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-rw-r--r--tests/auto/runtime/base/Qt3DSRenderTestConstantBuffer.cpp847
1 files changed, 847 insertions, 0 deletions
diff --git a/tests/auto/runtime/base/Qt3DSRenderTestConstantBuffer.cpp b/tests/auto/runtime/base/Qt3DSRenderTestConstantBuffer.cpp
new file mode 100644
index 0000000..8b6cb34
--- /dev/null
+++ b/tests/auto/runtime/base/Qt3DSRenderTestConstantBuffer.cpp
@@ -0,0 +1,847 @@
+/****************************************************************************
+**
+** 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 "Qt3DSRenderTestConstantBuffer.h"
+#include "../Qt3DSRenderTestMathUtil.h"
+#include "render/Qt3DSRenderShaderProgram.h"
+
+#include <string>
+
+using namespace qt3ds;
+using namespace qt3ds::render;
+
+struct Vertex
+{
+ QT3DSVec3 positions;
+};
+
+static const char *scalarVertShader(bool bESContext, std::string &prog)
+{
+ if (bESContext) {
+ prog += "#version 300 es\n"
+ "precision highp float;\n"
+ "precision highp int;\n";
+ } else {
+ prog += "#version 330 compatibility\n";
+ }
+
+ prog += "layout (std140) uniform cbBuffer { \n"
+ "float red;\n"
+ "float green;\n"
+ "mat4 mat_mvp;\n"
+ "float blue;\n };\n"
+ "in vec3 attr_pos; // Vertex pos\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mat_mvp * vec4(attr_pos, 1.0);\n"
+ "}\n";
+
+ return prog.c_str();
+}
+
+static const char *scalarFragShader(bool bESContext, std::string &prog)
+{
+ if (bESContext) {
+ prog += "#version 300 es\n"
+ "precision highp float;\n"
+ "precision highp int;\n";
+ } else {
+ prog += "#version 330 compatibility\n";
+ }
+
+ prog += "layout (std140) uniform cbBuffer { \n"
+ "float red;\n"
+ "float green;\n"
+ "mat4 mat_mvp;\n"
+ "float blue;\n };\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4(red, green, blue, 1.0);\n"
+ "}\n";
+
+ return prog.c_str();
+}
+
+static const char *vectorVertShader(bool bESContext, std::string &prog)
+{
+ if (bESContext) {
+ prog += "#version 300 es\n"
+ "precision highp float;\n"
+ "precision highp int;\n";
+ } else {
+ prog += "#version 330 compatibility\n";
+ }
+
+ prog += "layout (std140) uniform cbBuffer { \n"
+ "vec2 rg;\n"
+ "mat4 mat_mvp;\n"
+ "vec2 ba;\n };\n"
+ "in vec3 attr_pos; // Vertex pos\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mat_mvp * vec4(attr_pos, 1.0);\n"
+ "}\n";
+
+ return prog.c_str();
+}
+
+static const char *vectorFragShader(bool bESContext, std::string &prog)
+{
+ if (bESContext) {
+ prog += "#version 300 es\n"
+ "precision highp float;\n"
+ "precision highp int;\n";
+ } else {
+ prog += "#version 330 compatibility\n";
+ }
+
+ prog += "layout (std140) uniform cbBuffer { \n"
+ "vec2 rg;\n"
+ "mat4 mat_mvp;\n"
+ "vec2 ba;\n };\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4(rg[0], rg[1], ba[0], ba[1]);\n"
+ "}\n";
+
+ return prog.c_str();
+}
+
+static const char *structVertShader(bool bESContext, std::string &prog)
+{
+ if (bESContext) {
+ prog += "#version 300 es\n"
+ "precision highp float;\n"
+ "precision highp int;\n";
+ } else {
+ prog += "#version 330 compatibility\n";
+ }
+
+ prog += "struct sampleStruct {\n"
+ "vec2 rg;\n"
+ "mat4 mat_mvp;\n"
+ "float blue;\n"
+ "float alpha; };\n"
+ "layout (std140) uniform cbBuffer { \n"
+ "sampleStruct s[2]; };\n"
+ "in vec3 attr_pos; // Vertex pos\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = s[0].mat_mvp * vec4(attr_pos, 1.0);\n"
+ "}\n";
+
+ return prog.c_str();
+}
+
+static const char *structFragShader(bool bESContext, std::string &prog)
+{
+ if (bESContext) {
