Remove qshadergraph files

- Those files were moved as part of Qt3D as its the sole
  user of these
- Also removed associated unit tests

Pick-to: 6.2 5.15
Change-Id: I302bc219218a58071c86d2447cb4449601fca32c
Reviewed-by: Edward Welbourne <edward.welbourne@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Mike Krus <mike.krus@kdab.com>
bb10
Juan Casafranca 2021-01-05 11:47:26 +01:00 committed by Paul Lemire
parent f2040b8939
commit 0263cfdfa0
28 changed files with 0 additions and 6667 deletions

View File

@ -250,13 +250,6 @@ qt_internal_add_module(Gui
util/qktxhandler.cpp util/qktxhandler_p.h
util/qlayoutpolicy.cpp util/qlayoutpolicy_p.h
util/qpkmhandler.cpp util/qpkmhandler_p.h
util/qshaderformat.cpp util/qshaderformat_p.h
util/qshadergraph.cpp util/qshadergraph_p.h
util/qshadergraphloader.cpp util/qshadergraphloader_p.h
util/qshaderlanguage.cpp util/qshaderlanguage_p.h
util/qshadernode.cpp util/qshadernode_p.h
util/qshadernodeport.cpp util/qshadernodeport_p.h
util/qshadernodesloader.cpp util/qshadernodesloader_p.h
util/qtexturefiledata.cpp util/qtexturefiledata_p.h
util/qtexturefilehandler_p.h
util/qtexturefilereader.cpp util/qtexturefilereader_p.h
@ -812,11 +805,6 @@ qt_internal_extend_target(Gui CONDITION NOT QT_FEATURE_system_zlib AND NOT no_co
Qt::Core
)
qt_internal_extend_target(Gui CONDITION QT_FEATURE_regularexpression
SOURCES
util/qshadergenerator.cpp util/qshadergenerator_p.h
)
qt_internal_extend_target(Gui CONDITION QT_FEATURE_undocommand
SOURCES
util/qundostack.cpp util/qundostack.h util/qundostack_p.h

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@ -1,145 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qshaderformat_p.h"
QT_BEGIN_NAMESPACE
QShaderFormat::QShaderFormat() noexcept
: m_api(NoApi)
, m_shaderType(Fragment)
{
}
QShaderFormat::Api QShaderFormat::api() const noexcept
{
return m_api;
}
void QShaderFormat::setApi(QShaderFormat::Api api) noexcept
{
m_api = api;
}
QVersionNumber QShaderFormat::version() const noexcept
{
return m_version;
}
void QShaderFormat::setVersion(const QVersionNumber &version) noexcept
{
m_version = version;
}
QStringList QShaderFormat::extensions() const noexcept
{
return m_extensions;
}
void QShaderFormat::setExtensions(const QStringList &extensions) noexcept
{
m_extensions = extensions;
m_extensions.sort();
}
QString QShaderFormat::vendor() const noexcept
{
return m_vendor;
}
void QShaderFormat::setVendor(const QString &vendor) noexcept
{
m_vendor = vendor;
}
bool QShaderFormat::isValid() const noexcept
{
return m_api != NoApi && m_version.majorVersion() > 0;
}
bool QShaderFormat::supports(const QShaderFormat &other) const noexcept
{
if (!isValid() || !other.isValid())
return false;
if (m_api == OpenGLES && m_api != other.m_api)
return false;
if (m_api == OpenGLCoreProfile && m_api != other.m_api)
return false;
if (m_version < other.m_version)
return false;
if (m_shaderType != other.m_shaderType)
return false;
const auto containsAllExtensionsFromOther = std::includes(m_extensions.constBegin(),
m_extensions.constEnd(),
other.m_extensions.constBegin(),
other.m_extensions.constEnd());
if (!containsAllExtensionsFromOther)
return false;
if (!other.m_vendor.isEmpty() && m_vendor != other.m_vendor)
return false;
return true;
}
QShaderFormat::ShaderType QShaderFormat::shaderType() const noexcept
{
return m_shaderType;
}
void QShaderFormat::setShaderType(QShaderFormat::ShaderType shaderType) noexcept
{
m_shaderType = shaderType;
}
bool operator==(const QShaderFormat &lhs, const QShaderFormat &rhs) noexcept
{
return lhs.api() == rhs.api()
&& lhs.version() == rhs.version()
&& lhs.extensions() == rhs.extensions()
&& lhs.vendor() == rhs.vendor()
&& lhs.shaderType() == rhs.shaderType();
}
QT_END_NAMESPACE

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@ -1,123 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSHADERFORMAT_P_H
#define QSHADERFORMAT_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtGui/private/qtguiglobal_p.h>
#include <QtCore/qstringlist.h>
#include <QtCore/qversionnumber.h>
QT_BEGIN_NAMESPACE
class QShaderFormat
{
public:
enum Api : int {
NoApi,
OpenGLNoProfile,
OpenGLCoreProfile,
OpenGLCompatibilityProfile,
OpenGLES,
VulkanFlavoredGLSL
};
enum ShaderType : int {
Vertex = 0,
TessellationControl,
TessellationEvaluation,
Geometry,
Fragment,
Compute
};
Q_GUI_EXPORT QShaderFormat() noexcept;
Q_GUI_EXPORT Api api() const noexcept;
Q_GUI_EXPORT void setApi(Api api) noexcept;
Q_GUI_EXPORT QVersionNumber version() const noexcept;
Q_GUI_EXPORT void setVersion(const QVersionNumber &version) noexcept;
Q_GUI_EXPORT QStringList extensions() const noexcept;
Q_GUI_EXPORT void setExtensions(const QStringList &extensions) noexcept;
Q_GUI_EXPORT QString vendor() const noexcept;
Q_GUI_EXPORT void setVendor(const QString &vendor) noexcept;
Q_GUI_EXPORT bool isValid() const noexcept;
Q_GUI_EXPORT bool supports(const QShaderFormat &other) const noexcept;
Q_GUI_EXPORT ShaderType shaderType() const noexcept;
Q_GUI_EXPORT void setShaderType(ShaderType shaderType) noexcept;
private:
Api m_api;
QVersionNumber m_version;
QStringList m_extensions;
QString m_vendor;
ShaderType m_shaderType;
};
Q_GUI_EXPORT bool operator==(const QShaderFormat &lhs, const QShaderFormat &rhs) noexcept;
inline bool operator!=(const QShaderFormat &lhs, const QShaderFormat &rhs) noexcept
{
return !(lhs == rhs);
}
Q_DECLARE_TYPEINFO(QShaderFormat, Q_RELOCATABLE_TYPE);
QT_END_NAMESPACE
Q_DECLARE_METATYPE(QShaderFormat)
#endif // QSHADERFORMAT_P_H

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@ -1,638 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qshadergenerator_p.h"
#include "qshaderlanguage_p.h"
#include <QRegularExpression>
#include <cctype>
QT_BEGIN_NAMESPACE
Q_LOGGING_CATEGORY(ShaderGenerator, "ShaderGenerator", QtWarningMsg)
namespace
{
QByteArray toGlsl(QShaderLanguage::StorageQualifier qualifier, const QShaderFormat &format)
{
if (format.version().majorVersion() <= 2) {
// Note we're assuming fragment shader only here, it'd be different
// values for vertex shader, will need to be fixed properly at some
// point but isn't necessary yet (this problem already exists in past
// commits anyway)
switch (qualifier) {
case QShaderLanguage::Const:
return "const";
case QShaderLanguage::Input:
if (format.shaderType() == QShaderFormat::Vertex)
return "attribute";
else
return "varying";
case QShaderLanguage::Output:
return ""; // Although fragment shaders for <=2 only have fixed outputs
case QShaderLanguage::Uniform:
return "uniform";
case QShaderLanguage::BuiltIn:
return "//";
}
} else {
switch (qualifier) {
case QShaderLanguage::Const:
return "const";
case QShaderLanguage::Input:
return "in";
case QShaderLanguage::Output:
return "out";
case QShaderLanguage::Uniform:
return "uniform";
case QShaderLanguage::BuiltIn:
return "//";
}
}
Q_UNREACHABLE();
}
QByteArray toGlsl(QShaderLanguage::VariableType type)
{
switch (type) {
case QShaderLanguage::Bool:
return "bool";
case QShaderLanguage::Int:
return "int";
case QShaderLanguage::Uint:
return "uint";
case QShaderLanguage::Float:
return "float";
case QShaderLanguage::Double:
return "double";
case QShaderLanguage::Vec2:
return "vec2";
case QShaderLanguage::Vec3:
return "vec3";
case QShaderLanguage::Vec4:
return "vec4";
case QShaderLanguage::DVec2:
return "dvec2";
case QShaderLanguage::DVec3:
return "dvec3";
case QShaderLanguage::DVec4:
return "dvec4";
case QShaderLanguage::BVec2:
return "bvec2";
case QShaderLanguage::BVec3:
return "bvec3";
case QShaderLanguage::BVec4:
return "bvec4";
case QShaderLanguage::IVec2:
return "ivec2";
case QShaderLanguage::IVec3:
return "ivec3";
case QShaderLanguage::IVec4:
return "ivec4";
case QShaderLanguage::UVec2:
return "uvec2";
case QShaderLanguage::UVec3:
return "uvec3";
case QShaderLanguage::UVec4:
return "uvec4";
case QShaderLanguage::Mat2:
return "mat2";
case QShaderLanguage::Mat3:
return "mat3";
case QShaderLanguage::Mat4:
return "mat4";
case QShaderLanguage::Mat2x2:
return "mat2x2";
case QShaderLanguage::Mat2x3:
return "mat2x3";
case QShaderLanguage::Mat2x4:
return "mat2x4";
case QShaderLanguage::Mat3x2:
return "mat3x2";
case QShaderLanguage::Mat3x3:
return "mat3x3";
case QShaderLanguage::Mat3x4:
return "mat3x4";
case QShaderLanguage::Mat4x2:
return "mat4x2";
case QShaderLanguage::Mat4x3:
return "mat4x3";
case QShaderLanguage::Mat4x4:
return "mat4x4";
case QShaderLanguage::DMat2:
return "dmat2";
case QShaderLanguage::DMat3:
return "dmat3";
case QShaderLanguage::DMat4:
return "dmat4";
case QShaderLanguage::DMat2x2:
return "dmat2x2";
case QShaderLanguage::DMat2x3:
return "dmat2x3";
case QShaderLanguage::DMat2x4:
return "dmat2x4";
case QShaderLanguage::DMat3x2:
return "dmat3x2";
case QShaderLanguage::DMat3x3:
return "dmat3x3";
case QShaderLanguage::DMat3x4:
return "dmat3x4";
case QShaderLanguage::DMat4x2:
return "dmat4x2";
case QShaderLanguage::DMat4x3:
return "dmat4x3";
case QShaderLanguage::DMat4x4:
return "dmat4x4";
case QShaderLanguage::Sampler1D:
return "sampler1D";
case QShaderLanguage::Sampler2D:
return "sampler2D";
case QShaderLanguage::Sampler3D:
return "sampler3D";
case QShaderLanguage::SamplerCube:
return "samplerCube";
case QShaderLanguage::Sampler2DRect:
return "sampler2DRect";
case QShaderLanguage::Sampler2DMs:
return "sampler2DMS";
case QShaderLanguage::SamplerBuffer:
return "samplerBuffer";
case QShaderLanguage::Sampler1DArray:
return "sampler1DArray";
case QShaderLanguage::Sampler2DArray:
return "sampler2DArray";
case QShaderLanguage::Sampler2DMsArray:
return "sampler2DMSArray";
case QShaderLanguage::SamplerCubeArray:
return "samplerCubeArray";
case QShaderLanguage::Sampler1DShadow:
return "sampler1DShadow";
case QShaderLanguage::Sampler2DShadow:
return "sampler2DShadow";
case QShaderLanguage::Sampler2DRectShadow:
return "sampler2DRectShadow";
case QShaderLanguage::Sampler1DArrayShadow:
return "sampler1DArrayShadow";
case QShaderLanguage::Sampler2DArrayShadow:
return "sample2DArrayShadow";
case QShaderLanguage::SamplerCubeShadow:
return "samplerCubeShadow";
case QShaderLanguage::SamplerCubeArrayShadow:
return "samplerCubeArrayShadow";
case QShaderLanguage::ISampler1D:
return "isampler1D";
case QShaderLanguage::ISampler2D:
return "isampler2D";
case QShaderLanguage::ISampler3D:
return "isampler3D";
case QShaderLanguage::ISamplerCube:
return "isamplerCube";
case QShaderLanguage::ISampler2DRect:
return "isampler2DRect";
case QShaderLanguage::ISampler2DMs:
return "isampler2DMS";
case QShaderLanguage::ISamplerBuffer:
return "isamplerBuffer";
case QShaderLanguage::ISampler1DArray:
return "isampler1DArray";
case QShaderLanguage::ISampler2DArray:
return "isampler2DArray";
case QShaderLanguage::ISampler2DMsArray:
return "isampler2DMSArray";
case QShaderLanguage::ISamplerCubeArray:
return "isamplerCubeArray";
case QShaderLanguage::USampler1D:
return "usampler1D";
case QShaderLanguage::USampler2D:
return "usampler2D";
case QShaderLanguage::USampler3D:
return "usampler3D";
case QShaderLanguage::USamplerCube:
return "usamplerCube";
case QShaderLanguage::USampler2DRect:
return "usampler2DRect";
case QShaderLanguage::USampler2DMs:
return "usampler2DMS";
case QShaderLanguage::USamplerBuffer:
return "usamplerBuffer";
case QShaderLanguage::USampler1DArray:
return "usampler1DArray";
case QShaderLanguage::USampler2DArray:
return "usampler2DArray";
case QShaderLanguage::USampler2DMsArray:
return "usampler2DMSArray";
case QShaderLanguage::USamplerCubeArray:
return "usamplerCubeArray";
}
Q_UNREACHABLE();
}
QByteArray replaceParameters(const QByteArray &original, const QShaderNode &node, const QShaderFormat &format)
{
QByteArray result = original;
const QStringList parameterNames = node.parameterNames();
for (const QString &parameterName : parameterNames) {
const QByteArray placeholder = QByteArray(QByteArrayLiteral("$") + parameterName.toUtf8());
const QVariant parameter = node.parameter(parameterName);
if (parameter.userType() == qMetaTypeId<QShaderLanguage::StorageQualifier>()) {
const QShaderLanguage::StorageQualifier qualifier = qvariant_cast<QShaderLanguage::StorageQualifier>(parameter);
const QByteArray value = toGlsl(qualifier, format);
result.replace(placeholder, value);
} else if (parameter.userType() == qMetaTypeId<QShaderLanguage::VariableType>()) {
const QShaderLanguage::VariableType type = qvariant_cast<QShaderLanguage::VariableType>(parameter);
const QByteArray value = toGlsl(type);
result.replace(placeholder, value);
} else {
const QByteArray value = parameter.toString().toUtf8();
result.replace(placeholder, value);
}
}
return result;
}
}
QByteArray QShaderGenerator::createShaderCode(const QStringList &enabledLayers) const
{
auto code = QByteArrayList();
if (format.isValid()) {
const bool isGLES = format.api() == QShaderFormat::OpenGLES;
const int major = format.version().majorVersion();
const int minor = format.version().minorVersion();
const int version = major == 2 && isGLES ? 100
: major == 3 && isGLES ? 300
: major == 2 ? 100 + 10 * (minor + 1)
: major == 3 && minor <= 2 ? 100 + 10 * (minor + 3)
: major * 100 + minor * 10;
const QByteArray profile = isGLES && version > 100 ? QByteArrayLiteral(" es")
: version >= 150 && format.api() == QShaderFormat::OpenGLCoreProfile ? QByteArrayLiteral(" core")
: version >= 150 && format.api() == QShaderFormat::OpenGLCompatibilityProfile ? QByteArrayLiteral(" compatibility")
: QByteArray();
code << (QByteArrayLiteral("#version ") + QByteArray::number(version) + profile);
code << QByteArray();
}
const auto intersectsEnabledLayers = [enabledLayers] (const QStringList &layers) {
return layers.isEmpty()
|| std::any_of(layers.cbegin(), layers.cend(),
[enabledLayers] (const QString &s) { return enabledLayers.contains(s); });
};
QList<QString> globalInputVariables;
const QRegularExpression globalInputExtractRegExp(QStringLiteral("^.*\\s+(\\w+).*;$"));
const QList<QShaderNode> nodes = graph.nodes();
for (const QShaderNode &node : nodes) {
if (intersectsEnabledLayers(node.layers())) {
const QByteArrayList headerSnippets = node.rule(format).headerSnippets;
for (const QByteArray &snippet : headerSnippets) {
code << replaceParameters(snippet, node, format);
// If node is an input, record the variable name into the globalInputVariables list
if (node.type() == QShaderNode::Input) {
const QRegularExpressionMatch match = globalInputExtractRegExp.match(QString::fromUtf8(code.last()));
if (match.hasMatch())
globalInputVariables.push_back(match.captured(1));
}
}
}
}
code << QByteArray();
code << QByteArrayLiteral("void main()");
code << QByteArrayLiteral("{");
const QRegularExpression temporaryVariableToAssignmentRegExp(QStringLiteral("([^;]*\\s+(v\\d+))\\s*=\\s*([^;]*);"));
const QRegularExpression temporaryVariableInAssignmentRegExp(QStringLiteral("\\W*(v\\d+)\\W*"));
const QRegularExpression statementRegExp(QStringLiteral("\\s*(\\w+)\\s*=\\s*([^;]*);"));
struct Variable;
struct Assignment
{
QString expression;
QList<Variable *> referencedVariables;
};
struct Variable
{
enum Type {
GlobalInput,
TemporaryAssignment,
Output
};
QString name;
QString declaration;
int referenceCount = 0;
Assignment assignment;
Type type = TemporaryAssignment;
bool substituted = false;
static void substitute(Variable *v)
{
if (v->substituted)
return;
qCDebug(ShaderGenerator) << "Begin Substituting " << v->name << " = " << v->assignment.expression;
for (Variable *ref : qAsConst(v->assignment.referencedVariables)) {
// Recursively substitute
Variable::substitute(ref);
// Replace all variables referenced only once in the assignment
// by their actual expression
if (ref->referenceCount == 1 || ref->type == Variable::GlobalInput) {
const QRegularExpression r(QStringLiteral("(.*\\b)(%1)(\\b.*)").arg(ref->name));
if (v->assignment.referencedVariables.size() == 1)
v->assignment.expression.replace(r,
QStringLiteral("\\1%2\\3").arg(ref->assignment.expression));
else
v->assignment.expression.replace(r,
QStringLiteral("(\\1%2\\3)").arg(ref->assignment.expression));
}
}
qCDebug(ShaderGenerator) << "Done Substituting " << v->name << " = " << v->assignment.expression;
v->substituted = true;
}
};
struct LineContent
{
QByteArray rawContent;
Variable *var = nullptr;
};
// Table to store temporary variables that should be replaced:
// - If variable references a a global variables
// -> we will use the global variable directly
// - If variable references a function results
// -> will be kept only if variable is referenced more than once.
// This avoids having vec3 v56 = vertexPosition; when we could
// just use vertexPosition directly.
// The added benefit is when having arrays, we don't try to create
// mat4 v38 = skinningPalelette[100] which would be invalid
QList<Variable> temporaryVariables;
// Reserve more than enough space to ensure no reallocation will take place
temporaryVariables.reserve(nodes.size() * 8);
QList<LineContent> lines;
auto createVariable = [&] () -> Variable * {
Q_ASSERT(temporaryVariables.capacity() > 0);
temporaryVariables.resize(temporaryVariables.size() + 1);
return &temporaryVariables.last();
};
auto findVariable = [&] (const QString &name) -> Variable * {
const auto end = temporaryVariables.end();
auto it = std::find_if(temporaryVariables.begin(), end,
[=] (const Variable &a) { return a.name == name; });
if (it != end)
return &(*it);
return nullptr;
};
auto gatherTemporaryVariablesFromAssignment = [&] (Variable *v, const QString &assignmentContent) {
QRegularExpressionMatchIterator subMatchIt = temporaryVariableInAssignmentRegExp.globalMatch(assignmentContent);
while (subMatchIt.hasNext()) {
const QRegularExpressionMatch subMatch = subMatchIt.next();
const QString variableName = subMatch.captured(1);
// Variable we care about should already exists -> an expression cannot reference a variable that hasn't been defined
Variable *u = findVariable(variableName);
Q_ASSERT(u);
// Increase reference count for u
++u->referenceCount;
// Insert u as reference for variable v
v->assignment.referencedVariables.push_back(u);
}
};
for (const QShaderGraph::Statement &statement : graph.createStatements(enabledLayers)) {
const QShaderNode node = statement.node;
QByteArray line = node.rule(format).substitution;
const QList<QShaderNodePort> ports = node.ports();
struct VariableReplacement {
QByteArray placeholder;
QByteArray variable;
};
QList<VariableReplacement> variableReplacements;
// Generate temporary variable names vN
for (const QShaderNodePort &port : ports) {
const QString portName = port.name;
const QShaderNodePort::Direction portDirection = port.direction;
const bool isInput = port.direction == QShaderNodePort::Input;
const int portIndex = statement.portIndex(portDirection, portName);
Q_ASSERT(portIndex >= 0);
const int variableIndex = isInput ? statement.inputs.at(portIndex)
: statement.outputs.at(portIndex);
if (variableIndex < 0)
continue;
VariableReplacement replacement;
replacement.placeholder = QByteArrayLiteral("$") + portName.toUtf8();
replacement.variable = QByteArrayLiteral("v") + QByteArray::number(variableIndex);
variableReplacements.append(std::move(replacement));
}
int begin = 0;
while ((begin = line.indexOf('$', begin)) != -1) {
int end = begin + 1;
char endChar = line.at(end);
const int size = line.size();
while (end < size && (std::isalnum(endChar) || endChar == '_')) {
++end;
endChar = line.at(end);
}
const int placeholderLength = end - begin;
const QByteArray variableName = line.mid(begin, placeholderLength);
const auto replacementIt = std::find_if(variableReplacements.cbegin(), variableReplacements.cend(),
[&variableName](const VariableReplacement &replacement) {
return variableName == replacement.placeholder;
});
if (replacementIt != variableReplacements.cend()) {
line.replace(begin, placeholderLength, replacementIt->variable);
begin += replacementIt->variable.length();
} else {
begin = end;
}
}
// Substitute variable names by generated vN variable names
const QByteArray substitutionedLine = replaceParameters(line, node, format);
QRegularExpressionMatchIterator matches;
switch (node.type()) {
case QShaderNode::Input:
case QShaderNode::Output:
matches = statementRegExp.globalMatch(QString::fromUtf8(substitutionedLine));
break;
case QShaderNode::Function:
matches = temporaryVariableToAssignmentRegExp.globalMatch(QString::fromUtf8(substitutionedLine));
break;
case QShaderNode::Invalid:
break;
}
while (matches.hasNext()) {
QRegularExpressionMatch match = matches.next();
Variable *v = nullptr;
switch (node.type()) {
// Record name of temporary variable that possibly references a global input
// We will replace the temporary variables by the matching global variables later
case QShaderNode::Input: {
const QString localVariable = match.captured(1);
const QString globalVariable = match.captured(2);
v = createVariable();
v->name = localVariable;
v->type = Variable::GlobalInput;
Assignment assignment;
assignment.expression = globalVariable;
v->assignment = assignment;
break;
}
case QShaderNode::Function: {
const QString localVariableDeclaration = match.captured(1);
const QString localVariableName = match.captured(2);
const QString assignmentContent = match.captured(3);
// Add new variable -> it cannot exist already
v = createVariable();
v->name = localVariableName;
v->declaration = localVariableDeclaration;
v->assignment.expression = assignmentContent;
// Find variables that may be referenced in the assignment
gatherTemporaryVariablesFromAssignment(v, assignmentContent);
break;
}
case QShaderNode::Output: {
const QString outputDeclaration = match.captured(1);
const QString assignmentContent = match.captured(2);
v = createVariable();
v->name = outputDeclaration;
v->declaration = outputDeclaration;
v->type = Variable::Output;
Assignment assignment;
assignment.expression = assignmentContent;
v->assignment = assignment;
// Find variables that may be referenced in the assignment
gatherTemporaryVariablesFromAssignment(v, assignmentContent);
break;
}
case QShaderNode::Invalid:
break;
}
LineContent lineContent;
lineContent.rawContent = QByteArray(QByteArrayLiteral(" ") + substitutionedLine);
lineContent.var = v;
lines << lineContent;
}
}
// Go through all lines
// Perform substitution of line with temporary variables substitution
for (LineContent &lineContent : lines) {
Variable *v = lineContent.var;
qCDebug(ShaderGenerator) << lineContent.rawContent;
if (v != nullptr) {
Variable::substitute(v);
qCDebug(ShaderGenerator) << "Line " << lineContent.rawContent << "is assigned to temporary" << v->name;
// Check number of occurrences a temporary variable is referenced
if (v->referenceCount == 1 || v->type == Variable::GlobalInput) {
// If it is referenced only once, no point in creating a temporary
// Clear content for current line
lineContent.rawContent.clear();
// We assume expression that were referencing vN will have vN properly substituted
} else {
lineContent.rawContent = QStringLiteral(" %1 = %2;").arg(v->declaration)
.arg(v->assignment.expression)
.toUtf8();
}
qCDebug(ShaderGenerator) << "Updated Line is " << lineContent.rawContent;
}
}
// Go throug all lines and insert content
for (const LineContent &lineContent : qAsConst(lines)) {
if (!lineContent.rawContent.isEmpty()) {
code << lineContent.rawContent;
}
}
code << QByteArrayLiteral("}");
code << QByteArray();
return code.join('\n');
}
QT_END_NAMESPACE

