[Shader Graph Gen.] Introduce QShaderGenerator

This class is meant to generate code from shader graphs

Change-Id: I1cf22352387f3f9f55e7589aa77a296689836911
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
bb10
Kevin Ottens 2017-04-03 17:27:52 +02:00
parent 4212451884
commit ad2faa3c63
6 changed files with 541 additions and 0 deletions

View File

@ -0,0 +1,104 @@
/****************************************************************************
**
** 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"
QT_BEGIN_NAMESPACE
QByteArray QShaderGenerator::createShaderCode() const
{
auto code = QByteArrayList();
if (format.isValid()) {
const auto isGLES = format.api() == QShaderFormat::OpenGLES;
const auto major = format.version().majorVersion();
const auto minor = format.version().minorVersion();
const auto 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 auto profile = isGLES ? 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();
}
for (const auto &node : graph.nodes()) {
for (const auto &snippet : node.rule(format).headerSnippets) {
code << snippet;
}
}
code << QByteArray();
code << QByteArrayLiteral("void main()");
code << QByteArrayLiteral("{");
for (const auto &statement : graph.createStatements()) {
const auto node = statement.node;
auto line = node.rule(format).substitution;
for (const auto &port : node.ports()) {
const auto portName = port.name;
const auto portDirection = port.direction;
const auto isInput = port.direction == QShaderNodePort::Input;
const auto portIndex = statement.portIndex(portDirection, portName);
const auto variableIndex = isInput ? statement.inputs.at(portIndex)
: statement.outputs.at(portIndex);
if (variableIndex < 0)
continue;
const auto placeholder = QByteArray(QByteArrayLiteral("$") + portName.toUtf8());
const auto variable = QByteArray(QByteArrayLiteral("v") + QByteArray::number(variableIndex));
line.replace(placeholder, variable);
}
code << QByteArrayLiteral(" ") + line;
}
code << QByteArrayLiteral("}");
code << QByteArray();
return code.join('\n');
}
QT_END_NAMESPACE

View File

@ -0,0 +1,75 @@
/****************************************************************************
**
** 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>
QT_BEGIN_NAMESPACE
class QShaderGenerator
{
public:
Q_GUI_EXPORT QByteArray createShaderCode() const;
QShaderGraph graph;
QShaderFormat format;
};
Q_DECLARE_TYPEINFO(QShaderGenerator, Q_MOVABLE_TYPE);
QT_END_NAMESPACE
Q_DECLARE_METATYPE(QShaderGenerator)
#endif // QSHADERGENERATOR_P_H

View File

@ -8,6 +8,7 @@ HEADERS += \
util/qabstractlayoutstyleinfo_p.h \
util/qlayoutpolicy_p.h \
util/qshaderformat_p.h \
util/qshadergenerator_p.h \
util/qshadergraph_p.h \
util/qshadernode_p.h \
util/qshadernodeport_p.h
@ -19,6 +20,7 @@ SOURCES += \
util/qabstractlayoutstyleinfo.cpp \
util/qlayoutpolicy.cpp \
util/qshaderformat.cpp \
util/qshadergenerator.cpp \
util/qshadergraph.cpp \
util/qshadernode.cpp \
util/qshadernodeport.cpp

View File

@ -0,0 +1,5 @@
CONFIG += testcase
QT += testlib gui-private
SOURCES += tst_qshadergenerator.cpp
TARGET = tst_qshadergenerator

