dd04551504
In particular, go through QMetaType/QMetaEnum to deal with enums. Change-Id: I2e847ba328eb46609b86b3dfd6c4dbf532d78b7d Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
620 lines
30 KiB
C++
620 lines
30 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the test suite of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:GPL-EXCEPT$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3 as published by the Free Software
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** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include <QtTest/QtTest>
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#include <QtCore/qbuffer.h>
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#include <QtGui/private/qshadergraphloader_p.h>
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#include <QtGui/private/qshaderlanguage_p.h>
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using QBufferPointer = QSharedPointer<QBuffer>;
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Q_DECLARE_METATYPE(QBufferPointer);
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using PrototypeHash = QHash<QString, QShaderNode>;
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Q_DECLARE_METATYPE(PrototypeHash);
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namespace
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{
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QBufferPointer createBuffer(const QByteArray &data, QIODevice::OpenMode openMode = QIODevice::ReadOnly)
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{
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auto buffer = QBufferPointer::create();
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buffer->setData(data);
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if (openMode != QIODevice::NotOpen)
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buffer->open(openMode);
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return buffer;
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}
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QShaderFormat createFormat(QShaderFormat::Api api, int majorVersion, int minorVersion)
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{
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auto format = QShaderFormat();
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format.setApi(api);
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format.setVersion(QVersionNumber(majorVersion, minorVersion));
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return format;
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}
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QShaderNodePort createPort(QShaderNodePort::Direction portDirection, const QString &portName)
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{
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auto port = QShaderNodePort();
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port.direction = portDirection;
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port.name = portName;
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return port;
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}
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QShaderNode createNode(const QVector<QShaderNodePort> &ports)
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{
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auto node = QShaderNode();
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node.setUuid(QUuid::createUuid());
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for (const auto &port : ports)
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node.addPort(port);
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return node;
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}
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QShaderGraph::Edge createEdge(const QUuid &sourceUuid, const QString &sourceName,
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const QUuid &targetUuid, const QString &targetName)
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{
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auto edge = QShaderGraph::Edge();
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edge.sourceNodeUuid = sourceUuid;
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edge.sourcePortName = sourceName;
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edge.targetNodeUuid = targetUuid;
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edge.targetPortName = targetName;
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return edge;
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}
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QShaderGraph createGraph()
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{
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const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
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const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
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auto graph = QShaderGraph();
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auto worldPosition = createNode({
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createPort(QShaderNodePort::Output, "value")
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});
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worldPosition.setUuid(QUuid("{00000000-0000-0000-0000-000000000001}"));
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worldPosition.setParameter("name", "worldPosition");
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worldPosition.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(QShaderLanguage::Input));
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worldPosition.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(QShaderLanguage::Vec3));
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worldPosition.addRule(openGLES2, QShaderNode::Rule("highp $type $value = $name;",
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QByteArrayList() << "$qualifier highp $type $name;"));
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worldPosition.addRule(openGL3, QShaderNode::Rule("$type $value = $name;",
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QByteArrayList() << "$qualifier $type $name;"));
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auto texture = createNode({
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createPort(QShaderNodePort::Output, "texture")
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});