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@ -1,79 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSHADERGENERATOR_P_H
#define QSHADERGENERATOR_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtGui/private/qtguiglobal_p.h>
#include <QtGui/private/qshadergraph_p.h>
#include <QtCore/QLoggingCategory>
QT_BEGIN_NAMESPACE
Q_DECLARE_LOGGING_CATEGORY(ShaderGenerator)
class QShaderGenerator
{
public:
Q_GUI_EXPORT QByteArray createShaderCode(const QStringList &enabledLayers = QStringList()) const;
QShaderGraph graph;
QShaderFormat format;
};
Q_DECLARE_TYPEINFO(QShaderGenerator, Q_RELOCATABLE_TYPE);
QT_END_NAMESPACE
Q_DECLARE_METATYPE(QShaderGenerator)
#endif // QSHADERGENERATOR_P_H

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@ -1,316 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qshadergraph_p.h"
QT_BEGIN_NAMESPACE
namespace
{
QList<QShaderNode> copyOutputNodes(const QList<QShaderNode> &nodes, const QList<QShaderGraph::Edge> &edges)
{
auto res = QList<QShaderNode>();
std::copy_if(nodes.cbegin(), nodes.cend(),
std::back_inserter(res),
[&edges] (const QShaderNode &node) {
return node.type() == QShaderNode::Output ||
(node.type() == QShaderNode::Function &&
!std::any_of(edges.cbegin(),
edges.cend(),
[&node] (const QShaderGraph::Edge &edge) {
return edge.sourceNodeUuid ==
node.uuid();
}));
});
return res;
}
QList<QShaderGraph::Edge> incomingEdges(const QList<QShaderGraph::Edge> &edges, const QUuid &uuid)
{
auto res = QList<QShaderGraph::Edge>();
std::copy_if(edges.cbegin(), edges.cend(),
std::back_inserter(res),
[uuid] (const QShaderGraph::Edge &edge) {
return edge.sourceNodeUuid == uuid;
});
return res;
}
QList<QShaderGraph::Edge> outgoingEdges(const QList<QShaderGraph::Edge> &edges, const QUuid &uuid)
{
auto res = QList<QShaderGraph::Edge>();
std::copy_if(edges.cbegin(), edges.cend(),
std::back_inserter(res),
[uuid] (const QShaderGraph::Edge &edge) {
return edge.targetNodeUuid == uuid;
});
return res;
}
QShaderGraph::Statement nodeToStatement(const QShaderNode &node, int &nextVarId)
{
auto statement = QShaderGraph::Statement();
statement.node = node;
const QList<QShaderNodePort> ports = node.ports();
for (const QShaderNodePort &port : ports) {
if (port.direction == QShaderNodePort::Input) {
statement.inputs.append(-1);
} else {
statement.outputs.append(nextVarId);
nextVarId++;
}
}
return statement;
}
QShaderGraph::Statement completeStatement(const QHash<QUuid, QShaderGraph::Statement> &idHash,
const QList<QShaderGraph::Edge> edges,
const QUuid &uuid)
{
auto targetStatement = idHash.value(uuid);
for (const QShaderGraph::Edge &edge : edges) {
if (edge.targetNodeUuid != uuid)
continue;
const QShaderGraph::Statement sourceStatement = idHash.value(edge.sourceNodeUuid);
const int sourcePortIndex = sourceStatement.portIndex(QShaderNodePort::Output, edge.sourcePortName);
const int targetPortIndex = targetStatement.portIndex(QShaderNodePort::Input, edge.targetPortName);
if (sourcePortIndex < 0 || targetPortIndex < 0)
continue;
const QList<int> sourceOutputs = sourceStatement.outputs;
QList<int> &targetInputs = targetStatement.inputs;
targetInputs[targetPortIndex] = sourceOutputs[sourcePortIndex];
}
return targetStatement;
}
void removeNodesWithUnboundInputs(QList<QShaderGraph::Statement> &statements,
const QList<QShaderGraph::Edge> &allEdges)
{
// A node is invalid if any of its input ports is disconected
// or connected to the output port of another invalid node.
// Keeps track of the edges from the nodes we know to be valid
// to unvisited nodes
auto currentEdges = QList<QShaderGraph::Edge>();
statements.erase(std::remove_if(statements.begin(),
statements.end(),
[&currentEdges, &allEdges] (const QShaderGraph::Statement &statement) {
const QShaderNode &node = statement.node;
const QList<QShaderGraph::Edge> outgoing = outgoingEdges(currentEdges, node.uuid());
const QList<QShaderNodePort> ports = node.ports();
bool allInputsConnected = true;
for (const QShaderNodePort &port : node.ports()) {
if (port.direction == QShaderNodePort::Output)
continue;
const auto edgeIt = std::find_if(outgoing.cbegin(),
outgoing.cend(),
[&port] (const QShaderGraph::Edge &edge) {
return edge.targetPortName == port.name;
});
if (edgeIt != outgoing.cend())
currentEdges.removeAll(*edgeIt);
else
allInputsConnected = false;
}
if (allInputsConnected) {
const QList<QShaderGraph::Edge> incoming = incomingEdges(allEdges, node.uuid());
currentEdges.append(incoming);
}
return !allInputsConnected;
}),
statements.end());
}
}
QUuid QShaderGraph::Statement::uuid() const noexcept
{
return node.uuid();
}
int QShaderGraph::Statement::portIndex(QShaderNodePort::Direction direction, const QString &portName) const noexcept
{
const QList<QShaderNodePort> ports = node.ports();
int index = 0;
for (const QShaderNodePort &port : ports) {
if (port.name == portName && port.direction == direction)
return index;
else if (port.direction == direction)
index++;
}
return -1;
}
void QShaderGraph::addNode(const QShaderNode &node)
{
removeNode(node);
m_nodes.append(node);
}
void QShaderGraph::removeNode(const QShaderNode &node)
{
const auto it = std::find_if(m_nodes.begin(), m_nodes.end(),
[node] (const QShaderNode &n) { return n.uuid() == node.uuid(); });
if (it != m_nodes.end())
m_nodes.erase(it);
}
QList<QShaderNode> QShaderGraph::nodes() const noexcept
{
return m_nodes;
}
void QShaderGraph::addEdge(const QShaderGraph::Edge &edge)
{
if (m_edges.contains(edge))
return;
m_edges.append(edge);
}
void QShaderGraph::removeEdge(const QShaderGraph::Edge &edge)
{
m_edges.removeAll(edge);
}
QList<QShaderGraph::Edge> QShaderGraph::edges() const noexcept
{
return m_edges;
}
QList<QShaderGraph::Statement> QShaderGraph::createStatements(const QStringList &enabledLayers) const
{
const auto intersectsEnabledLayers = [enabledLayers] (const QStringList &layers) {
return layers.isEmpty()
|| std::any_of(layers.cbegin(), layers.cend(),
[enabledLayers] (const QString &s) { return enabledLayers.contains(s); });
};
const QList<QShaderNode> enabledNodes = [this, intersectsEnabledLayers] {
auto res = QList<QShaderNode>();
std::copy_if(m_nodes.cbegin(), m_nodes.cend(),
std::back_inserter(res),
[intersectsEnabledLayers] (const QShaderNode &node) {
return intersectsEnabledLayers(node.layers());
});
return res;
}();
const QList<Edge> enabledEdges = [this, intersectsEnabledLayers] {
auto res = QList<Edge>();
std::copy_if(m_edges.cbegin(), m_edges.cend(),
std::back_inserter(res),
[intersectsEnabledLayers] (const Edge &edge) {
return intersectsEnabledLayers(edge.layers);
});
return res;
}();
const QHash<QUuid, Statement> idHash = [enabledNodes] {
auto nextVarId = 0;
auto res = QHash<QUuid, Statement>();
for (const QShaderNode &node : enabledNodes)
res.insert(node.uuid(), nodeToStatement(node, nextVarId));
return res;
}();
auto result = QList<Statement>();
QList<Edge> currentEdges = enabledEdges;
QList<QUuid> currentUuids = [enabledNodes, enabledEdges] {
const QList<QShaderNode> inputs = copyOutputNodes(enabledNodes, enabledEdges);
auto res = QList<QUuid>();
std::transform(inputs.cbegin(), inputs.cend(),
std::back_inserter(res),
[](const QShaderNode &node) { return node.uuid(); });
return res;
}();
// Implements Kahn's algorithm to flatten the graph
// https://en.wikipedia.org/wiki/Topological_sorting#Kahn.27s_algorithm
//
// We implement it with a small twist though, we follow the edges backward
// because we want to track the dependencies from the output nodes and not the
// input nodes
while (!currentUuids.isEmpty()) {
const QUuid uuid = currentUuids.takeFirst();
result.append(completeStatement(idHash, enabledEdges, uuid));
const QList<QShaderGraph::Edge> outgoing = outgoingEdges(currentEdges, uuid);
for (const QShaderGraph::Edge &outgoingEdge : outgoing) {
currentEdges.removeAll(outgoingEdge);
const QUuid nextUuid = outgoingEdge.sourceNodeUuid;
const QList<QShaderGraph::Edge> incoming = incomingEdges(currentEdges, nextUuid);
if (incoming.isEmpty()) {
currentUuids.append(nextUuid);
}
}
}
std::reverse(result.begin(), result.end());
removeNodesWithUnboundInputs(result, enabledEdges);
return result;
}
bool operator==(const QShaderGraph::Edge &lhs, const QShaderGraph::Edge &rhs) noexcept
{
return lhs.sourceNodeUuid == rhs.sourceNodeUuid
&& lhs.sourcePortName == rhs.sourcePortName
&& lhs.targetNodeUuid == rhs.targetNodeUuid
&& lhs.targetPortName == rhs.targetPortName;
}
bool operator==(const QShaderGraph::Statement &lhs, const QShaderGraph::Statement &rhs) noexcept
{
return lhs.inputs == rhs.inputs
&& lhs.outputs == rhs.outputs
&& lhs.node.uuid() == rhs.node.uuid();
}
QT_END_NAMESPACE

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@ -1,124 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSHADERGRAPH_P_H
#define QSHADERGRAPH_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtGui/private/qtguiglobal_p.h>
#include <QtGui/private/qshadernode_p.h>
QT_BEGIN_NAMESPACE
class QShaderGraph
{
public:
class Edge
{
public:
QStringList layers;
QUuid sourceNodeUuid;
QString sourcePortName;
QUuid targetNodeUuid;
QString targetPortName;
};
class Statement
{
public:
Q_GUI_EXPORT QUuid uuid() const noexcept;
Q_GUI_EXPORT int portIndex(QShaderNodePort::Direction direction, const QString &portName) const noexcept;
QShaderNode node;
QList<int> inputs;
QList<int> outputs;
};
Q_GUI_EXPORT void addNode(const QShaderNode &node);
Q_GUI_EXPORT void removeNode(const QShaderNode &node);
Q_GUI_EXPORT QList<QShaderNode> nodes() const noexcept;
Q_GUI_EXPORT void addEdge(const Edge &edge);
Q_GUI_EXPORT void removeEdge(const Edge &edge);
Q_GUI_EXPORT QList<Edge> edges() const noexcept;
Q_GUI_EXPORT QList<Statement>
createStatements(const QStringList &enabledLayers = QStringList()) const;
private:
QList<QShaderNode> m_nodes;
QList<Edge> m_edges;
};
Q_GUI_EXPORT bool operator==(const QShaderGraph::Edge &lhs, const QShaderGraph::Edge &rhs) noexcept;
inline bool operator!=(const QShaderGraph::Edge &lhs, const QShaderGraph::Edge &rhs) noexcept
{
return !(lhs == rhs);
}
Q_GUI_EXPORT bool operator==(const QShaderGraph::Statement &lhs, const QShaderGraph::Statement &rhs) noexcept;
inline bool operator!=(const QShaderGraph::Statement &lhs, const QShaderGraph::Statement &rhs) noexcept
{
return !(lhs == rhs);
}
Q_DECLARE_TYPEINFO(QShaderGraph, Q_RELOCATABLE_TYPE);
Q_DECLARE_TYPEINFO(QShaderGraph::Edge, Q_RELOCATABLE_TYPE);
Q_DECLARE_TYPEINFO(QShaderGraph::Statement, Q_RELOCATABLE_TYPE);
QT_END_NAMESPACE
Q_DECLARE_METATYPE(QShaderGraph)
Q_DECLARE_METATYPE(QShaderGraph::Edge)
Q_DECLARE_METATYPE(QShaderGraph::Statement)
#endif // QSHADERGRAPH_P_H

