, "coord"),
+ 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);"));
+ protos.insert("sampleTexture", sampleTexture);
+
+ auto lightModel = createNode({
+ createPort(QShaderNodePort::Input, "baseColor"),
+ createPort(QShaderNodePort::Input, "position"),
+ createPort(QShaderNodePort::Input, "lightIntensity"),
+ createPort(QShaderNodePort::Output, "outputColor")
+ });
+ lightModel.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
+ QByteArrayList() << "#pragma include es2/lightmodel.frag.inc"));
+ lightModel.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
+ QByteArrayList() << "#pragma include gl3/lightmodel.frag.inc"));
+ protos.insert("lightModel", lightModel);
+
+ auto exposureFunction = createNode({
+ createPort(QShaderNodePort::Input, "inputColor"),
+ createPort(QShaderNodePort::Input, "exposure"),
+ createPort(QShaderNodePort::Output, "outputColor")
+ });
+ exposureFunction.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = $inputColor * pow(2.0, $exposure);"));
+ exposureFunction.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = $inputColor * pow(2.0, $exposure);"));
+ protos.insert("exposureFunction", exposureFunction);
+
+ return protos;
+ }();
+
+ const auto complexGraph = createGraph();
+
+ QTest::newRow("ComplexGraph") << createBuffer(complexJson) << complexProtos << complexGraph << QShaderGraphLoader::Ready;
+}
+
+void tst_QShaderGraphLoader::shouldLoadFromJsonStream()
+{
+ // GIVEN
+ QFETCH(QBufferPointer, device);
+ QFETCH(PrototypeHash, prototypes);
+
+ auto loader = QShaderGraphLoader();
+
+ // WHEN
+ loader.setPrototypes(prototypes);
+ loader.setDevice(device.data());
+ loader.load();
+
+ // THEN
+ QFETCH(QShaderGraphLoader::Status, status);
+ QCOMPARE(loader.status(), status);
+
+ QFETCH(QShaderGraph, graph);
+ const auto statements = loader.graph().createStatements({"foo", "bar", "baz"});
+ const auto expected = graph.createStatements({"foo", "bar", "baz"});
+ dumpStatementsIfNeeded(statements, expected);
+ QCOMPARE(statements, expected);
+
+ const auto sortedParameters = [](const QShaderNode &node) {
+ auto res = node.parameterNames();
+ res.sort();
+ return res;
+ };
+
+ for (int i = 0; i < statements.size(); i++) {
+ const auto actualNode = statements.at(i).node;
+ const auto expectedNode = expected.at(i).node;
+
+ QCOMPARE(actualNode.layers(), expectedNode.layers());
+ QCOMPARE(actualNode.ports(), expectedNode.ports());
+ QCOMPARE(sortedParameters(actualNode), sortedParameters(expectedNode));
+ for (const auto &name : expectedNode.parameterNames()) {
+ QCOMPARE(actualNode.parameter(name), expectedNode.parameter(name));
+ }
+ QCOMPARE(actualNode.availableFormats(), expectedNode.availableFormats());
+ for (const auto &format : expectedNode.availableFormats()) {
+ QCOMPARE(actualNode.rule(format), expectedNode.rule(format));
+ }
+ }
+}
+
+QTEST_MAIN(tst_QShaderGraphLoader)
+
+#include "tst_qshadergraphloader.moc"
diff --git a/tests/auto/gui/util/qshadernodes/qshadernodes.pro b/tests/auto/gui/util/qshadernodes/qshadernodes.pro
new file mode 100644
index 0000000000..5ab8b73a51
--- /dev/null
+++ b/tests/auto/gui/util/qshadernodes/qshadernodes.pro
@@ -0,0 +1,5 @@
+CONFIG += testcase
+QT += testlib gui-private
+
+SOURCES += tst_qshadernodes.cpp
+TARGET = tst_qshadernodes
diff --git a/tests/auto/gui/util/qshadernodes/tst_qshadernodes.cpp b/tests/auto/gui/util/qshadernodes/tst_qshadernodes.cpp
new file mode 100644
index 0000000000..9eb738a1b2
--- /dev/null
+++ b/tests/auto/gui/util/qshadernodes/tst_qshadernodes.cpp
@@ -0,0 +1,548 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the test suite 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 <QtTest/QtTest>
+
+#include <QtGui/private/qshaderformat_p.h>
+#include <QtGui/private/qshadernode_p.h>
+#include <QtGui/private/qshadernodeport_p.h>
+
+namespace
+{
+ QShaderFormat createFormat(QShaderFormat::Api api, int majorVersion, int minorVersion,