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texture.setUuid(QUuid("{00000000-0000-0000-0000-000000000002}"));
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texture.addRule(openGLES2, QShaderNode::Rule("sampler2D $texture = texture;",
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QByteArrayList() << "uniform sampler2D texture;"));
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texture.addRule(openGL3, QShaderNode::Rule("sampler2D $texture = texture;",
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QByteArrayList() << "uniform sampler2D texture;"));
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auto texCoord = createNode({
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createPort(QShaderNodePort::Output, "texCoord")
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});
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texCoord.setUuid(QUuid("{00000000-0000-0000-0000-000000000003}"));
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texCoord.addRule(openGLES2, QShaderNode::Rule("highp vec2 $texCoord = texCoord;",
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QByteArrayList() << "varying highp vec2 texCoord;"));
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texCoord.addRule(openGL3, QShaderNode::Rule("vec2 $texCoord = texCoord;",
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QByteArrayList() << "in vec2 texCoord;"));
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auto lightIntensity = createNode({
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createPort(QShaderNodePort::Output, "value")
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});
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lightIntensity.setUuid(QUuid("{00000000-0000-0000-0000-000000000004}"));
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lightIntensity.setParameter("name", "defaultName");
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lightIntensity.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(QShaderLanguage::Uniform));
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lightIntensity.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(QShaderLanguage::Float));
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lightIntensity.addRule(openGLES2, QShaderNode::Rule("highp $type $value = $name;",
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QByteArrayList() << "$qualifier highp $type $name;"));
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lightIntensity.addRule(openGL3, QShaderNode::Rule("$type $value = $name;",
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QByteArrayList() << "$qualifier $type $name;"));
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auto exposure = createNode({
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createPort(QShaderNodePort::Output, "exposure")
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});
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exposure.setUuid(QUuid("{00000000-0000-0000-0000-000000000005}"));
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exposure.addRule(openGLES2, QShaderNode::Rule("highp float $exposure = exposure;",
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QByteArrayList() << "uniform highp float exposure;"));
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exposure.addRule(openGL3, QShaderNode::Rule("float $exposure = exposure;",
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QByteArrayList() << "uniform float exposure;"));
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auto fragColor = createNode({
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createPort(QShaderNodePort::Input, "fragColor")
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});
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fragColor.setUuid(QUuid("{00000000-0000-0000-0000-000000000006}"));
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fragColor.addRule(openGLES2, QShaderNode::Rule("gl_fragColor = $fragColor;"));
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fragColor.addRule(openGL3, QShaderNode::Rule("fragColor = $fragColor;",
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QByteArrayList() << "out vec4 fragColor;"));
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auto sampleTexture = createNode({
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createPort(QShaderNodePort::Input, "sampler"),
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createPort(QShaderNodePort::Input, "coord"),
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createPort(QShaderNodePort::Output, "color")
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});
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sampleTexture.setUuid(QUuid("{00000000-0000-0000-0000-000000000007}"));
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sampleTexture.addRule(openGLES2, QShaderNode::Rule("highp vec4 $color = texture2D($sampler, $coord);"));
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sampleTexture.addRule(openGL3, QShaderNode::Rule("vec4 $color = texture2D($sampler, $coord);"));
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auto lightFunction = createNode({
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createPort(QShaderNodePort::Input, "baseColor"),
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createPort(QShaderNodePort::Input, "position"),
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createPort(QShaderNodePort::Input, "lightIntensity"),
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createPort(QShaderNodePort::Output, "outputColor")
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});
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lightFunction.setUuid(QUuid("{00000000-0000-0000-0000-000000000008}"));
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lightFunction.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
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QByteArrayList() << "#pragma include es2/lightmodel.frag.inc"));
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lightFunction.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
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QByteArrayList() << "#pragma include gl3/lightmodel.frag.inc"));
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auto exposureFunction = createNode({
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createPort(QShaderNodePort::Input, "inputColor"),
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createPort(QShaderNodePort::Input, "exposure"),
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createPort(QShaderNodePort::Output, "outputColor")
