diff options
Diffstat (limited to 'tests/auto/runtime/base/Qt3DSRenderTestConstantBuffer.cpp')
-rw-r--r-- | tests/auto/runtime/base/Qt3DSRenderTestConstantBuffer.cpp | 847 |
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)); +} |