View File

@ -0,0 +1,354 @@
/****************************************************************************
**
** 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 <QtTest/QtTest>
#include <QtGui/private/qshadergenerator_p.h>
namespace
{
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 QVector<QShaderNodePort> &ports)
{
auto node = QShaderNode();
node.setUuid(QUuid::createUuid());
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)
{
auto edge = QShaderGraph::Edge();
edge.sourceNodeUuid = sourceUuid;
edge.sourcePortName = sourceName;
edge.targetNodeUuid = targetUuid;
edge.targetPortName = targetName;
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, "worldPosition")
});
worldPosition.addRule(openGLES2, QShaderNode::Rule("highp vec3 $worldPosition = worldPosition;",
QByteArrayList() << "varying highp vec3 worldPosition;"));
worldPosition.addRule(openGL3, QShaderNode::Rule("vec3 $worldPosition = worldPosition;",
QByteArrayList() << "in vec3 worldPosition;"));
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;"));
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;"));
auto lightIntensity = createNode({
createPort(QShaderNodePort::Output, "lightIntensity")
});
lightIntensity.addRule(openGLES2, QShaderNode::Rule("highp float $lightIntensity = lightIntensity;",
QByteArrayList() << "uniform highp float lightIntensity;"));
lightIntensity.addRule(openGL3, QShaderNode::Rule("float $lightIntensity = lightIntensity;",
QByteArrayList() << "uniform float lightIntensity;"));
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;"));
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;"));
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);"));
auto lightFunction = createNode({
createPort(QShaderNodePort::Input, "baseColor"),
createPort(QShaderNodePort::Input, "position"),
createPort(QShaderNodePort::Input, "lightIntensity"),
createPort(QShaderNodePort::Output, "outputColor")
});
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.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(), "worldPosition", lightFunction.uuid(), "position"));
graph.addEdge(createEdge(sampleTexture.uuid(), "color", lightFunction.uuid(), "baseColor"));
graph.addEdge(createEdge(lightIntensity.uuid(), "lightIntensity", 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;
}
}
class tst_QShaderGenerator : public QObject
{
Q_OBJECT
private slots:
void shouldHaveDefaultState();
void shouldGenerateShaderCode_data();
void shouldGenerateShaderCode();
void shouldGenerateVersionCommands_data();
void shouldGenerateVersionCommands();
};
void tst_QShaderGenerator::shouldHaveDefaultState()
{
// GIVEN
auto generator = QShaderGenerator();
// THEN
QVERIFY(generator.graph.nodes().isEmpty());
QVERIFY(generator.graph.edges().isEmpty());
QVERIFY(!generator.format.isValid());
}
void tst_QShaderGenerator::shouldGenerateShaderCode_data()
{
QTest::addColumn<QShaderGraph>("graph");
QTest::addColumn<QShaderFormat>("format");
QTest::addColumn<QByteArray>("expectedCode");
const auto graph = createGraph();
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 versionGLES2 = QByteArrayList() << "#version 100 es" << "";
const auto versionGL3 = QByteArrayList() << "#version 130" << "";
const auto versionGL32 = QByteArrayList() << "#version 150 core" << "";
const auto versionGL4 = QByteArrayList() << "#version 400 core" << "";
const auto es2Code = QByteArrayList() << "varying highp vec3 worldPosition;"
<< "uniform sampler2D texture;"
<< "varying highp vec2 texCoord;"
<< "uniform highp float lightIntensity;"
<< "uniform highp float exposure;"
<< "#pragma include es2/lightmodel.frag.inc"
<< ""
<< "void main()"
<< "{"
<< " highp vec2 v2 = texCoord;"
<< " sampler2D v1 = texture;"
<< " highp float v3 = lightIntensity;"
<< " highp vec4 v5 = texture2D(v1, v2);"
<< " highp vec3 v0 = worldPosition;"
<< " highp float v4 = exposure;"
<< " highp vec4 v6 = lightModel(v5, v0, v3);"
<< " highp vec4 v7 = v6 * pow(2.0, v4);"
<< " gl_fragColor = v7;"
<< "}"
<< "";
const auto gl3Code = QByteArrayList() << "in vec3 worldPosition;"
<< "uniform sampler2D texture;"
<< "in vec2 texCoord;"
<< "uniform float lightIntensity;"
<< "uniform float exposure;"
<< "out vec4 fragColor;"
<< "#pragma include gl3/lightmodel.frag.inc"
<< ""
<< "void main()"
<< "{"
<< " vec2 v2 = texCoord;"
<< " sampler2D v1 = texture;"
<< " float v3 = lightIntensity;"
<< " vec4 v5 = texture2D(v1, v2);"
<< " vec3 v0 = worldPosition;"
<< " float v4 = exposure;"
<< " vec4 v6 = lightModel(v5, v0, v3);"
<< " vec4 v7 = v6 * pow(2.0, v4);"
<< " fragColor = v7;"
<< "}"
<< "";
QTest::newRow("EmptyGraphAndFormat") << QShaderGraph() << QShaderFormat() << QByteArrayLiteral("\nvoid main()\n{\n}\n");
QTest::newRow("LightExposureGraphAndES2") << graph << openGLES2 << (versionGLES2 + es2Code).join('\n');
QTest::newRow("LightExposureGraphAndGL3") << graph << openGL3 << (versionGL3 + gl3Code).join('\n');
QTest::newRow("LightExposureGraphAndGL32") << graph << openGL32 << (versionGL32 + gl3Code).join('\n');
