| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the test suite of the Qt Toolkit. |
| 7 | ** |
| 8 | ** $QT_BEGIN_LICENSE:GPL-EXCEPT$ |
| 9 | ** Commercial License Usage |
| 10 | ** Licensees holding valid commercial Qt licenses may use this file in |
| 11 | ** accordance with the commercial license agreement provided with the |
| 12 | ** Software or, alternatively, in accordance with the terms contained in |
| 13 | ** a written agreement between you and The Qt Company. For licensing terms |
| 14 | ** and conditions see https://www.qt.io/terms-conditions. For further |
| 15 | ** information use the contact form at https://www.qt.io/contact-us. |
| 16 | ** |
| 17 | ** GNU General Public License Usage |
| 18 | ** Alternatively, this file may be used under the terms of the GNU |
| 19 | ** General Public License version 3 as published by the Free Software |
| 20 | ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT |
| 21 | ** included in the packaging of this file. Please review the following |
| 22 | ** information to ensure the GNU General Public License requirements will |
| 23 | ** be met: https://www.gnu.org/licenses/gpl-3.0.html. |
| 24 | ** |
| 25 | ** $QT_END_LICENSE$ |
| 26 | ** |
| 27 | ****************************************************************************/ |
| 28 | |
| 29 | |
| 30 | #include <QtTest/QtTest> |
| 31 | |
| 32 | #include <QtCore/qmetaobject.h> |
| 33 | #include <QtGui/private/qshadergenerator_p.h> |
| 34 | #include <QtGui/private/qshaderlanguage_p.h> |
| 35 | |
| 36 | namespace |
| 37 | { |
| 38 | QShaderFormat createFormat(QShaderFormat::Api api, int majorVersion, int minorVersion, |
| 39 | QShaderFormat::ShaderType shaderType= QShaderFormat::Fragment) |
| 40 | { |
| 41 | auto format = QShaderFormat(); |
| 42 | format.setApi(api); |
| 43 | format.setVersion(QVersionNumber(majorVersion, minorVersion)); |
| 44 | format.setShaderType(shaderType); |
| 45 | return format; |
| 46 | } |
| 47 | |
| 48 | QShaderNodePort createPort(QShaderNodePort::Direction portDirection, const QString &portName) |
| 49 | { |
| 50 | auto port = QShaderNodePort(); |
| 51 | port.direction = portDirection; |
| 52 | port.name = portName; |
| 53 | return port; |
| 54 | } |
| 55 | |
| 56 | QShaderNode createNode(const QVector<QShaderNodePort> &ports, const QStringList &layers = QStringList()) |
| 57 | { |
| 58 | auto node = QShaderNode(); |
| 59 | node.setUuid(QUuid::createUuid()); |
| 60 | node.setLayers(layers); |
| 61 | for (const auto &port : ports) |
| 62 | node.addPort(port); |
| 63 | return node; |
| 64 | } |
| 65 | |
| 66 | QShaderGraph::Edge createEdge(const QUuid &sourceUuid, const QString &sourceName, |
| 67 | const QUuid &targetUuid, const QString &targetName, |
| 68 | const QStringList &layers = QStringList()) |
| 69 | { |
| 70 | auto edge = QShaderGraph::Edge(); |
| 71 | edge.sourceNodeUuid = sourceUuid; |
| 72 | edge.sourcePortName = sourceName; |
| 73 | edge.targetNodeUuid = targetUuid; |
| 74 | edge.targetPortName = targetName; |
| 75 | edge.layers = layers; |
| 76 | return edge; |
| 77 | } |
| 78 | |
| 79 | QShaderGraph createFragmentShaderGraph() |
| 80 | { |
| 81 | const auto openGLES2 = createFormat(api: QShaderFormat::OpenGLES, majorVersion: 2, minorVersion: 0); |
| 82 | const auto openGL3 = createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 3, minorVersion: 0); |
| 83 | |
| 84 | auto graph = QShaderGraph(); |
| 85 | |
| 86 | auto worldPosition = createNode(ports: { |
| 87 | createPort(portDirection: QShaderNodePort::Output, portName: "value" ) |
| 88 | }); |
| 89 | worldPosition.setParameter(name: "name" , value: "worldPosition" ); |
| 90 | worldPosition.addRule(format: openGLES2, rule: QShaderNode::Rule("highp vec3 $value = $name;" , |
| 91 | QByteArrayList() << "varying highp vec3 $name;" )); |
| 92 | worldPosition.addRule(format: openGL3, rule: QShaderNode::Rule("vec3 $value = $name;" , |
| 93 | QByteArrayList() << "in vec3 $name;" )); |
| 94 | |
| 95 | auto texture = createNode(ports: { |
| 96 | createPort(portDirection: QShaderNodePort::Output, portName: "texture" ) |
| 97 | }); |
| 98 | texture.addRule(format: openGLES2, rule: QShaderNode::Rule("sampler2D $texture = texture;" , |
| 99 | QByteArrayList() << "uniform sampler2D texture;" )); |
| 100 | texture.addRule(format: openGL3, rule: QShaderNode::Rule("sampler2D $texture = texture;" , |
| 101 | QByteArrayList() << "uniform sampler2D texture;" )); |
| 102 | |
| 103 | auto texCoord = createNode(ports: { |
| 104 | createPort(portDirection: QShaderNodePort::Output, portName: "texCoord" ) |
| 105 | }); |
| 106 | texCoord.addRule(format: openGLES2, rule: QShaderNode::Rule("highp vec2 $texCoord = texCoord;" , |
| 107 | QByteArrayList() << "varying highp vec2 texCoord;" )); |
| 108 | texCoord.addRule(format: openGL3, rule: QShaderNode::Rule("vec2 $texCoord = texCoord;" , |
| 109 | QByteArrayList() << "in vec2 texCoord;" )); |
| 110 | |
| 111 | auto lightIntensity = createNode(ports: { |
| 112 | createPort(portDirection: QShaderNodePort::Output, portName: "lightIntensity" ) |
| 113 | }); |
| 114 | lightIntensity.addRule(format: openGLES2, rule: QShaderNode::Rule("highp float $lightIntensity = lightIntensity;" , |
| 115 | QByteArrayList() << "uniform highp float lightIntensity;" )); |
| 116 | lightIntensity.addRule(format: openGL3, rule: QShaderNode::Rule("float $lightIntensity = lightIntensity;" , |
| 117 | QByteArrayList() << "uniform float lightIntensity;" )); |
| 118 | |
| 119 | auto exposure = createNode(ports: { |
| 120 | createPort(portDirection: QShaderNodePort::Output, portName: "exposure" ) |
| 121 | }); |
| 122 | exposure.addRule(format: openGLES2, rule: QShaderNode::Rule("highp float $exposure = exposure;" , |
| 123 | QByteArrayList() << "uniform highp float exposure;" )); |
| 124 | exposure.addRule(format: openGL3, rule: QShaderNode::Rule("float $exposure = exposure;" , |
| 125 | QByteArrayList() << "uniform float exposure;" )); |
| 126 | |
| 127 | auto fragColor = createNode(ports: { |
| 128 | createPort(portDirection: QShaderNodePort::Input, portName: "fragColor" ) |
| 129 | }); |
| 130 | fragColor.addRule(format: openGLES2, rule: QShaderNode::Rule("gl_fragColor = $fragColor;" )); |
| 131 | fragColor.addRule(format: openGL3, rule: QShaderNode::Rule("fragColor = $fragColor;" , |
| 132 | QByteArrayList() << "out vec4 fragColor;" )); |
| 133 | |
| 134 | auto sampleTexture = createNode(ports: { |
| 135 | createPort(portDirection: QShaderNodePort::Input, portName: "sampler" ), |
| 136 | createPort(portDirection: QShaderNodePort::Input, portName: "coord" ), |
| 137 | createPort(portDirection: QShaderNodePort::Output, portName: "color" ) |
| 138 | }); |
| 139 | sampleTexture.addRule(format: openGLES2, rule: QShaderNode::Rule("highp vec4 $color = texture2D($sampler, $coord);" )); |
| 140 | sampleTexture.addRule(format: openGL3, rule: QShaderNode::Rule("vec4 $color = texture($sampler, $coord);" )); |
| 141 | |
| 142 | auto lightFunction = createNode(ports: { |
| 143 | createPort(portDirection: QShaderNodePort::Input, portName: "baseColor" ), |
| 144 | createPort(portDirection: QShaderNodePort::Input, portName: "position" ), |
| 145 | createPort(portDirection: QShaderNodePort::Input, portName: "lightIntensity" ), |
| 146 | createPort(portDirection: QShaderNodePort::Output, portName: "outputColor" ) |
| 147 | }); |
| 148 | lightFunction.addRule(format: openGLES2, rule: QShaderNode::Rule("highp vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);" , |
| 149 | QByteArrayList() << "#pragma include es2/lightmodel.frag.inc" )); |
| 150 | lightFunction.addRule(format: openGL3, rule: QShaderNode::Rule("vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);" , |
| 151 | QByteArrayList() << "#pragma include gl3/lightmodel.frag.inc" )); |
| 152 | |
| 153 | auto exposureFunction = createNode(ports: { |
| 154 | createPort(portDirection: QShaderNodePort::Input, portName: "inputColor" ), |
| 155 | createPort(portDirection: QShaderNodePort::Input, portName: "exposure" ), |
| 156 | createPort(portDirection: QShaderNodePort::Output, portName: "outputColor" ) |
| 157 | }); |
| 158 | exposureFunction.addRule(format: openGLES2, rule: QShaderNode::Rule("highp vec4 $outputColor = $inputColor * pow(2.0, $exposure);" )); |
| 159 | exposureFunction.addRule(format: openGL3, rule: QShaderNode::Rule("vec4 $outputColor = $inputColor * pow(2.0, $exposure);" )); |
| 160 | |
| 161 | graph.addNode(node: worldPosition); |
| 162 | graph.addNode(node: texture); |
| 163 | graph.addNode(node: texCoord); |
| 164 | graph.addNode(node: lightIntensity); |
| 165 | graph.addNode(node: exposure); |
| 166 | graph.addNode(node: fragColor); |
| 167 | graph.addNode(node: sampleTexture); |
| 168 | graph.addNode(node: lightFunction); |
| 169 | graph.addNode(node: exposureFunction); |
| 170 | |
