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-rw-r--r--tests/auto/runtime/base/Qt3DSRenderTestTexture2D.cpp288
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diff --git a/tests/auto/runtime/base/Qt3DSRenderTestTexture2D.cpp b/tests/auto/runtime/base/Qt3DSRenderTestTexture2D.cpp
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+++ b/tests/auto/runtime/base/Qt3DSRenderTestTexture2D.cpp
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+/****************************************************************************
+**
+** 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 "Qt3DSRenderTestTexture2D.h"
+#include "../Qt3DSRenderTestMathUtil.h"
+#include "render/Qt3DSRenderShaderProgram.h"
+#include "render/Qt3DSRenderTexture2D.h"
+#include "render/Qt3DSRenderTexture2DArray.h"
+
+#include <string>
+
+using namespace qt3ds;
+using namespace qt3ds::render;
+
+static const char *vertShader(std::string &prog, bool binESContext)
+{
+ if (binESContext) {
+ prog += "#version 300 es\n"
+ "precision highp float;\n"
+ "precision highp int;\n";
+ } else {
+ prog += "#version 330\n";
+ }
+
+ prog += "uniform mat4 mat_mvp;\n"
+ "in vec3 attr_pos; // Vertex pos\n"
+ "in vec3 attr_uv; // texture coord\n"
+ "out vec3 varTexCoord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mat_mvp * vec4(attr_pos, 1.0);\n"
+ " varTexCoord = attr_uv;\n"
+ "}\n";
+
+ return prog.c_str();
+}
+
+static const char *fragShader(std::string &prog, bool binESContext)
+{
+ if (binESContext) {
+ prog += "#version 300 es\n"
+ "precision highp float;\n"
+ "precision highp int;\n";
+ } else {
+ prog += "#version 330\n";
+ }
+
+ prog += "uniform sampler2DArray inTex;\n"
+ "in vec3 varTexCoord;\n"
+ "out vec4 fragColor;\n"
+ "void main()\n"
+ "{\n"
+ " fragColor = texture(inTex, varTexCoord);\n"
+ "}\n";
+
+ return prog.c_str();
+}
+
+struct Vertex
+{
+ QT3DSVec3 positions;
+ QT3DSVec3 texCoord;
+};
+
+static const Vertex vertexPositionsL0[] = {
+ { QT3DSVec3(-0.9, 0.0, 0), QT3DSVec3(0, 0, 0) }, { QT3DSVec3(0.0, 0.9, 0), QT3DSVec3(1, 1, 0) },
+ { QT3DSVec3(-0.9, 0.9, 0), QT3DSVec3(0, 1, 0) }, { QT3DSVec3(-0.9, 0.0, 0), QT3DSVec3(0, 0, 0) },
+ { QT3DSVec3(0.0, 0.0, 0), QT3DSVec3(1, 0, 0) }, { QT3DSVec3(0.0, 0.9, 0), QT3DSVec3(1, 1, 0) }
+};
+
+static const Vertex vertexPositionsL1[] = {
+ { QT3DSVec3(0.0, -0.9, 0), QT3DSVec3(0, 0, 1) }, { QT3DSVec3(0.9, 0.0, 0), QT3DSVec3(1, 1, 1) },
+ { QT3DSVec3(0.0, 0.0, 0), QT3DSVec3(0, 1, 1) }, { QT3DSVec3(0.0, -0.9, 0), QT3DSVec3(0, 0, 1) },
+ { QT3DSVec3(0.9, -0.9, 0), QT3DSVec3(1, 0, 1) }, { QT3DSVec3(0.9, 0.0, 0), QT3DSVec3(1, 1, 1) }
+};
+
+#define TEXTURE_LAYER_SIZE 2
+#define TEXTURE_SIZE 64
+#define PATTERN_SIZE 0x8
+
+NVRenderTestTexture2D::NVRenderTestTexture2D()
+{
+ _curTest = 0;
+ _maxColumn = 4;
+ _pTextureData = NULL;
+}
+
+NVRenderTestTexture2D::~NVRenderTestTexture2D()
+{
+}
+
+bool NVRenderTestTexture2D::isSupported(NVRenderContext *context)
+{
+ return context->IsTextureArraySupported();
+}
+
+////////////////////////////////
+// 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 NVRenderTestTexture2D::run(NVRenderContext *context, userContextData *pUserData)
+{
+ bool success = true;
+ // conpute cell width
+ _cellSize = pUserData->winWidth / _maxColumn;
+
+ // alloc data
+ _pTextureData = new unsigned char[TEXTURE_SIZE * TEXTURE_SIZE * 4 * TEXTURE_LAYER_SIZE];
+ CreateTexData(_pTextureData);
+
+ context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f));
+ context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth));
+
+ success &= texArray2DTest(context, pUserData);
+ _curTest++;
+
+ // cleanup
+ context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
+
+ if (_pTextureData)
+ delete _pTextureData;
+
+ return success;
+}
+
+void NVRenderTestTexture2D::CreateTexData(unsigned char *_pOutData)
+{
+ if (!_pOutData)
+ return;
+