+ const QStringList &extensions = QStringList(),
+ const QString &vendor = QString())
+ {
+ auto format = QShaderFormat();
+ format.setApi(api);
+ format.setVersion(QVersionNumber(majorVersion, minorVersion));
+ format.setExtensions(extensions);
+ format.setVendor(vendor);
+ return format;
+ }
+
+ QShaderNodePort createPort(QShaderNodePort::Direction direction, const QString &name)
+ {
+ auto port = QShaderNodePort();
+ port.direction = direction;
+ port.name = name;
+ return port;
+ }
+}
+
+class tst_QShaderNodes : public QObject
+{
+ Q_OBJECT
+private slots:
+ void shouldManipulateFormatMembers();
+ void shouldVerifyFormatsEquality_data();
+ void shouldVerifyFormatsEquality();
+ void shouldVerifyFormatsCompatibilities_data();
+ void shouldVerifyFormatsCompatibilities();
+
+ void shouldHaveDefaultPortState();
+ void shouldVerifyPortsEquality_data();
+ void shouldVerifyPortsEquality();
+
+ void shouldManipulateNodeMembers();
+ void shouldHandleNodeRulesSupportAndOrder();
+};
+
+void tst_QShaderNodes::shouldManipulateFormatMembers()
+{
+ // GIVEN
+ auto format = QShaderFormat();
+
+ // THEN (default state)
+ QCOMPARE(format.api(), QShaderFormat::NoApi);
+ QCOMPARE(format.version().majorVersion(), 0);
+ QCOMPARE(format.version().minorVersion(), 0);
+ QCOMPARE(format.extensions(), QStringList());
+ QCOMPARE(format.vendor(), QString());
+ QVERIFY(!format.isValid());
+
+ // WHEN
+ format.setApi(QShaderFormat::OpenGLES);
+
+ // THEN
+ QCOMPARE(format.api(), QShaderFormat::OpenGLES);
+ QCOMPARE(format.version().majorVersion(), 0);
+ QCOMPARE(format.version().minorVersion(), 0);
+ QCOMPARE(format.extensions(), QStringList());
+ QCOMPARE(format.vendor(), QString());
+ QVERIFY(!format.isValid());
+
+ // WHEN
+ format.setVersion(QVersionNumber(3));
+
+ // THEN
+ QCOMPARE(format.api(), QShaderFormat::OpenGLES);
+ QCOMPARE(format.version().majorVersion(), 3);
+ QCOMPARE(format.version().minorVersion(), 0);
+ QCOMPARE(format.extensions(), QStringList());
+ QCOMPARE(format.vendor(), QString());
+ QVERIFY(format.isValid());
+
+ // WHEN
+ format.setVersion(QVersionNumber(3, 2));
+
+ // THEN
+ QCOMPARE(format.api(), QShaderFormat::OpenGLES);
+ QCOMPARE(format.version().majorVersion(), 3);
+ QCOMPARE(format.version().minorVersion(), 2);
+ QCOMPARE(format.extensions(), QStringList());
+ QCOMPARE(format.vendor(), QString());
+ QVERIFY(format.isValid());
+
+ // WHEN
+ format.setExtensions({"foo", "bar"});
+
+ // THEN
+ QCOMPARE(format.api(), QShaderFormat::OpenGLES);
+ QCOMPARE(format.version().majorVersion(), 3);
+ QCOMPARE(format.version().minorVersion(), 2);
+ QCOMPARE(format.extensions(), QStringList({"bar", "foo"}));
+ QCOMPARE(format.vendor(), QString());
+ QVERIFY(format.isValid());
+
+ // WHEN
+ format.setVendor(QStringLiteral("KDAB"));
+
+ // THEN
+ QCOMPARE(format.api(), QShaderFormat::OpenGLES);
+ QCOMPARE(format.version().majorVersion(), 3);
+ QCOMPARE(format.version().minorVersion(), 2);
+ QCOMPARE(format.extensions(), QStringList({"bar", "foo"}));
+ QCOMPARE(format.vendor(), QStringLiteral("KDAB"));
+ QVERIFY(format.isValid());
+}
+
+void tst_QShaderNodes::shouldVerifyFormatsEquality_data()
+{
+ QTest::addColumn<QShaderFormat>("left");
+ QTest::addColumn<QShaderFormat>("right");
+ QTest::addColumn<bool>("expected");
+
+ QTest::newRow("Equals") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"}, "KDAB")
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"}, "KDAB")
+ << true;
+ QTest::newRow("Apis") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"}, "KDAB")
+ << createFormat(QShaderFormat::OpenGLNoProfile, 3, 0, {"foo", "bar"}, "KDAB")
+ << false;
+ QTest::newRow("Major") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"}, "KDAB")
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0, {"foo", "bar"}, "KDAB")
+ << false;
+ QTest::newRow("Minor") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"}, "KDAB")
