#include #include #include #include "node/value.h" #include "render/backend/dynamicrenderer.h" #include "render/job/shaderjob.h" #include "render/shadercode.h" #include "render/texture.h" #include "render/videoparams.h" TEST(DynamicRenderBackend, LoadsExperimentalOpenGLBackend) { #ifndef OAK_ENABLE_DYNAMIC_RENDER_BACKEND GTEST_SKIP() << "Dynamic render backend is not enabled in this build"; #else olive::DynamicRenderer renderer(QStringLiteral("opengl")); ASSERT_TRUE(renderer.Load()); EXPECT_EQ(renderer.OpenGLContext(), nullptr); OakRenderBackendInfo info = {}; ASSERT_TRUE(renderer.GetBackendInfo(&info)); EXPECT_EQ(info.abi_version, 1U); EXPECT_EQ(info.kind, OAK_RENDER_BACKEND_OPENGL); EXPECT_STREQ(info.name, "opengl"); EXPECT_TRUE(info.capabilities & OAK_RENDER_BACKEND_CAP_TEXTURES); EXPECT_TRUE(info.capabilities & OAK_RENDER_BACKEND_CAP_SHADERS); EXPECT_TRUE(info.capabilities & OAK_RENDER_BACKEND_CAP_BLIT); EXPECT_TRUE(info.capabilities & OAK_RENDER_BACKEND_CAP_READBACK); #endif } TEST(DynamicRenderBackend, LoadsExperimentalVulkanBackendWhenAvailable) { #ifndef OAK_ENABLE_DYNAMIC_RENDER_BACKEND GTEST_SKIP() << "Dynamic render backend is not enabled in this build"; #else olive::DynamicRenderer renderer(QStringLiteral("vulkan")); ASSERT_TRUE(renderer.Load()); OakRenderBackendInfo info = {}; ASSERT_TRUE(renderer.GetBackendInfo(&info)); if (info.kind != OAK_RENDER_BACKEND_VULKAN) { GTEST_SKIP() << "Vulkan backend is not available on this system"; } EXPECT_EQ(renderer.backend_name(), QStringLiteral("vulkan")); EXPECT_EQ(renderer.OpenGLContext(), nullptr); EXPECT_STREQ(info.name, "vulkan"); EXPECT_TRUE(info.capabilities & OAK_RENDER_BACKEND_CAP_TEXTURES); EXPECT_TRUE(info.capabilities & OAK_RENDER_BACKEND_CAP_SHADERS); EXPECT_TRUE(info.capabilities & OAK_RENDER_BACKEND_CAP_BLIT); EXPECT_TRUE(info.capabilities & OAK_RENDER_BACKEND_CAP_READBACK); #endif } TEST(DynamicRenderBackend, FallsBackWhenExperimentalVulkanUnavailable) { #ifndef OAK_ENABLE_DYNAMIC_RENDER_BACKEND GTEST_SKIP() << "Dynamic render backend is not enabled in this build"; #else olive::DynamicRenderer renderer(QStringLiteral("vulkan")); ASSERT_TRUE(renderer.Load()); OakRenderBackendInfo info = {}; ASSERT_TRUE(renderer.GetBackendInfo(&info)); if (info.kind == OAK_RENDER_BACKEND_VULKAN) { GTEST_SKIP() << "Vulkan backend is available on this system; skip fallback test"; } EXPECT_EQ(renderer.backend_name(), QStringLiteral("opengl")); EXPECT_EQ(renderer.OpenGLContext(), nullptr); EXPECT_EQ(info.kind, OAK_RENDER_BACKEND_OPENGL); EXPECT_STREQ(info.name, "opengl"); #endif } TEST(DynamicRenderBackend, VulkanUploadBlitDownload) { #ifndef OAK_ENABLE_DYNAMIC_RENDER_BACKEND GTEST_SKIP() << "Dynamic render backend is not enabled in this build"; #else olive::DynamicRenderer renderer(QStringLiteral("vulkan")); ASSERT_TRUE(renderer.Load()); OakRenderBackendInfo info = {}; ASSERT_TRUE(renderer.GetBackendInfo(&info)); if (info.kind != OAK_RENDER_BACKEND_VULKAN) { GTEST_SKIP() << "Vulkan backend is not available on this system"; } ASSERT_TRUE(renderer.Init()); renderer.PostInit(); const int kSize = 64; olive::VideoParams params(kSize, kSize, olive::PixelFormat::U8, olive::VideoParams::kRGBAChannelCount); olive::TexturePtr src = renderer.CreateTexture(params); ASSERT_NE(src, nullptr); ASSERT_FALSE(src->IsDummy()); QByteArray src_data(kSize * kSize * 4, 0); for (int i = 0; i < kSize * kSize; ++i) { src_data[i * 4 + 0] = static_cast(255); // R src_data[i * 4 + 1] = static_cast(0); // G src_data[i * 4 + 2] = static_cast(0); // B src_data[i * 4 + 3] = static_cast(255); // A } src->Upload(src_data.data(), kSize * 4); olive::TexturePtr dst = renderer.CreateTexture(params); ASSERT_NE(dst, nullptr); ASSERT_FALSE(dst->IsDummy()); const QString vert = QStringLiteral( "uniform mat4 ove_mvpmat;\n" "in vec4 a_position;\n" "in vec2 a_texcoord;\n" "out vec2 ove_texcoord;\n" "void main() {\n" " gl_Position = ove_mvpmat * a_position;\n" " ove_texcoord = a_texcoord;\n" "}\n"); const QString frag = QStringLiteral( "uniform sampler2D ove_maintex;\n" "in vec2 ove_texcoord;\n" "out vec4 frag_color;\n" "void main() {\n" " frag_color = texture(ove_maintex, ove_texcoord);\n" "}\n"); QVariant shader = renderer.CreateNativeShader(olive::ShaderCode(frag, vert)); ASSERT_FALSE(shader.isNull()); olive::ShaderJob job; job.Insert(QStringLiteral("ove_maintex"), olive::NodeValue(olive::NodeValue::kTexture, QVariant::fromValue(src))); job.Insert(QStringLiteral("ove_mvpmat"), olive::NodeValue(olive::NodeValue::kMatrix, QMatrix4x4())); renderer.BlitToTexture(shader, job, dst.get(), true); QByteArray dst_data(kSize * kSize * 4, 0); dst->Download(dst_data.data(), kSize * 4); // The default pass-through shader should reproduce the red source pixel. EXPECT_EQ(static_cast(dst_data[0]), 255u); EXPECT_EQ(static_cast(dst_data[1]), 0u); EXPECT_EQ(static_cast(dst_data[2]), 0u); EXPECT_EQ(static_cast(dst_data[3]), 255u); #endif }