+ prog += "#version 300 es\n"
+ "precision highp float;\n"
+ "precision highp int;\n";
+ } else {
+ prog += "#version 330 compatibility\n";
+ }
+
+ prog += "struct sampleStruct {\n"
+ "vec2 rg;\n"
+ "mat4 mat_mvp;\n"
+ "float blue;\n"
+ "float alpha; };\n"
+ "layout (std140) uniform cbBuffer { \n"
+ "sampleStruct s[2]; };\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4(s[0].rg[0], s[0].rg[1], s[0].blue, s[0].alpha);\n"
+ "}\n";
+
+ return prog.c_str();
+}
+
+static const char *multiCBVertShader(bool bESContext, std::string &prog)
+{
+ if (bESContext) {
+ prog += "#version 300 es\n"
+ "precision highp float;\n"
+ "precision highp int;\n";
+ } else {
+ prog += "#version 330 compatibility\n";
+ }
+
+ prog += "layout (std140) uniform cbBufferTrans { \n"
+ "mat4 mat_mvp;\n };\n"
+ "layout (std140) uniform cbBufferCol { \n"
+ "float red;\n"
+ "float green;\n"
+ "float blue;\n };\n"
+ "in vec3 attr_pos; // Vertex pos\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mat_mvp * vec4(attr_pos, 1.0);\n"
+ "}\n";
+
+ return prog.c_str();
+}
+
+static const char *multiCBFragShader(bool bESContext, std::string &prog)
+{
+ if (bESContext) {
+ prog += "#version 300 es\n"
+ "precision highp float;\n"
+ "precision highp int;\n";
+ } else {
+ prog += "#version 330 compatibility\n";
+ }
+
+ prog += "layout (std140) uniform cbBufferTrans { \n"
+ "mat4 mat_mvp;\n };\n"
+ "layout (std140) uniform cbBufferCol { \n"
+ "float red;\n"
+ "float green;\n"
+ "float blue;\n };\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4(red, green, blue, 1.0);\n"
+ "}\n";
+
+ return prog.c_str();
+}
+
+NVRenderTestConstantBuffer::NVRenderTestConstantBuffer()
+{
+ _curTest = 0;
+ _maxColumn = 4;
+}
+
+NVRenderTestConstantBuffer::~NVRenderTestConstantBuffer()
+{
+}
+
+bool NVRenderTestConstantBuffer::isSupported(NVRenderContext *context)
+{
+ NVRenderContextType ctxType = context->GetRenderContextType();
+ NVRenderContextType nonSupportedFlags(NVRenderContextValues::GL2
+ | NVRenderContextValues::GLES2);
+
+ // This is currently only supported on GL(Es) >= 3
+ if ((ctxType & nonSupportedFlags))
+ return false;
+
+ 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 NVRenderTestConstantBuffer::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 &= scalarTest(context, pUserData);
+ _curTest++;
+ success &= vectorTest(context, pUserData);
+ _curTest++;
+ success &= structTest(context, pUserData);
+ _curTest++;
+ success &= rawTest(context, pUserData);
+ _curTest++;
+ success &= multiCBTest(context, pUserData);
+ _curTest++;
+
+ // cleanup
+ context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
+
+ return success;
+}
+
+bool NVRenderTestConstantBuffer::scalarTest(NVRenderContext *context, userContextData *pUserData)
+{
+ 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) } };
+
+ NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer;
+ NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout;
+ NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler;
+ NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer;
+ NVScopedRefCounted<NVRenderConstantBuffer> mConstantBuffer;
+ QT3DSMat44 mvp = QT3DSMat44::createIdentity();
+ NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10);
+
+ // create constant buffer referred in the program
+ mConstantBuffer = context->CreateConstantBuffer("cbBuffer", NVRenderBufferUsageType::Static, 0,
+ NVDataRef<QT3DSU8>());
+ // buffer parameter. They must be in the order of appearance
+ CRegisteredString theRedName(context->GetStringTable().RegisterStr("red"));
