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-rw-r--r--tests/auto/runtime/base/Qt3DSRenderTestTimerQuery.cpp436
1 files changed, 436 insertions, 0 deletions
diff --git a/tests/auto/runtime/base/Qt3DSRenderTestTimerQuery.cpp b/tests/auto/runtime/base/Qt3DSRenderTestTimerQuery.cpp
new file mode 100644
index 0000000..bf8ff0e
--- /dev/null
+++ b/tests/auto/runtime/base/Qt3DSRenderTestTimerQuery.cpp
@@ -0,0 +1,436 @@
+/****************************************************************************
+**
+** 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 "Qt3DSRenderTestTimerQuery.h"
+#include "../Qt3DSRenderTestMathUtil.h"
+#include "render/Qt3DSRenderShaderProgram.h"
+#include "render/Qt3DSRenderTimerQuery.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"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mat_mvp * vec4(attr_pos, 1.0);\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 vec3 color;\n"
+ "out vec4 fragColor;\n"
+ "void main()\n"
+ "{\n"
+ " fragColor = vec4(color, 1.0);\n"
+ "}\n";
+
+ return prog.c_str();
+}
+
+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) } };
+
+NVRenderTestTimerQuery::NVRenderTestTimerQuery()
+{
+ _curTest = 0;
+ _maxColumn = 4;
+}
+
+NVRenderTestTimerQuery::~NVRenderTestTimerQuery()
+{
+}
+
+bool NVRenderTestTimerQuery::isSupported(NVRenderContext *context)
+{
+ return context->IsTimerQuerySupported();
+}
+
+////////////////////////////////
+// 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 NVRenderTestTimerQuery::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 &= timerTest(context, pUserData);
+ _curTest++;
+ success &= absoluteTimerTest(context, pUserData);
+ _curTest++;
+
+ // cleanup
+ context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
+
+ return success;
+}
+
+bool NVRenderTestTimerQuery::renderQuad(NVRenderContext *context, userContextData *pUserData,
+ QT3DSVec3 color)
+{
+ 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(
+ "NVRenderTestTimerQuery 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),
+ };
+
+ QT3DSU32 bufSize = 6 * sizeof(Vertex);
+ NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize);
+ mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize,
+ 3 * sizeof(QT3DSF32), vertData);
+ if (!mVertexBuffer) {
+ qWarning() << "NVRenderTestTimerQuery: 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), NULL,
+ toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1));
+ if (!mInputAssembler) {
+ qWarning() << "NVRenderTestTimerQuery: Failed to create input assembler";
+ return false;
+ }
+
+ // 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 true;
+}
+
+bool NVRenderTestTimerQuery::timerTest(NVRenderContext *context, userContextData *pUserData)
+{
+ NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer;
+ NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout;
+ NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler;
+ QT3DSMat44 mvp = QT3DSMat44::createIdentity();
+ QT3DSMat44 proj = QT3DSMat44::createIdentity();
+ NvGl2DemoMatrixOrtho(&proj, -1, 1, -1, 1, -10, 10);
+ QT3DSVec3 color(1.0, 1.0, 0.0);
+
+ // create shaders
+ std::string vtxProg;
+ std::string frgProg;
+ NVRenderVertFragCompilationResult compResult = context->CompileSource(
+ "NVRenderTestTimerQuery 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),
+ };
+
+ QT3DSU32 bufSize = 6 * sizeof(Vertex);
+ NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize);
+ mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize,
+ 3 * sizeof(QT3DSF32), vertData);
+ if (!mVertexBuffer) {
+ qWarning() << "NVRenderTestTimerQuery: 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), NULL,
+ toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1));
+ if (!mInputAssembler) {
+ qWarning() << "NVRenderTestTimerQuery: Failed to create input assembler";
+ return false;
+ }
+
+ // make input assembler active
