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Diffstat (limited to 'tests/auto/runtime/base/Qt3DSRenderTestTexture2D.cpp')
-rw-r--r-- | tests/auto/runtime/base/Qt3DSRenderTestTexture2D.cpp | 288 |
1 files changed, 288 insertions, 0 deletions
diff --git a/tests/auto/runtime/base/Qt3DSRenderTestTexture2D.cpp b/tests/auto/runtime/base/Qt3DSRenderTestTexture2D.cpp new file mode 100644 index 0000000..6904955 --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestTexture2D.cpp @@ -0,0 +1,288 @@ +/**************************************************************************** +** +** 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)); +} |