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-rw-r--r--tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.cpp299
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diff --git a/tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.cpp b/tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.cpp
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+++ b/tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.cpp
@@ -0,0 +1,299 @@
+/****************************************************************************
+**
+** 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 "Qt3DSRenderTestFboMsaa.h"
+#include "../Qt3DSRenderTestMathUtil.h"
+#include "render/Qt3DSRenderShaderProgram.h"
+
+using namespace qt3ds;
+using namespace qt3ds::render;
+
+static const char *PassthroughVertShader()
+{
+ return "uniform mat4 mat_mvp;\n"
+ "attribute vec3 attr_pos; // Vertex pos\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mat_mvp * vec4(attr_pos, 1.0);\n"
+ "}\n";
+}
+
+static const char *SimpleFragShader()
+{
+ return "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "uniform vec3 color;\n"
+ "void main()\n"
+ "{\n"
+ "gl_FragColor = vec4( color, 1.0);\n"
+ "}\n";
+}
+
+struct Vertex
+{
+ QT3DSVec3 positions;
+};
+
+static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0) },
+ { QT3DSVec3(0.9, -0.9, 0) },
+ { QT3DSVec3(0.0, 0.9, 0) } };
+
+NVRenderTestFboMsaa::NVRenderTestFboMsaa()
+{
+ _curTest = 0;
+ _maxColumn = 4;
+}
+
+NVRenderTestFboMsaa::~NVRenderTestFboMsaa()
+{
+}
+
+bool NVRenderTestFboMsaa::isSupported(NVRenderContext *context)
+{
+ NVRenderContextType ctxType = context->GetRenderContextType();
+ NVRenderContextType nonSupportedFlags(NVRenderContextValues::GL2 | NVRenderContextValues::GLES2
+ | NVRenderContextValues::GLES3);
+
+ // This is currently only supported on >= GL3 && >= GLES 3.1
+ if ((ctxType & nonSupportedFlags))
+ return false;
+
+ return true;
+}
+
+bool NVRenderTestFboMsaa::run(NVRenderContext *context, userContextData *pUserData)
+{
+ if (!setupResolveFbo(context, pUserData))
+ return false;
+
+ bool success = true;
+ // conpute cell width
+ _cellSize = pUserData->winWidth / _maxColumn;
+
+ context->SetRenderTarget(NULL);
+ context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f));
+ context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth));
+
+ success &= simpleMsaaTest(context, pUserData);
+ _curTest++;
+
+ // cleanup
+ context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
+
+ return success;
+}
+
+inline NVConstDataRef<QT3DSI8> toRef(const char *data)
+{
+ size_t len = strlen(data) + 1;
+ return NVConstDataRef<QT3DSI8>((const QT3DSI8 *)data, (QT3DSU32)len);
+}
+
+bool NVRenderTestFboMsaa::renderTriangle(NVRenderContext *context, QT3DSVec3 color)
+{
+ NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer;
+ NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout;
+ NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler;
+ NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer;
+ QT3DSMat44 mvp = QT3DSMat44::createIdentity();
+ NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10);
+
+ // create shaders
+ NVRenderVertFragCompilationResult compResult =
+ context->CompileSource("NVRenderTestBackendQuery shader", toRef(PassthroughVertShader()),
+ toRef(SimpleFragShader()));
+ 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 = 3 * sizeof(Vertex);
+ NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize);
+ mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize,
+ 3 * sizeof(QT3DSF32), vertData);
+ if (!mVertexBuffer) {
+ qWarning() << "NVRenderTestFboMsaa: 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() << "NVRenderTestFboMsaa: 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, 3, 0);
+
+ context->SetActiveShader(0);
+ compResult.mShader->release();
+
+ return true;
+}
+
+bool NVRenderTestFboMsaa::setupResolveFbo(NVRenderContext *context, userContextData *pUserData)
