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-rw-r--r--tests/auto/runtime/base/Qt3DSRenderTestTexture2D.cpp288
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diff --git a/tests/auto/runtime/base/Qt3DSRenderTestTexture2D.cpp b/tests/auto/runtime/base/Qt3DSRenderTestTexture2D.cpp
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--- a/tests/auto/runtime/base/Qt3DSRenderTestTexture2D.cpp
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-/****************************************************************************
-**
-** 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));
-}