diff options
Diffstat (limited to 'tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp')
-rw-r--r-- | tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp | 332 |
1 files changed, 0 insertions, 332 deletions
diff --git a/tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp b/tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp deleted file mode 100644 index 30f26378..00000000 --- a/tests/auto/runtime/base/Qt3DSRenderTestBackendQuery.cpp +++ /dev/null @@ -1,332 +0,0 @@ -/**************************************************************************** -** -** 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)); -} |