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++ // Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ #include <QtTest/QTest>
++ #include <Qt3DRender/qshaderimage.h>
++ #include <Qt3DRender/private/qshaderimage_p.h>
++ #include <Qt3DRender/private/shaderimage_p.h>
++ #include <Qt3DRender/qtexture.h>
++ #include "qbackendnodetester.h"
++ #include "testrenderer.h"
++
++ class tst_ShaderImage : public Qt3DCore::QBackendNodeTester
++ {
++ Q_OBJECT
++
++ private Q_SLOTS:
++
++ void checkInitialState()
++ {
++ // GIVEN
++ Qt3DRender::Render::ShaderImage backendShaderImage;
++
++ // THEN
++ QCOMPARE(backendShaderImage.isEnabled(), false);
++ QVERIFY(backendShaderImage.peerId().isNull());
++ QCOMPARE(backendShaderImage.textureId(), Qt3DCore::QNodeId());
++ QCOMPARE(backendShaderImage.mipLevel(), int(0));
++ QCOMPARE(backendShaderImage.layer(), int(0));
++ QCOMPARE(backendShaderImage.layered(), false);
++ QCOMPARE(backendShaderImage.access(), Qt3DRender::QShaderImage::ReadWrite);
++ QCOMPARE(backendShaderImage.format(), Qt3DRender::QShaderImage::NoFormat);
++ }
++
++ void checkCleanupState()
++ {
++ // GIVEN
++ Qt3DRender::Render::ShaderImage backendShaderImage;
++
++ // WHEN
++ backendShaderImage.setEnabled(true);
++ backendShaderImage.setTextureId(Qt3DCore::QNodeId::createId());
++ backendShaderImage.setMipLevel(8);
++ backendShaderImage.setLayer(200);
++ backendShaderImage.setLayered(true);
++ backendShaderImage.setAccess(Qt3DRender::QShaderImage::WriteOnly);
++ backendShaderImage.setFormat(Qt3DRender::QShaderImage::R32F);
++
++ backendShaderImage.cleanup();
++
++ // THEN
++ QCOMPARE(backendShaderImage.isEnabled(), false);
++ QCOMPARE(backendShaderImage.textureId(), Qt3DCore::QNodeId());
++ QCOMPARE(backendShaderImage.mipLevel(), int(0));
++ QCOMPARE(backendShaderImage.layer(), int(0));
++ QCOMPARE(backendShaderImage.layered(), false);
++ QCOMPARE(backendShaderImage.access(), Qt3DRender::QShaderImage::ReadWrite);
++ QCOMPARE(backendShaderImage.format(), Qt3DRender::QShaderImage::NoFormat);
++
++ }
++
++ void checkInitializeFromPeer()
++ {
++ // GIVEN
++ Qt3DRender::QShaderImage shaderImage;
++ TestRenderer renderer;
++
++ {
++ // WHEN
++ Qt3DRender::Render::ShaderImage backendShaderImage;
++ backendShaderImage.setRenderer(&renderer);
++ simulateInitializationSync(&shaderImage, &backendShaderImage);
++
++ // THEN
++ QCOMPARE(backendShaderImage.isEnabled(), true);
++ QCOMPARE(backendShaderImage.peerId(), shaderImage.id());
++ QCOMPARE(backendShaderImage.textureId(), Qt3DCore::QNodeId());
++ QCOMPARE(backendShaderImage.mipLevel(), 0);
++ QCOMPARE(backendShaderImage.layer(), 0);
++ QCOMPARE(backendShaderImage.layered(), false);
++ QCOMPARE(backendShaderImage.access(), Qt3DRender::QShaderImage::ReadWrite);
++ QCOMPARE(backendShaderImage.format(), Qt3DRender::QShaderImage::Automatic);
++ }
++ {
++ // WHEN
++ Qt3DRender::Render::ShaderImage backendShaderImage;
++ shaderImage.setEnabled(false);
++ backendShaderImage.setRenderer(&renderer);
++ simulateInitializationSync(&shaderImage, &backendShaderImage);
++
++ // THEN
++ QCOMPARE(backendShaderImage.peerId(), shaderImage.id());
++ QCOMPARE(backendShaderImage.isEnabled(), false);
++ }
++ }
++
++ void checkSceneChangeEvents()
++ {
++ // GIVEN
++ Qt3DRender::QShaderImage shaderImage;
++ Qt3DRender::Render::ShaderImage backendShaderImage;
++ TestRenderer renderer;
++ backendShaderImage.setRenderer(&renderer);
++ simulateInitializationSync(&shaderImage, &backendShaderImage);
++
++ {
++ // WHEN
++ const bool newValue = false;
++ shaderImage.setEnabled(newValue);
++ backendShaderImage.syncFromFrontEnd(&shaderImage, false);
++
++ // THEN
++ QCOMPARE(backendShaderImage.isEnabled(), newValue);
++ }
++ {
++ // WHEN
++ Qt3DRender::QTexture2D tex2D;
++ shaderImage.setTexture(&tex2D);
++ backendShaderImage.syncFromFrontEnd(&shaderImage, false);
++
++ // THEN
++ QCOMPARE(backendShaderImage.textureId(), tex2D.id());
++ }
++ {
++ // WHEN
++ const int newValue = 883;
++ shaderImage.setMipLevel(newValue);
++ backendShaderImage.syncFromFrontEnd(&shaderImage, false);
++
++ // THEN
++ QCOMPARE(backendShaderImage.mipLevel(), newValue);
++ }
++ {
++ // WHEN
++ const int newValue = 1584;
++ shaderImage.setLayer(newValue);
++ backendShaderImage.syncFromFrontEnd(&shaderImage, false);
++
++ // THEN
++ QCOMPARE(backendShaderImage.layer(), newValue);
++ }
++ {
++ // WHEN
++ const bool newValue = true;
++ shaderImage.setLayered(newValue);
++ backendShaderImage.syncFromFrontEnd(&shaderImage, false);
++
++ // THEN
++ QCOMPARE(backendShaderImage.layered(), newValue);
++ }
++ {
++ // WHEN
++ const Qt3DRender::QShaderImage::Access newValue = Qt3DRender::QShaderImage::WriteOnly;
++ shaderImage.setAccess(newValue);
++ backendShaderImage.syncFromFrontEnd(&shaderImage, false);
++
++ // THEN
++ QCOMPARE(backendShaderImage.access(), newValue);
++ }
++ {
++ // WHEN
++ const Qt3DRender::QShaderImage::ImageFormat newValue = Qt3DRender::QShaderImage::RG16F;
++ shaderImage.setFormat(newValue);
++ backendShaderImage.syncFromFrontEnd(&shaderImage, false);
++
++ // THEN
++ QCOMPARE(backendShaderImage.format(), newValue);
++ }
++ }
++
++ };
++
++ QTEST_MAIN(tst_ShaderImage)
++
++ #include "tst_shaderimage.moc"