qtdeclarative/tests/auto/quick/scenegraph/tst_scenegraph.cpp

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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** 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 <qtest.h>
#if QT_CONFIG(opengl)
#include <QOffscreenSurface>
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#endif
#include <QtQuick>
#include <QtQml>
#if QT_CONFIG(opengl)
#include <private/qopenglcontext_p.h>
#endif
#include <private/qsgcontext_p.h>
#include <private/qsgrenderloop_p.h>
#include "../../shared/util.h"
#include "../shared/visualtestutil.h"
#include <QtGui/private/qguiapplication_p.h>
#include <QtGui/qpa/qplatformintegration.h>
using namespace QQuickVisualTestUtil;
class PerPixelRect : public QQuickItem
{
Q_PROPERTY(QColor color READ color WRITE setColor NOTIFY colorChanged)
Q_OBJECT
public:
PerPixelRect() {
setFlag(ItemHasContents);
}
void setColor(const QColor &c) {
if (c == m_color)
return;
m_color = c;
emit colorChanged(c);
}
QColor color() const { return m_color; }
Add the graphics api independent scenegraph port Opt in via environment variables: QSG_RHI=1 -> enable using QRhi instead of GL QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default (the default is d3d11 on Windows, metal on Mac, gl elsewhere) Or force a given rhi backend via the existing QQuickWindow::setSceneGraphBackend(). Otherwise the default behavior is the same as before, the rhi code path is never active by default. -no-opengl builds are supported in the sense that they work and default to the software backend. However, the rhi code path cannot currently be used in such builds, even though QRhi from qtbase is fully functional with Vulkan, D3D, or Metal even when qtbase was configured with -no-opengl. This cannot be utilized by Quick atm due to OpenGL usage being all over the place in the sources corresponding to the default backend, and those host the rhi code path as well. This will be cleaned up hopefully in Qt 6, with the removal all direct OpenGL usage. Other env.vars.: QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer (assuming the system is set up for this) QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too) QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both merged/unmerged, convert when needed - with some rhi backends this is implicit) QSG_RENDER_LOOP -> to override the render loop as usual. The default with RHI is threaded for Metal, threaded for Vulkan on Windows, basic for Vulkan on Linux and Android (to be checked later), while the existing rules apply for OpenGL. Not supported when running with QRhi: - particles - compressed atlases (though this is transparent to the apps) - QSGRenderNode - QQuickRenderControl - QQuickFramebufferObject - certain QQuickWindow functionality that depends directly on OpenGL - anisotropic filtering for textures - native text may lack some gamma correction - QSGEngine applicability unclear - some QML profiler logs may be incorrect or irrelevant Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-04-23 07:40:59 +00:00
QSGNode *updatePaintNode(QSGNode *node, UpdatePaintNodeData *)
{
Add the graphics api independent scenegraph port Opt in via environment variables: QSG_RHI=1 -> enable using QRhi instead of GL QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default (the default is d3d11 on Windows, metal on Mac, gl elsewhere) Or force a given rhi backend via the existing QQuickWindow::setSceneGraphBackend(). Otherwise the default behavior is the same as before, the rhi code path is never active by default. -no-opengl builds are supported in the sense that they work and default to the software backend. However, the rhi code path cannot currently be used in such builds, even though QRhi from qtbase is fully functional with Vulkan, D3D, or Metal even when qtbase was configured with -no-opengl. This cannot be utilized by Quick atm due to OpenGL usage being all over the place in the sources corresponding to the default backend, and those host the rhi code path as well. This will be cleaned up hopefully in Qt 6, with the removal all direct OpenGL usage. Other env.vars.: QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer (assuming the system is set up for this) QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too) QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both merged/unmerged, convert when needed - with some rhi backends this is implicit) QSG_RENDER_LOOP -> to override the render loop as usual. The default with RHI is threaded for Metal, threaded for Vulkan on Windows, basic for Vulkan on Linux and Android (to be checked later), while the existing rules apply for OpenGL. Not supported when running with QRhi: - particles - compressed atlases (though this is transparent to the apps) - QSGRenderNode - QQuickRenderControl - QQuickFramebufferObject - certain QQuickWindow functionality that depends directly on OpenGL - anisotropic filtering for textures - native text may lack some gamma correction - QSGEngine applicability unclear - some QML profiler logs may be incorrect or irrelevant Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-04-23 07:40:59 +00:00
