summaryrefslogtreecommitdiffstats
path: root/tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp')
-rw-r--r--tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp332
1 files changed, 332 insertions, 0 deletions
diff --git a/tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp b/tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp
new file mode 100644
index 0000000..30f2637
--- /dev/null
+++ b/tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp
@@ -0,0 +1,332 @@
+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL-EXCEPT$
+** 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 "Qt3DSRenderTestBackendQuery.h"
+#include "../Qt3DSRenderTestMathUtil.h"
+#include "render/Qt3DSRenderShaderProgram.h"
+
+using namespace qt3ds;
+using namespace qt3ds::render;
+
+static const char *PassthroughVertShader()
+{
+ return "uniform mat4 mat_mvp;\n"
+ "attribute vec3 attr_pos; // Vertex pos\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mat_mvp * vec4(attr_pos, 1.0);\n"
+ "}\n";
+}
+
+static const char *SimpleFragShader()
+{
+ return "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "uniform vec3 color;\n"
+ "void main()\n"
+ "{\n"
+ "gl_FragColor = vec4( color, 1);\n"
+ "}\n";
+}
+
+struct Vertex
+{
+ QT3DSVec3 positions;
+};
+
+static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, 0.9, 0) }, { QT3DSVec3(-0.9, -0.9, 0) },
+ { QT3DSVec3(0.9, -0.9, 0) }, { QT3DSVec3(-0.9, 0.9, 0) },
+ { QT3DSVec3(0.9, -0.9, 0) }, { QT3DSVec3(0.9, 0.9, 0) } };
+
+NVRenderTestBackendQuery::NVRenderTestBackendQuery()
+{
+ _curTest = 0;
+ _maxColumn = 4;
+}
+
+NVRenderTestBackendQuery::~NVRenderTestBackendQuery()
+{
+}
+
+bool NVRenderTestBackendQuery::isSupported(NVRenderContext *context)
+{
+ return true;
+}
+
+////////////////////////////////
+// test for functionality
+////////////////////////////////
+
+inline NVConstDataRef<QT3DSI8> toRef(const char *data)
+{
+ size_t len = strlen(data) + 1;
+ return NVConstDataRef<QT3DSI8>((const QT3DSI8 *)data, (QT3DSU32)len);
+}
+
+bool NVRenderTestBackendQuery::run(NVRenderContext *context, userContextData *pUserData)
+{
+ bool success = true;
+ // conpute cell width
+ _cellSize = pUserData->winWidth / _maxColumn;
+
+ context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f));
+ context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth));
+
+ success &= depthBitsTest(context, pUserData);
+ _curTest++;
+ success &= depthBitsFBOTest(context, pUserData);
+ _curTest++;
+
+ // cleanup
+ context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
+
+ return success;
+}
+
+bool NVRenderTestBackendQuery::renderQuad(NVRenderContext *context, userContextData *pUserData,
+ QT3DSVec3 color)
+{
+ NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer;
+ NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout;
+ NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler;
+ NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer;
+ QT3DSMat44 mvp = QT3DSMat44::createIdentity();
+ NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10);
+
+ // create shaders
+ NVRenderVertFragCompilationResult compResult =
+ context->CompileSource("NVRenderTestBackendQuery shader", toRef(PassthroughVertShader()),
+ toRef(SimpleFragShader()));
+ if (!compResult.mShader) {
+ return false;
+ }
+
+ unsigned int curY = 0;
+ unsigned int curX = _curTest;
+ if (_curTest >= _maxColumn) {
+ curY = (_curTest / _maxColumn);
