[Shader Graph Gen.] Introduce QShaderNode

Nodes will allow to describe inputs, outputs or value transformations in
a shader graph.

Change-Id: I44f806d9595fd0e68fc9026cda2b4fa0a62af283
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
bb10
Kevin Ottens 2017-03-20 12:53:13 +01:00
parent 22cd7b02bf
commit 3a78c62bb2
4 changed files with 421 additions and 0 deletions

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@ -0,0 +1,142 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt Quick Layouts 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 Q_DECL_NOTHROW
{
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 Q_DECL_NOTHROW
{
return m_uuid;
}
void QShaderNode::setUuid(const QUuid &uuid) Q_DECL_NOTHROW
{
m_uuid = uuid;
}
QVector<QShaderNodePort> QShaderNode::ports() const Q_DECL_NOTHROW
{
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);
}
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);
}
QVector<QShaderFormat> QShaderNode::availableFormats() const
{
auto res = QVector<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) Q_DECL_NOTHROW
: substitution(subs),
headerSnippets(snippets)
{
}
bool operator==(const QShaderNode::Rule &lhs, const QShaderNode::Rule &rhs) Q_DECL_NOTHROW
{
return lhs.substitution == rhs.substitution
&& lhs.headerSnippets == rhs.headerSnippets;
}
QT_END_NAMESPACE

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@ -0,0 +1,118 @@
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt Quick Layouts 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()) Q_DECL_NOTHROW;
QByteArray substitution;
QByteArrayList headerSnippets;
};
Q_GUI_EXPORT Type type() const Q_DECL_NOTHROW;
Q_GUI_EXPORT QUuid uuid() const Q_DECL_NOTHROW;
Q_GUI_EXPORT void setUuid(const QUuid &uuid) Q_DECL_NOTHROW;
Q_GUI_EXPORT QVector<QShaderNodePort> ports() const Q_DECL_NOTHROW;
Q_GUI_EXPORT void addPort(const QShaderNodePort &port);
Q_GUI_EXPORT void removePort(const QShaderNodePort &port);
Q_GUI_EXPORT void addRule(const QShaderFormat &format, const Rule &rule);
Q_GUI_EXPORT void removeRule(const QShaderFormat &format);
Q_GUI_EXPORT QVector<QShaderFormat> availableFormats() const;
Q_GUI_EXPORT Rule rule(const QShaderFormat &format) const;
private:
QUuid m_uuid;
QVector<QShaderNodePort> m_ports;
QVector<QPair<QShaderFormat, QShaderNode::Rule>> m_rules;
};
Q_GUI_EXPORT bool operator==(const QShaderNode::Rule &lhs, const QShaderNode::Rule &rhs) Q_DECL_NOTHROW;
inline bool operator!=(const QShaderNode::Rule &lhs, const QShaderNode::Rule &rhs) Q_DECL_NOTHROW
{
return !(lhs == rhs);
}
Q_DECLARE_TYPEINFO(QShaderNode, Q_MOVABLE_TYPE);
Q_DECLARE_TYPEINFO(QShaderNode::Rule, Q_MOVABLE_TYPE);
QT_END_NAMESPACE
Q_DECLARE_METATYPE(QShaderNode)
Q_DECLARE_METATYPE(QShaderNode::Rule)
#endif // QSHADERNODE_P_H

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@ -8,6 +8,7 @@ HEADERS += \
util/qabstractlayoutstyleinfo_p.h \
util/qlayoutpolicy_p.h \
util/qshaderformat_p.h \
util/qshadernode_p.h \
util/qshadernodeport_p.h
SOURCES += \
@ -17,4 +18,5 @@ SOURCES += \
util/qabstractlayoutstyleinfo.cpp \
util/qlayoutpolicy.cpp \
util/qshaderformat.cpp \
util/qshadernode.cpp \
util/qshadernodeport.cpp

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@ -30,6 +30,7 @@
#include <QtTest/QtTest>
#include <QtGui/private/qshaderformat_p.h>
#include <QtGui/private/qshadernode_p.h>
#include <QtGui/private/qshadernodeport_p.h>
namespace
@ -68,6 +69,9 @@ private slots:
void shouldHaveDefaultPortState();
void shouldVerifyPortsEquality_data();
void shouldVerifyPortsEquality();
void shouldManipulateNodeUuidPortsAndRules();
void shouldHandleNodeRulesSupportAndOrder();
};
void tst_QShaderNodes::shouldManipulateFormatMembers()
@ -332,6 +336,161 @@ void tst_QShaderNodes::shouldVerifyPortsEquality()
QCOMPARE(notEqual, !expected);
}
void tst_QShaderNodes::shouldManipulateNodeUuidPortsAndRules()
{
// 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.ports().isEmpty());
QVERIFY(node.availableFormats().isEmpty());
// WHEN
const auto uuid = QUuid::createUuid();
node.setUuid(uuid);
// THEN
QCOMPARE(node.uuid(), uuid);
// 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.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"