delete node;
node = new QSGNode;
const int w = width();
const int h = height();
QQuickWindow *win = window();
for (int y = 0; y < h; ++y) {
for (int x = 0; x < w; ++x) {
QSGRectangleNode *rn = win->createRectangleNode();
rn->setRect(x, y, 1, 1);
rn->setColor(m_color);
node->appendChildNode(rn);
}
}
return node;
}
Q_SIGNALS:
Add the graphics api independent scenegraph port Opt in via environment variables: QSG_RHI=1 -> enable using QRhi instead of GL QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default (the default is d3d11 on Windows, metal on Mac, gl elsewhere) Or force a given rhi backend via the existing QQuickWindow::setSceneGraphBackend(). Otherwise the default behavior is the same as before, the rhi code path is never active by default. -no-opengl builds are supported in the sense that they work and default to the software backend. However, the rhi code path cannot currently be used in such builds, even though QRhi from qtbase is fully functional with Vulkan, D3D, or Metal even when qtbase was configured with -no-opengl. This cannot be utilized by Quick atm due to OpenGL usage being all over the place in the sources corresponding to the default backend, and those host the rhi code path as well. This will be cleaned up hopefully in Qt 6, with the removal all direct OpenGL usage. Other env.vars.: QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer (assuming the system is set up for this) QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too) QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both merged/unmerged, convert when needed - with some rhi backends this is implicit) QSG_RENDER_LOOP -> to override the render loop as usual. The default with RHI is threaded for Metal, threaded for Vulkan on Windows, basic for Vulkan on Linux and Android (to be checked later), while the existing rules apply for OpenGL. Not supported when running with QRhi: - particles - compressed atlases (though this is transparent to the apps) - QSGRenderNode - QQuickRenderControl - QQuickFramebufferObject - certain QQuickWindow functionality that depends directly on OpenGL - anisotropic filtering for textures - native text may lack some gamma correction - QSGEngine applicability unclear - some QML profiler logs may be incorrect or irrelevant Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-04-23 07:40:59 +00:00
void colorChanged(const QColor &c);
private:
QColor m_color;
};
class tst_SceneGraph : public QQmlDataTest
{
Q_OBJECT
private slots:
void initTestCase();
void manyWindows_data();
void manyWindows();
void render_data();
void render();
#if QT_CONFIG(opengl)
void hideWithOtherContext();
#endif
void createTextureFromImage_data();
void createTextureFromImage();
private:
bool m_brokenMipmapSupport;
QQuickView *createView(const QString &file, QWindow *parent = nullptr, int x = -1, int y = -1, int w = -1, int h = -1);
Add the graphics api independent scenegraph port Opt in via environment variables: QSG_RHI=1 -> enable using QRhi instead of GL QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default (the default is d3d11 on Windows, metal on Mac, gl elsewhere) Or force a given rhi backend via the existing QQuickWindow::setSceneGraphBackend(). Otherwise the default behavior is the same as before, the rhi code path is never active by default. -no-opengl builds are supported in the sense that they work and default to the software backend. However, the rhi code path cannot currently be used in such builds, even though QRhi from qtbase is fully functional with Vulkan, D3D, or Metal even when qtbase was configured with -no-opengl. This cannot be utilized by Quick atm due to OpenGL usage being all over the place in the sources corresponding to the default backend, and those host the rhi code path as well. This will be cleaned up hopefully in Qt 6, with the removal all direct OpenGL usage. Other env.vars.: QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer (assuming the system is set up for this) QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too) QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both merged/unmerged, convert when needed - with some rhi backends this is implicit) QSG_RENDER_LOOP -> to override the render loop as usual. The default with RHI is threaded for Metal, threaded for Vulkan on Windows, basic for Vulkan on Linux and Android (to be checked later), while the existing rules apply for OpenGL. Not supported when running with QRhi: - particles - compressed atlases (though this is transparent to the apps) - QSGRenderNode - QQuickRenderControl - QQuickFramebufferObject - certain QQuickWindow functionality that depends directly on OpenGL - anisotropic filtering for textures - native text may lack some gamma correction - QSGEngine applicability unclear - some QML profiler logs may be incorrect or irrelevant Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-04-23 07:40:59 +00:00