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 1, {"foo", "bar"}, "KDAB")
+ << false;
+ QTest::newRow("Extensions") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"}, "KDAB")
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo"}, "KDAB")
+ << false;
+ QTest::newRow("Vendor") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"}, "KDAB")
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"})
+ << false;
+}
+
+void tst_QShaderNodes::shouldVerifyFormatsEquality()
+{
+ // GIVEN
+ QFETCH(QShaderFormat, left);
+ QFETCH(QShaderFormat, right);
+
+ // WHEN
+ const auto equal = (left == right);
+ const auto notEqual = (left != right);
+
+ // THEN
+ QFETCH(bool, expected);
+ QCOMPARE(equal, expected);
+ QCOMPARE(notEqual, !expected);
+}
+
+void tst_QShaderNodes::shouldVerifyFormatsCompatibilities_data()
+{
+ QTest::addColumn<QShaderFormat>("reference");
+ QTest::addColumn<QShaderFormat>("tested");
+ QTest::addColumn<bool>("expected");
+
+ QTest::newRow("NoProfileVsES") << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
+ << createFormat(QShaderFormat::OpenGLES, 2, 0)
+ << true;
+ QTest::newRow("CoreProfileVsES") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
+ << createFormat(QShaderFormat::OpenGLES, 2, 0)
+ << false;
+ QTest::newRow("CompatProfileVsES") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
+ << createFormat(QShaderFormat::OpenGLES, 2, 0)
+ << true;
+
+ QTest::newRow("ESVsNoProfile") << createFormat(QShaderFormat::OpenGLES, 2, 0)
+ << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
+ << false;
+ QTest::newRow("ESVsCoreProfile") << createFormat(QShaderFormat::OpenGLES, 2, 0)
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
+ << false;
+ QTest::newRow("ESVsCompatProfile") << createFormat(QShaderFormat::OpenGLES, 2, 0)
+ << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
+ << false;
+
+ QTest::newRow("CoreVsNoProfile") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
+ << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
+ << false;
+ QTest::newRow("CoreVsCompat") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
+ << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
+ << false;
+ QTest::newRow("CoreVsCore") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
+ << true;
+
+ QTest::newRow("NoProfileVsCore") << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
+ << true;
+ QTest::newRow("NoProvileVsCompat") << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
+ << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
+ << true;
+ QTest::newRow("NoProfileVsNoProfile") << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
+ << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
+ << true;
+
+ QTest::newRow("CompatVsCore") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
+ << true;
+ QTest::newRow("CompatVsCompat") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
+ << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
+ << true;
+ QTest::newRow("CompatVsNoProfile") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
+ << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
+ << true;
+
+ QTest::newRow("MajorForwardCompat_1") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0)
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
+ << true;
+ QTest::newRow("MajorForwardCompat_2") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0)
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 4)
+ << true;
+ QTest::newRow("MajorForwardCompat_3") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0)
+ << false;
+ QTest::newRow("MajorForwardCompat_4") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 4)
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0)
+ << false;
+
+ QTest::newRow("MinorForwardCompat_1") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 1)
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0)