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@ -1,269 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qshadergraphloader_p.h"
#include "qshadernodesloader_p.h"
#include <QtCore/qdebug.h>
#include <QtCore/qiodevice.h>
#include <QtCore/qjsonarray.h>
#include <QtCore/qjsondocument.h>
#include <QtCore/qjsonobject.h>
#include <QtCore/qmetaobject.h>
QT_BEGIN_NAMESPACE
void qt_register_ShaderLanguage_enums();
QShaderGraphLoader::QShaderGraphLoader() noexcept
: m_status(Null),
m_device(nullptr)
{
qt_register_ShaderLanguage_enums();
}
QShaderGraphLoader::Status QShaderGraphLoader::status() const noexcept
{
return m_status;
}
QShaderGraph QShaderGraphLoader::graph() const noexcept
{
return m_graph;
}
QIODevice *QShaderGraphLoader::device() const noexcept
{
return m_device;
}
void QShaderGraphLoader::setDevice(QIODevice *device) noexcept
{
m_device = device;
m_graph = QShaderGraph();
m_status = !m_device ? Null
: (m_device->openMode() & QIODevice::ReadOnly) ? Waiting
: Error;
}
QHash<QString, QShaderNode> QShaderGraphLoader::prototypes() const noexcept
{
return m_prototypes;
}
void QShaderGraphLoader::setPrototypes(const QHash<QString, QShaderNode> &prototypes) noexcept
{
m_prototypes = prototypes;
}
void QShaderGraphLoader::load()
{
if (m_status == Error)
return;
auto error = QJsonParseError();
const QJsonDocument document = QJsonDocument::fromJson(m_device->readAll(), &error);
if (error.error != QJsonParseError::NoError) {
qWarning() << "Invalid JSON document:" << error.errorString();
m_status = Error;
return;
}
if (document.isEmpty() || !document.isObject()) {
qWarning() << "Invalid JSON document, root should be an object";
m_status = Error;
return;
}
const QJsonObject root = document.object();
const QJsonValue nodesValue = root.value(QStringLiteral("nodes"));
if (!nodesValue.isArray()) {
qWarning() << "Invalid nodes property, should be an array";
m_status = Error;
return;
}
const QJsonValue edgesValue = root.value(QStringLiteral("edges"));
if (!edgesValue.isArray()) {
qWarning() << "Invalid edges property, should be an array";
m_status = Error;
return;
}
bool hasError = false;
const QJsonValue prototypesValue = root.value(QStringLiteral("prototypes"));
if (!prototypesValue.isUndefined()) {
if (prototypesValue.isObject()) {
QShaderNodesLoader loader;
loader.load(prototypesValue.toObject());
m_prototypes.insert(loader.nodes());
} else {
qWarning() << "Invalid prototypes property, should be an object";
m_status = Error;
return;
}
}
const QJsonArray nodes = nodesValue.toArray();
for (const QJsonValue nodeValue : nodes) {
if (!nodeValue.isObject()) {
qWarning() << "Invalid node found";
hasError = true;
continue;
}
const QJsonObject nodeObject = nodeValue.toObject();
const QString uuidString = nodeObject.value(QStringLiteral("uuid")).toString();
const QUuid uuid = QUuid(uuidString);
if (uuid.isNull()) {
qWarning() << "Invalid UUID found in node:" << uuidString;
hasError = true;
continue;
}
const QString type = nodeObject.value(QStringLiteral("type")).toString();
if (!m_prototypes.contains(type)) {
qWarning() << "Unsupported node type found:" << type;
hasError = true;
continue;
}
const QJsonArray layersArray = nodeObject.value(QStringLiteral("layers")).toArray();
auto layers = QStringList();
for (const QJsonValue layerValue : layersArray) {
layers.append(layerValue.toString());
}
QShaderNode node = m_prototypes.value(type);
node.setUuid(uuid);
node.setLayers(layers);
const QJsonValue parametersValue = nodeObject.value(QStringLiteral("parameters"));
if (parametersValue.isObject()) {
const QJsonObject parametersObject = parametersValue.toObject();
for (const QString &parameterName : parametersObject.keys()) {
const QJsonValue parameterValue = parametersObject.value(parameterName);
if (parameterValue.isObject()) {
const QJsonObject parameterObject = parameterValue.toObject();
const QString type = parameterObject.value(QStringLiteral("type")).toString();
const auto metaType = QMetaType::fromName(type.toUtf8());
const QString value = parameterObject.value(QStringLiteral("value")).toString();
auto variant = QVariant(value);
if (metaType.flags() & QMetaType::IsEnumeration) {
const QMetaObject *metaObject = metaType.metaObject();
const char *className = metaObject->className();
const QByteArray enumName = type.mid(static_cast<int>(qstrlen(className)) + 2).toUtf8();
const QMetaEnum metaEnum = metaObject->enumerator(metaObject->indexOfEnumerator(enumName));
const int enumValue = metaEnum.keyToValue(value.toUtf8());
variant = QVariant(enumValue);
variant.convert(metaType);
} else {
variant.convert(metaType);
}
node.setParameter(parameterName, variant);
} else {
node.setParameter(parameterName, parameterValue.toVariant());
}
}
}
m_graph.addNode(node);
}
const QJsonArray edges = edgesValue.toArray();
for (const QJsonValue edgeValue : edges) {
if (!edgeValue.isObject()) {
qWarning() << "Invalid edge found";
hasError = true;
continue;
}
const QJsonObject edgeObject = edgeValue.toObject();
const QString sourceUuidString = edgeObject.value(QStringLiteral("sourceUuid")).toString();
const QUuid sourceUuid = QUuid(sourceUuidString);
if (sourceUuid.isNull()) {
qWarning() << "Invalid source UUID found in edge:" << sourceUuidString;
hasError = true;
continue;
}
const QString sourcePort = edgeObject.value(QStringLiteral("sourcePort")).toString();
const QString targetUuidString = edgeObject.value(QStringLiteral("targetUuid")).toString();
const QUuid targetUuid = QUuid(targetUuidString);
if (targetUuid.isNull()) {
qWarning() << "Invalid target UUID found in edge:" << targetUuidString;
hasError = true;
continue;
}
const QString targetPort = edgeObject.value(QStringLiteral("targetPort")).toString();
const QJsonArray layersArray = edgeObject.value(QStringLiteral("layers")).toArray();
auto layers = QStringList();
for (const QJsonValue layerValue : layersArray) {
layers.append(layerValue.toString());
}
auto edge = QShaderGraph::Edge();
edge.sourceNodeUuid = sourceUuid;
edge.sourcePortName = sourcePort;
edge.targetNodeUuid = targetUuid;
edge.targetPortName = targetPort;
edge.layers = layers;
m_graph.addEdge(edge);
}
if (hasError) {
m_status = Error;
m_graph = QShaderGraph();
} else {
m_status = Ready;
}
}
QT_END_NAMESPACE

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@ -1,99 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSHADERGRAPHLOADER_P_H
#define QSHADERGRAPHLOADER_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtGui/private/qtguiglobal_p.h>
#include <QtGui/private/qshadergraph_p.h>
QT_BEGIN_NAMESPACE
class QIODevice;
class QShaderGraphLoader
{
public:
enum Status : char {
Null,
Waiting,
Ready,
Error
};
Q_GUI_EXPORT QShaderGraphLoader() noexcept;
Q_GUI_EXPORT Status status() const noexcept;
Q_GUI_EXPORT QShaderGraph graph() const noexcept;
Q_GUI_EXPORT QIODevice *device() const noexcept;
Q_GUI_EXPORT void setDevice(QIODevice *device) noexcept;
Q_GUI_EXPORT QHash<QString, QShaderNode> prototypes() const noexcept;
Q_GUI_EXPORT void setPrototypes(const QHash<QString, QShaderNode> &prototypes) noexcept;
Q_GUI_EXPORT void load();
private:
Status m_status;
QIODevice *m_device;
QHash<QString, QShaderNode> m_prototypes;
QShaderGraph m_graph;
};
Q_DECLARE_TYPEINFO(QShaderGraphLoader, Q_RELOCATABLE_TYPE);
QT_END_NAMESPACE
Q_DECLARE_METATYPE(QShaderGraphLoader)
Q_DECLARE_METATYPE(QShaderGraphLoader::Status)
#endif // QSHADERGRAPHLOADER_P_H

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@ -1,54 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qshaderlanguage_p.h"
#include <QtCore/qcoreapplication.h>
QT_BEGIN_NAMESPACE
// Note: to be invoked explicitly. Relying for example on
// Q_COREAPP_STARTUP_FUNCTION would not be acceptable in static builds.
void qt_register_ShaderLanguage_enums()
{
qRegisterMetaType<QShaderLanguage::StorageQualifier>();
qRegisterMetaType<QShaderLanguage::VariableType>();
}
QT_END_NAMESPACE

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@ -1,164 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSHADERLANGUAGE_P_H
#define QSHADERLANGUAGE_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtGui/private/qtguiglobal_p.h>
#include <QtCore/qmetatype.h>
QT_BEGIN_NAMESPACE
namespace QShaderLanguage
{
Q_NAMESPACE_EXPORT(Q_GUI_EXPORT)
enum StorageQualifier : char {
Const = 1,
Input,
BuiltIn,
Output,
Uniform
};
Q_ENUM_NS(StorageQualifier)
enum VariableType : int {
Bool = 1,
Int,
Uint,
Float,
Double,
Vec2,
Vec3,
Vec4,
DVec2,
DVec3,
DVec4,
BVec2,
BVec3,
BVec4,
IVec2,
IVec3,
IVec4,
UVec2,
UVec3,
UVec4,
Mat2,
Mat3,
Mat4,
Mat2x2,
Mat2x3,
Mat2x4,
Mat3x2,
Mat3x3,
Mat3x4,
Mat4x2,
Mat4x3,
Mat4x4,
DMat2,
DMat3,
DMat4,
DMat2x2,
DMat2x3,
DMat2x4,
DMat3x2,
DMat3x3,
DMat3x4,
DMat4x2,
DMat4x3,
DMat4x4,
Sampler1D,
Sampler2D,
Sampler3D,
SamplerCube,
Sampler2DRect,
Sampler2DMs,
SamplerBuffer,
Sampler1DArray,
Sampler2DArray,
Sampler2DMsArray,
SamplerCubeArray,
Sampler1DShadow,
Sampler2DShadow,
Sampler2DRectShadow,
Sampler1DArrayShadow,
Sampler2DArrayShadow,
SamplerCubeShadow,
SamplerCubeArrayShadow,
ISampler1D,
ISampler2D,
ISampler3D,
ISamplerCube,
ISampler2DRect,
ISampler2DMs,
ISamplerBuffer,
ISampler1DArray,
ISampler2DArray,
ISampler2DMsArray,
ISamplerCubeArray,
USampler1D,
USampler2D,
USampler3D,
USamplerCube,
USampler2DRect,
USampler2DMs,
USamplerBuffer,
USampler1DArray,
USampler2DArray,
USampler2DMsArray,
USamplerCubeArray
};
Q_ENUM_NS(VariableType)
}
QT_END_NAMESPACE
#endif // QSHADERLANGUAGE_P_H

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@ -1,172 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qshadernode_p.h"
QT_BEGIN_NAMESPACE
QShaderNode::Type QShaderNode::type() const noexcept
{
int inputCount = 0;
int outputCount = 0;
for (const auto &port : qAsConst(m_ports)) {
switch (port.direction) {
case QShaderNodePort::Input:
inputCount++;
break;
case QShaderNodePort::Output:
outputCount++;
break;
}
}
return (inputCount == 0 && outputCount == 0) ? Invalid
: (inputCount > 0 && outputCount == 0) ? Output
: (inputCount == 0 && outputCount > 0) ? Input
: Function;
}
QUuid QShaderNode::uuid() const noexcept
{
return m_uuid;
}
void QShaderNode::setUuid(const QUuid &uuid) noexcept
{
m_uuid = uuid;
}
QStringList QShaderNode::layers() const noexcept
{
return m_layers;
}
void QShaderNode::setLayers(const QStringList &layers) noexcept
{
m_layers = layers;
}
QList<QShaderNodePort> QShaderNode::ports() const noexcept
{
return m_ports;
}
void QShaderNode::addPort(const QShaderNodePort &port)
{
removePort(port);
m_ports.append(port);
}
void QShaderNode::removePort(const QShaderNodePort &port)
{
const auto it = std::find_if(m_ports.begin(), m_ports.end(),
[port](const QShaderNodePort &p) {
return p.name == port.name;
});
if (it != m_ports.end())
m_ports.erase(it);
}
QStringList QShaderNode::parameterNames() const
{
return m_parameters.keys();
}
QVariant QShaderNode::parameter(const QString &name) const
{
return m_parameters.value(name);
}
void QShaderNode::setParameter(const QString &name, const QVariant &value)
{
m_parameters.insert(name, value);
}
void QShaderNode::clearParameter(const QString &name)
{
m_parameters.remove(name);
}
void QShaderNode::addRule(const QShaderFormat &format, const QShaderNode::Rule &rule)
{
removeRule(format);
m_rules << qMakePair(format, rule);
}
void QShaderNode::removeRule(const QShaderFormat &format)
{
const auto it = std::find_if(m_rules.begin(), m_rules.end(),
[format](const QPair<QShaderFormat, Rule> &entry) {
return entry.first == format;
});
if (it != m_rules.end())
m_rules.erase(it);
}
QList<QShaderFormat> QShaderNode::availableFormats() const
{
auto res = QList<QShaderFormat>();
std::transform(m_rules.cbegin(), m_rules.cend(),
std::back_inserter(res),
[](const QPair<QShaderFormat, Rule> &entry) { return entry.first; });
return res;
}
QShaderNode::Rule QShaderNode::rule(const QShaderFormat &format) const
{
const auto it = std::find_if(m_rules.crbegin(), m_rules.crend(),
[format](const QPair<QShaderFormat, Rule> &entry) {
return format.supports(entry.first);
});
return it != m_rules.crend() ? it->second : Rule();
}
QShaderNode::Rule::Rule(const QByteArray &subs, const QByteArrayList &snippets) noexcept
: substitution(subs),
headerSnippets(snippets)
{
}
bool operator==(const QShaderNode::Rule &lhs, const QShaderNode::Rule &rhs) noexcept
{
return lhs.substitution == rhs.substitution
&& lhs.headerSnippets == rhs.headerSnippets;
}
QT_END_NAMESPACE

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@ -1,128 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSHADERNODE_P_H
#define QSHADERNODE_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtGui/private/qtguiglobal_p.h>
#include <QtGui/private/qshaderformat_p.h>
#include <QtGui/private/qshadernodeport_p.h>
#include <QtCore/quuid.h>
QT_BEGIN_NAMESPACE
class QShaderNode
{
public:
enum Type : char {
Invalid,
Input,
Output,
Function
};
class Rule
{
public:
Q_GUI_EXPORT Rule(const QByteArray &substitution = QByteArray(), const QByteArrayList &headerSnippets = QByteArrayList()) noexcept;
QByteArray substitution;
QByteArrayList headerSnippets;
};
Q_GUI_EXPORT Type type() const noexcept;
Q_GUI_EXPORT QUuid uuid() const noexcept;
Q_GUI_EXPORT void setUuid(const QUuid &uuid) noexcept;
Q_GUI_EXPORT QStringList layers() const noexcept;
Q_GUI_EXPORT void setLayers(const QStringList &layers) noexcept;
Q_GUI_EXPORT QList<QShaderNodePort> ports() const noexcept;
Q_GUI_EXPORT void addPort(const QShaderNodePort &port);
Q_GUI_EXPORT void removePort(const QShaderNodePort &port);
Q_GUI_EXPORT QStringList parameterNames() const;
Q_GUI_EXPORT QVariant parameter(const QString &name) const;
Q_GUI_EXPORT void setParameter(const QString &name, const QVariant &value);
Q_GUI_EXPORT void clearParameter(const QString &name);
Q_GUI_EXPORT void addRule(const QShaderFormat &format, const Rule &rule);
Q_GUI_EXPORT void removeRule(const QShaderFormat &format);
Q_GUI_EXPORT QList<QShaderFormat> availableFormats() const;
Q_GUI_EXPORT Rule rule(const QShaderFormat &format) const;
private:
QUuid m_uuid;
QStringList m_layers;
QList<QShaderNodePort> m_ports;
QHash<QString, QVariant> m_parameters;
QList<QPair<QShaderFormat, QShaderNode::Rule>> m_rules;
};
Q_GUI_EXPORT bool operator==(const QShaderNode::Rule &lhs, const QShaderNode::Rule &rhs) noexcept;
inline bool operator!=(const QShaderNode::Rule &lhs, const QShaderNode::Rule &rhs) noexcept
{
return !(lhs == rhs);
}
Q_DECLARE_TYPEINFO(QShaderNode, Q_RELOCATABLE_TYPE);
Q_DECLARE_TYPEINFO(QShaderNode::Rule, Q_RELOCATABLE_TYPE);
QT_END_NAMESPACE
Q_DECLARE_METATYPE(QShaderNode)
Q_DECLARE_METATYPE(QShaderNode::Rule)
#endif // QSHADERNODE_P_H

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@ -1,55 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qshadernodeport_p.h"
QT_BEGIN_NAMESPACE
QShaderNodePort::QShaderNodePort() noexcept
: direction(Output)
{
}
bool operator==(const QShaderNodePort &lhs, const QShaderNodePort &rhs) noexcept
{
return lhs.direction == rhs.direction
&& lhs.name == rhs.name;
}
QT_END_NAMESPACE

