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-rw-r--r--tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp186
1 files changed, 146 insertions, 40 deletions
diff --git a/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp b/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp
index c873aebef7..f8bb0c3851 100644
--- a/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp
+++ b/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp
@@ -196,6 +196,7 @@ private slots:
void shouldProcessLanguageQualifierAndTypeEnums_data();
void shouldProcessLanguageQualifierAndTypeEnums();
void shouldGenerateDifferentCodeDependingOnActiveLayers();
+ void shouldUseGlobalVariableRatherThanTemporaries();
};
void tst_QShaderGenerator::shouldHaveDefaultState()
@@ -236,14 +237,9 @@ void tst_QShaderGenerator::shouldGenerateShaderCode_data()
<< ""
<< "void main()"
<< "{"
- << " highp vec2 v2 = texCoord;"
- << " sampler2D v1 = texture;"
- << " highp float v3 = lightIntensity;"
- << " highp vec4 v5 = texture2D(v1, v2);"
- << " highp vec3 v0 = worldPosition;"
- << " highp float v4 = exposure;"
- << " highp vec4 v6 = lightModel(v5, v0, v3);"
- << " highp vec4 v7 = v6 * pow(2.0, v4);"
+ << " highp vec4 v5 = texture2D(texture, texCoord);"
+ << " highp vec4 v6 = lightModel(v5, worldPosition, lightIntensity);"
+ << " highp vec4 v7 = v6 * pow(2.0, exposure);"
<< " gl_fragColor = v7;"
<< "}"
<< "";
@@ -258,14 +254,9 @@ void tst_QShaderGenerator::shouldGenerateShaderCode_data()
<< ""
<< "void main()"
<< "{"
- << " vec2 v2 = texCoord;"
- << " sampler2D v1 = texture;"
- << " float v3 = lightIntensity;"
- << " vec4 v5 = texture2D(v1, v2);"
- << " vec3 v0 = worldPosition;"
- << " float v4 = exposure;"
- << " vec4 v6 = lightModel(v5, v0, v3);"
- << " vec4 v7 = v6 * pow(2.0, v4);"
+ << " vec4 v5 = texture2D(texture, texCoord);"
+ << " vec4 v6 = lightModel(v5, worldPosition, lightIntensity);"
+ << " vec4 v7 = v6 * pow(2.0, exposure);"
<< " fragColor = v7;"
<< "}"
<< "";
@@ -636,8 +627,7 @@ void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums_data()
<< ""
<< "void main()"
<< "{"
- << QStringLiteral(" %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
- << " gl_fragColor = v0;"
+ << " gl_fragColor = worldPosition;"
<< "}"
<< "").join("\n");
const auto gl3Code = (QByteArrayList() << "#version 130"
@@ -649,8 +639,7 @@ void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums_data()
<< ""
<< "void main()"
<< "{"
- << QStringLiteral(" %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
- << " fragColor = v0;"
+ << " fragColor = worldPosition;"
<< "}"
<< "").join("\n");
const auto gl4Code = (QByteArrayList() << "#version 400 core"
@@ -662,8 +651,7 @@ void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums_data()
<< ""
<< "void main()"
<< "{"
- << QStringLiteral(" %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
- << " fragColor = v0;"
+ << " fragColor = worldPosition;"
<< "}"
<< "").join("\n");
const auto es2Code = (QByteArrayList() << "#version 100"
@@ -674,8 +662,7 @@ void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums_data()
<< ""
<< "void main()"
<< "{"
- << QStringLiteral(" highp %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
- << " gl_fragColor = v0;"
+ << " gl_fragColor = worldPosition;"
<< "}"
<< "").join("\n");
const auto es3Code = (QByteArrayList() << "#version 300 es"
@@ -686,8 +673,7 @@ void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums_data()