+{
+ // color texture
+ m_ResolveColorTexture = context->CreateTexture2D();
+ m_ResolveColorTexture->SetTextureData(NVDataRef<QT3DSU8>(), 0, pUserData->winWidth,
+ pUserData->winHeight, NVRenderTextureFormats::RGBA8);
+ // depth texture
+ m_ResolveDepthTexture = context->CreateTexture2D();
+ m_ResolveDepthTexture->SetTextureData(NVDataRef<QT3DSU8>(), 0, pUserData->winWidth,
+ pUserData->winHeight, NVRenderTextureFormats::Depth24);
+ // create resolve FBO
+ m_ResolveFbo = context->CreateFrameBuffer();
+ m_ResolveFbo->Attach(NVRenderFrameBufferAttachments::Color0,
+ NVRenderTextureOrRenderBuffer(*m_ResolveColorTexture));
+ m_ResolveFbo->Attach(NVRenderFrameBufferAttachments::Depth,
+ NVRenderTextureOrRenderBuffer(*m_ResolveDepthTexture));
+
+ return m_ResolveFbo->IsComplete();
+}
+
+bool NVRenderTestFboMsaa::simpleMsaaTest(NVRenderContext *context, userContextData *pUserData)
+{
+ // create a multisampled FBO
+ NVScopedRefCounted<NVRenderFrameBuffer> msFBO;
+ NVScopedRefCounted<NVRenderTexture2D> msColorTexture;
+ NVScopedRefCounted<NVRenderTexture2D> msDepth24Texture;
+
+ msColorTexture = context->CreateTexture2D();
+ msColorTexture->SetTextureDataMultisample(4, pUserData->winWidth, pUserData->winHeight,
+ NVRenderTextureFormats::RGBA8);
+ msDepth24Texture = context->CreateTexture2D();
+ msDepth24Texture->SetTextureDataMultisample(4, pUserData->winWidth, pUserData->winHeight,
+ NVRenderTextureFormats::Depth24);
+
+ msFBO = context->CreateFrameBuffer();
+ msFBO->Attach(NVRenderFrameBufferAttachments::Color0,
+ NVRenderTextureOrRenderBuffer(*msColorTexture),
+ NVRenderTextureTargetType::Texture2D_MS);
+ msFBO->Attach(NVRenderFrameBufferAttachments::Depth,
+ NVRenderTextureOrRenderBuffer(*msDepth24Texture),
+ NVRenderTextureTargetType::Texture2D_MS);
+
+ if (!msFBO->IsComplete())
+ return false;
+
+ // clear and draw to multisampled buffer
+ context->SetRenderTarget(msFBO);
+ context->SetMultisampleEnabled(true);
+ context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f));
+ context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth));
+ renderTriangle(context, qt3ds::QT3DSVec3(0.0, 1.0, 0.0));
+ context->SetMultisampleEnabled(false);
+
+ // do resolve blit
+ // first we must setup the render target
+ context->SetRenderTarget(m_ResolveFbo);
+ // second setup read target
+ context->SetReadTarget(msFBO);
+ context->SetReadBuffer(NVReadFaces::Color0);
+
+ context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
+
+ context->BlitFramebuffer(0, 0, pUserData->winWidth, pUserData->winHeight, 0, 0,
+ pUserData->winWidth, pUserData->winHeight, NVRenderClearValues::Color,
+ NVRenderTextureMagnifyingOp::Nearest);
+
+ // copy to default buffer
+ // first we must setup the render target
+ context->SetRenderTarget(NULL);
+ // second setup read target
+ context->SetReadTarget(m_ResolveFbo);
+ context->SetReadBuffer(NVReadFaces::Color0);
+
+ context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
+
+ context->BlitFramebuffer(0, 0, pUserData->winWidth, pUserData->winHeight, 0, 0,
+ pUserData->winWidth, pUserData->winHeight, NVRenderClearValues::Color,
+ NVRenderTextureMagnifyingOp::Nearest);
+
+ context->SetReadTarget(NULL);
+
+ return true;
+}
+
+////////////////////////////////
+// performance test
+////////////////////////////////
+bool NVRenderTestFboMsaa::runPerformance(NVRenderContext *context, userContextData *pUserData)
+{
+ return true;
+}
+
+////////////////////////////////
+// test cleanup
+////////////////////////////////
+void NVRenderTestFboMsaa::cleanup(NVRenderContext *context, userContextData *pUserData)
+{
+ m_ResolveColorTexture->release();
+ m_ResolveDepthTexture->release();
+ m_ResolveFbo->release();
+
+ context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f));
+ // dummy
+ context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
+
+ context->SetRenderTarget(NULL);
+}