| 171 | graph.addEdge(edge: createEdge(sourceUuid: texture.uuid(), sourceName: "texture" , targetUuid: sampleTexture.uuid(), targetName: "sampler" )); |
| 172 | graph.addEdge(edge: createEdge(sourceUuid: texCoord.uuid(), sourceName: "texCoord" , targetUuid: sampleTexture.uuid(), targetName: "coord" )); |
| 173 | |
| 174 | graph.addEdge(edge: createEdge(sourceUuid: worldPosition.uuid(), sourceName: "value" , targetUuid: lightFunction.uuid(), targetName: "position" )); |
| 175 | graph.addEdge(edge: createEdge(sourceUuid: sampleTexture.uuid(), sourceName: "color" , targetUuid: lightFunction.uuid(), targetName: "baseColor" )); |
| 176 | graph.addEdge(edge: createEdge(sourceUuid: lightIntensity.uuid(), sourceName: "lightIntensity" , targetUuid: lightFunction.uuid(), targetName: "lightIntensity" )); |
| 177 | |
| 178 | graph.addEdge(edge: createEdge(sourceUuid: lightFunction.uuid(), sourceName: "outputColor" , targetUuid: exposureFunction.uuid(), targetName: "inputColor" )); |
| 179 | graph.addEdge(edge: createEdge(sourceUuid: exposure.uuid(), sourceName: "exposure" , targetUuid: exposureFunction.uuid(), targetName: "exposure" )); |
| 180 | |
| 181 | graph.addEdge(edge: createEdge(sourceUuid: exposureFunction.uuid(), sourceName: "outputColor" , targetUuid: fragColor.uuid(), targetName: "fragColor" )); |
| 182 | |
| 183 | return graph; |
| 184 | } |
| 185 | } |
| 186 | |
| 187 | class tst_QShaderGenerator : public QObject |
| 188 | { |
| 189 | Q_OBJECT |
| 190 | private slots: |
| 191 | void shouldHaveDefaultState(); |
| 192 | void shouldGenerateShaderCode_data(); |
| 193 | void shouldGenerateShaderCode(); |
| 194 | void shouldGenerateVersionCommands_data(); |
| 195 | void shouldGenerateVersionCommands(); |
| 196 | void shouldProcessLanguageQualifierAndTypeEnums_data(); |
| 197 | void shouldProcessLanguageQualifierAndTypeEnums(); |
| 198 | void shouldGenerateDifferentCodeDependingOnActiveLayers(); |
| 199 | void shouldUseGlobalVariableRatherThanTemporaries(); |
| 200 | void shouldGenerateTemporariesWisely(); |
| 201 | void shouldHandlePortNamesPrefixingOneAnother(); |
| 202 | void shouldHandleNodesWithMultipleOutputPorts(); |
| 203 | void shouldHandleExpressionsInInputNodes(); |
| 204 | }; |
| 205 | |
| 206 | void tst_QShaderGenerator::shouldHaveDefaultState() |
| 207 | { |
| 208 | // GIVEN |
| 209 | auto generator = QShaderGenerator(); |
| 210 | |
| 211 | // THEN |
| 212 | QVERIFY(generator.graph.nodes().isEmpty()); |
| 213 | QVERIFY(generator.graph.edges().isEmpty()); |
| 214 | QVERIFY(!generator.format.isValid()); |
| 215 | } |
| 216 | |
| 217 | void tst_QShaderGenerator::shouldGenerateShaderCode_data() |
| 218 | { |
| 219 | QTest::addColumn<QShaderGraph>(name: "graph" ); |
| 220 | QTest::addColumn<QShaderFormat>(name: "format" ); |
| 221 | QTest::addColumn<QByteArray>(name: "expectedCode" ); |
| 222 | |
| 223 | const auto graph = createFragmentShaderGraph(); |
| 224 | |
| 225 | const auto openGLES2 = createFormat(api: QShaderFormat::OpenGLES, majorVersion: 2, minorVersion: 0); |
| 226 | const auto openGL3 = createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 3, minorVersion: 0); |
| 227 | const auto openGL32 = createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 3, minorVersion: 2); |
| 228 | const auto openGL4 = createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 4, minorVersion: 0); |
| 229 | |
| 230 | const auto versionGLES2 = QByteArrayList() << "#version 100" << "" ; |
| 231 | const auto versionGL3 = QByteArrayList() << "#version 130" << "" ; |
| 232 | const auto versionGL32 = QByteArrayList() << "#version 150 core" << "" ; |
| 233 | const auto versionGL4 = QByteArrayList() << "#version 400 core" << "" ; |
| 234 | |
| 235 | const auto es2Code = QByteArrayList() << "varying highp vec3 worldPosition;" |
| 236 | << "uniform sampler2D texture;" |
| 237 | << "varying highp vec2 texCoord;" |
| 238 | << "uniform highp float lightIntensity;" |
| 239 | << "uniform highp float exposure;" |
| 240 | << "#pragma include es2/lightmodel.frag.inc" |
| 241 | << "" |
| 242 | << "void main()" |
| 243 | << "{" |
| 244 | << " gl_fragColor = (((((lightModel(((texture2D(texture, texCoord))), worldPosition, lightIntensity)))) * pow(2.0, exposure)));" |
| 245 | << "}" |
| 246 | << "" ; |
| 247 | |
| 248 | const auto gl3Code = QByteArrayList() << "in vec3 worldPosition;" |
| 249 | << "uniform sampler2D texture;" |
| 250 | << "in vec2 texCoord;" |
| 251 | << "uniform float lightIntensity;" |
| 252 | << "uniform float exposure;" |
| 253 | << "out vec4 fragColor;" |
| 254 | << "#pragma include gl3/lightmodel.frag.inc" |
| 255 | << "" |
| 256 | << "void main()" |
| 257 | << "{" |
| 258 | << " fragColor = (((((lightModel(((texture(texture, texCoord))), worldPosition, lightIntensity)))) * pow(2.0, exposure)));" |
| 259 | << "}" |
| 260 | << "" ; |
| 261 | |
| 262 | QTest::newRow(dataTag: "EmptyGraphAndFormat" ) << QShaderGraph() << QShaderFormat() << QByteArrayLiteral("\nvoid main()\n{\n}\n" ); |
| 263 | QTest::newRow(dataTag: "LightExposureGraphAndES2" ) << graph << openGLES2 << (versionGLES2 + es2Code).join(sep: '\n'); |
| 264 | QTest::newRow(dataTag: "LightExposureGraphAndGL3" ) << graph << openGL3 << (versionGL3 + gl3Code).join(sep: '\n'); |
| 265 | QTest::newRow(dataTag: "LightExposureGraphAndGL32" ) << graph << openGL32 << (versionGL32 + gl3Code).join(sep: '\n'); |
| 266 | QTest::newRow(dataTag: "LightExposureGraphAndGL4" ) << graph << openGL4 << (versionGL4 + gl3Code).join(sep: '\n'); |
| 267 | } |
| 268 | |
| 269 | void tst_QShaderGenerator::shouldGenerateShaderCode() |
| 270 | { |
| 271 | // GIVEN |
| 272 | QFETCH(QShaderGraph, graph); |
| 273 | QFETCH(QShaderFormat, format); |
| 274 | |
| 275 | auto generator = QShaderGenerator(); |
| 276 | generator.graph = graph; |
| 277 | generator.format = format; |
| 278 | |
| 279 | // WHEN |
| 280 | const auto code = generator.createShaderCode(); |
| 281 | |
| 282 | // THEN |
| 283 | QFETCH(QByteArray, expectedCode); |
| 284 | QCOMPARE(code, expectedCode); |
| 285 | } |
| 286 | |
| 287 | void tst_QShaderGenerator::shouldGenerateVersionCommands_data() |
| 288 | { |
| 289 | QTest::addColumn<QShaderFormat>(name: "format" ); |
| 290 | QTest::addColumn<QByteArray>(name: "version" ); |
| 291 | |
| 292 | QTest::newRow(dataTag: "GLES2" ) << createFormat(api: QShaderFormat::OpenGLES, majorVersion: 2, minorVersion: 0) << QByteArrayLiteral("#version 100" ); |
| 293 | QTest::newRow(dataTag: "GLES3" ) << createFormat(api: QShaderFormat::OpenGLES, majorVersion: 3, minorVersion: 0) << QByteArrayLiteral("#version 300 es" ); |
| 294 | |
| 295 | QTest::newRow(dataTag: "GL20" ) << createFormat(api: QShaderFormat::OpenGLNoProfile, majorVersion: 2, minorVersion: 0) << QByteArrayLiteral("#version 110" ); |
| 296 | QTest::newRow(dataTag: "GL21" ) << createFormat(api: QShaderFormat::OpenGLNoProfile, majorVersion: 2, minorVersion: 1) << QByteArrayLiteral("#version 120" ); |
| 297 | QTest::newRow(dataTag: "GL30" ) << createFormat(api: QShaderFormat::OpenGLNoProfile, majorVersion: 3, minorVersion: 0) << QByteArrayLiteral("#version 130" ); |
| 298 | QTest::newRow(dataTag: "GL31" ) << createFormat(api: QShaderFormat::OpenGLNoProfile, majorVersion: 3, minorVersion: 1) << QByteArrayLiteral("#version 140" ); |
| 299 | QTest::newRow(dataTag: "GL32" ) << createFormat(api: QShaderFormat::OpenGLNoProfile, majorVersion: 3, minorVersion: 2) << QByteArrayLiteral("#version 150" ); |
| 300 | QTest::newRow(dataTag: "GL33" ) << createFormat(api: QShaderFormat::OpenGLNoProfile, majorVersion: 3, minorVersion: 3) << QByteArrayLiteral("#version 330" ); |
| 301 | QTest::newRow(dataTag: "GL40" ) << createFormat(api: QShaderFormat::OpenGLNoProfile, majorVersion: 4, minorVersion: 0) << QByteArrayLiteral("#version 400" ); |
| 302 | QTest::newRow(dataTag: "GL41" ) << createFormat(api: QShaderFormat::OpenGLNoProfile, majorVersion: 4, minorVersion: 1) << QByteArrayLiteral("#version 410" ); |
| 303 | QTest::newRow(dataTag: "GL42" ) << createFormat(api: QShaderFormat::OpenGLNoProfile, majorVersion: 4, minorVersion: 2) << QByteArrayLiteral("#version 420" ); |
| 304 | QTest::newRow(dataTag: "GL43" ) << createFormat(api: QShaderFormat::OpenGLNoProfile, majorVersion: 4, minorVersion: 3) << QByteArrayLiteral("#version 430" ); |
| 305 | |
| 306 | QTest::newRow(dataTag: "GL20core" ) << createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 2, minorVersion: 0) << QByteArrayLiteral("#version 110" ); |
| 307 | QTest::newRow(dataTag: "GL21core" ) << createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 2, minorVersion: 1) << QByteArrayLiteral("#version 120" ); |
| 308 | QTest::newRow(dataTag: "GL30core" ) << createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 3, minorVersion: 0) << QByteArrayLiteral("#version 130" ); |