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});
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exposureFunction.setUuid(QUuid("{00000000-0000-0000-0000-000000000009}"));
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exposureFunction.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = $inputColor * pow(2.0, $exposure);"));
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exposureFunction.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = $inputColor * pow(2.0, $exposure);"));
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graph.addNode(worldPosition);
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graph.addNode(texture);
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graph.addNode(texCoord);
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graph.addNode(lightIntensity);
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graph.addNode(exposure);
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graph.addNode(fragColor);
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graph.addNode(sampleTexture);
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graph.addNode(lightFunction);
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graph.addNode(exposureFunction);
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graph.addEdge(createEdge(texture.uuid(), "texture", sampleTexture.uuid(), "sampler"));
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graph.addEdge(createEdge(texCoord.uuid(), "texCoord", sampleTexture.uuid(), "coord"));
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graph.addEdge(createEdge(worldPosition.uuid(), "value", lightFunction.uuid(), "position"));
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graph.addEdge(createEdge(sampleTexture.uuid(), "color", lightFunction.uuid(), "baseColor"));
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graph.addEdge(createEdge(lightIntensity.uuid(), "value", lightFunction.uuid(), "lightIntensity"));
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graph.addEdge(createEdge(lightFunction.uuid(), "outputColor", exposureFunction.uuid(), "inputColor"));
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graph.addEdge(createEdge(exposure.uuid(), "exposure", exposureFunction.uuid(), "exposure"));
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graph.addEdge(createEdge(exposureFunction.uuid(), "outputColor", fragColor.uuid(), "fragColor"));
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return graph;
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}
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void debugStatement(const QString &prefix, const QShaderGraph::Statement &statement)
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{
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qDebug() << prefix << statement.inputs << statement.uuid().toString() << statement.outputs;
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}
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void dumpStatementsIfNeeded(const QVector<QShaderGraph::Statement> &statements, const QVector<QShaderGraph::Statement> &expected)
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{
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if (statements != expected) {
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for (int i = 0; i < qMax(statements.size(), expected.size()); i++) {
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qDebug() << "----" << i << "----";
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if (i < statements.size())
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debugStatement("A:", statements.at(i));
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if (i < expected.size())
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debugStatement("E:", expected.at(i));
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qDebug() << "-----------";
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}
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}
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}
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}
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class tst_QShaderGraphLoader : public QObject
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{
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Q_OBJECT
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private slots:
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void shouldManipulateLoaderMembers();
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void shouldLoadFromJsonStream_data();
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void shouldLoadFromJsonStream();
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};
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void tst_QShaderGraphLoader::shouldManipulateLoaderMembers()
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{
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// GIVEN
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auto loader = QShaderGraphLoader();
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// THEN (default state)
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QCOMPARE(loader.status(), QShaderGraphLoader::Null);
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QVERIFY(!loader.device());
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QVERIFY(loader.graph().nodes().isEmpty());
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QVERIFY(loader.graph().edges().isEmpty());
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QVERIFY(loader.prototypes().isEmpty());
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// WHEN
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auto device1 = createBuffer(QByteArray("..........."), QIODevice::NotOpen);
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loader.setDevice(device1.data());
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// THEN
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QCOMPARE(loader.status(), QShaderGraphLoader::Error);
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QCOMPARE(loader.device(), device1.data());
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QVERIFY(loader.graph().nodes().isEmpty());
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QVERIFY(loader.graph().edges().isEmpty());
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// WHEN
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auto device2 = createBuffer(QByteArray("..........."), QIODevice::ReadOnly);
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loader.setDevice(device2.data());