<< ""
<< "void main()"
<< "{"
- << QStringLiteral(" highp %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
- << " gl_fragColor = v0;"
+ << " gl_fragColor = worldPosition;"
<< "}"
<< "").join("\n");
@@ -883,9 +869,7 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers()
<< ""
<< "void main()"
<< "{"
- << " vec3 v1 = normalUniform;"
- << " vec4 v0 = diffuseUniform;"
- << " vec4 v2 = lightModel(v0, v1);"
+ << " vec4 v2 = lightModel(diffuseUniform, normalUniform);"
<< " fragColor = v2;"
<< "}"
<< "";
@@ -908,10 +892,8 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers()
<< ""
<< "void main()"
<< "{"
- << " vec2 v0 = texCoord;"
- << " vec3 v2 = texture2D(normalTexture, v0).rgb;"
- << " vec4 v1 = diffuseUniform;"
- << " vec4 v3 = lightModel(v1, v2);"
+ << " vec3 v2 = texture2D(normalTexture, texCoord).rgb;"
+ << " vec4 v3 = lightModel(diffuseUniform, v2);"
<< " fragColor = v3;"
<< "}"
<< "";
@@ -934,10 +916,8 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers()
<< ""
<< "void main()"
<< "{"
- << " vec2 v0 = texCoord;"
- << " vec3 v2 = normalUniform;"
- << " vec4 v1 = texture2D(diffuseTexture, v0);"
- << " vec4 v3 = lightModel(v1, v2);"
+ << " vec4 v1 = texture2D(diffuseTexture, texCoord);"
+ << " vec4 v3 = lightModel(v1, normalUniform);"
<< " fragColor = v3;"
<< "}"
<< "";
@@ -960,9 +940,8 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers()
<< ""
<< "void main()"
<< "{"
- << " vec2 v0 = texCoord;"
- << " vec3 v2 = texture2D(normalTexture, v0).rgb;"
- << " vec4 v1 = texture2D(diffuseTexture, v0);"
+ << " vec3 v2 = texture2D(normalTexture, texCoord).rgb;"
+ << " vec4 v1 = texture2D(diffuseTexture, texCoord);"
<< " vec4 v3 = lightModel(v1, v2);"
<< " fragColor = v3;"
<< "}"
@@ -971,6 +950,133 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers()
}
}
+void tst_QShaderGenerator::shouldUseGlobalVariableRatherThanTemporaries()
+{
+ // GIVEN
+ const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
+
+ {
+ // WHEN
+ auto vertexPosition = createNode({
+ createPort(QShaderNodePort::Output, "vertexPosition")
+ });
+ vertexPosition.addRule(gl4, QShaderNode::Rule("vec4 $vertexPosition = vertexPosition;",
+ QByteArrayList() << "in vec4 vertexPosition;"));
+
+ auto fakeMultiPlyNoSpace = createNode({
+ createPort(QShaderNodePort::Input, "varName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ fakeMultiPlyNoSpace.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName*v11;"));
+
+ auto fakeMultiPlySpace = createNode({
+ createPort(QShaderNodePort::Input, "varName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ fakeMultiPlySpace.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName * v11;"));
+
+ auto fakeJoinNoSpace = createNode({
+ createPort(QShaderNodePort::Input, "varName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ fakeJoinNoSpace.addRule(gl4, QShaderNode::Rule("vec4 $out = vec4($varName.xyz,$varName.w);"));
+
+ auto fakeJoinSpace = createNode({
+ createPort(QShaderNodePort::Input, "varName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ fakeJoinSpace.addRule(gl4, QShaderNode::Rule("vec4 $out = vec4($varName.xyz, $varName.w);"));
+
+ auto fakeAdd = createNode({
+ createPort(QShaderNodePort::Input, "varName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ fakeAdd.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName.xyzw + $varName;"));
+
+ auto fakeSub = createNode({
