qt3d/tests/auto/render/renderer/tst_renderer.cpp

235 lines
8.9 KiB
C++

/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module 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 <QMutex>
#include <QWaitCondition>
#include <QThread>
#include <Qt3DRender/private/renderer_p.h>
#include <Qt3DRender/private/viewportnode_p.h>
#include <Qt3DRender/private/renderview_p.h>
#include <Qt3DRender/private/renderviewbuilder_p.h>
class tst_Renderer : public QObject
{
Q_OBJECT
public :
tst_Renderer() {}
~tst_Renderer() {}
private Q_SLOTS:
void checkRenderBinJobs()
{
// GIVEN
Qt3DRender::Render::NodeManagers nodeManagers;
Qt3DRender::Render::Renderer renderer(Qt3DRender::QRenderAspect::Synchronous);
Qt3DRender::Render::RenderSettings settings;
// owned by FG manager
Qt3DRender::Render::ViewportNode *fgRoot = new Qt3DRender::Render::ViewportNode();
const Qt3DCore::QNodeId fgRootId = Qt3DCore::QNodeId::createId();
nodeManagers.frameGraphManager()->appendNode(fgRootId, fgRoot);
settings.setActiveFrameGraphId(fgRootId);
renderer.setNodeManagers(&nodeManagers);
renderer.setSettings(&settings);
renderer.initialize();
const int singleRenderViewJobCount = 12 + 2 * Qt3DRender::Render::RenderViewBuilder::optimalJobCount();
// RenderViewBuilder renderViewJob,
// renderableEntityFilterJob,
// lightGatherJob,
// computableEntityFilterJob,
// syncRenderViewInitializationJob,
// syncFrustumCullingJob,
// filterEntityByLayerJob,
// filterProximityJob,
// setClearDrawBufferIndexJob,
// frustumCullingJob,
// syncRenderCommandBuldingJob,
// syncRenderViewCommandBuilderJob)
// n * (RenderViewCommandBuildJobs + MaterialGathererJobs
// WHEN (nothing dirty, no buffers)
QVector<Qt3DCore::QAspectJobPtr> jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // updateLevelOfDetailJob
1 + // cleanupJob
1 + // sendRenderCaptureJob
1 + // sendBufferCaptureJob
1 + // filterCompatibleTechniquesJob
1 + // VAOGatherer
1 + // updateSkinningPaletteJob
singleRenderViewJobCount); // Only valid for the first call to renderBinJobs(), since subsequent calls won't have the renderqueue reset
// WHEN
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::EntityEnabledDirty, nullptr);
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // updateLevelOfDetailJob
1 + // cleanupJob
1 + // sendRenderCaptureJob
1 + // sendBufferCaptureJob
1 + // filterCompatibleTechniquesJob
1 + // VAOGatherer
1 + // updateSkinningPaletteJob
1); // EntityEnabledDirty
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
// WHEN
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::TransformDirty, nullptr);
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // updateLevelOfDetailJob
1 + // cleanupJob
1 + // sendRenderCaptureJob
1 + // sendBufferCaptureJob
1 + // filterCompatibleTechniquesJob
1 + // VAOGatherer
1 + // WorldTransformJob
1 + // UpdateWorldBoundingVolume
1 + // UpdateShaderDataTransform
1 + // updateSkinningPaletteJob
1); // ExpandBoundingVolumeJob
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
// WHEN
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::GeometryDirty, nullptr);
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // updateLevelOfDetailJob
1 + // cleanupJob
1 + // sendRenderCaptureJob
1 + // sendBufferCaptureJob
1 + // filterCompatibleTechniquesJob
1 + // VAOGatherer
1 + // CalculateBoundingVolumeJob
1 + // UpdateMeshTriangleListJob
1 + // updateSkinningPaletteJob
1); // ExpandBoundingVolumeJob
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
// WHEN
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::BuffersDirty, nullptr);
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // updateLevelOfDetailJob
1 + // cleanupJob
1 + // sendRenderCaptureJob
1 + // sendBufferCaptureJob
1 + // filterCompatibleTechniquesJob
1 + // VAOGatherer
1 + // updateSkinningPaletteJob
1); // BufferGathererJob
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
// WHEN
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::ShadersDirty, nullptr);
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // updateLevelOfDetailJob
1 + // cleanupJob
1 + // sendRenderCaptureJob
1 + // sendBufferCaptureJob
1 + // filterCompatibleTechniquesJob
1 + // VAOGatherer
1 + // updateSkinningPaletteJob
1); // ShaderGathererJob
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
// WHEN
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::TexturesDirty, nullptr);
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // updateLevelOfDetailJob
1 + // cleanupJob
1 + // sendRenderCaptureJob
1 + // sendBufferCaptureJob
1 + // filterCompatibleTechniquesJob
1 + // VAOGatherer
1 + // TexturesGathererJob
1 + // updateSkinningPaletteJob
1); // SyncTexturesGathererJob
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
// WHEN
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::AllDirty, nullptr);
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // updateLevelOfDetailJob
1 + // cleanupJob
1 + // sendRenderCaptureJob
1 + // sendBufferCaptureJob
1 + // filterCompatibleTechniquesJob
1 + // VAOGatherer
1 + // EntityEnabledDirty
1 + // WorldTransformJob
1 + // UpdateWorldBoundingVolume
1 + // UpdateShaderDataTransform
1 + // ExpandBoundingVolumeJob
1 + // CalculateBoundingVolumeJob
1 + // UpdateMeshTriangleListJob
1 + // BufferGathererJob
1 + // ShaderGathererJob
1 + // TexturesGathererJob
1 + // updateSkinningPaletteJob
1); // SyncTexturesGathererJob
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
}
};
QTEST_MAIN(tst_Renderer)
#include "tst_renderer.moc"