| 309 | QTest::newRow(dataTag: "GL31core" ) << createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 3, minorVersion: 1) << QByteArrayLiteral("#version 140" ); |
| 310 | QTest::newRow(dataTag: "GL32core" ) << createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 3, minorVersion: 2) << QByteArrayLiteral("#version 150 core" ); |
| 311 | QTest::newRow(dataTag: "GL33core" ) << createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 3, minorVersion: 3) << QByteArrayLiteral("#version 330 core" ); |
| 312 | QTest::newRow(dataTag: "GL40core" ) << createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 4, minorVersion: 0) << QByteArrayLiteral("#version 400 core" ); |
| 313 | QTest::newRow(dataTag: "GL41core" ) << createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 4, minorVersion: 1) << QByteArrayLiteral("#version 410 core" ); |
| 314 | QTest::newRow(dataTag: "GL42core" ) << createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 4, minorVersion: 2) << QByteArrayLiteral("#version 420 core" ); |
| 315 | QTest::newRow(dataTag: "GL43core" ) << createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 4, minorVersion: 3) << QByteArrayLiteral("#version 430 core" ); |
| 316 | |
| 317 | QTest::newRow(dataTag: "GL20compatibility" ) << createFormat(api: QShaderFormat::OpenGLCompatibilityProfile, majorVersion: 2, minorVersion: 0) << QByteArrayLiteral("#version 110" ); |
| 318 | QTest::newRow(dataTag: "GL21compatibility" ) << createFormat(api: QShaderFormat::OpenGLCompatibilityProfile, majorVersion: 2, minorVersion: 1) << QByteArrayLiteral("#version 120" ); |
| 319 | QTest::newRow(dataTag: "GL30compatibility" ) << createFormat(api: QShaderFormat::OpenGLCompatibilityProfile, majorVersion: 3, minorVersion: 0) << QByteArrayLiteral("#version 130" ); |
| 320 | QTest::newRow(dataTag: "GL31compatibility" ) << createFormat(api: QShaderFormat::OpenGLCompatibilityProfile, majorVersion: 3, minorVersion: 1) << QByteArrayLiteral("#version 140" ); |
| 321 | QTest::newRow(dataTag: "GL32compatibility" ) << createFormat(api: QShaderFormat::OpenGLCompatibilityProfile, majorVersion: 3, minorVersion: 2) << QByteArrayLiteral("#version 150 compatibility" ); |
| 322 | QTest::newRow(dataTag: "GL33compatibility" ) << createFormat(api: QShaderFormat::OpenGLCompatibilityProfile, majorVersion: 3, minorVersion: 3) << QByteArrayLiteral("#version 330 compatibility" ); |
| 323 | QTest::newRow(dataTag: "GL40compatibility" ) << createFormat(api: QShaderFormat::OpenGLCompatibilityProfile, majorVersion: 4, minorVersion: 0) << QByteArrayLiteral("#version 400 compatibility" ); |
| 324 | QTest::newRow(dataTag: "GL41compatibility" ) << createFormat(api: QShaderFormat::OpenGLCompatibilityProfile, majorVersion: 4, minorVersion: 1) << QByteArrayLiteral("#version 410 compatibility" ); |
| 325 | QTest::newRow(dataTag: "GL42compatibility" ) << createFormat(api: QShaderFormat::OpenGLCompatibilityProfile, majorVersion: 4, minorVersion: 2) << QByteArrayLiteral("#version 420 compatibility" ); |
| 326 | QTest::newRow(dataTag: "GL43compatibility" ) << createFormat(api: QShaderFormat::OpenGLCompatibilityProfile, majorVersion: 4, minorVersion: 3) << QByteArrayLiteral("#version 430 compatibility" ); |
| 327 | } |
| 328 | |
| 329 | void tst_QShaderGenerator::shouldGenerateVersionCommands() |
| 330 | { |
| 331 | // GIVEN |
| 332 | QFETCH(QShaderFormat, format); |
| 333 | |
| 334 | auto generator = QShaderGenerator(); |
| 335 | generator.format = format; |
| 336 | |
| 337 | // WHEN |
| 338 | const auto code = generator.createShaderCode(); |
| 339 | |
| 340 | // THEN |
| 341 | QFETCH(QByteArray, version); |
| 342 | const auto expectedCode = (QByteArrayList() << version |
| 343 | << "" |
| 344 | << "" |
| 345 | << "void main()" |
| 346 | << "{" |
| 347 | << "}" |
| 348 | << "" ).join(sep: '\n'); |
| 349 | QCOMPARE(code, expectedCode); |
| 350 | } |
| 351 | |
| 352 | |
| 353 | namespace { |
| 354 | QString toGlsl(QShaderLanguage::StorageQualifier qualifier, const QShaderFormat &format) |
| 355 | { |
| 356 | if (format.version().majorVersion() <= 2) { |
| 357 | // Note we're assuming fragment shader only here, it'd be different |
| 358 | // values for vertex shader, will need to be fixed properly at some |
| 359 | // point but isn't necessary yet (this problem already exists in past |
| 360 | // commits anyway) |
| 361 | switch (qualifier) { |
| 362 | case QShaderLanguage::Const: |
| 363 | return "const" ; |
| 364 | case QShaderLanguage::Input: |
| 365 | return "varying" ; |
| 366 | case QShaderLanguage::BuiltIn: |
| 367 | return "//" ; |
| 368 | case QShaderLanguage::Output: |
| 369 | return "" ; // Although fragment shaders for <=2 only have fixed outputs |
| 370 | case QShaderLanguage::Uniform: |
| 371 | return "uniform" ; |
| 372 | } |
| 373 | } else { |
| 374 | switch (qualifier) { |
| 375 | case QShaderLanguage::Const: |
| 376 | return "const" ; |
| 377 | case QShaderLanguage::Input: |
| 378 | return "in" ; |
| 379 | case QShaderLanguage::BuiltIn: |
| 380 | return "//" ; |
| 381 | case QShaderLanguage::Output: |
| 382 | return "out" ; |
| 383 | case QShaderLanguage::Uniform: |
| 384 | return "uniform" ; |
| 385 | } |
| 386 | } |
| 387 | |
| 388 | Q_UNREACHABLE(); |
| 389 | } |
| 390 | |
| 391 | QString toGlsl(QShaderLanguage::VariableType type) |
| 392 | { |
| 393 | switch (type) { |
| 394 | case QShaderLanguage::Bool: |
| 395 | return "bool" ; |
| 396 | case QShaderLanguage::Int: |
| 397 | return "int" ; |
| 398 | case QShaderLanguage::Uint: |
| 399 | return "uint" ; |
| 400 | case QShaderLanguage::Float: |
| 401 | return "float" ; |
| 402 | case QShaderLanguage::Double: |
| 403 | return "double" ; |
| 404 | case QShaderLanguage::Vec2: |
| 405 | return "vec2" ; |
| 406 | case QShaderLanguage::Vec3: |
| 407 | return "vec3" ; |
| 408 | case QShaderLanguage::Vec4: |
| 409 | return "vec4" ; |
| 410 | case QShaderLanguage::DVec2: |
| 411 | return "dvec2" ; |
| 412 | case QShaderLanguage::DVec3: |
| 413 | return "dvec3" ; |
| 414 | case QShaderLanguage::DVec4: |
| 415 | return "dvec4" ; |
| 416 | case QShaderLanguage::BVec2: |
| 417 | return "bvec2" ; |
| 418 | case QShaderLanguage::BVec3: |
| 419 | return "bvec3" ; |
| 420 | case QShaderLanguage::BVec4: |
| 421 | return "bvec4" ; |
| 422 | case QShaderLanguage::IVec2: |
| 423 | return "ivec2" ; |
| 424 | case QShaderLanguage::IVec3: |
| 425 | return "ivec3" ; |
| 426 | case QShaderLanguage::IVec4: |
| 427 | return "ivec4" ; |
| 428 | case QShaderLanguage::UVec2: |
| 429 | return "uvec2" ; |
| 430 | case QShaderLanguage::UVec3: |
| 431 | return "uvec3" ; |
| 432 | case QShaderLanguage::UVec4: |
| 433 | return "uvec4" ; |
| 434 | case QShaderLanguage::Mat2: |
| 435 | return "mat2" ; |
| 436 | case QShaderLanguage::Mat3: |
| 437 | return "mat3" ; |
| 438 | case QShaderLanguage::Mat4: |
| 439 | return "mat4" ; |
| 440 | case QShaderLanguage::Mat2x2: |
| 441 | return "mat2x2" ; |
| 442 | case QShaderLanguage::Mat2x3: |
| 443 | return "mat2x3" ; |
| 444 | case QShaderLanguage::Mat2x4: |
| 445 | return "mat2x4" ; |
| 446 | case QShaderLanguage::Mat3x2: |
| 447 | return "mat3x2" ; |
| 448 | case QShaderLanguage::Mat3x3: |
| 449 | return "mat3x3" ; |
| 450 | case QShaderLanguage::Mat3x4: |
| 451 | return "mat3x4" ; |
| 452 | case QShaderLanguage::Mat4x2: |
| 453 | return "mat4x2" ; |
| 454 | case QShaderLanguage::Mat4x3: |
| 455 | return "mat4x3" ; |
| 456 | case QShaderLanguage::Mat4x4: |
| 457 | return "mat4x4" ; |
| 458 | case QShaderLanguage::DMat2: |
| 459 | return "dmat2" ; |
| 460 | case QShaderLanguage::DMat3: |
| 461 | return "dmat3" ; |
| 462 | case QShaderLanguage::DMat4: |
| 463 | return "dmat4" ; |
| 464 | case QShaderLanguage::DMat2x2: |
| 465 | return "dmat2x2" ; |
| 466 | case QShaderLanguage::DMat2x3: |
| 467 | return "dmat2x3" ; |
| 468 | case QShaderLanguage::DMat2x4: |
| 469 | return "dmat2x4" ; |
| 470 | case QShaderLanguage::DMat3x2: |
| 471 | return "dmat3x2" ; |
| 472 | case QShaderLanguage::DMat3x3: |
| 473 | return "dmat3x3" ; |
| 474 | case QShaderLanguage::DMat3x4: |
| 475 | return "dmat3x4" ; |
| 476 | case QShaderLanguage::DMat4x2: |
| 477 | return "dmat4x2" ; |
| 478 | case QShaderLanguage::DMat4x3: |
| 479 | return "dmat4x3" ; |
| 480 | case QShaderLanguage::DMat4x4: |
| 481 | return "dmat4x4" ; |
| 482 | case QShaderLanguage::Sampler1D: |
| 483 | return "sampler1D" ; |
| 484 | case QShaderLanguage::Sampler2D: |
| 485 | return "sampler2D" ; |
| 486 | case QShaderLanguage::Sampler3D: |
| 487 | return "sampler3D" ; |
| 488 | case QShaderLanguage::SamplerCube: |
| 489 | return "samplerCube" ; |
| 490 | case QShaderLanguage::Sampler2DRect: |
| 491 | return "sampler2DRect" ; |
| 492 | case QShaderLanguage::Sampler2DMs: |
| 493 | return "sampler2DMS" ; |
| 494 | case QShaderLanguage::SamplerBuffer: |
| 495 | return "samplerBuffer" ; |