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@ -1,88 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSHADERNODEPORT_P_H
#define QSHADERNODEPORT_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtGui/private/qtguiglobal_p.h>
#include <QtCore/qstring.h>
#include <QtCore/qvariant.h>
QT_BEGIN_NAMESPACE
class QShaderNodePort
{
public:
enum Direction : char {
Input,
Output
};
Q_GUI_EXPORT QShaderNodePort() noexcept;
QShaderNodePort::Direction direction;
QString name;
};
Q_GUI_EXPORT bool operator==(const QShaderNodePort &lhs, const QShaderNodePort &rhs) noexcept;
inline bool operator!=(const QShaderNodePort &lhs, const QShaderNodePort &rhs) noexcept
{
return !(lhs == rhs);
}
Q_DECLARE_TYPEINFO(QShaderNodePort, Q_RELOCATABLE_TYPE);
QT_END_NAMESPACE
Q_DECLARE_METATYPE(QShaderNodePort)
#endif // QSHADERNODEPORT_P_H

View File

@ -1,290 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qshadernodesloader_p.h"
#include <QtCore/qdebug.h>
#include <QtCore/qiodevice.h>
#include <QtCore/qjsonarray.h>
#include <QtCore/qjsondocument.h>
#include <QtCore/qjsonobject.h>
#include <QtCore/qmetaobject.h>
QT_BEGIN_NAMESPACE
QShaderNodesLoader::QShaderNodesLoader() noexcept
: m_status(Null),
m_device(nullptr)
{
}
QShaderNodesLoader::Status QShaderNodesLoader::status() const noexcept
{
return m_status;
}
QHash<QString, QShaderNode> QShaderNodesLoader::nodes() const noexcept
{
return m_nodes;
}
QIODevice *QShaderNodesLoader::device() const noexcept
{
return m_device;
}
void QShaderNodesLoader::setDevice(QIODevice *device) noexcept
{
m_device = device;
m_nodes.clear();
m_status = !m_device ? Null
: (m_device->openMode() & QIODevice::ReadOnly) ? Waiting
: Error;
}
void QShaderNodesLoader::load()
{
if (m_status == Error)
return;
auto error = QJsonParseError();
const QJsonDocument document = QJsonDocument::fromJson(m_device->readAll(), &error);
if (error.error != QJsonParseError::NoError) {
qWarning() << "Invalid JSON document:" << error.errorString();
m_status = Error;
return;
}
if (document.isEmpty() || !document.isObject()) {
qWarning() << "Invalid JSON document, root should be an object";
m_status = Error;
return;
}
const QJsonObject root = document.object();
load(root);
}
void QShaderNodesLoader::load(const QJsonObject &prototypesObject)
{
bool hasError = false;
for (const QString &property : prototypesObject.keys()) {
const QJsonValue nodeValue = prototypesObject.value(property);
if (!nodeValue.isObject()) {
qWarning() << "Invalid node found";
hasError = true;
break;
}
const QJsonObject nodeObject = nodeValue.toObject();
auto node = QShaderNode();
const QJsonValue inputsValue = nodeObject.value(QStringLiteral("inputs"));
if (inputsValue.isArray()) {
const QJsonArray inputsArray = inputsValue.toArray();
for (const QJsonValue inputValue : inputsArray) {
if (!inputValue.isString()) {
qWarning() << "Non-string value in inputs";
hasError = true;
break;
}
auto input = QShaderNodePort();
input.direction = QShaderNodePort::Input;
input.name = inputValue.toString();
node.addPort(input);
}
}
const QJsonValue outputsValue = nodeObject.value(QStringLiteral("outputs"));
if (outputsValue.isArray()) {
const QJsonArray outputsArray = outputsValue.toArray();
for (const QJsonValue outputValue : outputsArray) {
if (!outputValue.isString()) {
qWarning() << "Non-string value in outputs";
hasError = true;
break;
}
auto output = QShaderNodePort();
output.direction = QShaderNodePort::Output;
output.name = outputValue.toString();
node.addPort(output);
}
}
const QJsonValue parametersValue = nodeObject.value(QStringLiteral("parameters"));
if (parametersValue.isObject()) {
const QJsonObject parametersObject = parametersValue.toObject();
for (const QString &parameterName : parametersObject.keys()) {
const QJsonValue parameterValue = parametersObject.value(parameterName);
if (parameterValue.isObject()) {
const QJsonObject parameterObject = parameterValue.toObject();
const QString type = parameterObject.value(QStringLiteral("type")).toString();
const auto metaType = QMetaType::fromName(type.toUtf8());
const QString value = parameterObject.value(QStringLiteral("value")).toString();
auto variant = QVariant(value);
if (metaType.flags() & QMetaType::IsEnumeration) {
const QMetaObject *metaObject = metaType.metaObject();
const char *className = metaObject->className();
const QByteArray enumName = type.mid(static_cast<int>(qstrlen(className)) + 2).toUtf8();
const QMetaEnum metaEnum = metaObject->enumerator(metaObject->indexOfEnumerator(enumName));
const int enumValue = metaEnum.keyToValue(value.toUtf8());
variant = QVariant(enumValue);
variant.convert(metaType);
} else {
variant.convert(metaType);
}
node.setParameter(parameterName, variant);
} else {
node.setParameter(parameterName, parameterValue.toVariant());
}
}
}
const QJsonValue rulesValue = nodeObject.value(QStringLiteral("rules"));
if (rulesValue.isArray()) {
const QJsonArray rulesArray = rulesValue.toArray();
for (const QJsonValue ruleValue : rulesArray) {
if (!ruleValue.isObject()) {
qWarning() << "Rules should be objects";
hasError = true;
break;
}
const QJsonObject ruleObject = ruleValue.toObject();
const QJsonValue formatValue = ruleObject.value(QStringLiteral("format"));
if (!formatValue.isObject()) {
qWarning() << "Format is mandatory in rules and should be an object";
hasError = true;
break;
}
const QJsonObject formatObject = formatValue.toObject();
auto format = QShaderFormat();
const QJsonValue apiValue = formatObject.value(QStringLiteral("api"));
if (!apiValue.isString()) {
qWarning() << "Format API must be a string";
hasError = true;
break;
}
const QString api = apiValue.toString();
format.setApi(api == QStringLiteral("OpenGLES") ? QShaderFormat::OpenGLES
: api == QStringLiteral("OpenGLNoProfile") ? QShaderFormat::OpenGLNoProfile
: api == QStringLiteral("OpenGLCoreProfile") ? QShaderFormat::OpenGLCoreProfile
: api == QStringLiteral("OpenGLCompatibilityProfile") ? QShaderFormat::OpenGLCompatibilityProfile
: api == QStringLiteral("VulkanFlavoredGLSL") ? QShaderFormat::VulkanFlavoredGLSL
: QShaderFormat::NoApi);
if (format.api() == QShaderFormat::NoApi) {
qWarning() << "Format API must be one of: OpenGLES, OpenGLNoProfile, OpenGLCoreProfile or OpenGLCompatibilityProfile, VulkanFlavoredGLSL";
hasError = true;
break;
}
const QJsonValue majorValue = formatObject.value(QStringLiteral("major"));
const QJsonValue minorValue = formatObject.value(QStringLiteral("minor"));
if (!majorValue.isDouble() || !minorValue.isDouble()) {
qWarning() << "Format major and minor version must be values";
hasError = true;
break;
}
format.setVersion(QVersionNumber(majorValue.toInt(), minorValue.toInt()));
const QJsonValue extensionsValue = formatObject.value(QStringLiteral("extensions"));
const QJsonArray extensionsArray = extensionsValue.toArray();
auto extensions = QStringList();
std::transform(extensionsArray.constBegin(), extensionsArray.constEnd(),
std::back_inserter(extensions),
[] (const QJsonValue &extensionValue) { return extensionValue.toString(); });
format.setExtensions(extensions);
const QString vendor = formatObject.value(QStringLiteral("vendor")).toString();
format.setVendor(vendor);
const QJsonValue substitutionValue = ruleObject.value(QStringLiteral("substitution"));
if (!substitutionValue.isString()) {
qWarning() << "Substitution needs to be a string";
hasError = true;
break;
}
// We default out to a Fragment ShaderType if nothing is specified
// as that was the initial behavior we introduced
const QString shaderType = formatObject.value(QStringLiteral("shaderType")).toString();
format.setShaderType(shaderType == QStringLiteral("Fragment") ? QShaderFormat::Fragment
: shaderType == QStringLiteral("Vertex") ? QShaderFormat::Vertex
: shaderType == QStringLiteral("TessellationControl") ? QShaderFormat::TessellationControl
: shaderType == QStringLiteral("TessellationEvaluation") ? QShaderFormat::TessellationEvaluation
: shaderType == QStringLiteral("Geometry") ? QShaderFormat::Geometry
: shaderType == QStringLiteral("Compute") ? QShaderFormat::Compute
: QShaderFormat::Fragment);
const QByteArray substitution = substitutionValue.toString().toUtf8();
const QJsonValue snippetsValue = ruleObject.value(QStringLiteral("headerSnippets"));
const QJsonArray snippetsArray = snippetsValue.toArray();
auto snippets = QByteArrayList();
std::transform(snippetsArray.constBegin(), snippetsArray.constEnd(),
std::back_inserter(snippets),
[] (const QJsonValue &snippetValue) { return snippetValue.toString().toUtf8(); });
node.addRule(format, QShaderNode::Rule(substitution, snippets));
}
}
m_nodes.insert(property, node);
}
if (hasError) {
m_status = Error;
m_nodes.clear();
} else {
m_status = Ready;
}
}
QT_END_NAMESPACE

View File

@ -1,96 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSHADERNODESLOADER_P_H
#define QSHADERNODESLOADER_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtGui/private/qtguiglobal_p.h>
#include <QtGui/private/qshadergraph_p.h>
QT_BEGIN_NAMESPACE
class QIODevice;
class QShaderNodesLoader
{
public:
enum Status : char {
Null,
Waiting,
Ready,
Error
};
Q_GUI_EXPORT QShaderNodesLoader() noexcept;
Q_GUI_EXPORT Status status() const noexcept;
Q_GUI_EXPORT QHash<QString, QShaderNode> nodes() const noexcept;
Q_GUI_EXPORT QIODevice *device() const noexcept;
Q_GUI_EXPORT void setDevice(QIODevice *device) noexcept;
Q_GUI_EXPORT void load();
Q_GUI_EXPORT void load(const QJsonObject &prototypesObject);
private:
Status m_status;
QIODevice *m_device;
QHash<QString, QShaderNode> m_nodes;
};
Q_DECLARE_TYPEINFO(QShaderNodesLoader, Q_RELOCATABLE_TYPE);
QT_END_NAMESPACE
Q_DECLARE_METATYPE(QShaderNodesLoader)
Q_DECLARE_METATYPE(QShaderNodesLoader::Status)
#endif // QSHADERNODESLOADER_P_H

View File

@ -4,11 +4,6 @@ add_subdirectory(qdesktopservices)
add_subdirectory(qdoublevalidator)
add_subdirectory(qintvalidator)
add_subdirectory(qregularexpressionvalidator)
add_subdirectory(qshadergenerator)
add_subdirectory(qshadergraph)
add_subdirectory(qshadergraphloader)
add_subdirectory(qshadernodes)
add_subdirectory(qshadernodesloader)
add_subdirectory(qtexturefilereader)
add_subdirectory(qundogroup)
add_subdirectory(qundostack)

View File

@ -1,13 +0,0 @@
# Generated from qshadergenerator.pro.
#####################################################################
## tst_qshadergenerator Test:
#####################################################################
qt_internal_add_test(tst_qshadergenerator
SOURCES
tst_qshadergenerator.cpp
PUBLIC_LIBRARIES
Qt::Gui
Qt::GuiPrivate
)

File diff suppressed because it is too large Load Diff

View File

@ -1,13 +0,0 @@
# Generated from qshadergraph.pro.
#####################################################################
## tst_qshadergraph Test:
#####################################################################
qt_internal_add_test(tst_qshadergraph
SOURCES
tst_qshadergraph.cpp
PUBLIC_LIBRARIES
Qt::Gui
Qt::GuiPrivate
)

