diff options
Diffstat (limited to 'tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp')
-rw-r--r-- | tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp | 332 |
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)); +} |