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// THEN
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QCOMPARE(loader.status(), QShaderGraphLoader::Waiting);
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QCOMPARE(loader.device(), device2.data());
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QVERIFY(loader.graph().nodes().isEmpty());
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QVERIFY(loader.graph().edges().isEmpty());
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// WHEN
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const auto prototypes = [this]{
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auto res = QHash<QString, QShaderNode>();
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res.insert("foo", createNode({}));
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return res;
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}();
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loader.setPrototypes(prototypes);
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// THEN
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QCOMPARE(loader.prototypes().size(), prototypes.size());
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QVERIFY(loader.prototypes().contains("foo"));
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QCOMPARE(loader.prototypes().value("foo").uuid(), prototypes.value("foo").uuid());
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}
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void tst_QShaderGraphLoader::shouldLoadFromJsonStream_data()
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{
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QTest::addColumn<QBufferPointer>("device");
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QTest::addColumn<PrototypeHash>("prototypes");
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QTest::addColumn<QShaderGraph>("graph");
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QTest::addColumn<QShaderGraphLoader::Status>("status");
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QTest::newRow("empty") << createBuffer("", QIODevice::ReadOnly) << PrototypeHash()
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<< QShaderGraph() << QShaderGraphLoader::Error;
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const auto smallJson = "{"
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" \"nodes\": ["
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" {"
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" \"uuid\": \"{00000000-0000-0000-0000-000000000001}\","
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" \"type\": \"MyInput\""
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" },"
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" {"
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" \"uuid\": \"{00000000-0000-0000-0000-000000000002}\","
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" \"type\": \"MyOutput\""
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" },"
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" {"
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" \"uuid\": \"{00000000-0000-0000-0000-000000000003}\","
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" \"type\": \"MyFunction\""
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" }"
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" ],"
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" \"edges\": ["
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" {"
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" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000001}\","
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" \"sourcePort\": \"input\","
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" \"targetUuid\": \"{00000000-0000-0000-0000-000000000003}\","
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" \"targetPort\": \"functionInput\""
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" },"
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" {"
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" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000003}\","
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" \"sourcePort\": \"functionOutput\","
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" \"targetUuid\": \"{00000000-0000-0000-0000-000000000002}\","
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" \"targetPort\": \"output\""
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" }"
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" ]"
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"}";
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const auto smallProtos = [this]{
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auto protos = PrototypeHash();
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auto input = createNode({
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createPort(QShaderNodePort::Output, "input")
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});
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protos.insert("MyInput", input);
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auto output = createNode({
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createPort(QShaderNodePort::Input, "output")
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});
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protos.insert("MyOutput", output);
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auto function = createNode({
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createPort(QShaderNodePort::Input, "functionInput"),
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createPort(QShaderNodePort::Output, "functionOutput")
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});
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protos.insert("MyFunction", function);
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return protos;
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}();
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const auto smallGraph = [this]{
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auto graph = QShaderGraph();
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auto input = createNode({
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createPort(QShaderNodePort::Output, "input")
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});
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input.setUuid(QUuid("{00000000-0000-0000-0000-000000000001}"));
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auto output = createNode({
