diff options
Diffstat (limited to 'tests/auto/runtime')
54 files changed, 9570 insertions, 0 deletions
diff --git a/tests/auto/runtime/Qt3DSRenderTestBase.cpp b/tests/auto/runtime/Qt3DSRenderTestBase.cpp new file mode 100644 index 0000000..f4ab079 --- /dev/null +++ b/tests/auto/runtime/Qt3DSRenderTestBase.cpp @@ -0,0 +1,101 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestBase.h" + +#include "Qt3DSDMPrefix.h" +#include "EASTL/allocator.h" + +namespace eastl +{ +void AssertionFailure(const char* pExpression) +{ + Q_UNUSED(pExpression); +} +EmptyString gEmptyString; +void* gpEmptyBucketArray[2] = { nullptr, (void*)uintptr_t(~0) }; +} + +namespace qt3ds { + +void Qt3DSAssert(const char *exp, const char *file, int line, bool *ignore) +{ + Q_UNUSED(ignore) + qFatal("Assertion thrown %s(%d): %s", file, line, exp); +} + +namespace render { +SEndlType Endl; +} +} + +void *operator new[](size_t size, const char *, int, unsigned, const char *, int) +{ + return malloc(size); +} + +void *operator new[](size_t size, size_t, size_t, const char *, int, unsigned, const char *, int) +{ + return malloc(size); +} + +using namespace qt3ds::render; + +namespace qt3ds { +namespace render { + +NVRenderTestBase::~NVRenderTestBase() +{ + delete m_renderImpl; +} + +bool NVRenderTestBase::initializeQt3DSRenderer(QSurfaceFormat format) +{ + m_coreFactory = qt3ds::render::IQt3DSRenderFactoryCore::CreateRenderFactoryCore("", m_windowSystem, + m_timeProvider); + m_factory = m_coreFactory->CreateRenderFactory(format, false); + m_rc = m_factory->GetQt3DSRenderContext(); + m_renderImpl = new qt3ds::render::Qt3DSRendererImpl(*m_rc); + + return true; +} + +Qt3DSRendererImpl *NVRenderTestBase::qt3dsRenderer() +{ + return m_renderImpl; +} + +Q3DStudio::IRuntimeMetaData *NVRenderTestBase::metadata() +{ + if (m_metaData.mPtr == NULL) + m_metaData = &Q3DStudio::IRuntimeMetaData::Create(m_coreFactory->GetInputStreamFactory()); + return m_metaData.mPtr; +} + +} +} diff --git a/tests/auto/runtime/Qt3DSRenderTestBase.h b/tests/auto/runtime/Qt3DSRenderTestBase.h new file mode 100644 index 0000000..bde0948 --- /dev/null +++ b/tests/auto/runtime/Qt3DSRenderTestBase.h @@ -0,0 +1,164 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_BASE_H +#define QT3DS_RENDER_TEST_BASE_H +#include "foundation/Qt3DS.h" +#include "foundation/Qt3DSAssert.h" +#include "foundation/Qt3DSFoundation.h" +#include "foundation/Qt3DSBroadcastingAllocator.h" +#include "render/Qt3DSRenderBaseTypes.h" +#include "render/Qt3DSRenderContext.h" +#include "Qt3DSWindowSystem.h" +#include "Qt3DSTypes.h" +#include "Qt3DSTimer.h" +#include "Qt3DSRenderRuntimeBinding.h" +#include "Qt3DSRenderRuntimeBindingImpl.h" +#include "Qt3DSRenderContextCore.h" +#include "rendererimpl/Qt3DSRendererImpl.h" +#include "Qt3DSMetadata.h" + +namespace qt3ds { +namespace render { +class IQt3DSRenderer; +class Qt3DSRendererImpl; +class IQt3DSRenderFactoryCore; +class IQt3DSRenderFactory; +} +} + +namespace qt3ds { +namespace render { + + class IQt3DSRenderFactoryCore; + class IQt3DSRenderFactory; + class Qt3DSRenderer; + + typedef struct SUSER_CONTEXT_DATA + { + unsigned int winWidth; + unsigned int winHeight; + } userContextData; + + struct SNullTimeProvider : public Q3DStudio::ITimeProvider + { + virtual Q3DStudio::INT64 GetCurrentTimeMicroSeconds() { return 0; } + }; + + struct SNullWindowSystem : public Q3DStudio::IWindowSystem + { + virtual QSize GetWindowDimensions() { return QSize(); } + + virtual void SetWindowDimensions(const QSize &) {} + // For platforms that support it, we get the egl info for render plugins + // Feel free to return NULL. + virtual Q3DStudio::SEGLInfo *GetEGLInfo() { return NULL; } + + // on some systems we allow our default render target to be a offscreen buffer + // otherwise return 0; + virtual int GetDefaultRenderTargetID() { return 0; } + // returns the depth buffer bit count for the render window + // does not really matter here + virtual int GetDepthBitCount() { return 16; } + }; + + /// this is the base class for all tests + class NVRenderTestBase + { + public: + /// constructor + NVRenderTestBase(){} + /// destructor + virtual ~NVRenderTestBase(); + + /// Checks if this test is supported + /// + /// @return true if supported + virtual bool isSupported(NVRenderContext *context) = 0; + + /// This runs the test + /// + /// @param context (in) Pointer to a NVRenderContext context + /// @param pUserData (in) Pointer to pUserData + /// + /// @return false if failed + virtual bool run(NVRenderContext *context, userContextData *pUserData) = 0; + + /// This cleans up state after the test if needed + /// + /// @param context (in) Pointer to a NVRenderContext context + /// @param pUserData (in) Pointer to pUserData + /// + /// @return false if failed + virtual void cleanup(NVRenderContext *context, userContextData *pUserData) = 0; + + /// This runs the performance test + /// + /// @param context (in) Pointer to a NVRenderContext context + /// @param pUserData (in) Pointer to pUserData + /// + /// @return false if failed + virtual bool runPerformance(NVRenderContext *context, userContextData *pContextData) = 0; + + /// This is a query to determine if we run on a ES context + /// + /// @param context (in) Pointer to a NVRenderContext context + /// + /// @return false if failed + virtual const bool isGLESContext(NVRenderContext *context) + { + NVRenderContextType ctxType = context->GetRenderContextType(); + + // Need minimum of GL3 or GLES3 + if (ctxType == NVRenderContextValues::GLES2 || ctxType == NVRenderContextValues::GLES3 + || ctxType == NVRenderContextValues::GLES3PLUS) { + return true; + } + + return false; + } + + bool initializeQt3DSRenderer(QSurfaceFormat format); + qt3ds::render::Qt3DSRendererImpl *qt3dsRenderer(); + Q3DStudio::IRuntimeMetaData *metadata(); + + private: + + NVScopedRefCounted<qt3ds::render::IQt3DSRenderFactoryCore> m_coreFactory; + NVScopedRefCounted<qt3ds::render::IQt3DSRenderFactory> m_factory; + NVScopedRefCounted<qt3ds::render::IQt3DSRenderContext> m_rc; + qt3ds::foundation::NVScopedReleasable<Q3DStudio::IRuntimeMetaData> m_metaData; + qt3ds::render::Qt3DSRendererImpl *m_renderImpl; + + SNullTimeProvider m_timeProvider; + SNullWindowSystem m_windowSystem; + }; +} +} + +#endif // QT3DS_RENDER_TEST_BASE_H diff --git a/tests/auto/runtime/Qt3DSRenderTestMathUtil.cpp b/tests/auto/runtime/Qt3DSRenderTestMathUtil.cpp new file mode 100644 index 0000000..f216faa --- /dev/null +++ b/tests/auto/runtime/Qt3DSRenderTestMathUtil.cpp @@ -0,0 +1,118 @@ +/**************************************************************************** +** +** Copyright (C) 2016 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 "Qt3DSRenderTestMathUtil.h" +#include <math.h> + +using namespace qt3ds; +using namespace qt3ds::render; + +#define QT3DS_RENDER_TEST_PI 3.14159265358979323846f + +inline float degreeToRad(float degree) +{ + return (degree * QT3DS_RENDER_TEST_PI) / 180.0f; +} + +void qt3ds::render::NvRenderTestMatrixFrustum(QT3DSMat44 *m, float l, float r, float b, float t, float n, + float f) +{ + float rightMinusLeftInv, topMinusBottomInv, farMinusNearInv, twoNear; + + rightMinusLeftInv = 1.0f / (r - l); + topMinusBottomInv = 1.0f / (t - b); + farMinusNearInv = 1.0f / (f - n); + twoNear = 2.0f * n; + + m->column0 = QT3DSVec4(twoNear * rightMinusLeftInv, 0, 0, 0); + m->column1 = QT3DSVec4(0, twoNear * topMinusBottomInv, 0, 0); + m->column2 = QT3DSVec4((r + l) * rightMinusLeftInv, (t + b) * topMinusBottomInv, + -(f + n) * farMinusNearInv, -1.0f); + m->column3 = QT3DSVec4(0, 0, -(twoNear * f) * farMinusNearInv, 0.0f); +} + +void qt3ds::render::NvGl2DemoMatrixOrtho(QT3DSMat44 *m, float l, float r, float b, float t, float n, + float f) +{ + float rightMinusLeftInv, topMinusBottomInv, farMinusNearInv; + + rightMinusLeftInv = 1.0f / (r - l); + topMinusBottomInv = 1.0f / (t - b); + farMinusNearInv = 1.0f / (f - n); + + m->column0 = QT3DSVec4(2.0f * rightMinusLeftInv, 0, 0, 0); + m->column1 = QT3DSVec4(0, 2.0f * topMinusBottomInv, 0, 0); + m->column2 = QT3DSVec4(0, 0, -2.0f * farMinusNearInv, 0); + m->column3 = QT3DSVec4(-(r + l) * rightMinusLeftInv, -(t + b) * topMinusBottomInv, + -(f + n) * farMinusNearInv, 1.0f); +} + +void qt3ds::render::NvRenderTestMatrixRotX(QT3DSMat44 *m, float angle) +{ + float rad = degreeToRad(angle); + float cosPhi = cos(rad); + float sinPhi = sin(rad); + + m->column0 = QT3DSVec4(1.0, 0.0, 0.0, 0.0); + m->column1 = QT3DSVec4(0.0, cosPhi, -sinPhi, 0.0); + m->column2 = QT3DSVec4(0.0, sinPhi, cosPhi, 0.0); + m->column3 = QT3DSVec4(0.0, 0.0, 0.0, 1.0); +} + +void qt3ds::render::NvRenderTestMatrixRotY(QT3DSMat44 *m, float angle) +{ + float rad = degreeToRad(angle); + float cosPhi = cos(rad); + float sinPhi = sin(rad); + + m->column0 = QT3DSVec4(cosPhi, 0.0, sinPhi, 0.0); + m->column1 = QT3DSVec4(0.0, 1.0, 0.0, 0.0); + m->column2 = QT3DSVec4(-sinPhi, 0.0, cosPhi, 0.0); + m->column3 = QT3DSVec4(0.0, 0.0, 0.0, 1.0); +} + +void qt3ds::render::NvRenderTestMatrixRotZ(QT3DSMat44 *m, float angle) +{ + float rad = degreeToRad(angle); + float cosPhi = cos(rad); + float sinPhi = sin(rad); + + m->column0 = QT3DSVec4(cosPhi, -sinPhi, 0.0, 0.0); + m->column1 = QT3DSVec4(sinPhi, cosPhi, 0.0, 0.0); + m->column2 = QT3DSVec4(0.0, 0.0, 1.0, 0.0); + m->column3 = QT3DSVec4(0.0, 0.0, 0.0, 1.0); +} + +void qt3ds::render::NvRenderTestMatrixTranslation(QT3DSMat44 *m, float x, float y, float z) +{ + m->column0 = QT3DSVec4(1.0, 0.0, 0.0, 0.0); + m->column1 = QT3DSVec4(0.0, 1.0, 0.0, 0.0); + m->column2 = QT3DSVec4(0.0, 0.0, 1.0, 0.0); + m->column3 = QT3DSVec4(x, y, z, 1.0); +} diff --git a/tests/auto/runtime/Qt3DSRenderTestMathUtil.h b/tests/auto/runtime/Qt3DSRenderTestMathUtil.h new file mode 100644 index 0000000..739209e --- /dev/null +++ b/tests/auto/runtime/Qt3DSRenderTestMathUtil.h @@ -0,0 +1,50 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_MATH_UTIL_H +#define QT3DS_RENDER_TEST_MATH_UTIL_H + +#include "foundation/Qt3DSMat44.h" + +namespace qt3ds { +namespace render { + + void NvRenderTestMatrixFrustum(QT3DSMat44 *m, float l, float r, float b, float t, float n, + float f); + + void NvGl2DemoMatrixOrtho(QT3DSMat44 *m, float l, float r, float b, float t, float n, float f); + + void NvRenderTestMatrixRotX(QT3DSMat44 *m, float angle); + void NvRenderTestMatrixRotY(QT3DSMat44 *m, float angle); + void NvRenderTestMatrixRotZ(QT3DSMat44 *m, float angle); + + void NvRenderTestMatrixTranslation(QT3DSMat44 *m, float x, float y, float z); +} +} + +#endif diff --git a/tests/auto/runtime/base/Qt3DSRenderTestAtomicCounterBuffer.cpp b/tests/auto/runtime/base/Qt3DSRenderTestAtomicCounterBuffer.cpp new file mode 100644 index 0000000..9f81214 --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestAtomicCounterBuffer.cpp @@ -0,0 +1,248 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestAtomicCounterBuffer.h" +#include "../Qt3DSRenderTestMathUtil.h" +#include "render/Qt3DSRenderAtomicCounterBuffer.h" +#include "render/Qt3DSRenderShaderProgram.h" + +#include <string> + +using namespace qt3ds; +using namespace qt3ds::render; + +struct Vertex +{ + QT3DSVec3 positions; +}; + +static const char *vertShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 430\n"; + } + + prog += "uniform mat4 mat_mvp;\n" + "in vec3 attr_pos; // Vertex pos\n" + "void main()\n" + "{\n" + " gl_Position = vec4(attr_pos, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *fragShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 430\n"; + } + + prog += "layout(binding = 2, offset = 0) uniform atomic_uint ac_raster;\n" + "out vec4 fragColor;\n" + "void main()\n" + "{\n" + " uint counter = atomicCounterIncrement(ac_raster);\n" + " float g = (float(counter)/255.0) / 255.0;\n" + " fragColor = vec4(0.0, g, 0.0, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +NVRenderTestAtomicCounterBuffer::NVRenderTestAtomicCounterBuffer() +{ + _curTest = 0; + _maxColumn = 4; +} + +NVRenderTestAtomicCounterBuffer::~NVRenderTestAtomicCounterBuffer() +{ +} + +bool NVRenderTestAtomicCounterBuffer::isSupported(NVRenderContext *context) +{ + // This is currently only supported on GL 4 and GLES 3.1 + if (!context->IsAtomicCounterBufferSupported()) + return false; + + return true; +} + +//////////////////////////////// +// 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 NVRenderTestAtomicCounterBuffer::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 &= rasterizerTest(context, pUserData); + _curTest++; + + // cleanup + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); + + return success; +} + +bool NVRenderTestAtomicCounterBuffer::rasterizerTest(NVRenderContext *context, + userContextData *pUserData) +{ + 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) } }; + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; + NVScopedRefCounted<NVRenderAtomicCounterBuffer> mAtomicCounterBuffer; + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); + + // create atomic counter buffer + QT3DSU32 acCounter = 0; + NVDataRef<QT3DSU8> acData((QT3DSU8 *)&acCounter, sizeof(QT3DSU32)); + mAtomicCounterBuffer = context->CreateAtomicCounterBuffer( + "ac_buffer", NVRenderBufferUsageType::Static, sizeof(QT3DSU32), acData); + if (!mAtomicCounterBuffer) { + qWarning() << "NVRenderTestAtomicCounterBuffer: Failed to create atomic counter buffer"; + return false; + } + // add a parameter + CRegisteredString theACName(context->GetStringTable().RegisterStr("ac_raster")); + mAtomicCounterBuffer->AddParam(theACName, 0); + + // create shaders + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = + context->CompileSource("NVRenderTestAtomicCounterBuffer 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() << "NVRenderTestAtomicCounterBuffer: 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), NVRenderDrawMode::Triangles); + if (!mInputAssembler) { + qWarning() << "NVRenderTestAtomicCounterBuffer: 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); + qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderAtomicCounterBuffer *> atomicBuffer( + "ac_buffer", *compResult.mShader); + atomicBuffer.Set(); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(mInputAssembler->GetPrimitiveType(), 6, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +//////////////////////////////// +// performance test +//////////////////////////////// +bool NVRenderTestAtomicCounterBuffer::runPerformance(NVRenderContext *context, + userContextData *pUserData) +{ + return true; +} + +//////////////////////////////// +// test cleanup +//////////////////////////////// +void NVRenderTestAtomicCounterBuffer::cleanup(NVRenderContext *context, userContextData *pUserData) +{ + context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f)); + // dummy + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); +} diff --git a/tests/auto/runtime/base/Qt3DSRenderTestAtomicCounterBuffer.h b/tests/auto/runtime/base/Qt3DSRenderTestAtomicCounterBuffer.h new file mode 100644 index 0000000..87b0910 --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestAtomicCounterBuffer.h @@ -0,0 +1,59 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2014 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_ATOMIC_COUNTER_BUFFER_H +#define QT3DS_RENDER_TEST_ATOMIC_COUNTER_BUFFER_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + /// This class tests the creation of all kinds of primitives + class NVRenderTestAtomicCounterBuffer : public NVRenderTestBase + { + public: + NVRenderTestAtomicCounterBuffer(); + ~NVRenderTestAtomicCounterBuffer(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + bool rasterizerTest(NVRenderContext *context, userContextData *pUserData); + + unsigned int _curTest; + unsigned int _cellSize; + unsigned int _maxColumn; + }; +} +} + +#endif // QT3DS_RENDER_TEST_ATOMIC_COUNTER_BUFFER_H diff --git a/tests/auto/runtime/base/Qt3DSRenderTestAttribBuffers.cpp b/tests/auto/runtime/base/Qt3DSRenderTestAttribBuffers.cpp new file mode 100644 index 0000000..805782f --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestAttribBuffers.cpp @@ -0,0 +1,251 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestAttribBuffers.h" +#include "../Qt3DSRenderTestMathUtil.h" +#include "render/Qt3DSRenderShaderProgram.h" + +#include <string> + +using namespace qt3ds; +using namespace qt3ds::render; + +struct Vertex +{ + QT3DSVec3 positions; +}; + +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 430\n"; + } + + prog += "uniform mat4 mat_mvp;\n" + "in vec3 attr_pos; // Vertex pos\n" + "in vec3 attr_col; // Vertex col\n" + "out vec3 color; // output color\n" + "void main()\n" + "{\n" + " gl_Position = vec4(attr_pos, 1.0);\n" + " color = attr_col;\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 430\n"; + } + + prog += "in vec3 color; // input color\n" + "out vec4 fragColor;\n" + "void main()\n" + "{\n" + " fragColor = vec4( color, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +NVRenderTestAttribBuffers::NVRenderTestAttribBuffers() +{ + _curTest = 0; + _maxColumn = 4; +} + +NVRenderTestAttribBuffers::~NVRenderTestAttribBuffers() +{ +} + +bool NVRenderTestAttribBuffers::isSupported(NVRenderContext *context) +{ + return true; +} + +//////////////////////////////// +// 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 NVRenderTestAttribBuffers::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 &= multiAttribBufferTest(context, pUserData); + _curTest++; + + // cleanup + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); + + return success; +} + +bool NVRenderTestAttribBuffers::multiAttribBufferTest(NVRenderContext *context, + userContextData *pUserData) +{ + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0) }, + { QT3DSVec3(0.9, -0.9, 0) }, + { QT3DSVec3(0.0, 0.9, 0) } }; + + static const Vertex vertexColors[] = { { QT3DSVec3(0.0, 1.0, 0.0) }, + { QT3DSVec3(0.0, 0.6, 0.0) }, + { QT3DSVec3(0.0, 0.2, 0.0) } }; + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderVertexBuffer> mColorBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVRenderVertexBuffer *attribBuffers[2]; + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); + qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); + + // create shaders + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestAttribBuffers 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, 0), + NVRenderVertexBufferEntry("attr_col", NVRenderComponentTypes::QT3DSF32, 3, 0, 1), + }; + + // position buffer + QT3DSU32 bufSize = 3 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 3 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestAttribBuffers: Failed to create vertex buffer"; + return false; + } + // color buffer + NVDataRef<QT3DSU8> colorData((QT3DSU8 *)vertexColors, bufSize); + mColorBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 3 * sizeof(QT3DSF32), colorData); + if (!mColorBuffer) { + qWarning() << "NVRenderTestAttribBuffers: Failed to create color buffer"; + return false; + } + + attribBuffers[0] = mVertexBuffer; + attribBuffers[1] = mColorBuffer; + + // create our attribute layout + mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 2)); + // create input Assembler + QT3DSU32 strides[2]; + QT3DSU32 offsets[2]; + strides[0] = mVertexBuffer->GetStride(); + offsets[0] = 0; + strides[1] = mColorBuffer->GetStride(); + offsets[1] = 0; + + mInputAssembler = context->CreateInputAssembler( + mAttribLayout, NVConstDataRef<NVRenderVertexBuffer *>(attribBuffers, 2), NULL, + toConstDataRef(strides, 2), toConstDataRef(offsets, 2), NVRenderDrawMode::Triangles); + if (!mInputAssembler) { + qWarning() << "NVRenderTestAttribBuffers: 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(mInputAssembler->GetPrimitiveType(), 3, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +//////////////////////////////// +// performance test +//////////////////////////////// +bool NVRenderTestAttribBuffers::runPerformance(NVRenderContext *context, userContextData *pUserData) +{ + return true; +} + +//////////////////////////////// +// test cleanup +//////////////////////////////// +void NVRenderTestAttribBuffers::cleanup(NVRenderContext *context, userContextData *pUserData) +{ + context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f)); + // dummy + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); +} diff --git a/tests/auto/runtime/base/Qt3DSRenderTestAttribBuffers.h b/tests/auto/runtime/base/Qt3DSRenderTestAttribBuffers.h new file mode 100644 index 0000000..47e898f --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestAttribBuffers.h @@ -0,0 +1,59 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2014 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_ATTRIB_BUFFERS_H +#define QT3DS_RENDER_TEST_ATTRIB_BUFFERS_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + /// This class tests the creation of all kinds of primitives + class NVRenderTestAttribBuffers : public NVRenderTestBase + { + public: + NVRenderTestAttribBuffers(); + ~NVRenderTestAttribBuffers(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + bool multiAttribBufferTest(NVRenderContext *context, userContextData *pUserData); + + unsigned int _curTest; + unsigned int _cellSize; + unsigned int _maxColumn; + }; +} +} + +#endif // QT3DS_RENDER_TEST_ATTRIB_BUFFERS_H diff --git a/tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp b/tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp new file mode 100644 index 0000000..30f2637 --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp @@ -0,0 +1,332 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestBackendQuery.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);\n" + "}\n"; +} + +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) } }; + +NVRenderTestBackendQuery::NVRenderTestBackendQuery() +{ + _curTest = 0; + _maxColumn = 4; +} + +NVRenderTestBackendQuery::~NVRenderTestBackendQuery() +{ +} + +bool NVRenderTestBackendQuery::isSupported(NVRenderContext *context) +{ + return true; +} + +//////////////////////////////// +// 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 NVRenderTestBackendQuery::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 &= depthBitsTest(context, pUserData); + _curTest++; + success &= depthBitsFBOTest(context, pUserData); + _curTest++; + + // cleanup + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); + + return success; +} + +bool NVRenderTestBackendQuery::renderQuad(NVRenderContext *context, userContextData *pUserData, + 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 = 6 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 3 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestBackendQuery::depthBitsTest: 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() << "NVRenderTestBackendQuery::depthBitsTest: Failed to create input assembler"; + return false; + } + + // check if default buffer bit size is in an acceptable size range + // we accept a range from 16 to 32 + const QT3DSU32 bits = context->GetDepthBits(); + bool passed = (bits >= 16 && bits <= 32); + + // 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 passed; +} + +bool NVRenderTestBackendQuery::depthBitsTest(NVRenderContext *context, userContextData *pUserData) +{ + QT3DSVec3 color(0.0, 0.0, 0.0); + // check if default buffer bit size is in an acceptable size range + // we accept a range from 16 to 32 + const QT3DSU32 bits = context->GetDepthBits(); + bool passed = (bits >= 16 && bits <= 32); + if (passed) + color.y = 1.0; + else + color.x = 1.0; + + passed &= renderQuad(context, pUserData, color); + + return passed; +} + +bool NVRenderTestBackendQuery::depthBitsFBOTest(NVRenderContext *context, + userContextData *pUserData) +{ + // depneding on the context we get different values + NVRenderContextType theContextFlags(NVRenderContextValues::GLES2 | NVRenderContextValues::GL2); + NVRenderContextType type = context->GetRenderContextType(); + bool depth16_Only = (type & theContextFlags); + // create a FBO + NVScopedRefCounted<NVRenderFrameBuffer> m_FBO; + NVScopedRefCounted<NVRenderTexture2D> m_ColorTexture; + NVScopedRefCounted<NVRenderTexture2D> m_Depth16Texture; + NVScopedRefCounted<NVRenderTexture2D> m_Depth24Texture; + NVScopedRefCounted<NVRenderTexture2D> m_Depth32Texture; + NVScopedRefCounted<NVRenderTexture2D> m_Depth24Stencil8Texture; + + m_ColorTexture = context->CreateTexture2D(); + m_ColorTexture->SetTextureData(NVDataRef<QT3DSU8>(), 0, 256, 256, NVRenderTextureFormats::RGBA8); + m_Depth16Texture = context->CreateTexture2D(); + m_Depth16Texture->SetTextureData(NVDataRef<QT3DSU8>(), 0, 256, 256, + NVRenderTextureFormats::Depth16); + + m_FBO = context->CreateFrameBuffer(); + m_FBO->Attach(NVRenderFrameBufferAttachments::Color0, + NVRenderTextureOrRenderBuffer(*m_ColorTexture)); + m_FBO->Attach(NVRenderFrameBufferAttachments::Depth, + NVRenderTextureOrRenderBuffer(*m_Depth16Texture)); + + if (!m_FBO->IsComplete()) { + qWarning() << "NVRenderTestBackendQuery::depthBitsFBOTest: Failed to create FBO"; + return false; + } + + context->SetRenderTarget(m_FBO); + + QT3DSVec3 color(0.0, 0.0, 0.0); + // check depth bit count + QT3DSU32 bits = context->GetDepthBits(); + QT3DSU32 bitsExpected = 16; + bool passed = (bits == bitsExpected); + + // detach depth + m_FBO->Attach(NVRenderFrameBufferAttachments::Depth, NVRenderTextureOrRenderBuffer()); + + m_Depth24Texture = context->CreateTexture2D(); + m_Depth24Texture->SetTextureData(NVDataRef<QT3DSU8>(), 0, 256, 256, + NVRenderTextureFormats::Depth24); + m_FBO->Attach(NVRenderFrameBufferAttachments::Depth, + NVRenderTextureOrRenderBuffer(*m_Depth24Texture)); + if (!m_FBO->IsComplete()) { + qWarning() << "NVRenderTestBackendQuery::depthBitsFBOTest: Failed to create FBO"; + return false; + } + // check depth bit count + bits = context->GetDepthBits(); + bitsExpected = (depth16_Only) ? 