+ << true;
+ QTest::newRow("MinorForwardCompat_2") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0)
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 1)
+ << false;
+
+ QTest::newRow("Extensions_1") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"})
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo"})
+ << true;
+ QTest::newRow("Extensions_2") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo"})
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"})
+ << false;
+
+ QTest::newRow("Vendor_1") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {}, "KDAB")
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {})
+ << true;
+ QTest::newRow("Vendor_2") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {})
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {}, "KDAB")
+ << false;
+ QTest::newRow("Vendor_2") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {}, "KDAB")
+ << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {}, "KDAB")
+ << true;
+}
+
+void tst_QShaderNodes::shouldVerifyFormatsCompatibilities()
+{
+ // GIVEN
+ QFETCH(QShaderFormat, reference);
+ QFETCH(QShaderFormat, tested);
+
+ // WHEN
+ const auto supported = reference.supports(tested);
+
+ // THEN
+ QFETCH(bool, expected);
+ QCOMPARE(supported, expected);
+}
+
+void tst_QShaderNodes::shouldHaveDefaultPortState()
+{
+ // GIVEN
+ auto port = QShaderNodePort();
+
+ // THEN
+ QCOMPARE(port.direction, QShaderNodePort::Output);
+ QVERIFY(port.name.isEmpty());
+}
+
+void tst_QShaderNodes::shouldVerifyPortsEquality_data()
+{
+ QTest::addColumn<QShaderNodePort>("left");
+ QTest::addColumn<QShaderNodePort>("right");
+ QTest::addColumn<bool>("expected");
+
+ QTest::newRow("Equals") << createPort(QShaderNodePort::Input, "foo")
+ << createPort(QShaderNodePort::Input, "foo")
+ << true;
+ QTest::newRow("Direction") << createPort(QShaderNodePort::Input, "foo")
+ << createPort(QShaderNodePort::Output, "foo")
+ << false;
+ QTest::newRow("Name") << createPort(QShaderNodePort::Input, "foo")
+ << createPort(QShaderNodePort::Input, "bar")
+ << false;
+}
+
+void tst_QShaderNodes::shouldVerifyPortsEquality()
+{
+ // GIVEN
+ QFETCH(QShaderNodePort, left);
+ QFETCH(QShaderNodePort, right);
+
+ // WHEN
+ const auto equal = (left == right);
+ const auto notEqual = (left != right);
+
+ // THEN
+ QFETCH(bool, expected);
+ QCOMPARE(equal, expected);
+ QCOMPARE(notEqual, !expected);
+}
+
+void tst_QShaderNodes::shouldManipulateNodeMembers()
+{
+ // GIVEN
+ const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
+ const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
+
+ const auto es2Rule = QShaderNode::Rule(QByteArrayLiteral("gles2"), {"#pragma include es2/foo.inc", "#pragma include es2/bar.inc"});
+ const auto gl3Rule = QShaderNode::Rule(QByteArrayLiteral("gl3"), {"#pragma include gl3/foo.inc", "#pragma include gl3/bar.inc"});
+ const auto gl3bisRule = QShaderNode::Rule(QByteArrayLiteral("gl3bis"), {"#pragma include gl3/foo.inc", "#pragma include gl3/bar.inc"});
+
+ auto node = QShaderNode();
+
+ // THEN (default state)
+ QCOMPARE(node.type(), QShaderNode::Invalid);
+ QVERIFY(node.uuid().isNull());
+ QVERIFY(node.layers().isEmpty());
+ QVERIFY(node.ports().isEmpty());
+ QVERIFY(node.parameterNames().isEmpty());
+ QVERIFY(node.availableFormats().isEmpty());
+
+ // WHEN
+ const auto uuid = QUuid::createUuid();
+ node.setUuid(uuid);
+
+ // THEN
+ QCOMPARE(node.uuid(), uuid);
+
+ // WHEN
+ node.setLayers({"foo", "bar"});
+
+ // THEN
+ QCOMPARE(node.layers(), QStringList({"foo", "bar"}));
+
+ // WHEN
+ auto firstPort = QShaderNodePort();
+ firstPort.direction = QShaderNodePort::Input;
+ firstPort.name = QStringLiteral("foo");
+ node.addPort(firstPort);
+
+ // THEN
+ QCOMPARE(node.type(), QShaderNode::Output);
+ QCOMPARE(node.ports().size(), 1);
+ QCOMPARE(node.ports().at(0), firstPort);
+ QVERIFY(node.availableFormats().isEmpty());
+
