qt6-bb10/tests/auto/gui/util/qshadergenerator/tst_qshadergenerator.cpp

900 lines
43 KiB
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/****************************************************************************
**
** 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 <QtCore/qmetaobject.h>
#include <QtGui/private/qshadergenerator_p.h>
#include <QtGui/private/qshaderlanguage_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, 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.setParameter("name", "worldPosition");
worldPosition.addRule(openGLES2, QShaderNode::Rule("highp vec3 $value = $name;",
QByteArrayList() << "varying highp vec3 $name;"));
worldPosition.addRule(openGL3, QShaderNode::Rule("vec3 $value = $name;",
QByteArrayList() << "in vec3 $name;"));
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(), "value", 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 shouldProcessLanguageQualifierAndTypeEnums_data();
void shouldProcessLanguageQualifierAndTypeEnums();
void shouldGenerateDifferentCodeDependingOnActiveLayers();
};
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" << "";
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");
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);
}
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::BuiltIn:
return "//";
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::BuiltIn:
return "//";
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"
<< ""
<< 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);
}
void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers()
{
// GIVEN
const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0);
auto texCoord = createNode({
createPort(QShaderNodePort::Output, "texCoord")
}, {
"diffuseTexture",
"normalTexture"
});
texCoord.addRule(gl4, QShaderNode::Rule("vec2 $texCoord = texCoord;",
QByteArrayList() << "in vec2 texCoord;"));
auto diffuseUniform = createNode({
createPort(QShaderNodePort::Output, "color")
}, {"diffuseUniform"});
diffuseUniform.addRule(gl4, QShaderNode::Rule("vec4 $color = diffuseUniform;",
QByteArrayList() << "uniform vec4 diffuseUniform;"));
auto diffuseTexture = createNode({
createPort(QShaderNodePort::Input, "coord"),
createPort(QShaderNodePort::Output, "color")
}, {"diffuseTexture"});
diffuseTexture.addRule(gl4, QShaderNode::Rule("vec4 $color = texture2D(diffuseTexture, $coord);",
QByteArrayList() << "uniform sampler2D diffuseTexture;"));
auto normalUniform = createNode({
createPort(QShaderNodePort::Output, "normal")
}, {"normalUniform"});
normalUniform.addRule(gl4, QShaderNode::Rule("vec3 $normal = normalUniform;",
QByteArrayList() << "uniform vec3 normalUniform;"));
auto normalTexture = createNode({
createPort(QShaderNodePort::Input, "coord"),
createPort(QShaderNodePort::Output, "normal")
}, {"normalTexture"});
normalTexture.addRule(gl4, QShaderNode::Rule("vec3 $normal = texture2D(normalTexture, $coord).rgb;",
QByteArrayList() << "uniform sampler2D normalTexture;"));
auto lightFunction = createNode({
createPort(QShaderNodePort::Input, "color"),
createPort(QShaderNodePort::Input, "normal"),
createPort(QShaderNodePort::Output, "output")
});
lightFunction.addRule(gl4, QShaderNode::Rule("vec4 $output = lightModel($color, $normal);",
QByteArrayList() << "#pragma include gl4/lightmodel.frag.inc"));
auto fragColor = createNode({
createPort(QShaderNodePort::Input, "fragColor")
});
fragColor.addRule(gl4, QShaderNode::Rule("fragColor = $fragColor;",
QByteArrayList() << "out vec4 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;
}();
auto generator = QShaderGenerator();
generator.graph = graph;
generator.format = gl4;
{
// WHEN
const auto code = generator.createShaderCode({"diffuseUniform", "normalUniform"});
// THEN
const auto expected = QByteArrayList()
<< "#version 400 core"
<< ""
<< "uniform vec4 diffuseUniform;"
<< "uniform vec3 normalUniform;"
<< "#pragma include gl4/lightmodel.frag.inc"
<< "out vec4 fragColor;"
<< ""
<< "void main()"
<< "{"
<< " vec3 v1 = normalUniform;"
<< " vec4 v0 = diffuseUniform;"
<< " vec4 v2 = lightModel(v0, v1);"
<< " fragColor = v2;"
<< "}"
<< "";
QCOMPARE(code, expected.join("\n"));
}
{
// WHEN
const auto code = generator.createShaderCode({"diffuseUniform", "normalTexture"});
// THEN
const auto expected = QByteArrayList()
<< "#version 400 core"
<< ""
<< "in vec2 texCoord;"
<< "uniform vec4 diffuseUniform;"
<< "uniform sampler2D normalTexture;"
<< "#pragma include gl4/lightmodel.frag.inc"
<< "out vec4 fragColor;"
<< ""
<< "void main()"
<< "{"
<< " vec2 v0 = texCoord;"
<< " vec3 v2 = texture2D(normalTexture, v0).rgb;"
<< " vec4 v1 = diffuseUniform;"
<< " vec4 v3 = lightModel(v1, v2);"
<< " fragColor = v3;"
<< "}"
<< "";
QCOMPARE(code, expected.join("\n"));
}
{
// WHEN
const auto code = generator.createShaderCode({"diffuseTexture", "normalUniform"});
// THEN
const auto expected = QByteArrayList()
<< "#version 400 core"
<< ""
<< "in vec2 texCoord;"
<< "uniform sampler2D diffuseTexture;"
<< "uniform vec3 normalUniform;"
<< "#pragma include gl4/lightmodel.frag.inc"
<< "out vec4 fragColor;"
<< ""
<< "void main()"
<< "{"
<< " vec2 v0 = texCoord;"
<< " vec3 v2 = normalUniform;"
<< " vec4 v1 = texture2D(diffuseTexture, v0);"
<< " vec4 v3 = lightModel(v1, v2);"
<< " fragColor = v3;"
<< "}"
<< "";
QCOMPARE(code, expected.join("\n"));
}
{
// WHEN
const auto code = generator.createShaderCode({"diffuseTexture", "normalTexture"});
// THEN
const auto expected = QByteArrayList()
<< "#version 400 core"
<< ""
<< "in vec2 texCoord;"
<< "uniform sampler2D diffuseTexture;"
<< "uniform sampler2D normalTexture;"
<< "#pragma include gl4/lightmodel.frag.inc"
<< "out vec4 fragColor;"
<< ""
<< "void main()"
<< "{"
<< " vec2 v0 = texCoord;"
<< " vec3 v2 = texture2D(normalTexture, v0).rgb;"
<< " vec4 v1 = texture2D(diffuseTexture, v0);"
<< " vec4 v3 = lightModel(v1, v2);"
<< " fragColor = v3;"
<< "}"
<< "";
QCOMPARE(code, expected.join("\n"));
}
}
QTEST_MAIN(tst_QShaderGenerator)
#include "tst_qshadergenerator.moc"