qt5base-lts/tests/auto/gui/util/qshadergraphloader/tst_qshadergraphloader.cpp
Kevin Ottens 236284357f Add support for layers in QShaderGraphLoader format
Change-Id: I5038600e73523ac7eb37a88ddff1f942af18f18e
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
2017-08-02 17:34:52 +00:00

626 lines
30 KiB
C++

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