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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/QtTest>
#include <QMutex>
#include <QWaitCondition>
#include <QThread>
#include <renderer_p.h>
#include <renderview_p.h>
#include <renderviewbuilder_p.h>
#include <renderqueue_p.h>
#include <Qt3DRender/private/viewportnode_p.h>
#include <Qt3DRender/private/offscreensurfacehelper_p.h>
#include <Qt3DRender/private/qrenderaspect_p.h>
#include <Qt3DRender/qmaterial.h>
#include "testaspect.h"
class tst_Renderer : public QObject
{
Q_OBJECT
public :
tst_Renderer() {}
~tst_Renderer() {}
private Q_SLOTS:
void checkPreRenderBinJobs()
{
// GIVEN
Qt3DRender::Render::NodeManagers nodeManagers;
Qt3DRender::Render::OpenGL::Renderer renderer(Qt3DRender::QRenderAspect::Synchronous);
Qt3DRender::Render::OffscreenSurfaceHelper offscreenHelper(&renderer);
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.setOffscreenSurfaceHelper(&offscreenHelper);
renderer.initialize();
// Ensure invoke calls are performed
QCoreApplication::processEvents();
// WHEN (nothing dirty, no buffers, no layers to be rebuilt, no materials to be rebuilt)
QVector<Qt3DCore::QAspectJobPtr> jobs = renderer.preRenderingJobs();
// THEN
QCOMPARE(jobs.size(), 0);
// WHEN
renderer.m_sendBufferCaptureJob->addRequest({Qt3DCore::QNodeId(), {}});
jobs = renderer.preRenderingJobs();
// THEN
QCOMPARE(jobs.size(), 1); // SendBufferCaptureJob
// Note: pending render buffer captures are only cleared when the job is run
// WHEN
renderer.m_updatedSetFences.push_back({Qt3DCore::QNodeId(), nullptr});
jobs = renderer.preRenderingJobs();
// THEN
QCOMPARE(jobs.size(),
1 + // SendBufferCaptureJob
1); // SendSetFenceHandlesJob
// Note: pending set fence handles are only cleared when the job is run
// Properly shutdown command thread
renderer.shutdown();
}
void checkRenderBinJobs()
{
// GIVEN
Qt3DCore::QEntity *rootEntity = new Qt3DCore::QEntity();
QScopedPointer<Qt3DRender::TestAspect> aspect(new Qt3DRender::TestAspect(rootEntity));
auto daspect = Qt3DRender::QRenderAspectPrivate::get(aspect.data());
Qt3DRender::Render::NodeManagers nodeManagers;
auto &renderer = *(static_cast<Qt3DRender::Render::OpenGL::Renderer *>(daspect->m_renderer));
Qt3DRender::Render::OpenGL::RenderQueue *renderQueue = renderer.renderQueue();
Qt3DRender::Render::OffscreenSurfaceHelper offscreenHelper(&renderer);
Qt3DRender::Render::RenderSettings settings;
// owned by FG manager
Qt3DRender::Render::ViewportNode *fgRoot = new Qt3DRender::Render::ViewportNode();
const Qt3DCore::QNodeId fgRootId = Qt3DCore::QNodeId::createId();
// Create fake material so that we crean materialGathererJobs
const Qt3DCore::QNodeId materialId = Qt3DCore::QNodeId::createId();
nodeManagers.materialManager()->getOrCreateResource(materialId);
nodeManagers.frameGraphManager()->appendNode(fgRootId, fgRoot);
settings.setActiveFrameGraphId(fgRootId);
renderer.setNodeManagers(&nodeManagers);
renderer.setSettings(&settings);
renderer.setOffscreenSurfaceHelper(&offscreenHelper);
renderer.initialize();
// Ensure invoke calls are performed
QCoreApplication::processEvents();
// NOTE: FilterCompatibleTechniqueJob and ShaderGathererJob cannot run because the context
// is not initialized in this test
const int renderViewBuilderMaterialCacheJobCount = 1 + 1;
// syncMaterialGathererJob
// n * materialGathererJob (where n depends on the numbers of available threads and the number of materials)
const int layerCacheJobCount = 2;
// filterEntityByLayerJob,
// syncFilterEntityByLayerJob
const int singleRenderViewCommandRebuildJobCount = 1 + Qt3DRender::Render::OpenGL::RenderViewBuilder::defaultJobCount();
const int singleRenderViewJobCount = 8 + 1 * Qt3DRender::Render::OpenGL::RenderViewBuilder::defaultJobCount();
// RenderViewBuilder renderViewJob,
// syncRenderViewInitializationJob,
// syncFrustumCullingJob,
// filterProximityJob,
// setClearDrawBufferIndexJob,
// frustumCullingJob,