+ mConstantBuffer->AddParam(theRedName, NVRenderShaderDataTypes::QT3DSF32, 1);
+ CRegisteredString theGreenName(context->GetStringTable().RegisterStr("green"));
+ mConstantBuffer->AddParam(theGreenName, NVRenderShaderDataTypes::QT3DSF32, 1);
+ CRegisteredString theMatName(context->GetStringTable().RegisterStr("mat_mvp"));
+ mConstantBuffer->AddParam(theMatName, NVRenderShaderDataTypes::QT3DSMat44, 1);
+ CRegisteredString theBlueName(context->GetStringTable().RegisterStr("blue"));
+ mConstantBuffer->AddParam(theBlueName, NVRenderShaderDataTypes::QT3DSF32, 1);
+
+ // set values
+ QT3DSF32 red = 0.0;
+ mConstantBuffer->UpdateParam("red", NVDataRef<QT3DSU8>((QT3DSU8 *)&red, 1));
+ QT3DSF32 green = 1.0;
+ mConstantBuffer->UpdateParam("green", NVDataRef<QT3DSU8>((QT3DSU8 *)&green, 1));
+ QT3DSF32 blue = 0.0;
+ mConstantBuffer->UpdateParam("blue", NVDataRef<QT3DSU8>((QT3DSU8 *)&blue, 1));
+ mConstantBuffer->UpdateParam("mat_mvp", NVDataRef<QT3DSU8>((QT3DSU8 *)mvp.front(), 1));
+
+ // create shaders
+ std::string vtxProg;
+ std::string frgProg;
+ NVRenderVertFragCompilationResult compResult =
+ context->CompileSource("NVRenderTestConstantBuffer::scalarTest",
+ toRef(scalarVertShader(isGLESContext(context), vtxProg)),
+ toRef(scalarFragShader(isGLESContext(context), frgProg)));
+ 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() << "NVRenderTestConstantBuffer::scalarTest: 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() << "NVRenderTestConstantBuffer::scalarTest: Failed to create input assembler";
+ return false;
+ }
+
+ // make input assembler active
+ context->SetInputAssembler(mInputAssembler);
+ // set program
+ context->SetActiveShader(compResult.mShader);
+ qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderConstantBuffer *> cb("cbBuffer",
+ *compResult.mShader);
+ mConstantBuffer->Update();
+ cb.Set();
+
+ context->SetDepthTestEnabled(true);
+ context->SetDepthWriteEnabled(true);
+
+ // draw
+ context->Draw(NVRenderDrawMode::Triangles, 6, 0);
+
+ context->SetActiveShader(0);
+ compResult.mShader->release();
+
+ return true;
+}
+
+bool NVRenderTestConstantBuffer::vectorTest(NVRenderContext *context, userContextData *pUserData)
+{
+ 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) } };
+
+ NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer;
+ NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout;
+ NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler;
+ NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer;
+ NVScopedRefCounted<NVRenderConstantBuffer> mConstantBuffer;
+ QT3DSMat44 mvp = QT3DSMat44::createIdentity();
+ NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10);
+
+ // create constant buffer referred in the program
+ mConstantBuffer = context->CreateConstantBuffer("cbBuffer", NVRenderBufferUsageType::Static, 0,
+ NVDataRef<QT3DSU8>());
+ // buffer parameter. They must be in the order of appearance
+ CRegisteredString theRGName(context->GetStringTable().RegisterStr("rg"));
+ mConstantBuffer->AddParam(theRGName, NVRenderShaderDataTypes::QT3DSVec2, 1);
+ CRegisteredString theMatName(context->GetStringTable().RegisterStr("mat_mvp"));
+ mConstantBuffer->AddParam(theMatName, NVRenderShaderDataTypes::QT3DSMat44, 1);
+ CRegisteredString theBAName(context->GetStringTable().RegisterStr("ba"));
+ mConstantBuffer->AddParam(theBAName, NVRenderShaderDataTypes::QT3DSVec2, 1);
+
+ // set values
+ QT3DSVec2 rg;
+ rg[0] = 0.0;
+ rg[1] = 1.0;
+ mConstantBuffer->UpdateParam("rg", NVDataRef<QT3DSU8>((QT3DSU8 *)&rg, 1));