+ createPort(QShaderNodePort::Input, "varName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ fakeSub.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName.xyzw - $varName;"));
+
+ auto fakeDiv = createNode({
+ createPort(QShaderNodePort::Input, "varName"),
+ createPort(QShaderNodePort::Output, "out")
+ });
+ fakeDiv.addRule(gl4, QShaderNode::Rule("vec4 $out = $varName / v0;"));
+
+ auto fragColor = createNode({
+ createPort(QShaderNodePort::Input, "input1"),
+ createPort(QShaderNodePort::Input, "input2"),
+ createPort(QShaderNodePort::Input, "input3"),
+ createPort(QShaderNodePort::Input, "input4"),
+ createPort(QShaderNodePort::Input, "input5"),
+ createPort(QShaderNodePort::Input, "input6"),
+ createPort(QShaderNodePort::Input, "input7")
+ });
+ fragColor.addRule(gl4, QShaderNode::Rule("fragColor = $input1 + $input2 + $input3 + $input4 + $input5 + $input6 + $input7;",
+ QByteArrayList() << "out vec4 fragColor;"));
+
+ const auto graph = [=] {
+ auto res = QShaderGraph();
+
+ res.addNode(vertexPosition);
+ res.addNode(fakeMultiPlyNoSpace);
+ res.addNode(fakeMultiPlySpace);
+ res.addNode(fakeJoinNoSpace);
+ res.addNode(fakeJoinSpace);
+ res.addNode(fakeAdd);
+ res.addNode(fakeSub);
+ res.addNode(fakeDiv);
+ res.addNode(fragColor);
+
+ res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeMultiPlyNoSpace.uuid(), "varName"));
+ res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeMultiPlySpace.uuid(), "varName"));
+ res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeJoinNoSpace.uuid(), "varName"));
+ res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeJoinSpace.uuid(), "varName"));
+ res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeAdd.uuid(), "varName"));
+ res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeSub.uuid(), "varName"));
+ res.addEdge(createEdge(vertexPosition.uuid(), "vertexPosition", fakeDiv.uuid(), "varName"));
+ res.addEdge(createEdge(fakeMultiPlyNoSpace.uuid(), "out", fragColor.uuid(), "input1"));
+ res.addEdge(createEdge(fakeMultiPlySpace.uuid(), "out", fragColor.uuid(), "input2"));
+ res.addEdge(createEdge(fakeJoinNoSpace.uuid(), "out", fragColor.uuid(), "input3"));
+ res.addEdge(createEdge(fakeJoinSpace.uuid(), "out", fragColor.uuid(), "input4"));
+ res.addEdge(createEdge(fakeAdd.uuid(), "out", fragColor.uuid(), "input5"));
+ res.addEdge(createEdge(fakeSub.uuid(), "out", fragColor.uuid(), "input6"));
+ res.addEdge(createEdge(fakeDiv.uuid(), "out", fragColor.uuid(), "input7"));
+
+ return res;
+ }();
+
+ auto generator = QShaderGenerator();
+ generator.graph = graph;
+ generator.format = gl4;
+
+ const auto code = generator.createShaderCode({"diffuseUniform", "normalUniform"});
+
+ // THEN
+ const auto expected = QByteArrayList()
+ << "#version 400 core"
+ << ""
+ << "in vec4 vertexPosition;"
+ << "out vec4 fragColor;"
+ << ""
+ << "void main()"
+ << "{"
+ << " vec4 v7 = vertexPosition / vertexPosition;"
+ << " vec4 v6 = vertexPosition.xyzw - vertexPosition;"
+ << " vec4 v5 = vertexPosition.xyzw + vertexPosition;"
+ << " vec4 v4 = vec4(vertexPosition.xyz, vertexPosition.w);"
+ << " vec4 v3 = vec4(vertexPosition.xyz,vertexPosition.w);"
+ << " vec4 v2 = vertexPosition * v11;"
+ << " vec4 v1 = vertexPosition*v11;"
+ << " fragColor = v1 + v2 + v3 + v4 + v5 + v6 + v7;"
+ << "}"
+ << "";
+ QCOMPARE(code, expected.join("\n"));
+ }
+}
+
QTEST_MAIN(tst_QShaderGenerator)
#include "tst_qshadergenerator.moc"