bool isRunningOnOpenGLDirectly();
bool isRunningOnRhi();
};
template <typename T> class ScopedList : public QList<T> {
public:
~ScopedList() { qDeleteAll(*this); }
};
void tst_SceneGraph::initTestCase()
{
qmlRegisterType<PerPixelRect>("SceneGraphTest", 1, 0, "PerPixelRect");
QQmlDataTest::initTestCase();
QSGRenderLoop *loop = QSGRenderLoop::instance();
qDebug() << "RenderLoop: " << loop;
#if QT_CONFIG(opengl)
if (QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::OpenGL)) {
QOpenGLContext context;
context.setFormat(loop->sceneGraphContext()->defaultSurfaceFormat());
context.create();
QSurfaceFormat format = context.format();
QOffscreenSurface surface;
surface.setFormat(format);
surface.create();
if (!context.makeCurrent(&surface))
qFatal("Failed to create a GL context...");
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
qDebug() << "R/G/B/A Buffers: " << format.redBufferSize() << format.greenBufferSize() << format.blueBufferSize() << format.alphaBufferSize();
qDebug() << "Depth Buffer: " << format.depthBufferSize();
qDebug() << "Stencil Buffer: " << format.stencilBufferSize();
qDebug() << "Samples: " << format.samples();
int textureSize;
funcs->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &textureSize);
qDebug() << "Max Texture Size: " << textureSize;
qDebug() << "GL_VENDOR: " << (const char *) funcs->glGetString(GL_VENDOR);
qDebug() << "GL_RENDERER: " << (const char *) funcs->glGetString(GL_RENDERER);
QByteArray version = (const char *) funcs->glGetString(GL_VERSION);
qDebug() << "GL_VERSION: " << version.constData();
QSet<QByteArray> exts = context.extensions();
QByteArray all;
foreach (const QByteArray &e, exts) all += ' ' + e;
qDebug() << "GL_EXTENSIONS: " << all.constData();
m_brokenMipmapSupport = version.contains("Mesa 10.1") || version.contains("Mesa 9.");
qDebug() << "Broken Mipmap: " << m_brokenMipmapSupport;
context.doneCurrent();
}
#endif
}
QQuickView *tst_SceneGraph::createView(const QString &file, QWindow *parent, int x, int y, int w, int h)
{
QQuickView *view = new QQuickView(parent);
view->setSource(testFileUrl(file));
if (x >= 0 && y >= 0) view->setPosition(x, y);
if (w >= 0 && h >= 0) view->resize(w, h);
view->show();
return view;
}
// Assumes the images are opaque white...
bool containsSomethingOtherThanWhite(const QImage &image)
{
QImage img;
if (image.format() != QImage::Format_ARGB32_Premultiplied
|| image.format() != QImage::Format_RGB32)
img = image.convertToFormat(QImage::Format_ARGB32_Premultiplied);
else
img = image;
int w = img.width();
int h = img.height();
for (int y=0; y<h; ++y) {
const uint *pixels = (const uint *) img.constScanLine(y);
for (int x=0; x<w; ++x)
if (pixels[x] != 0xffffffff)
return true;
}
return false;
}
void tst_SceneGraph::manyWindows_data()
{
QTest::addColumn<QString>("file");
QTest::addColumn<bool>("toplevel");
QTest::addColumn<bool>("shared");
QTest::newRow("image,toplevel") << QStringLiteral("manyWindows_image.qml") << true << false;
QTest::newRow("image,subwindow") << QStringLiteral("manyWindows_image.qml") << false << false;
QTest::newRow("dftext,toplevel") << QStringLiteral("manyWindows_dftext.qml") << true << false;
QTest::newRow("dftext,subwindow") << QStringLiteral("manyWindows_dftext.qml") << false << false;
QTest::newRow("ntext,toplevel") << QStringLiteral("manyWindows_ntext.qml") << true << false;
QTest::newRow("ntext,subwindow") << QStringLiteral("manyWindows_ntext.qml") << false << false;
QTest::newRow("rects,toplevel") << QStringLiteral("manyWindows_rects.qml") << true << false;
QTest::newRow("rects,subwindow") << QStringLiteral("manyWindows_rects.qml") << false << false;
QTest::newRow("image,toplevel,sharing") << QStringLiteral("manyWindows_image.qml") << true << true;
QTest::newRow("image,subwindow,sharing") << QStringLiteral("manyWindows_image.qml") << false << true;
QTest::newRow("dftext,toplevel,sharing") << QStringLiteral("manyWindows_dftext.qml") << true << true;
QTest::newRow("dftext,subwindow,sharing") << QStringLiteral("manyWindows_dftext.qml") << false << true;
QTest::newRow("ntext,toplevel,sharing") << QStringLiteral("manyWindows_ntext.qml") << true << true;
QTest::newRow("ntext,subwindow,sharing") << QStringLiteral("manyWindows_ntext.qml") << false << true;
QTest::newRow("rects,toplevel,sharing") << QStringLiteral("manyWindows_rects.qml") << true << true;
QTest::newRow("rects,subwindow,sharing") << QStringLiteral("manyWindows_rects.qml") << false << true;
}
#if QT_CONFIG(opengl)
struct ShareContextResetter {
public:
~ShareContextResetter() { qt_gl_set_global_share_context(nullptr); }
};
#endif
void tst_SceneGraph::manyWindows()
{
if ((QGuiApplication::platformName() == QLatin1String("offscreen"))
|| (QGuiApplication::platformName() == QLatin1String("minimal")))
QSKIP("Skipping due to grabWindow not functional on offscreen/minimimal platforms");
QFETCH(QString, file);
QFETCH(bool, toplevel);
QFETCH(bool, shared);
#if QT_CONFIG(opengl)
QOpenGLContext sharedGLContext;
ShareContextResetter cleanup; // To avoid dangling pointer in case of test-failure.