+ unsigned char *_pData = _pOutData;
+
+ // Create a checkerboard pattern
+ for (int i = 0; i < TEXTURE_LAYER_SIZE; i++) {
+ for (int j = 0; j < TEXTURE_SIZE; j++) {
+ for (int k = 0; k < TEXTURE_SIZE; k++) {
+ unsigned char c = (((j & PATTERN_SIZE) == 0) ^ ((k & PATTERN_SIZE) == 0)) * 255;
+ *_pData++ = 0x0;
+ *_pData++ = c >> i;
+ *_pData++ = 0x0;
+ *_pData++ = 0xFF;
+ }
+ }
+ }
+}
+
+bool NVRenderTestTexture2D::renderTexArrayQuad(NVRenderContext *context, userContextData *pUserData,
+ NVRenderTexture2DArray *pTex, QT3DSU8 *vertexPositions)
+{
+ NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer;
+ NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout;
+ NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler;
+ QT3DSMat44 mvp = QT3DSMat44::createIdentity();
+ NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10);
+
+ // create shaders
+ std::string vtxProg;
+ std::string frgProg;
+ NVRenderVertFragCompilationResult compResult = context->CompileSource(
+ "NVRenderTestTexture2D shader", toRef(vertShader(vtxProg, isGLESContext(context))),
+ toRef(fragShader(frgProg, isGLESContext(context))));
+ 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),
+ NVRenderVertexBufferEntry("attr_uv", NVRenderComponentTypes::QT3DSF32, 3, 12),
+ };
+
+ QT3DSU32 bufSize = 6 * sizeof(Vertex);
+ NVDataRef<QT3DSU8> vertData(vertexPositions, bufSize);
+ mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize,
+ 6 * sizeof(QT3DSF32), vertData);
+ if (!mVertexBuffer) {
+ qWarning() << "NVRenderTestTexture2D: Failed to create vertex buffer";
+ return false;
+ }
+
+ // create our attribute layout
+ mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 2));
+ // create input Assembler
+ QT3DSU32 strides = mVertexBuffer->GetStride();
+ QT3DSU32 offsets = 0;
+ mInputAssembler =
+ context->CreateInputAssembler(mAttribLayout, toConstDataRef(&mVertexBuffer.mPtr, 1), NULL,
+ toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1));
+ if (!mInputAssembler) {
+ qWarning() << "NVRenderTestTexture2D: Failed to create input assembler";
+ return false;
+ }
+
+ // make input assembler active
+ context->SetInputAssembler(mInputAssembler);
+ // set program
+ context->SetActiveShader(compResult.mShader);
+ NVRenderCachedShaderProperty<NVRenderTexture2DArray *> mArrayTexture("inTex",
+ *compResult.mShader);
+ mArrayTexture.Set(pTex);
+ compResult.mShader->SetPropertyValue("mat_mvp", mvp);
+ context->SetDepthTestEnabled(true);
+ context->SetDepthWriteEnabled(true);
+
+ // draw
+ context->Draw(NVRenderDrawMode::Triangles, 6, 0);
+
+ context->SetActiveShader(0);
+ compResult.mShader->release();
+
+ return true;
+}
+
+bool NVRenderTestTexture2D::texArray2DTest(NVRenderContext *context, userContextData *pUserData)
+{
+ bool success = true;
+ // create texture
+ NVScopedRefCounted<NVRenderTexture2DArray> mArrayTexture;
+ mArrayTexture = context->CreateTexture2DArray();
+ mArrayTexture->SetTextureData(
+ NVDataRef<QT3DSU8>(_pTextureData, TEXTURE_SIZE * TEXTURE_SIZE * 4 * TEXTURE_LAYER_SIZE), 0,
+ TEXTURE_SIZE, TEXTURE_SIZE, TEXTURE_LAYER_SIZE, NVRenderTextureFormats::RGBA8);
+
+ success &= renderTexArrayQuad(context, pUserData, mArrayTexture, (QT3DSU8 *)vertexPositionsL0);
+ success &= renderTexArrayQuad(context, pUserData, mArrayTexture, (QT3DSU8 *)vertexPositionsL1);
+
+ return success;
+}
+
+////////////////////////////////
+// performance test
+////////////////////////////////
+bool NVRenderTestTexture2D::runPerformance(NVRenderContext *context, userContextData *pUserData)
+{
+ return true;
+}
+
+////////////////////////////////
+// test cleanup
+////////////////////////////////
+void NVRenderTestTexture2D::cleanup(NVRenderContext *context, userContextData *pUserData)
+{
+ context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f));
+ // dummy
+ context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
+}