| 496 | case QShaderLanguage::Sampler1DArray: |
| 497 | return "sampler1DArray" ; |
| 498 | case QShaderLanguage::Sampler2DArray: |
| 499 | return "sampler2DArray" ; |
| 500 | case QShaderLanguage::Sampler2DMsArray: |
| 501 | return "sampler2DMSArray" ; |
| 502 | case QShaderLanguage::SamplerCubeArray: |
| 503 | return "samplerCubeArray" ; |
| 504 | case QShaderLanguage::Sampler1DShadow: |
| 505 | return "sampler1DShadow" ; |
| 506 | case QShaderLanguage::Sampler2DShadow: |
| 507 | return "sampler2DShadow" ; |
| 508 | case QShaderLanguage::Sampler2DRectShadow: |
| 509 | return "sampler2DRectShadow" ; |
| 510 | case QShaderLanguage::Sampler1DArrayShadow: |
| 511 | return "sampler1DArrayShadow" ; |
| 512 | case QShaderLanguage::Sampler2DArrayShadow: |
| 513 | return "sample2DArrayShadow" ; |
| 514 | case QShaderLanguage::SamplerCubeShadow: |
| 515 | return "samplerCubeShadow" ; |
| 516 | case QShaderLanguage::SamplerCubeArrayShadow: |
| 517 | return "samplerCubeArrayShadow" ; |
| 518 | case QShaderLanguage::ISampler1D: |
| 519 | return "isampler1D" ; |
| 520 | case QShaderLanguage::ISampler2D: |
| 521 | return "isampler2D" ; |
| 522 | case QShaderLanguage::ISampler3D: |
| 523 | return "isampler3D" ; |
| 524 | case QShaderLanguage::ISamplerCube: |
| 525 | return "isamplerCube" ; |
| 526 | case QShaderLanguage::ISampler2DRect: |
| 527 | return "isampler2DRect" ; |
| 528 | case QShaderLanguage::ISampler2DMs: |
| 529 | return "isampler2DMS" ; |
| 530 | case QShaderLanguage::ISamplerBuffer: |
| 531 | return "isamplerBuffer" ; |
| 532 | case QShaderLanguage::ISampler1DArray: |
| 533 | return "isampler1DArray" ; |
| 534 | case QShaderLanguage::ISampler2DArray: |
| 535 | return "isampler2DArray" ; |
| 536 | case QShaderLanguage::ISampler2DMsArray: |
| 537 | return "isampler2DMSArray" ; |
| 538 | case QShaderLanguage::ISamplerCubeArray: |
| 539 | return "isamplerCubeArray" ; |
| 540 | case QShaderLanguage::USampler1D: |
| 541 | return "usampler1D" ; |
| 542 | case QShaderLanguage::USampler2D: |
| 543 | return "usampler2D" ; |
| 544 | case QShaderLanguage::USampler3D: |
| 545 | return "usampler3D" ; |
| 546 | case QShaderLanguage::USamplerCube: |
| 547 | return "usamplerCube" ; |
| 548 | case QShaderLanguage::USampler2DRect: |
| 549 | return "usampler2DRect" ; |
| 550 | case QShaderLanguage::USampler2DMs: |
| 551 | return "usampler2DMS" ; |
| 552 | case QShaderLanguage::USamplerBuffer: |
| 553 | return "usamplerBuffer" ; |
| 554 | case QShaderLanguage::USampler1DArray: |
| 555 | return "usampler1DArray" ; |
| 556 | case QShaderLanguage::USampler2DArray: |
| 557 | return "usampler2DArray" ; |
| 558 | case QShaderLanguage::USampler2DMsArray: |
| 559 | return "usampler2DMSArray" ; |
| 560 | case QShaderLanguage::USamplerCubeArray: |
| 561 | return "usamplerCubeArray" ; |
| 562 | } |
| 563 | |
| 564 | Q_UNREACHABLE(); |
| 565 | } |
| 566 | } |
| 567 | |
| 568 | void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums_data() |
| 569 | { |
| 570 | QTest::addColumn<QShaderGraph>(name: "graph" ); |
| 571 | QTest::addColumn<QShaderFormat>(name: "format" ); |
| 572 | QTest::addColumn<QByteArray>(name: "expectedCode" ); |
| 573 | |
| 574 | { |
| 575 | const auto es2 = createFormat(api: QShaderFormat::OpenGLES, majorVersion: 2, minorVersion: 0); |
| 576 | const auto es3 = createFormat(api: QShaderFormat::OpenGLES, majorVersion: 3, minorVersion: 0); |
| 577 | const auto gl2 = createFormat(api: QShaderFormat::OpenGLNoProfile, majorVersion: 2, minorVersion: 0); |
| 578 | const auto gl3 = createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 3, minorVersion: 0); |
| 579 | const auto gl4 = createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 4, minorVersion: 0); |
| 580 | |
| 581 | const auto qualifierEnum = QMetaEnum::fromType<QShaderLanguage::StorageQualifier>(); |
| 582 | const auto typeEnum = QMetaEnum::fromType<QShaderLanguage::VariableType>(); |
| 583 | |
| 584 | for (int qualifierIndex = 0; qualifierIndex < qualifierEnum.keyCount(); qualifierIndex++) { |
| 585 | const auto qualifierName = qualifierEnum.key(index: qualifierIndex); |
| 586 | const auto qualifierValue = static_cast<QShaderLanguage::StorageQualifier>(qualifierEnum.value(index: qualifierIndex)); |
| 587 | |
| 588 | for (int typeIndex = 0; typeIndex < typeEnum.keyCount(); typeIndex++) { |
| 589 | const auto typeName = typeEnum.key(index: typeIndex); |
| 590 | const auto typeValue = static_cast<QShaderLanguage::VariableType>(typeEnum.value(index: typeIndex)); |
| 591 | |
| 592 | auto graph = QShaderGraph(); |
| 593 | |
| 594 | auto worldPosition = createNode(ports: { |
| 595 | createPort(portDirection: QShaderNodePort::Output, portName: "value" ) |
| 596 | }); |
| 597 | worldPosition.setParameter(name: "name" , value: "worldPosition" ); |
| 598 | worldPosition.setParameter(name: "qualifier" , value: QVariant::fromValue<QShaderLanguage::StorageQualifier>(value: qualifierValue)); |
| 599 | worldPosition.setParameter(name: "type" , value: QVariant::fromValue<QShaderLanguage::VariableType>(value: typeValue)); |
| 600 | worldPosition.addRule(format: es2, rule: QShaderNode::Rule("highp $type $value = $name;" , |
| 601 | QByteArrayList() << "$qualifier highp $type $name;" )); |
| 602 | worldPosition.addRule(format: gl2, rule: QShaderNode::Rule("$type $value = $name;" , |
| 603 | QByteArrayList() << "$qualifier $type $name;" )); |
| 604 | worldPosition.addRule(format: gl3, rule: QShaderNode::Rule("$type $value = $name;" , |
| 605 | QByteArrayList() << "$qualifier $type $name;" )); |
| 606 | |
| 607 | auto fragColor = createNode(ports: { |
| 608 | createPort(portDirection: QShaderNodePort::Input, portName: "fragColor" ) |
| 609 | }); |
| 610 | fragColor.addRule(format: es2, rule: QShaderNode::Rule("gl_fragColor = $fragColor;" )); |
| 611 | fragColor.addRule(format: gl2, rule: QShaderNode::Rule("gl_fragColor = $fragColor;" )); |
| 612 | fragColor.addRule(format: gl3, rule: QShaderNode::Rule("fragColor = $fragColor;" , |
| 613 | QByteArrayList() << "out vec4 fragColor;" )); |
| 614 | |
| 615 | graph.addNode(node: worldPosition); |
| 616 | graph.addNode(node: fragColor); |
| 617 | |
| 618 | graph.addEdge(edge: createEdge(sourceUuid: worldPosition.uuid(), sourceName: "value" , targetUuid: fragColor.uuid(), targetName: "fragColor" )); |
| 619 | |
| 620 | const auto gl2Code = (QByteArrayList() << "#version 110" |
| 621 | << "" |
| 622 | << QStringLiteral("%1 %2 worldPosition;" ).arg(a: toGlsl(qualifier: qualifierValue, format: gl2)) |
| 623 | .arg(a: toGlsl(type: typeValue)) |
| 624 | .toUtf8() |
| 625 | << "" |
| 626 | << "void main()" |
| 627 | << "{" |
| 628 | << " gl_fragColor = worldPosition;" |
| 629 | << "}" |
| 630 | << "" ).join(sep: "\n" ); |
| 631 | const auto gl3Code = (QByteArrayList() << "#version 130" |
| 632 | << "" |
| 633 | << QStringLiteral("%1 %2 worldPosition;" ).arg(a: toGlsl(qualifier: qualifierValue, format: gl3)) |
| 634 | .arg(a: toGlsl(type: typeValue)) |
| 635 | .toUtf8() |
| 636 | << "out vec4 fragColor;" |
| 637 | << "" |
| 638 | << "void main()" |
| 639 | << "{" |
| 640 | << " fragColor = worldPosition;" |
| 641 | << "}" |
| 642 | << "" ).join(sep: "\n" ); |
| 643 | const auto gl4Code = (QByteArrayList() << "#version 400 core" |
| 644 | << "" |
| 645 | << QStringLiteral("%1 %2 worldPosition;" ).arg(a: toGlsl(qualifier: qualifierValue, format: gl4)) |
| 646 | .arg(a: toGlsl(type: typeValue)) |
| 647 | .toUtf8() |
| 648 | << "out vec4 fragColor;" |
| 649 | << "" |
| 650 | << "void main()" |
| 651 | << "{" |
| 652 | << " fragColor = worldPosition;" |
| 653 | << "}" |
| 654 | << "" ).join(sep: "\n" ); |
| 655 | const auto es2Code = (QByteArrayList() << "#version 100" |
| 656 | << "" |
| 657 | << QStringLiteral("%1 highp %2 worldPosition;" ).arg(a: toGlsl(qualifier: qualifierValue, format: es2)) |
| 658 | .arg(a: toGlsl(type: typeValue)) |
| 659 | .toUtf8() |
| 660 | << "" |
| 661 | << "void main()" |
| 662 | << "{" |
| 663 | << " gl_fragColor = worldPosition;" |
| 664 | << "}" |
| 665 | << "" ).join(sep: "\n" ); |
| 666 | const auto es3Code = (QByteArrayList() << "#version 300 es" |
| 667 | << "" |
| 668 | << QStringLiteral("%1 highp %2 worldPosition;" ).arg(a: toGlsl(qualifier: qualifierValue, format: es3)) |
| 669 | .arg(a: toGlsl(type: typeValue)) |
| 670 | .toUtf8() |
| 671 | << "" |
| 672 | << "void main()" |
| 673 | << "{" |
| 674 | << " gl_fragColor = worldPosition;" |
| 675 | << "}" |
| 676 | << "" ).join(sep: "\n" ); |
| 677 | |
| 678 | QTest::addRow(format: "%s %s ES2" , qualifierName, typeName) << graph << es2 << es2Code; |
| 679 | QTest::addRow(format: "%s %s ES3" , qualifierName, typeName) << graph << es3 << es3Code; |
| 680 | QTest::addRow(format: "%s %s GL2" , qualifierName, typeName) << graph << gl2 << gl2Code; |
| 681 | QTest::addRow(format: "%s %s GL3" , qualifierName, typeName) << graph << gl3 << gl3Code; |
