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/****************************************************************************
**
** 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/QTest>
#include <glresourcemanagers_p.h>
#include <Qt3DCore/qnodeid.h>
#include "qbackendnodetester.h"
#include "testrenderer.h"
class tst_GLShaderManager : public Qt3DCore::QBackendNodeTester
{
Q_OBJECT
private Q_SLOTS:
void adopt();
void lookupResource();
void abandon();
void insertAfterRemoval();
};
void tst_GLShaderManager::adopt()
{
// GIVEN
Qt3DRender::Render::OpenGL::GLShaderManager cache;
Qt3DRender::QShaderProgram frontendShader1;
Qt3DRender::QShaderProgram frontendShader2;
TestRenderer renderer;
Qt3DRender::Render::Shader backendShaderNode1;
Qt3DRender::Render::Shader backendShaderNode2;
backendShaderNode1.setRenderer(&renderer);
backendShaderNode2.setRenderer(&renderer);
simulateInitialization(&frontendShader1, &backendShaderNode1);
simulateInitialization(&frontendShader2, &backendShaderNode2);
// THEN
QVERIFY(cache.lookupResource(backendShaderNode1.peerId()) == nullptr);
QVERIFY(cache.lookupResource(backendShaderNode2.peerId()) == nullptr);
QVERIFY(backendShaderNode1.peerId() != backendShaderNode2.peerId());
// WHEN
Qt3DRender::Render::OpenGL::GLShader *glShader1 = cache.createOrAdoptExisting(&backendShaderNode1);
// THEN
QVERIFY(glShader1 != nullptr);
QVector<Qt3DCore::QNodeId> shaderNodeIds = cache.shaderIdsForProgram(glShader1);
QCOMPARE(shaderNodeIds.size(), 1);
QCOMPARE(shaderNodeIds.first(), backendShaderNode1.peerId());
// WHEN
Qt3DRender::Render::OpenGL::GLShader *glShader2 = cache.createOrAdoptExisting(&backendShaderNode2);
// THEN
QCOMPARE(glShader1, glShader2);
shaderNodeIds = cache.shaderIdsForProgram(glShader2);
QCOMPARE(shaderNodeIds.size(), 2);
QCOMPARE(shaderNodeIds.first(), backendShaderNode1.peerId());
QCOMPARE(shaderNodeIds.last(), backendShaderNode2.peerId());
}
void tst_GLShaderManager::lookupResource()
{
// GIVEN
Qt3DRender::Render::OpenGL::GLShaderManager cache;
Qt3DRender::QShaderProgram frontendShader1;
Qt3DRender::QShaderProgram frontendShader2;
TestRenderer renderer;
Qt3DRender::Render::Shader backendShaderNode1;
Qt3DRender::Render::Shader backendShaderNode2;
backendShaderNode1.setRenderer(&renderer);
backendShaderNode2.setRenderer(&renderer);
simulateInitialization(&frontendShader1, &backendShaderNode1);
simulateInitialization(&frontendShader2, &backendShaderNode2);
// WHEN
cache.createOrAdoptExisting(&backendShaderNode1);
cache.createOrAdoptExisting(&backendShaderNode2);
// THEN
Qt3DRender::Render::OpenGL::GLShader *glShader1 = cache.lookupResource(backendShaderNode1.peerId());
Qt3DRender::Render::OpenGL::GLShader *glShader2 = cache.lookupResource(backendShaderNode2.peerId());
QVERIFY(glShader1 != nullptr);
QCOMPARE(glShader1, glShader2);
const QVector<Qt3DCore::QNodeId> shaderNodeIds = cache.shaderIdsForProgram(glShader1);
QCOMPARE(shaderNodeIds.size(), 2);
QVERIFY(shaderNodeIds.contains(frontendShader1.id()));
QVERIFY(shaderNodeIds.contains(frontendShader2.id()));
}
void tst_GLShaderManager::abandon()
{
// GIVEN
Qt3DRender::Render::OpenGL::GLShaderManager cache;
Qt3DRender::QShaderProgram frontendShader1;
Qt3DRender::QShaderProgram frontendShader2;
TestRenderer renderer;
Qt3DRender::Render::Shader backendShaderNode1;
Qt3DRender::Render::Shader backendShaderNode2;
backendShaderNode1.setRenderer(&renderer);
backendShaderNode2.setRenderer(&renderer);
simulateInitialization(&frontendShader1, &backendShaderNode1);
simulateInitialization(&frontendShader2, &backendShaderNode2);
cache.createOrAdoptExisting(&backendShaderNode1);
cache.createOrAdoptExisting(&backendShaderNode2);
// WHEN
Qt3DRender::Render::OpenGL::GLShader *glShader = cache.lookupResource(backendShaderNode1.peerId());
cache.abandon(glShader, &backendShaderNode1);
// THEN
QVector<Qt3DCore::QNodeId> shaderNodeIds = cache.shaderIdsForProgram(glShader);
QVERIFY(cache.takeAbandonned().isEmpty());
QCOMPARE(shaderNodeIds.size(), 1);
QCOMPARE(shaderNodeIds.first(), backendShaderNode2.peerId());
// WHEN
cache.abandon(glShader, &backendShaderNode2);
// THEN
shaderNodeIds = cache.shaderIdsForProgram(glShader);
QCOMPARE(shaderNodeIds.size(), 0);
const QVector<Qt3DRender::Render::OpenGL::GLShader *> releasedShaders = cache.takeAbandonned();
QCOMPARE(releasedShaders.size(), 1);
QCOMPARE(releasedShaders.first(), glShader);
}
void tst_GLShaderManager::insertAfterRemoval()
{
// GIVEN
Qt3DRender::Render::OpenGL::GLShaderManager cache;
Qt3DRender::QShaderProgram frontendShader;
TestRenderer renderer;
Qt3DRender::Render::Shader backendShaderNode;
backendShaderNode.setRenderer(&renderer);
simulateInitialization(&frontendShader, &backendShaderNode);
// WHEN
Qt3DRender::Render::OpenGL::GLShader *apiShader1 = cache.createOrAdoptExisting(&backendShaderNode);
const Qt3DRender::Render::OpenGL::GLShader *originalApiShader = apiShader1;
// THEN
auto apiShader2 = cache.lookupResource(frontendShader.id());
QVERIFY(apiShader1 != nullptr);
QVERIFY(apiShader2 != nullptr);
QVERIFY(apiShader1 == originalApiShader);
QVERIFY(apiShader1 == apiShader2);
// WHEN
cache.abandon(apiShader1, &backendShaderNode);
// THEN
Qt3DRender::Render::OpenGL::GLShader *apiShaderEmpty = cache.lookupResource(frontendShader.id());
QVERIFY(apiShaderEmpty == nullptr);
// WHEN
apiShader1 = cache.createOrAdoptExisting(&backendShaderNode);
cache.purge();
apiShader2 = cache.lookupResource(frontendShader.id());
// THEN
QVERIFY(apiShader1 != nullptr);
QVERIFY(apiShader2 != nullptr);
QVERIFY(apiShader1 == apiShader2);
QVERIFY(apiShader2 == originalApiShader);
}
QTEST_APPLESS_MAIN(tst_GLShaderManager)
#include "tst_glshadermanager.moc"
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