rhi: multiview: Exercise instancing in the test
Just to make sure instanced drawing does not regress. Relevant particularly with Metal. Fixes: QTBUG-114885 Change-Id: Ib39066d32985bf25ca02d5aa54d9cf654772be9a Reviewed-by: Andy Nichols <andy.nichols@qt.io>
This commit is contained in:
parent
43ea57b901
commit
821c404ef2
@ -33,12 +33,24 @@ static float triangleData[] =
|
||||
{ // Y up, CCW
|
||||
0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
static const int INSTANCE_COUNT = 5;
|
||||
|
||||
static float instanceData[INSTANCE_COUNT * 3] =
|
||||
{
|
||||
0.4f, 0.0f, 0.0f,
|
||||
0.2f, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f,
|
||||
-0.2f, 0.0f, 0.0f,
|
||||
-0.4f, 0.0f, 0.0f
|
||||
};
|
||||
|
||||
struct {
|
||||
QList<QRhiResource *> releasePool;
|
||||
QRhiBuffer *vbuf = nullptr;
|
||||
QRhiBuffer *instanceBuf = nullptr;
|
||||
QRhiBuffer *ibuf = nullptr;
|
||||
QRhiBuffer *ubuf = nullptr;
|
||||
QRhiTextureRenderTarget *rt = nullptr;
|
||||
@ -109,6 +121,11 @@ void Window::customInit()
|
||||
d.vbuf->create();
|
||||
d.releasePool << d.vbuf;
|
||||
|
||||
// data for the instanced translation attribute
|
||||
d.instanceBuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(instanceData));
|
||||
d.instanceBuf->create();
|
||||
d.releasePool << d.instanceBuf;
|
||||
|
||||
// resources for the on-screen visualizer
|
||||
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
|
||||
d.ibuf->create();
|
||||
@ -160,6 +177,7 @@ void Window::customInit()
|
||||
d.initialUpdates = m_r->nextResourceUpdateBatch();
|
||||
d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData);
|
||||
d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(quadVertexData), sizeof(triangleData), triangleData);
|
||||
d.initialUpdates->uploadStaticBuffer(d.instanceBuf, instanceData);
|
||||
d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
|
||||
|
||||
qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
|
||||
@ -189,11 +207,13 @@ void Window::customInit()
|
||||
});
|
||||
d.triPs->setMultiViewCount(2); // the view count must be set both on the render target and the pipeline
|
||||
inputLayout.setBindings({
|
||||
{ 5 * sizeof(float) }
|
||||
{ 5 * sizeof(float) },
|
||||
{ 3 * sizeof(float), QRhiVertexInputBinding::PerInstance }
|
||||
});
|
||||
inputLayout.setAttributes({
|
||||
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
|
||||
{ 0, 1, QRhiVertexInputAttribute::Float3, quint32(2 * sizeof(float)) }
|
||||
{ 0, 1, QRhiVertexInputAttribute::Float3, quint32(2 * sizeof(float)) },
|
||||
{ 1, 2, QRhiVertexInputAttribute::Float3, 0 }
|
||||
});
|
||||
d.triPs->setSampleCount(sampleCount);
|
||||
d.triPs->setVertexInputLayout(inputLayout);
|
||||
@ -222,8 +242,6 @@ void Window::customRender()
|
||||
d.initialUpdates = nullptr;
|
||||
}
|
||||
|
||||
QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, quint32(sizeof(quadVertexData)));
|
||||
|
||||
QMatrix4x4 triMvp = d.triBaseMvp;
|
||||
// let's say this is the left eye, make the triangle point left for now
|
||||
triMvp.rotate(90, 0, 0, 1);
|
||||
@ -237,8 +255,12 @@ void Window::customRender()
|
||||
cb->setGraphicsPipeline(d.triPs);
|
||||
cb->setViewport({ 0, 0, float(d.rt->pixelSize().width()), float(d.rt->pixelSize().height()) });
|
||||
cb->setShaderResources();
|
||||
cb->setVertexInput(0, 1, &vbufBinding);
|
||||
cb->draw(3);
|
||||
const QRhiCommandBuffer::VertexInput multiViewPassVbufBindings[] = {
|
||||
{ d.vbuf, quint32(sizeof(quadVertexData)) },
|
||||
{ d.instanceBuf, 0 }
|
||||
};
|
||||
cb->setVertexInput(0, 2, multiViewPassVbufBindings);
|
||||
cb->draw(3, INSTANCE_COUNT);
|
||||
cb->endPass();
|
||||
|
||||
// "blit" the two texture layers on-screen just to visualize the contents
|
||||
@ -260,8 +282,8 @@ void Window::customRender()
|
||||
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
|
||||
cb->setGraphicsPipeline(d.ps);
|
||||
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
|
||||
vbufBinding.second = 0;
|
||||
cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
|
||||
const QRhiCommandBuffer::VertexInput quadPassVBufBindings[] = { { d.vbuf, 0 } };
|
||||
cb->setVertexInput(0, 1, quadPassVBufBindings, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
cb->setShaderResources(d.srb[i]);
|
||||
cb->drawIndexed(6);
|
||||
|
Binary file not shown.
@ -3,6 +3,7 @@
|
||||
|
||||
layout(location = 0) in vec4 pos;
|
||||
layout(location = 1) in vec3 color;
|
||||
layout(location = 2) in vec3 translation;
|
||||
|
||||
layout(location = 0) out vec3 v_color;
|
||||
|
||||
@ -14,5 +15,5 @@ layout(std140, binding = 0) uniform buf
|
||||
void main()
|
||||
{
|
||||
v_color = color;
|
||||
gl_Position = mvp[gl_ViewIndex] * pos;
|
||||
gl_Position = mvp[gl_ViewIndex] * (pos + vec4(translation, 0.0));
|
||||
}
|
||||
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Loading…
Reference in New Issue
Block a user