QTest::newRow("LightExposureGraphAndGL4") << graph << openGL4 << (versionGL4 + gl3Code).join('\n');
}
void tst_QShaderGenerator::shouldGenerateShaderCode()
{
// 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);
}
void tst_QShaderGenerator::shouldGenerateVersionCommands_data()
{
QTest::addColumn<QShaderFormat>("format");
QTest::addColumn<QByteArray>("version");
QTest::newRow("GLES2") << createFormat(QShaderFormat::OpenGLES, 2, 0) << QByteArrayLiteral("#version 100 es");
QTest::newRow("GLES3") << createFormat(QShaderFormat::OpenGLES, 3, 0) << QByteArrayLiteral("#version 300 es");
QTest::newRow("GL20") << createFormat(QShaderFormat::OpenGLNoProfile, 2, 0) << QByteArrayLiteral("#version 110");
QTest::newRow("GL21") << createFormat(QShaderFormat::OpenGLNoProfile, 2, 1) << QByteArrayLiteral("#version 120");
QTest::newRow("GL30") << createFormat(QShaderFormat::OpenGLNoProfile, 3, 0) << QByteArrayLiteral("#version 130");
QTest::newRow("GL31") << createFormat(QShaderFormat::OpenGLNoProfile, 3, 1) << QByteArrayLiteral("#version 140");
QTest::newRow("GL32") << createFormat(QShaderFormat::OpenGLNoProfile, 3, 2) << QByteArrayLiteral("#version 150");
QTest::newRow("GL33") << createFormat(QShaderFormat::OpenGLNoProfile, 3, 3) << QByteArrayLiteral("#version 330");
QTest::newRow("GL40") << createFormat(QShaderFormat::OpenGLNoProfile, 4, 0) << QByteArrayLiteral("#version 400");
QTest::newRow("GL41") << createFormat(QShaderFormat::OpenGLNoProfile, 4, 1) << QByteArrayLiteral("#version 410");
QTest::newRow("GL42") << createFormat(QShaderFormat::OpenGLNoProfile, 4, 2) << QByteArrayLiteral("#version 420");
QTest::newRow("GL43") << createFormat(QShaderFormat::OpenGLNoProfile, 4, 3) << QByteArrayLiteral("#version 430");
QTest::newRow("GL20core") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 0) << QByteArrayLiteral("#version 110");
QTest::newRow("GL21core") << createFormat(QShaderFormat::OpenGLCoreProfile, 2, 1) << QByteArrayLiteral("#version 120");
QTest::newRow("GL30core") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0) << QByteArrayLiteral("#version 130");
QTest::newRow("GL31core") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 1) << QByteArrayLiteral("#version 140");
QTest::newRow("GL32core") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 2) << QByteArrayLiteral("#version 150 core");
QTest::newRow("GL33core") << createFormat(QShaderFormat::OpenGLCoreProfile, 3, 3) << QByteArrayLiteral("#version 330 core");
QTest::newRow("GL40core") << createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0) << QByteArrayLiteral("#version 400 core");
QTest::newRow("GL41core") << createFormat(QShaderFormat::OpenGLCoreProfile, 4, 1) << QByteArrayLiteral("#version 410 core");
QTest::newRow("GL42core") << createFormat(QShaderFormat::OpenGLCoreProfile, 4, 2) << QByteArrayLiteral("#version 420 core");
QTest::newRow("GL43core") << createFormat(QShaderFormat::OpenGLCoreProfile, 4, 3) << QByteArrayLiteral("#version 430 core");
QTest::newRow("GL20compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 0) << QByteArrayLiteral("#version 110");
QTest::newRow("GL21compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 2, 1) << QByteArrayLiteral("#version 120");
QTest::newRow("GL30compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 3, 0) << QByteArrayLiteral("#version 130");
QTest::newRow("GL31compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 3, 1) << QByteArrayLiteral("#version 140");
QTest::newRow("GL32compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 3, 2) << QByteArrayLiteral("#version 150 compatibility");
QTest::newRow("GL33compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 3, 3) << QByteArrayLiteral("#version 330 compatibility");
QTest::newRow("GL40compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 4, 0) << QByteArrayLiteral("#version 400 compatibility");
QTest::newRow("GL41compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 4, 1) << QByteArrayLiteral("#version 410 compatibility");
QTest::newRow("GL42compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 4, 2) << QByteArrayLiteral("#version 420 compatibility");
QTest::newRow("GL43compatibility") << createFormat(QShaderFormat::OpenGLCompatibilityProfile, 4, 3) << QByteArrayLiteral("#version 430 compatibility");
}
void tst_QShaderGenerator::shouldGenerateVersionCommands()
{
// GIVEN
QFETCH(QShaderFormat, format);
auto generator = QShaderGenerator();
generator.format = format;
// WHEN
const auto code = generator.createShaderCode();
// THEN
QFETCH(QByteArray, version);
const auto expectedCode = (QByteArrayList() << version
<< ""
<< ""
<< "void main()"
<< "{"
<< "}"
<< "").join('\n');
QCOMPARE(code, expectedCode);
}
QTEST_MAIN(tst_QShaderGenerator)
#include "tst_qshadergenerator.moc"

View File

@ -5,6 +5,7 @@ SUBDIRS= \
qintvalidator \
qregexpvalidator \
qregularexpressionvalidator \
qshadergenerator \
qshadergraph \
qshadernodes \