diff options
Diffstat (limited to 'tests/auto/runtime/fbo')
-rw-r--r-- | tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.cpp | 299 | ||||
-rw-r--r-- | tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.h | 67 |
2 files changed, 0 insertions, 366 deletions
diff --git a/tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.cpp b/tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.cpp deleted file mode 100644 index 400cfc51..00000000 --- a/tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.cpp +++ /dev/null @@ -1,299 +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 "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 deleted file mode 100644 index bf9ed842..00000000 --- a/tests/auto/runtime/fbo/Qt3DSRenderTestFboMsaa.h +++ /dev/null @@ -1,67 +0,0 @@ -/**************************************************************************** -** -** 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 |