16 : 24; + passed &= (bits == bitsExpected); + + // detach depth + m_FBO->Attach(NVRenderFrameBufferAttachments::Depth, NVRenderTextureOrRenderBuffer()); + + m_Depth32Texture = context->CreateTexture2D(); + m_Depth32Texture->SetTextureData(NVDataRef<QT3DSU8>(), 0, 256, 256, + NVRenderTextureFormats::Depth32); + m_FBO->Attach(NVRenderFrameBufferAttachments::Depth, + NVRenderTextureOrRenderBuffer(*m_Depth32Texture)); + if (!m_FBO->IsComplete()) { + qWarning() << "NVRenderTestBackendQuery::depthBitsFBOTest: Failed to create FBO"; + return false; + } + // check depth bit count + bits = context->GetDepthBits(); + bitsExpected = (depth16_Only) ? 16 : 32; + passed &= (bits == bitsExpected); + + // detach depth + m_FBO->Attach(NVRenderFrameBufferAttachments::Depth, NVRenderTextureOrRenderBuffer()); + + // only test depth stencil if supported + if (context->IsDepthStencilSupported()) { + m_Depth24Stencil8Texture = context->CreateTexture2D(); + m_Depth24Stencil8Texture->SetTextureData(NVDataRef<QT3DSU8>(), 0, 256, 256, + NVRenderTextureFormats::Depth24Stencil8); + m_FBO->Attach(NVRenderFrameBufferAttachments::DepthStencil, + NVRenderTextureOrRenderBuffer(*m_Depth24Stencil8Texture)); + if (!m_FBO->IsComplete()) { + qWarning() << "NVRenderTestBackendQuery::depthBitsFBOTest: Failed to create FBO"; + return false; + } + // check depth bit count + bits = context->GetDepthBits(); + bitsExpected = (depth16_Only) ? 16 : 24; + passed &= (bits == bitsExpected); + } + + context->SetRenderTarget(NULL); + + if (passed) + color.y = 1.0; + else + color.x = 1.0; + + passed &= renderQuad(context, pUserData, color); + + return passed; +} + +//////////////////////////////// +// performance test +//////////////////////////////// +bool NVRenderTestBackendQuery::runPerformance(NVRenderContext *context, userContextData *pUserData) +{ + return true; +} + +//////////////////////////////// +// test cleanup +//////////////////////////////// +void NVRenderTestBackendQuery::cleanup(NVRenderContext *context, userContextData *pUserData) +{ + context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f)); + // dummy + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); +} diff --git a/tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.h b/tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.h new file mode 100644 index 0000000..e5fde64 --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.h @@ -0,0 +1,62 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2014 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_BACKEND_QUERY_H +#define QT3DS_RENDER_TEST_BACKEND_QUERY_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + /// This class tests the creation of all kinds of primitives + class NVRenderTestBackendQuery : public NVRenderTestBase + { + public: + NVRenderTestBackendQuery(); + ~NVRenderTestBackendQuery(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + bool depthBitsTest(NVRenderContext *context, userContextData *pUserData); + bool depthBitsFBOTest(NVRenderContext *context, userContextData *pUserData); + + bool renderQuad(NVRenderContext *context, userContextData *pUserData, QT3DSVec3 color); + + unsigned int _curTest; + unsigned int _cellSize; + unsigned int _maxColumn; + }; +} +} + +#endif // QT3DS_RENDER_TEST_CONSTANT_BUFFER_H diff --git a/tests/auto/runtime/base/Qt3DSRenderTestClear.cpp b/tests/auto/runtime/base/Qt3DSRenderTestClear.cpp new file mode 100644 index 0000000..3e80d40 --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestClear.cpp @@ -0,0 +1,131 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestClear.h" +#include "foundation/Qt3DSVec4.h" + +using namespace qt3ds; +using namespace qt3ds::render; + +NVRenderTestClear::NVRenderTestClear() +{ +} + +NVRenderTestClear::~NVRenderTestClear() +{ +} + +bool NVRenderTestClear::isSupported(NVRenderContext *context) +{ + return true; +} + +//////////////////////////////// +// test for functionality +//////////////////////////////// + +static bool checkColor(int width, int height, unsigned char *pixels, const QT3DSVec3 &color) +{ + unsigned char *pSrc = pixels; + + for (int h = 0; h < height; h++) { + for (int w = 0; w < width; w++) { + if (pSrc[0] != (unsigned char)color.x || pSrc[1] != (unsigned char)color.y + || pSrc[2] != (unsigned char)color.z) { + return false; + } + + pSrc += 3; + } + } + + return true; +} + +bool NVRenderTestClear::run(NVRenderContext *context, userContextData *pUserData) +{ + bool success = true; + + success &= testColorClear(context, pUserData); + + // if successful draw green otherwise a red + if (success) { + // set clear color to green + context->SetClearColor(QT3DSVec4(0.0f, 1.0f, .0f, 1.f)); + context->Clear(NVRenderClearFlags(NVRenderClearValues::Color)); + } else { + // set clear color to green + context->SetClearColor(QT3DSVec4(1.0f, .0f, .0f, 1.f)); + context->Clear(NVRenderClearFlags(NVRenderClearValues::Color)); + } + + return success; +} + +bool NVRenderTestClear::testColorClear(NVRenderContext *context, userContextData *pUserData) +{ + // allocate buffer for readback + NVAllocatorCallback &alloc(context->GetFoundation().getAllocator()); + QT3DSU32 size = pUserData->winHeight * pUserData->winHeight * 3 * sizeof(QT3DSU8); + QT3DSU8 *pixels = (QT3DSU8 *)alloc.allocate(size, "testColorClear color clear", __FILE__, __LINE__); + + if (!pixels) + return false; + + // set clear color to yellow + context->SetClearColor(QT3DSVec4(1.0f, 1.0f, .0f, 0.f)); + context->Clear(NVRenderClearFlags(NVRenderClearValues::Color)); + + // read back pixels + context->ReadPixels(NVRenderRect(0, 0, pUserData->winHeight, pUserData->winHeight), + NVRenderReadPixelFormats::RGB8, NVDataRef<QT3DSU8>(pixels, size)); + // check color + bool passed = + checkColor(pUserData->winHeight, pUserData->winHeight, pixels, QT3DSVec3(255.0f, 255.0f, .0f)); + + alloc.deallocate(pixels); + + return passed; +} + +//////////////////////////////// +// performance test +//////////////////////////////// +bool NVRenderTestClear::runPerformance(NVRenderContext *context, userContextData *pUserData) +{ + return true; +} + +//////////////////////////////// +// test cleanup +//////////////////////////////// +void NVRenderTestClear::cleanup(NVRenderContext *context, userContextData *pUserData) +{ + context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f)); +} diff --git a/tests/auto/runtime/base/Qt3DSRenderTestClear.h b/tests/auto/runtime/base/Qt3DSRenderTestClear.h new file mode 100644 index 0000000..6113b7b --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestClear.h @@ -0,0 +1,56 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_CLEAR_H +#define QT3DS_RENDER_TEST_CLEAR_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + /// This class tests the render target clearing + class NVRenderTestClear : public NVRenderTestBase + { + public: + NVRenderTestClear(); + ~NVRenderTestClear(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextDat); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + /// subtests + bool testColorClear(NVRenderContext *context, userContextData *pUserData); + }; +} +} + +#endif // QT3DS_RENDER_TEST_CLEAR_H diff --git a/tests/auto/runtime/base/Qt3DSRenderTestConstantBuffer.cpp b/tests/auto/runtime/base/Qt3DSRenderTestConstantBuffer.cpp new file mode 100644 index 0000000..8b6cb34 --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestConstantBuffer.cpp @@ -0,0 +1,847 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestConstantBuffer.h" +#include "../Qt3DSRenderTestMathUtil.h" +#include "render/Qt3DSRenderShaderProgram.h" + +#include <string> + +using namespace qt3ds; +using namespace qt3ds::render; + +struct Vertex +{ + QT3DSVec3 positions; +}; + +static const char *scalarVertShader(bool bESContext, std::string &prog) +{ + if (bESContext) { + prog += "#version 300 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 330 compatibility\n"; + } + + prog += "layout (std140) uniform cbBuffer { \n" + "float red;\n" + "float green;\n" + "mat4 mat_mvp;\n" + "float blue;\n };\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 *scalarFragShader(bool bESContext, std::string &prog) +{ + if (bESContext) { + prog += "#version 300 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 330 compatibility\n"; + } + + prog += "layout (std140) uniform cbBuffer { \n" + "float red;\n" + "float green;\n" + "mat4 mat_mvp;\n" + "float blue;\n };\n" + "void main()\n" + "{\n" + " gl_FragColor = vec4(red, green, blue, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *vectorVertShader(bool bESContext, std::string &prog) +{ + if (bESContext) { + prog += "#version 300 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 330 compatibility\n"; + } + + prog += "layout (std140) uniform cbBuffer { \n" + "vec2 rg;\n" + "mat4 mat_mvp;\n" + "vec2 ba;\n };\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 *vectorFragShader(bool bESContext, std::string &prog) +{ + if (bESContext) { + prog += "#version 300 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 330 compatibility\n"; + } + + prog += "layout (std140) uniform cbBuffer { \n" + "vec2 rg;\n" + "mat4 mat_mvp;\n" + "vec2 ba;\n };\n" + "void main()\n" + "{\n" + " gl_FragColor = vec4(rg[0], rg[1], ba[0], ba[1]);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *structVertShader(bool bESContext, std::string &prog) +{ + if (bESContext) { + prog += "#version 300 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 330 compatibility\n"; + } + + prog += "struct sampleStruct {\n" + "vec2 rg;\n" + "mat4 mat_mvp;\n" + "float blue;\n" + "float alpha; };\n" + "layout (std140) uniform cbBuffer { \n" + "sampleStruct s[2]; };\n" + "in vec3 attr_pos; // Vertex pos\n" + "void main()\n" + "{\n" + " gl_Position = s[0].mat_mvp * vec4(attr_pos, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *structFragShader(bool bESContext, std::string &prog) +{ + if (bESContext) { + prog += "#version 300 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 330 compatibility\n"; + } + + prog += "struct sampleStruct {\n" + "vec2 rg;\n" + "mat4 mat_mvp;\n" + "float blue;\n" + "float alpha; };\n" + "layout (std140) uniform cbBuffer { \n" + "sampleStruct s[2]; };\n" + "void main()\n" + "{\n" + " gl_FragColor = vec4(s[0].rg[0], s[0].rg[1], s[0].blue, s[0].alpha);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *multiCBVertShader(bool bESContext, std::string &prog) +{ + if (bESContext) { + prog += "#version 300 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 330 compatibility\n"; + } + + prog += "layout (std140) uniform cbBufferTrans { \n" + "mat4 mat_mvp;\n };\n" + "layout (std140) uniform cbBufferCol { \n" + "float red;\n" + "float green;\n" + "float blue;\n };\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 *multiCBFragShader(bool bESContext, std::string &prog) +{ + if (bESContext) { + prog += "#version 300 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 330 compatibility\n"; + } + + prog += "layout (std140) uniform cbBufferTrans { \n" + "mat4 mat_mvp;\n };\n" + "layout (std140) uniform cbBufferCol { \n" + "float red;\n" + "float green;\n" + "float blue;\n };\n" + "void main()\n" + "{\n" + " gl_FragColor = vec4(red, green, blue, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +NVRenderTestConstantBuffer::NVRenderTestConstantBuffer() +{ + _curTest = 0; + _maxColumn = 4; +} + +NVRenderTestConstantBuffer::~NVRenderTestConstantBuffer() +{ +} + +bool NVRenderTestConstantBuffer::isSupported(NVRenderContext *context) +{ + NVRenderContextType ctxType = context->GetRenderContextType(); + NVRenderContextType nonSupportedFlags(NVRenderContextValues::GL2 + | NVRenderContextValues::GLES2); + + // This is currently only supported on GL(Es) >= 3 + if ((ctxType & nonSupportedFlags)) + return false; + + return true; +} + +//////////////////////////////// +// 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 NVRenderTestConstantBuffer::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 &= scalarTest(context, pUserData); + _curTest++; + success &= vectorTest(context, pUserData); + _curTest++; + success &= structTest(context, pUserData); + _curTest++; + success &= rawTest(context, pUserData); + _curTest++; + success &= multiCBTest(context, pUserData); + _curTest++; + + // cleanup + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); + + return success; +} + +bool NVRenderTestConstantBuffer::scalarTest(NVRenderContext *context, userContextData *pUserData) +{ + 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) } }; + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; + NVScopedRefCounted<NVRenderConstantBuffer> mConstantBuffer; + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); + + // create constant buffer referred in the program + mConstantBuffer = context->CreateConstantBuffer("cbBuffer", NVRenderBufferUsageType::Static, 0, + NVDataRef<QT3DSU8>()); + // buffer parameter. They must be in the order of appearance + CRegisteredString theRedName(context->GetStringTable().RegisterStr("red")); + mConstantBuffer->AddParam(theRedName, NVRenderShaderDataTypes::QT3DSF32, 1); + CRegisteredString theGreenName(context->GetStringTable().RegisterStr("green")); + mConstantBuffer->AddParam(theGreenName, NVRenderShaderDataTypes::QT3DSF32, 1); + CRegisteredString theMatName(context->GetStringTable().RegisterStr("mat_mvp")); + mConstantBuffer->AddParam(theMatName, NVRenderShaderDataTypes::QT3DSMat44, 1); + CRegisteredString theBlueName(context->GetStringTable().RegisterStr("blue")); + mConstantBuffer->AddParam(theBlueName, NVRenderShaderDataTypes::QT3DSF32, 1); + + // set values + QT3DSF32 red = 0.0; + mConstantBuffer->UpdateParam("red", NVDataRef<QT3DSU8>((QT3DSU8 *)&red, 1)); + QT3DSF32 green = 1.0; + mConstantBuffer->UpdateParam("green", NVDataRef<QT3DSU8>((QT3DSU8 *)&green, 1)); + QT3DSF32 blue = 0.0; + mConstantBuffer->UpdateParam("blue", NVDataRef<QT3DSU8>((QT3DSU8 *)&blue, 1)); + mConstantBuffer->UpdateParam("mat_mvp", NVDataRef<QT3DSU8>((QT3DSU8 *)mvp.front(), 1)); + + // create shaders + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = + context->CompileSource("NVRenderTestConstantBuffer::scalarTest", + toRef(scalarVertShader(isGLESContext(context), vtxProg)), + toRef(scalarFragShader(isGLESContext(context), frgProg))); + 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() << "NVRenderTestConstantBuffer::scalarTest: 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() << "NVRenderTestConstantBuffer::scalarTest: Failed to create input assembler"; + return false; + } + + // make input assembler active + context->SetInputAssembler(mInputAssembler); + // set program + context->SetActiveShader(compResult.mShader); + qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderConstantBuffer *> cb("cbBuffer", + *compResult.mShader); + mConstantBuffer->Update(); + cb.Set(); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(NVRenderDrawMode::Triangles, 6, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +bool NVRenderTestConstantBuffer::vectorTest(NVRenderContext *context, userContextData *pUserData) +{ + 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) } }; + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; + NVScopedRefCounted<NVRenderConstantBuffer> mConstantBuffer; + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); + + // create constant buffer referred in the program + mConstantBuffer = context->CreateConstantBuffer("cbBuffer", NVRenderBufferUsageType::Static, 0, + NVDataRef<QT3DSU8>()); + // buffer parameter. They must be in the order of appearance + CRegisteredString theRGName(context->GetStringTable().RegisterStr("rg")); + mConstantBuffer->AddParam(theRGName, NVRenderShaderDataTypes::QT3DSVec2, 1); + CRegisteredString theMatName(context->GetStringTable().RegisterStr("mat_mvp")); + mConstantBuffer->AddParam(theMatName, NVRenderShaderDataTypes::QT3DSMat44, 1); + CRegisteredString theBAName(context->GetStringTable().RegisterStr("ba")); + mConstantBuffer->AddParam(theBAName, NVRenderShaderDataTypes::QT3DSVec2, 1); + + // set values + QT3DSVec2 rg; + rg[0] = 0.0; + rg[1] = 1.0; + mConstantBuffer->UpdateParam("rg", NVDataRef<QT3DSU8>((QT3DSU8 *)&rg, 1)); + QT3DSVec2 ba; + ba[0] = 0.0; + ba[1] = 1.0; + mConstantBuffer->UpdateParam("ba", NVDataRef<QT3DSU8>((QT3DSU8 *)&ba, 1)); + mConstantBuffer->UpdateParam("mat_mvp", NVDataRef<QT3DSU8>((QT3DSU8 *)mvp.front(), 1)); + + // create shaders + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = + context->CompileSource("NVRenderTestConstantBuffer::vectorTest", + toRef(vectorVertShader(isGLESContext(context), vtxProg)), + toRef(vectorFragShader(isGLESContext(context), frgProg))); + 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() << "NVRenderTestConstantBuffer::vectorTest: 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() << "NVRenderTestConstantBuffer::vectorTest: Failed to create input assembler"; + return false; + } + + // make input assembler active + context->SetInputAssembler(mInputAssembler); + // set program + context->SetActiveShader(compResult.mShader); + qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderConstantBuffer *> cb("cbBuffer", + *compResult.mShader); + cb.Set(); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(NVRenderDrawMode::Triangles, 6, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +bool NVRenderTestConstantBuffer::structTest(NVRenderContext *context, userContextData *pUserData) +{ + 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) } }; + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; + NVScopedRefCounted<NVRenderConstantBuffer> mConstantBuffer; + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); + + // create constant buffer referred in the program + mConstantBuffer = context->CreateConstantBuffer("cbBuffer", NVRenderBufferUsageType::Static, 0, + NVDataRef<QT3DSU8>()); + // buffer parameter. They must be in the order of appearance + CRegisteredString theRGName(context->GetStringTable().RegisterStr("s[0].rg")); + mConstantBuffer->AddParam(theRGName, NVRenderShaderDataTypes::QT3DSVec2, 1); + CRegisteredString theMatName(context->GetStringTable().RegisterStr("s[0].mat_mvp")); + mConstantBuffer->AddParam(theMatName, NVRenderShaderDataTypes::QT3DSMat44, 1); + CRegisteredString theBlueName(context->GetStringTable().RegisterStr("s[0].blue")); + mConstantBuffer->AddParam(theBlueName, NVRenderShaderDataTypes::QT3DSF32, 1); + CRegisteredString theAlphaName(context->GetStringTable().RegisterStr("s[0].alpha")); + mConstantBuffer->AddParam(theAlphaName, NVRenderShaderDataTypes::QT3DSF32, 1); + + // set values + QT3DSVec2 rg; + rg[0] = 0.0; + rg[1] = 1.0; + mConstantBuffer->UpdateParam("s[0].rg", NVDataRef<QT3DSU8>((QT3DSU8 *)&rg, 1)); + QT3DSF32 blue, alpha; + blue = 0.0; + alpha = 1.0; + mConstantBuffer->UpdateParam("s[0].blue", NVDataRef<QT3DSU8>((QT3DSU8 *)&blue, 1)); + mConstantBuffer->UpdateParam("s[0].alpha", NVDataRef<QT3DSU8>((QT3DSU8 *)&alpha, 1)); + mConstantBuffer->UpdateParam("s[0].mat_mvp", NVDataRef<QT3DSU8>((QT3DSU8 *)mvp.front(), 1)); + + // create shaders + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = + context->CompileSource("NVRenderTestConstantBuffer::structTest", + toRef(structVertShader(isGLESContext(context), vtxProg)), + toRef(structFragShader(isGLESContext(context), frgProg))); + 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() << "NVRenderTestConstantBuffer::structTest: 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() << "NVRenderTestConstantBuffer::structTest: Failed to create input assembler"; + return false; + } + + // make input assembler active + context->SetInputAssembler(mInputAssembler); + // set program + context->SetActiveShader(compResult.mShader); + qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderConstantBuffer *> cb("cbBuffer", + *compResult.mShader); + cb.Set(); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(NVRenderDrawMode::Triangles, 6, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +bool NVRenderTestConstantBuffer::rawTest(NVRenderContext *context, userContextData *pUserData) +{ + 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) } }; + + struct sampleStruct + { + float rg[2]; + float padding[2]; + QT3DSMat44 mat_mvp; // matrices start on 16 byte boundaries + float blue; + float alpha; + } s; + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; + NVScopedRefCounted<NVRenderConstantBuffer> mConstantBuffer; + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); + + NVDataRef<QT3DSU8> cBuffer((QT3DSU8 *)&s, sizeof(sampleStruct)); + // create constant buffer referred in the program + mConstantBuffer = context->CreateConstantBuffer("cbBuffer", NVRenderBufferUsageType::Static, + sizeof(sampleStruct), cBuffer); + // set values + s.rg[0] = 0.0; + s.rg[1] = 1.0; + s.mat_mvp = mvp; + s.blue = 0.0; + s.alpha = 0.0; + mConstantBuffer->UpdateRaw(0, cBuffer); + + // create shaders + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = + context->CompileSource("NVRenderTestConstantBuffer::rawTest", + toRef(structVertShader(isGLESContext(context), vtxProg)), + toRef(structFragShader(isGLESContext(context), frgProg))); + 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() << "NVRenderTestConstantBuffer::rawTest: 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() << "NVRenderTestConstantBuffer::rawTest: Failed to create input assembler"; + return false; + } + + // make input assembler active + context->SetInputAssembler(mInputAssembler); + // set program + context->SetActiveShader(compResult.mShader); + qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderConstantBuffer *> cb("cbBuffer", + *compResult.mShader); + cb.Set(); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(NVRenderDrawMode::Triangles, 6, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +///< test of multiple constant buffers +bool NVRenderTestConstantBuffer::multiCBTest(NVRenderContext *context, userContextData *pUserData) +{ + 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) } }; + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; + NVScopedRefCounted<NVRenderConstantBuffer> mConstantBufferTrans; + NVScopedRefCounted<NVRenderConstantBuffer> mConstantBufferCol; + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); + + // create constant buffer referred in the program + mConstantBufferTrans = context->CreateConstantBuffer( + "cbBufferTrans", NVRenderBufferUsageType::Static, 0, NVDataRef<QT3DSU8>()); + // buffer parameter. They must be in the order of appearance + CRegisteredString theMatName(context->GetStringTable().RegisterStr("mat_mvp")); + mConstantBufferTrans->AddParam(theMatName, NVRenderShaderDataTypes::QT3DSMat44, 1); + + // create constant buffer referred in the program + mConstantBufferCol = context->CreateConstantBuffer( + "cbBufferCol", NVRenderBufferUsageType::Static, 0, NVDataRef<QT3DSU8>()); + CRegisteredString theRedName(context->GetStringTable().RegisterStr("red")); + mConstantBufferCol->AddParam(theRedName, NVRenderShaderDataTypes::QT3DSF32, 1); + CRegisteredString theGreenName(context->GetStringTable().RegisterStr("green")); + mConstantBufferCol->AddParam(theGreenName, NVRenderShaderDataTypes::QT3DSF32, 1); + CRegisteredString theBlueName(context->GetStringTable().RegisterStr("blue")); + mConstantBufferCol->AddParam(theBlueName, NVRenderShaderDataTypes::QT3DSF32, 1); + + // set values + mConstantBufferTrans->UpdateParam("mat_mvp", NVDataRef<QT3DSU8>((QT3DSU8 *)mvp.front(), 1)); + + QT3DSF32 red = 0.0; + mConstantBufferCol->UpdateParam("red", NVDataRef<QT3DSU8>((QT3DSU8 *)&red, 1)); + QT3DSF32 green = 1.0; + mConstantBufferCol->UpdateParam("green", NVDataRef<QT3DSU8>((QT3DSU8 *)&green, 1)); + QT3DSF32 blue = 0.0; + mConstantBufferCol->UpdateParam("blue", NVDataRef<QT3DSU8>((QT3DSU8 *)&blue, 1)); + + // create shaders + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = + context->CompileSource("NVRenderTestConstantBuffer::multiCBTest", + toRef(multiCBVertShader(isGLESContext(context), vtxProg)), + toRef(multiCBFragShader(isGLESContext(context), frgProg))); + 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() << "NVRenderTestConstantBuffer::scalarTest: 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() << "NVRenderTestConstantBuffer::scalarTest: Failed to create input assembler"; + return false; + } + + // make input assembler active + context->SetInputAssembler(mInputAssembler); + // set program + context->SetActiveShader(compResult.mShader); + qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderConstantBuffer *> cbTrans( + "cbBufferTrans", *compResult.mShader); + mConstantBufferTrans->Update(); + cbTrans.Set(); + qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderConstantBuffer *> cbCol( + "cbBufferCol", *compResult.mShader); + mConstantBufferCol->Update(); + cbCol.Set(); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(NVRenderDrawMode::Triangles, 6, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +//////////////////////////////// +// performance test +//////////////////////////////// +bool NVRenderTestConstantBuffer::runPerformance(NVRenderContext *context, + userContextData *pUserData) +{ + return true; +} + +//////////////////////////////// +// test cleanup +//////////////////////////////// +void NVRenderTestConstantBuffer::cleanup(NVRenderContext *context, userContextData *pUserData) +{ + context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f)); + // dummy + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); +} diff --git a/tests/auto/runtime/base/Qt3DSRenderTestConstantBuffer.h b/tests/auto/runtime/base/Qt3DSRenderTestConstantBuffer.h new file mode 100644 index 0000000..417e4bb --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestConstantBuffer.h @@ -0,0 +1,63 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2014 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_CONSTANT_BUFFER_H +#define QT3DS_RENDER_TEST_CONSTANT_BUFFER_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + /// This class tests the creation of all kinds of primitives + class NVRenderTestConstantBuffer : public NVRenderTestBase + { + public: + NVRenderTestConstantBuffer(); + ~NVRenderTestConstantBuffer(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + bool scalarTest(NVRenderContext *context, userContextData *pUserData); + bool vectorTest(NVRenderContext *context, userContextData *pUserData); + bool structTest(NVRenderContext *context, userContextData *pUserData); + bool rawTest(NVRenderContext *context, userContextData *pUserData); + bool multiCBTest(NVRenderContext *context, userContextData *pUserData); + + unsigned int _curTest; + unsigned int _cellSize; + unsigned int _maxColumn; + }; +} +} + +#endif // QT3DS_RENDER_TEST_CONSTANT_BUFFER_H diff --git a/tests/auto/runtime/base/Qt3DSRenderTestDrawIndirectBuffer.cpp b/tests/auto/runtime/base/Qt3DSRenderTestDrawIndirectBuffer.cpp new file mode 100644 index 0000000..4b8044d --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestDrawIndirectBuffer.cpp @@ -0,0 +1,358 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestDrawIndirectBuffer.h" +#include "../Qt3DSRenderTestMathUtil.h" +#include "render/Qt3DSRenderDrawIndirectBuffer.h" +#include "render/Qt3DSRenderShaderProgram.h" + +#include <string> + +using namespace qt3ds; +using namespace qt3ds::render; + +struct Vertex +{ + QT3DSVec3 positions; +}; + +static const char *vertShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 430\n"; + } + + prog += "uniform mat4 mat_mvp;\n" + "in vec3 attr_pos; // Vertex pos\n" + "void main()\n" + "{\n" + " gl_Position = vec4(attr_pos, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *fragShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 430\n"; + } + + prog += "out vec4 fragColor;\n" + "void main()\n" + "{\n" + " fragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +NVRenderTestDrawIndirectBuffer::NVRenderTestDrawIndirectBuffer() +{ + _curTest = 0; + _maxColumn = 4; +} + +NVRenderTestDrawIndirectBuffer::~NVRenderTestDrawIndirectBuffer() +{ +} + +bool NVRenderTestDrawIndirectBuffer::isSupported(NVRenderContext *context) +{ + // This is currently only supported on GL 4 and GLES 3.1 + // we have no direct check for this but this is the same version + if (!context->IsAtomicCounterBufferSupported()) + return false; + + return true; +} + +//////////////////////////////// +// 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 NVRenderTestDrawIndirectBuffer::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 &= drawArrayIndirect(context, pUserData); + _curTest++; + success &= drawElementsIndirect(context, pUserData); + _curTest++; + + // cleanup + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); + + return success; +} + +bool NVRenderTestDrawIndirectBuffer::drawArrayIndirect(NVRenderContext *context, + userContextData *pUserData) +{ + 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) } }; + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderDrawIndirectBuffer> mDrawIndirectBuffer; + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); + + // create shaders + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestDrawIndirectBuffer 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() << "NVRenderTestAtomicCounterBuffer: 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), NVRenderDrawMode::Triangles); + if (!mInputAssembler) { + qWarning() << "NVRenderTestAtomicCounterBuffer: Failed to create input assembler"; + return false; + } + + // create draw indirect buffer + DrawArraysIndirectCommand command; + command.baseInstance = 0; + command.count = 6; + command.first = 0; + command.primCount = 1; + QT3DSU32 commandBufSize = sizeof(DrawArraysIndirectCommand); + NVDataRef<QT3DSU8> commandData((QT3DSU8 *)&command, commandBufSize); + mDrawIndirectBuffer = context->CreateDrawIndirectBuffer(NVRenderBufferUsageType::Dynamic, + commandBufSize, commandData); + + if (!mDrawIndirectBuffer) { + qWarning() << "NVRenderTestAtomicCounterBuffer: Failed to create vertex buffer"; + return false; + } + + // make input assembler active + context->SetInputAssembler(mInputAssembler); + // set program + context->SetActiveShader(compResult.mShader); + compResult.mShader->SetPropertyValue("mat_mvp", mvp); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + mDrawIndirectBuffer->Bind(); + context->DrawIndirect(mInputAssembler->GetPrimitiveType(), 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +bool NVRenderTestDrawIndirectBuffer::drawElementsIndirect(NVRenderContext *context, + userContextData *pUserData) +{ + 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) } }; + + const unsigned short indices[] = { 0, 1, 2, 3, 4, 5 }; + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderDrawIndirectBuffer> mDrawIndirectBuffer; + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); + + // create shaders + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestDrawIndirectBuffer 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() << "NVRenderTestAtomicCounterBuffer: Failed to create vertex buffer"; + return false; + } + + // index buffer + bufSize = 6 * sizeof(unsigned short); + NVDataRef<QT3DSU8> idxData((QT3DSU8 *)indices, bufSize); + mIndexBuffer = context->CreateIndexBuffer( + NVRenderBufferUsageType::Static, NVRenderComponentTypes::QT3DSU16, bufSize, + NVConstDataRef<QT3DSU8>(reinterpret_cast<const QT3DSU8 *>(indices), bufSize)); + if (!mIndexBuffer) { + qWarning() << "NVRenderTestPrimitives::Triangles: Failed to create index 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, + toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1), NVRenderDrawMode::Triangles); + if (!mInputAssembler) { + qWarning() << "NVRenderTestAtomicCounterBuffer: Failed to create input assembler"; + return false; + } + + // create draw indirect buffer + DrawElementsIndirectCommand command; + command.baseInstance = 0; + command.count = 6; + command.firstIndex = 0; + command.baseVertex = 0; + command.primCount = 1; + QT3DSU32 commandBufSize = sizeof(DrawElementsIndirectCommand); + NVDataRef<QT3DSU8> commandData((QT3DSU8 *)&command, commandBufSize); + mDrawIndirectBuffer = context->CreateDrawIndirectBuffer(NVRenderBufferUsageType::Dynamic, + commandBufSize, commandData); + + if (!mDrawIndirectBuffer) { + qWarning() << "NVRenderTestAtomicCounterBuffer: Failed to create vertex buffer"; + return false; + } + + // make input assembler active + context->SetInputAssembler(mInputAssembler); + // set program + context->SetActiveShader(compResult.mShader); + compResult.mShader->SetPropertyValue("mat_mvp", mvp); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + mDrawIndirectBuffer->Bind(); + context->DrawIndirect(mInputAssembler->GetPrimitiveType(), 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +//////////////////////////////// +// performance test +//////////////////////////////// +bool NVRenderTestDrawIndirectBuffer::runPerformance(NVRenderContext *context, + userContextData *pUserData) +{ + return true; +} + +//////////////////////////////// +// test cleanup +//////////////////////////////// +void NVRenderTestDrawIndirectBuffer::cleanup(NVRenderContext *context, userContextData *pUserData) +{ + context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f)); + // dummy + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); +} diff --git a/tests/auto/runtime/base/Qt3DSRenderTestDrawIndirectBuffer.h b/tests/auto/runtime/base/Qt3DSRenderTestDrawIndirectBuffer.h new file mode 100644 index 0000000..ee37a13 --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestDrawIndirectBuffer.h @@ -0,0 +1,60 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2014 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_DRAW_INDIRECT_BUFFER_H +#define QT3DS_RENDER_TEST_DRAW_INDIRECT_BUFFER_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + /// This class tests the creation of all kinds of primitives + class NVRenderTestDrawIndirectBuffer : public NVRenderTestBase + { + public: + NVRenderTestDrawIndirectBuffer(); + ~NVRenderTestDrawIndirectBuffer(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + bool drawArrayIndirect(NVRenderContext *context, userContextData *pUserData); + bool drawElementsIndirect(NVRenderContext *context, userContextData *pUserData); + + unsigned int _curTest; + unsigned int _cellSize; + unsigned int _maxColumn; + }; +} +} + +#endif // QT3DS_RENDER_TEST_ATOMIC_COUNTER_BUFFER_H diff --git a/tests/auto/runtime/base/Qt3DSRenderTestPrimitives.cpp b/tests/auto/runtime/base/Qt3DSRenderTestPrimitives.cpp new file mode 100644 index 0000000..d3c2423 --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestPrimitives.cpp @@ -0,0 +1,321 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestPrimitives.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" + "void main()\n" + "{\n" + "gl_FragColor = vec4(0, 1, 0, 1);\n" + "}\n"; +} + +NVRenderTestPrimitives::NVRenderTestPrimitives() +{ + _curTest = 0; + _maxColumn = 4; +} + +NVRenderTestPrimitives::~NVRenderTestPrimitives() +{ +} + +bool NVRenderTestPrimitives::isSupported(NVRenderContext *context) +{ + return true; +} + +//////////////////////////////// +// 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 NVRenderTestPrimitives::renderPrimitive(NVRenderContext *context, + userContextData *pContextData, + const Vertex *pVertexData, unsigned int vertexCount, + const unsigned short *pIndexData, + unsigned int indexCount, + NVRenderDrawMode::Enum primType) +{ + 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( + "NVRenderTestPrimitives 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 = vertexCount * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)pVertexData, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 3 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestPrimitives::Triangles: Failed to create vertex buffer"; + return false; + } + + // index buffer + if (pIndexData && indexCount) { + bufSize = indexCount * sizeof(unsigned short); + NVDataRef<QT3DSU8> idxData((QT3DSU8 *)pIndexData, bufSize); + mIndexBuffer = context->CreateIndexBuffer( + NVRenderBufferUsageType::Static, NVRenderComponentTypes::QT3DSU16, bufSize, + NVConstDataRef<QT3DSU8>(reinterpret_cast<const QT3DSU8 *>(pIndexData), bufSize)); + if (!mIndexBuffer) { + qWarning() << "NVRenderTestPrimitives::Triangles: Failed to create index 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() << "NVRenderTestPrimitives::Triangles: Failed to create inout assembler"; + return false; + } + + // make input assembler active + context->SetInputAssembler(mInputAssembler); + // set program + context->SetActiveShader(compResult.mShader); + compResult.mShader->SetPropertyValue("mat_mvp", mvp); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + QT3DSU32 count = (mIndexBuffer.mPtr) ? indexCount : vertexCount; + context->Draw(primType, count, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +bool NVRenderTestPrimitives::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 &= triangles(context, pUserData); + _curTest++; + success &= triangleStrip(context, pUserData); + _curTest++; + success &= lines(context, pUserData); + _curTest++; + success &= lineStrip(context, pUserData); + _curTest++; + success &= trianglesIndexed(context, pUserData); + _curTest++; + success &= triangleStripIndexed(context, pUserData); + _curTest++; + success &= linesIndexed(context, pUserData); + _curTest++; + success &= lineStripIndexed(context, pUserData); + + // cleanup + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); + + return success; +} + +bool NVRenderTestPrimitives::triangles(NVRenderContext *context, userContextData *pUserData) +{ + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, 0.9, 0) }, { QT3DSVec3(-0.9, -0.9, 0) }, + { QT3DSVec3(0.85, -0.9, 0) }, { QT3DSVec3(-0.85, 0.9, 0) }, + { QT3DSVec3(0.9, -0.9, 0) }, { QT3DSVec3(0.9, 0.9, 0) } }; + + return renderPrimitive(context, pUserData, vertexPositions, 6, NULL, 0, + NVRenderDrawMode::Triangles); +} + +bool NVRenderTestPrimitives::triangleStrip(NVRenderContext *context, userContextData *pUserData) +{ + const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, 0.9, 0.0) }, + { QT3DSVec3(-0.9f, -0.9f, 0.0f) }, + { QT3DSVec3(0.9f, 0.9f, 0.0f) }, + { QT3DSVec3(0.9f, -0.9f, 0.0f) } }; + + return renderPrimitive(context, pUserData, vertexPositions, 4, NULL, 0, + NVRenderDrawMode::TriangleStrip); +} + +bool NVRenderTestPrimitives::lines(NVRenderContext *context, userContextData *pUserData) +{ + const Vertex vertexPositions[] = { + { QT3DSVec3(0.9f, 0.9f, 0.0f) }, { QT3DSVec3(0.9f, -0.9f, 0.0f) }, + { QT3DSVec3(0.9f, -0.9f, 0.0f) }, { QT3DSVec3(-0.85f, -0.9f, 0.0f) }, + { QT3DSVec3(-0.85f, -0.9f, 0.0f) }, { QT3DSVec3(0.9f, 0.9f, 0.0f) }, + { QT3DSVec3(-0.9f, -0.9f, 0.0f) }, { QT3DSVec3(0.85f, 0.9f, 0.0f) }, + { QT3DSVec3(0.85f, 0.9f, 0.0f) }, { QT3DSVec3(-0.9f, 0.9f, 0.0f) }, + { QT3DSVec3(-0.9f, 0.9f, 0.0f) }, { QT3DSVec3(-0.9f, -0.9f, 0.0f) } + }; + + return renderPrimitive(context, pUserData, vertexPositions, 12, NULL, 0, + NVRenderDrawMode::Lines); +} + +bool NVRenderTestPrimitives::lineStrip(NVRenderContext *context, userContextData *pUserData) +{ + const Vertex vertexPositions[] = { + { QT3DSVec3(-0.9f, 0.9f, 0.0f) }, { QT3DSVec3(-0.9f, -0.9f, 0.0f) }, + { QT3DSVec3(0.9f, -0.9f, 0.0f) }, { QT3DSVec3(0.9f, 0.9f, 0.0f) }, + { QT3DSVec3(-0.9f, 0.9f, 0.0f) }, + }; + + return renderPrimitive(context, pUserData, vertexPositions, 5, NULL, 0, + NVRenderDrawMode::LineStrip); +} + +bool NVRenderTestPrimitives::trianglesIndexed(NVRenderContext *context, userContextData *pUserData) +{ + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, 0.9, 0) }, { QT3DSVec3(-0.9, -0.9, 0) }, + { QT3DSVec3(0.85, -0.9, 0) }, { QT3DSVec3(-0.85, 0.9, 0) }, + { QT3DSVec3(0.9, -0.9, 0) }, { QT3DSVec3(0.9, 0.9, 0) } }; + + const unsigned short indices[] = { 0, 1, 2, 3, 4, 5 }; + + return renderPrimitive(context, pUserData, vertexPositions, 6, indices, 6, + NVRenderDrawMode::Triangles); +} + +bool NVRenderTestPrimitives::triangleStripIndexed(NVRenderContext *context, + userContextData *pUserData) +{ + const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, 0.9, 0.0) }, + { QT3DSVec3(-0.9f, -0.9f, 0.0f) }, + { QT3DSVec3(0.9f, 0.9f, 0.0f) }, + { QT3DSVec3(0.9f, -0.9f, 0.0f) } }; + + const unsigned short indices[] = { 0, 1, 2, 3 }; + + return renderPrimitive(context, pUserData, vertexPositions, 4, indices, 4, + NVRenderDrawMode::TriangleStrip); +} + +bool NVRenderTestPrimitives::linesIndexed(NVRenderContext *context, userContextData *pUserData) +{ + const Vertex vertexPositions[] = { + { QT3DSVec3(0.9f, 0.9f, 0.0f) }, { QT3DSVec3(0.9f, -0.9f, 0.0f) }, + { QT3DSVec3(-0.85f, -0.9f, 0.0f) }, { QT3DSVec3(-0.9f, -0.9f, 0.0f) }, + { QT3DSVec3(0.85f, 0.9f, 0.0f) }, { QT3DSVec3(-0.9f, 0.9f, 0.0f) }, + }; + + const unsigned short indices[] = { 0, 1, 1, 2, 2, 0, 3, 4, 4, 5, 5, 3 }; + + return renderPrimitive(context, pUserData, vertexPositions, 6, indices, 12, + NVRenderDrawMode::Lines); +} + +bool NVRenderTestPrimitives::lineStripIndexed(NVRenderContext *context, userContextData *pUserData) +{ + const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, 0.9, 0.0) }, + { QT3DSVec3(-0.9f, -0.9f, 0.0f) }, + { QT3DSVec3(0.9f, -0.9f, 0.0f) }, + { QT3DSVec3(0.9f, 0.9f, 0.0f) } }; + + const unsigned short indices[] = { 0, 1, 2, 3, 0 }; + + return renderPrimitive(context, pUserData, vertexPositions, 4, indices, 5, + NVRenderDrawMode::LineStrip); +} + +//////////////////////////////// +// performance test +//////////////////////////////// +bool NVRenderTestPrimitives::runPerformance(NVRenderContext *context, userContextData *pUserData) +{ + return true; +} + +//////////////////////////////// +// test cleanup +//////////////////////////////// +void NVRenderTestPrimitives::cleanup(NVRenderContext *context, userContextData *pUserData) +{ + context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f)); + // dummy + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); +} diff --git a/tests/auto/runtime/base/Qt3DSRenderTestPrimitives.h b/tests/auto/runtime/base/Qt3DSRenderTestPrimitives.h new file mode 100644 index 0000000..4b6128e --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestPrimitives.h @@ -0,0 +1,77 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_PRIMITIVES_H +#define QT3DS_RENDER_TEST_PRIMITIVES_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + struct Vertex + { + QT3DSVec3 positions; + }; + + /// This class tests the creation of all kinds of primitives + class NVRenderTestPrimitives : public NVRenderTestBase + { + public: + NVRenderTestPrimitives(); + ~NVRenderTestPrimitives(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + bool triangles(NVRenderContext *context, userContextData *pUserData); + bool triangleStrip(NVRenderContext *context, userContextData *pUserData); + bool lines(NVRenderContext *context, userContextData *pUserData); + bool lineStrip(NVRenderContext *context, userContextData *pContextData); + + bool trianglesIndexed(NVRenderContext *context, userContextData *pUserData); + bool triangleStripIndexed(NVRenderContext *context, userContextData *pUserData); + bool linesIndexed(NVRenderContext *context, userContextData *pUserData); + bool lineStripIndexed(NVRenderContext *context, userContextData *pContextData); + + bool renderPrimitive(NVRenderContext *context, userContextData *pContextData, + const Vertex *pVertexData, unsigned int vertexCount, + const unsigned short *pIndexData, unsigned int indexCount, + NVRenderDrawMode::Enum primType); + + unsigned int _curTest; + unsigned int _cellSize; + unsigned int _maxColumn; + }; +} +} + +#endif // QT3DS_RENDER_TEST_PRIMITIVES_H diff --git a/tests/auto/runtime/base/Qt3DSRenderTestProgramPipeline.cpp b/tests/auto/runtime/base/Qt3DSRenderTestProgramPipeline.cpp new file mode 100644 index 0000000..a76bfa0 --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestProgramPipeline.cpp @@ -0,0 +1,401 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestProgramPipeline.h" +#include "../Qt3DSRenderTestMathUtil.h" +#include "render/Qt3DSRenderShaderProgram.h" +#include "render/Qt3DSRenderProgramPipeline.h" + +#include <string> + +using namespace qt3ds; +using namespace qt3ds::render; + +struct Vertex +{ + QT3DSVec3 positions; +}; + +static const char *vertShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 430\n"; + + prog += "out gl_PerVertex\n" + "{\n" + "\tvec4 gl_Position;\n" + "\tfloat gl_PointSize;\n" + "\tfloat gl_ClipDistance[];\n" + "};\n"; + } + + prog += "uniform mat4 mat_mvp;\n" + "in vec3 attr_pos; // Vertex pos\n" + "in vec3 attr_col; // Vertex col\n" + "out vec3 color; // output color\n" + "void main()\n" + "{\n" + " gl_Position = mat_mvp * vec4(attr_pos, 1.0);\n" + " color = attr_col;\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 430\n"; + } + + prog += "in vec3 color; // input color\n" + "out vec4 fragColor;\n" + "void main()\n" + "{\n" + " fragColor = vec4( color, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +NVRenderTestProgramPipeline::NVRenderTestProgramPipeline() +{ + _curTest = 0; + _maxColumn = 4; +} + +NVRenderTestProgramPipeline::~NVRenderTestProgramPipeline() +{ +} + +bool NVRenderTestProgramPipeline::isSupported(NVRenderContext *context) +{ + return context->IsProgramPipelineSupported(); +} + +//////////////////////////////// +// 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 NVRenderTestProgramPipeline::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 &= vertFragSeparateTest(context, pUserData); + _curTest++; + success &= vertFragCombinedTest(context, pUserData); + _curTest++; + + // cleanup + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); + + return success; +} + +bool NVRenderTestProgramPipeline::vertFragSeparateTest(NVRenderContext *context, + userContextData *pUserData) +{ + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0) }, + { QT3DSVec3(0.9, -0.9, 0) }, + { QT3DSVec3(0.0, 0.9, 0) } }; + + static const Vertex vertexColors[] = { { QT3DSVec3(0.0, 1.0, 0.0) }, + { QT3DSVec3(0.0, 1.0, 0.0) }, + { QT3DSVec3(0.0, 1.0, 0.0) } }; + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderVertexBuffer> mColorBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderProgramPipeline> mProgramPipeline; + NVRenderVertexBuffer *attribBuffers[2]; + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); + qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); + + // create shaders + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult vtxResult = context->CompileSource( + "NVRenderTestProgramPipeline vertex shader", + toRef(vertShader(vtxProg, isGLESContext(context))), NVConstDataRef<QT3DSI8>(), + NVConstDataRef<QT3DSI8>(), NVConstDataRef<QT3DSI8>(), NVConstDataRef<QT3DSI8>(), true); + if (!vtxResult.mShader) { + return false; + } + + NVRenderVertFragCompilationResult fragResult = context->CompileSource( + "NVRenderTestProgramPipeline fragment shader", NVConstDataRef<QT3DSI8>(), + toRef(fragShader(frgProg, isGLESContext(context))), NVConstDataRef<QT3DSI8>(), + NVConstDataRef<QT3DSI8>(), NVConstDataRef<QT3DSI8>(), true); + + if (!fragResult.mShader) { + return false; + } + + // setup program pipeline + mProgramPipeline = context->CreateProgramPipeline(); + if (!mProgramPipeline) { + qWarning() << "NVRenderTestProgramPipeline: Failed to create program pipeline"; + return false; + } + + mProgramPipeline->SetProgramStages(vtxResult.mShader, + NVRenderShaderTypeFlags(NVRenderShaderTypeValue::Vertex)); + mProgramPipeline->SetProgramStages(fragResult.mShader, + NVRenderShaderTypeFlags(NVRenderShaderTypeValue::Fragment)); + + 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, 0), + NVRenderVertexBufferEntry("attr_col", NVRenderComponentTypes::QT3DSF32, 3, 0, 1), + }; + + // position buffer + QT3DSU32 bufSize = 3 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 3 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestAttribBuffers: Failed to create vertex buffer"; + return false; + } + // color buffer + NVDataRef<QT3DSU8> colorData((QT3DSU8 *)vertexColors, bufSize); + mColorBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 3 * sizeof(QT3DSF32), colorData); + if (!mColorBuffer) { + qWarning() << "NVRenderTestAttribBuffers: Failed to create color buffer"; + return false; + } + + attribBuffers[0] = mVertexBuffer; + attribBuffers[1] = mColorBuffer; + + // create our attribute layout + mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 2)); + // create input Assembler + QT3DSU32 strides[2]; + QT3DSU32 offsets[2]; + strides[0] = mVertexBuffer->GetStride(); + offsets[0] = 0; + strides[1] = mColorBuffer->GetStride(); + offsets[1] = 0; + + mInputAssembler = context->CreateInputAssembler( + mAttribLayout, NVConstDataRef<NVRenderVertexBuffer *>(attribBuffers, 2), NULL, + toConstDataRef(strides, 2), toConstDataRef(offsets, 2), NVRenderDrawMode::Triangles); + if (!mInputAssembler) { + qWarning() << "NVRenderTestAttribBuffers: Failed to create input assembler"; + return false; + } + + // make input assembler active + context->SetInputAssembler(mInputAssembler); + // set program + context->SetActiveProgramPipeline(mProgramPipeline); + vtxResult.mShader->SetPropertyValue("mat_mvp", mvp); + // set color + vtxResult.mShader->SetPropertyValue("color", color); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(mInputAssembler->GetPrimitiveType(), 3, 0); + + context->SetActiveProgramPipeline(0); + return true; +} + +bool NVRenderTestProgramPipeline::vertFragCombinedTest(NVRenderContext *context, + userContextData *pUserData) +{ + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0) }, + { QT3DSVec3(0.9, -0.9, 0) }, + { QT3DSVec3(0.0, 0.9, 0) } }; + + static const Vertex vertexColors[] = { { QT3DSVec3(0.0, 1.0, 0.0) }, + { QT3DSVec3(0.0, 1.0, 0.0) }, + { QT3DSVec3(0.0, 1.0, 0.0) } }; + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderVertexBuffer> mColorBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderProgramPipeline> mProgramPipeline; + NVRenderVertexBuffer *attribBuffers[2]; + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); + qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); + + // create shaders + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestProgramPipeline vertex shader", + toRef(vertShader(vtxProg, isGLESContext(context))), + toRef(fragShader(frgProg, isGLESContext(context))), NVConstDataRef<QT3DSI8>(), + NVConstDataRef<QT3DSI8>(), NVConstDataRef<QT3DSI8>(), true); + if (!compResult.mShader) { + return false; + } + + // setup program pipeline + mProgramPipeline = context->CreateProgramPipeline(); + if (!mProgramPipeline) { + qWarning() << "NVRenderTestProgramPipeline: Failed to create program pipeline"; + return false; + } + + mProgramPipeline->SetProgramStages( + compResult.mShader, NVRenderShaderTypeFlags(NVRenderShaderTypeValue::Vertex + | NVRenderShaderTypeValue::Fragment)); + + 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, 0), + NVRenderVertexBufferEntry("attr_col", NVRenderComponentTypes::QT3DSF32, 3, 0, 1), + }; + + // position buffer + QT3DSU32 bufSize = 3 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 3 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestAttribBuffers: Failed to create vertex buffer"; + return false; + } + // color buffer + NVDataRef<QT3DSU8> colorData((QT3DSU8 *)vertexColors, bufSize); + mColorBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 3 * sizeof(QT3DSF32), colorData); + if (!mColorBuffer) { + qWarning() << "NVRenderTestAttribBuffers: Failed to create color buffer"; + return false; + } + + attribBuffers[0] = mVertexBuffer; + attribBuffers[1] = mColorBuffer; + + // create our attribute layout + mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 2)); + // create input Assembler + QT3DSU32 strides[2]; + QT3DSU32 offsets[2]; + strides[0] = mVertexBuffer->GetStride(); + offsets[0] = 0; + strides[1] = mColorBuffer->GetStride(); + offsets[1] = 0; + + mInputAssembler = context->CreateInputAssembler( + mAttribLayout, NVConstDataRef<NVRenderVertexBuffer *>(attribBuffers, 2), NULL, + toConstDataRef(strides, 2), toConstDataRef(offsets, 2), NVRenderDrawMode::Triangles); + if (!mInputAssembler) { + qWarning() << "NVRenderTestAttribBuffers: Failed to create input assembler"; + return false; + } + + // make input assembler active + context->SetInputAssembler(mInputAssembler); + // set program + context->SetActiveProgramPipeline(mProgramPipeline); + compResult.mShader->SetPropertyValue("mat_mvp", mvp); + // set color + compResult.mShader->SetPropertyValue("color", color); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(mInputAssembler->GetPrimitiveType(), 3, 0); + + context->SetActiveProgramPipeline(0); + + return true; +} + +//////////////////////////////// +// performance test +//////////////////////////////// +bool NVRenderTestProgramPipeline::runPerformance(NVRenderContext *context, + userContextData *pUserData) +{ + return true; +} + +//////////////////////////////// +// test cleanup +//////////////////////////////// +void NVRenderTestProgramPipeline::cleanup(NVRenderContext *context, userContextData *pUserData) +{ + context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f)); + // dummy + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); +} diff --git a/tests/auto/runtime/base/Qt3DSRenderTestProgramPipeline.h b/tests/auto/runtime/base/Qt3DSRenderTestProgramPipeline.h new file mode 100644 index 0000000..eeec086 --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestProgramPipeline.h @@ -0,0 +1,60 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2014 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_PROGRAM_PIPELINE_H +#define QT3DS_RENDER_TEST_PROGRAM_PIPELINE_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + /// This class tests the creation of all kinds of primitives + class NVRenderTestProgramPipeline : public NVRenderTestBase + { + public: + NVRenderTestProgramPipeline(); + ~NVRenderTestProgramPipeline(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + bool vertFragSeparateTest(NVRenderContext *context, userContextData *pUserData); + bool vertFragCombinedTest(NVRenderContext *context, userContextData *pUserData); + + unsigned int _curTest; + unsigned int _cellSize; + unsigned int _maxColumn; + }; +} +} + +#endif // QT3DS_RENDER_TEST_PROGRAM_PIPELINE_H 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)); +} diff --git a/tests/auto/runtime/base/Qt3DSRenderTestTexture2D.h b/tests/auto/runtime/base/Qt3DSRenderTestTexture2D.h new file mode 100644 index 0000000..5c5de11 --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestTexture2D.h @@ -0,0 +1,67 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2014 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_TEXTURE_2D_H +#define QT3DS_RENDER_TEST_TEXTURE_2D_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + class NVRenderTexture2D; + class NVRenderTexture2DArray; + + /// This class tests the creation of all kinds of primitives + class NVRenderTestTexture2D : public NVRenderTestBase + { + public: + NVRenderTestTexture2D(); + ~NVRenderTestTexture2D(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + bool texArray2DTest(NVRenderContext *context, userContextData *pUserData); + + bool renderTexArrayQuad(NVRenderContext *context, userContextData *pUserData, + NVRenderTexture2DArray *pTex, QT3DSU8 *vertexPositions); + void CreateTexData(unsigned char *_pOutData); + + unsigned int _curTest; + unsigned int _cellSize; + unsigned int _maxColumn; + unsigned char *_pTextureData; + }; +} +} + +#endif // QT3DS_RENDER_TEST_TEXTURE_2D_H 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)); +} diff --git a/tests/auto/runtime/base/Qt3DSRenderTestTimerQuery.h b/tests/auto/runtime/base/Qt3DSRenderTestTimerQuery.h new file mode 100644 index 0000000..127c25f --- /dev/null +++ b/tests/auto/runtime/base/Qt3DSRenderTestTimerQuery.h @@ -0,0 +1,64 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2014 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_TIMER_QUERY_H +#define QT3DS_RENDER_TEST_TIMER_QUERY_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + class NVRenderTimerQuery; + + /// This class tests the creation of all kinds of primitives + class NVRenderTestTimerQuery : public NVRenderTestBase + { + public: + NVRenderTestTimerQuery(); + ~NVRenderTestTimerQuery(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + bool timerTest(NVRenderContext *context, userContextData *pUserData); + bool absoluteTimerTest(NVRenderContext *context, userContextData *pUserData); + + bool renderQuad(NVRenderContext *context, userContextData *pUserData, QT3DSVec3 color); + + unsigned int _curTest; + unsigned int _cellSize; + unsigned int _maxColumn; + }; +} +} + +#endif // QT3DS_RENDER_TEST_TIMER_QUERY_H diff --git a/tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.cpp b/tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.cpp new file mode 100644 index 0000000..15035b4 --- /dev/null +++ b/tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.cpp @@ -0,0 +1,636 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestComputeShader.h" +#include "../Qt3DSRenderTestMathUtil.h" +#include "render/Qt3DSRenderImageTexture.h" +#include "render/Qt3DSRenderStorageBuffer.h" +#include "render/Qt3DSRenderShaderProgram.h" + +#include <string> + +using namespace qt3ds; +using namespace qt3ds::render; + +static const char *vertShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "uniform mat4 mat_mvp;\n" + "in vec3 attr_pos; // Vertex pos\n" + "void main()\n" + "{\n" + " gl_Position = vec4(attr_pos, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *vertTexShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "uniform mat4 mat_mvp;\n" + "in vec3 attr_pos; // Vertex pos\n" + "in vec2 attr_uv; // texture coord\n" + "out vec2 varTexCoord;\n" + "void main()\n" + "{\n" + " gl_Position = 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 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\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(); +} + +static const char *fragTexShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "uniform sampler2D inTex;\n" + "in vec2 varTexCoord;\n" + "out vec4 fragColor;\n" + "void main()\n" + "{\n" + " fragColor = texture(inTex, varTexCoord);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *computeShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_ARB_compute_shader : enable\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 430\n" + "#extension GL_ARB_compute_shader : enable\n"; + } + + prog += "// Set workgroup layout;\n" + "layout (local_size_x =16, local_size_y = 16) in;\n\n" + "void main()\n" + "{\n" + " // do nothing\n" + "}\n"; + + return prog.c_str(); +} + +static const char *computeWorkShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_ARB_compute_shader : enable\n" + "precision highp float;\n" + "precision highp int;\n" + "precision mediump image2D;\n"; + } else { + prog += "#version 430\n" + "#extension GL_ARB_compute_shader : enable\n"; + } + + prog += "// Set workgroup layout;\n" + "layout (local_size_x = 32, local_size_y = 32) in;\n\n" + "layout (rgba8, binding = 2) uniform image2D outputImage;\n\n" + "void main()\n" + "{\n" + " imageStore( outputImage, ivec2(gl_GlobalInvocationID.xy), vec4( " + "vec2(gl_LocalInvocationID.xy) / vec2(gl_WorkGroupSize.xy), 0.0, 1.0 ) );\n" + "}\n"; + + return prog.c_str(); +} + +static const char *computeStorageShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_ARB_compute_shader : enable\n" + "#extension GL_ARB_shader_storage_buffer_object : enable\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 430\n" + "#extension GL_ARB_compute_shader : enable\n" + "#extension GL_ARB_shader_storage_buffer_object : enable\n"; + } + + prog += "layout( std140, binding=4 ) buffer Pos\n" + "{\n" + " vec4 Positions[ ]; // array of positions\n" + "};\n" + "// Set workgroup layout;\n" + "layout (local_size_x = 32, local_size_y = 1) in;\n\n" + "void main()\n" + "{\n" + " uint gid = gl_GlobalInvocationID.x;\n" + " if ( gid < uint(1000) ) {\n" + " Positions[gid].x = float(gl_GlobalInvocationID.x);\n" + " }\n" + "}\n"; + + return prog.c_str(); +} + +struct Vertex +{ + QT3DSVec3 positions; + QT3DSVec2 texCoord; +}; + +NVRenderTestComputeShader::NVRenderTestComputeShader() +{ + _curTest = 0; + _maxColumn = 4; +} + +NVRenderTestComputeShader::~NVRenderTestComputeShader() +{ +} + +bool NVRenderTestComputeShader::isSupported(NVRenderContext *context) +{ + return context->IsComputeSupported(); +} + +//////////////////////////////// +// 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 NVRenderTestComputeShader::run(NVRenderContext *context, userContextData *pUserData) +{ + bool success = true; + + context->SetRenderTarget(NULL); + // conpute cell width + _cellSize = pUserData->winWidth / _maxColumn; + + context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f)); + context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth)); + + success &= computeCompile(context, pUserData); + _curTest++; + success &= computeWorkgroup(context, pUserData); + _curTest++; + success &= computeStorage(context, pUserData); + _curTest++; + + return success; +} + +bool NVRenderTestComputeShader::computeCompile(NVRenderContext *context, userContextData *pUserData) +{ + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, + { QT3DSVec3(0.9, -0.9, 0), QT3DSVec2(0, 0) }, + { QT3DSVec3(0.0, 0.9, 0), QT3DSVec2(0, 0) } }; + + qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); + + 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 + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestComputeShader 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 = 3 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 5 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestComputeShader: 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), NVRenderDrawMode::Triangles); + if (!mInputAssembler) { + qWarning() << "NVRenderTestComputeShader: Failed to create input assembler"; + return false; + } + + // create a compute shader which does nothing just as a compile check + std::string computeProg; + NVRenderVertFragCompilationResult computeResult = context->CompileComputeSource( + "Compute nothing shader", toRef(computeShader(computeProg, isGLESContext(context)))); + + if (!computeResult.mShader) { + color.x = 1.0; + color.y = 0.0; + } + + // 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(mInputAssembler->GetPrimitiveType(), 3, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + if (computeResult.mShader) + computeResult.mShader->release(); + + return true; +} + +#define WORKGROUP_SIZE 32 + +bool NVRenderTestComputeShader::computeWorkgroup(NVRenderContext *context, + userContextData *pUserData) +{ + static const Vertex vertexPositions[] = { + { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, { QT3DSVec3(0.9, 0.9, 0), QT3DSVec2(1, 1) }, + { QT3DSVec3(-0.9, 0.9, 0), QT3DSVec2(0, 1) }, { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, + { QT3DSVec3(0.9, -0.9, 0), QT3DSVec2(1, 0) }, { QT3DSVec3(0.9, 0.9, 0), QT3DSVec2(1, 1) } + }; + + qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); + + // create texture + NVScopedRefCounted<NVRenderTexture2D> mColorTexture; + mColorTexture = context->CreateTexture2D(); + mColorTexture->SetTextureStorage(1, pUserData->winWidth, pUserData->winHeight, + NVRenderTextureFormats::RGBA8); + // create a image buffer wrapper + NVScopedRefCounted<NVRenderImage2D> mColorImage; + mColorImage = context->CreateImage2D(mColorTexture, NVRenderImageAccessType::Write); + + 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 + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestComputeShader shader", toRef(vertTexShader(vtxProg, isGLESContext(context))), + toRef(fragTexShader(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, 2, 12), + }; + + QT3DSU32 bufSize = 6 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 5 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestComputeShader: 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), mIndexBuffer.mPtr, + toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1), NVRenderDrawMode::Triangles); + if (!mInputAssembler) { + qWarning() << "NVRenderTestComputeShader: Failed to create input assembler"; + return false; + } + + // create a compute shader which outputs the workgroups as color codes + std::string computeProg; + NVRenderVertFragCompilationResult computeResult = context->CompileComputeSource( + "Compute workgroup shader", toRef(computeWorkShader(computeProg, isGLESContext(context)))); + + if (!computeResult.mShader) { + qWarning() << "NVRenderTestComputeShader: Failed to create compute shader"; + return false; + } + + // set program + context->SetActiveShader(computeResult.mShader); + NVRenderCachedShaderProperty<NVRenderImage2D *> mOutputImage("outputImage", + *computeResult.mShader); + mOutputImage.Set(mColorImage); + // run compute shader + context->DispatchCompute(computeResult.mShader, pUserData->winWidth / WORKGROUP_SIZE, + pUserData->winHeight / WORKGROUP_SIZE, 1); + NVRenderBufferBarrierFlags flags(NVRenderBufferBarrierValues::ShaderImageAccess); + // sync + context->SetMemoryBarrier(flags); + + // 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); + // set texture + NVRenderCachedShaderProperty<NVRenderTexture2D *> mInputImage("inTex", *compResult.mShader); + mInputImage.Set(mColorTexture); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(mInputAssembler->GetPrimitiveType(), 6, 0); + + context->SetActiveShader(0); + + compResult.mShader->release(); + if (computeResult.mShader) + computeResult.mShader->release(); + + return true; +} + +bool NVRenderTestComputeShader::computeStorage(NVRenderContext *context, userContextData *pUserData) +{ + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, + { QT3DSVec3(0.9, -0.9, 0), QT3DSVec2(0, 0) }, + { QT3DSVec3(0.0, 0.9, 0), QT3DSVec2(0, 0) } }; + + qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); + + 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 vertex buffer for compute shader usage + NVScopedRefCounted<NVRenderVertexBuffer> mComputeVertexBuffer; + QT3DSF32 *storageData = new QT3DSF32[1000 * 4]; // vec 4 in shader program + NVDataRef<QT3DSU8> storData((QT3DSU8 *)storageData, 1000 * sizeof(QT3DSF32) * 4); + mComputeVertexBuffer = context->CreateVertexBuffer( + NVRenderBufferUsageType::Static, 1000 * sizeof(QT3DSF32) * 4, sizeof(QT3DSF32), storData); + if (!mComputeVertexBuffer) { + qWarning() << "NVRenderTestComputeShader: Failed to create compute vertex buffer"; + return false; + } + // create storage wrapper for vertex buffer + NVScopedRefCounted<NVRenderStorageBuffer> mComputeStorageBuffer; + mComputeStorageBuffer = + context->CreateStorageBuffer("Pos", NVRenderBufferUsageType::Static, + 1000 * sizeof(QT3DSF32) * 4, storData, mComputeVertexBuffer.mPtr); + if (!mComputeStorageBuffer) { + qWarning() << "NVRenderTestComputeShader: Failed to create compute storage buffer"; + return false; + } + + // create shaders + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestComputeShader 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 = 3 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 5 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestComputeShader: 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), NVRenderDrawMode::Triangles); + if (!mInputAssembler) { + qWarning() << "NVRenderTestComputeShader: Failed to create input assembler"; + return false; + } + + // create a compute shader which places id's into the buffer + std::string computeProg; + NVRenderVertFragCompilationResult computeResult = context->CompileComputeSource( + "Compute storage shader", toRef(computeStorageShader(computeProg, isGLESContext(context)))); + + if (!computeResult.mShader) { + qWarning() << "NVRenderTestComputeShader: Failed to create compute shader"; + return false; + } + + // set and run compute program + context->SetActiveShader(computeResult.mShader); + qt3ds::render::NVRenderCachedShaderBuffer<NVRenderShaderStorageBuffer *> storageBuffer( + "Pos", *computeResult.mShader); + storageBuffer.Set(); + // run compute shader + context->DispatchCompute(computeResult.mShader, 1024 / WORKGROUP_SIZE, 1, 1); + NVRenderBufferBarrierFlags flags(NVRenderBufferBarrierValues::ShaderStorage + | NVRenderBufferBarrierValues::VertexAttribArray); + // sync + context->SetMemoryBarrier(flags); + + // check content + bool contentOK = true; + mComputeVertexBuffer->Bind(); + NVDataRef<QT3DSU8> pData = mComputeVertexBuffer->MapBuffer(); + QT3DSF32 *fData = (QT3DSF32 *)pData.begin(); + QT3DSU32 size = pData.size() / 4; + for (QT3DSU32 i = 0, k = 0; i < size; i += 4, k++) { + if (fData[i] != (float)k) + contentOK = false; + } + + mComputeVertexBuffer->UnmapBuffer(); + + if (!contentOK) { + color.x = 1.0; + color.y = 0.0; + } + + // 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(mInputAssembler->GetPrimitiveType(), 3, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + if (computeResult.mShader) + computeResult.mShader->release(); + + delete storageData; + + return true; +} + +//////////////////////////////// +// performance test +//////////////////////////////// +bool NVRenderTestComputeShader::runPerformance(NVRenderContext *context, userContextData *pUserData) +{ + return true; +} + +//////////////////////////////// +// test cleanup +//////////////////////////////// +void NVRenderTestComputeShader::cleanup(NVRenderContext *context, userContextData *pUserData) +{ + context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 0.f)); + // dummy + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); +} diff --git a/tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.h b/tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.h new file mode 100644 index 0000000..826fb9c --- /dev/null +++ b/tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.h @@ -0,0 +1,61 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_COMPUTE_SHADER_H +#define QT3DS_RENDER_TEST_COMPUTE_SHADER_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + /// This class tests the creation of all kinds of primitives + class NVRenderTestComputeShader : public NVRenderTestBase + { + public: + NVRenderTestComputeShader(); + ~NVRenderTestComputeShader(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + bool computeCompile(NVRenderContext *context, userContextData *pUserData); + bool computeWorkgroup(NVRenderContext *context, userContextData *pUserData); + bool computeStorage(NVRenderContext *context, userContextData *pUserData); + + unsigned int _curTest; + unsigned int _cellSize; + unsigned int _maxColumn; + }; +} +} + +#endif 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); +} diff --git a/tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.h b/tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.h new file mode 100644 index 0000000..bf9ed84 --- /dev/null +++ b/tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.h @@ -0,0 +1,67 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2014 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_FBO_MSAA_H +#define QT3DS_RENDER_TEST_FBO_MSAA_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + /// This class tests the creation of all kinds of primitives + class NVRenderTestFboMsaa : public NVRenderTestBase + { + public: + NVRenderTestFboMsaa(); + ~NVRenderTestFboMsaa(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + bool setupResolveFbo(NVRenderContext *context, userContextData *pUserData); + bool renderTriangle(NVRenderContext *context, QT3DSVec3 color); + + // tests + bool simpleMsaaTest(NVRenderContext *context, userContextData *pUserData); + + NVScopedRefCounted<NVRenderFrameBuffer> m_ResolveFbo; + NVScopedRefCounted<NVRenderTexture2D> m_ResolveColorTexture; + NVScopedRefCounted<NVRenderTexture2D> m_ResolveDepthTexture; + + unsigned int _curTest; + unsigned int _cellSize; + unsigned int _maxColumn; + }; +} +} + +#endif // QT3DS_RENDER_TEST_FBO_MSAA_H diff --git a/tests/auto/runtime/geometry/Qt3DSRenderTestGeometryShader.cpp b/tests/auto/runtime/geometry/Qt3DSRenderTestGeometryShader.cpp new file mode 100644 index 0000000..1a1c34c --- /dev/null +++ b/tests/auto/runtime/geometry/Qt3DSRenderTestGeometryShader.cpp @@ -0,0 +1,390 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestGeometryShader.h" +#include "../Qt3DSRenderTestMathUtil.h" +#include "render/Qt3DSRenderImageTexture.h" +#include "render/Qt3DSRenderShaderProgram.h" + +#include <string> + +using namespace qt3ds; +using namespace qt3ds::render; + +static const char *vertShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "uniform mat4 mat_mvp;\n" + "in vec3 attr_pos; // Vertex pos\n" + "void main()\n" + "{\n" + " gl_Position = vec4(attr_pos, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *fragShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\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(); +} + +static const char *geometryShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_EXT_geometry_shader : enable\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 430\n"; + } + + // pass through shader + prog += "layout (triangles) in;\n" + "layout (triangle_strip, max_vertices = 3) out;\n" + "void main()\n" + "{\n" + " int i;\n" + " for(i=0; i<gl_in.length(); i++)\n" + " {\n" + " gl_Position = gl_in[i].gl_Position;\n" + " EmitVertex();\n" + " }\n" + " EndPrimitive();\n" + "}\n"; + + return prog.c_str(); +} + +static const char *wireframeShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_EXT_geometry_shader : enable\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 430\n"; + } + + // convert to wireframe + prog += "layout (triangles) in;\n" + "layout (line_strip, max_vertices = 4) out;\n" + "void main()\n" + "{\n" + " int i;\n" + " for(i=0; i<gl_in.length(); i++)\n" + " {\n" + " gl_Position = gl_in[i].gl_Position;\n" + " EmitVertex();\n" + " }\n" + " gl_Position = gl_in[0].gl_Position;\n" + " EmitVertex();\n" + " EndPrimitive();\n" + "}\n"; + + return prog.c_str(); +} + +struct Vertex +{ + QT3DSVec3 positions; + QT3DSVec2 texCoord; +}; + +NVRenderTestGeometryShader::NVRenderTestGeometryShader() +{ + _curTest = 0; + _maxColumn = 4; +} + +NVRenderTestGeometryShader::~NVRenderTestGeometryShader() +{ +} + +bool NVRenderTestGeometryShader::isSupported(NVRenderContext *context) +{ + return context->IsGeometryStageSupported(); +} + +//////////////////////////////// +// 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 NVRenderTestGeometryShader::run(NVRenderContext *context, userContextData *pUserData) +{ + bool success = true; + + context->SetRenderTarget(NULL); + // conpute cell width + _cellSize = pUserData->winWidth / _maxColumn; + + context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f)); + context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth)); + + success &= geometryCompile(context, pUserData); + _curTest++; + success &= wireframe(context, pUserData); + _curTest++; + + return success; +} + +bool NVRenderTestGeometryShader::geometryCompile(NVRenderContext *context, + userContextData *pUserData) +{ + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, + { QT3DSVec3(0.9, -0.9, 0), QT3DSVec2(0, 0) }, + { QT3DSVec3(0.0, 0.9, 0), QT3DSVec2(0, 0) } }; + + qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); + + 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 + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestGeometryShader 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 = 3 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 5 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestGeometryShader: 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), NVRenderDrawMode::Triangles); + if (!mInputAssembler) { + qWarning() << "NVRenderTestGeometryShader: Failed to create input assembler"; + return false; + } + + // create a geometry shader which does nothing just as a compile check + std::string geomProg; + std::string vtxProgDummy; + std::string frgProgDummy; + NVRenderVertFragCompilationResult geomResult = context->CompileSource( + "NVRenderTestGeometryShader shader", + toRef(vertShader(vtxProgDummy, isGLESContext(context))), + toRef(fragShader(frgProgDummy, isGLESContext(context))), NVConstDataRef<QT3DSI8>(), + NVConstDataRef<QT3DSI8>(), toRef(geometryShader(geomProg, isGLESContext(context)))); + + if (!geomResult.mShader) { + color.x = 1.0; + color.y = 0.0; + } + + // 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(mInputAssembler->GetPrimitiveType(), 3, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + if (geomResult.mShader) + geomResult.mShader->release(); + + return true; +} + +bool NVRenderTestGeometryShader::wireframe(NVRenderContext *context, userContextData *pUserData) +{ + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, + { QT3DSVec3(0.9, -0.9, 0), QT3DSVec2(0, 0) }, + { QT3DSVec3(0.0, 0.9, 0), QT3DSVec2(0, 0) } }; + + qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); + + 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 + // geometry shader converts primitives from triangles to lines + std::string vtxProg; + std::string frgProg; + std::string geomProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestGeometryShader shader", toRef(vertShader(vtxProg, isGLESContext(context))), + toRef(fragShader(frgProg, isGLESContext(context))), NVConstDataRef<QT3DSI8>(), + NVConstDataRef<QT3DSI8>(), toRef(wireframeShader(geomProg, 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 = 3 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 5 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestGeometryShader: 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), NVRenderDrawMode::Triangles); + if (!mInputAssembler) { + qWarning() << "NVRenderTestGeometryShader: 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(mInputAssembler->GetPrimitiveType(), 3, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +//////////////////////////////// +// performance test +//////////////////////////////// +bool NVRenderTestGeometryShader::runPerformance(NVRenderContext *context, + userContextData *pUserData) +{ + return true; +} + +//////////////////////////////// +// test cleanup +//////////////////////////////// +void NVRenderTestGeometryShader::cleanup(NVRenderContext *context, userContextData *pUserData) +{ + context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 0.f)); + // dummy + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); +} diff --git a/tests/auto/runtime/geometry/Qt3DSRenderTestGeometryShader.h b/tests/auto/runtime/geometry/Qt3DSRenderTestGeometryShader.h new file mode 100644 index 0000000..139a7e2 --- /dev/null +++ b/tests/auto/runtime/geometry/Qt3DSRenderTestGeometryShader.h @@ -0,0 +1,60 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_GEOMETRY_SHADER_H +#define QT3DS_RENDER_TEST_GEOMETRY_SHADER_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + /// This class tests the creation of all kinds of primitives + class NVRenderTestGeometryShader : public NVRenderTestBase + { + public: + NVRenderTestGeometryShader(); + ~NVRenderTestGeometryShader(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + bool geometryCompile(NVRenderContext *context, userContextData *pUserData); + bool wireframe(NVRenderContext *context, userContextData *pUserData); + + unsigned int _curTest; + unsigned int _cellSize; + unsigned int _maxColumn; + }; +} +} + +#endif diff --git a/tests/auto/runtime/geometry/Qt3DSRenderTestOcclusionQuery.cpp b/tests/auto/runtime/geometry/Qt3DSRenderTestOcclusionQuery.cpp new file mode 100644 index 0000000..1bb0b16 --- /dev/null +++ b/tests/auto/runtime/geometry/Qt3DSRenderTestOcclusionQuery.cpp @@ -0,0 +1,367 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestOcclusionQuery.h" +#include "../Qt3DSRenderTestMathUtil.h" +#include "render/Qt3DSRenderShaderProgram.h" +#include "render/Qt3DSRenderOcclusionQuery.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) } }; + +static const Vertex largeQuadPositions[] = { { QT3DSVec3(-0.7, 0.7, 0) }, { QT3DSVec3(-0.7, -0.7, 0) }, + { QT3DSVec3(0.7, -0.7, 0) }, { QT3DSVec3(-0.7, 0.7, 0) }, + { QT3DSVec3(0.7, -0.7, 0) }, { QT3DSVec3(0.7, 0.7, 0) } }; + +static const Vertex smallQuadPositions[] = { { QT3DSVec3(-0.5, 0.5, 0) }, { QT3DSVec3(-0.5, -0.5, 0) }, + { QT3DSVec3(0.5, -0.5, 0) }, { QT3DSVec3(-0.5, 0.5, 0) }, + { QT3DSVec3(0.5, -0.5, 0) }, { QT3DSVec3(0.5, 0.5, 0) } }; + +NVRenderTestOcclusionQuery::NVRenderTestOcclusionQuery() +{ + _curTest = 0; + _maxColumn = 4; +} + +NVRenderTestOcclusionQuery::~NVRenderTestOcclusionQuery() +{ +} + +bool NVRenderTestOcclusionQuery::isSupported(NVRenderContext *context) +{ + return context->IsSampleQuerySupported(); +} + +//////////////////////////////// +// 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 NVRenderTestOcclusionQuery::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 &= occlusionPassTest(context, pUserData); + _curTest++; + success &= occlusionFailTest(context, pUserData); + _curTest++; + + // cleanup + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); + + return success; +} + +bool NVRenderTestOcclusionQuery::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( + "NVRenderTestOcclusionQuery 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() << "NVRenderTestOcclusionQuery: 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() << "NVRenderTestOcclusionQuery: 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; +} + +void NVRenderTestOcclusionQuery::renderPrim(NVRenderContext *context, userContextData *pUserData, + void *pData, float zOffset, QT3DSVec3 color, + NVRenderOcclusionQuery *pQuery) +{ + NVScopedRefCounted<NVRenderVertexBuffer> mVB; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mIA; + Vertex *pVtxData = (Vertex *)pData; + QT3DSMat44 proj = QT3DSMat44::createIdentity(); + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&proj, -1, 1, -1, 1, -10, 10); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // create shaders + std::string vtxProg; + std::string frgProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestOcclusionQuery shader", toRef(vertShader(vtxProg, isGLESContext(context))), + toRef(fragShader(frgProg, isGLESContext(context)))); + if (!compResult.mShader) { + return; + } + + 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> vertDataSmall((QT3DSU8 *)pVtxData, bufSize); + mVB = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, 3 * sizeof(QT3DSF32), + vertDataSmall); + if (!mVB) + qWarning() << "NVRenderTestOcclusionQuery: Failed to create vertex buffer"; + + // create our attribute layout + mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 1)); + // create input Assembler + QT3DSU32 strides = mVB->GetStride(); + QT3DSU32 offsets = 0; + mIA = context->CreateInputAssembler(mAttribLayout, toConstDataRef(&mVB.mPtr, 1), NULL, + toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1)); + if (!mVB) { + qWarning() << "NVRenderTestOcclusionQuery: Failed to create input assembler"; + return; + } + + // make input assembler active + context->SetInputAssembler(mIA); + // setup translation + QT3DSMat44 transZ; + NvRenderTestMatrixTranslation(&transZ, 0.0, 0.0, zOffset); + mvp = transZ * proj; + + // set program + context->SetActiveShader(compResult.mShader); + compResult.mShader->SetPropertyValue("mat_mvp", mvp); + // set color + compResult.mShader->SetPropertyValue("color", color); + + // start query + if (pQuery) + pQuery->Begin(); + + context->Draw(NVRenderDrawMode::Triangles, 6, 0); + + // end query + if (pQuery) + pQuery->End(); + + context->SetActiveShader(0); + compResult.mShader->release(); +} + +bool NVRenderTestOcclusionQuery::occlusionPassTest(NVRenderContext *context, + userContextData *pUserData) +{ + NVScopedRefCounted<NVRenderOcclusionQuery> pQuery = context->CreateOcclusionQuery(); + + renderPrim(context, pUserData, (void *)largeQuadPositions, 0.1, QT3DSVec3(0.0, 0.0, 1.0), NULL); + // this quad should be covered by the previous one + renderPrim(context, pUserData, (void *)smallQuadPositions, 0.2, QT3DSVec3(1.0, 1.0, 0.0), pQuery); + // check visibility + QT3DSU32 result = 0; + pQuery->GetResult(&result); + + QT3DSVec3 color(0.0, 0.0, 0.0); + if (result) + color.x = 1.0; // wrong + else + color.y = 1.0; // right + + renderQuad(context, pUserData, color); + + return (result == 0); +} + +bool NVRenderTestOcclusionQuery::occlusionFailTest(NVRenderContext *context, + userContextData *pUserData) +{ + NVScopedRefCounted<NVRenderOcclusionQuery> pQuery = context->CreateOcclusionQuery(); + + renderPrim(context, pUserData, (void *)largeQuadPositions, 0.2, QT3DSVec3(0.0, 0.0, 1.0), NULL); + // this quad should be visible by the previous one + renderPrim(context, pUserData, (void *)smallQuadPositions, 0.1, QT3DSVec3(1.0, 1.0, 0.0), pQuery); + // check visibility + QT3DSU32 result = 0; + pQuery->GetResult(&result); + + QT3DSVec3 color(0.0, 0.0, 0.0); + if (result == 0) + color.x = 1.0; // wrong + else + color.y = 1.0; // right + + renderQuad(context, pUserData, color); + + return (result == 1); +} + +//////////////////////////////// +// performance test +//////////////////////////////// +bool NVRenderTestOcclusionQuery::runPerformance(NVRenderContext *context, + userContextData *pUserData) +{ + return true; +} + +//////////////////////////////// +// test cleanup +//////////////////////////////// +void NVRenderTestOcclusionQuery::cleanup(NVRenderContext *context, userContextData *pUserData) +{ + context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f)); + // dummy + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); +} diff --git a/tests/auto/runtime/geometry/Qt3DSRenderTestOcclusionQuery.h b/tests/auto/runtime/geometry/Qt3DSRenderTestOcclusionQuery.h new file mode 100644 index 0000000..d540dad --- /dev/null +++ b/tests/auto/runtime/geometry/Qt3DSRenderTestOcclusionQuery.h @@ -0,0 +1,66 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2014 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_OCCLUSION_QUERY_H +#define QT3DS_RENDER_TEST_OCCLUSION_QUERY_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + class NVRenderOcclusionQuery; + + /// This class tests the creation of all kinds of primitives + class NVRenderTestOcclusionQuery : public NVRenderTestBase + { + public: + NVRenderTestOcclusionQuery(); + ~NVRenderTestOcclusionQuery(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + bool occlusionPassTest(NVRenderContext *context, userContextData *pUserData); + bool occlusionFailTest(NVRenderContext *context, userContextData *pUserData); + + bool renderQuad(NVRenderContext *context, userContextData *pUserData, QT3DSVec3 color); + void renderPrim(NVRenderContext *context, userContextData *pUserData, void *pData, float z, + QT3DSVec3 color, NVRenderOcclusionQuery *pQuery); + + unsigned int _curTest; + unsigned int _cellSize; + unsigned int _maxColumn; + }; +} +} + +#endif // QT3DS_RENDER_TEST_OCCLUSION_QUERY_H diff --git a/tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp b/tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp new file mode 100644 index 0000000..f2724a4 --- /dev/null +++ b/tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.cpp @@ -0,0 +1,560 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestTessellation.h" +#include "../Qt3DSRenderTestMathUtil.h" +#include "render/Qt3DSRenderShaderProgram.h" +#include "render/backends/gl/Qt3DSOpenGLUtil.h" + +#include <string> + +using namespace qt3ds; +using namespace qt3ds::render; + +static const char *vertShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "uniform mat4 mat_mvp;\n" + "in vec3 attr_pos; // Vertex pos\n" + "void main()\n" + "{\n" + " gl_Position = vec4(attr_pos, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *vertPhongShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "uniform mat4 mat_mvp;\n" + "in vec3 attr_pos; // Vertex pos\n" + "in vec3 attr_norm; // normal pos\n" + "out vec3 ctNorm; // output normal control patch\n" + "void main()\n" + "{\n" + " ctNorm = attr_norm;\n" + " gl_Position = vec4(attr_pos, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *fragShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\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(); +} + +static const char *fragPhongShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "uniform vec3 color;\n" + "in vec3 normWorld;\n" + "out vec4 fragColor;\n" + "void main()\n" + "{\n" + " fragColor = vec4(color, 1.0);\n" + "}\n"; + + return prog.c_str(); +} + +static const char *tessControlShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_EXT_tessellation_shader : enable\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "// number of CPs in patch\n" + "layout (vertices = 3) out;\n" + "uniform float tessLevelInner; // controlled by keyboard buttons\n" + "uniform float tessLevelOuter; // controlled by keyboard buttons\n" + "void main () {\n" + "gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;\n" + "// Calculate the tessellation levels\n" + "gl_TessLevelInner[0] = tessLevelInner; // number of nested primitives to generate\n" + "gl_TessLevelOuter[0] = tessLevelOuter; // times to subdivide first side\n" + "gl_TessLevelOuter[1] = tessLevelOuter; // times to subdivide second side\n" + "gl_TessLevelOuter[2] = tessLevelOuter; // times to subdivide third side\n" + "}\n"; + + return prog.c_str(); +} + +static const char *tessPhongControlShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_EXT_tessellation_shader : enable\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += + "// number of CPs in patch\n" + "layout (vertices = 3) out;\n" + "// phong tessellation per patch data\n" + "struct PhongTessPatch {\n" + " float projIJ;\n" + " float projJK;\n" + " float projIK;\n" + "};\n" + "in vec3 ctNorm[]; // control point normal\n" + "out vec3 normObj[]; // output normal pos\n" + "uniform float tessLevels;\n" + "uniform float tessBlend;\n" + "out PhongTessPatch tcTessPatch[3];\n" + "float PIi(int i, vec3 q)\n" + "{\n" + " vec3 q_minus_p = q - gl_in[i].gl_Position.xyz;\n" + " return q[gl_InvocationID] - dot(q_minus_p, ctNorm[i]) * ctNorm[i][gl_InvocationID];\n" + "}\n" + "void main () {\n" + " // path through data\n" + " gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;\n" + " normObj[gl_InvocationID] = ctNorm[gl_InvocationID];\n" + " // compute projections separate for each xyz component\n" + " tcTessPatch[gl_InvocationID].projIJ = PIi(0, gl_in[1].gl_Position.xyz) + PIi(1, " + "gl_in[0].gl_Position.xyz);\n" + " tcTessPatch[gl_InvocationID].projJK = PIi(1, gl_in[2].gl_Position.xyz) + PIi(2, " + "gl_in[1].gl_Position.xyz);\n" + " tcTessPatch[gl_InvocationID].projIK = PIi(2, gl_in[0].gl_Position.xyz) + PIi(0, " + "gl_in[2].gl_Position.xyz);\n" + " // set the tessellation levels\n" + " gl_TessLevelInner[0] = tessLevels; // number of nested primitives to generate\n" + " gl_TessLevelOuter[gl_InvocationID] = tessLevels; // times to subdivide first side\n" + "}\n"; + + return prog.c_str(); +} + +static const char *tessEvaluationShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_EXT_tessellation_shader : enable\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "// triangles, quads, or isolines\n" + "layout (triangles, equal_spacing, ccw) in;\n" + "uniform mat4 mat_mvp;\n" + "// gl_TessCoord is location within the patch\n" + "// (barycentric for triangles, UV for quads)\n" + "void main () {\n" + "vec4 p0 = gl_TessCoord.x * gl_in[0].gl_Position; // x is one corner\n" + "vec4 p1 = gl_TessCoord.y * gl_in[1].gl_Position; // y is the 2nd corner\n" + "vec4 p2 = gl_TessCoord.z * gl_in[2].gl_Position; // z is the 3rd corner (ignore when " + "using quads)\n" + "vec4 pos = p0 + p1 + p2;\n" + "gl_Position = mat_mvp * pos;\n" + "}\n"; + + return prog.c_str(); +} + +static const char *tessPhongEvaluationShader(std::string &prog, bool binESContext) +{ + if (binESContext) { + prog += "#version 310 es\n" + "#extension GL_EXT_tessellation_shader : enable\n" + "precision highp float;\n" + "precision highp int;\n"; + } else { + prog += "#version 400\n"; + } + + prog += "// triangles, quads, or isolines\n" + "layout (triangles, fractional_odd_spacing, ccw) in;\n" + "struct PhongTessPatch {\n" + " float projIJ;\n" + " float projJK;\n" + " float projIK;\n" + "};\n" + "in vec3 normObj[]; // control point normal\n" + "out vec3 normWorld; // output normal pos\n" + "in PhongTessPatch tcTessPatch[];\n" + "uniform mat4 mat_mvp;\n" + "uniform float tessBlend;\n" + "// gl_TessCoord is location within the patch\n" + "// (barycentric for triangles, UV for quads)\n" + "void main () {\n" + " // output normal\n" + " // pre compute square tesselation coord\n" + " vec3 tessSquared = gl_TessCoord * gl_TessCoord;\n" + " vec3 norm = gl_TessCoord.x * normObj[0]\n" + " + gl_TessCoord.y * normObj[1]\n" + " + gl_TessCoord.z * normObj[2]; // z is the 3rd corner (ignore when " + "using quads)\n" + " // barycentric linear position\n" + " vec3 linearPos = gl_TessCoord.x * gl_in[0].gl_Position.xyz\n" + " + gl_TessCoord.y * gl_in[1].gl_Position.xyz\n" + " + gl_TessCoord.z * gl_in[2].gl_Position.xyz;\n" + " // projective terms\n" + " vec3 projJI = vec3(tcTessPatch[0].projIJ, tcTessPatch[1].projIJ, " + "tcTessPatch[2].projIJ);\n" + " vec3 projKJ = vec3(tcTessPatch[0].projJK, tcTessPatch[1].projJK, " + "tcTessPatch[2].projJK);\n" + " vec3 projIK = vec3(tcTessPatch[0].projIK, tcTessPatch[1].projIK, " + "tcTessPatch[2].projIK);\n" + " // phong interpolated position\n" + " vec3 phongPos = tessSquared.x * gl_in[0].gl_Position.xyz\n" + " + tessSquared.y * gl_in[1].gl_Position.xyz\n" + " + tessSquared.z * gl_in[2].gl_Position.xyz\n" + " + gl_TessCoord.x * gl_TessCoord.y * projJI\n" + " + gl_TessCoord.y * gl_TessCoord.z * projKJ\n" + " + gl_TessCoord.z * gl_TessCoord.x * projIK;\n" + " // final position\n" + " vec3 finalPos = (1.0-tessBlend)*linearPos + tessBlend*phongPos;\n" + " gl_Position = mat_mvp * vec4(finalPos, 1.0);\n" + " normWorld = norm;\n" + "}\n"; + + return prog.c_str(); +} + +struct Vertex +{ + QT3DSVec3 positions; + QT3DSVec3 normals; +}; + +NVRenderTestTessellation::NVRenderTestTessellation() +{ + _curTest = 0; + _maxColumn = 4; +} + +NVRenderTestTessellation::~NVRenderTestTessellation() +{ +} + +bool NVRenderTestTessellation::isSupported(NVRenderContext *context) +{ + NVRenderContextType ctxType = context->GetRenderContextType(); + NVRenderContextType nonSupportedFlags( + NVRenderContextValues::GL2 | NVRenderContextValues::GLES2 | NVRenderContextValues::GL3 + | NVRenderContextValues::GLES3 | NVRenderContextValues::GLES3PLUS); + + // This is currently only supported on >= GL4 && >= GLES 3.1 + if ((ctxType & nonSupportedFlags)) + return false; + + return true; +} + +//////////////////////////////// +// 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 NVRenderTestTessellation::run(NVRenderContext *context, userContextData *pUserData) +{ + bool success = true; + + context->SetRenderTarget(NULL); + // conpute cell width + _cellSize = pUserData->winWidth / _maxColumn; + + context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f)); + context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth)); + + success &= trianglePatches(context, pUserData); + _curTest++; + success &= phongPatches(context, pUserData); + _curTest++; + + return success; +} + +bool NVRenderTestTessellation::trianglePatches(NVRenderContext *context, userContextData *pUserData) +{ + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0) }, + { QT3DSVec3(0.9, -0.9, 0) }, + { QT3DSVec3(0.0, 0.9, 0) } }; + + qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); + + 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 + std::string vtxProg; + std::string frgProg; + std::string tcProg; + std::string teProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestTessellation shader", toRef(vertShader(vtxProg, isGLESContext(context))), + toRef(fragShader(frgProg, isGLESContext(context))), + toRef(tessControlShader(tcProg, isGLESContext(context))), + toRef(tessEvaluationShader(teProg, 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 = 3 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 6 * 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), NVRenderDrawMode::Patches, 3); + 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); + // set tessellation values + float tessLevelInner = 4.0; + compResult.mShader->SetPropertyValue("tessLevelInner", tessLevelInner); + float tessLevelOuter = 4.0; + compResult.mShader->SetPropertyValue("tessLevelOuter", tessLevelOuter); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(mInputAssembler->GetPrimitiveType(), 3, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +bool NVRenderTestTessellation::phongPatches(NVRenderContext *context, userContextData *pUserData) +{ + QT3DSVec3 n1(-1.0, 0.5, 1.0); + n1.normalize(); + QT3DSVec3 n2(1.0, 0.5, 1.0); + n2.normalize(); + QT3DSVec3 n3(0.0, 1.0, 1.0); + n3.normalize(); + static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0.0), n1 }, + { QT3DSVec3(0.9, -0.9, 0.0), n2 }, + { QT3DSVec3(0.0, 0.9, -0.0), n3 } }; + + qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); + + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout; + NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler; + NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; + QT3DSMat44 p = QT3DSMat44::createIdentity(); + QT3DSMat44 rotX = QT3DSMat44::createIdentity(); + QT3DSMat44 