View File

@ -1,815 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the test suite of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
** 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 <QTest>
#include <QtGui/private/qshadergraph_p.h>
namespace
{
QShaderNodePort createPort(QShaderNodePort::Direction portDirection, const QString &portName)
{
auto port = QShaderNodePort();
port.direction = portDirection;
port.name = portName;
return port;
}
QShaderNode createNode(const QList<QShaderNodePort> &ports,
const QStringList &layers = QStringList())
{
auto node = QShaderNode();
node.setUuid(QUuid::createUuid());
node.setLayers(layers);
for (const auto &port : ports)
node.addPort(port);
return node;
}
QShaderGraph::Edge createEdge(const QUuid &sourceUuid, const QString &sourceName,
const QUuid &targetUuid, const QString &targetName,
const QStringList &layers = QStringList())
{
auto edge = QShaderGraph::Edge();
edge.sourceNodeUuid = sourceUuid;
edge.sourcePortName = sourceName;
edge.targetNodeUuid = targetUuid;
edge.targetPortName = targetName;
edge.layers = layers;
return edge;
}
QShaderGraph::Statement createStatement(const QShaderNode &node,
const QList<int> &inputs = QList<int>(),
const QList<int> &outputs = QList<int>())
{
auto statement = QShaderGraph::Statement();
statement.node = node;
statement.inputs = inputs;
statement.outputs = outputs;
return statement;
}
void debugStatement(const QString &prefix, const QShaderGraph::Statement &statement)
{
qDebug() << prefix << statement.inputs << statement.uuid().toString() << statement.outputs;
}
void dumpStatementsIfNeeded(const QList<QShaderGraph::Statement> &statements,
const QList<QShaderGraph::Statement> &expected)
{
if (statements != expected) {
for (int i = 0; i < qMax(statements.size(), expected.size()); i++) {
qDebug() << "----" << i << "----";
if (i < statements.size())
debugStatement("A:", statements.at(i));
if (i < expected.size())
debugStatement("E:", expected.at(i));
qDebug() << "-----------";
}
}
}
}
class tst_QShaderGraph : public QObject
{
Q_OBJECT
private slots:
void shouldHaveEdgeDefaultState();
void shouldTestEdgesEquality_data();
void shouldTestEdgesEquality();
void shouldManipulateStatementMembers();
void shouldTestStatementsEquality_data();
void shouldTestStatementsEquality();
void shouldFindIndexFromPortNameInStatements_data();
void shouldFindIndexFromPortNameInStatements();
void shouldManageNodeList();
void shouldManageEdgeList();
void shouldSerializeGraphForCodeGeneration();
void shouldHandleUnboundPortsDuringGraphSerialization();
void shouldSurviveCyclesDuringGraphSerialization();
void shouldDealWithEdgesJumpingOverLayers();
void shouldGenerateDifferentStatementsDependingOnActiveLayers();
void shouldDealWithBranchesWithoutOutput();
};
void tst_QShaderGraph::shouldHaveEdgeDefaultState()
{
// GIVEN
auto edge = QShaderGraph::Edge();
// THEN
QVERIFY(edge.sourceNodeUuid.isNull());
QVERIFY(edge.sourcePortName.isEmpty());
QVERIFY(edge.targetNodeUuid.isNull());
QVERIFY(edge.targetPortName.isEmpty());
}
void tst_QShaderGraph::shouldTestEdgesEquality_data()
{
QTest::addColumn<QShaderGraph::Edge>("left");
QTest::addColumn<QShaderGraph::Edge>("right");
QTest::addColumn<bool>("expected");
const auto sourceUuid1 = QUuid::createUuid();
const auto sourceUuid2 = QUuid::createUuid();
const auto targetUuid1 = QUuid::createUuid();
const auto targetUuid2 = QUuid::createUuid();
QTest::newRow("Equals") << createEdge(sourceUuid1, "foo", targetUuid1, "bar")
<< createEdge(sourceUuid1, "foo", targetUuid1, "bar")
<< true;
QTest::newRow("SourceUuid") << createEdge(sourceUuid1, "foo", targetUuid1, "bar")
<< createEdge(sourceUuid2, "foo", targetUuid1, "bar")
<< false;
QTest::newRow("SourceName") << createEdge(sourceUuid1, "foo", targetUuid1, "bar")
<< createEdge(sourceUuid1, "bleh", targetUuid1, "bar")
<< false;
QTest::newRow("TargetUuid") << createEdge(sourceUuid1, "foo", targetUuid1, "bar")
<< createEdge(sourceUuid1, "foo", targetUuid2, "bar")
<< false;
QTest::newRow("TargetName") << createEdge(sourceUuid1, "foo", targetUuid1, "bar")
<< createEdge(sourceUuid1, "foo", targetUuid1, "bleh")
<< false;
}
void tst_QShaderGraph::shouldTestEdgesEquality()
{
// GIVEN
QFETCH(QShaderGraph::Edge, left);
QFETCH(QShaderGraph::Edge, right);
// WHEN
const auto equal = (left == right);
const auto notEqual = (left != right);
// THEN
QFETCH(bool, expected);
QCOMPARE(equal, expected);
QCOMPARE(notEqual, !expected);
}
void tst_QShaderGraph::shouldManipulateStatementMembers()
{
// GIVEN
auto statement = QShaderGraph::Statement();
// THEN (default state)
QVERIFY(statement.inputs.isEmpty());
QVERIFY(statement.outputs.isEmpty());
QVERIFY(statement.node.uuid().isNull());
QVERIFY(statement.uuid().isNull());
// WHEN
const auto node = createNode({});
statement.node = node;
// THEN
QCOMPARE(statement.uuid(), node.uuid());
// WHEN
statement.node = QShaderNode();
// THEN
QVERIFY(statement.uuid().isNull());
}
void tst_QShaderGraph::shouldTestStatementsEquality_data()
{
QTest::addColumn<QShaderGraph::Statement>("left");
QTest::addColumn<QShaderGraph::Statement>("right");
QTest::addColumn<bool>("expected");
const auto node1 = createNode({});
const auto node2 = createNode({});
QTest::newRow("EqualNodes") << createStatement(node1, {1, 2}, {3, 4})
<< createStatement(node1, {1, 2}, {3, 4})
<< true;
QTest::newRow("EqualInvalids") << createStatement(QShaderNode(), {1, 2}, {3, 4})
<< createStatement(QShaderNode(), {1, 2}, {3, 4})
<< true;
QTest::newRow("Nodes") << createStatement(node1, {1, 2}, {3, 4})
<< createStatement(node2, {1, 2}, {3, 4})
<< false;
QTest::newRow("Inputs") << createStatement(node1, {1, 2}, {3, 4})
<< createStatement(node1, {1, 2, 0}, {3, 4})
<< false;
QTest::newRow("Outputs") << createStatement(node1, {1, 2}, {3, 4})
<< createStatement(node1, {1, 2}, {3, 0, 4})
<< false;
}
void tst_QShaderGraph::shouldTestStatementsEquality()
{
// GIVEN
QFETCH(QShaderGraph::Statement, left);
QFETCH(QShaderGraph::Statement, right);
// WHEN
const auto equal = (left == right);
const auto notEqual = (left != right);
// THEN
QFETCH(bool, expected);
QCOMPARE(equal, expected);
QCOMPARE(notEqual, !expected);
}
void tst_QShaderGraph::shouldFindIndexFromPortNameInStatements_data()
{
QTest::addColumn<QShaderGraph::Statement>("statement");
QTest::addColumn<QString>("portName");
QTest::addColumn<int>("expectedInputIndex");
QTest::addColumn<int>("expectedOutputIndex");
const auto inputNodeStatement = createStatement(createNode({
createPort(QShaderNodePort::Output, "input")
}));
const auto outputNodeStatement = createStatement(createNode({
createPort(QShaderNodePort::Input, "output")
}));
const auto functionNodeStatement = createStatement(createNode({
createPort(QShaderNodePort::Input, "input1"),
createPort(QShaderNodePort::Output, "output1"),
createPort(QShaderNodePort::Input, "input2"),
createPort(QShaderNodePort::Output, "output2"),
createPort(QShaderNodePort::Output, "output3"),
createPort(QShaderNodePort::Input, "input3")
}));
QTest::newRow("Invalid") << QShaderGraph::Statement() << "foo" << -1 << -1;
QTest::newRow("InputNodeWrongName") << inputNodeStatement << "foo" << -1 << -1;
QTest::newRow("InputNodeExistingName") << inputNodeStatement << "input" << -1 << 0;
QTest::newRow("OutputNodeWrongName") << outputNodeStatement << "foo" << -1 << -1;
QTest::newRow("OutputNodeExistingName") << outputNodeStatement << "output" << 0 << -1;
QTest::newRow("FunctionNodeWrongName") << functionNodeStatement << "foo" << -1 << -1;
QTest::newRow("FunctionNodeInput1") << functionNodeStatement << "input1" << 0 << -1;
QTest::newRow("FunctionNodeOutput1") << functionNodeStatement << "output1" << -1 << 0;
QTest::newRow("FunctionNodeInput2") << functionNodeStatement << "input2" << 1 << -1;
QTest::newRow("FunctionNodeOutput2") << functionNodeStatement << "output2" << -1 << 1;
QTest::newRow("FunctionNodeInput3") << functionNodeStatement << "input3" << 2 << -1;
QTest::newRow("FunctionNodeOutput3") << functionNodeStatement << "output3" << -1 << 2;
}
void tst_QShaderGraph::shouldFindIndexFromPortNameInStatements()
{
// GIVEN
QFETCH(QShaderGraph::Statement, statement);
QFETCH(QString, portName);
QFETCH(int, expectedInputIndex);
QFETCH(int, expectedOutputIndex);
// WHEN
const auto inputIndex = statement.portIndex(QShaderNodePort::Input, portName);
const auto outputIndex = statement.portIndex(QShaderNodePort::Output, portName);
// THEN
QCOMPARE(inputIndex, expectedInputIndex);
QCOMPARE(outputIndex, expectedOutputIndex);
}
void tst_QShaderGraph::shouldManageNodeList()
{
// GIVEN
const auto node1 = createNode({createPort(QShaderNodePort::Output, "node1")});
const auto node2 = createNode({createPort(QShaderNodePort::Output, "node2")});
auto graph = QShaderGraph();
// THEN (default state)
QVERIFY(graph.nodes().isEmpty());
// WHEN
graph.addNode(node1);
// THEN
QCOMPARE(graph.nodes().size(), 1);
QCOMPARE(graph.nodes().at(0).uuid(), node1.uuid());
QCOMPARE(graph.nodes().at(0).ports().at(0).name, node1.ports().at(0).name);
// WHEN
graph.addNode(node2);
// THEN
QCOMPARE(graph.nodes().size(), 2);
QCOMPARE(graph.nodes().at(0).uuid(), node1.uuid());
QCOMPARE(graph.nodes().at(0).ports().at(0).name, node1.ports().at(0).name);
QCOMPARE(graph.nodes().at(1).uuid(), node2.uuid());
QCOMPARE(graph.nodes().at(1).ports().at(0).name, node2.ports().at(0).name);
// WHEN
graph.removeNode(node2);
// THEN
QCOMPARE(graph.nodes().size(), 1);
QCOMPARE(graph.nodes().at(0).uuid(), node1.uuid());
QCOMPARE(graph.nodes().at(0).ports().at(0).name, node1.ports().at(0).name);
// WHEN
graph.addNode(node2);
// THEN
QCOMPARE(graph.nodes().size(), 2);
QCOMPARE(graph.nodes().at(0).uuid(), node1.uuid());
QCOMPARE(graph.nodes().at(0).ports().at(0).name, node1.ports().at(0).name);
QCOMPARE(graph.nodes().at(1).uuid(), node2.uuid());
QCOMPARE(graph.nodes().at(1).ports().at(0).name, node2.ports().at(0).name);
// WHEN
const auto node1bis = [node1] {
auto res = node1;
auto port = res.ports().at(0);
port.name = QStringLiteral("node1bis");
res.addPort(port);
return res;
}();
graph.addNode(node1bis);
// THEN
QCOMPARE(graph.nodes().size(), 2);
QCOMPARE(graph.nodes().at(0).uuid(), node2.uuid());
QCOMPARE(graph.nodes().at(0).ports().at(0).name, node2.ports().at(0).name);
QCOMPARE(graph.nodes().at(1).uuid(), node1bis.uuid());
QCOMPARE(graph.nodes().at(1).ports().at(0).name, node1bis.ports().at(0).name);
}
void tst_QShaderGraph::shouldManageEdgeList()
{
// GIVEN
const auto edge1 = createEdge(QUuid::createUuid(), "foo", QUuid::createUuid(), "bar");
const auto edge2 = createEdge(QUuid::createUuid(), "baz", QUuid::createUuid(), "boo");
auto graph = QShaderGraph();
// THEN (default state)
QVERIFY(graph.edges().isEmpty());
// WHEN
graph.addEdge(edge1);
// THEN
QCOMPARE(graph.edges().size(), 1);
QCOMPARE(graph.edges().at(0), edge1);
// WHEN
graph.addEdge(edge2);
// THEN
QCOMPARE(graph.edges().size(), 2);
QCOMPARE(graph.edges().at(0), edge1);
QCOMPARE(graph.edges().at(1), edge2);
// WHEN
graph.removeEdge(edge2);
// THEN
QCOMPARE(graph.edges().size(), 1);
QCOMPARE(graph.edges().at(0), edge1);
// WHEN
graph.addEdge(edge2);
// THEN
QCOMPARE(graph.edges().size(), 2);
QCOMPARE(graph.edges().at(0), edge1);
QCOMPARE(graph.edges().at(1), edge2);
// WHEN
graph.addEdge(edge1);
// THEN
QCOMPARE(graph.edges().size(), 2);
QCOMPARE(graph.edges().at(0), edge1);
QCOMPARE(graph.edges().at(1), edge2);
}
void tst_QShaderGraph::shouldSerializeGraphForCodeGeneration()
{
// GIVEN
const auto input1 = createNode({
createPort(QShaderNodePort::Output, "input1Value")
});
const auto input2 = createNode({
createPort(QShaderNodePort::Output, "input2Value")
});
const auto output1 = createNode({
createPort(QShaderNodePort::Input, "output1Value")
});
const auto output2 = createNode({
createPort(QShaderNodePort::Input, "output2Value")
});
const auto function1 = createNode({
createPort(QShaderNodePort::Input, "function1Input"),
createPort(QShaderNodePort::Output, "function1Output")
});
const auto function2 = createNode({
createPort(QShaderNodePort::Input, "function2Input1"),
createPort(QShaderNodePort::Input, "function2Input2"),
createPort(QShaderNodePort::Output, "function2Output")
});
const auto function3 = createNode({
createPort(QShaderNodePort::Input, "function3Input1"),
createPort(QShaderNodePort::Input, "function3Input2"),
createPort(QShaderNodePort::Output, "function3Output1"),
createPort(QShaderNodePort::Output, "function3Output2")
});
const auto graph = [=] {
auto res = QShaderGraph();
res.addNode(input1);
res.addNode(input2);
res.addNode(output1);
res.addNode(output2);
res.addNode(function1);
res.addNode(function2);
res.addNode(function3);
res.addEdge(createEdge(input1.uuid(), "input1Value", function1.uuid(), "function1Input"));
res.addEdge(createEdge(input1.uuid(), "input1Value", function2.uuid(), "function2Input1"));
res.addEdge(createEdge(input2.uuid(), "input2Value", function2.uuid(), "function2Input2"));
res.addEdge(createEdge(function1.uuid(), "function1Output", function3.uuid(), "function3Input1"));
res.addEdge(createEdge(function2.uuid(), "function2Output", function3.uuid(), "function3Input2"));
res.addEdge(createEdge(function3.uuid(), "function3Output1", output1.uuid(), "output1Value"));
res.addEdge(createEdge(function3.uuid(), "function3Output2", output2.uuid(), "output2Value"));
return res;
}();
// WHEN
const auto statements = graph.createStatements();
// THEN
const auto expected = QList<QShaderGraph::Statement>()
<< createStatement(input2, {}, { 1 }) << createStatement(input1, {}, { 0 })
<< createStatement(function2, { 0, 1 }, { 3 })
<< createStatement(function1, { 0 }, { 2 })
<< createStatement(function3, { 2, 3 }, { 4, 5 }) << createStatement(output2, { 5 }, {})
<< createStatement(output1, { 4 }, {});
dumpStatementsIfNeeded(statements, expected);
QCOMPARE(statements, expected);
}
void tst_QShaderGraph::shouldHandleUnboundPortsDuringGraphSerialization()
{
// GIVEN
const auto input = createNode({
createPort(QShaderNodePort::Output, "input")
});
const auto unboundInput = createNode({
createPort(QShaderNodePort::Output, "unbound")
});
const auto output = createNode({
createPort(QShaderNodePort::Input, "output")
});
const auto unboundOutput = createNode({
createPort(QShaderNodePort::Input, "unbound")
});
const auto function = createNode({
createPort(QShaderNodePort::Input, "functionInput1"),
createPort(QShaderNodePort::Input, "functionInput2"),
createPort(QShaderNodePort::Input, "functionInput3"),
createPort(QShaderNodePort::Output, "functionOutput1"),
createPort(QShaderNodePort::Output, "functionOutput2"),
createPort(QShaderNodePort::Output, "functionOutput3")
});
const auto graph = [=] {
auto res = QShaderGraph();
res.addNode(input);
res.addNode(unboundInput);
res.addNode(output);
res.addNode(unboundOutput);
res.addNode(function);
res.addEdge(createEdge(input.uuid(), "input", function.uuid(), "functionInput2"));
res.addEdge(createEdge(function.uuid(), "functionOutput2", output.uuid(), "output"));
return res;
}();
// WHEN
const auto statements = graph.createStatements();
// THEN
// Note that no statement has any unbound input
const auto expected = QList<QShaderGraph::Statement>() << createStatement(input, {}, { 0 });
dumpStatementsIfNeeded(statements, expected);
QCOMPARE(statements, expected);
}
void tst_QShaderGraph::shouldSurviveCyclesDuringGraphSerialization()
{
// GIVEN
const auto input = createNode({
createPort(QShaderNodePort::Output, "input")
});
const auto output = createNode({
createPort(QShaderNodePort::Input, "output")
});
const auto function1 = createNode({
createPort(QShaderNodePort::Input, "function1Input1"),
createPort(QShaderNodePort::Input, "function1Input2"),
createPort(QShaderNodePort::Output, "function1Output")
});
const auto function2 = createNode({
createPort(QShaderNodePort::Input, "function2Input"),
createPort(QShaderNodePort::Output, "function2Output")
});
const auto function3 = createNode({
createPort(QShaderNodePort::Input, "function3Input"),
createPort(QShaderNodePort::Output, "function3Output")
});
const auto graph = [=] {
auto res = QShaderGraph();
res.addNode(input);
res.addNode(output);
res.addNode(function1);
res.addNode(function2);
res.addNode(function3);
res.addEdge(createEdge(input.uuid(), "input", function1.uuid(), "function1Input1"));
res.addEdge(createEdge(function1.uuid(), "function1Output", function2.uuid(), "function2Input"));
res.addEdge(createEdge(function2.uuid(), "function2Output", function3.uuid(), "function3Input"));
res.addEdge(createEdge(function3.uuid(), "function3Output", function1.uuid(), "function1Input2"));
res.addEdge(createEdge(function2.uuid(), "function2Output", output.uuid(), "output"));
return res;
}();
// WHEN
const auto statements = graph.createStatements();
// THEN
// The cycle is ignored
const auto expected = QList<QShaderGraph::Statement>();
dumpStatementsIfNeeded(statements, expected);
QCOMPARE(statements, expected);
}
void tst_QShaderGraph::shouldDealWithEdgesJumpingOverLayers()
{
// GIVEN
const auto worldPosition = createNode({
createPort(QShaderNodePort::Output, "worldPosition")
});
const auto texture = createNode({
createPort(QShaderNodePort::Output, "texture")
});
const auto texCoord = createNode({
createPort(QShaderNodePort::Output, "texCoord")
});
const auto lightIntensity = createNode({
createPort(QShaderNodePort::Output, "lightIntensity")
});
const auto exposure = createNode({
createPort(QShaderNodePort::Output, "exposure")
});
const auto fragColor = createNode({
createPort(QShaderNodePort::Input, "fragColor")
});
const auto sampleTexture = createNode({
createPort(QShaderNodePort::Input, "sampler"),
createPort(QShaderNodePort::Input, "coord"),
createPort(QShaderNodePort::Output, "color")
});
const auto lightFunction = createNode({
createPort(QShaderNodePort::Input, "baseColor"),
createPort(QShaderNodePort::Input, "position"),
createPort(QShaderNodePort::Input, "lightIntensity"),
createPort(QShaderNodePort::Output, "outputColor")
});
const auto exposureFunction = createNode({
createPort(QShaderNodePort::Input, "inputColor"),
createPort(QShaderNodePort::Input, "exposure"),
createPort(QShaderNodePort::Output, "outputColor")
});
const auto graph = [=] {
auto res = QShaderGraph();
res.addNode(worldPosition);
res.addNode(texture);
res.addNode(texCoord);
res.addNode(lightIntensity);
res.addNode(exposure);
res.addNode(fragColor);
res.addNode(sampleTexture);
res.addNode(lightFunction);
res.addNode(exposureFunction);
res.addEdge(createEdge(texture.uuid(), "texture", sampleTexture.uuid(), "sampler"));
res.addEdge(createEdge(texCoord.uuid(), "texCoord", sampleTexture.uuid(), "coord"));
res.addEdge(createEdge(worldPosition.uuid(), "worldPosition", lightFunction.uuid(), "position"));
res.addEdge(createEdge(sampleTexture.uuid(), "color", lightFunction.uuid(), "baseColor"));
res.addEdge(createEdge(lightIntensity.uuid(), "lightIntensity", lightFunction.uuid(), "lightIntensity"));
res.addEdge(createEdge(lightFunction.uuid(), "outputColor", exposureFunction.uuid(), "inputColor"));
res.addEdge(createEdge(exposure.uuid(), "exposure", exposureFunction.uuid(), "exposure"));
res.addEdge(createEdge(exposureFunction.uuid(), "outputColor", fragColor.uuid(), "fragColor"));
return res;
}();
// WHEN
const auto statements = graph.createStatements();
// THEN
const auto expected = QList<QShaderGraph::Statement>()
<< createStatement(texCoord, {}, { 2 }) << createStatement(texture, {}, { 1 })
<< createStatement(lightIntensity, {}, { 3 })
<< createStatement(sampleTexture, { 1, 2 }, { 5 })
<< createStatement(worldPosition, {}, { 0 }) << createStatement(exposure, {}, { 4 })
<< createStatement(lightFunction, { 5, 0, 3 }, { 6 })
<< createStatement(exposureFunction, { 6, 4 }, { 7 })
<< createStatement(fragColor, { 7 }, {});
dumpStatementsIfNeeded(statements, expected);
QCOMPARE(statements, expected);
}
void tst_QShaderGraph::shouldGenerateDifferentStatementsDependingOnActiveLayers()
{
// GIVEN
const auto texCoord = createNode({
createPort(QShaderNodePort::Output, "texCoord")
}, {
"diffuseTexture",
"normalTexture"
});
const auto diffuseUniform = createNode({
createPort(QShaderNodePort::Output, "color")
}, {"diffuseUniform"});
const auto diffuseTexture = createNode({
createPort(QShaderNodePort::Input, "coord"),
createPort(QShaderNodePort::Output, "color")
}, {"diffuseTexture"});
const auto normalUniform = createNode({
createPort(QShaderNodePort::Output, "normal")
}, {"normalUniform"});
const auto normalTexture = createNode({
createPort(QShaderNodePort::Input, "coord"),
createPort(QShaderNodePort::Output, "normal")
}, {"normalTexture"});
const auto lightFunction = createNode({
createPort(QShaderNodePort::Input, "color"),
createPort(QShaderNodePort::Input, "normal"),
createPort(QShaderNodePort::Output, "output")
});
const auto fragColor = createNode({
createPort(QShaderNodePort::Input, "fragColor")
});
const auto graph = [=] {
auto res = QShaderGraph();
res.addNode(texCoord);
res.addNode(diffuseUniform);
res.addNode(diffuseTexture);
res.addNode(normalUniform);
res.addNode(normalTexture);
res.addNode(lightFunction);
res.addNode(fragColor);
res.addEdge(createEdge(diffuseUniform.uuid(), "color", lightFunction.uuid(), "color", {"diffuseUniform"}));
res.addEdge(createEdge(texCoord.uuid(), "texCoord", diffuseTexture.uuid(), "coord", {"diffuseTexture"}));
res.addEdge(createEdge(diffuseTexture.uuid(), "color", lightFunction.uuid(), "color", {"diffuseTexture"}));
res.addEdge(createEdge(normalUniform.uuid(), "normal", lightFunction.uuid(), "normal", {"normalUniform"}));
res.addEdge(createEdge(texCoord.uuid(), "texCoord", normalTexture.uuid(), "coord", {"normalTexture"}));
res.addEdge(createEdge(normalTexture.uuid(), "normal", lightFunction.uuid(), "normal", {"normalTexture"}));
res.addEdge(createEdge(lightFunction.uuid(), "output", fragColor.uuid(), "fragColor"));
return res;
}();
{
// WHEN
const auto statements = graph.createStatements({"diffuseUniform", "normalUniform"});
// THEN
const auto expected = QList<QShaderGraph::Statement>()
<< createStatement(normalUniform, {}, { 1 })
<< createStatement(diffuseUniform, {}, { 0 })
<< createStatement(lightFunction, { 0, 1 }, { 2 })
<< createStatement(fragColor, { 2 }, {});
dumpStatementsIfNeeded(statements, expected);
QCOMPARE(statements, expected);
}
{
// WHEN
const auto statements = graph.createStatements({"diffuseUniform", "normalTexture"});
// THEN
const auto expected = QList<QShaderGraph::Statement>()
<< createStatement(texCoord, {}, { 0 })
<< createStatement(normalTexture, { 0 }, { 2 })
<< createStatement(diffuseUniform, {}, { 1 })
<< createStatement(lightFunction, { 1, 2 }, { 3 })
<< createStatement(fragColor, { 3 }, {});
dumpStatementsIfNeeded(statements, expected);
QCOMPARE(statements, expected);
}
{
// WHEN
const auto statements = graph.createStatements({"diffuseTexture", "normalUniform"});
// THEN
const auto expected = QList<QShaderGraph::Statement>()
<< createStatement(texCoord, {}, { 0 }) << createStatement(normalUniform, {}, { 2 })
<< createStatement(diffuseTexture, { 0 }, { 1 })
<< createStatement(lightFunction, { 1, 2 }, { 3 })
<< createStatement(fragColor, { 3 }, {});
dumpStatementsIfNeeded(statements, expected);
QCOMPARE(statements, expected);
}
{
// WHEN
const auto statements = graph.createStatements({"diffuseTexture", "normalTexture"});
// THEN
const auto expected = QList<QShaderGraph::Statement>()
<< createStatement(texCoord, {}, { 0 })
<< createStatement(normalTexture, { 0 }, { 2 })
<< createStatement(diffuseTexture, { 0 }, { 1 })
<< createStatement(lightFunction, { 1, 2 }, { 3 })
<< createStatement(fragColor, { 3 }, {});
dumpStatementsIfNeeded(statements, expected);
QCOMPARE(statements, expected);
}
}
void tst_QShaderGraph::shouldDealWithBranchesWithoutOutput()
{
// GIVEN
const auto input = createNode({
createPort(QShaderNodePort::Output, "input")
});
const auto output = createNode({
createPort(QShaderNodePort::Input, "output")
});
const auto danglingFunction = createNode({
createPort(QShaderNodePort::Input, "functionInput"),
createPort(QShaderNodePort::Output, "unbound")
});
const auto function = createNode({
createPort(QShaderNodePort::Input, "functionInput"),
createPort(QShaderNodePort::Output, "functionOutput")
});
const auto graph = [=] {
auto res = QShaderGraph();
res.addNode(input);
res.addNode(function);
res.addNode(danglingFunction);
res.addNode(output);
res.addEdge(createEdge(input.uuid(), "input", function.uuid(), "functionInput"));
res.addEdge(createEdge(input.uuid(), "input", danglingFunction.uuid(), "functionInput"));
res.addEdge(createEdge(function.uuid(), "functionOutput", output.uuid(), "output"));
return res;
}();
// WHEN
const auto statements = graph.createStatements();
// THEN
// Note that no edge leads to the unbound input
const auto expected = QList<QShaderGraph::Statement>()
<< createStatement(input, {}, { 0 }) << createStatement(function, { 0 }, { 1 })
<< createStatement(output, { 1 }, {})
<< createStatement(danglingFunction, { 0 }, { 2 });
dumpStatementsIfNeeded(statements, expected);
QCOMPARE(statements, expected);
}
QTEST_MAIN(tst_QShaderGraph)
#include "tst_qshadergraph.moc"