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createPort(QShaderNodePort::Input, "output")
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});
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output.setUuid(QUuid("{00000000-0000-0000-0000-000000000002}"));
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auto function = createNode({
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createPort(QShaderNodePort::Input, "functionInput"),
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createPort(QShaderNodePort::Output, "functionOutput")
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});
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function.setUuid(QUuid("{00000000-0000-0000-0000-000000000003}"));
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graph.addNode(input);
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graph.addNode(output);
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graph.addNode(function);
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graph.addEdge(createEdge(input.uuid(), "input", function.uuid(), "functionInput"));
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graph.addEdge(createEdge(function.uuid(), "functionOutput", output.uuid(), "output"));
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return graph;
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}();
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QTest::newRow("TwoNodesOneEdge") << createBuffer(smallJson) << smallProtos << smallGraph << QShaderGraphLoader::Ready;
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QTest::newRow("NotOpen") << createBuffer(smallJson, QIODevice::NotOpen) << smallProtos << QShaderGraph() << QShaderGraphLoader::Error;
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QTest::newRow("NoPrototype") << createBuffer(smallJson) << PrototypeHash() << QShaderGraph() << QShaderGraphLoader::Error;
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const auto complexJson = "{"
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" \"nodes\": ["
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" {"
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" \"uuid\": \"{00000000-0000-0000-0000-000000000001}\","
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" \"type\": \"inputValue\","
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" \"parameters\": {"
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" \"name\": \"worldPosition\","
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" \"qualifier\": {"
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" \"type\": \"QShaderLanguage::StorageQualifier\","
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" \"value\": \"QShaderLanguage::Input\""
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" },"
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" \"type\": {"
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" \"type\": \"QShaderLanguage::VariableType\","
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" \"value\": \"QShaderLanguage::Vec3\""
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" }"
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" }"
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" },"
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" {"
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" \"uuid\": \"{00000000-0000-0000-0000-000000000002}\","
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" \"type\": \"texture\""
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" },"
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" {"
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" \"uuid\": \"{00000000-0000-0000-0000-000000000003}\","
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" \"type\": \"texCoord\""
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" },"
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" {"
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" \"uuid\": \"{00000000-0000-0000-0000-000000000004}\","
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" \"type\": \"inputValue\""
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" },"
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" {"
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" \"uuid\": \"{00000000-0000-0000-0000-000000000005}\","
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" \"type\": \"exposure\""
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" },"
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" {"
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" \"uuid\": \"{00000000-0000-0000-0000-000000000006}\","
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" \"type\": \"fragColor\""
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" },"
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" {"
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" \"uuid\": \"{00000000-0000-0000-0000-000000000007}\","
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" \"type\": \"sampleTexture\""
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" },"
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" {"
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" \"uuid\": \"{00000000-0000-0000-0000-000000000008}\","
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" \"type\": \"lightModel\""
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" },"
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" {"
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" \"uuid\": \"{00000000-0000-0000-0000-000000000009}\","
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" \"type\": \"exposureFunction\""
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" }"
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" ],"
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" \"edges\": ["
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" {"
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" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000002}\","
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" \"sourcePort\": \"texture\","
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" \"targetUuid\": \"{00000000-0000-0000-0000-000000000007}\","
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" \"targetPort\": \"sampler\""
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" },"
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" {"
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" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000003}\","
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" \"sourcePort\": \"texCoord\","