// syncRenderCommandUpdateJob,
// syncRenderViewCommandPostUpdateJob
// n * (RenderViewCommandBuildJobs)
// WHEN
QVector<Qt3DCore::QAspectJobPtr> jobs = renderer.renderBinJobs();
// THEN -> AllDirty
// (Renderer is not initialized so FilterCompatibleTechniqueJob
// and ShaderGathererJob are not added here)
QCOMPARE(jobs.size(),
1 + // UpdateShaderDataTransform
1 + // cleanupJob
1 + // VAOGatherer
1 + // BufferGathererJob
1 + // TexturesGathererJob
1 + // LightGathererJob
1 + // RenderableEntityFilterJob
1 + // ComputableEntityFilterJob
singleRenderViewJobCount +
singleRenderViewCommandRebuildJobCount +
layerCacheJobCount +
renderViewBuilderMaterialCacheJobCount);
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
renderQueue->reset();
// WHEN (nothing dirty, no buffers, no layers to be rebuilt, no materials to be rebuilt) (Nothing in cache)
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::FrameGraphDirty, nullptr);
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // cleanupJob
1 + // VAOGatherer
singleRenderViewJobCount +
singleRenderViewCommandRebuildJobCount +
renderViewBuilderMaterialCacheJobCount +
layerCacheJobCount);
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
renderQueue->reset();
// WHEN (nothing dirty, no buffers, no layers to be rebuilt, no materials to be rebuilt) (RV leaf in cache)
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::FrameGraphDirty, nullptr);
renderer.cache()->leafNodeCache[renderer.m_frameGraphLeaves.first()] = {};
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // cleanupJob
1 + // VAOGatherer
singleRenderViewJobCount +
singleRenderViewCommandRebuildJobCount +
renderViewBuilderMaterialCacheJobCount +
layerCacheJobCount);
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
renderQueue->reset();
// WHEN
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::EntityEnabledDirty, nullptr);
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // cleanupJob
1 + // VAOGatherer
singleRenderViewJobCount +
layerCacheJobCount);
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
renderQueue->reset();
// WHEN
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::TransformDirty, nullptr);
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // cleanupJob
1 + // VAOGatherer
1 + // UpdateShaderDataTransform
singleRenderViewJobCount);
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
renderQueue->reset();
// WHEN
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::MaterialDirty, nullptr);
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // cleanupJob
1 + // VAOGatherer
singleRenderViewJobCount +
singleRenderViewCommandRebuildJobCount +
renderViewBuilderMaterialCacheJobCount);
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
renderQueue->reset();
// WHEN
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::GeometryDirty, nullptr);
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // cleanupJob
1 + // VAOGatherer
1 + // RenderableEntityFilterPtr
singleRenderViewCommandRebuildJobCount +
singleRenderViewJobCount);
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
renderQueue->reset();
// WHEN
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::BuffersDirty, nullptr);
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // cleanupJob
1 + // VAOGatherer
1 + // BufferGathererJob
singleRenderViewJobCount);
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
renderQueue->reset();
// WHEN
renderer.markDirty(Qt3DRender::Render::AbstractRenderer::TexturesDirty, nullptr);
jobs = renderer.renderBinJobs();
// THEN (level
QCOMPARE(jobs.size(),
1 + // cleanupJob
1 + // VAOGatherer
1 + // TexturesGathererJob
singleRenderViewJobCount);
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
renderQueue->reset();
// Properly shutdown command thread
renderer.shutdown();
}
};
QTEST_MAIN(tst_Renderer)
#include "tst_renderer.moc"
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