View File

@ -1,13 +0,0 @@
# Generated from qshadergraphloader.pro.
#####################################################################
## tst_qshadergraphloader Test:
#####################################################################
qt_internal_add_test(tst_qshadergraphloader
SOURCES
tst_qshadergraphloader.cpp
PUBLIC_LIBRARIES
Qt::Gui
Qt::GuiPrivate
)

View File

@ -1,627 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the test suite of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
** 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 <QTest>
#include <QtCore/qbuffer.h>
#include <QtGui/private/qshadergraphloader_p.h>
#include <QtGui/private/qshaderlanguage_p.h>
using QBufferPointer = QSharedPointer<QBuffer>;
Q_DECLARE_METATYPE(QBufferPointer);
using PrototypeHash = QHash<QString, QShaderNode>;
Q_DECLARE_METATYPE(PrototypeHash);
namespace
{
QBufferPointer createBuffer(const QByteArray &data, QIODevice::OpenMode openMode = QIODevice::ReadOnly)
{
auto buffer = QBufferPointer::create();
buffer->setData(data);
if (openMode != QIODevice::NotOpen)
buffer->open(openMode);
return buffer;
}
QShaderFormat createFormat(QShaderFormat::Api api, int majorVersion, int minorVersion)
{
auto format = QShaderFormat();
format.setApi(api);
format.setVersion(QVersionNumber(majorVersion, minorVersion));
return format;
}
QShaderNodePort createPort(QShaderNodePort::Direction portDirection, const QString &portName)
{
auto port = QShaderNodePort();
port.direction = portDirection;
port.name = portName;
return port;
}
QShaderNode createNode(const QList<QShaderNodePort> &ports,
const QStringList &layers = QStringList())
{
auto node = QShaderNode();
node.setUuid(QUuid::createUuid());
node.setLayers(layers);
for (const auto &port : ports)
node.addPort(port);
return node;
}
QShaderGraph::Edge createEdge(const QUuid &sourceUuid, const QString &sourceName,
const QUuid &targetUuid, const QString &targetName,
const QStringList &layers = QStringList())
{
auto edge = QShaderGraph::Edge();
edge.sourceNodeUuid = sourceUuid;
edge.sourcePortName = sourceName;
edge.targetNodeUuid = targetUuid;
edge.targetPortName = targetName;
edge.layers = layers;
return edge;
}
QShaderGraph createGraph()
{
const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
auto graph = QShaderGraph();
auto worldPosition = createNode({
createPort(QShaderNodePort::Output, "value")
});
worldPosition.setUuid(QUuid("{00000000-0000-0000-0000-000000000001}"));
worldPosition.setParameter("name", "worldPosition");
worldPosition.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(QShaderLanguage::Input));
worldPosition.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(QShaderLanguage::Vec3));
worldPosition.addRule(openGLES2, QShaderNode::Rule("highp $type $value = $name;",
QByteArrayList() << "$qualifier highp $type $name;"));
worldPosition.addRule(openGL3, QShaderNode::Rule("$type $value = $name;",
QByteArrayList() << "$qualifier $type $name;"));
auto texture = createNode({
createPort(QShaderNodePort::Output, "texture")
});
texture.setUuid(QUuid("{00000000-0000-0000-0000-000000000002}"));
texture.addRule(openGLES2, QShaderNode::Rule("sampler2D $texture = texture;",
QByteArrayList() << "uniform sampler2D texture;"));
texture.addRule(openGL3, QShaderNode::Rule("sampler2D $texture = texture;",
QByteArrayList() << "uniform sampler2D texture;"));
auto texCoord = createNode({
createPort(QShaderNodePort::Output, "texCoord")
});
texCoord.setUuid(QUuid("{00000000-0000-0000-0000-000000000003}"));
texCoord.addRule(openGLES2, QShaderNode::Rule("highp vec2 $texCoord = texCoord;",
QByteArrayList() << "varying highp vec2 texCoord;"));
texCoord.addRule(openGL3, QShaderNode::Rule("vec2 $texCoord = texCoord;",
QByteArrayList() << "in vec2 texCoord;"));
auto lightIntensity = createNode({
createPort(QShaderNodePort::Output, "value")
});
lightIntensity.setUuid(QUuid("{00000000-0000-0000-0000-000000000004}"));
lightIntensity.setParameter("name", "defaultName");
lightIntensity.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(QShaderLanguage::Uniform));
lightIntensity.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(QShaderLanguage::Float));
lightIntensity.addRule(openGLES2, QShaderNode::Rule("highp $type $value = $name;",
QByteArrayList() << "$qualifier highp $type $name;"));
lightIntensity.addRule(openGL3, QShaderNode::Rule("$type $value = $name;",
QByteArrayList() << "$qualifier $type $name;"));
auto exposure = createNode({
createPort(QShaderNodePort::Output, "exposure")
});
exposure.setUuid(QUuid("{00000000-0000-0000-0000-000000000005}"));
exposure.addRule(openGLES2, QShaderNode::Rule("highp float $exposure = exposure;",
QByteArrayList() << "uniform highp float exposure;"));
exposure.addRule(openGL3, QShaderNode::Rule("float $exposure = exposure;",
QByteArrayList() << "uniform float exposure;"));
auto fragColor = createNode({
createPort(QShaderNodePort::Input, "fragColor")
});
fragColor.setUuid(QUuid("{00000000-0000-0000-0000-000000000006}"));
fragColor.addRule(openGLES2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
fragColor.addRule(openGL3, QShaderNode::Rule("fragColor = $fragColor;",
QByteArrayList() << "out vec4 fragColor;"));
auto sampleTexture = createNode({
createPort(QShaderNodePort::Input, "sampler"),
createPort(QShaderNodePort::Input, "coord"),
createPort(QShaderNodePort::Output, "color")
});
sampleTexture.setUuid(QUuid("{00000000-0000-0000-0000-000000000007}"));
sampleTexture.addRule(openGLES2, QShaderNode::Rule("highp vec4 $color = texture2D($sampler, $coord);"));
sampleTexture.addRule(openGL3, QShaderNode::Rule("vec4 $color = texture2D($sampler, $coord);"));
auto lightFunction = createNode({
createPort(QShaderNodePort::Input, "baseColor"),
createPort(QShaderNodePort::Input, "position"),
createPort(QShaderNodePort::Input, "lightIntensity"),
createPort(QShaderNodePort::Output, "outputColor")
});
lightFunction.setUuid(QUuid("{00000000-0000-0000-0000-000000000008}"));
lightFunction.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
QByteArrayList() << "#pragma include es2/lightmodel.frag.inc"));
lightFunction.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
QByteArrayList() << "#pragma include gl3/lightmodel.frag.inc"));
auto exposureFunction = createNode({
createPort(QShaderNodePort::Input, "inputColor"),
createPort(QShaderNodePort::Input, "exposure"),
createPort(QShaderNodePort::Output, "outputColor")
});
exposureFunction.setUuid(QUuid("{00000000-0000-0000-0000-000000000009}"));
exposureFunction.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = $inputColor * pow(2.0, $exposure);"));
exposureFunction.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = $inputColor * pow(2.0, $exposure);"));
graph.addNode(worldPosition);
graph.addNode(texture);
graph.addNode(texCoord);
graph.addNode(lightIntensity);
graph.addNode(exposure);
graph.addNode(fragColor);
graph.addNode(sampleTexture);
graph.addNode(lightFunction);
graph.addNode(exposureFunction);
graph.addEdge(createEdge(texture.uuid(), "texture", sampleTexture.uuid(), "sampler"));
graph.addEdge(createEdge(texCoord.uuid(), "texCoord", sampleTexture.uuid(), "coord"));
graph.addEdge(createEdge(worldPosition.uuid(), "value", lightFunction.uuid(), "position"));
graph.addEdge(createEdge(sampleTexture.uuid(), "color", lightFunction.uuid(), "baseColor"));
graph.addEdge(createEdge(lightIntensity.uuid(), "value", lightFunction.uuid(), "lightIntensity"));
graph.addEdge(createEdge(lightFunction.uuid(), "outputColor", exposureFunction.uuid(), "inputColor"));
graph.addEdge(createEdge(exposure.uuid(), "exposure", exposureFunction.uuid(), "exposure"));
graph.addEdge(createEdge(exposureFunction.uuid(), "outputColor", fragColor.uuid(), "fragColor"));
return graph;
}
void debugStatement(const QString &prefix, const QShaderGraph::Statement &statement)
{
qDebug() << prefix << statement.inputs << statement.uuid().toString() << statement.outputs;
}
void dumpStatementsIfNeeded(const QList<QShaderGraph::Statement> &statements,
const QList<QShaderGraph::Statement> &expected)
{
if (statements != expected) {
for (int i = 0; i < qMax(statements.size(), expected.size()); i++) {
qDebug() << "----" << i << "----";
if (i < statements.size())
debugStatement("A:", statements.at(i));
if (i < expected.size())
debugStatement("E:", expected.at(i));
qDebug() << "-----------";
}
}
}
}
class tst_QShaderGraphLoader : public QObject
{
Q_OBJECT
private slots:
void shouldManipulateLoaderMembers();
void shouldLoadFromJsonStream_data();
void shouldLoadFromJsonStream();
};
void tst_QShaderGraphLoader::shouldManipulateLoaderMembers()
{
// GIVEN
auto loader = QShaderGraphLoader();
// THEN (default state)
QCOMPARE(loader.status(), QShaderGraphLoader::Null);
QVERIFY(!loader.device());
QVERIFY(loader.graph().nodes().isEmpty());
QVERIFY(loader.graph().edges().isEmpty());
QVERIFY(loader.prototypes().isEmpty());
// WHEN
auto device1 = createBuffer(QByteArray("..........."), QIODevice::NotOpen);
loader.setDevice(device1.data());
// THEN
QCOMPARE(loader.status(), QShaderGraphLoader::Error);
QCOMPARE(loader.device(), device1.data());
QVERIFY(loader.graph().nodes().isEmpty());
QVERIFY(loader.graph().edges().isEmpty());
// WHEN
auto device2 = createBuffer(QByteArray("..........."), QIODevice::ReadOnly);
loader.setDevice(device2.data());
// THEN
QCOMPARE(loader.status(), QShaderGraphLoader::Waiting);
QCOMPARE(loader.device(), device2.data());
QVERIFY(loader.graph().nodes().isEmpty());
QVERIFY(loader.graph().edges().isEmpty());
// WHEN
const auto prototypes = [&]{
auto res = QHash<QString, QShaderNode>();
res.insert("foo", createNode({}));
return res;
}();
loader.setPrototypes(prototypes);
// THEN
QCOMPARE(loader.prototypes().size(), prototypes.size());
QVERIFY(loader.prototypes().contains("foo"));
QCOMPARE(loader.prototypes().value("foo").uuid(), prototypes.value("foo").uuid());
}
void tst_QShaderGraphLoader::shouldLoadFromJsonStream_data()
{
QTest::addColumn<QBufferPointer>("device");
QTest::addColumn<PrototypeHash>("prototypes");
QTest::addColumn<QShaderGraph>("graph");
QTest::addColumn<QShaderGraphLoader::Status>("status");
QTest::newRow("empty") << createBuffer("", QIODevice::ReadOnly) << PrototypeHash()
<< QShaderGraph() << QShaderGraphLoader::Error;
const auto smallJson = "{"
" \"nodes\": ["
" {"
" \"uuid\": \"{00000000-0000-0000-0000-000000000001}\","
" \"type\": \"MyInput\","
" \"layers\": [\"foo\", \"bar\"]"
" },"
" {"
" \"uuid\": \"{00000000-0000-0000-0000-000000000002}\","
" \"type\": \"MyOutput\""
" },"
" {"
" \"uuid\": \"{00000000-0000-0000-0000-000000000003}\","
" \"type\": \"MyFunction\""
" }"
" ],"
" \"edges\": ["
" {"
" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000001}\","
" \"sourcePort\": \"input\","
" \"targetUuid\": \"{00000000-0000-0000-0000-000000000003}\","
" \"targetPort\": \"functionInput\","
" \"layers\": [\"bar\", \"baz\"]"
" },"
" {"
" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000003}\","
" \"sourcePort\": \"functionOutput\","
" \"targetUuid\": \"{00000000-0000-0000-0000-000000000002}\","
" \"targetPort\": \"output\""
" }"
" ]"
"}";
const auto smallProtos = [&]{
auto protos = PrototypeHash();
auto input = createNode({
createPort(QShaderNodePort::Output, "input")
});
protos.insert("MyInput", input);
auto output = createNode({
createPort(QShaderNodePort::Input, "output")
});
protos.insert("MyOutput", output);
auto function = createNode({
createPort(QShaderNodePort::Input, "functionInput"),
createPort(QShaderNodePort::Output, "functionOutput")
});
protos.insert("MyFunction", function);
return protos;
}();
const auto smallGraph = [&]{
auto graph = QShaderGraph();
auto input = createNode({
createPort(QShaderNodePort::Output, "input")
}, {"foo", "bar"});
input.setUuid(QUuid("{00000000-0000-0000-0000-000000000001}"));
auto output = createNode({
createPort(QShaderNodePort::Input, "output")
});
output.setUuid(QUuid("{00000000-0000-0000-0000-000000000002}"));
auto function = createNode({
createPort(QShaderNodePort::Input, "functionInput"),
createPort(QShaderNodePort::Output, "functionOutput")
});
function.setUuid(QUuid("{00000000-0000-0000-0000-000000000003}"));
graph.addNode(input);
graph.addNode(output);
graph.addNode(function);
graph.addEdge(createEdge(input.uuid(), "input", function.uuid(), "functionInput", {"bar", "baz"}));
graph.addEdge(createEdge(function.uuid(), "functionOutput", output.uuid(), "output"));
return graph;
}();
QTest::newRow("TwoNodesOneEdge") << createBuffer(smallJson) << smallProtos << smallGraph << QShaderGraphLoader::Ready;
QTest::newRow("NotOpen") << createBuffer(smallJson, QIODevice::NotOpen) << smallProtos << QShaderGraph() << QShaderGraphLoader::Error;
QTest::newRow("NoPrototype") << createBuffer(smallJson) << PrototypeHash() << QShaderGraph() << QShaderGraphLoader::Error;
const auto complexJson = "{"
" \"nodes\": ["
" {"
" \"uuid\": \"{00000000-0000-0000-0000-000000000001}\","
" \"type\": \"inputValue\","
" \"parameters\": {"
" \"name\": \"worldPosition\","
" \"qualifier\": {"
" \"type\": \"QShaderLanguage::StorageQualifier\","
" \"value\": \"QShaderLanguage::Input\""
" },"
" \"type\": {"
" \"type\": \"QShaderLanguage::VariableType\","
" \"value\": \"QShaderLanguage::Vec3\""
" }"
" }"
" },"
" {"
" \"uuid\": \"{00000000-0000-0000-0000-000000000002}\","
" \"type\": \"texture\""
" },"
" {"
" \"uuid\": \"{00000000-0000-0000-0000-000000000003}\","
" \"type\": \"texCoord\""
" },"
" {"
" \"uuid\": \"{00000000-0000-0000-0000-000000000004}\","
" \"type\": \"inputValue\""
" },"
" {"
" \"uuid\": \"{00000000-0000-0000-0000-000000000005}\","
" \"type\": \"exposure\""
" },"
" {"
" \"uuid\": \"{00000000-0000-0000-0000-000000000006}\","
" \"type\": \"fragColor\""
" },"
" {"
" \"uuid\": \"{00000000-0000-0000-0000-000000000007}\","
" \"type\": \"sampleTexture\""
" },"
" {"
" \"uuid\": \"{00000000-0000-0000-0000-000000000008}\","
" \"type\": \"lightModel\""
" },"
" {"
" \"uuid\": \"{00000000-0000-0000-0000-000000000009}\","
" \"type\": \"exposureFunction\""
" }"
" ],"
" \"edges\": ["
" {"
" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000002}\","
" \"sourcePort\": \"texture\","
" \"targetUuid\": \"{00000000-0000-0000-0000-000000000007}\","
" \"targetPort\": \"sampler\""
" },"
" {"
" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000003}\","
" \"sourcePort\": \"texCoord\","
" \"targetUuid\": \"{00000000-0000-0000-0000-000000000007}\","
" \"targetPort\": \"coord\""
" },"
" {"
" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000001}\","
" \"sourcePort\": \"value\","
" \"targetUuid\": \"{00000000-0000-0000-0000-000000000008}\","
" \"targetPort\": \"position\""
" },"
" {"
" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000007}\","
" \"sourcePort\": \"color\","
" \"targetUuid\": \"{00000000-0000-0000-0000-000000000008}\","
" \"targetPort\": \"baseColor\""
" },"
" {"
" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000004}\","
" \"sourcePort\": \"value\","
" \"targetUuid\": \"{00000000-0000-0000-0000-000000000008}\","
" \"targetPort\": \"lightIntensity\""
" },"
" {"
" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000008}\","
" \"sourcePort\": \"outputColor\","
" \"targetUuid\": \"{00000000-0000-0000-0000-000000000009}\","
" \"targetPort\": \"inputColor\""
" },"
" {"
" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000005}\","
" \"sourcePort\": \"exposure\","
" \"targetUuid\": \"{00000000-0000-0000-0000-000000000009}\","
" \"targetPort\": \"exposure\""
" },"
" {"
" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000009}\","
" \"sourcePort\": \"outputColor\","
" \"targetUuid\": \"{00000000-0000-0000-0000-000000000006}\","
" \"targetPort\": \"fragColor\""
" }"
" ]"
"}";
const auto complexProtos = [&]{
const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
auto protos = PrototypeHash();
auto inputValue = createNode({
createPort(QShaderNodePort::Output, "value")
});
inputValue.setParameter("name", "defaultName");
inputValue.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(QShaderLanguage::Uniform));
inputValue.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(QShaderLanguage::Float));
inputValue.addRule(openGLES2, QShaderNode::Rule("highp $type $value = $name;",
QByteArrayList() << "$qualifier highp $type $name;"));
inputValue.addRule(openGL3, QShaderNode::Rule("$type $value = $name;",
QByteArrayList() << "$qualifier $type $name;"));
protos.insert("inputValue", inputValue);
auto texture = createNode({
createPort(QShaderNodePort::Output, "texture")
});
texture.addRule(openGLES2, QShaderNode::Rule("sampler2D $texture = texture;",
QByteArrayList() << "uniform sampler2D texture;"));
texture.addRule(openGL3, QShaderNode::Rule("sampler2D $texture = texture;",
QByteArrayList() << "uniform sampler2D texture;"));
protos.insert("texture", texture);
auto texCoord = createNode({
createPort(QShaderNodePort::Output, "texCoord")
});
texCoord.addRule(openGLES2, QShaderNode::Rule("highp vec2 $texCoord = texCoord;",
QByteArrayList() << "varying highp vec2 texCoord;"));
texCoord.addRule(openGL3, QShaderNode::Rule("vec2 $texCoord = texCoord;",
QByteArrayList() << "in vec2 texCoord;"));
protos.insert("texCoord", texCoord);
auto exposure = createNode({
createPort(QShaderNodePort::Output, "exposure")
});
exposure.addRule(openGLES2, QShaderNode::Rule("highp float $exposure = exposure;",
QByteArrayList() << "uniform highp float exposure;"));
exposure.addRule(openGL3, QShaderNode::Rule("float $exposure = exposure;",
QByteArrayList() << "uniform float exposure;"));
protos.insert("exposure", exposure);
auto fragColor = createNode({
createPort(QShaderNodePort::Input, "fragColor")
});
fragColor.addRule(openGLES2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
fragColor.addRule(openGL3, QShaderNode::Rule("fragColor = $fragColor;",
QByteArrayList() << "out vec4 fragColor;"));
protos.insert("fragColor", fragColor);
auto sampleTexture = createNode({
createPort(QShaderNodePort::Input, "sampler"),
createPort(QShaderNodePort::Input, "coord"),
createPort(QShaderNodePort::Output, "color")
});
sampleTexture.addRule(openGLES2, QShaderNode::Rule("highp vec4 $color = texture2D($sampler, $coord);"));
sampleTexture.addRule(openGL3, QShaderNode::Rule("vec4 $color = texture2D($sampler, $coord);"));
protos.insert("sampleTexture", sampleTexture);
auto lightModel = createNode({
createPort(QShaderNodePort::Input, "baseColor"),
createPort(QShaderNodePort::Input, "position"),
createPort(QShaderNodePort::Input, "lightIntensity"),
createPort(QShaderNodePort::Output, "outputColor")
});
lightModel.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
QByteArrayList() << "#pragma include es2/lightmodel.frag.inc"));
lightModel.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
QByteArrayList() << "#pragma include gl3/lightmodel.frag.inc"));
protos.insert("lightModel", lightModel);
auto exposureFunction = createNode({
createPort(QShaderNodePort::Input, "inputColor"),
createPort(QShaderNodePort::Input, "exposure"),
createPort(QShaderNodePort::Output, "outputColor")
});
exposureFunction.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = $inputColor * pow(2.0, $exposure);"));
exposureFunction.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = $inputColor * pow(2.0, $exposure);"));
protos.insert("exposureFunction", exposureFunction);
return protos;
}();
const auto complexGraph = createGraph();
QTest::newRow("ComplexGraph") << createBuffer(complexJson) << complexProtos << complexGraph << QShaderGraphLoader::Ready;
}
void tst_QShaderGraphLoader::shouldLoadFromJsonStream()
{
// GIVEN
QFETCH(QBufferPointer, device);
QFETCH(PrototypeHash, prototypes);
auto loader = QShaderGraphLoader();
// WHEN
loader.setPrototypes(prototypes);
loader.setDevice(device.data());
loader.load();
// THEN
QFETCH(QShaderGraphLoader::Status, status);
QCOMPARE(loader.status(), status);
QFETCH(QShaderGraph, graph);
const auto statements = loader.graph().createStatements({"foo", "bar", "baz"});
const auto expected = graph.createStatements({"foo", "bar", "baz"});
dumpStatementsIfNeeded(statements, expected);
QCOMPARE(statements, expected);
const auto sortedParameters = [](const QShaderNode &node) {
auto res = node.parameterNames();
res.sort();
return res;
};
for (int i = 0; i < statements.size(); i++) {
const auto actualNode = statements.at(i).node;
const auto expectedNode = expected.at(i).node;
QCOMPARE(actualNode.layers(), expectedNode.layers());
QCOMPARE(actualNode.ports(), expectedNode.ports());
QCOMPARE(sortedParameters(actualNode), sortedParameters(expectedNode));
for (const auto &name : expectedNode.parameterNames()) {
QCOMPARE(actualNode.parameter(name), expectedNode.parameter(name));
}
QCOMPARE(actualNode.availableFormats(), expectedNode.availableFormats());
for (const auto &format : expectedNode.availableFormats()) {
QCOMPARE(actualNode.rule(format), expectedNode.rule(format));
}
}
}
QTEST_MAIN(tst_QShaderGraphLoader)
#include "tst_qshadergraphloader.moc"