+ // WHEN
+ auto secondPort = QShaderNodePort();
+ secondPort.direction = QShaderNodePort::Output;
+ secondPort.name = QStringLiteral("bar");
+ node.addPort(secondPort);
+
+ // THEN
+ QCOMPARE(node.type(), QShaderNode::Function);
+ QCOMPARE(node.ports().size(), 2);
+ QCOMPARE(node.ports().at(0), firstPort);
+ QCOMPARE(node.ports().at(1), secondPort);
+ QVERIFY(node.availableFormats().isEmpty());
+
+ // WHEN
+ node.removePort(firstPort);
+
+ // THEN
+ QCOMPARE(node.type(), QShaderNode::Input);
+ QCOMPARE(node.ports().size(), 1);
+ QCOMPARE(node.ports().at(0), secondPort);
+ QVERIFY(node.availableFormats().isEmpty());
+
+ // WHEN
+ node.setParameter(QStringLiteral("baz"), 42);
+
+ // THEN
+ QCOMPARE(node.type(), QShaderNode::Input);
+ QCOMPARE(node.ports().size(), 1);
+ QCOMPARE(node.ports().at(0), secondPort);
+ auto parameterNames = node.parameterNames();
+ parameterNames.sort();
+ QCOMPARE(parameterNames.size(), 1);
+ QCOMPARE(parameterNames.at(0), QStringLiteral("baz"));
+ QCOMPARE(node.parameter(QStringLiteral("baz")), QVariant(42));
+ QVERIFY(node.availableFormats().isEmpty());
+
+ // WHEN
+ node.setParameter(QStringLiteral("bleh"), QStringLiteral("value"));
+
+ // THEN
+ QCOMPARE(node.type(), QShaderNode::Input);
+ QCOMPARE(node.ports().size(), 1);
+ QCOMPARE(node.ports().at(0), secondPort);
+ parameterNames = node.parameterNames();
+ parameterNames.sort();
+ QCOMPARE(parameterNames.size(), 2);
+ QCOMPARE(parameterNames.at(0), QStringLiteral("baz"));
+ QCOMPARE(parameterNames.at(1), QStringLiteral("bleh"));
+ QCOMPARE(node.parameter(QStringLiteral("baz")), QVariant(42));
+ QCOMPARE(node.parameter(QStringLiteral("bleh")), QVariant(QStringLiteral("value")));
+ QVERIFY(node.availableFormats().isEmpty());
+
+ // WHEN
+ node.clearParameter(QStringLiteral("baz"));
+
+ // THEN
+ QCOMPARE(node.type(), QShaderNode::Input);
+ QCOMPARE(node.ports().size(), 1);
+ QCOMPARE(node.ports().at(0), secondPort);
+ parameterNames = node.parameterNames();
+ parameterNames.sort();
+ QCOMPARE(parameterNames.size(), 1);
+ QCOMPARE(parameterNames.at(0), QStringLiteral("bleh"));
+ QCOMPARE(node.parameter(QStringLiteral("baz")), QVariant());
+ QCOMPARE(node.parameter(QStringLiteral("bleh")), QVariant(QStringLiteral("value")));
+ QVERIFY(node.availableFormats().isEmpty());
+
+ // WHEN
+ node.addRule(openGLES2, es2Rule);
+ node.addRule(openGL3, gl3Rule);
+
+ // THEN
+ QCOMPARE(node.availableFormats().size(), 2);
+ QCOMPARE(node.availableFormats().at(0), openGLES2);
+ QCOMPARE(node.availableFormats().at(1), openGL3);
+ QCOMPARE(node.rule(openGLES2), es2Rule);
+ QCOMPARE(node.rule(openGL3), gl3Rule);
+
+ // WHEN
+ node.removeRule(openGLES2);
+
+ // THEN
+ QCOMPARE(node.availableFormats().size(), 1);
+ QCOMPARE(node.availableFormats().at(0), openGL3);
+ QCOMPARE(node.rule(openGL3), gl3Rule);
+
+ // WHEN
+ node.addRule(openGLES2, es2Rule);
+
+ // THEN
+ QCOMPARE(node.availableFormats().size(), 2);
+ QCOMPARE(node.availableFormats().at(0), openGL3);
+ QCOMPARE(node.availableFormats().at(1), openGLES2);
+ QCOMPARE(node.rule(openGLES2), es2Rule);
+ QCOMPARE(node.rule(openGL3), gl3Rule);
+
+ // WHEN
+ node.addRule(openGL3, gl3bisRule);
+
+ // THEN
+ QCOMPARE(node.availableFormats().size(), 2);
+ QCOMPARE(node.availableFormats().at(0), openGLES2);
+ QCOMPARE(node.availableFormats().at(1), openGL3);
+ QCOMPARE(node.rule(openGLES2), es2Rule);
+ QCOMPARE(node.rule(openGL3), gl3bisRule);
+}
+
+void tst_QShaderNodes::shouldHandleNodeRulesSupportAndOrder()
+{
+ // GIVEN
+ const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
+ const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
+ const auto openGL32 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 2);
+ const auto openGL4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
+
+ const auto es2Rule = QShaderNode::Rule(QByteArrayLiteral("gles2"), {"#pragma include es2/foo.inc", "#pragma include es2/bar.inc"});