if (shared) {
QVERIFY(sharedGLContext.create());
qt_gl_set_global_share_context(&sharedGLContext);
}
#endif
QScopedPointer<QWindow> parent;
if (!toplevel) {
parent.reset(new QWindow());
parent->resize(200, 200);
parent->show();
}
ScopedList <QQuickView *> views;
const int COUNT = 4;
QImage baseLine;
QString errorMessage;
for (int i=0; i<COUNT; ++i) {
views << createView(file, parent.data(), (i % 2) * 100, (i / 2) * 100, 100, 100);
}
for (int i=0; i<COUNT; ++i) {
QQuickView *view = views.at(i);
QVERIFY(QTest::qWaitForWindowExposed(view));
QImage content = view->grabWindow();
if (i == 0) {
baseLine = content;
QVERIFY(containsSomethingOtherThanWhite(baseLine));
} else {
QVERIFY2(compareImages(content, baseLine, &errorMessage),
qPrintable(errorMessage));
}
}
// Wipe and recreate one (scope pointer delets it...)
delete views.takeLast();
QQuickView *last = createView(file, parent.data(), 100, 100, 100, 100);
QVERIFY(QTest::qWaitForWindowExposed(last));
views << last;
QVERIFY2(compareImages(baseLine, last->grabWindow(), &errorMessage),
qPrintable(errorMessage));
// Wipe and recreate all
qDeleteAll(views);
views.clear();
for (int i=0; i<COUNT; ++i) {
views << createView(file, parent.data(), (i % 2) * 100, (i / 2) * 100, 100, 100);
}
for (int i=0; i<COUNT; ++i) {
QQuickView *view = views.at(i);
QVERIFY(QTest::qWaitForWindowExposed(view));
QImage content = view->grabWindow();
QVERIFY2(compareImages(content, baseLine, &errorMessage),
qPrintable(errorMessage));
}
}
struct Sample {
Sample(int xx, int yy, qreal rr, qreal gg, qreal bb, qreal errorMargin = 0.05)
: x(xx)
, y(yy)
, r(rr)
, g(gg)
, b(bb)
, tolerance(errorMargin)
{
}
Sample(const Sample &o) : x(o.x), y(o.y), r(o.r), g(o.g), b(o.b), tolerance(o.tolerance) { }
Sample() : x(0), y(0), r(0), g(0), b(0), tolerance(0) { }
QString toString(const QImage &image) const {
QColor color(image.pixel(x,y));
return QString::fromLatin1("pixel(%1,%2), rgb(%3,%4,%5), tolerance=%6 -- image(%7,%8,%9)")
.arg(x).arg(y)
.arg(r).arg(g).arg(b)
.arg(tolerance)
.arg(color.redF()).arg(color.greenF()).arg(color.blueF());
}
bool check(const QImage &image, qreal scale) {
QColor color(image.pixel(x * scale, y * scale));
return qAbs(color.redF() - r) <= tolerance
&& qAbs(color.greenF() - g) <= tolerance
&& qAbs(color.blueF() - b) <= tolerance;
}
int x, y;
qreal r, g, b;
qreal tolerance;
};
static Sample sample_from_regexp(QRegExp *re) {
return Sample(re->cap(1).toInt(),
re->cap(2).toInt(),
re->cap(3).toFloat(),
re->cap(4).toFloat(),
re->cap(5).toFloat(),
re->cap(6).toFloat()
);
}
Q_DECLARE_METATYPE(Sample);
/*
The render() test implements a small test framework for itself with
the purpose of testing odds and ends of the scene graph
rendering. Each .qml file can consist of one or two stages. The
first stage is when the file is first displayed. The content is
grabbed and matched against 'base' samples defined in the .qml file
itself. The samples contain a pixel position, and RGB value and a
margin of error. The samples are defined in the .qml file so it is
easy to make the connection between colors and positions on the screen.