| 682 | QTest::addRow(format: "%s %s GL4" , qualifierName, typeName) << graph << gl4 << gl4Code; |
| 683 | } |
| 684 | } |
| 685 | } |
| 686 | |
| 687 | { |
| 688 | const auto es2 = createFormat(api: QShaderFormat::OpenGLES, majorVersion: 2, minorVersion: 0, shaderType: QShaderFormat::Vertex); |
| 689 | const auto es3 = createFormat(api: QShaderFormat::OpenGLES, majorVersion: 3, minorVersion: 0, shaderType: QShaderFormat::Vertex); |
| 690 | const auto gl2 = createFormat(api: QShaderFormat::OpenGLNoProfile, majorVersion: 2, minorVersion: 0, shaderType: QShaderFormat::Vertex); |
| 691 | const auto gl3 = createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 3, minorVersion: 0, shaderType: QShaderFormat::Vertex); |
| 692 | const auto gl4 = createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 4, minorVersion: 0, shaderType: QShaderFormat::Vertex); |
| 693 | |
| 694 | auto graph = QShaderGraph(); |
| 695 | |
| 696 | auto vertexPosition = createNode(ports: { |
| 697 | createPort(portDirection: QShaderNodePort::Output, portName: "value" ) |
| 698 | }); |
| 699 | vertexPosition.setParameter(name: "name" , value: "vertexPosition" ); |
| 700 | vertexPosition.setParameter(name: "qualifier" , value: QVariant::fromValue<QShaderLanguage::StorageQualifier>(value: QShaderLanguage::Input)); |
| 701 | vertexPosition.setParameter(name: "type" , value: QVariant::fromValue<QShaderLanguage::VariableType>(value: QShaderLanguage::Vec4)); |
| 702 | |
| 703 | vertexPosition.addRule(format: es2, rule: QShaderNode::Rule("" , |
| 704 | QByteArrayList() << "$qualifier highp $type $name;" )); |
| 705 | vertexPosition.addRule(format: gl2, rule: QShaderNode::Rule("" , |
| 706 | QByteArrayList() << "$qualifier $type $name;" )); |
| 707 | vertexPosition.addRule(format: gl3, rule: QShaderNode::Rule("" , |
| 708 | QByteArrayList() << "$qualifier $type $name;" )); |
| 709 | |
| 710 | graph.addNode(node: vertexPosition); |
| 711 | |
| 712 | const auto gl2Code = (QByteArrayList() << "#version 110" |
| 713 | << "" |
| 714 | << "attribute vec4 vertexPosition;" |
| 715 | << "" |
| 716 | << "void main()" |
| 717 | << "{" |
| 718 | << "}" |
| 719 | << "" ).join(sep: "\n" ); |
| 720 | const auto gl3Code = (QByteArrayList() << "#version 130" |
| 721 | << "" |
| 722 | << "in vec4 vertexPosition;" |
| 723 | << "" |
| 724 | << "void main()" |
| 725 | << "{" |
| 726 | << "}" |
| 727 | << "" ).join(sep: "\n" ); |
| 728 | const auto gl4Code = (QByteArrayList() << "#version 400 core" |
| 729 | << "" |
| 730 | << "in vec4 vertexPosition;" |
| 731 | << "" |
| 732 | << "void main()" |
| 733 | << "{" |
| 734 | << "}" |
| 735 | << "" ).join(sep: "\n" ); |
| 736 | const auto es2Code = (QByteArrayList() << "#version 100" |
| 737 | << "" |
| 738 | << "attribute highp vec4 vertexPosition;" |
| 739 | << "" |
| 740 | << "void main()" |
| 741 | << "{" |
| 742 | << "}" |
| 743 | << "" ).join(sep: "\n" ); |
| 744 | const auto es3Code = (QByteArrayList() << "#version 300 es" |
| 745 | << "" |
| 746 | << "in highp vec4 vertexPosition;" |
| 747 | << "" |
| 748 | << "void main()" |
| 749 | << "{" |
| 750 | << "}" |
| 751 | << "" ).join(sep: "\n" ); |
| 752 | |
| 753 | QTest::addRow(format: "Attribute header substitution ES2" ) << graph << es2 << es2Code; |
| 754 | QTest::addRow(format: "Attribute header substitution ES3" ) << graph << es3 << es3Code; |
| 755 | QTest::addRow(format: "Attribute header substitution GL2" ) << graph << gl2 << gl2Code; |
| 756 | QTest::addRow(format: "Attribute header substitution GL3" ) << graph << gl3 << gl3Code; |
| 757 | QTest::addRow(format: "Attribute header substitution GL4" ) << graph << gl4 << gl4Code; |
| 758 | } |
| 759 | } |
| 760 | |
| 761 | void tst_QShaderGenerator::shouldProcessLanguageQualifierAndTypeEnums() |
| 762 | { |
| 763 | // GIVEN |
| 764 | QFETCH(QShaderGraph, graph); |
| 765 | QFETCH(QShaderFormat, format); |
| 766 | |
| 767 | auto generator = QShaderGenerator(); |
| 768 | generator.graph = graph; |
| 769 | generator.format = format; |
| 770 | |
| 771 | // WHEN |
| 772 | const auto code = generator.createShaderCode(); |
| 773 | |
| 774 | // THEN |
| 775 | QFETCH(QByteArray, expectedCode); |
| 776 | QCOMPARE(code, expectedCode); |
| 777 | } |
| 778 | |
| 779 | void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers() |
| 780 | { |
| 781 | // GIVEN |
| 782 | const auto gl4 = createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 4, minorVersion: 0); |
| 783 | |
| 784 | auto texCoord = createNode(ports: { |
| 785 | createPort(portDirection: QShaderNodePort::Output, portName: "texCoord" ) |
| 786 | }, layers: { |
| 787 | "diffuseTexture" , |
| 788 | "normalTexture" |
| 789 | }); |
| 790 | texCoord.addRule(format: gl4, rule: QShaderNode::Rule("vec2 $texCoord = texCoord;" , |
| 791 | QByteArrayList() << "in vec2 texCoord;" )); |
| 792 | auto diffuseUniform = createNode(ports: { |
| 793 | createPort(portDirection: QShaderNodePort::Output, portName: "color" ) |
| 794 | }, layers: {"diffuseUniform" }); |
| 795 | diffuseUniform.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $color = diffuseUniform;" , |
| 796 | QByteArrayList() << "uniform vec4 diffuseUniform;" )); |
| 797 | auto diffuseTexture = createNode(ports: { |
| 798 | createPort(portDirection: QShaderNodePort::Input, portName: "coord" ), |
| 799 | createPort(portDirection: QShaderNodePort::Output, portName: "color" ) |
| 800 | }, layers: {"diffuseTexture" }); |
| 801 | diffuseTexture.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $color = texture2D(diffuseTexture, $coord);" , |
| 802 | QByteArrayList() << "uniform sampler2D diffuseTexture;" )); |
| 803 | auto normalUniform = createNode(ports: { |
| 804 | createPort(portDirection: QShaderNodePort::Output, portName: "normal" ) |
| 805 | }, layers: {"normalUniform" }); |
| 806 | normalUniform.addRule(format: gl4, rule: QShaderNode::Rule("vec3 $normal = normalUniform;" , |
| 807 | QByteArrayList() << "uniform vec3 normalUniform;" )); |
| 808 | auto normalTexture = createNode(ports: { |
| 809 | createPort(portDirection: QShaderNodePort::Input, portName: "coord" ), |
| 810 | createPort(portDirection: QShaderNodePort::Output, portName: "normal" ) |
| 811 | }, layers: {"normalTexture" }); |
| 812 | normalTexture.addRule(format: gl4, rule: QShaderNode::Rule("vec3 $normal = texture2D(normalTexture, $coord).rgb;" , |
| 813 | QByteArrayList() << "uniform sampler2D normalTexture;" )); |
| 814 | auto lightFunction = createNode(ports: { |
| 815 | createPort(portDirection: QShaderNodePort::Input, portName: "color" ), |
| 816 | createPort(portDirection: QShaderNodePort::Input, portName: "normal" ), |
| 817 | createPort(portDirection: QShaderNodePort::Output, portName: "output" ) |
| 818 | }); |
| 819 | lightFunction.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $output = lightModel($color, $normal);" , |
| 820 | QByteArrayList() << "#pragma include gl4/lightmodel.frag.inc" )); |
| 821 | auto fragColor = createNode(ports: { |
| 822 | createPort(portDirection: QShaderNodePort::Input, portName: "fragColor" ) |
| 823 | }); |
| 824 | fragColor.addRule(format: gl4, rule: QShaderNode::Rule("fragColor = $fragColor;" , |
| 825 | QByteArrayList() << "out vec4 fragColor;" )); |
| 826 | |
| 827 | const auto graph = [=] { |
| 828 | auto res = QShaderGraph(); |
| 829 | |
| 830 | res.addNode(node: texCoord); |
| 831 | res.addNode(node: diffuseUniform); |
| 832 | res.addNode(node: diffuseTexture); |
| 833 | res.addNode(node: normalUniform); |
| 834 | res.addNode(node: normalTexture); |
| 835 | res.addNode(node: lightFunction); |
| 836 | res.addNode(node: fragColor); |
| 837 | |
| 838 | res.addEdge(edge: createEdge(sourceUuid: diffuseUniform.uuid(), sourceName: "color" , targetUuid: lightFunction.uuid(), targetName: "color" , layers: {"diffuseUniform" })); |
| 839 | res.addEdge(edge: createEdge(sourceUuid: texCoord.uuid(), sourceName: "texCoord" , targetUuid: diffuseTexture.uuid(), targetName: "coord" , layers: {"diffuseTexture" })); |
| 840 | res.addEdge(edge: createEdge(sourceUuid: diffuseTexture.uuid(), sourceName: "color" , targetUuid: lightFunction.uuid(), targetName: "color" , layers: {"diffuseTexture" })); |
| 841 | |
| 842 | res.addEdge(edge: createEdge(sourceUuid: normalUniform.uuid(), sourceName: "normal" , targetUuid: lightFunction.uuid(), targetName: "normal" , layers: {"normalUniform" })); |
| 843 | res.addEdge(edge: createEdge(sourceUuid: texCoord.uuid(), sourceName: "texCoord" , targetUuid: normalTexture.uuid(), targetName: "coord" , layers: {"normalTexture" })); |
| 844 | res.addEdge(edge: createEdge(sourceUuid: normalTexture.uuid(), sourceName: "normal" , targetUuid: lightFunction.uuid(), targetName: "normal" , layers: {"normalTexture" })); |
| 845 | |