+ context->SetInputAssembler(mInputAssembler);
+
+ // setup translation
+ QT3DSMat44 transZ;
+ NvRenderTestMatrixTranslation(&transZ, 0.0, 0.0, 0.2);
+ mvp = transZ * proj;
+
+ // 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);
+
+ NVScopedRefCounted<NVRenderTimerQuery> pQuery = context->CreateTimerQuery();
+
+ // render 1000 quads this should take at least some amount of time
+ pQuery->Begin();
+ for (QT3DSI32 i = 0; i < 1000; i++) {
+ context->Draw(NVRenderDrawMode::Triangles, 6, 0);
+ }
+ pQuery->End();
+
+ // get elapsed time in nano seconds
+ QT3DSU64 result = 0;
+ pQuery->GetResult(&result);
+ // convert to milli second
+ QT3DSF64 elapsed = double(result) / 1e06;
+
+ /// it should take at least a fraction of a milli second
+ if (elapsed > 0.0)
+ color.x = 0.0; // right
+ else
+ color.y = 0.0; // wrong
+
+ context->SetActiveShader(0);
+ compResult.mShader->release();
+
+ renderQuad(context, pUserData, color);
+
+ return (elapsed > 0.0);
+}
+
+bool NVRenderTestTimerQuery::absoluteTimerTest(NVRenderContext *context, userContextData *pUserData)
+{
+ NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer;
+ NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout;
+ NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler;
+ QT3DSMat44 mvp = QT3DSMat44::createIdentity();
+ QT3DSMat44 proj = QT3DSMat44::createIdentity();
+ NvGl2DemoMatrixOrtho(&proj, -1, 1, -1, 1, -10, 10);
+ QT3DSVec3 color(1.0, 1.0, 0.0);
+
+ // create shaders
+ std::string vtxProg;
+ std::string frgProg;
+ NVRenderVertFragCompilationResult compResult = context->CompileSource(
+ "NVRenderTestTimerQuery 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),
+ };
+
+ QT3DSU32 bufSize = 6 * sizeof(Vertex);
+ NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize);
+ mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize,
+ 3 * sizeof(QT3DSF32), vertData);
+ if (!mVertexBuffer) {
+ qWarning() << "NVRenderTestTimerQuery: 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), NULL,
+ toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1));
+ if (!mInputAssembler) {
+ qWarning() << "NVRenderTestTimerQuery: Failed to create input assembler";
+ return false;
+ }
+
+ // make input assembler active
+ context->SetInputAssembler(mInputAssembler);
+
+ // setup translation
+ QT3DSMat44 transZ;
+ NvRenderTestMatrixTranslation(&transZ, 0.0, 0.0, 0.2);
+ mvp = transZ * proj;
+
+ // 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);
+
+ NVScopedRefCounted<NVRenderTimerQuery> pQueryStart = context->CreateTimerQuery();
+ NVScopedRefCounted<NVRenderTimerQuery> pQueryEnd = context->CreateTimerQuery();
+
+ // render 1000 quads this should take at least some amount of time
+ pQueryStart->SetTimerQuery();
+ for (QT3DSI32 i = 0; i < 1000; i++) {
+ context->Draw(NVRenderDrawMode::Triangles, 6, 0);
+ }
+ pQueryEnd->SetTimerQuery();
+
+ // get absolute time in nano seconds
+ QT3DSU64 start = 0;
+ pQueryStart->GetResult(&start);
+ QT3DSU64 end = 0;
+ pQueryEnd->GetResult(&end);
+
+ // convert to milli second
+ QT3DSF64 elapsed = double(end - start) / 1e06;
+
+ // it should take at least a fraction of a milli second
+ if (elapsed > 0.0)
+ color.x = 0.0; // right
+ else
+ color.y = 0.0; // wrong
+
+ context->SetActiveShader(0);
+ compResult.mShader->release();
+
+ renderQuad(context, pUserData, color);
+
+ return (elapsed > 0.0);
+}
+
+////////////////////////////////
+// performance test
+////////////////////////////////
+bool NVRenderTestTimerQuery::runPerformance(NVRenderContext *context, userContextData *pUserData)
+{
+ return true;
+}
+
+////////////////////////////////
+// test cleanup
+////////////////////////////////
+void NVRenderTestTimerQuery::cleanup(NVRenderContext *context, userContextData *pUserData)
+{
+ context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f));
+ // dummy
+ context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
+}