mirror of https://github.com/qt/qt3d.git
235 lines
8.9 KiB
C++
235 lines
8.9 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 Qt3D module 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 <QMutex>
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#include <QWaitCondition>
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#include <QThread>
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#include <Qt3DRender/private/renderer_p.h>
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#include <Qt3DRender/private/viewportnode_p.h>
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#include <Qt3DRender/private/renderview_p.h>
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#include <Qt3DRender/private/renderviewbuilder_p.h>
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class tst_Renderer : public QObject
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{
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Q_OBJECT
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public :
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tst_Renderer() {}
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~tst_Renderer() {}
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private Q_SLOTS:
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void checkRenderBinJobs()
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{
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// GIVEN
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Qt3DRender::Render::NodeManagers nodeManagers;
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Qt3DRender::Render::Renderer renderer(Qt3DRender::QRenderAspect::Synchronous);
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Qt3DRender::Render::RenderSettings settings;
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// owned by FG manager
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Qt3DRender::Render::ViewportNode *fgRoot = new Qt3DRender::Render::ViewportNode();
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const Qt3DCore::QNodeId fgRootId = Qt3DCore::QNodeId::createId();
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nodeManagers.frameGraphManager()->appendNode(fgRootId, fgRoot);
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settings.setActiveFrameGraphId(fgRootId);
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renderer.setNodeManagers(&nodeManagers);
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renderer.setSettings(&settings);
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renderer.initialize();
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const int singleRenderViewJobCount = 12 + 2 * Qt3DRender::Render::RenderViewBuilder::optimalJobCount();
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// RenderViewBuilder renderViewJob,
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// renderableEntityFilterJob,
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// lightGatherJob,
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// computableEntityFilterJob,
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// syncRenderViewInitializationJob,
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// syncFrustumCullingJob,
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// filterEntityByLayerJob,
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// filterProximityJob,
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// setClearDrawBufferIndexJob,
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// frustumCullingJob,
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// syncRenderCommandBuldingJob,
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// syncRenderViewCommandBuilderJob)
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// n * (RenderViewCommandBuildJobs + MaterialGathererJobs
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// WHEN (nothing dirty, no buffers)
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QVector<Qt3DCore::QAspectJobPtr> jobs = renderer.renderBinJobs();
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// THEN (level
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QCOMPARE(jobs.size(),
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1 + // updateLevelOfDetailJob
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1 + // cleanupJob
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1 + // sendRenderCaptureJob
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1 + // sendBufferCaptureJob
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1 + // filterCompatibleTechniquesJob
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1 + // VAOGatherer
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1 + // updateSkinningPaletteJob
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singleRenderViewJobCount); // Only valid for the first call to renderBinJobs(), since subsequent calls won't have the renderqueue reset
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// WHEN
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renderer.markDirty(Qt3DRender::Render::AbstractRenderer::EntityEnabledDirty, nullptr);
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jobs = renderer.renderBinJobs();
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// THEN (level
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QCOMPARE(jobs.size(),
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1 + // updateLevelOfDetailJob
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1 + // cleanupJob
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1 + // sendRenderCaptureJob
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1 + // sendBufferCaptureJob
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1 + // filterCompatibleTechniquesJob
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1 + // VAOGatherer
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1 + // updateSkinningPaletteJob
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1); // EntityEnabledDirty
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renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
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// WHEN
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renderer.markDirty(Qt3DRender::Render::AbstractRenderer::TransformDirty, nullptr);
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jobs = renderer.renderBinJobs();
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// THEN (level
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QCOMPARE(jobs.size(),
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1 + // updateLevelOfDetailJob
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1 + // cleanupJob
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1 + // sendRenderCaptureJob
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1 + // sendBufferCaptureJob
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1 + // filterCompatibleTechniquesJob
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1 + // VAOGatherer
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1 + // WorldTransformJob
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1 + // UpdateWorldBoundingVolume
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1 + // UpdateShaderDataTransform
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1 + // updateSkinningPaletteJob
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1); // ExpandBoundingVolumeJob
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renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
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// WHEN
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renderer.markDirty(Qt3DRender::Render::AbstractRenderer::GeometryDirty, nullptr);
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jobs = renderer.renderBinJobs();
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// THEN (level
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QCOMPARE(jobs.size(),
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1 + // updateLevelOfDetailJob
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1 + // cleanupJob
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1 + // sendRenderCaptureJob
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1 + // sendBufferCaptureJob
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1 + // filterCompatibleTechniquesJob
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1 + // VAOGatherer
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1 + // CalculateBoundingVolumeJob
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1 + // UpdateMeshTriangleListJob
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1 + // updateSkinningPaletteJob
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1); // ExpandBoundingVolumeJob
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renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
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// WHEN
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renderer.markDirty(Qt3DRender::Render::AbstractRenderer::BuffersDirty, nullptr);
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jobs = renderer.renderBinJobs();
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// THEN (level
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QCOMPARE(jobs.size(),
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1 + // updateLevelOfDetailJob
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1 + // cleanupJob
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1 + // sendRenderCaptureJob
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1 + // sendBufferCaptureJob
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1 + // filterCompatibleTechniquesJob
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1 + // VAOGatherer
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1 + // updateSkinningPaletteJob
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1); // BufferGathererJob
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renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
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// WHEN
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renderer.markDirty(Qt3DRender::Render::AbstractRenderer::ShadersDirty, nullptr);
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jobs = renderer.renderBinJobs();
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// THEN (level
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QCOMPARE(jobs.size(),
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1 + // updateLevelOfDetailJob
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1 + // cleanupJob
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1 + // sendRenderCaptureJob
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1 + // sendBufferCaptureJob
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1 + // filterCompatibleTechniquesJob
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1 + // VAOGatherer
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1 + // updateSkinningPaletteJob
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1); // ShaderGathererJob
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renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
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// WHEN
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renderer.markDirty(Qt3DRender::Render::AbstractRenderer::TexturesDirty, nullptr);
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jobs = renderer.renderBinJobs();
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// THEN (level
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QCOMPARE(jobs.size(),
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1 + // updateLevelOfDetailJob
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1 + // cleanupJob
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1 + // sendRenderCaptureJob
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1 + // sendBufferCaptureJob
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1 + // filterCompatibleTechniquesJob
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1 + // VAOGatherer
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1 + // TexturesGathererJob
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1 + // updateSkinningPaletteJob
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1); // SyncTexturesGathererJob
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renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
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// WHEN
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renderer.markDirty(Qt3DRender::Render::AbstractRenderer::AllDirty, nullptr);
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jobs = renderer.renderBinJobs();
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// THEN (level
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QCOMPARE(jobs.size(),
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1 + // updateLevelOfDetailJob
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1 + // cleanupJob
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1 + // sendRenderCaptureJob
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1 + // sendBufferCaptureJob
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1 + // filterCompatibleTechniquesJob
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1 + // VAOGatherer
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1 + // EntityEnabledDirty
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1 + // WorldTransformJob
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1 + // UpdateWorldBoundingVolume
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1 + // UpdateShaderDataTransform
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1 + // ExpandBoundingVolumeJob
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1 + // CalculateBoundingVolumeJob
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1 + // UpdateMeshTriangleListJob
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1 + // BufferGathererJob
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1 + // ShaderGathererJob
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1 + // TexturesGathererJob
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1 + // updateSkinningPaletteJob
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1); // SyncTexturesGathererJob
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renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
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}
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};
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QTEST_MAIN(tst_Renderer)
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#include "tst_renderer.moc"
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