+ const auto gl3Rule = QShaderNode::Rule(QByteArrayLiteral("gl3"), {"#pragma include gl3/foo.inc", "#pragma include gl3/bar.inc"});
+ const auto gl32Rule = QShaderNode::Rule(QByteArrayLiteral("gl32"), {"#pragma include gl32/foo.inc", "#pragma include gl32/bar.inc"});
+ const auto gl3bisRule = QShaderNode::Rule(QByteArrayLiteral("gl3bis"), {"#pragma include gl3/foo.inc", "#pragma include gl3/bar.inc"});
+
+ auto node = QShaderNode();
+
+ // WHEN
+ node.addRule(openGLES2, es2Rule);
+ node.addRule(openGL3, gl3Rule);
+
+ // THEN
+ QCOMPARE(node.availableFormats().size(), 2);
+ QCOMPARE(node.availableFormats().at(0), openGLES2);
+ QCOMPARE(node.availableFormats().at(1), openGL3);
+ QCOMPARE(node.rule(openGLES2), es2Rule);
+ QCOMPARE(node.rule(openGL3), gl3Rule);
+ QCOMPARE(node.rule(openGL32), gl3Rule);
+ QCOMPARE(node.rule(openGL4), gl3Rule);
+
+ // WHEN
+ node.addRule(openGL32, gl32Rule);
+
+ // THEN
+ QCOMPARE(node.availableFormats().size(), 3);
+ QCOMPARE(node.availableFormats().at(0), openGLES2);
+ QCOMPARE(node.availableFormats().at(1), openGL3);
+ QCOMPARE(node.availableFormats().at(2), openGL32);
+ QCOMPARE(node.rule(openGLES2), es2Rule);
+ QCOMPARE(node.rule(openGL3), gl3Rule);
+ QCOMPARE(node.rule(openGL32), gl32Rule);
+ QCOMPARE(node.rule(openGL4), gl32Rule);
+
+ // WHEN
+ node.addRule(openGL3, gl3bisRule);
+
+ // THEN
+ QCOMPARE(node.availableFormats().size(), 3);
+ QCOMPARE(node.availableFormats().at(0), openGLES2);
+ QCOMPARE(node.availableFormats().at(1), openGL32);
+ QCOMPARE(node.availableFormats().at(2), openGL3);
+ QCOMPARE(node.rule(openGLES2), es2Rule);
+ QCOMPARE(node.rule(openGL3), gl3bisRule);
+ QCOMPARE(node.rule(openGL32), gl3bisRule);
+ QCOMPARE(node.rule(openGL4), gl3bisRule);
+}
+
+QTEST_MAIN(tst_QShaderNodes)
+
+#include "tst_qshadernodes.moc"
diff --git a/tests/auto/gui/util/qshadernodesloader/qshadernodesloader.pro b/tests/auto/gui/util/qshadernodesloader/qshadernodesloader.pro
new file mode 100644
index 0000000000..b9c26a2942
--- /dev/null
+++ b/tests/auto/gui/util/qshadernodesloader/qshadernodesloader.pro
@@ -0,0 +1,5 @@
+CONFIG += testcase
+QT += testlib gui-private
+
+SOURCES += tst_qshadernodesloader.cpp
+TARGET = tst_qshadernodesloader
diff --git a/tests/auto/gui/util/qshadernodesloader/tst_qshadernodesloader.cpp b/tests/auto/gui/util/qshadernodesloader/tst_qshadernodesloader.cpp
new file mode 100644
index 0000000000..4782e40ed8
--- /dev/null
+++ b/tests/auto/gui/util/qshadernodesloader/tst_qshadernodesloader.cpp
@@ -0,0 +1,323 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the test suite 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 <QtTest/QtTest>
+
+#include <QtCore/qbuffer.h>
+
+#include <QtGui/private/qshadernodesloader_p.h>
+#include <QtGui/private/qshaderlanguage_p.h>
+
+using QBufferPointer = QSharedPointer<QBuffer>;
+Q_DECLARE_METATYPE(QBufferPointer);
+
+using NodeHash = QHash<QString, QShaderNode>;
+Q_DECLARE_METATYPE(NodeHash);
+
+namespace
+{
+ QBufferPointer createBuffer(const QByteArray &data, QIODevice::OpenMode openMode = QIODevice::ReadOnly)
+ {
+ auto buffer = QBufferPointer::create();
+ buffer->setData(data);
+ if (openMode != QIODevice::NotOpen)
+ buffer->open(openMode);
+ return buffer;
+ }
+
+ QShaderFormat createFormat(QShaderFormat::Api api, int majorVersion, int minorVersion,
+ const QStringList &extensions = QStringList(),
+ const QString &vendor = QString())
+ {
+ auto format = QShaderFormat();
+ format.setApi(api);
+ format.setVersion(QVersionNumber(majorVersion, minorVersion));
+ format.setExtensions(extensions);
+ format.setVendor(vendor);
+ return format;
+ }
+
+ QShaderNodePort createPort(QShaderNodePort::Direction portDirection, const QString &portName)
+ {
+ auto port = QShaderNodePort();
+ port.direction = portDirection;
+ port.name = portName;
+ return port;
+ }
+
+ QShaderNode createNode(const QVector<QShaderNodePort> &ports)
