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