| 846 | res.addEdge(edge: createEdge(sourceUuid: lightFunction.uuid(), sourceName: "output" , targetUuid: fragColor.uuid(), targetName: "fragColor" )); |
| 847 | |
| 848 | return res; |
| 849 | }(); |
| 850 | |
| 851 | auto generator = QShaderGenerator(); |
| 852 | generator.graph = graph; |
| 853 | generator.format = gl4; |
| 854 | |
| 855 | { |
| 856 | // WHEN |
| 857 | const auto code = generator.createShaderCode(enabledLayers: {"diffuseUniform" , "normalUniform" }); |
| 858 | |
| 859 | // THEN |
| 860 | const auto expected = QByteArrayList() |
| 861 | << "#version 400 core" |
| 862 | << "" |
| 863 | << "uniform vec4 diffuseUniform;" |
| 864 | << "uniform vec3 normalUniform;" |
| 865 | << "#pragma include gl4/lightmodel.frag.inc" |
| 866 | << "out vec4 fragColor;" |
| 867 | << "" |
| 868 | << "void main()" |
| 869 | << "{" |
| 870 | << " fragColor = ((lightModel(diffuseUniform, normalUniform)));" |
| 871 | << "}" |
| 872 | << "" ; |
| 873 | QCOMPARE(code, expected.join("\n" )); |
| 874 | } |
| 875 | |
| 876 | { |
| 877 | // WHEN |
| 878 | const auto code = generator.createShaderCode(enabledLayers: {"diffuseUniform" , "normalTexture" }); |
| 879 | |
| 880 | // THEN |
| 881 | const auto expected = QByteArrayList() |
| 882 | << "#version 400 core" |
| 883 | << "" |
| 884 | << "in vec2 texCoord;" |
| 885 | << "uniform vec4 diffuseUniform;" |
| 886 | << "uniform sampler2D normalTexture;" |
| 887 | << "#pragma include gl4/lightmodel.frag.inc" |
| 888 | << "out vec4 fragColor;" |
| 889 | << "" |
| 890 | << "void main()" |
| 891 | << "{" |
| 892 | << " fragColor = ((lightModel(diffuseUniform, texture2D(normalTexture, texCoord).rgb)));" |
| 893 | << "}" |
| 894 | << "" ; |
| 895 | QCOMPARE(code, expected.join("\n" )); |
| 896 | } |
| 897 | |
| 898 | { |
| 899 | // WHEN |
| 900 | const auto code = generator.createShaderCode(enabledLayers: {"diffuseTexture" , "normalUniform" }); |
| 901 | |
| 902 | // THEN |
| 903 | const auto expected = QByteArrayList() |
| 904 | << "#version 400 core" |
| 905 | << "" |
| 906 | << "in vec2 texCoord;" |
| 907 | << "uniform sampler2D diffuseTexture;" |
| 908 | << "uniform vec3 normalUniform;" |
| 909 | << "#pragma include gl4/lightmodel.frag.inc" |
| 910 | << "out vec4 fragColor;" |
| 911 | << "" |
| 912 | << "void main()" |
| 913 | << "{" |
| 914 | << " fragColor = ((lightModel(texture2D(diffuseTexture, texCoord), normalUniform)));" |
| 915 | << "}" |
| 916 | << "" ; |
| 917 | QCOMPARE(code, expected.join("\n" )); |
| 918 | } |
| 919 | |
| 920 | { |
| 921 | // WHEN |
| 922 | const auto code = generator.createShaderCode(enabledLayers: {"diffuseTexture" , "normalTexture" }); |
| 923 | |
| 924 | // THEN |
| 925 | const auto expected = QByteArrayList() |
| 926 | << "#version 400 core" |
| 927 | << "" |
| 928 | << "in vec2 texCoord;" |
| 929 | << "uniform sampler2D diffuseTexture;" |
| 930 | << "uniform sampler2D normalTexture;" |
| 931 | << "#pragma include gl4/lightmodel.frag.inc" |
| 932 | << "out vec4 fragColor;" |
| 933 | << "" |
| 934 | << "void main()" |
| 935 | << "{" |
| 936 | << " fragColor = ((lightModel(texture2D(diffuseTexture, texCoord), texture2D(normalTexture, texCoord).rgb)));" |
| 937 | << "}" |
| 938 | << "" ; |
| 939 | QCOMPARE(code, expected.join("\n" )); |
| 940 | } |
| 941 | } |
| 942 | |
| 943 | void tst_QShaderGenerator::shouldUseGlobalVariableRatherThanTemporaries() |
| 944 | { |
| 945 | // GIVEN |
| 946 | const auto gl4 = createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 4, minorVersion: 0); |
| 947 | |
| 948 | { |
| 949 | // WHEN |
| 950 | auto vertexPosition = createNode(ports: { |
| 951 | createPort(portDirection: QShaderNodePort::Output, portName: "vertexPosition" ) |
| 952 | }); |
| 953 | vertexPosition.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $vertexPosition = vertexPosition;" , |
| 954 | QByteArrayList() << "in vec4 vertexPosition;" )); |
| 955 | |
| 956 | auto fakeMultiPlyNoSpace = createNode(ports: { |
| 957 | createPort(portDirection: QShaderNodePort::Input, portName: "varName" ), |
| 958 | createPort(portDirection: QShaderNodePort::Output, portName: "out" ) |
| 959 | }); |
| 960 | fakeMultiPlyNoSpace.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $out = $varName*speed;" )); |
| 961 | |
| 962 | auto fakeMultiPlySpace = createNode(ports: { |
| 963 | createPort(portDirection: QShaderNodePort::Input, portName: "varName" ), |
| 964 | createPort(portDirection: QShaderNodePort::Output, portName: "out" ) |
| 965 | }); |
| 966 | fakeMultiPlySpace.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $out = $varName * speed;" )); |
| 967 | |
| 968 | auto fakeJoinNoSpace = createNode(ports: { |
| 969 | createPort(portDirection: QShaderNodePort::Input, portName: "varName" ), |
| 970 | createPort(portDirection: QShaderNodePort::Output, portName: "out" ) |
| 971 | }); |
| 972 | fakeJoinNoSpace.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $out = vec4($varName.xyz,$varName.w);" )); |
| 973 | |
| 974 | auto fakeJoinSpace = createNode(ports: { |
| 975 | createPort(portDirection: QShaderNodePort::Input, portName: "varName" ), |
| 976 | createPort(portDirection: QShaderNodePort::Output, portName: "out" ) |
| 977 | }); |
| 978 | fakeJoinSpace.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $out = vec4($varName.xyz, $varName.w);" )); |
| 979 | |
| 980 | auto fakeAdd = createNode(ports: { |
| 981 | createPort(portDirection: QShaderNodePort::Input, portName: "varName" ), |
| 982 | createPort(portDirection: QShaderNodePort::Output, portName: "out" ) |
| 983 | }); |
| 984 | fakeAdd.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $out = $varName.xyzw + $varName;" )); |
| 985 | |
| 986 | auto fakeSub = createNode(ports: { |
| 987 | createPort(portDirection: QShaderNodePort::Input, portName: "varName" ), |
| 988 | createPort(portDirection: QShaderNodePort::Output, portName: "out" ) |
| 989 | }); |
| 990 | fakeSub.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $out = $varName.xyzw - $varName;" )); |
| 991 | |
| 992 | auto fakeDiv = createNode(ports: { |
| 993 | createPort(portDirection: QShaderNodePort::Input, portName: "varName" ), |
| 994 | createPort(portDirection: QShaderNodePort::Output, portName: "out" ) |
| 995 | }); |
| 996 | fakeDiv.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $out = $varName / v0;" )); |
| 997 | |
| 998 | auto fragColor = createNode(ports: { |
| 999 | createPort(portDirection: QShaderNodePort::Input, portName: "input1" ), |
| 1000 | createPort(portDirection: QShaderNodePort::Input, portName: "input2" ), |
| 1001 | createPort(portDirection: QShaderNodePort::Input, portName: "input3" ), |
| 1002 | createPort(portDirection: QShaderNodePort::Input, portName: "input4" ), |
| 1003 | createPort(portDirection: QShaderNodePort::Input, portName: "input5" ), |
| 1004 | createPort(portDirection: QShaderNodePort::Input, portName: "input6" ), |
| 1005 | createPort(portDirection: QShaderNodePort::Input, portName: "input7" ) |
| 1006 | }); |
| 1007 | fragColor.addRule(format: gl4, rule: QShaderNode::Rule("fragColor = $input1 + $input2 + $input3 + $input4 + $input5 + $input6 + $input7;" , |
| 1008 | QByteArrayList() << "out vec4 fragColor;" )); |
| 1009 | |
| 1010 | const auto graph = [=] { |
| 1011 | auto res = QShaderGraph(); |
| 1012 | |
| 1013 | res.addNode(node: vertexPosition); |
| 1014 | res.addNode(node: fakeMultiPlyNoSpace); |
| 1015 | res.addNode(node: fakeMultiPlySpace); |
| 1016 | res.addNode(node: fakeJoinNoSpace); |
| 1017 | res.addNode(node: fakeJoinSpace); |
| 1018 | res.addNode(node: fakeAdd); |
| 1019 | res.addNode(node: fakeSub); |
| 1020 | res.addNode(node: fakeDiv); |
| 1021 | res.addNode(node: fragColor); |
| 1022 | |
| 1023 | res.addEdge(edge: createEdge(sourceUuid: vertexPosition.uuid(), sourceName: "vertexPosition" , targetUuid: fakeMultiPlyNoSpace.uuid(), targetName: "varName" )); |
| 1024 | res.addEdge(edge: createEdge(sourceUuid: vertexPosition.uuid(), sourceName: "vertexPosition" , targetUuid: fakeMultiPlySpace.uuid(), targetName: "varName" )); |
| 1025 | res.addEdge(edge: createEdge(sourceUuid: vertexPosition.uuid(), sourceName: "vertexPosition" , targetUuid: fakeJoinNoSpace.uuid(), targetName: "varName" )); |
| 1026 | res.addEdge(edge: createEdge(sourceUuid: vertexPosition.uuid(), sourceName: "vertexPosition" , targetUuid: fakeJoinSpace.uuid(), targetName: "varName" )); |
| 1027 | res.addEdge(edge: createEdge(sourceUuid: vertexPosition.uuid(), sourceName: "vertexPosition" , targetUuid: fakeAdd.uuid(), targetName: "varName" )); |
| 1028 | res.addEdge(edge: createEdge(sourceUuid: vertexPosition.uuid(), sourceName: "vertexPosition" , targetUuid: fakeSub.uuid(), targetName: "varName" )); |
| 1029 | res.addEdge(edge: createEdge(sourceUuid: vertexPosition.uuid(), sourceName: "vertexPosition" , targetUuid: fakeDiv.uuid(), targetName: "varName" )); |
