summaryrefslogtreecommitdiffstats
path: root/tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.cpp')
-rw-r--r--tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.cpp636
1 files changed, 0 insertions, 636 deletions
diff --git a/tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.cpp b/tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.cpp
deleted file mode 100644
index 15035b43..00000000
--- a/tests/auto/runtime/compute/Qt3DSRenderTestComputeShader.cpp
+++ /dev/null
@@ -1,636 +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 "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));
-}