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" \"targetUuid\": \"{00000000-0000-0000-0000-000000000007}\","
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" \"targetPort\": \"coord\""
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" },"
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" {"
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" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000001}\","
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" \"sourcePort\": \"value\","
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" \"targetUuid\": \"{00000000-0000-0000-0000-000000000008}\","
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" \"targetPort\": \"position\""
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" },"
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" {"
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" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000007}\","
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" \"sourcePort\": \"color\","
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" \"targetUuid\": \"{00000000-0000-0000-0000-000000000008}\","
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" \"targetPort\": \"baseColor\""
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" },"
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" {"
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" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000004}\","
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" \"sourcePort\": \"value\","
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" \"targetUuid\": \"{00000000-0000-0000-0000-000000000008}\","
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" \"targetPort\": \"lightIntensity\""
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" },"
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" {"
|
|
" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000008}\","
|
|
" \"sourcePort\": \"outputColor\","
|
|
" \"targetUuid\": \"{00000000-0000-0000-0000-000000000009}\","
|
|
" \"targetPort\": \"inputColor\""
|
|
" },"
|
|
" {"
|
|
" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000005}\","
|
|
" \"sourcePort\": \"exposure\","
|
|
" \"targetUuid\": \"{00000000-0000-0000-0000-000000000009}\","
|
|
" \"targetPort\": \"exposure\""
|
|
" },"
|
|
" {"
|
|
" \"sourceUuid\": \"{00000000-0000-0000-0000-000000000009}\","
|
|
" \"sourcePort\": \"outputColor\","
|
|
" \"targetUuid\": \"{00000000-0000-0000-0000-000000000006}\","
|
|
" \"targetPort\": \"fragColor\""
|
|
" }"
|
|
" ]"
|
|
"}";
|
|
|
|
const auto complexProtos = [this]{
|
|
const auto openGLES2 = createFormat(QShaderFormat::OpenGLES, 2, 0);
|
|
const auto openGL3 = createFormat(QShaderFormat::OpenGLCoreProfile, 3, 0);
|
|
|
|
auto protos = PrototypeHash();
|
|
|
|
auto inputValue = createNode({
|
|
createPort(QShaderNodePort::Output, "value")
|
|
});
|
|
inputValue.setParameter("name", "defaultName");
|
|
inputValue.setParameter("qualifier", QVariant::fromValue<QShaderLanguage::StorageQualifier>(QShaderLanguage::Uniform));
|
|
inputValue.setParameter("type", QVariant::fromValue<QShaderLanguage::VariableType>(QShaderLanguage::Float));
|
|
inputValue.addRule(openGLES2, QShaderNode::Rule("highp $type $value = $name;",
|
|
QByteArrayList() << "$qualifier highp $type $name;"));
|
|
inputValue.addRule(openGL3, QShaderNode::Rule("$type $value = $name;",
|
|
QByteArrayList() << "$qualifier $type $name;"));
|
|
protos.insert("inputValue", inputValue);
|
|
|
|
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;"));
|
|
protos.insert("texture", 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;"));
|
|
protos.insert("texCoord", texCoord);
|
|
|
|
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;"));
|
|
protos.insert("exposure", 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;"));
|
|
protos.insert("fragColor", 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);"));
|
|
protos.insert("sampleTexture", sampleTexture);
|
|
|
|
auto lightModel = createNode({
|
|
createPort(QShaderNodePort::Input, "baseColor"),
|
|
createPort(QShaderNodePort::Input, "position"),
|
|
createPort(QShaderNodePort::Input, "lightIntensity"),
|
|
createPort(QShaderNodePort::Output, "outputColor")
|
|
});
|
|
lightModel.addRule(openGLES2, QShaderNode::Rule("highp vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
|
|
QByteArrayList() << "#pragma include es2/lightmodel.frag.inc"));
|
|
lightModel.addRule(openGL3, QShaderNode::Rule("vec4 $outputColor = lightModel($baseColor, $position, $lightIntensity);",
|
|
QByteArrayList() << "#pragma include gl3/lightmodel.frag.inc"));
|
|
protos.insert("lightModel", lightModel);
|
|
|
|
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);"));
|
|
protos.insert("exposureFunction", exposureFunction);
|
|
|
|
return protos;
|
|
}();
|
|
|
|
const auto complexGraph = createGraph();
|
|
|
|
QTest::newRow("ComplexGraph") << createBuffer(complexJson) << complexProtos << complexGraph << QShaderGraphLoader::Ready;
|
|
}
|
|
|
|
void tst_QShaderGraphLoader::shouldLoadFromJsonStream()
|
|
{
|
|
// GIVEN
|
|
QFETCH(QBufferPointer, device);
|
|
QFETCH(PrototypeHash, prototypes);
|
|
|
|
auto loader = QShaderGraphLoader();
|
|
|
|
// WHEN
|
|
loader.setPrototypes(prototypes);
|
|
loader.setDevice(device.data());
|
|
loader.load();
|
|
|
|
// THEN
|
|
QFETCH(QShaderGraphLoader::Status, status);
|
|
QCOMPARE(loader.status(), status);
|
|
|
|
QFETCH(QShaderGraph, graph);
|
|
const auto statements = loader.graph().createStatements();
|
|
const auto expected = graph.createStatements();
|
|
dumpStatementsIfNeeded(statements, expected);
|
|
QCOMPARE(statements, expected);
|
|
|
|
const auto sortedParameters = [](const QShaderNode &node) {
|
|
auto res = node.parameterNames();
|
|
res.sort();
|
|
return res;
|
|
};
|
|
|
|
for (int i = 0; i < statements.size(); i++) {
|
|
const auto actualNode = statements.at(i).node;
|
|
const auto expectedNode = expected.at(i).node;
|
|
|
|
QCOMPARE(actualNode.ports(), expectedNode.ports());
|
|
QCOMPARE(sortedParameters(actualNode), sortedParameters(expectedNode));
|
|
for (const auto &name : expectedNode.parameterNames()) {
|
|
QCOMPARE(actualNode.parameter(name), expectedNode.parameter(name));
|
|
}
|
|
QCOMPARE(actualNode.availableFormats(), expectedNode.availableFormats());
|
|
for (const auto &format : expectedNode.availableFormats()) {
|
|
QCOMPARE(actualNode.rule(format), expectedNode.rule(format));
|
|
}
|
|
}
|
|
}
|
|
|
|
QTEST_MAIN(tst_QShaderGraphLoader)
|
|
|
|
#include "tst_qshadergraphloader.moc"
|