If the base stage samples all succeed, the test emits
'enterFinalStage' on the root item and waits for the .qml file to
update the value of 'finalStageComplete' The test can set this
directly or run an animation and set it later. Once the
'finalStageComplete' variable is true, we grab and match against the
second set of samples 'final'
The samples in the .qml file are defined in comments on the format:
#base: x y r g b error-tolerance
#final: x y r g b error-tolerance
- x and y are integers
- r g b are floats in the range of 0.0-1.0
- error-tolerance is a float in the range of 0.0-1.0
We also include a
#samples: count
to sanity check that all base/final samples were matched correctly
as the matching regexp is a bit crude.
To add new tests, add them to the 'files' list and put #base,
#final, #samples tags into the .qml file
*/
void tst_SceneGraph::render_data()
{
QTest::addColumn<QString>("file");
QTest::addColumn<QList<Sample> >("baseStage");
QTest::addColumn<QList<Sample> >("finalStage");
QList<QString> files;
files << "render_DrawSets.qml"
<< "render_Overlap.qml"
<< "render_MovingOverlap.qml"
<< "render_BreakOpacityBatch.qml"
<< "render_OutOfFloatRange.qml"
<< "render_StackingOrder.qml"
<< "render_ImageFiltering.qml"
<< "render_bug37422.qml"
<< "render_OpacityThroughBatchRoot.qml";
if (!m_brokenMipmapSupport)
Add the graphics api independent scenegraph port Opt in via environment variables: QSG_RHI=1 -> enable using QRhi instead of GL QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default (the default is d3d11 on Windows, metal on Mac, gl elsewhere) Or force a given rhi backend via the existing QQuickWindow::setSceneGraphBackend(). Otherwise the default behavior is the same as before, the rhi code path is never active by default. -no-opengl builds are supported in the sense that they work and default to the software backend. However, the rhi code path cannot currently be used in such builds, even though QRhi from qtbase is fully functional with Vulkan, D3D, or Metal even when qtbase was configured with -no-opengl. This cannot be utilized by Quick atm due to OpenGL usage being all over the place in the sources corresponding to the default backend, and those host the rhi code path as well. This will be cleaned up hopefully in Qt 6, with the removal all direct OpenGL usage. Other env.vars.: QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer (assuming the system is set up for this) QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too) QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both merged/unmerged, convert when needed - with some rhi backends this is implicit) QSG_RENDER_LOOP -> to override the render loop as usual. The default with RHI is threaded for Metal, threaded for Vulkan on Windows, basic for Vulkan on Linux and Android (to be checked later), while the existing rules apply for OpenGL. Not supported when running with QRhi: - particles - compressed atlases (though this is transparent to the apps) - QSGRenderNode - QQuickRenderControl - QQuickFramebufferObject - certain QQuickWindow functionality that depends directly on OpenGL - anisotropic filtering for textures - native text may lack some gamma correction - QSGEngine applicability unclear - some QML profiler logs may be incorrect or irrelevant Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-04-23 07:40:59 +00:00
files << "render_Mipmap.qml";
QRegExp sampleCount("#samples: *(\\d+)");
// X:int Y:int R:float G:float B:float Error:float
QRegExp baseSamples("#base: *(\\d+) *(\\d+) *(\\d\\.\\d+) *(\\d\\.\\d+) *(\\d\\.\\d+) *(\\d\\.\\d+)");
QRegExp finalSamples("#final: *(\\d+) *(\\d+) *(\\d\\.\\d+) *(\\d\\.\\d+) *(\\d\\.\\d+) *(\\d\\.\\d+)");
foreach (QString fileName, files) {
QFile file(testFile(fileName));
if (!file.open(QFile::ReadOnly)) {
qFatal("render_data: QFile::open failed! file=%s, error=%s",
qPrintable(fileName), qPrintable(file.errorString()));
}
QStringList contents = QString::fromLatin1(file.readAll()).split(QLatin1Char('\n'));
