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Diffstat (limited to 'tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.cpp')
-rw-r--r-- | tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.cpp | 299 |
1 files changed, 299 insertions, 0 deletions
diff --git a/tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.cpp b/tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.cpp new file mode 100644 index 0000000..400cfc5 --- /dev/null +++ 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); +} |