View File

@ -1,13 +0,0 @@
# Generated from qshadernodes.pro.
#####################################################################
## tst_qshadernodes Test:
#####################################################################
qt_internal_add_test(tst_qshadernodes
SOURCES
tst_qshadernodes.cpp
PUBLIC_LIBRARIES
Qt::Gui
Qt::GuiPrivate
)

View File

@ -1,548 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the test suite of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
** 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 <QTest>
#include <QtGui/private/qshaderformat_p.h>
#include <QtGui/private/qshadernode_p.h>
#include <QtGui/private/qshadernodeport_p.h>
namespace
{
QShaderFormat createFormat(QShaderFormat::Api api, int majorVersion, int minorVersion,
const QStringList &extensions = QStringList(),
const QString &vendor = QString())
{
auto format = QShaderFormat();
format.setApi(api);
format.setVersion(QVersionNumber(majorVersion, minorVersion));
format.setExtensions(extensions);
format.setVendor(vendor);
return format;
}
QShaderNodePort createPort(QShaderNodePort::Direction direction, const QString &name)
{
auto port = QShaderNodePort();
port.direction = direction;
port.name = name;
return port;
}
}
class tst_QShaderNodes : public QObject
{
Q_OBJECT
private slots:
void shouldManipulateFormatMembers();
void shouldVerifyFormatsEquality_data();
void shouldVerifyFormatsEquality();
void shouldVerifyFormatsCompatibilities_data();
void shouldVerifyFormatsCompatibilities();
void shouldHaveDefaultPortState();
void shouldVerifyPortsEquality_data();
void shouldVerifyPortsEquality();
void shouldManipulateNodeMembers();
void shouldHandleNodeRulesSupportAndOrder();
};
void tst_QShaderNodes::shouldManipulateFormatMembers()
{
// GIVEN
auto format = QShaderFormat();
// THEN (default state)
QCOMPARE(format.api(), QShaderFormat::NoApi);
QCOMPARE(format.version().majorVersion(), 0);
QCOMPARE(format.version().minorVersion(), 0);
QCOMPARE(format.extensions(), QStringList());
QCOMPARE(format.vendor(), QString());
QVERIFY(!format.isValid());
// WHEN
format.setApi(QShaderFormat::OpenGLES);
// THEN
QCOMPARE(format.api(), QShaderFormat::OpenGLES);
QCOMPARE(format.version().majorVersion(), 0);
QCOMPARE(format.version().minorVersion(), 0);
QCOMPARE(format.extensions(), QStringList());
QCOMPARE(format.vendor(), QString());
QVERIFY(!format.isValid());
// WHEN
format.setVersion(QVersionNumber(3));
// THEN
QCOMPARE(format.api(), QShaderFormat::OpenGLES);
QCOMPARE(format.version().majorVersion(), 3);
QCOMPARE(format.version().minorVersion(), 0);
QCOMPARE(format.extensions(), QStringList());
QCOMPARE(format.vendor(), QString());
QVERIFY(format.isValid());
// WHEN
format.setVersion(QVersionNumber(3, 2));
// THEN
QCOMPARE(format.api(), QShaderFormat::OpenGLES);
QCOMPARE(format.version().majorVersion(), 3);
QCOMPARE(format.version().minorVersion(), 2);
QCOMPARE(format.extensions(), QStringList());
QCOMPARE(format.vendor(), QString());
QVERIFY(format.isValid());
// WHEN
format.setExtensions({"foo", "bar"});
// THEN
QCOMPARE(format.api(), QShaderFormat::OpenGLES);
QCOMPARE(format.version().majorVersion(), 3);
QCOMPARE(format.version().minorVersion(), 2);
QCOMPARE(format.extensions(), QStringList({"bar", "foo"}));
QCOMPARE(format.vendor(), QString());
QVERIFY(format.isValid());
// WHEN
format.setVendor(QStringLiteral("KDAB"));
// THEN
QCOMPARE(format.api(), QShaderFormat::OpenGLES);
QCOMPARE(format.version().majorVersion(), 3);
QCOMPARE(format.version().minorVersion(), 2);
QCOMPARE(format.extensions(), QStringList({"bar", "foo"}));
QCOMPARE(format.vendor(), QStringLiteral("KDAB"));
QVERIFY(format.isValid());
}
void tst_QShaderNodes::shouldVerifyFormatsEquality_data()
{
QTest::addColumn<QShaderFormat>("left");
QTest::addColumn<QShaderFormat>("right");
QTest::addColumn<bool>("expected");
QTest::newRow("Equals") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"}, "KDAB")
<< createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"}, "KDAB")
<< true;
QTest::newRow("Apis") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"}, "KDAB")
<< createFormat(QShaderFormat::OpenGLNoProfile, 3, 0, {"foo", "bar"}, "KDAB")
<< false;
QTest::newRow("Major") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"}, "KDAB")
<< createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0, {"foo", "bar"}, "KDAB")
<< false;
QTest::newRow("Minor") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"}, "KDAB")
<< createFormat(QShaderFormat::OpenGLCoreProfile, 3, 1, {"foo", "bar"}, "KDAB")
<< false;
QTest::newRow("Extensions") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"}, "KDAB")
<< createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo"}, "KDAB")
<< false;
QTest::newRow("Vendor") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"}, "KDAB")
<< createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"})
<< false;
}
void tst_QShaderNodes::shouldVerifyFormatsEquality()
{
// GIVEN
QFETCH(QShaderFormat, left);
QFETCH(QShaderFormat, right);
// WHEN
const auto equal = (left == right);
const auto notEqual = (left != right);
// THEN
QFETCH(bool, expected);
QCOMPARE(equal, expected);
QCOMPARE(notEqual, !expected);
}
void tst_QShaderNodes::shouldVerifyFormatsCompatibilities_data()
{
QTest::addColumn<QShaderFormat>("reference");
QTest::addColumn<QShaderFormat>("tested");
QTest::addColumn<bool>("expected");
QTest::newRow("NoProfileVsES") << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
<< createFormat(QShaderFormat::OpenGLES, 2, 0)
<< true;
QTest::newRow("CoreProfileVsES") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
<< createFormat(QShaderFormat::OpenGLES, 2, 0)
<< false;
QTest::newRow("CompatProfileVsES") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
<< createFormat(QShaderFormat::OpenGLES, 2, 0)
<< true;
QTest::newRow("ESVsNoProfile") << createFormat(QShaderFormat::OpenGLES, 2, 0)
<< createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
<< false;
QTest::newRow("ESVsCoreProfile") << createFormat(QShaderFormat::OpenGLES, 2, 0)
<< createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
<< false;
QTest::newRow("ESVsCompatProfile") << createFormat(QShaderFormat::OpenGLES, 2, 0)
<< createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
<< false;
QTest::newRow("CoreVsNoProfile") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
<< createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
<< false;
QTest::newRow("CoreVsCompat") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
<< createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
<< false;
QTest::newRow("CoreVsCore") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
<< createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
<< true;
QTest::newRow("NoProfileVsCore") << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
<< createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
<< true;
QTest::newRow("NoProvileVsCompat") << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
<< createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
<< true;
QTest::newRow("NoProfileVsNoProfile") << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
<< createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
<< true;
QTest::newRow("CompatVsCore") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
<< createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
<< true;
QTest::newRow("CompatVsCompat") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
<< createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
<< true;
QTest::newRow("CompatVsNoProfile") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0)
<< createFormat(QShaderFormat::OpenGLNoProfile, 2, 0)
<< true;
QTest::newRow("MajorForwardCompat_1") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0)
<< createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
<< true;
QTest::newRow("MajorForwardCompat_2") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0)
<< createFormat(QShaderFormat::OpenGLCoreProfile, 2, 4)
<< true;
QTest::newRow("MajorForwardCompat_3") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0)
<< createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0)
<< false;
QTest::newRow("MajorForwardCompat_4") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 4)
<< createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0)
<< false;
QTest::newRow("MinorForwardCompat_1") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 1)
<< createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0)
<< true;
QTest::newRow("MinorForwardCompat_2") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0)
<< createFormat(QShaderFormat::OpenGLCoreProfile, 3, 1)
<< false;
QTest::newRow("Extensions_1") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"})
<< createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo"})
<< true;
QTest::newRow("Extensions_2") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo"})
<< createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {"foo", "bar"})
<< false;
QTest::newRow("Vendor_1") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {}, "KDAB")
<< createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {})
<< true;
QTest::newRow("Vendor_2") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {})
<< createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {}, "KDAB")
<< false;
QTest::newRow("Vendor_2") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {}, "KDAB")
<< createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0, {}, "KDAB")
<< true;
}
void tst_QShaderNodes::shouldVerifyFormatsCompatibilities()
{
// GIVEN
QFETCH(QShaderFormat, reference);
QFETCH(QShaderFormat, tested);
// WHEN
const auto supported = reference.supports(tested);
// THEN
QFETCH(bool, expected);
QCOMPARE(supported, expected);
}
void tst_QShaderNodes::shouldHaveDefaultPortState()
{
// GIVEN
auto port = QShaderNodePort();
// THEN
QCOMPARE(port.direction, QShaderNodePort::Output);
QVERIFY(port.name.isEmpty());
}
void tst_QShaderNodes::shouldVerifyPortsEquality_data()
{
QTest::addColumn<QShaderNodePort>("left");
QTest::addColumn<QShaderNodePort>("right");
QTest::addColumn<bool>("expected");
QTest::newRow("Equals") << createPort(QShaderNodePort::Input, "foo")
<< createPort(QShaderNodePort::Input, "foo")
<< true;
QTest::newRow("Direction") << createPort(QShaderNodePort::Input, "foo")
<< createPort(QShaderNodePort::Output, "foo")
<< false;
QTest::newRow("Name") << createPort(QShaderNodePort::Input, "foo")
<< createPort(QShaderNodePort::Input, "bar")
<< false;
}
void tst_QShaderNodes::shouldVerifyPortsEquality()
{
// GIVEN
QFETCH(QShaderNodePort, left);
QFETCH(QShaderNodePort, right);
// WHEN
const auto equal = (left == right);
const auto notEqual = (left != right);
// THEN
QFETCH(bool, expected);
QCOMPARE(equal, expected);
QCOMPARE(notEqual, !expected);
}
void tst_QShaderNodes::shouldManipulateNodeMembers()
{
// GIVEN
const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
const auto es2Rule = QShaderNode::Rule(QByteArrayLiteral("gles2"), {"#pragma include es2/foo.inc", "#pragma include es2/bar.inc"});
const auto gl3Rule = QShaderNode::Rule(QByteArrayLiteral("gl3"), {"#pragma include gl3/foo.inc", "#pragma include gl3/bar.inc"});
const auto gl3bisRule = QShaderNode::Rule(QByteArrayLiteral("gl3bis"), {"#pragma include gl3/foo.inc", "#pragma include gl3/bar.inc"});
auto node = QShaderNode();
// THEN (default state)
QCOMPARE(node.type(), QShaderNode::Invalid);
QVERIFY(node.uuid().isNull());
QVERIFY(node.layers().isEmpty());
QVERIFY(node.ports().isEmpty());
QVERIFY(node.parameterNames().isEmpty());
QVERIFY(node.availableFormats().isEmpty());
// WHEN
const auto uuid = QUuid::createUuid();
node.setUuid(uuid);
// THEN
QCOMPARE(node.uuid(), uuid);
// WHEN
node.setLayers({"foo", "bar"});
// THEN
QCOMPARE(node.layers(), QStringList({"foo", "bar"}));
// WHEN
auto firstPort = QShaderNodePort();
firstPort.direction = QShaderNodePort::Input;
firstPort.name = QStringLiteral("foo");
node.addPort(firstPort);
// THEN
QCOMPARE(node.type(), QShaderNode::Output);
QCOMPARE(node.ports().size(), 1);
QCOMPARE(node.ports().at(0), firstPort);
QVERIFY(node.availableFormats().isEmpty());
// WHEN
auto secondPort = QShaderNodePort();
secondPort.direction = QShaderNodePort::Output;
secondPort.name = QStringLiteral("bar");
node.addPort(secondPort);
// THEN
QCOMPARE(node.type(), QShaderNode::Function);
QCOMPARE(node.ports().size(), 2);
QCOMPARE(node.ports().at(0), firstPort);
QCOMPARE(node.ports().at(1), secondPort);
QVERIFY(node.availableFormats().isEmpty());
// WHEN
node.removePort(firstPort);
// THEN
QCOMPARE(node.type(), QShaderNode::Input);
QCOMPARE(node.ports().size(), 1);
QCOMPARE(node.ports().at(0), secondPort);
QVERIFY(node.availableFormats().isEmpty());
// WHEN
node.setParameter(QStringLiteral("baz"), 42);
// THEN
QCOMPARE(node.type(), QShaderNode::Input);
QCOMPARE(node.ports().size(), 1);
QCOMPARE(node.ports().at(0), secondPort);
auto parameterNames = node.parameterNames();
parameterNames.sort();
QCOMPARE(parameterNames.size(), 1);
QCOMPARE(parameterNames.at(0), QStringLiteral("baz"));
QCOMPARE(node.parameter(QStringLiteral("baz")), QVariant(42));
QVERIFY(node.availableFormats().isEmpty());
// WHEN
node.setParameter(QStringLiteral("bleh"), QStringLiteral("value"));
// THEN
QCOMPARE(node.type(), QShaderNode::Input);
QCOMPARE(node.ports().size(), 1);
QCOMPARE(node.ports().at(0), secondPort);
parameterNames = node.parameterNames();
parameterNames.sort();
QCOMPARE(parameterNames.size(), 2);
QCOMPARE(parameterNames.at(0), QStringLiteral("baz"));
QCOMPARE(parameterNames.at(1), QStringLiteral("bleh"));
QCOMPARE(node.parameter(QStringLiteral("baz")), QVariant(42));
QCOMPARE(node.parameter(QStringLiteral("bleh")), QVariant(QStringLiteral("value")));
QVERIFY(node.availableFormats().isEmpty());
// WHEN
node.clearParameter(QStringLiteral("baz"));
// THEN
QCOMPARE(node.type(), QShaderNode::Input);
QCOMPARE(node.ports().size(), 1);
QCOMPARE(node.ports().at(0), secondPort);
parameterNames = node.parameterNames();
parameterNames.sort();
QCOMPARE(parameterNames.size(), 1);
QCOMPARE(parameterNames.at(0), QStringLiteral("bleh"));
QCOMPARE(node.parameter(QStringLiteral("baz")), QVariant());
QCOMPARE(node.parameter(QStringLiteral("bleh")), QVariant(QStringLiteral("value")));
QVERIFY(node.availableFormats().isEmpty());
// WHEN
node.addRule(openGLES2, es2Rule);
node.addRule(openGL3, gl3Rule);
// THEN
QCOMPARE(node.availableFormats().size(), 2);
QCOMPARE(node.availableFormats().at(0), openGLES2);
QCOMPARE(node.availableFormats().at(1), openGL3);
QCOMPARE(node.rule(openGLES2), es2Rule);
QCOMPARE(node.rule(openGL3), gl3Rule);
// WHEN
node.removeRule(openGLES2);
// THEN
QCOMPARE(node.availableFormats().size(), 1);
QCOMPARE(node.availableFormats().at(0), openGL3);
QCOMPARE(node.rule(openGL3), gl3Rule);
// WHEN
node.addRule(openGLES2, es2Rule);
// THEN
QCOMPARE(node.availableFormats().size(), 2);
QCOMPARE(node.availableFormats().at(0), openGL3);
QCOMPARE(node.availableFormats().at(1), openGLES2);
QCOMPARE(node.rule(openGLES2), es2Rule);
QCOMPARE(node.rule(openGL3), gl3Rule);
// WHEN
node.addRule(openGL3, gl3bisRule);
// THEN
QCOMPARE(node.availableFormats().size(), 2);
QCOMPARE(node.availableFormats().at(0), openGLES2);
QCOMPARE(node.availableFormats().at(1), openGL3);
QCOMPARE(node.rule(openGLES2), es2Rule);
QCOMPARE(node.rule(openGL3), gl3bisRule);
}
void tst_QShaderNodes::shouldHandleNodeRulesSupportAndOrder()
{
// GIVEN
const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
const auto openGL32 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 2);
const auto openGL4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
const auto es2Rule = QShaderNode::Rule(QByteArrayLiteral("gles2"), {"#pragma include es2/foo.inc", "#pragma include es2/bar.inc"});
const auto gl3Rule = QShaderNode::Rule(QByteArrayLiteral("gl3"), {"#pragma include gl3/foo.inc", "#pragma include gl3/bar.inc"});
const auto gl32Rule = QShaderNode::Rule(QByteArrayLiteral("gl32"), {"#pragma include gl32/foo.inc", "#pragma include gl32/bar.inc"});
const auto gl3bisRule = QShaderNode::Rule(QByteArrayLiteral("gl3bis"), {"#pragma include gl3/foo.inc", "#pragma include gl3/bar.inc"});
auto node = QShaderNode();
// WHEN
node.addRule(openGLES2, es2Rule);
node.addRule(openGL3, gl3Rule);
// THEN
QCOMPARE(node.availableFormats().size(), 2);
QCOMPARE(node.availableFormats().at(0), openGLES2);
QCOMPARE(node.availableFormats().at(1), openGL3);
QCOMPARE(node.rule(openGLES2), es2Rule);
QCOMPARE(node.rule(openGL3), gl3Rule);
QCOMPARE(node.rule(openGL32), gl3Rule);
QCOMPARE(node.rule(openGL4), gl3Rule);
// WHEN
node.addRule(openGL32, gl32Rule);
// THEN
QCOMPARE(node.availableFormats().size(), 3);
QCOMPARE(node.availableFormats().at(0), openGLES2);
QCOMPARE(node.availableFormats().at(1), openGL3);
QCOMPARE(node.availableFormats().at(2), openGL32);
QCOMPARE(node.rule(openGLES2), es2Rule);
QCOMPARE(node.rule(openGL3), gl3Rule);
QCOMPARE(node.rule(openGL32), gl32Rule);
QCOMPARE(node.rule(openGL4), gl32Rule);
// WHEN
node.addRule(openGL3, gl3bisRule);
// THEN
QCOMPARE(node.availableFormats().size(), 3);
QCOMPARE(node.availableFormats().at(0), openGLES2);
QCOMPARE(node.availableFormats().at(1), openGL32);
QCOMPARE(node.availableFormats().at(2), openGL3);
QCOMPARE(node.rule(openGLES2), es2Rule);
QCOMPARE(node.rule(openGL3), gl3bisRule);
QCOMPARE(node.rule(openGL32), gl3bisRule);
QCOMPARE(node.rule(openGL4), gl3bisRule);
}
QTEST_MAIN(tst_QShaderNodes)
#include "tst_qshadernodes.moc"

