Add support for QShaderLanguage enums in QShaderGenerator

Change-Id: I93306d783309cda09fedae3713afde851df3e9a3
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
bb10
Kevin Ottens 2017-07-12 14:03:46 +02:00 committed by Sean Harmer
parent dd04551504
commit 3d5c4ce01e
2 changed files with 584 additions and 5 deletions

View File

@ -39,18 +39,240 @@
#include "qshadergenerator_p.h"
#include "qshaderlanguage_p.h"
QT_BEGIN_NAMESPACE
namespace
{
QByteArray replaceParameters(const QByteArray &original, const QShaderNode &node)
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:
return "varying";
case QShaderLanguage::Output:
return ""; // Although fragment shaders for <=2 only have fixed outputs
case QShaderLanguage::Uniform:
return "uniform";
}
} else {
switch (qualifier) {
case QShaderLanguage::Const:
return "const";
case QShaderLanguage::Input:
return "in";
case QShaderLanguage::Output:
return "out";
case QShaderLanguage::Uniform:
return "uniform";
}
}
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)
{
auto result = original;
for (const auto &parameterName : node.parameterNames()) {
const auto placeholder = QByteArray(QByteArrayLiteral("$") + parameterName.toUtf8());
const auto value = node.parameter(parameterName).toString().toUtf8();
result.replace(placeholder, value);
const auto parameter = node.parameter(parameterName);
if (parameter.userType() == qMetaTypeId<QShaderLanguage::StorageQualifier>()) {
const auto qualifier = parameter.value<QShaderLanguage::StorageQualifier>();
const auto value = toGlsl(qualifier, format);
result.replace(placeholder, value);
} else if (parameter.userType() == qMetaTypeId<QShaderLanguage::VariableType>()) {
const auto type = parameter.value<QShaderLanguage::VariableType>();
const auto value = toGlsl(type);
result.replace(placeholder, value);
} else {
const auto value = parameter.toString().toUtf8();
result.replace(placeholder, value);
}
}
return result;
@ -83,7 +305,7 @@ QByteArray QShaderGenerator::createShaderCode() const
for (const auto &node : graph.nodes()) {
for (const auto &snippet : node.rule(format).headerSnippets) {
code << replaceParameters(snippet, node);
code << replaceParameters(snippet, node, format);
}
}
@ -110,7 +332,7 @@ QByteArray QShaderGenerator::createShaderCode() const
line.replace(placeholder, variable);
}
code << QByteArrayLiteral(" ") + replaceParameters(line, node);
code << QByteArrayLiteral(" ") + replaceParameters(line, node, format);
}
code << QByteArrayLiteral("}");