rotY = QT3DSMat44::createIdentity(); + QT3DSMat44 mv = QT3DSMat44::createIdentity(); + QT3DSMat44 mvp = QT3DSMat44::createIdentity(); + NvGl2DemoMatrixOrtho(&p, -1, 1, -1, 1, -10, 10); + // NvRenderTestMatrixRotY( &rotY, 45.0 ); + // NvRenderTestMatrixRotX( &rotX, 90.0 ); + mv = rotY * rotX; + mvp = mv * p; + + // create shaders + std::string vtxProg; + std::string frgProg; + std::string tcProg; + std::string teProg; + NVRenderVertFragCompilationResult compResult = context->CompileSource( + "NVRenderTestTessellation shader", toRef(vertPhongShader(vtxProg, isGLESContext(context))), + toRef(fragPhongShader(frgProg, isGLESContext(context))), + toRef(tessPhongControlShader(tcProg, isGLESContext(context))), + toRef(tessPhongEvaluationShader(teProg, 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_norm", NVRenderComponentTypes::QT3DSF32, 3, 12), + }; + + QT3DSU32 bufSize = 3 * sizeof(Vertex); + NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize); + mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, + 6 * sizeof(QT3DSF32), vertData); + if (!mVertexBuffer) { + qWarning() << "NVRenderTestFboMsaa: 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), mIndexBuffer.mPtr, + toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1), NVRenderDrawMode::Patches, 3); + 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); + // set tessellation values + float tessLevels = 8.0; + compResult.mShader->SetPropertyValue("tessLevels", tessLevels); + float tessBlend = 1.0; + compResult.mShader->SetPropertyValue("tessBlend", tessBlend); + + context->SetDepthTestEnabled(true); + context->SetDepthWriteEnabled(true); + + // draw + context->Draw(mInputAssembler->GetPrimitiveType(), 3, 0); + + context->SetActiveShader(0); + compResult.mShader->release(); + + return true; +} + +//////////////////////////////// +// performance test +//////////////////////////////// +bool NVRenderTestTessellation::runPerformance(NVRenderContext *context, userContextData *pUserData) +{ + return true; +} + +//////////////////////////////// +// test cleanup +//////////////////////////////// +void NVRenderTestTessellation::cleanup(NVRenderContext *context, userContextData *pUserData) +{ + context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 0.f)); + // dummy + context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); +} diff --git a/tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.h b/tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.h new file mode 100644 index 0000000..7403696 --- /dev/null +++ b/tests/auto/runtime/geometry/Qt3DSRenderTestTessellation.h @@ -0,0 +1,60 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#ifndef QT3DS_RENDER_TEST_TESSELLATION_H +#define QT3DS_RENDER_TEST_TESSELLATION_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + + /// This class tests the creation of all kinds of primitives + class NVRenderTestTessellation : public NVRenderTestBase + { + public: + NVRenderTestTessellation(); + ~NVRenderTestTessellation(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + + private: + bool trianglePatches(NVRenderContext *context, userContextData *pUserData); + bool phongPatches(NVRenderContext *context, userContextData *pUserData); + + unsigned int _curTest; + unsigned int _cellSize; + unsigned int _maxColumn; + }; +} +} + +#endif // QT3DS_RENDER_TEST_TESSELLATION_H diff --git a/tests/auto/runtime/images/NVRenderTestAttribBuffers.png b/tests/auto/runtime/images/NVRenderTestAttribBuffers.png Binary files differnew file mode 100644 index 0000000..e0fe946 --- /dev/null +++ b/tests/auto/runtime/images/NVRenderTestAttribBuffers.png diff --git a/tests/auto/runtime/images/NVRenderTestBackendQuery.png b/tests/auto/runtime/images/NVRenderTestBackendQuery.png Binary files differnew file mode 100644 index 0000000..7659236 --- /dev/null +++ b/tests/auto/runtime/images/NVRenderTestBackendQuery.png diff --git a/tests/auto/runtime/images/NVRenderTestClear.png b/tests/auto/runtime/images/NVRenderTestClear.png Binary files differnew file mode 100644 index 0000000..6e4c319 --- /dev/null +++ b/tests/auto/runtime/images/NVRenderTestClear.png diff --git a/tests/auto/runtime/images/NVRenderTestComputeShader.png b/tests/auto/runtime/images/NVRenderTestComputeShader.png Binary files differnew file mode 100644 index 0000000..6f08814 --- /dev/null +++ b/tests/auto/runtime/images/NVRenderTestComputeShader.png diff --git a/tests/auto/runtime/images/NVRenderTestDrawIndirectBuffer.png b/tests/auto/runtime/images/NVRenderTestDrawIndirectBuffer.png Binary files differnew file mode 100644 index 0000000..7659236 --- /dev/null +++ b/tests/auto/runtime/images/NVRenderTestDrawIndirectBuffer.png diff --git a/tests/auto/runtime/images/NVRenderTestFboMsaa.png b/tests/auto/runtime/images/NVRenderTestFboMsaa.png Binary files differnew file mode 100644 index 0000000..8eab95c --- /dev/null +++ b/tests/auto/runtime/images/NVRenderTestFboMsaa.png diff --git a/tests/auto/runtime/images/NVRenderTestGeometryShader.png b/tests/auto/runtime/images/NVRenderTestGeometryShader.png Binary files differnew file mode 100644 index 0000000..820534e --- /dev/null +++ b/tests/auto/runtime/images/NVRenderTestGeometryShader.png diff --git a/tests/auto/runtime/images/NVRenderTestOcclusionQuery.png b/tests/auto/runtime/images/NVRenderTestOcclusionQuery.png Binary files differnew file mode 100644 index 0000000..7659236 --- /dev/null +++ b/tests/auto/runtime/images/NVRenderTestOcclusionQuery.png diff --git a/tests/auto/runtime/images/NVRenderTestProgramPipeline.png b/tests/auto/runtime/images/NVRenderTestProgramPipeline.png Binary files differnew file mode 100644 index 0000000..f868b2d --- /dev/null +++ b/tests/auto/runtime/images/NVRenderTestProgramPipeline.png diff --git a/tests/auto/runtime/images/NVRenderTestTexture2D.png b/tests/auto/runtime/images/NVRenderTestTexture2D.png Binary files differnew file mode 100644 index 0000000..afde59f --- /dev/null +++ b/tests/auto/runtime/images/NVRenderTestTexture2D.png diff --git a/tests/auto/runtime/runtime.pro b/tests/auto/runtime/runtime.pro new file mode 100644 index 0000000..995c901 --- /dev/null +++ b/tests/auto/runtime/runtime.pro @@ -0,0 +1,82 @@ +TEMPLATE = app +CONFIG += testcase +include($$PWD/../../../commoninclude.pri) + +TARGET = tst_qt3dsruntime +QT += testlib gui +QT += quick-private + +RESOURCES += \ + runtime.qrc + +INCLUDEPATH += \ + $$PWD/../../../src/Qt3DSRuntimeRender/RendererImpl + +HEADERS += \ + base/Qt3DSRenderTestAtomicCounterBuffer.h \ + base/Qt3DSRenderTestAttribBuffers.h \ + base/Qt3DSRenderTestBackendQuery.h \ + base/Qt3DSRenderTestClear.h \ + base/Qt3DSRenderTestConstantBuffer.h \ + base/Qt3DSRenderTestDrawIndirectBuffer.h \ + base/Qt3DSRenderTestPrimitives.h \ + base/Qt3DSRenderTestProgramPipeline.h \ + base/Qt3DSRenderTestTexture2D.h \ + base/Qt3DSRenderTestTimerQuery.h \ + compute/Qt3DSRenderTestComputeShader.h \ + fbo/Qt3DSRenderTestFboMsaa.h \ + geometry/Qt3DSRenderTestGeometryShader.h \ + geometry/Qt3DSRenderTestOcclusionQuery.h \ + geometry/Qt3DSRenderTestTessellation.h \ + Qt3DSRenderTestBase.h \ + Qt3DSRenderTestMathUtil.h \ + tst_qt3dsruntime.h \ + shadergenerator/Qt3DSRenderTestDefaultMaterialGenerator.h \ + shadergenerator/Qt3DSRenderTestCustomMaterialGenerator.h \ + shadergenerator/Qt3DSRenderTestEffectGenerator.h + +SOURCES += \ + base/Qt3DSRenderTestAtomicCounterBuffer.cpp \ + base/Qt3DSRenderTestAttribBuffers.cpp \ + base/Qt3DSRenderTestBackendQuery.cpp \ + base/Qt3DSRenderTestClear.cpp \ + base/Qt3DSRenderTestConstantBuffer.cpp \ + base/Qt3DSRenderTestDrawIndirectBuffer.cpp \ + base/Qt3DSRenderTestPrimitives.cpp \ + base/Qt3DSRenderTestProgramPipeline.cpp \ + base/Qt3DSRenderTestTexture2D.cpp \ + base/Qt3DSRenderTestTimerQuery.cpp \ + compute/Qt3DSRenderTestComputeShader.cpp \ + fbo/Qt3DSRenderTestFboMsaa.cpp \ + geometry/Qt3DSRenderTestGeometryShader.cpp \ + geometry/Qt3DSRenderTestOcclusionQuery.cpp \ + geometry/Qt3DSRenderTestTessellation.cpp \ + Qt3DSRenderTestMathUtil.cpp \ + tst_qt3dsruntime.cpp \ + Qt3DSRenderTestBase.cpp \ + shadergenerator/Qt3DSRenderTestDefaultMaterialGenerator.cpp \ + shadergenerator/Qt3DSRenderTestCustomMaterialGenerator.cpp \ + shadergenerator/Qt3DSRenderTestEffectGenerator.cpp + +linux { + BEGIN_ARCHIVE = -Wl,--whole-archive + END_ARCHIVE = -Wl,--no-whole-archive +} + +LIBS += \ + -lqt3dsopengl$$qtPlatformTargetSuffix() \ + -lqt3dsqmlstreamer$$qtPlatformTargetSuffix() + +ANDROID_EXTRA_LIBS = \ + libqt3dsqmlstreamer.so + +win32 { + LIBS += \ + -lws2_32 +} + +linux { + LIBS += \ + -ldl \ + -lEGL +} diff --git a/tests/auto/runtime/runtime.qrc b/tests/auto/runtime/runtime.qrc new file mode 100644 index 0000000..f4318f5 --- /dev/null +++ b/tests/auto/runtime/runtime.qrc @@ -0,0 +1,14 @@ +<RCC> + <qresource prefix="/"> + <file>images/NVRenderTestTexture2D.png</file> + <file>images/NVRenderTestProgramPipeline.png</file> + <file>images/NVRenderTestAttribBuffers.png</file> + <file>images/NVRenderTestBackendQuery.png</file> + <file>images/NVRenderTestClear.png</file> + <file>images/NVRenderTestComputeShader.png</file> + <file>images/NVRenderTestDrawIndirectBuffer.png</file> + <file>images/NVRenderTestFboMsaa.png</file> + <file>images/NVRenderTestGeometryShader.png</file> + <file>images/NVRenderTestOcclusionQuery.png</file> + </qresource> +</RCC> diff --git a/tests/auto/runtime/shadergenerator/Qt3DSRenderTestCustomMaterialGenerator.cpp b/tests/auto/runtime/shadergenerator/Qt3DSRenderTestCustomMaterialGenerator.cpp new file mode 100644 index 0000000..244065a --- /dev/null +++ b/tests/auto/runtime/shadergenerator/Qt3DSRenderTestCustomMaterialGenerator.cpp @@ -0,0 +1,469 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestCustomMaterialGenerator.h" +#include "../Qt3DSRenderTestMathUtil.h" +#include "render/Qt3DSRenderShaderProgram.h" +#include "render/Qt3DSRenderContext.h" +#include "Qt3DSRenderCustomMaterialSystem.h" +#include "Qt3DSRenderCustomMaterialRenderContext.h" +#include "Qt3DSRenderCustomMaterialShaderGenerator.h" +#include "Qt3DSRenderDynamicObjectSystem.h" +#include "Qt3DSRenderDynamicObjectSystemCommands.h" +#include "Qt3DSRenderContextCore.h" +#include "Qt3DSTypes.h" +#include "Qt3DSRenderRuntimeBinding.h" +#include "Qt3DSApplication.h" +#include "Qt3DSInputEngine.h" +#include "foundation/FileTools.h" +#include "Qt3DSWindowSystem.h" +#include "Qt3DSRenderShaderCache.h" +#include "rendererimpl/Qt3DSRendererImpl.h" +#include "Qt3DSRenderLight.h" +#include "Qt3DSRenderUIPLoader.h" +#include "Qt3DSDMMetaDataTypes.h" + +#include <QTime> +#include <QString> +#include <QTextStream> + +#include <string> + +using namespace qt3ds; +using namespace qt3ds::render; + + + +namespace qt3ds { +namespace render { + +Qt3DSRenderTestCustomMaterialGenerator::Qt3DSRenderTestCustomMaterialGenerator() +{ + +} + +Qt3DSRenderTestCustomMaterialGenerator::~Qt3DSRenderTestCustomMaterialGenerator() +{ + +} + + +bool Qt3DSRenderTestCustomMaterialGenerator::isSupported(NVRenderContext *context) +{ + Q_UNUSED(context); + return true; +} + +bool Qt3DSRenderTestCustomMaterialGenerator::runPerformance(NVRenderContext *context, + userContextData *pContextData) +{ + Q_UNUSED(context); + Q_UNUSED(pContextData); + return false; +} + +void Qt3DSRenderTestCustomMaterialGenerator::cleanup(NVRenderContext *context, + userContextData *pUserData) +{ + Q_UNUSED(context); + Q_UNUSED(pUserData); +} + +struct CustomTestParams +{ + SRenderableObjectFlags flags; + dynamic::SDynamicShaderProgramFlags dynamicFlags; + QT3DSF32 opacity; + SLayer layer; + SLayerRenderData layerData; + SRenderableImage *images; + SLight light[QT3DS_MAX_NUM_LIGHTS]; + SModel model; + SRenderSubset subset; + SShaderDefaultMaterialKey shaderkey; + SCustomMaterial *material; + eastl::vector<SShaderPreprocessorFeature> features; + Option<qt3dsdm::SMetaDataCustomMaterial> metaMaterial; + SImage dummyImages[SShaderDefaultMaterialKeyProperties::ImageMapCount]; + eastl::vector<SRenderableImage*> renderableImages; + qt3ds::render::Qt3DSRendererImpl *render; + SImage iblLightProbe; + NVRenderTexture2D *texture; + + CustomTestParams(Qt3DSRendererImpl &impl) + : layerData(layer, impl) + , images(NULL) + , subset(impl.GetContext().GetAllocator()) + , material(NULL) + , render(&impl) + , texture(NULL) + { + } + ~CustomTestParams() + { + if (texture) + texture->release(); + } + + void addRenderableImage(ImageMapTypes::Enum type, + SShaderDefaultMaterialKeyProperties::ImageMapNames name) + { + renderableImages.push_back(new SRenderableImage(type, dummyImages[name])); + render->DefaultMaterialShaderKeyProperties().m_ImageMaps[name].SetEnabled(shaderkey, true); + } + void prepare() + { + for (unsigned int i = 0; i < renderableImages.size(); i++) { + if (i == 0) + images = renderableImages[0]; + else + renderableImages[i-1]->m_NextImage = renderableImages[i]; + } + } +}; + +struct CustomTestKey +{ + unsigned int tessellation : 2; + unsigned int wireframe : 1; + unsigned int lighting: 1; + unsigned int indirectLightmap: 1; + unsigned int radiosityLightmap: 1; + unsigned int shadowLightmap: 1; + unsigned int transparency : 1; + unsigned int refraction : 1; + unsigned int iblprobe : 1; + unsigned int emissiveMap : 1; + unsigned int displacementMap : 1; + unsigned int diffuse = 1; + unsigned int specular = 1; + unsigned int glossy = 1; + unsigned int cutout = 1; + unsigned int transmissive : 1; + unsigned int ssao : 1; + unsigned int ssdo : 1; + unsigned int ssm : 1; + + CustomTestKey(TessModeValues::Enum tess = TessModeValues::NoTess, bool wire = false, + bool lights = false, bool indirect = false, bool radiosity = false, + bool shadow = false, bool trans = false, bool refract = false, bool ibl = false, + bool emissive = false, bool disp = false, bool diff = false, + bool spec = false, bool glo = false, bool cut = false, bool transm = false, + bool ao = false, bool direct = false, bool shadowssm = false) + : tessellation(tess), wireframe(wire), lighting(lights), indirectLightmap(indirect) + , radiosityLightmap(radiosity), shadowLightmap(shadow), transparency(trans) + , refraction(refract), iblprobe(ibl), emissiveMap(emissive), displacementMap(disp) + , diffuse(diff), specular(spec), glossy(glo), cutout(cut), transmissive(transm) + , ssao(ao), ssdo(direct), ssm(shadowssm) + { + + } + + bool operator == (const CustomTestKey &other) const + { + uint64_t a = *(uint64_t *)this; + uint64_t b = *(uint64_t *)&other; + return a == b; + } + + QString toString() + { + QString str; + QTextStream stream(&str); + stream << "Custom Key tessellation: " << int(tessellation); + stream << " wireframe: " << (wireframe ? "true" : "false"); + stream << " lighting: " << (lighting ? "true" : "false"); + stream << " indirectLightmap: " << (indirectLightmap ? "true" : "false"); + stream << " radiosityLightmap: " << (radiosityLightmap ? "true" : "false"); + stream << " shadowLightmap: " << (shadowLightmap ? "true" : "false"); + stream << " transparency: " << (transparency ? "true" : "false"); + stream << " refraction: " << (refraction ? "true" : "false"); + stream << " iblprobe: " << (iblprobe ? "true" : "false"); + stream << " emissiveMap: " << (emissiveMap ? "true" : "false"); + stream << " displacementMap: " << (displacementMap ? "true" : "false"); + stream << " diffuse: " << (diffuse ? "true" : "false"); + stream << " specular: " << (specular ? "true" : "false"); + stream << " glossy: " << (glossy ? "true" : "false"); + stream << " cutout: " << (cutout ? "true" : "false"); + stream << " transmissive: " << (transmissive ? "true" : "false"); + stream << " ssao: " << (ssao ? "true" : "false"); + stream << " ssdo: " << (ssdo ? "true" : "false"); + stream << " ssm: " << (ssm ? "true" : "false"); + return str; + } +}; + +#define MAX_TEST_KEY ((1llu<<20)-1) + +static CustomTestKey randomizeTestKey() +{ + uint64_t v = (uint64_t(qrand()))%MAX_TEST_KEY; + return *reinterpret_cast<CustomTestKey*>(&v); +} + +CustomTestParams *generateTest(qt3ds::render::Qt3DSRendererImpl *renderImpl, + NVRenderContext *context, CustomTestKey key, SCustomMaterial *material) +{ + CustomTestParams *params = new CustomTestParams(*renderImpl); + params->material = material; + params->material->m_ShaderKeyValues = (SCustomMaterialShaderKeyFlags)0; + params->material->m_Lightmaps = SLightmaps(); + params->material->m_DisplacementMap = NULL; + params->material->m_EmissiveMap2 = NULL; + params->material->m_hasTransparency = false; + params->material->m_IblProbe = NULL; + params->material->m_hasRefraction = false; + switch (key.tessellation) { + case 1: + params->model.m_TessellationMode = TessModeValues::TessLinear; + break; + case 2: + params->model.m_TessellationMode = TessModeValues::TessPhong; + break; + case 3: + params->model.m_TessellationMode = TessModeValues::TessNPatch; + break; + default: + params->model.m_TessellationMode = TessModeValues::NoTess; + break; + } + + renderImpl->DefaultMaterialShaderKeyProperties() + .m_TessellationMode.SetValue(params->shaderkey, params->model.m_TessellationMode); + + if (key.wireframe && key.tessellation > 0) { + params->subset.m_WireframeMode = true; + renderImpl->DefaultMaterialShaderKeyProperties().m_WireframeMode.SetValue( + params->shaderkey, true); + } + + CRegisteredString lighting = + renderImpl->GetContext().GetStringTable().RegisterStr("QT3DS_ENABLE_CG_LIGHTING"); + params->features.push_back(SShaderPreprocessorFeature(lighting, key.lighting)); + + if (key.indirectLightmap) { + params->material->m_Lightmaps.m_LightmapIndirect + = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::LightmapIndirect]; + params->addRenderableImage(ImageMapTypes::LightmapIndirect, + SShaderDefaultMaterialKeyProperties::LightmapIndirect); + } + if (key.radiosityLightmap) { + params->material->m_Lightmaps.m_LightmapRadiosity + = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::LightmapRadiosity]; + params->addRenderableImage(ImageMapTypes::LightmapRadiosity, + SShaderDefaultMaterialKeyProperties::LightmapRadiosity); + } + if (key.shadowLightmap) { + params->material->m_Lightmaps.m_LightmapShadow + = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::LightmapShadow]; + params->addRenderableImage(ImageMapTypes::LightmapRadiosity, + SShaderDefaultMaterialKeyProperties::LightmapShadow); + } + + if (key.diffuse) + params->material->m_ShaderKeyValues &= SCustomMaterialShaderKeyValues::diffuse; + + // TODO: emissive mask doesn't work +// if (key.emissiveMap >= 1) { +// params->material->m_EmissiveMap2 +// = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::EmissiveMap]; +// params->addRenderableImage(ImageMapTypes::Emissive, +// SShaderDefaultMaterialKeyProperties::EmissiveMap); +// } + + if (key.specular) + params->material->m_ShaderKeyValues &= SCustomMaterialShaderKeyValues::specular; + + if (key.displacementMap) { + params->material->m_DisplacementMap + = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::DisplacementMap]; + params->material->m_DisplacementMap->m_ImageShaderName + = renderImpl->GetQt3DSContext().GetStringTable() + .RegisterStr("DisplacementMap"); + params->material->m_DisplaceAmount = 1.0f; + params->addRenderableImage(ImageMapTypes::Displacement, + SShaderDefaultMaterialKeyProperties::DisplacementMap); + + params->material->m_ShaderKeyValues &= SCustomMaterialShaderKeyValues::displace; + } + + if (key.iblprobe) { + renderImpl->DefaultMaterialShaderKeyProperties().m_HasIbl.SetValue( + params->shaderkey, true); + CRegisteredString str(renderImpl->GetQt3DSContext().GetStringTable() + .RegisterStr("QT3DS_ENABLE_LIGHT_PROBE")); + params->features.push_back(SShaderPreprocessorFeature(str, true)); + + params->material->m_IblProbe = ¶ms->iblLightProbe; + params->texture = context->CreateTexture2D(); + NVRenderTextureFormats::Enum format = NVRenderTextureFormats::RGBA8; + unsigned int data = 0; + NVDataRef<QT3DSU8> buffer = toU8DataRef<unsigned int>(data); + params->texture->SetTextureData(buffer, 0, 1, 1, format); + params->iblLightProbe.m_TextureData.m_Texture = params->texture; + } else { + CRegisteredString str(renderImpl->GetQt3DSContext().GetStringTable() + .RegisterStr("QT3DS_ENABLE_LIGHT_PROBE")); + params->features.push_back(SShaderPreprocessorFeature(str, false)); + } + + // these requires calculateGlass function in material +// if (key.transparency) { +// params->material->m_ShaderKeyValues &= SCustomMaterialShaderKeyValues::transparent; +// params->material->m_hasTransparency = true; +// } +// if (key.refraction) { +// params->material->m_ShaderKeyValues &= SCustomMaterialShaderKeyValues::refraction; +// params->material->m_hasRefraction = true; +// } + if (key.glossy) + params->material->m_ShaderKeyValues &= SCustomMaterialShaderKeyValues::glossy; + + if (key.cutout) + params->material->m_ShaderKeyValues &= SCustomMaterialShaderKeyValues::cutout; + + if (key.transmissive) + params->material->m_ShaderKeyValues &= SCustomMaterialShaderKeyValues::transmissive; + + if (key.ssm) { + CRegisteredString str(renderImpl->GetQt3DSContext().GetStringTable() + .RegisterStr("QT3DS_ENABLE_SSM")); + params->features.push_back(SShaderPreprocessorFeature(str, true)); + } + if (key.ssao) { + CRegisteredString str(renderImpl->GetQt3DSContext().GetStringTable() + .RegisterStr("QT3DS_ENABLE_SSAO")); + params->features.push_back(SShaderPreprocessorFeature(str, true)); + } + if (key.ssdo) { + CRegisteredString str(renderImpl->GetQt3DSContext().GetStringTable() + .RegisterStr("QT3DS_ENABLE_SSDO")); + params->features.push_back(SShaderPreprocessorFeature(str, true)); + } + + params->prepare(); + return params; +} + +bool GenShader(IQt3DSRenderContext &qt3dsContext, CustomTestParams ¶ms) +{ + bool success = true; + ICustomMaterialShaderGenerator &theMaterialGenerator(qt3dsContext.GetCustomMaterialShaderGenerator()); + + SCustomMaterialVertexPipeline thePipeline(&qt3dsContext, + params.model.m_TessellationMode); + + for (int i = 0; i < params.metaMaterial->m_CustomMaterialCommands.size(); i++) { + dynamic::SCommand &command = *params.metaMaterial->m_CustomMaterialCommands[i]; + if (command.m_Type == dynamic::CommandTypes::Enum::BindShader) { + dynamic::SBindShader *bindShader = static_cast<dynamic::SBindShader *>(&command); + NVRenderShaderProgram *theProgram = theMaterialGenerator.GenerateShader( + *params.material, params.shaderkey, thePipeline, + toConstDataRef(params.features.data(), (QT3DSU32)params.features.size()), + params.layerData.m_Lights, params.images, + (params.material->m_hasTransparency || params.material->m_hasRefraction), + "custom material pipeline-- ", bindShader->m_ShaderPath); + if (!theProgram) { + success = false; + break; + } + } + } + + return success; +} + +bool Qt3DSRenderTestCustomMaterialGenerator::run(NVRenderContext *context, + userContextData *pUserData) +{ + Q_UNUSED(pUserData); + bool success = true; + + QVector<CustomTestKey> testKeys; + testKeys.push_back(CustomTestKey()); + testKeys.push_back(CustomTestKey(TessModeValues::TessLinear)); + testKeys.push_back(CustomTestKey(TessModeValues::TessNPatch)); + testKeys.push_back(CustomTestKey(TessModeValues::TessPhong)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true, true, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true, true, true, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true, true, true, true, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true, true, true, true, true, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true, true, true, true, true, true, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true, true, true, true, true, true, true, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true, true, true, true, true, true, true, true, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true, true, true, true, true, true, true, true, true, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true, true, true, true, true, true, true, true, true, true, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true)); + testKeys.push_back(CustomTestKey(TessModeValues::NoTess, false, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true)); + + while (testKeys.size() < 100) { + CustomTestKey key = randomizeTestKey(); + if (!testKeys.contains(key)) + testKeys.push_back(key); + } + + if (success) { + CRegisteredString name = context->GetStringTable().RegisterStr("qrc:/copper.shader"); + + metadata()->LoadMaterialXMLFile("CustomMaterial", "", "copper", "qrc:/copper.shader"); + Option<qt3dsdm::SMetaDataCustomMaterial> metaMaterial = + metadata()->GetMaterialMetaDataBySourcePath("qrc:/copper.shader"); + + if (metaMaterial.hasValue()) { + qt3ds::render::IUIPLoader::CreateMaterialClassFromMetaMaterial( + name, context->GetFoundation(), + qt3dsRenderer()->GetQt3DSContext().GetCustomMaterialSystem(), *metaMaterial, + context->GetStringTable()); + SCustomMaterial *material = qt3dsRenderer()->GetQt3DSContext().GetCustomMaterialSystem() + .CreateCustomMaterial(name, qt3dsRenderer()->GetContext().GetAllocator()); + + for (CustomTestKey key : testKeys) { + CustomTestParams *params = generateTest(qt3dsRenderer(), context, key, material); + params->metaMaterial = metaMaterial; + success &= GenShader(qt3dsRenderer()->GetQt3DSContext(), *params); + if (!success) + qDebug () << "failing key: " << key.toString(); + delete params; + } + delete material; + } + } + + return success; +} + +} // render +} // qt3ds diff --git a/tests/auto/runtime/shadergenerator/Qt3DSRenderTestCustomMaterialGenerator.h b/tests/auto/runtime/shadergenerator/Qt3DSRenderTestCustomMaterialGenerator.h new file mode 100644 index 0000000..621d20f --- /dev/null +++ b/tests/auto/runtime/shadergenerator/Qt3DSRenderTestCustomMaterialGenerator.h @@ -0,0 +1,55 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef QT3DS_RENDER_TEST_CUSTOM_MATERIAL_GENERATOR_H +#define QT3DS_RENDER_TEST_CUSTOM_MATERIAL_GENERATOR_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + +class Qt3DSRenderTestCustomMaterialGenerator : public NVRenderTestBase +{ +public: + Qt3DSRenderTestCustomMaterialGenerator(); + ~Qt3DSRenderTestCustomMaterialGenerator(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + +private: + +}; + +} // render +} // qt3ds + +#endif diff --git a/tests/auto/runtime/shadergenerator/Qt3DSRenderTestDefaultMaterialGenerator.cpp b/tests/auto/runtime/shadergenerator/Qt3DSRenderTestDefaultMaterialGenerator.cpp new file mode 100644 index 0000000..1e2c07e --- /dev/null +++ b/tests/auto/runtime/shadergenerator/Qt3DSRenderTestDefaultMaterialGenerator.cpp @@ -0,0 +1,574 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestDefaultMaterialGenerator.h" +#include "../Qt3DSRenderTestMathUtil.h" +#include "render/Qt3DSRenderShaderProgram.h" +#include "render/Qt3DSRenderContext.h" +#include "Qt3DSTypes.h" +#include "Qt3DSRenderRuntimeBinding.h" +#include "Qt3DSApplication.h" +#include "Qt3DSInputEngine.h" +#include "foundation/FileTools.h" +#include "Qt3DSWindowSystem.h" +#include "Qt3DSRenderContextCore.h" +#include "Qt3DSRenderShaderCache.h" +#include "rendererimpl/Qt3DSRendererImpl.h" +#include "Qt3DSRenderLight.h" + +#include <QTime> + +#include <string> + +using namespace qt3ds; +using namespace qt3ds::render; + + + +namespace qt3ds { +namespace render { + +Qt3DSRenderTestDefaultMaterialGenerator::Qt3DSRenderTestDefaultMaterialGenerator() +{ + +} + +Qt3DSRenderTestDefaultMaterialGenerator::~Qt3DSRenderTestDefaultMaterialGenerator() +{ + +} + + +bool Qt3DSRenderTestDefaultMaterialGenerator::isSupported(NVRenderContext *context) +{ + Q_UNUSED(context); + return true; +} + +bool Qt3DSRenderTestDefaultMaterialGenerator::runPerformance(NVRenderContext *context, + userContextData *pContextData) +{ + Q_UNUSED(context); + Q_UNUSED(pContextData); + return false; +} + +void Qt3DSRenderTestDefaultMaterialGenerator::cleanup(NVRenderContext *context, + userContextData *pUserData) +{ + Q_UNUSED(context); + Q_UNUSED(pUserData); +} + + +#define MAX_TEST_KEY ((1llu<<32)-1) + +struct TestKey +{ + unsigned int tessellation: 2; + unsigned int wireframe: 1; + unsigned int lighting: 2; + unsigned int lights: 4; + unsigned int indirectLightmap: 1; + unsigned int radiosityLightmap: 1; + unsigned int lightProbe: 2; + unsigned int iblLightProbe: 1; + unsigned int iblfow: 1; + unsigned int diffuseMap: 2; + unsigned int emissiveMap: 2; + unsigned int specularModel: 2; + unsigned int specularMap: 1; + unsigned int specularReflection: 1; + unsigned int fresnel: 1; + unsigned int bumpmapping: 2; + unsigned int displacementMap: 1; + unsigned int opacityMap: 1; + unsigned int translucencyMap: 1; + unsigned int ssm: 1; + unsigned int ssdo: 1; + unsigned int ssao: 1; + + TestKey(TessModeValues::Enum tess = TessModeValues::NoTess, bool wire = false, + DefaultMaterialLighting::Enum lmode = DefaultMaterialLighting::NoLighting, + int lightCount = 0, bool indirect = false, bool radio = false, int lprobe = 0, + bool iblProbe = false, bool iblf = false, int diffuse = 0, int emissive = 0, + DefaultMaterialSpecularModel::Enum sModel = DefaultMaterialSpecularModel::Default, + bool sMap = false, bool sRef = false, bool fre = false, int bump = 0, + bool disp = false, bool opac = false, bool trans = false, bool shadow = false, + bool ao = false, bool directOcc = false) + : tessellation(tess), wireframe(wire), lighting(lmode), lights(lightCount) + , indirectLightmap(indirect), radiosityLightmap(radio), lightProbe(lprobe) + , iblLightProbe(iblProbe), iblfow(iblf), diffuseMap(diffuse), emissiveMap(emissive) + , specularModel(sModel), specularMap(sMap), specularReflection(sRef) + , fresnel(fre), bumpmapping(bump), displacementMap(disp), opacityMap(opac) + , translucencyMap(trans), ssm(shadow), ssao(ao), ssdo(directOcc) + { + + } + + bool operator == (const TestKey &other) const + { + return toInt() == other.toInt(); + } + + QString toString() + { + QString str; + QTextStream stream(&str); + + stream << " tessellation: " << tessellation; + stream << " wireframe: " << (wireframe ? "true" : "false"); + stream << " lighting: " << lighting; + stream << " lights: " << lights; + stream << " indirectLightmap: " << (indirectLightmap ? "true" : "false"); + stream << " radiosityLightmap: " << (radiosityLightmap ? "true" : "false"); + stream << " lightProbe: " << lightProbe; + stream << " iblLightProbe: " << (iblLightProbe ? "true" : "false"); + stream << " iblfow: " << (iblfow ? "true" : "false"); + stream << " diffuseMap: " << diffuseMap; + stream << " emissiveMap: " << emissiveMap; + stream << " specularModel: " << specularModel; + stream << " specularMap: " << (specularMap ? "true" : "false"); + stream << " specularReflection: " << (specularReflection ? "true" : "false"); + stream << " fresnel: " << (fresnel ? "true" : "false"); + stream << " bumpmapping: " << bumpmapping; + stream << " displacementMap: " << (displacementMap ? "true" : "false"); + stream << " opacityMap: " << (opacityMap ? "true" : "false"); + stream << " translucencyMap: " << (translucencyMap ? "true" : "false"); + stream << " ssm: " << (ssm ? "true" : "false"); + stream << " ssdo: " << (ssdo ? "true" : "false"); + stream << " ssao: " << (ssao ? "true" : "false"); + + return str; + } + + void clampValues() + { + lighting = qMin(lighting, 2u); + if (lighting == 1) + lighting = 2; + emissiveMap = qMin(emissiveMap, 2u); + specularModel = qMin(specularModel, 2u); + bumpmapping = qMin(bumpmapping, 2u); + lightProbe = 0; + if (!iblLightProbe) + iblfow = 0; + if (!tessellation) + wireframe = 0; + } + + uint64_t toInt() const + { + return (*(uint64_t *)this)&MAX_TEST_KEY; + } +}; + +struct TestParams +{ + SRenderableObjectFlags flags; + NVConstDataRef<QT3DSMat44> boneGlobals; + SRenderSubset subset; + SDefaultMaterial material; + SModel model; + QT3DSMat44 viewProjection; + SModelContext modelContext; + SRenderableImage *images; + SShaderDefaultMaterialKey shaderkey; + SSubsetRenderable renderable; + eastl::vector<SShaderPreprocessorFeature> features; + SLight light[QT3DS_MAX_NUM_LIGHTS]; + SLayer layer; + SLayerRenderData layerData; + SImage dummyImages[SShaderDefaultMaterialKeyProperties::ImageMapCount]; + NVRenderTexture2D *textures[4]; + eastl::vector<SRenderableImage*> renderableImages; + qt3ds::render::Qt3DSRendererImpl *render; + + TestParams(NVRenderContext *context, qt3ds::render::Qt3DSRendererImpl *renderImpl) + : subset(context->GetAllocator()) + , modelContext(model, viewProjection) + , images(NULL) + , renderable(flags, QT3DSVec3(), *renderImpl, subset, material, modelContext, 1.0f, images, + shaderkey, boneGlobals) + , layerData(layer, *renderImpl) + , render(renderImpl) + { + for (int i = 0; i < 4; ++i) { + textures[i] = context->CreateTexture2D(); + NVRenderTextureFormats::Enum format = NVRenderTextureFormats::RGBA8; + unsigned int data = 0; + NVDataRef<QT3DSU8> buffer = toU8DataRef<unsigned int>(data); + textures[i]->SetTextureData(buffer, 0, 1, 1, format); + } + for (int i = 0; i < SShaderDefaultMaterialKeyProperties::ImageMapCount; ++i) + dummyImages[i].m_TextureData.m_Texture = textures[i%4]; + dummyImages[SShaderDefaultMaterialKeyProperties::DiffuseMap1].m_TextureData. + m_TextureFlags.SetPreMultiplied(true); + dummyImages[SShaderDefaultMaterialKeyProperties::EmissiveMap2].m_TextureData. + m_TextureFlags.SetInvertUVCoords(true); + } + ~TestParams() + { + for (NVRenderTexture2D *tex : textures) + tex->release(); + for (SRenderableImage *img : renderableImages) + delete img; + } + void addRenderableImage(ImageMapTypes::Enum type, + SShaderDefaultMaterialKeyProperties::ImageMapNames name) + { + renderableImages.push_back(new SRenderableImage(type, dummyImages[name])); + render->DefaultMaterialShaderKeyProperties().m_ImageMaps[name].SetEnabled(shaderkey, true); + } + void prepare() + { + for (unsigned int i = 0; i < renderableImages.size(); i++) { + if (i == 0) + images = renderableImages[0]; + else { + renderableImages[i-1]->m_NextImage = renderableImages[i]; + } + + } + renderable.m_ShaderDescription = shaderkey; + renderable.m_FirstImage = images; + } +}; + +TestKey randomizeTestKey() +{ + uint64_t v = (uint64_t(qrand()) << 32 | uint64_t(qrand()))&MAX_TEST_KEY; + TestKey key = *reinterpret_cast<TestKey*>(&v); + key.clampValues(); + return key; +} + + +TestParams *generateTest(qt3ds::render::Qt3DSRendererImpl *renderImpl, + NVRenderContext *context, TestKey key) +{ + // TODO: light probes + TestParams *params = new TestParams(context, renderImpl); + + switch (key.tessellation) { + case 1: + params->model.m_TessellationMode = TessModeValues::TessLinear; + break; + case 2: + params->model.m_TessellationMode = TessModeValues::TessPhong; + break; + case 3: + params->model.m_TessellationMode = TessModeValues::TessNPatch; + break; + default: + params->model.m_TessellationMode = TessModeValues::NoTess; + break; + } + + renderImpl->DefaultMaterialShaderKeyProperties() + .m_TessellationMode.SetValue(params->shaderkey, params->model.m_TessellationMode); + + switch (key.lighting) { + case 1: + params->material.m_Lighting = DefaultMaterialLighting::VertexLighting; + break; + case 2: + params->material.m_Lighting = DefaultMaterialLighting::FragmentLighting; + break; + default: + params->material.m_Lighting = DefaultMaterialLighting::NoLighting; + break; + } + if (key.lighting != 0) { + renderImpl->DefaultMaterialShaderKeyProperties() + .m_HasLighting.SetValue(params->shaderkey, true); + } + + if (key.wireframe && key.tessellation > 0) { + params->subset.m_WireframeMode = true; + renderImpl->DefaultMaterialShaderKeyProperties().m_WireframeMode.SetValue( + params->shaderkey, true); + } + bool castShadow = false; + key.lights = qMin(int(key.lights), int(QT3DS_MAX_NUM_LIGHTS)); + for (unsigned int i = 0; i < key.lights; ++i) { + params->light[i].m_LightType = static_cast<RenderLightTypes::Enum>((i%3)+1); + if (params->light[i].m_LightType != RenderLightTypes::Directional) { + renderImpl->DefaultMaterialShaderKeyProperties().m_LightFlags[i].SetValue( + params->shaderkey, true); + } + if (params->light[i].m_LightType == RenderLightTypes::Area) { + renderImpl->DefaultMaterialShaderKeyProperties() + .m_LightAreaFlags[i] + .SetValue(params->shaderkey, true); + } + if (params->light[i].m_LightType != RenderLightTypes::Point) { + renderImpl->DefaultMaterialShaderKeyProperties() + .m_LightShadowFlags[i] + .SetValue(params->shaderkey, castShadow); + castShadow = !castShadow; + } + params->layerData.m_Lights.push_back(¶ms->light[i]); + } + + renderImpl->DefaultMaterialShaderKeyProperties().m_LightCount.SetValue(params->shaderkey, + key.lights); + + // shadow lightmap is not used + if (key.indirectLightmap) { + params->material.m_Lightmaps.m_LightmapIndirect + = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::LightmapIndirect]; + params->addRenderableImage(ImageMapTypes::LightmapIndirect, + SShaderDefaultMaterialKeyProperties::LightmapIndirect); + } + if (key.radiosityLightmap) { + params->material.m_Lightmaps.m_LightmapRadiosity + = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::LightmapRadiosity]; + params->addRenderableImage(ImageMapTypes::LightmapRadiosity, + SShaderDefaultMaterialKeyProperties::LightmapRadiosity); + } + + for (unsigned int i = 0; i < key.diffuseMap; ++i) { + params->material.m_DiffuseMaps[i] + = ¶ms->dummyImages[static_cast<SShaderDefaultMaterialKeyProperties::ImageMapNames> + (SShaderDefaultMaterialKeyProperties::DiffuseMap0 + i)]; + params->addRenderableImage(ImageMapTypes::Diffuse, + static_cast<SShaderDefaultMaterialKeyProperties::ImageMapNames> + (SShaderDefaultMaterialKeyProperties::DiffuseMap0 + i)); + } + + if (key.emissiveMap >= 1) { + params->material.m_EmissiveMap + = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::EmissiveMap]; + params->addRenderableImage(ImageMapTypes::Emissive, + SShaderDefaultMaterialKeyProperties::EmissiveMap); + } + if (key.emissiveMap == 2) { + params->material.m_EmissiveMap2 + = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::EmissiveMap2]; + params->addRenderableImage(ImageMapTypes::Emissive, + SShaderDefaultMaterialKeyProperties::EmissiveMap2); + } + + switch (key.specularModel) { + case 1: + params->material.m_SpecularModel = DefaultMaterialSpecularModel::KGGX; + break; + case 2: + params->material.m_SpecularModel = DefaultMaterialSpecularModel::KWard; + break; + default: + params->material.m_SpecularModel = DefaultMaterialSpecularModel::Default; + break; + } + + if (key.specularMap) { + params->material.m_SpecularMap = + ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::SpecularAmountMap]; + params->material.m_SpecularAmount = 1.0f; + params->addRenderableImage(ImageMapTypes::SpecularAmountMap, + SShaderDefaultMaterialKeyProperties::SpecularAmountMap); + } + if (key.specularReflection) { + params->dummyImages[SShaderDefaultMaterialKeyProperties::SpecularMap].m_MappingMode + = ImageMappingModes::Environment; + params->material.m_SpecularAmount = 1.0f; + params->material.m_SpecularReflection + = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::SpecularMap]; + params->addRenderableImage(ImageMapTypes::Specular, + SShaderDefaultMaterialKeyProperties::SpecularMap); + } + if (key.fresnel) + params->material.m_FresnelPower = 1.0f; + + if (key.bumpmapping == 1) { + params->material.m_BumpMap + = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::BumpMap]; + params->material.m_BumpAmount = 1.0f; + params->addRenderableImage(ImageMapTypes::Bump, SShaderDefaultMaterialKeyProperties::BumpMap); + } + if (key.bumpmapping == 2) { + params->material.m_NormalMap + = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::NormalMap]; + params->addRenderableImage(ImageMapTypes::Normal, SShaderDefaultMaterialKeyProperties::NormalMap); + } + + if (key.displacementMap) { + params->material.m_DisplacementMap + = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::DisplacementMap]; + params->material.m_DisplaceAmount = 1.0f; + params->addRenderableImage(ImageMapTypes::Displacement, + SShaderDefaultMaterialKeyProperties::DisplacementMap); + } + + if (key.opacityMap) { + params->material.m_OpacityMap + = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::OpacityMap]; + params->material.m_Opacity = 0.5f; + params->addRenderableImage(ImageMapTypes::Opacity, + SShaderDefaultMaterialKeyProperties::OpacityMap); + } + + if (key.translucencyMap) { + params->material.m_TranslucencyMap + = ¶ms->dummyImages[SShaderDefaultMaterialKeyProperties::TranslucencyMap]; + params->material.m_TranslucentFalloff = 0.1f; + params->addRenderableImage(ImageMapTypes::Translucency, + SShaderDefaultMaterialKeyProperties::TranslucencyMap); + } + + if (key.ssm) { + CRegisteredString str(renderImpl->GetQt3DSContext().GetStringTable() + .RegisterStr("QT3DS_ENABLE_SSM")); + params->features.push_back(SShaderPreprocessorFeature(str, true)); + } + if (key.ssao) { + CRegisteredString str(renderImpl->GetQt3DSContext().GetStringTable() + .RegisterStr("QT3DS_ENABLE_SSAO")); + params->features.push_back(SShaderPreprocessorFeature(str, true)); + } + if (key.ssdo) { + CRegisteredString str(renderImpl->GetQt3DSContext().GetStringTable() + .RegisterStr("QT3DS_ENABLE_SSDO")); + params->features.push_back(SShaderPreprocessorFeature(str, true)); + } + + if (key.iblLightProbe) { + renderImpl->DefaultMaterialShaderKeyProperties().m_HasIbl.SetValue( + params->shaderkey, true); + CRegisteredString str(renderImpl->GetQt3DSContext().GetStringTable() + .RegisterStr("QT3DS_ENABLE_LIGHT_PROBE")); + params->features.push_back(SShaderPreprocessorFeature(str, true)); + if (key.iblfow) { + CRegisteredString str(renderImpl->GetQt3DSContext().GetStringTable() + .RegisterStr("QT3DS_ENABLE_IBL_FOV")); + params->features.push_back(SShaderPreprocessorFeature(str, true)); + } + } + + if (params->material.IsSpecularEnabled()) { + renderImpl->DefaultMaterialShaderKeyProperties().m_SpecularEnabled.SetValue( + params->shaderkey, true); + renderImpl->DefaultMaterialShaderKeyProperties().m_SpecularModel.SetSpecularModel( + params->shaderkey, params->material.m_SpecularModel); + } + if (params->material.IsFresnelEnabled()) { + renderImpl->DefaultMaterialShaderKeyProperties().m_FresnelEnabled.SetValue( + params->shaderkey, true); + } + + params->prepare(); + return params; +} + + + +bool Qt3DSRenderTestDefaultMaterialGenerator::run(NVRenderContext *context, + userContextData *pUserData) +{ + Q_UNUSED(pUserData); + bool success = true; + + qsrand(QTime::currentTime().msec()); + + QVector<TestKey> testKeys; + + testKeys.push_back(TestKey()); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 1)); + testKeys.push_back(TestKey(TessModeValues::TessLinear, false, DefaultMaterialLighting::FragmentLighting, 1)); + testKeys.push_back(TestKey(TessModeValues::TessNPatch, false, DefaultMaterialLighting::FragmentLighting, 1)); + testKeys.push_back(TestKey(TessModeValues::TessPhong, false, DefaultMaterialLighting::FragmentLighting, 1)); + testKeys.push_back(TestKey(TessModeValues::TessLinear, true, DefaultMaterialLighting::FragmentLighting, 1)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 6)); + // vertex lighting is not supported? + //testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::VertexLighting, 6)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 1, true)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 1, true, true)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 2, true, true, 0, false, false, 1)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 2, true, true, 0, false, false, 2)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 3, true, true, 0, false, false, 3)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 3, true, true, 0, false, false, 1, 1)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 4, true, true, 0, false, false, 1, 2)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 4, true, true, 0, false, false, 1, 1, DefaultMaterialSpecularModel::KGGX, true)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 5, true, true, 0, false, false, 1, 1, DefaultMaterialSpecularModel::KWard, true)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 5, true, true, 0, false, false, 1, 1, DefaultMaterialSpecularModel::Default, true)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 6, true, true, 0, false, false, 1, 1, DefaultMaterialSpecularModel::Default, true, true)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 6, true, true, 0, false, false, 1, 1, DefaultMaterialSpecularModel::Default, true, true, true)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 2, true, true, 0, false, false, 1, 1, DefaultMaterialSpecularModel::Default, true, true, true, 1)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 2, true, true, 0, false, false, 1, 1, DefaultMaterialSpecularModel::Default, true, true, true, 2)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 2, true, true, 0, false, false, 1, 1, DefaultMaterialSpecularModel::Default, true, true, true, 0, true)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 2, true, true, 0, false, false, 1, 1, DefaultMaterialSpecularModel::Default, true, true, true, 0, true, true)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 2, true, true, 0, false, false, 1, 1, DefaultMaterialSpecularModel::Default, true, true, true, 0, true, true, true)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 2, true, true, 0, false, false, 1, 1, DefaultMaterialSpecularModel::Default, true, true, true, 0, true, true, true, true)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 2, true, true, 0, false, false, 1, 1, DefaultMaterialSpecularModel::Default, true, true, true, 0, true, true, true, false, true)); + testKeys.push_back(TestKey(TessModeValues::NoTess, false, DefaultMaterialLighting::FragmentLighting, 2, true, true, 0, false, false, 1, 1, DefaultMaterialSpecularModel::Default, true, true, true, 0, true, true, true, true, false, true)); + + while (testKeys.size() < 100) { + TestKey key = randomizeTestKey(); + if (!testKeys.contains(key)) + testKeys.push_back(key); + } + // generated programs must be unique + QVector<NVRenderShaderProgram *> programs; + success = initializeQt3DSRenderer(context->format()); + if (success) { + for (TestKey key : testKeys) { + qDebug () << "testing key: " << key.toInt(); + TestParams *params = generateTest(qt3dsRenderer(), context, key); + + qt3dsRenderer()->BeginLayerRender(params->layerData); + NVRenderShaderProgram *program + = qt3dsRenderer()->GenerateShader(params->renderable, + toConstDataRef(params->features.data(), + (QT3DSU32)params->features.size())); + if (!program) { + success = false; + } else { + if (programs.contains(program)) { + qDebug () << "Generated program is not unique vs " << testKeys[programs.indexOf(program)].toString(); + success = false; + } + else { + programs.push_back(program); + } + } + + if (!success) + qDebug () << "failing test key: " << key.toString(); + + qt3dsRenderer()->EndLayerRender(); + delete params; + } + } + + return success; +} + +} // render +} // qt3ds diff --git a/tests/auto/runtime/shadergenerator/Qt3DSRenderTestDefaultMaterialGenerator.h b/tests/auto/runtime/shadergenerator/Qt3DSRenderTestDefaultMaterialGenerator.h new file mode 100644 index 0000000..c1464a3 --- /dev/null +++ b/tests/auto/runtime/shadergenerator/Qt3DSRenderTestDefaultMaterialGenerator.h @@ -0,0 +1,56 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef QT3DS_RENDER_TEST_DEFAULT_MATERIAL_GENERATOR_H +#define QT3DS_RENDER_TEST_DEFAULT_MATERIAL_GENERATOR_H + +#include "../Qt3DSRenderTestBase.h" + + +namespace qt3ds { +namespace render { + +class Qt3DSRenderTestDefaultMaterialGenerator : public NVRenderTestBase +{ +public: + Qt3DSRenderTestDefaultMaterialGenerator(); + ~Qt3DSRenderTestDefaultMaterialGenerator(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + +private: + +}; + +} // render +} // qt3ds + +#endif diff --git a/tests/auto/runtime/shadergenerator/Qt3DSRenderTestEffectGenerator.cpp b/tests/auto/runtime/shadergenerator/Qt3DSRenderTestEffectGenerator.cpp new file mode 100644 index 0000000..48346e6 --- /dev/null +++ b/tests/auto/runtime/shadergenerator/Qt3DSRenderTestEffectGenerator.cpp @@ -0,0 +1,155 @@ +/**************************************************************************** +** +** 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 "Qt3DSRenderTestEffectGenerator.h" +#include "../Qt3DSRenderTestMathUtil.h" +#include "render/Qt3DSRenderShaderProgram.h" +#include "render/Qt3DSRenderContext.h" +#include "Qt3DSRenderCustomMaterialSystem.h" +#include "Qt3DSRenderCustomMaterialRenderContext.h" +#include "Qt3DSRenderCustomMaterialShaderGenerator.h" +#include "Qt3DSRenderDynamicObjectSystem.h" +#include "Qt3DSRenderDynamicObjectSystemCommands.h" +#include "Qt3DSRenderContextCore.h" +#include "Qt3DSTypes.h" +#include "Qt3DSRenderRuntimeBinding.h" +#include "Qt3DSApplication.h" +#include "Qt3DSInputEngine.h" +#include "foundation/FileTools.h" +#include "Qt3DSWindowSystem.h" +#include "Qt3DSRenderShaderCache.h" +#include "rendererimpl/Qt3DSRendererImpl.h" +#include "Qt3DSRenderLight.h" +#include "Qt3DSRenderUIPLoader.h" +#include "Qt3DSDMMetaDataTypes.h" + +#include <QTime> +#include <QString> +#include <QStringList> + +#include <string> + +using namespace qt3ds::render; + +namespace qt3ds { +namespace render { + +Qt3DSRenderTestEffectGenerator::Qt3DSRenderTestEffectGenerator() +{ + +} + +Qt3DSRenderTestEffectGenerator::~Qt3DSRenderTestEffectGenerator() +{ + +} + +bool Qt3DSRenderTestEffectGenerator::isSupported(NVRenderContext *context) +{ + Q_UNUSED(context); + return true; +} + +bool Qt3DSRenderTestEffectGenerator::runPerformance(NVRenderContext *context, + userContextData *pContextData) +{ + Q_UNUSED(context); + Q_UNUSED(pContextData); + return false; +} + +void Qt3DSRenderTestEffectGenerator::cleanup(NVRenderContext *context, + userContextData *pUserData) +{ + Q_UNUSED(context); + Q_UNUSED(pUserData); +} + +bool GenShader(IQt3DSRenderContext &qt3dsContext, SEffect &effect, qt3dsdm::SMetaDataEffect *metaEffect) +{ + bool success = true; + for (int i = 0; i < metaEffect->m_EffectCommands.size(); i++) { + dynamic::SCommand &command = *metaEffect->m_EffectCommands[i]; + if (command.m_Type == dynamic::CommandTypes::Enum::BindShader) { + dynamic::SBindShader *bindShader = static_cast<dynamic::SBindShader *>(&command); + NVRenderShaderProgram *theProgram = + qt3dsContext.GetDynamicObjectSystem() + .GetShaderProgram(bindShader->m_ShaderPath, bindShader->m_ShaderDefine, + TShaderFeatureSet(), dynamic::SDynamicShaderProgramFlags()) + .first; + if (!theProgram) + success = false; + } + } + return success; +} + +bool Qt3DSRenderTestEffectGenerator::run(NVRenderContext *context, userContextData *pUserData) +{ + Q_UNUSED(pUserData); + bool success = true; + + QStringList effectFiles; + effectFiles.append("Desaturate.effect"); + effectFiles.append("Gaussian Blur.effect"); + effectFiles.append("Sepia.effect"); + effectFiles.append("Bloom.effect"); + + for (QString effectName : effectFiles) { + QString qfile = "qrc:/"; + qfile.append(effectName); + QByteArray data = qfile.toLatin1(); + const char *cname = data.data(); + CRegisteredString name = context->GetStringTable().RegisterStr(cname); + + metadata()->LoadEffectXMLFile("Effect", "", effectName.toLatin1().data(), cname); + Option<qt3dsdm::SMetaDataEffect> metaEffect = + metadata()->GetEffectMetaDataBySourcePath(cname); + + if (metaEffect.hasValue()) { + qt3ds::render::IUIPLoader::CreateEffectClassFromMetaEffect( + name, context->GetFoundation(), + qt3dsRenderer()->GetQt3DSContext().GetEffectSystem(), *metaEffect, + context->GetStringTable()); + + SEffect *effect = qt3dsRenderer()->GetQt3DSContext().GetEffectSystem() + .CreateEffectInstance(name, qt3dsRenderer()->GetContext().GetAllocator()); + + success &= GenShader(qt3dsRenderer()->GetQt3DSContext(), *effect, &metaEffect.getValue()); + if (!success) + qDebug () << "failed effect: " << effectName; + delete effect; + } + } + + return success; +} + +} // render +} // qt3ds diff --git a/tests/auto/runtime/shadergenerator/Qt3DSRenderTestEffectGenerator.h b/tests/auto/runtime/shadergenerator/Qt3DSRenderTestEffectGenerator.h new file mode 100644 index 0000000..4e26cf3 --- /dev/null +++ b/tests/auto/runtime/shadergenerator/Qt3DSRenderTestEffectGenerator.h @@ -0,0 +1,55 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef QT3DS_RENDER_TEST_EFFECT_GENERATOR_H +#define QT3DS_RENDER_TEST_EFFECT_GENERATOR_H + +#include "../Qt3DSRenderTestBase.h" + +namespace qt3ds { +namespace render { + +class Qt3DSRenderTestEffectGenerator : public NVRenderTestBase +{ +public: + Qt3DSRenderTestEffectGenerator(); + ~Qt3DSRenderTestEffectGenerator(); + + bool isSupported(NVRenderContext *context); + bool run(NVRenderContext *context, userContextData *pUserData); + bool runPerformance(NVRenderContext *context, userContextData *pContextData); + void cleanup(NVRenderContext *context, userContextData *pUserData); + +private: + +}; + +} // render +} // qt3ds + +#endif diff --git a/tests/auto/runtime/tst_qt3dsruntime.cpp b/tests/auto/runtime/tst_qt3dsruntime.cpp new file mode 100644 index 0000000..763529c --- /dev/null +++ b/tests/auto/runtime/tst_qt3dsruntime.cpp @@ -0,0 +1,727 @@ +/**************************************************************************** +** +** 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 "tst_qt3dsruntime.h" + +#include "render/Qt3DSRenderContext.h" +#include "foundation/TrackingAllocator.h" +#include "foundation/Qt3DSFoundation.h" +#include "foundation/StringTable.h" +#include "foundation/Qt3DSMat44.h" + +#include "base/Qt3DSRenderTestClear.h" +#include "base/Qt3DSRenderTestPrimitives.h" +#include "base/Qt3DSRenderTestConstantBuffer.h" +#include "base/Qt3DSRenderTestBackendQuery.h" +#include "base/Qt3DSRenderTestTimerQuery.h" +#include "base/Qt3DSRenderTestTexture2D.h" +#include "base/Qt3DSRenderTestAtomicCounterBuffer.h" +#include "base/Qt3DSRenderTestDrawIndirectBuffer.h" +#include "base/Qt3DSRenderTestAttribBuffers.h" +#include "base/Qt3DSRenderTestProgramPipeline.h" +#include "fbo/Qt3DSRenderTestFboMsaa.h" +#include "geometry/Qt3DSRenderTestTessellation.h" +#include "geometry/Qt3DSRenderTestGeometryShader.h" +#include "geometry/Qt3DSRenderTestOcclusionQuery.h" +#include "compute/Qt3DSRenderTestComputeShader.h" +#include "shadergenerator/Qt3DSRenderTestDefaultMaterialGenerator.h" +#include "shadergenerator/Qt3DSRenderTestCustomMaterialGenerator.h" +#include "shadergenerator/Qt3DSRenderTestEffectGenerator.h" + +#include <QImage> +#include <QOpenGLContext> +#include <QOffscreenSurface> +#include <QOpenGLFramebufferObject> +#include <QOpenGLFramebufferObjectFormat> + +using namespace std; +using namespace qt3ds; +using namespace qt3ds::render; +using namespace qt3ds::foundation; + +extern "C" { +bool InitializeGL(); +} + +// Enable this to dump the test output into a log.txt file +//#define DUMP_LOGFILE + +#ifndef EA_PLATFORM_WINDOWS + +#ifndef EASTL_DEBUG_BREAK +void EASTL_DEBUG_BREAK() +{ + return; +} +#endif + +namespace qt3ds { +void NVAssert(const char *exp, const char *file, int line, bool *ignore) +{ + *ignore = true; + QString message = QString("failed: %1, file %2, line %3\n") + .arg(exp).arg(file).arg(line); + QFAIL(message.toLatin1().constData()); +} +} +#endif + +void messageOutput(QtMsgType type, const QMessageLogContext &context, + const QString &msg) +{ + Q_UNUSED(context); + switch (type) { + case QtDebugMsg: + case QtInfoMsg: + case QtWarningMsg: + case QtCriticalMsg: { +#ifdef DUMP_LOGFILE + QFile file("log.txt"); + if (file.open(QIODevice::WriteOnly | QIODevice::Text | QIODevice::Append)) { + QTextStream stream(&file); + stream << msg; + } + file.close(); +#endif + } break; // swallow + case QtFatalMsg: + QFAIL(msg.toLocal8Bit().constData()); + } +} + +void tst_qt3dsruntime::initTestCase() +{ + qInstallMessageHandler(messageOutput); +#ifdef DUMP_LOGFILE + QFile file("log.txt"); + if (file.open(QIODevice::WriteOnly | QIODevice::Text | QIODevice::Truncate)) { + QTextStream stream(&file); + stream << "Log file: " << QTime::currentTime().toString() << "\n"; + } + file.close(); +#endif +} + +QSurfaceFormat makeFormat(int major, int minor, bool gles = false, bool coreProfile = true) +{ + QSurfaceFormat format; + format.setDepthBufferSize(32); + format.setVersion(major, minor); + if (coreProfile) + format.setProfile(QSurfaceFormat::CoreProfile); + else + format.setProfile(QSurfaceFormat::CompatibilityProfile); + if (gles) + format.setRenderableType(QSurfaceFormat::OpenGLES); + return format; +} + +bool tst_qt3dsruntime::init(QSurfaceFormat format) +{ + m_glContext = new QT_PREPEND_NAMESPACE(QOpenGLContext)(this); + m_glContext->setFormat(format); + bool success = m_glContext->create(); + if (!success) + return false; + + m_glSurface = new QOffscreenSurface; + m_glSurface->setFormat(format); + m_glSurface->create(); + m_glContext->makeCurrent(m_glSurface); + + m_allocator = new CAllocator; + m_foundation = NVCreateFoundation(QT3DS_FOUNDATION_VERSION, *m_allocator); + m_stringTable = &IStringTable::CreateStringTable(*m_allocator); + m_renderContext = &NVRenderContext::CreateGL(*m_foundation, *m_stringTable, format); + return true; +} + +bool tst_qt3dsruntime::init() +{ +#if defined(QT_OPENGL_ES_2) + return init(makeFormat(2, 0, true, false)); +#elif defined(Q_OS_ANDROID) || defined(QT_OPENGL_ES_3) + return init(makeFormat(3, 2, true, false)); +#else + return init(makeFormat(4, 3)); +#endif +} + +bool tst_qt3dsruntime::executeTest(NVRenderTestBase *curTest, + const QString &testName, + bool performPixelTest) +{ + bool success = true; + int width = 640; + int height = 480; + userContextData userData = { (unsigned int)width, (unsigned int)height }; + + QOpenGLFramebufferObjectFormat fboFormat; + fboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil); + QOpenGLFramebufferObject *fbo = new QOpenGLFramebufferObject(QSize(width, height), fboFormat); + + m_renderContext->SetDefaultRenderTarget(fbo->handle()); + m_renderContext->SetDefaultDepthBufferBitCount(m_glContext->format().depthBufferSize()); + m_renderContext->SetViewport(NVRenderRect(0, 0, userData.winWidth, userData.winHeight)); + + success = curTest->run(m_renderContext, &userData); + + if (performPixelTest) { + QImage image = fbo->toImage(); + QImage refImage(QString(":/images/%1.png").arg(testName)); + refImage = refImage.convertToFormat(QImage::Format_ARGB32_Premultiplied); + if (!refImage.isNull()) { + bool pixelTest = image == refImage; + success &= pixelTest; + if (!pixelTest) + image.save(QString("%1_failed.png").arg(testName)); + } + } + + curTest->cleanup(m_renderContext, &userData); + + return success; +} + +void tst_qt3dsruntime::testNVRenderTestClear() +{ + init(); + NVRenderTestClear *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestClear); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + bool success = executeTest(test, "NVRenderTestClear"); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testNVRenderTestPrimitives() +{ + init(); + NVRenderTestPrimitives *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestPrimitives); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + bool success = executeTest(test, "NVRenderTestPrimitives"); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testNVRenderTestConstantBuffer() +{ + init(); + NVRenderTestConstantBuffer *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestConstantBuffer); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + bool success = executeTest(test, "NVRenderTestConstantBuffer"); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testNVRenderTestBackendQuery() +{ + init(); + NVRenderTestBackendQuery *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestBackendQuery); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + // TODO: Fix BOUL-332 to re-enable this pixel test + bool success = executeTest(test, "NVRenderTestBackendQuery", false); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testNVRenderTestTimerQuery() +{ + init(); + NVRenderTestTimerQuery *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestTimerQuery); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + bool success = executeTest(test, "NVRenderTestTimerQuery"); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testNVRenderTestFboMsaa() +{ + init(); + NVRenderTestFboMsaa *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestFboMsaa); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + // TODO: Fix BOUL-332 to re-enable this pixel test + bool success = executeTest(test, "NVRenderTestFboMsaa", false); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testNVRenderTestTessellation() +{ + init(); + NVRenderTestTessellation *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestTessellation); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + bool success = executeTest(test, "NVRenderTestTessellation"); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testNVRenderTestGeometryShader() +{ + init(); + NVRenderTestGeometryShader *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestGeometryShader); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + bool success = executeTest(test, "NVRenderTestGeometryShader"); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testNVRenderTestComputeShader() +{ + init(); + NVRenderTestComputeShader *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestComputeShader); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + // TODO: Fix BOUL-332 to re-enable this pixel test + bool success = executeTest(test, "NVRenderTestComputeShader", false); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testNVRenderTestOcclusionQuery() +{ + init(); + NVRenderTestOcclusionQuery *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestOcclusionQuery); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + // TODO: Fix BOUL-332 to re-enable this pixel test + bool success = executeTest(test, "NVRenderTestOcclusionQuery", false); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testNVRenderTestTexture2D() +{ + init(); + NVRenderTestTexture2D *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestTexture2D); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + // TODO: Fix BOUL-332 to re-enable this pixel test + bool success = executeTest(test, "NVRenderTestTexture2D", false); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testNVRenderTestAtomicCounterBuffer() +{ + init(); + NVRenderTestAtomicCounterBuffer *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestAtomicCounterBuffer); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + bool success = executeTest(test, "NVRenderTestAtomicCounterBuffer"); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testNVRenderTestDrawIndirectBuffer() +{ + init(); + NVRenderTestDrawIndirectBuffer *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestDrawIndirectBuffer); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + // TODO: Fix BOUL-332 to re-enable this pixel test + bool success = executeTest(test, "NVRenderTestDrawIndirectBuffer", false); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testNVRenderTestAttribBuffers() +{ + init(); + NVRenderTestAttribBuffers *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestAttribBuffers); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + // TODO: Fix BOUL-332 to re-enable this pixel test + bool success = executeTest(test, "NVRenderTestAttribBuffers", false); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testNVRenderTestProgramPipeline() +{ + init(); + NVRenderTestProgramPipeline *test = + QT3DS_NEW(m_foundation->getAllocator(), NVRenderTestProgramPipeline); + if (!test->isSupported(m_renderContext)) { + QT3DS_FREE(m_foundation->getAllocator(), test); + QSKIP("not supported"); + } + // TODO: Fix BOUL-332 to re-enable this pixel test + bool success = executeTest(test, "NVRenderTestProgramPipeline", false); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +#if defined(QT_OPENGL_ES_2) +void tst_qt3dsruntime::testRenderDefaultShaderGenerator_200es() +{ + if (init(makeFormat(2, 0, true, false))) { + runDefaultShaderGeneratorTest(); + cleanup(); + } +} +void tst_qt3dsruntime::testRenderCustomShaderGenerator_200es() +{ + runCustomShaderGeneratorTest(makeFormat(2, 0, true, false)); + cleanup(); +} +#endif + +#if defined(QT_OPENGL_ES_3) +void tst_qt3dsruntime::testRenderDefaultShaderGenerator_300es() +{ + if (init(makeFormat(3, 0, true, false))) { + runDefaultShaderGeneratorTest(); + cleanup(); + } +} +void tst_qt3dsruntime::testRenderCustomShaderGenerator_300es() +{ + runCustomShaderGeneratorTest(makeFormat(3, 0, true, false)); + cleanup(); +} + +#if defined(QT_FEATURE_opengles31) +void tst_qt3dsruntime::testRenderDefaultShaderGenerator_310es() +{ + if (init(makeFormat(3, 1, true, false))) { + runDefaultShaderGeneratorTest(); + cleanup(); + } +} +void tst_qt3dsruntime::testRenderCustomShaderGenerator_310es() +{ + runCustomShaderGeneratorTest(makeFormat(3, 1, true, false)); + cleanup(); +} +#endif +#if defined(QT_FEATURE_opengles32) +void tst_qt3dsruntime::testRenderDefaultShaderGenerator_320es() +{ + if (init(makeFormat(3, 1, true, false))) { + runDefaultShaderGeneratorTest(); + cleanup(); + } +} +void tst_qt3dsruntime::testRenderCustomShaderGenerator_320es() +{ + runCustomShaderGeneratorTest(makeFormat(3, 1, true, false)); + cleanup(); +} + +#endif +#endif + +#if defined(QT_OPENGL_DYNAMIC) +void tst_qt3dsruntime::testRenderDefaultShaderGenerator_300() +{ + QSKIP("OpenGL 3.0 is not supported"); + if (init(makeFormat(3, 0))) { + runDefaultShaderGeneratorTest(); + cleanup(); + } +} + +void tst_qt3dsruntime::testRenderDefaultShaderGenerator_310() +{ + if (init(makeFormat(3, 1))) { + runDefaultShaderGeneratorTest(); + cleanup(); + } +} + +void tst_qt3dsruntime::testRenderDefaultShaderGenerator_320() +{ + if (init(makeFormat(3, 2))) { + runDefaultShaderGeneratorTest(); + cleanup(); + } +} + +void tst_qt3dsruntime::testRenderDefaultShaderGenerator_330() +{ + if (init(makeFormat(3, 3))) { + runDefaultShaderGeneratorTest(); + cleanup(); + } +} + +void tst_qt3dsruntime::testRenderDefaultShaderGenerator_400() +{ + if (init(makeFormat(4, 0))) { + runDefaultShaderGeneratorTest(); + cleanup(); + } +} + +void tst_qt3dsruntime::testRenderDefaultShaderGenerator_410() +{ + if (init(makeFormat(4, 1))) { + runDefaultShaderGeneratorTest(); + cleanup(); + } +} + +void tst_qt3dsruntime::testRenderDefaultShaderGenerator_420() +{ + if (init(makeFormat(4, 2))) { + runDefaultShaderGeneratorTest(); + cleanup(); + } +} + +void tst_qt3dsruntime::testRenderDefaultShaderGenerator_430() +{ + if (init(makeFormat(4, 3))) { + runDefaultShaderGeneratorTest(); + cleanup(); + } +} + +void tst_qt3dsruntime::testRenderCustomShaderGenerator_300() +{ + QSKIP("OpenGL 3.0 is not supported"); + runCustomShaderGeneratorTest(makeFormat(3, 0)); +} + +void tst_qt3dsruntime::testRenderCustomShaderGenerator_310() +{ + runCustomShaderGeneratorTest(makeFormat(3, 1)); +} + +void tst_qt3dsruntime::testRenderCustomShaderGenerator_320() +{ + runCustomShaderGeneratorTest(makeFormat(3, 2)); +} + +void tst_qt3dsruntime::testRenderCustomShaderGenerator_330() +{ + runCustomShaderGeneratorTest(makeFormat(3, 3)); +} + +void tst_qt3dsruntime::testRenderCustomShaderGenerator_400() +{ + runCustomShaderGeneratorTest(makeFormat(4, 0)); +} + +void tst_qt3dsruntime::testRenderCustomShaderGenerator_410() +{ + runCustomShaderGeneratorTest(makeFormat(4, 1)); +} + +void tst_qt3dsruntime::testRenderCustomShaderGenerator_420() +{ + runCustomShaderGeneratorTest(makeFormat(4, 2)); +} + +void tst_qt3dsruntime::testRenderCustomShaderGenerator_430() +{ + runCustomShaderGeneratorTest(makeFormat(4, 3)); +} + +#endif + +void tst_qt3dsruntime::runDefaultShaderGeneratorTest() +{ + Qt3DSRenderTestDefaultMaterialGenerator *test = + QT3DS_NEW(m_foundation->getAllocator(), Qt3DSRenderTestDefaultMaterialGenerator); + if (!test->isSupported(m_renderContext)) + QSKIP("not supported"); + bool success = executeTest(test, "Qt3DSRenderTestDefaultMaterialGenerator"); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); +} + +void tst_qt3dsruntime::runCustomShaderGeneratorTest(QSurfaceFormat format) +{ + m_glContext = new QT_PREPEND_NAMESPACE(QOpenGLContext)(this); + m_glContext->setFormat(format); + bool success = m_glContext->create(); + if (!success) + return; + + m_glSurface = new QOffscreenSurface; + m_glSurface->setFormat(format); + m_glSurface->create(); + m_glContext->makeCurrent(m_glSurface); + + m_allocator = new CAllocator; + m_foundation = NVCreateFoundation(QT3DS_FOUNDATION_VERSION, *m_allocator); + + Qt3DSRenderTestCustomMaterialGenerator *test = + QT3DS_NEW(m_foundation->getAllocator(), Qt3DSRenderTestCustomMaterialGenerator); + + test->initializeQt3DSRenderer(format); + m_renderContext = &NVRenderContext::CreateGL(*m_foundation, test->qt3dsRenderer()->GetContext() + .GetStringTable(), format); + + if (!test->isSupported(m_renderContext)) + QSKIP("not supported"); + success = executeTest(test, "Qt3DSRenderTestCusromMaterialGenerator"); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::testRenderEffectGenerator() +{ + QSurfaceFormat format = makeFormat(4, 3); + m_glContext = new QT_PREPEND_NAMESPACE(QOpenGLContext)(this); + m_glContext->setFormat(format); + bool success = m_glContext->create(); + if (!success) + return; + + m_glSurface = new QOffscreenSurface; + m_glSurface->setFormat(format); + m_glSurface->create(); + m_glContext->makeCurrent(m_glSurface); + + m_allocator = new CAllocator; + m_foundation = NVCreateFoundation(QT3DS_FOUNDATION_VERSION, *m_allocator); + + Qt3DSRenderTestEffectGenerator *test = + QT3DS_NEW(m_foundation->getAllocator(), Qt3DSRenderTestEffectGenerator); + + test->initializeQt3DSRenderer(format); + m_renderContext = &NVRenderContext::CreateGL(*m_foundation, test->qt3dsRenderer()->GetContext() + .GetStringTable(), format); + + if (!test->isSupported(m_renderContext)) + QSKIP("not supported"); + success = executeTest(test, "Qt3DSRenderTestEffectGenerator"); + QT3DS_FREE(m_foundation->getAllocator(), test); + test = 0; + QVERIFY(success); + cleanup(); +} + +void tst_qt3dsruntime::cleanup() +{ + if (m_renderContext) + m_renderContext->release(); + if (m_foundation) + m_foundation->release(); + + m_renderContext = 0; + m_stringTable = 0; + m_foundation = 0; + + delete m_allocator; + m_allocator = 0; + + m_glSurface->destroy(); + delete m_glSurface; + m_glSurface = 0; + + delete m_glContext; + m_glContext = 0; +} + +QTEST_MAIN(tst_qt3dsruntime) diff --git a/tests/auto/runtime/tst_qt3dsruntime.h b/tests/auto/runtime/tst_qt3dsruntime.h new file mode 100644 index 0000000..1f5b943 --- /dev/null +++ b/tests/auto/runtime/tst_qt3dsruntime.h @@ -0,0 +1,144 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef TST_QT3DSRUNTIME +#define TST_QT3DSRUNTIME + +#include <QtTest/QtTest> +#include <QtTest/QSignalSpy> + +namespace qt3ds { +class NVFoundation; +namespace foundation { +class CAllocator; +class IStringTable; +} +namespace render { +class NVRenderContext; +class NVRenderTestBase; +} +} + +QT_BEGIN_NAMESPACE +class QOpenGLContext; +class QOffscreenSurface; +QT_END_NAMESPACE + +class tst_qt3dsruntime : public QObject +{ + Q_OBJECT +public: + tst_qt3dsruntime() + : m_allocator(0) + , m_foundation(0) + , m_stringTable(0) + , m_renderContext(0) + , m_glContext(0) + , m_glSurface(0) + { + } + +private Q_SLOTS: + void initTestCase(); + + void testNVRenderTestClear(); + void testNVRenderTestPrimitives(); + void testNVRenderTestConstantBuffer(); + void testNVRenderTestBackendQuery(); + void testNVRenderTestTimerQuery(); + void testNVRenderTestFboMsaa(); + void testNVRenderTestTessellation(); + void testNVRenderTestGeometryShader(); + void testNVRenderTestComputeShader(); + void testNVRenderTestOcclusionQuery(); + void testNVRenderTestTexture2D(); + void testNVRenderTestAtomicCounterBuffer(); + void testNVRenderTestDrawIndirectBuffer(); + void testNVRenderTestAttribBuffers(); + void testNVRenderTestProgramPipeline(); + + void testRenderEffectGenerator(); + +#if defined(QT_OPENGL_ES_2) + void testRenderDefaultShaderGenerator_200es(); + void testRenderCustomShaderGenerator_200es(); +#endif +#if defined(QT_OPENGL_ES_3) + void testRenderDefaultShaderGenerator_300es(); + void testRenderCustomShaderGenerator_300es(); +#if defined(QT_FEATURE_opengles31) + void testRenderDefaultShaderGenerator_310es(); + void testRenderCustomShaderGenerator_310es(); +#endif +#if defined(QT_FEATURE_opengles32) + void testRenderDefaultShaderGenerator_320es(); + void testRenderCustomShaderGenerator_320es(); +#endif +#endif + +#if defined(QT_OPENGL_DYNAMIC) + void testRenderDefaultShaderGenerator_300(); + void testRenderDefaultShaderGenerator_310(); + void testRenderDefaultShaderGenerator_320(); + void testRenderDefaultShaderGenerator_330(); + void testRenderDefaultShaderGenerator_400(); + void testRenderDefaultShaderGenerator_410(); + void testRenderDefaultShaderGenerator_420(); + void testRenderDefaultShaderGenerator_430(); + + void testRenderCustomShaderGenerator_300(); + void testRenderCustomShaderGenerator_310(); + void testRenderCustomShaderGenerator_320(); + void testRenderCustomShaderGenerator_330(); + void testRenderCustomShaderGenerator_400(); + void testRenderCustomShaderGenerator_410(); + void testRenderCustomShaderGenerator_420(); + void testRenderCustomShaderGenerator_430(); +#endif + + + +private: + bool executeTest(qt3ds::render::NVRenderTestBase *curTest, + const QString &testName, bool peformPixelTest = true); + bool init(QSurfaceFormat format); + bool init(); + void runDefaultShaderGeneratorTest(); + void runCustomShaderGeneratorTest(QSurfaceFormat format); + void cleanup(); + + qt3ds::foundation::CAllocator *m_allocator; + qt3ds::NVFoundation *m_foundation; + qt3ds::foundation::IStringTable *m_stringTable; + qt3ds::render::NVRenderContext *m_renderContext; + QOpenGLContext *m_glContext; + QOffscreenSurface *m_glSurface; +}; + +#endif // TST_QT3DSRUNTIME |