+ curX = (_curTest % _maxColumn);
+ }
+
+ // set viewport
+ context->SetViewport(NVRenderRect(curX * _cellSize, curY * _cellSize, _cellSize, _cellSize));
+
+ // this is the layout
+ NVRenderVertexBufferEntry entries[] = {
+ NVRenderVertexBufferEntry("attr_pos", NVRenderComponentTypes::QT3DSF32, 3, 0),
+ };
+
+ QT3DSU32 bufSize = 6 * sizeof(Vertex);
+ NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize);
+ mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize,
+ 3 * sizeof(QT3DSF32), vertData);
+ if (!mVertexBuffer) {
+ qWarning() << "NVRenderTestBackendQuery::depthBitsTest: Failed to create vertex buffer";
+ return false;
+ }
+
+ // create our attribute layout
+ mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 1));
+ // create input Assembler
+ QT3DSU32 strides = mVertexBuffer->GetStride();
+ QT3DSU32 offsets = 0;
+ mInputAssembler = context->CreateInputAssembler(
+ mAttribLayout, toConstDataRef(&mVertexBuffer.mPtr, 1), mIndexBuffer.mPtr,
+ toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1));
+ if (!mInputAssembler) {
+ qWarning() << "NVRenderTestBackendQuery::depthBitsTest: Failed to create input assembler";
+ return false;
+ }
+
+ // check if default buffer bit size is in an acceptable size range
+ // we accept a range from 16 to 32
+ const QT3DSU32 bits = context->GetDepthBits();
+ bool passed = (bits >= 16 && bits <= 32);
+
+ // make input assembler active
+ context->SetInputAssembler(mInputAssembler);
+ // set program
+ context->SetActiveShader(compResult.mShader);
+ compResult.mShader->SetPropertyValue("mat_mvp", mvp);
+ // set color
+ compResult.mShader->SetPropertyValue("color", color);
+
+ context->SetDepthTestEnabled(true);
+ context->SetDepthWriteEnabled(true);
+
+ // draw
+ context->Draw(NVRenderDrawMode::Triangles, 6, 0);
+
+ context->SetActiveShader(0);
+ compResult.mShader->release();
+
+ return passed;
+}
+
+bool NVRenderTestBackendQuery::depthBitsTest(NVRenderContext *context, userContextData *pUserData)
+{
+ QT3DSVec3 color(0.0, 0.0, 0.0);
+ // check if default buffer bit size is in an acceptable size range
+ // we accept a range from 16 to 32
+ const QT3DSU32 bits = context->GetDepthBits();
+ bool passed = (bits >= 16 && bits <= 32);
+ if (passed)
+ color.y = 1.0;
+ else
+ color.x = 1.0;
+
+ passed &= renderQuad(context, pUserData, color);
+
+ return passed;
+}
+
+bool NVRenderTestBackendQuery::depthBitsFBOTest(NVRenderContext *context,
+ userContextData *pUserData)
+{
+ // depneding on the context we get different values
+ NVRenderContextType theContextFlags(NVRenderContextValues::GLES2 | NVRenderContextValues::GL2);
+ NVRenderContextType type = context->GetRenderContextType();
+ bool depth16_Only = (type & theContextFlags);
+ // create a FBO
+ NVScopedRefCounted<NVRenderFrameBuffer> m_FBO;
+ NVScopedRefCounted<NVRenderTexture2D> m_ColorTexture;
+ NVScopedRefCounted<NVRenderTexture2D> m_Depth16Texture;
+ NVScopedRefCounted<NVRenderTexture2D> m_Depth24Texture;
+ NVScopedRefCounted<NVRenderTexture2D> m_Depth32Texture;
+ NVScopedRefCounted<NVRenderTexture2D> m_Depth24Stencil8Texture;
+
+ m_ColorTexture = context->CreateTexture2D();
+ m_ColorTexture->SetTextureData(NVDataRef<QT3DSU8>(), 0, 256, 256, NVRenderTextureFormats::RGBA8);
+ m_Depth16Texture = context->CreateTexture2D();
+ m_Depth16Texture->SetTextureData(NVDataRef<QT3DSU8>(), 0, 256, 256,
+ NVRenderTextureFormats::Depth16);