+ {
+ auto node = QShaderNode();
+ for (const auto &port : ports)
+ node.addPort(port);
+ return node;
+ }
+}
+
+class tst_QShaderNodesLoader : public QObject
+{
+ Q_OBJECT
+private slots:
+ void shouldManipulateLoaderMembers();
+ void shouldLoadFromJsonStream_data();
+ void shouldLoadFromJsonStream();
+};
+
+void tst_QShaderNodesLoader::shouldManipulateLoaderMembers()
+{
+ // GIVEN
+ auto loader = QShaderNodesLoader();
+
+ // THEN (default state)
+ QCOMPARE(loader.status(), QShaderNodesLoader::Null);
+ QVERIFY(!loader.device());
+ QVERIFY(loader.nodes().isEmpty());
+
+ // WHEN
+ auto device1 = createBuffer(QByteArray("..........."), QIODevice::NotOpen);
+ loader.setDevice(device1.data());
+
+ // THEN
+ QCOMPARE(loader.status(), QShaderNodesLoader::Error);
+ QCOMPARE(loader.device(), device1.data());
+ QVERIFY(loader.nodes().isEmpty());
+
+ // WHEN
+ auto device2 = createBuffer(QByteArray("..........."), QIODevice::ReadOnly);
+ loader.setDevice(device2.data());
+
+ // THEN
+ QCOMPARE(loader.status(), QShaderNodesLoader::Waiting);
+ QCOMPARE(loader.device(), device2.data());
+ QVERIFY(loader.nodes().isEmpty());
+}
+
+void tst_QShaderNodesLoader::shouldLoadFromJsonStream_data()
+{
+ QTest::addColumn<QBufferPointer>("device");
+ QTest::addColumn<NodeHash>("nodes");
+ QTest::addColumn<QShaderNodesLoader::Status>("status");
+
+ QTest::newRow("empty") << createBuffer("", QIODevice::ReadOnly) << NodeHash() << QShaderNodesLoader::Error;
+
+ const auto smallJson = "{"
+ " \"inputValue\": {"
+ " \"outputs\": ["
+ " \"value\""
+ " ],"
+ " \"parameters\": {"
+ " \"name\": \"defaultName\","
+ " \"qualifier\": {"
+ " \"type\": \"QShaderLanguage::StorageQualifier\","
+ " \"value\": \"QShaderLanguage::Uniform\""
+ " },"
+ " \"type\": {"
+ " \"type\": \"QShaderLanguage::VariableType\","
+ " \"value\": \"QShaderLanguage::Vec3\""
+ " },"
+ " \"defaultValue\": {"
+ " \"type\": \"float\","
+ " \"value\": \"1.25\""
+ " }"
+ " },"
+ " \"rules\": ["
+ " {"
+ " \"format\": {"
+ " \"api\": \"OpenGLES\","
+ " \"major\": 2,"
+ " \"minor\": 0"
+ " },"
+ " \"substitution\": \"highp vec3 $value = $name;\","
+ " \"headerSnippets\": [ \"varying highp vec3 $name;\" ]"
+ " },"
+ " {"
+ " \"format\": {"
+ " \"api\": \"OpenGLCompatibilityProfile\","
+ " \"major\": 2,"
+ " \"minor\": 1"
+ " },"
+ " \"substitution\": \"vec3 $value = $name;\","
+ " \"headerSnippets\": [ \"in vec3 $name;\" ]"
+ " }"
+ " ]"
+ " },"
+ " \"fragColor\": {"
+ " \"inputs\": ["
+ " \"fragColor\""
+ " ],"
+ " \"rules\": ["
+ " {"
+ " \"format\": {"
+ " \"api\": \"OpenGLES\","
+ " \"major\": 2,"
+ " \"minor\": 0"
+ " },"
+ " \"substitution\": \"gl_fragColor = $fragColor;\""
+ " },"
+ " {"
+ " \"format\": {"
+ " \"api\": \"OpenGLNoProfile\","
+ " \"major\": 4,"
+ " \"minor\": 0"
+ " },"
+ " \"substitution\": \"fragColor = $fragColor;\","
+ " \"headerSnippets\": [ \"out vec4 fragColor;\" ]"
+ " }"
+ " ]"
+ " },"
+ " \"lightModel\": {"
+ " \"inputs\": ["
+ " \"baseColor\","
+ " \"position\","
+ " \"lightIntensity\""
+ " ],"
+ " \"outputs\": ["
+ " \"outputColor\""
+ " ],"
+ " \"rules\": ["
+ " {"
+ " \"format\": {"
+ " \"api\": \"OpenGLES\","
+ " \"major\": 2,"
+ " \"minor\": 0,"
+ " \"extensions\": [ \"ext1\", \"ext2\" ],"
+ " \"vendor\": \"kdab\""
+ " },"
+ " \"substitution\": \"highp vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);\","
+ " \"headerSnippets\": [ \"#pragma include es2/lightmodel.frag.inc\" ]"
+ " },"
+ " {"
+ " \"format\": {"
+ " \"api\": \"OpenGLCoreProfile\","
+ " \"major\": 3,"
+ " \"minor\": 3"
+ " },"
+ " \"substitution\": \"vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);\","
+ " \"headerSnippets\": [ \"#pragma include gl3/lightmodel.frag.inc\" ]"
+ " }"
+ " ]"
+ " }"
+ "}";
+
+ const auto smallProtos = [this]{
+ const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
+ const auto openGLES2Extended = createFormat(QShaderFormat::OpenGLES, 2, 0, {"ext1", "ext2"}, "kdab");