View File

@ -29,7 +29,9 @@
#include <QtTest/QtTest>
#include <QtCore/qmetaobject.h>
#include <QtGui/private/qshadergenerator_p.h>
#include <QtGui/private/qshaderlanguage_p.h>
namespace
{
@ -186,6 +188,8 @@ private slots:
void shouldGenerateShaderCode();
void shouldGenerateVersionCommands_data();
void shouldGenerateVersionCommands();
void shouldProcessLanguageQualifierAndTypeEnums_data();
void shouldProcessLanguageQualifierAndTypeEnums();
};
void tst_QShaderGenerator::shouldHaveDefaultState()
@ -350,6 +354,359 @@ void tst_QShaderGenerator::shouldGenerateVersionCommands()
QCOMPARE(code, expectedCode);
}
namespace {
QString 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:
return "varying";
case QShaderLanguage::Output:
return ""; // Although fragment shaders for <=2 only have fixed outputs
case QShaderLanguage::Uniform:
return "uniform";
}
} else {
switch (qualifier) {
case QShaderLanguage::Const:
return "const";
case QShaderLanguage::Input:
return "in";
case QShaderLanguage::Output:
return "out";
case QShaderLanguage::Uniform:
return "uniform";
}
}
Q_UNREACHABLE();
}
QString 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();
}
}
void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums_data()
{
QTest::addColumn<QShaderGraph>("graph");
QTest::addColumn<QShaderFormat>("format");
QTest::addColumn<QByteArray>("expectedCode");
const auto es2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
const auto es3 = createFormat(QShaderFormat::OpenGLES, 3, 0);
const auto gl2 = createFormat(QShaderFormat::OpenGLNoProfile, 2, 0);
const auto gl3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
const auto qualifierEnum = QMetaEnum::fromType<QShaderLanguage::StorageQualifier>();
const auto typeEnum = QMetaEnum::fromType<QShaderLanguage::VariableType>();
for (int qualifierIndex = 0; qualifierIndex < qualifierEnum.keyCount(); qualifierIndex++) {
const auto qualifierName = qualifierEnum.key(qualifierIndex);
const auto qualifierValue = static_cast<QShaderLanguage::StorageQualifier>(qualifierEnum.value(qualifierIndex));
for (int typeIndex = 0; typeIndex < typeEnum.keyCount(); typeIndex++) {
const auto typeName = typeEnum.key(typeIndex);
const auto typeValue = static_cast<QShaderLanguage::VariableType>(typeEnum.value(typeIndex));
auto graph = QShaderGraph();
auto worldPosition = createNode({
createPort(QShaderNodePort::Output, "value")
});
worldPosition.setParameter("name", "worldPosition");
worldPosition.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(qualifierValue));
worldPosition.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(typeValue));
worldPosition.addRule(es2, QShaderNode::Rule("highp $type $value = $name;",
QByteArrayList() << "$qualifier highp $type $name;"));
worldPosition.addRule(gl2, QShaderNode::Rule("$type $value = $name;",
QByteArrayList() << "$qualifier $type $name;"));
worldPosition.addRule(gl3, QShaderNode::Rule("$type $value = $name;",
QByteArrayList() << "$qualifier $type $name;"));
auto fragColor = createNode({
createPort(QShaderNodePort::Input, "fragColor")
});
fragColor.addRule(es2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
fragColor.addRule(gl2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
fragColor.addRule(gl3, QShaderNode::Rule("fragColor = $fragColor;",
QByteArrayList() << "out vec4 fragColor;"));
graph.addNode(worldPosition);
graph.addNode(fragColor);
graph.addEdge(createEdge(worldPosition.uuid(), "value", fragColor.uuid(), "fragColor"));
const auto gl2Code = (QByteArrayList() << "#version 110"
<< ""
<< QStringLiteral("%1 %2 worldPosition;").arg(toGlsl(qualifierValue, gl2))
.arg(toGlsl(typeValue))
.toUtf8()
<< ""
<< "void main()"
<< "{"
<< QStringLiteral(" %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
<< " gl_fragColor = v0;"
<< "}"
<< "").join("\n");
const auto gl3Code = (QByteArrayList() << "#version 130"
<< ""
<< QStringLiteral("%1 %2 worldPosition;").arg(toGlsl(qualifierValue, gl3))
.arg(toGlsl(typeValue))
.toUtf8()
<< "out vec4 fragColor;"
<< ""
<< "void main()"
<< "{"
<< QStringLiteral(" %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
<< " fragColor = v0;"
<< "}"
<< "").join("\n");
const auto gl4Code = (QByteArrayList() << "#version 400 core"
<< ""
<< QStringLiteral("%1 %2 worldPosition;").arg(toGlsl(qualifierValue, gl4))
.arg(toGlsl(typeValue))
.toUtf8()
<< "out vec4 fragColor;"
<< ""
<< "void main()"
<< "{"
<< QStringLiteral(" %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
<< " fragColor = v0;"
<< "}"
<< "").join("\n");
const auto es2Code = (QByteArrayList() << "#version 100 es"
<< ""
<< QStringLiteral("%1 highp %2 worldPosition;").arg(toGlsl(qualifierValue, es2))
.arg(toGlsl(typeValue))
.toUtf8()
<< ""
<< "void main()"
<< "{"
<< QStringLiteral(" highp %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
<< " gl_fragColor = v0;"
<< "}"
<< "").join("\n");
const auto es3Code = (QByteArrayList() << "#version 300 es"
<< ""
<< QStringLiteral("%1 highp %2 worldPosition;").arg(toGlsl(qualifierValue, es3))
.arg(toGlsl(typeValue))
.toUtf8()
<< ""
<< "void main()"
<< "{"
<< QStringLiteral(" highp %1 v0 = worldPosition;").arg(toGlsl(typeValue)).toUtf8()
<< " gl_fragColor = v0;"
<< "}"
<< "").join("\n");
QTest::addRow("%s %s ES2", qualifierName, typeName) << graph << es2 << es2Code;
QTest::addRow("%s %s ES3", qualifierName, typeName) << graph << es3 << es3Code;
QTest::addRow("%s %s GL2", qualifierName, typeName) << graph << gl2 << gl2Code;
QTest::addRow("%s %s GL3", qualifierName, typeName) << graph << gl3 << gl3Code;
QTest::addRow("%s %s GL4", qualifierName, typeName) << graph << gl4 << gl4Code;
}
}
}
void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums()
{
// GIVEN
QFETCH(QShaderGraph, graph);
QFETCH(QShaderFormat, format);
auto generator = QShaderGenerator();
generator.graph = graph;
generator.format = format;
// WHEN
const auto code = generator.createShaderCode();
// THEN
QFETCH(QByteArray, expectedCode);
QCOMPARE(code, expectedCode);
}
QTEST_MAIN(tst_QShaderGenerator)
#include "tst_qshadergenerator.moc"