int samples = -1;
foreach (QString line, contents) {
if (sampleCount.indexIn(line) >= 0) {
samples = sampleCount.cap(1).toInt();
break;
}
}
if (samples == -1)
qFatal("render_data: failed to find string '#samples: [count], file=%s", qPrintable(fileName));
QList<Sample> baseStage, finalStage;
foreach (QString line, contents) {
if (baseSamples.indexIn(line) >= 0)
baseStage << sample_from_regexp(&baseSamples);
else if (finalSamples.indexIn(line) >= 0)
finalStage << sample_from_regexp(&finalSamples);
}
if (baseStage.size() + finalStage.size() != samples)
qFatal("render_data: #samples does not add up to number of counted samples, file=%s", qPrintable(fileName));
QTest::newRow(qPrintable(fileName)) << fileName << baseStage << finalStage;
}
}
void tst_SceneGraph::render()
{
Add the graphics api independent scenegraph port Opt in via environment variables: QSG_RHI=1 -> enable using QRhi instead of GL QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default (the default is d3d11 on Windows, metal on Mac, gl elsewhere) Or force a given rhi backend via the existing QQuickWindow::setSceneGraphBackend(). Otherwise the default behavior is the same as before, the rhi code path is never active by default. -no-opengl builds are supported in the sense that they work and default to the software backend. However, the rhi code path cannot currently be used in such builds, even though QRhi from qtbase is fully functional with Vulkan, D3D, or Metal even when qtbase was configured with -no-opengl. This cannot be utilized by Quick atm due to OpenGL usage being all over the place in the sources corresponding to the default backend, and those host the rhi code path as well. This will be cleaned up hopefully in Qt 6, with the removal all direct OpenGL usage. Other env.vars.: QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer (assuming the system is set up for this) QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too) QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both merged/unmerged, convert when needed - with some rhi backends this is implicit) QSG_RENDER_LOOP -> to override the render loop as usual. The default with RHI is threaded for Metal, threaded for Vulkan on Windows, basic for Vulkan on Linux and Android (to be checked later), while the existing rules apply for OpenGL. Not supported when running with QRhi: - particles - compressed atlases (though this is transparent to the apps) - QSGRenderNode - QQuickRenderControl - QQuickFramebufferObject - certain QQuickWindow functionality that depends directly on OpenGL - anisotropic filtering for textures - native text may lack some gamma correction - QSGEngine applicability unclear - some QML profiler logs may be incorrect or irrelevant Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-04-23 07:40:59 +00:00
if (!isRunningOnOpenGLDirectly() && !isRunningOnRhi())
QSKIP("Skipping complex rendering tests due to not running with OpenGL or QRhi");
QFETCH(QString, file);
QFETCH(QList<Sample>, baseStage);
QFETCH(QList<Sample>, finalStage);
QObject suite;
suite.setObjectName("The Suite");
QQuickView view;
view.rootContext()->setContextProperty("suite", &suite);
view.setSource(testFileUrl(file));
view.setResizeMode(QQuickView::SizeViewToRootObject);
view.show();
QVERIFY(QTest::qWaitForWindowExposed(&view));
// We're checking actual pixels, so scale up the sample point to the top-left of the
// 2x2 pixel block and hope that this is good enough. Ideally, view and content
// would be in identical coordinate space, meaning pixels, but we're not in an
// ideal world.
// Just keep this in mind when writing tests.
qreal scale = view.devicePixelRatio();
// Grab the window and check all our base stage samples
QImage content = view.grabWindow();
for (int i=0; i<baseStage.size(); ++i) {
Sample sample = baseStage.at(i);
QVERIFY2(sample.check(content, scale), qPrintable(sample.toString(content)));
}
// Put the qml file into the final stage and wait for it to
// complete it.