+ QT3DSVec2 ba;
+ ba[0] = 0.0;
+ ba[1] = 1.0;
+ mConstantBuffer->UpdateParam("ba", NVDataRef<QT3DSU8>((QT3DSU8 *)&ba, 1));
+ mConstantBuffer->UpdateParam("mat_mvp", NVDataRef<QT3DSU8>((QT3DSU8 *)mvp.front(), 1));
+
+ // create shaders
+ std::string vtxProg;
+ std::string frgProg;
+ NVRenderVertFragCompilationResult compResult =
+ context->CompileSource("NVRenderTestConstantBuffer::vectorTest",
+ toRef(vectorVertShader(isGLESContext(context), vtxProg)),
+ toRef(vectorFragShader(isGLESContext(context), frgProg)));
+ 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() << "NVRenderTestConstantBuffer::vectorTest: 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() << "NVRenderTestConstantBuffer::vectorTest: Failed to create input assembler";
+ return false;
+ }
+
+ // make input assembler active
+ context->SetInputAssembler(mInputAssembler);
+ // set program
+ context->SetActiveShader(compResult.mShader);
+ qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderConstantBuffer *> cb("cbBuffer",
+ *compResult.mShader);
+ cb.Set();
+
+ context->SetDepthTestEnabled(true);
+ context->SetDepthWriteEnabled(true);
+
+ // draw
+ context->Draw(NVRenderDrawMode::Triangles, 6, 0);
+
+ context->SetActiveShader(0);
+ compResult.mShader->release();
+
+ return true;
+}
+
+bool NVRenderTestConstantBuffer::structTest(NVRenderContext *context, userContextData *pUserData)
+{
+ 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) } };
+
+ NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer;
+ NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout;
+ NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler;
+ NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer;
+ NVScopedRefCounted<NVRenderConstantBuffer> mConstantBuffer;
+ QT3DSMat44 mvp = QT3DSMat44::createIdentity();
+ NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10);
+
+ // create constant buffer referred in the program
+ mConstantBuffer = context->CreateConstantBuffer("cbBuffer", NVRenderBufferUsageType::Static, 0,
+ NVDataRef<QT3DSU8>());
+ // buffer parameter. They must be in the order of appearance
+ CRegisteredString theRGName(context->GetStringTable().RegisterStr("s[0].rg"));
+ mConstantBuffer->AddParam(theRGName, NVRenderShaderDataTypes::QT3DSVec2, 1);
+ CRegisteredString theMatName(context->GetStringTable().RegisterStr("s[0].mat_mvp"));
+ mConstantBuffer->AddParam(theMatName, NVRenderShaderDataTypes::QT3DSMat44, 1);
+ CRegisteredString theBlueName(context->GetStringTable().RegisterStr("s[0].blue"));
+ mConstantBuffer->AddParam(theBlueName, NVRenderShaderDataTypes::QT3DSF32, 1);
+ CRegisteredString theAlphaName(context->GetStringTable().RegisterStr("s[0].alpha"));
+ mConstantBuffer->AddParam(theAlphaName, NVRenderShaderDataTypes::QT3DSF32, 1);
+
+ // set values
+ QT3DSVec2 rg;
+ rg[0] = 0.0;
+ rg[1] = 1.0;
+ mConstantBuffer->UpdateParam("s[0].rg", NVDataRef<QT3DSU8>((QT3DSU8 *)&rg, 1));
+ QT3DSF32 blue, alpha;
+ blue = 0.0;
+ alpha = 1.0;
+ mConstantBuffer->UpdateParam("s[0].blue", NVDataRef<QT3DSU8>((QT3DSU8 *)&blue, 1));
+ mConstantBuffer->UpdateParam("s[0].alpha", NVDataRef<QT3DSU8>((QT3DSU8 *)&alpha, 1));
+ mConstantBuffer->UpdateParam("s[0].mat_mvp", NVDataRef<QT3DSU8>((QT3DSU8 *)mvp.front(), 1));
+
+ // create shaders
+ std::string vtxProg;
+ std::string frgProg;
+ NVRenderVertFragCompilationResult compResult =
+ context->CompileSource("NVRenderTestConstantBuffer::structTest",
+ toRef(structVertShader(isGLESContext(context), vtxProg)),