| 1030 | res.addEdge(edge: createEdge(sourceUuid: fakeMultiPlyNoSpace.uuid(), sourceName: "out" , targetUuid: fragColor.uuid(), targetName: "input1" )); |
| 1031 | res.addEdge(edge: createEdge(sourceUuid: fakeMultiPlySpace.uuid(), sourceName: "out" , targetUuid: fragColor.uuid(), targetName: "input2" )); |
| 1032 | res.addEdge(edge: createEdge(sourceUuid: fakeJoinNoSpace.uuid(), sourceName: "out" , targetUuid: fragColor.uuid(), targetName: "input3" )); |
| 1033 | res.addEdge(edge: createEdge(sourceUuid: fakeJoinSpace.uuid(), sourceName: "out" , targetUuid: fragColor.uuid(), targetName: "input4" )); |
| 1034 | res.addEdge(edge: createEdge(sourceUuid: fakeAdd.uuid(), sourceName: "out" , targetUuid: fragColor.uuid(), targetName: "input5" )); |
| 1035 | res.addEdge(edge: createEdge(sourceUuid: fakeSub.uuid(), sourceName: "out" , targetUuid: fragColor.uuid(), targetName: "input6" )); |
| 1036 | res.addEdge(edge: createEdge(sourceUuid: fakeDiv.uuid(), sourceName: "out" , targetUuid: fragColor.uuid(), targetName: "input7" )); |
| 1037 | |
| 1038 | return res; |
| 1039 | }(); |
| 1040 | |
| 1041 | auto generator = QShaderGenerator(); |
| 1042 | generator.graph = graph; |
| 1043 | generator.format = gl4; |
| 1044 | |
| 1045 | const auto code = generator.createShaderCode(enabledLayers: {"diffuseUniform" , "normalUniform" }); |
| 1046 | |
| 1047 | // THEN |
| 1048 | const auto expected = QByteArrayList() |
| 1049 | << "#version 400 core" |
| 1050 | << "" |
| 1051 | << "in vec4 vertexPosition;" |
| 1052 | << "out vec4 fragColor;" |
| 1053 | << "" |
| 1054 | << "void main()" |
| 1055 | << "{" |
| 1056 | << " fragColor = (((((((vertexPosition*speed + vertexPosition * speed + ((vec4(vertexPosition.xyz,vertexPosition.w))) + ((vec4(vertexPosition.xyz, vertexPosition.w))) + ((vertexPosition.xyzw + vertexPosition)) + ((vertexPosition.xyzw - vertexPosition)) + ((vertexPosition / vertexPosition)))))))));" |
| 1057 | << "}" |
| 1058 | << "" ; |
| 1059 | QCOMPARE(code, expected.join("\n" )); |
| 1060 | } |
| 1061 | } |
| 1062 | |
| 1063 | void tst_QShaderGenerator::shouldGenerateTemporariesWisely() |
| 1064 | { |
| 1065 | // GIVEN |
| 1066 | const auto gl4 = createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 4, minorVersion: 0); |
| 1067 | |
| 1068 | { |
| 1069 | auto attribute = createNode(ports: { |
| 1070 | createPort(portDirection: QShaderNodePort::Output, portName: "vertexPosition" ) |
| 1071 | }); |
| 1072 | attribute.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $vertexPosition = vertexPosition;" , |
| 1073 | QByteArrayList() << "in vec4 vertexPosition;" )); |
| 1074 | |
| 1075 | auto complexFunction = createNode(ports: { |
| 1076 | createPort(portDirection: QShaderNodePort::Input, portName: "inputVarName" ), |
| 1077 | createPort(portDirection: QShaderNodePort::Output, portName: "out" ) |
| 1078 | }); |
| 1079 | complexFunction.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $out = $inputVarName * 2.0;" )); |
| 1080 | |
| 1081 | auto complexFunction2 = createNode(ports: { |
| 1082 | createPort(portDirection: QShaderNodePort::Input, portName: "inputVarName" ), |
| 1083 | createPort(portDirection: QShaderNodePort::Output, portName: "out" ) |
| 1084 | }); |
| 1085 | complexFunction2.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $out = $inputVarName * 4.0;" )); |
| 1086 | |
| 1087 | auto complexFunction3 = createNode(ports: { |
| 1088 | createPort(portDirection: QShaderNodePort::Input, portName: "a" ), |
| 1089 | createPort(portDirection: QShaderNodePort::Input, portName: "b" ), |
| 1090 | createPort(portDirection: QShaderNodePort::Output, portName: "out" ) |
| 1091 | }); |
| 1092 | complexFunction3.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $out = $a + $b;" )); |
| 1093 | |
| 1094 | auto shaderOutput1 = createNode(ports: { |
| 1095 | createPort(portDirection: QShaderNodePort::Input, portName: "input" ) |
| 1096 | }); |
| 1097 | |
| 1098 | shaderOutput1.addRule(format: gl4, rule: QShaderNode::Rule("shaderOutput1 = $input;" , |
| 1099 | QByteArrayList() << "out vec4 shaderOutput1;" )); |
| 1100 | |
| 1101 | auto shaderOutput2 = createNode(ports: { |
| 1102 | createPort(portDirection: QShaderNodePort::Input, portName: "input" ) |
| 1103 | }); |
| 1104 | |
| 1105 | shaderOutput2.addRule(format: gl4, rule: QShaderNode::Rule("shaderOutput2 = $input;" , |
| 1106 | QByteArrayList() << "out vec4 shaderOutput2;" )); |
| 1107 | |
| 1108 | { |
| 1109 | // WHEN |
| 1110 | const auto graph = [=] { |
| 1111 | auto res = QShaderGraph(); |
| 1112 | |
| 1113 | res.addNode(node: attribute); |
| 1114 | res.addNode(node: complexFunction); |
| 1115 | res.addNode(node: shaderOutput1); |
| 1116 | |
| 1117 | res.addEdge(edge: createEdge(sourceUuid: attribute.uuid(), sourceName: "vertexPosition" , targetUuid: complexFunction.uuid(), targetName: "inputVarName" )); |
| 1118 | res.addEdge(edge: createEdge(sourceUuid: complexFunction.uuid(), sourceName: "out" , targetUuid: shaderOutput1.uuid(), targetName: "input" )); |
| 1119 | |
| 1120 | return res; |
| 1121 | }(); |
| 1122 | |
| 1123 | auto generator = QShaderGenerator(); |
| 1124 | generator.graph = graph; |
| 1125 | generator.format = gl4; |
| 1126 | |
| 1127 | const auto code = generator.createShaderCode(); |
| 1128 | |
| 1129 | // THEN |
| 1130 | const auto expected = QByteArrayList() |
| 1131 | << "#version 400 core" |
| 1132 | << "" |
| 1133 | << "in vec4 vertexPosition;" |
| 1134 | << "out vec4 shaderOutput1;" |
| 1135 | << "" |
| 1136 | << "void main()" |
| 1137 | << "{" |
| 1138 | << " shaderOutput1 = vertexPosition * 2.0;" |
| 1139 | << "}" |
| 1140 | << "" ; |
| 1141 | QCOMPARE(code, expected.join("\n" )); |
| 1142 | } |
| 1143 | |
| 1144 | { |
| 1145 | // WHEN |
| 1146 | const auto graph = [=] { |
| 1147 | auto res = QShaderGraph(); |
| 1148 | |
| 1149 | res.addNode(node: attribute); |
| 1150 | res.addNode(node: complexFunction); |
| 1151 | res.addNode(node: shaderOutput1); |
| 1152 | res.addNode(node: shaderOutput2); |
| 1153 | |
| 1154 | res.addEdge(edge: createEdge(sourceUuid: attribute.uuid(), sourceName: "vertexPosition" , targetUuid: complexFunction.uuid(), targetName: "inputVarName" )); |
| 1155 | res.addEdge(edge: createEdge(sourceUuid: complexFunction.uuid(), sourceName: "out" , targetUuid: shaderOutput1.uuid(), targetName: "input" )); |
| 1156 | res.addEdge(edge: createEdge(sourceUuid: complexFunction.uuid(), sourceName: "out" , targetUuid: shaderOutput2.uuid(), targetName: "input" )); |
| 1157 | |
| 1158 | return res; |
| 1159 | }(); |
| 1160 | |
| 1161 | auto generator = QShaderGenerator(); |
| 1162 | generator.graph = graph; |
| 1163 | generator.format = gl4; |
| 1164 | |
| 1165 | const auto code = generator.createShaderCode(); |
| 1166 | |
| 1167 | // THEN |
| 1168 | const auto expected = QByteArrayList() |
| 1169 | << "#version 400 core" |
| 1170 | << "" |
| 1171 | << "in vec4 vertexPosition;" |
| 1172 | << "out vec4 shaderOutput1;" |
| 1173 | << "out vec4 shaderOutput2;" |
| 1174 | << "" |
| 1175 | << "void main()" |
| 1176 | << "{" |
| 1177 | << " vec4 v1 = vertexPosition * 2.0;" |
| 1178 | << " shaderOutput2 = v1;" |
| 1179 | << " shaderOutput1 = v1;" |
| 1180 | << "}" |
| 1181 | << "" ; |
| 1182 | QCOMPARE(code, expected.join("\n" )); |
| 1183 | } |
| 1184 | |
| 1185 | { |
| 1186 | // WHEN |
| 1187 | const auto graph = [=] { |
| 1188 | auto res = QShaderGraph(); |
| 1189 | |
| 1190 | res.addNode(node: attribute); |
| 1191 | res.addNode(node: complexFunction); |
| 1192 | res.addNode(node: complexFunction2); |
| 1193 | res.addNode(node: complexFunction3); |
| 1194 | res.addNode(node: shaderOutput1); |
| 1195 | res.addNode(node: shaderOutput2); |
| 1196 | |
| 1197 | res.addEdge(edge: createEdge(sourceUuid: attribute.uuid(), sourceName: "vertexPosition" , targetUuid: complexFunction.uuid(), targetName: "inputVarName" )); |
| 1198 | res.addEdge(edge: createEdge(sourceUuid: attribute.uuid(), sourceName: "vertexPosition" , targetUuid: complexFunction2.uuid(), targetName: "inputVarName" )); |
| 1199 | |
| 1200 | res.addEdge(edge: createEdge(sourceUuid: complexFunction.uuid(), sourceName: "out" , targetUuid: complexFunction3.uuid(), targetName: "a" )); |
| 1201 | res.addEdge(edge: createEdge(sourceUuid: complexFunction2.uuid(), sourceName: "out" , targetUuid: complexFunction3.uuid(), targetName: "b" )); |
| 1202 | |
| 1203 | res.addEdge(edge: createEdge(sourceUuid: complexFunction3.uuid(), sourceName: "out" , targetUuid: shaderOutput1.uuid(), targetName: "input" )); |
| 1204 | res.addEdge(edge: createEdge(sourceUuid: complexFunction2.uuid(), sourceName: "out" , targetUuid: shaderOutput2.uuid(), targetName: "input" )); |
| 1205 | |
| 1206 | return res; |
| 1207 | }(); |
| 1208 | |
| 1209 | auto generator = QShaderGenerator(); |
| 1210 | generator.graph = graph; |
| 1211 | generator.format = gl4; |
| 1212 | |