QQuickItem *rootItem = view.rootObject();
QMetaObject::invokeMethod(rootItem, "enterFinalStage");
QTRY_VERIFY(rootItem->property("finalStageComplete").toBool());
// The grab the results and verify the samples in the end state.
content = view.grabWindow();
for (int i=0; i<finalStage.size(); ++i) {
Sample sample = finalStage.at(i);
QVERIFY2(sample.check(content, scale), qPrintable(sample.toString(content)));
}
}
#if QT_CONFIG(opengl)
// Testcase for QTBUG-34898. We make another context current on another surface
// in the GUI thread and hide the QQuickWindow while the other context is
// current on the other window.
void tst_SceneGraph::hideWithOtherContext()
{
Add the graphics api independent scenegraph port Opt in via environment variables: QSG_RHI=1 -> enable using QRhi instead of GL QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default (the default is d3d11 on Windows, metal on Mac, gl elsewhere) Or force a given rhi backend via the existing QQuickWindow::setSceneGraphBackend(). Otherwise the default behavior is the same as before, the rhi code path is never active by default. -no-opengl builds are supported in the sense that they work and default to the software backend. However, the rhi code path cannot currently be used in such builds, even though QRhi from qtbase is fully functional with Vulkan, D3D, or Metal even when qtbase was configured with -no-opengl. This cannot be utilized by Quick atm due to OpenGL usage being all over the place in the sources corresponding to the default backend, and those host the rhi code path as well. This will be cleaned up hopefully in Qt 6, with the removal all direct OpenGL usage. Other env.vars.: QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer (assuming the system is set up for this) QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too) QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both merged/unmerged, convert when needed - with some rhi backends this is implicit) QSG_RENDER_LOOP -> to override the render loop as usual. The default with RHI is threaded for Metal, threaded for Vulkan on Windows, basic for Vulkan on Linux and Android (to be checked later), while the existing rules apply for OpenGL. Not supported when running with QRhi: - particles - compressed atlases (though this is transparent to the apps) - QSGRenderNode - QQuickRenderControl - QQuickFramebufferObject - certain QQuickWindow functionality that depends directly on OpenGL - anisotropic filtering for textures - native text may lack some gamma correction - QSGEngine applicability unclear - some QML profiler logs may be incorrect or irrelevant Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-04-23 07:40:59 +00:00
if (!isRunningOnOpenGLDirectly())
QSKIP("Skipping OpenGL context test due to not running with OpenGL");
QWindow window;
window.setSurfaceType(QWindow::OpenGLSurface);
window.resize(100, 100);
window.create();
QOpenGLContext context;
QVERIFY(context.create());
bool renderingOnMainThread = false;
{
QQuickView view;
view.setSource(testFileUrl("simple.qml"));
view.setResizeMode(QQuickView::SizeViewToRootObject);
view.show();
QVERIFY(QTest::qWaitForWindowExposed(&view));
renderingOnMainThread = view.openglContext()->thread() == QGuiApplication::instance()->thread();
// Make the local context current on the local window...
context.makeCurrent(&window);
}
// The local context should no longer be the current one. It is not
// rebound because all well behaving Qt/OpenGL applications are
// required to makeCurrent their context again before making any
// GL calls to a new frame (see QOpenGLContext docs).
QVERIFY(!renderingOnMainThread || QOpenGLContext::currentContext() != &context);
}
#endif
void tst_SceneGraph::createTextureFromImage_data()
{
QImage rgba(64, 64, QImage::Format_ARGB32_Premultiplied);
QImage rgb(64, 64, QImage::Format_RGB32);
QTest::addColumn<QImage>("image");
QTest::addColumn<uint>("flags");
QTest::addColumn<bool>("expectedAlpha");
QTest::newRow("rgb") << rgb << uint(0) << false;
QTest::newRow("argb") << rgba << uint(0) << true;
QTest::newRow("rgb,alpha") << rgb << uint(QQuickWindow::TextureHasAlphaChannel) << false;
QTest::newRow("argb,alpha") << rgba << uint(QQuickWindow::TextureHasAlphaChannel) << true;
QTest::newRow("rgb,!alpha") << rgb << uint(QQuickWindow::TextureIsOpaque) << false;
QTest::newRow("argb,!alpha") << rgba << uint(QQuickWindow::TextureIsOpaque) << false;
}
void tst_SceneGraph::createTextureFromImage()
{
QFETCH(QImage, image);
QFETCH(uint, flags);
QFETCH(bool, expectedAlpha);
QQuickView view;
view.show();
QVERIFY(QTest::qWaitForWindowExposed(&view));
QTRY_VERIFY(view.isSceneGraphInitialized());
QScopedPointer<QSGTexture> texture(view.createTextureFromImage(image, (QQuickWindow::CreateTextureOptions) flags));
QCOMPARE(texture->hasAlphaChannel(), expectedAlpha);
}