+
+ m_FBO = context->CreateFrameBuffer();
+ m_FBO->Attach(NVRenderFrameBufferAttachments::Color0,
+ NVRenderTextureOrRenderBuffer(*m_ColorTexture));
+ m_FBO->Attach(NVRenderFrameBufferAttachments::Depth,
+ NVRenderTextureOrRenderBuffer(*m_Depth16Texture));
+
+ if (!m_FBO->IsComplete()) {
+ qWarning() << "NVRenderTestBackendQuery::depthBitsFBOTest: Failed to create FBO";
+ return false;
+ }
+
+ context->SetRenderTarget(m_FBO);
+
+ QT3DSVec3 color(0.0, 0.0, 0.0);
+ // check depth bit count
+ QT3DSU32 bits = context->GetDepthBits();
+ QT3DSU32 bitsExpected = 16;
+ bool passed = (bits == bitsExpected);
+
+ // detach depth
+ m_FBO->Attach(NVRenderFrameBufferAttachments::Depth, NVRenderTextureOrRenderBuffer());
+
+ m_Depth24Texture = context->CreateTexture2D();
+ m_Depth24Texture->SetTextureData(NVDataRef<QT3DSU8>(), 0, 256, 256,
+ NVRenderTextureFormats::Depth24);
+ m_FBO->Attach(NVRenderFrameBufferAttachments::Depth,
+ NVRenderTextureOrRenderBuffer(*m_Depth24Texture));
+ if (!m_FBO->IsComplete()) {
+ qWarning() << "NVRenderTestBackendQuery::depthBitsFBOTest: Failed to create FBO";
+ return false;
+ }
+ // check depth bit count
+ bits = context->GetDepthBits();
+ bitsExpected = (depth16_Only) ? 16 : 24;
+ passed &= (bits == bitsExpected);
+
+ // detach depth
+ m_FBO->Attach(NVRenderFrameBufferAttachments::Depth, NVRenderTextureOrRenderBuffer());
+
+ m_Depth32Texture = context->CreateTexture2D();
+ m_Depth32Texture->SetTextureData(NVDataRef<QT3DSU8>(), 0, 256, 256,
+ NVRenderTextureFormats::Depth32);
+ m_FBO->Attach(NVRenderFrameBufferAttachments::Depth,
+ NVRenderTextureOrRenderBuffer(*m_Depth32Texture));
+ if (!m_FBO->IsComplete()) {
+ qWarning() << "NVRenderTestBackendQuery::depthBitsFBOTest: Failed to create FBO";
+ return false;
+ }
+ // check depth bit count
+ bits = context->GetDepthBits();
+ bitsExpected = (depth16_Only) ? 16 : 32;
+ passed &= (bits == bitsExpected);
+
+ // detach depth
+ m_FBO->Attach(NVRenderFrameBufferAttachments::Depth, NVRenderTextureOrRenderBuffer());
+
+ // only test depth stencil if supported
+ if (context->IsDepthStencilSupported()) {
+ m_Depth24Stencil8Texture = context->CreateTexture2D();
+ m_Depth24Stencil8Texture->SetTextureData(NVDataRef<QT3DSU8>(), 0, 256, 256,
+ NVRenderTextureFormats::Depth24Stencil8);
+ m_FBO->Attach(NVRenderFrameBufferAttachments::DepthStencil,
+ NVRenderTextureOrRenderBuffer(*m_Depth24Stencil8Texture));
+ if (!m_FBO->IsComplete()) {
+ qWarning() << "NVRenderTestBackendQuery::depthBitsFBOTest: Failed to create FBO";
+ return false;
+ }
+ // check depth bit count
+ bits = context->GetDepthBits();
+ bitsExpected = (depth16_Only) ? 16 : 24;
+ passed &= (bits == bitsExpected);
+ }
+
+ context->SetRenderTarget(NULL);
+
+ if (passed)
+ color.y = 1.0;
+ else
+ color.x = 1.0;
+
+ passed &= renderQuad(context, pUserData, color);
+
+ return passed;
+}
+
+////////////////////////////////
+// performance test
+////////////////////////////////
+bool NVRenderTestBackendQuery::runPerformance(NVRenderContext *context, userContextData *pUserData)
+{
+ return true;
+}
+
+////////////////////////////////
+// test cleanup
+////////////////////////////////
+void NVRenderTestBackendQuery::cleanup(NVRenderContext *context, userContextData *pUserData)
+{
+ context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f));
+ // dummy
+ context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
+}