+ const auto openGL2 = createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 1);
+ const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 3);
+ const auto openGL4 = createFormat(QShaderFormat::OpenGLNoProfile, 4, 0);
+
+ auto protos = NodeHash();
+
+ auto inputValue = createNode({
+ createPort(QShaderNodePort::Output, "value")
+ });
+ inputValue.setParameter("name", "defaultName");
+ inputValue.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(QShaderLanguage::Uniform));
+ inputValue.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(QShaderLanguage::Vec3));
+ inputValue.setParameter("defaultValue", QVariant(1.25f));
+ inputValue.addRule(openGLES2, QShaderNode::Rule("highp vec3 $value = $name;",
+ QByteArrayList() << "varying highp vec3 $name;"));
+ inputValue.addRule(openGL2, QShaderNode::Rule("vec3 $value = $name;",
+ QByteArrayList() << "in vec3 $name;"));
+ protos.insert("inputValue", inputValue);
+
+ auto fragColor = createNode({
+ createPort(QShaderNodePort::Input, "fragColor")
+ });
+ fragColor.addRule(openGLES2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
+ fragColor.addRule(openGL4, QShaderNode::Rule("fragColor = $fragColor;",
+ QByteArrayList() << "out vec4 fragColor;"));
+ protos.insert(QStringLiteral("fragColor"), fragColor);
+
+ auto lightModel = createNode({
+ createPort(QShaderNodePort::Input, "baseColor"),
+ createPort(QShaderNodePort::Input, "position"),
+ createPort(QShaderNodePort::Input, "lightIntensity"),
+ createPort(QShaderNodePort::Output, "outputColor")
+ });
+ lightModel.addRule(openGLES2Extended, QShaderNode::Rule("highp vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
+ QByteArrayList() << "#pragma include es2/lightmodel.frag.inc"));
+ lightModel.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
+ QByteArrayList() << "#pragma include gl3/lightmodel.frag.inc"));
+ protos.insert("lightModel", lightModel);
+
+ return protos;
+ }();
+
+ QTest::newRow("NotOpen") << createBuffer(smallJson, QIODevice::NotOpen) << NodeHash() << QShaderNodesLoader::Error;
+ QTest::newRow("CorrectJSON") << createBuffer(smallJson) << smallProtos << QShaderNodesLoader::Ready;
+}
+
+void tst_QShaderNodesLoader::shouldLoadFromJsonStream()
+{
+ // GIVEN
+ QFETCH(QBufferPointer, device);
+
+ auto loader = QShaderNodesLoader();
+
+ // WHEN
+ loader.setDevice(device.data());
+ loader.load();
+
+ // THEN
+ QFETCH(QShaderNodesLoader::Status, status);
+ QCOMPARE(loader.status(), status);
+
+ QFETCH(NodeHash, nodes);
+ const auto sortedKeys = [](const NodeHash &nodes) {
+ auto res = nodes.keys();
+ res.sort();
+ return res;
+ };
+ const auto sortedParameters = [](const QShaderNode &node) {
+ auto res = node.parameterNames();
+ res.sort();
+ return res;
+ };
+ QCOMPARE(sortedKeys(loader.nodes()), sortedKeys(nodes));
+ for (const auto &key : nodes.keys()) {
+ const auto actual = loader.nodes().value(key);
+ const auto expected = nodes.value(key);
+
+ QVERIFY(actual.uuid().isNull());
+ QCOMPARE(actual.ports(), expected.ports());
+ QCOMPARE(sortedParameters(actual), sortedParameters(expected));
+ for (const auto &name : expected.parameterNames()) {
+ QCOMPARE(actual.parameter(name), expected.parameter(name));
+ }
+ QCOMPARE(actual.availableFormats(), expected.availableFormats());
+ for (const auto &format : expected.availableFormats()) {
+ QCOMPARE(actual.rule(format), expected.rule(format));
+ }
+ }
+}
+
+QTEST_MAIN(tst_QShaderNodesLoader)
+
+#include "tst_qshadernodesloader.moc"
diff --git a/tests/auto/gui/util/util.pro b/tests/auto/gui/util/util.pro
index f2c4515dc2..940e892e5f 100644
--- a/tests/auto/gui/util/util.pro
+++ b/tests/auto/gui/util/util.pro
@@ -5,4 +5,9 @@ SUBDIRS= \
qintvalidator \
qregexpvalidator \
qregularexpressionvalidator \
+ qshadergenerator \
+ qshadergraph \
+ qshadergraphloader \
+ qshadernodes \
+ qshadernodesloader \