+ toRef(structFragShader(isGLESContext(context), frgProg)));
+ 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() << "NVRenderTestConstantBuffer::structTest: 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() << "NVRenderTestConstantBuffer::structTest: Failed to create input assembler";
+ return false;
+ }
+
+ // make input assembler active
+ context->SetInputAssembler(mInputAssembler);
+ // set program
+ context->SetActiveShader(compResult.mShader);
+ qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderConstantBuffer *> cb("cbBuffer",
+ *compResult.mShader);
+ cb.Set();
+
+ context->SetDepthTestEnabled(true);
+ context->SetDepthWriteEnabled(true);
+
+ // draw
+ context->Draw(NVRenderDrawMode::Triangles, 6, 0);
+
+ context->SetActiveShader(0);
+ compResult.mShader->release();
+
+ return true;
+}
+
+bool NVRenderTestConstantBuffer::rawTest(NVRenderContext *context, userContextData *pUserData)
+{
+ 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) } };
+
+ struct sampleStruct
+ {
+ float rg[2];
+ float padding[2];
+ QT3DSMat44 mat_mvp; // matrices start on 16 byte boundaries
+ float blue;
+ float alpha;
+ } s;
+
+ NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer;
+ NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout;
+ NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler;
+ NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer;
+ NVScopedRefCounted<NVRenderConstantBuffer> mConstantBuffer;
+ QT3DSMat44 mvp = QT3DSMat44::createIdentity();
+ NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10);
+
+ NVDataRef<QT3DSU8> cBuffer((QT3DSU8 *)&s, sizeof(sampleStruct));
+ // create constant buffer referred in the program
+ mConstantBuffer = context->CreateConstantBuffer("cbBuffer", NVRenderBufferUsageType::Static,
+ sizeof(sampleStruct), cBuffer);
+ // set values
+ s.rg[0] = 0.0;
+ s.rg[1] = 1.0;
+ s.mat_mvp = mvp;
+ s.blue = 0.0;
+ s.alpha = 0.0;
+ mConstantBuffer->UpdateRaw(0, cBuffer);
+
+ // create shaders
+ std::string vtxProg;
+ std::string frgProg;
+ NVRenderVertFragCompilationResult compResult =
+ context->CompileSource("NVRenderTestConstantBuffer::rawTest",
+ toRef(structVertShader(isGLESContext(context), vtxProg)),
+ toRef(structFragShader(isGLESContext(context), frgProg)));
+ 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() << "NVRenderTestConstantBuffer::rawTest: 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() << "NVRenderTestConstantBuffer::rawTest: Failed to create input assembler";
+ return false;
+ }
+
+ // make input assembler active
+ context->SetInputAssembler(mInputAssembler);
+ // set program
+ context->SetActiveShader(compResult.mShader);
+ qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderConstantBuffer *> cb("cbBuffer",
+ *compResult.mShader);
+ cb.Set();
+
+ context->SetDepthTestEnabled(true);
+ context->SetDepthWriteEnabled(true);
+
+ // draw
+ context->Draw(NVRenderDrawMode::Triangles, 6, 0);
+
+ context->SetActiveShader(0);
+ compResult.mShader->release();
+
+ return true;
+}
+
+///< test of multiple constant buffers
+bool NVRenderTestConstantBuffer::multiCBTest(NVRenderContext *context, userContextData *pUserData)
+{
+ 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) } };
+
+ NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer;
+ NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout;
+ NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler;
+ NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer;
+ NVScopedRefCounted<NVRenderConstantBuffer> mConstantBufferTrans;