View File

@ -1,13 +0,0 @@
# Generated from qshadernodesloader.pro.
#####################################################################
## tst_qshadernodesloader Test:
#####################################################################
qt_internal_add_test(tst_qshadernodesloader
SOURCES
tst_qshadernodesloader.cpp
PUBLIC_LIBRARIES
Qt::Gui
Qt::GuiPrivate
)

View File

@ -1,327 +0,0 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the test suite of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
** 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 <QTest>
#include <QtCore/qbuffer.h>
#include <QtGui/private/qshadernodesloader_p.h>
#include <QtGui/private/qshaderlanguage_p.h>
using QBufferPointer = QSharedPointer<QBuffer>;
Q_DECLARE_METATYPE(QBufferPointer);
using NodeHash = QHash<QString, QShaderNode>;
Q_DECLARE_METATYPE(NodeHash);
namespace
{
QBufferPointer createBuffer(const QByteArray &data, QIODevice::OpenMode openMode = QIODevice::ReadOnly)
{
auto buffer = QBufferPointer::create();
buffer->setData(data);
if (openMode != QIODevice::NotOpen)
buffer->open(openMode);
return buffer;
}
QShaderFormat createFormat(QShaderFormat::Api api, int majorVersion, int minorVersion,
const QStringList &extensions = QStringList(),
const QString &vendor = QString())
{
auto format = QShaderFormat();
format.setApi(api);
format.setVersion(QVersionNumber(majorVersion, minorVersion));
format.setExtensions(extensions);
format.setVendor(vendor);
return format;
}
QShaderNodePort createPort(QShaderNodePort::Direction portDirection, const QString &portName)
{
auto port = QShaderNodePort();
port.direction = portDirection;
port.name = portName;
return port;
}
QShaderNode createNode(const QList<QShaderNodePort> &ports)
{
auto node = QShaderNode();
for (const auto &port : ports)
node.addPort(port);
return node;
}
}
class tst_QShaderNodesLoader : public QObject
{
Q_OBJECT
private slots:
void shouldManipulateLoaderMembers();
void shouldLoadFromJsonStream_data();
void shouldLoadFromJsonStream();
};
void tst_QShaderNodesLoader::shouldManipulateLoaderMembers()
{
// GIVEN
auto loader = QShaderNodesLoader();
// THEN (default state)
QCOMPARE(loader.status(), QShaderNodesLoader::Null);
QVERIFY(!loader.device());
QVERIFY(loader.nodes().isEmpty());
// WHEN
auto device1 = createBuffer(QByteArray("..........."), QIODevice::NotOpen);
loader.setDevice(device1.data());
// THEN
QCOMPARE(loader.status(), QShaderNodesLoader::Error);
QCOMPARE(loader.device(), device1.data());
QVERIFY(loader.nodes().isEmpty());
// WHEN
auto device2 = createBuffer(QByteArray("..........."), QIODevice::ReadOnly);
loader.setDevice(device2.data());
// THEN
QCOMPARE(loader.status(), QShaderNodesLoader::Waiting);
QCOMPARE(loader.device(), device2.data());
QVERIFY(loader.nodes().isEmpty());
}
void tst_QShaderNodesLoader::shouldLoadFromJsonStream_data()
{
QTest::addColumn<QBufferPointer>("device");
QTest::addColumn<NodeHash>("nodes");
QTest::addColumn<QShaderNodesLoader::Status>("status");
QTest::newRow("empty") << createBuffer("", QIODevice::ReadOnly) << NodeHash() << QShaderNodesLoader::Error;
const auto smallJson = "{"
" \"inputValue\": {"
" \"outputs\": ["
" \"value\""
" ],"
" \"parameters\": {"
" \"name\": \"defaultName\","
" \"qualifier\": {"
" \"type\": \"QShaderLanguage::StorageQualifier\","
" \"value\": \"QShaderLanguage::Uniform\""
" },"
" \"type\": {"
" \"type\": \"QShaderLanguage::VariableType\","
" \"value\": \"QShaderLanguage::Vec3\""
" },"
" \"defaultValue\": {"
" \"type\": \"float\","
" \"value\": \"1.25\""
" }"
" },"
" \"rules\": ["
" {"
" \"format\": {"
" \"api\": \"OpenGLES\","
" \"major\": 2,"
" \"minor\": 0"
" },"
" \"substitution\": \"highp vec3 $value = $name;\","
" \"headerSnippets\": [ \"varying highp vec3 $name;\" ]"
" },"
" {"
" \"format\": {"
" \"api\": \"OpenGLCompatibilityProfile\","
" \"major\": 2,"
" \"minor\": 1"
" },"
" \"substitution\": \"vec3 $value = $name;\","
" \"headerSnippets\": [ \"in vec3 $name;\" ]"
" }"
" ]"
" },"
" \"fragColor\": {"
" \"inputs\": ["
" \"fragColor\""
" ],"
" \"rules\": ["
" {"
" \"format\": {"
" \"api\": \"OpenGLES\","
" \"major\": 2,"
" \"minor\": 0"
" },"
" \"substitution\": \"gl_fragColor = $fragColor;\""
" },"
" {"
" \"format\": {"
" \"api\": \"OpenGLNoProfile\","
" \"major\": 4,"
" \"minor\": 0"
" },"
" \"substitution\": \"fragColor = $fragColor;\","
" \"headerSnippets\": [ \"out vec4 fragColor;\" ]"
" }"
" ]"
" },"
" \"lightModel\": {"
" \"inputs\": ["
" \"baseColor\","
" \"position\","
" \"lightIntensity\""
" ],"
" \"outputs\": ["
" \"outputColor\""
" ],"
" \"rules\": ["
" {"
" \"format\": {"
" \"api\": \"OpenGLES\","
" \"major\": 2,"
" \"minor\": 0,"
" \"extensions\": [ \"ext1\", \"ext2\" ],"
" \"vendor\": \"kdab\""
" },"
" \"substitution\": \"highp vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);\","
" \"headerSnippets\": [ \"#pragma include es2/lightmodel.frag.inc\" ]"
" },"
" {"
" \"format\": {"
" \"api\": \"OpenGLCoreProfile\","
" \"major\": 3,"
" \"minor\": 3"
" },"
" \"substitution\": \"vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);\","
" \"headerSnippets\": [ \"#pragma include gl3/lightmodel.frag.inc\" ]"
" }"
" ]"
" }"
"}";
const auto smallProtos = [&]{
const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
const auto openGLES2Extended = createFormat(QShaderFormat::OpenGLES, 2, 0, {"ext1", "ext2"}, "kdab");
const auto openGL2 = createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 1);
const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 3);
const auto openGL4 = createFormat(QShaderFormat::OpenGLNoProfile, 4, 0);
auto protos = NodeHash();
auto inputValue = createNode({
createPort(QShaderNodePort::Output, "value")
});
inputValue.setParameter("name", "defaultName");
inputValue.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(QShaderLanguage::Uniform));
inputValue.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(QShaderLanguage::Vec3));
inputValue.setParameter("defaultValue", QVariant(1.25f));
inputValue.addRule(openGLES2, QShaderNode::Rule("highp vec3 $value = $name;",
QByteArrayList() << "varying highp vec3 $name;"));
inputValue.addRule(openGL2, QShaderNode::Rule("vec3 $value = $name;",
QByteArrayList() << "in vec3 $name;"));
protos.insert("inputValue", inputValue);
auto fragColor = createNode({
createPort(QShaderNodePort::Input, "fragColor")
});
fragColor.addRule(openGLES2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
fragColor.addRule(openGL4, QShaderNode::Rule("fragColor = $fragColor;",
QByteArrayList() << "out vec4 fragColor;"));
protos.insert(QStringLiteral("fragColor"), fragColor);
auto lightModel = createNode({
createPort(QShaderNodePort::Input, "baseColor"),
createPort(QShaderNodePort::Input, "position"),
createPort(QShaderNodePort::Input, "lightIntensity"),
createPort(QShaderNodePort::Output, "outputColor")
});
lightModel.addRule(openGLES2Extended, QShaderNode::Rule("highp vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
QByteArrayList() << "#pragma include es2/lightmodel.frag.inc"));
lightModel.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
QByteArrayList() << "#pragma include gl3/lightmodel.frag.inc"));
protos.insert("lightModel", lightModel);
return protos;
}();
QTest::newRow("NotOpen") << createBuffer(smallJson, QIODevice::NotOpen) << NodeHash() << QShaderNodesLoader::Error;
QTest::newRow("CorrectJSON") << createBuffer(smallJson) << smallProtos << QShaderNodesLoader::Ready;
// These types are normaly registered by QShaderGraphLoader
qRegisterMetaType<QShaderLanguage::StorageQualifier>();
qRegisterMetaType<QShaderLanguage::VariableType>();
}
void tst_QShaderNodesLoader::shouldLoadFromJsonStream()
{
// GIVEN
QFETCH(QBufferPointer, device);
auto loader = QShaderNodesLoader();
// WHEN
loader.setDevice(device.data());
loader.load();
// THEN
QFETCH(QShaderNodesLoader::Status, status);
QCOMPARE(loader.status(), status);
QFETCH(NodeHash, nodes);
const auto sortedKeys = [](const NodeHash &nodes) {
auto res = nodes.keys();
res.sort();
return res;
};
const auto sortedParameters = [](const QShaderNode &node) {
auto res = node.parameterNames();
res.sort();
return res;
};
QCOMPARE(sortedKeys(loader.nodes()), sortedKeys(nodes));
for (const auto &key : nodes.keys()) {
const auto actual = loader.nodes().value(key);
const auto expected = nodes.value(key);
QVERIFY(actual.uuid().isNull());
QCOMPARE(actual.ports(), expected.ports());
QCOMPARE(sortedParameters(actual), sortedParameters(expected));
for (const auto &name : expected.parameterNames()) {
QCOMPARE(actual.parameter(name), expected.parameter(name));
}
QCOMPARE(actual.availableFormats(), expected.availableFormats());
for (const auto &format : expected.availableFormats()) {
QCOMPARE(actual.rule(format), expected.rule(format));
}
}
}
QTEST_MAIN(tst_QShaderNodesLoader)
#include "tst_qshadernodesloader.moc"