Add the graphics api independent scenegraph port Opt in via environment variables: QSG_RHI=1 -> enable using QRhi instead of GL QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default (the default is d3d11 on Windows, metal on Mac, gl elsewhere) Or force a given rhi backend via the existing QQuickWindow::setSceneGraphBackend(). Otherwise the default behavior is the same as before, the rhi code path is never active by default. -no-opengl builds are supported in the sense that they work and default to the software backend. However, the rhi code path cannot currently be used in such builds, even though QRhi from qtbase is fully functional with Vulkan, D3D, or Metal even when qtbase was configured with -no-opengl. This cannot be utilized by Quick atm due to OpenGL usage being all over the place in the sources corresponding to the default backend, and those host the rhi code path as well. This will be cleaned up hopefully in Qt 6, with the removal all direct OpenGL usage. Other env.vars.: QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer (assuming the system is set up for this) QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too) QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both merged/unmerged, convert when needed - with some rhi backends this is implicit) QSG_RENDER_LOOP -> to override the render loop as usual. The default with RHI is threaded for Metal, threaded for Vulkan on Windows, basic for Vulkan on Linux and Android (to be checked later), while the existing rules apply for OpenGL. Not supported when running with QRhi: - particles - compressed atlases (though this is transparent to the apps) - QSGRenderNode - QQuickRenderControl - QQuickFramebufferObject - certain QQuickWindow functionality that depends directly on OpenGL - anisotropic filtering for textures - native text may lack some gamma correction - QSGEngine applicability unclear - some QML profiler logs may be incorrect or irrelevant Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-04-23 07:40:59 +00:00
bool tst_SceneGraph::isRunningOnOpenGLDirectly()
{
static bool retval = false;
static bool decided = false;
if (!decided) {
decided = true;
QQuickView dummy;
dummy.show();
QTest::qWaitForWindowExposed(&dummy);
retval = dummy.rendererInterface()->graphicsApi() == QSGRendererInterface::OpenGL;
dummy.hide();
}
return retval;
}
bool tst_SceneGraph::isRunningOnRhi()
{
Add the graphics api independent scenegraph port Opt in via environment variables: QSG_RHI=1 -> enable using QRhi instead of GL QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default (the default is d3d11 on Windows, metal on Mac, gl elsewhere) Or force a given rhi backend via the existing QQuickWindow::setSceneGraphBackend(). Otherwise the default behavior is the same as before, the rhi code path is never active by default. -no-opengl builds are supported in the sense that they work and default to the software backend. However, the rhi code path cannot currently be used in such builds, even though QRhi from qtbase is fully functional with Vulkan, D3D, or Metal even when qtbase was configured with -no-opengl. This cannot be utilized by Quick atm due to OpenGL usage being all over the place in the sources corresponding to the default backend, and those host the rhi code path as well. This will be cleaned up hopefully in Qt 6, with the removal all direct OpenGL usage. Other env.vars.: QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer (assuming the system is set up for this) QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too) QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both merged/unmerged, convert when needed - with some rhi backends this is implicit) QSG_RENDER_LOOP -> to override the render loop as usual. The default with RHI is threaded for Metal, threaded for Vulkan on Windows, basic for Vulkan on Linux and Android (to be checked later), while the existing rules apply for OpenGL. Not supported when running with QRhi: - particles - compressed atlases (though this is transparent to the apps) - QSGRenderNode - QQuickRenderControl - QQuickFramebufferObject - certain QQuickWindow functionality that depends directly on OpenGL - anisotropic filtering for textures - native text may lack some gamma correction - QSGEngine applicability unclear - some QML profiler logs may be incorrect or irrelevant Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-04-23 07:40:59 +00:00
static bool retval = false;
static bool decided = false;
if (!decided) {
decided = true;
QQuickView dummy;
dummy.show();
if (!QTest::qWaitForWindowExposed(&dummy)) {
[](){ QFAIL("Could not show a QQuickView"); }();
return false;
}
QSGRendererInterface::GraphicsApi api = dummy.rendererInterface()->graphicsApi();
retval = QSGRendererInterface::isApiRhiBased(api);
dummy.hide();
}
return retval;
}
#include "tst_scenegraph.moc"
QTEST_MAIN(tst_SceneGraph)