+ NVScopedRefCounted<NVRenderConstantBuffer> mConstantBufferCol;
+ QT3DSMat44 mvp = QT3DSMat44::createIdentity();
+ NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10);
+
+ // create constant buffer referred in the program
+ mConstantBufferTrans = context->CreateConstantBuffer(
+ "cbBufferTrans", NVRenderBufferUsageType::Static, 0, NVDataRef<QT3DSU8>());
+ // buffer parameter. They must be in the order of appearance
+ CRegisteredString theMatName(context->GetStringTable().RegisterStr("mat_mvp"));
+ mConstantBufferTrans->AddParam(theMatName, NVRenderShaderDataTypes::QT3DSMat44, 1);
+
+ // create constant buffer referred in the program
+ mConstantBufferCol = context->CreateConstantBuffer(
+ "cbBufferCol", NVRenderBufferUsageType::Static, 0, NVDataRef<QT3DSU8>());
+ CRegisteredString theRedName(context->GetStringTable().RegisterStr("red"));
+ mConstantBufferCol->AddParam(theRedName, NVRenderShaderDataTypes::QT3DSF32, 1);
+ CRegisteredString theGreenName(context->GetStringTable().RegisterStr("green"));
+ mConstantBufferCol->AddParam(theGreenName, NVRenderShaderDataTypes::QT3DSF32, 1);
+ CRegisteredString theBlueName(context->GetStringTable().RegisterStr("blue"));
+ mConstantBufferCol->AddParam(theBlueName, NVRenderShaderDataTypes::QT3DSF32, 1);
+
+ // set values
+ mConstantBufferTrans->UpdateParam("mat_mvp", NVDataRef<QT3DSU8>((QT3DSU8 *)mvp.front(), 1));
+
+ QT3DSF32 red = 0.0;
+ mConstantBufferCol->UpdateParam("red", NVDataRef<QT3DSU8>((QT3DSU8 *)&red, 1));
+ QT3DSF32 green = 1.0;
+ mConstantBufferCol->UpdateParam("green", NVDataRef<QT3DSU8>((QT3DSU8 *)&green, 1));
+ QT3DSF32 blue = 0.0;
+ mConstantBufferCol->UpdateParam("blue", NVDataRef<QT3DSU8>((QT3DSU8 *)&blue, 1));
+
+ // create shaders
+ std::string vtxProg;
+ std::string frgProg;
+ NVRenderVertFragCompilationResult compResult =
+ context->CompileSource("NVRenderTestConstantBuffer::multiCBTest",
+ toRef(multiCBVertShader(isGLESContext(context), vtxProg)),
+ toRef(multiCBFragShader(isGLESContext(context), frgProg)));
+ 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() << "NVRenderTestConstantBuffer::scalarTest: 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() << "NVRenderTestConstantBuffer::scalarTest: Failed to create input assembler";
+ return false;
+ }
+
+ // make input assembler active
+ context->SetInputAssembler(mInputAssembler);
+ // set program
+ context->SetActiveShader(compResult.mShader);
+ qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderConstantBuffer *> cbTrans(
+ "cbBufferTrans", *compResult.mShader);
+ mConstantBufferTrans->Update();
+ cbTrans.Set();
+ qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderConstantBuffer *> cbCol(
+ "cbBufferCol", *compResult.mShader);
+ mConstantBufferCol->Update();
+ cbCol.Set();
+
+ context->SetDepthTestEnabled(true);
+ context->SetDepthWriteEnabled(true);
+
+ // draw
+ context->Draw(NVRenderDrawMode::Triangles, 6, 0);
+
+ context->SetActiveShader(0);
+ compResult.mShader->release();
+
+ return true;
+}
+
+////////////////////////////////
+// performance test
+////////////////////////////////
+bool NVRenderTestConstantBuffer::runPerformance(NVRenderContext *context,
+ userContextData *pUserData)
+{
+ return true;
+}
+
+////////////////////////////////
+// test cleanup
+////////////////////////////////
+void NVRenderTestConstantBuffer::cleanup(NVRenderContext *context, userContextData *pUserData)
+{
+ context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f));
+ // dummy
+ context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
+}