| 1213 | const auto code = generator.createShaderCode(); |
| 1214 | |
| 1215 | // THEN |
| 1216 | const auto expected = QByteArrayList() |
| 1217 | << "#version 400 core" |
| 1218 | << "" |
| 1219 | << "in vec4 vertexPosition;" |
| 1220 | << "out vec4 shaderOutput1;" |
| 1221 | << "out vec4 shaderOutput2;" |
| 1222 | << "" |
| 1223 | << "void main()" |
| 1224 | << "{" |
| 1225 | << " vec4 v2 = vertexPosition * 4.0;" |
| 1226 | << " shaderOutput2 = v2;" |
| 1227 | << " shaderOutput1 = (vertexPosition * 2.0 + v2);" |
| 1228 | << "}" |
| 1229 | << "" ; |
| 1230 | QCOMPARE(code, expected.join("\n" )); |
| 1231 | } |
| 1232 | } |
| 1233 | } |
| 1234 | |
| 1235 | void tst_QShaderGenerator::shouldHandlePortNamesPrefixingOneAnother() |
| 1236 | { |
| 1237 | // GIVEN |
| 1238 | const auto gl4 = createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 4, minorVersion: 0); |
| 1239 | |
| 1240 | auto color1 = createNode(ports: { |
| 1241 | createPort(portDirection: QShaderNodePort::Output, portName: "output" ) |
| 1242 | }); |
| 1243 | color1.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $output = color1;" , |
| 1244 | QByteArrayList() << "in vec4 color1;" )); |
| 1245 | |
| 1246 | auto color2 = createNode(ports: { |
| 1247 | createPort(portDirection: QShaderNodePort::Output, portName: "output" ) |
| 1248 | }); |
| 1249 | color2.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $output = color2;" , |
| 1250 | QByteArrayList() << "in vec4 color2;" )); |
| 1251 | |
| 1252 | auto addColor = createNode(ports: { |
| 1253 | createPort(portDirection: QShaderNodePort::Output, portName: "color" ), |
| 1254 | createPort(portDirection: QShaderNodePort::Input, portName: "color1" ), |
| 1255 | createPort(portDirection: QShaderNodePort::Input, portName: "color2" ), |
| 1256 | }); |
| 1257 | addColor.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $color = $color1 + $color2;" )); |
| 1258 | |
| 1259 | auto shaderOutput = createNode(ports: { |
| 1260 | createPort(portDirection: QShaderNodePort::Input, portName: "input" ) |
| 1261 | }); |
| 1262 | |
| 1263 | shaderOutput.addRule(format: gl4, rule: QShaderNode::Rule("shaderOutput = $input;" , |
| 1264 | QByteArrayList() << "out vec4 shaderOutput;" )); |
| 1265 | |
| 1266 | // WHEN |
| 1267 | const auto graph = [=] { |
| 1268 | auto res = QShaderGraph(); |
| 1269 | |
| 1270 | res.addNode(node: color1); |
| 1271 | res.addNode(node: color2); |
| 1272 | res.addNode(node: addColor); |
| 1273 | res.addNode(node: shaderOutput); |
| 1274 | |
| 1275 | res.addEdge(edge: createEdge(sourceUuid: color1.uuid(), sourceName: "output" , targetUuid: addColor.uuid(), targetName: "color1" )); |
| 1276 | res.addEdge(edge: createEdge(sourceUuid: color2.uuid(), sourceName: "output" , targetUuid: addColor.uuid(), targetName: "color2" )); |
| 1277 | res.addEdge(edge: createEdge(sourceUuid: addColor.uuid(), sourceName: "color" , targetUuid: shaderOutput.uuid(), targetName: "input" )); |
| 1278 | |
| 1279 | return res; |
| 1280 | }(); |
| 1281 | |
| 1282 | auto generator = QShaderGenerator(); |
| 1283 | generator.graph = graph; |
| 1284 | generator.format = gl4; |
| 1285 | |
| 1286 | const auto code = generator.createShaderCode(); |
| 1287 | |
| 1288 | // THEN |
| 1289 | const auto expected = QByteArrayList() |
| 1290 | << "#version 400 core" |
| 1291 | << "" |
| 1292 | << "in vec4 color1;" |
| 1293 | << "in vec4 color2;" |
| 1294 | << "out vec4 shaderOutput;" |
| 1295 | << "" |
| 1296 | << "void main()" |
| 1297 | << "{" |
| 1298 | << " shaderOutput = ((color1 + color2));" |
| 1299 | << "}" |
| 1300 | << "" ; |
| 1301 | QCOMPARE(code, expected.join("\n" )); |
| 1302 | } |
| 1303 | |
| 1304 | void tst_QShaderGenerator::shouldHandleNodesWithMultipleOutputPorts() |
| 1305 | { |
| 1306 | // GIVEN |
| 1307 | const auto gl4 = createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 4, minorVersion: 0); |
| 1308 | |
| 1309 | auto input = createNode(ports: { |
| 1310 | createPort(portDirection: QShaderNodePort::Output, portName: "output0" ), |
| 1311 | createPort(portDirection: QShaderNodePort::Output, portName: "output1" ) |
| 1312 | }); |
| 1313 | input.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $output0 = globalIn0;" |
| 1314 | "float $output1 = globalIn1;" , |
| 1315 | QByteArrayList() << "in vec4 globalIn0;" << "in float globalIn1;" )); |
| 1316 | |
| 1317 | auto function = createNode(ports: { |
| 1318 | createPort(portDirection: QShaderNodePort::Input, portName: "input0" ), |
| 1319 | createPort(portDirection: QShaderNodePort::Input, portName: "input1" ), |
| 1320 | createPort(portDirection: QShaderNodePort::Output, portName: "output0" ), |
| 1321 | createPort(portDirection: QShaderNodePort::Output, portName: "output1" ) |
| 1322 | }); |
| 1323 | function.addRule(format: gl4, rule: QShaderNode::Rule("vec4 $output0 = $input0;" |
| 1324 | "float $output1 = $input1;" )); |
| 1325 | |
| 1326 | auto output = createNode(ports: { |
| 1327 | createPort(portDirection: QShaderNodePort::Input, portName: "input0" ), |
| 1328 | createPort(portDirection: QShaderNodePort::Input, portName: "input1" ) |
| 1329 | }); |
| 1330 | |
| 1331 | output.addRule(format: gl4, rule: QShaderNode::Rule("globalOut0 = $input0;" |
| 1332 | "globalOut1 = $input1;" , |
| 1333 | QByteArrayList() << "out vec4 globalOut0;" << "out float globalOut1;" )); |
| 1334 | |
| 1335 | // WHEN |
| 1336 | const auto graph = [=] { |
| 1337 | auto res = QShaderGraph(); |
| 1338 | |
| 1339 | res.addNode(node: input); |
| 1340 | res.addNode(node: function); |
| 1341 | res.addNode(node: output); |
| 1342 | |
| 1343 | res.addEdge(edge: createEdge(sourceUuid: input.uuid(), sourceName: "output0" , targetUuid: function.uuid(), targetName: "input0" )); |
| 1344 | res.addEdge(edge: createEdge(sourceUuid: input.uuid(), sourceName: "output1" , targetUuid: function.uuid(), targetName: "input1" )); |
| 1345 | |
| 1346 | res.addEdge(edge: createEdge(sourceUuid: function.uuid(), sourceName: "output0" , targetUuid: output.uuid(), targetName: "input0" )); |
| 1347 | res.addEdge(edge: createEdge(sourceUuid: function.uuid(), sourceName: "output1" , targetUuid: output.uuid(), targetName: "input1" )); |
| 1348 | |
| 1349 | return res; |
| 1350 | }(); |
| 1351 | |
| 1352 | auto generator = QShaderGenerator(); |
| 1353 | generator.graph = graph; |
| 1354 | generator.format = gl4; |
| 1355 | |
| 1356 | const auto code = generator.createShaderCode(); |
| 1357 | |
| 1358 | // THEN |
| 1359 | const auto expected = QByteArrayList() |
| 1360 | << "#version 400 core" |
| 1361 | << "" |
| 1362 | << "in vec4 globalIn0;" |
| 1363 | << "in float globalIn1;" |
| 1364 | << "out vec4 globalOut0;" |
| 1365 | << "out float globalOut1;" |
| 1366 | << "" |
| 1367 | << "void main()" |
| 1368 | << "{" |
| 1369 | << " globalOut0 = globalIn0;" |
| 1370 | << " globalOut1 = globalIn1;" |
| 1371 | << "}" |
| 1372 | << "" ; |
| 1373 | QCOMPARE(code, expected.join("\n" )); |
| 1374 | } |
| 1375 | |
| 1376 | void tst_QShaderGenerator::shouldHandleExpressionsInInputNodes() |
| 1377 | { |
| 1378 | // GIVEN |
| 1379 | const auto gl4 = createFormat(api: QShaderFormat::OpenGLCoreProfile, majorVersion: 4, minorVersion: 0); |
| 1380 | |
| 1381 | auto input = createNode(ports: { |
| 1382 | createPort(portDirection: QShaderNodePort::Output, portName: "output" ) |
| 1383 | }); |
| 1384 | input.addRule(format: gl4, rule: QShaderNode::Rule("float $output = 3 + 4;" )); |
| 1385 | |
| 1386 | auto output = createNode(ports: { |
| 1387 | createPort(portDirection: QShaderNodePort::Input, portName: "input" ) |
| 1388 | }); |
| 1389 | |
| 1390 | output.addRule(format: gl4, rule: QShaderNode::Rule("globalOut = $input;" , |
| 1391 | QByteArrayList() << "out float globalOut;" )); |
| 1392 | |
| 1393 | // WHEN |
| 1394 | const auto graph = [=] { |
| 1395 | auto res = QShaderGraph(); |
| 1396 | |
| 1397 | res.addNode(node: input); |
| 1398 | res.addNode(node: output); |
| 1399 | |
| 1400 | res.addEdge(edge: createEdge(sourceUuid: input.uuid(), sourceName: "output" , targetUuid: output.uuid(), targetName: "input" )); |
| 1401 | |
| 1402 | return res; |
| 1403 | }(); |
| 1404 | |
| 1405 | auto generator = QShaderGenerator(); |
| 1406 | generator.graph = graph; |
| 1407 | generator.format = gl4; |
| 1408 | |
| 1409 | const auto code = generator.createShaderCode(); |
| 1410 | |
| 1411 | // THEN |
| 1412 | const auto expected = QByteArrayList() |
| 1413 | << "#version 400 core" |
| 1414 | << "" |
| 1415 | << "out float globalOut;" |
| 1416 | << "" |
| 1417 | << "void main()" |
| 1418 | << "{" |
| 1419 | << " globalOut = 3 + 4;" |
| 1420 | << "}" |
| 1421 | << "" ; |
| 1422 | QCOMPARE(code, expected.join("\n" )); |
| 1423 | } |
| 1424 | |
| 1425 | QTEST_MAIN(tst_QShaderGenerator) |
| 1426 | |
| 1427 | #include "tst_qshadergenerator.moc" |
| 1428 | |