Commit Graph

9 Commits

Author SHA1 Message Date
Ben Fletcher
9ef702a37b rhi: Add the basic infrastructure for geometry shader support
.. but this will only be supported on Vulkan, OpenGL 3.2+, and Open GL
ES 3.2+ for the time being.

The situation is:

- Vulkan is working.  qsb accepts .geom files already, and QShader has
  existing geometry shader support.

- OpenGL 3.2 and OpenGL ES 3.2 are working.

- D3D11 is not working.  D3D11 supports geometry shaders, but SPIRV-
  Cross does not support translating geometry shaders to HLSL.

- Metal is not working.  Metal does not directly support geometry
  shaders.

Change-Id: Ieb7c44c58b8be5f2e2197bf5133cf6847e6c132d
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
2022-01-31 08:53:37 -08:00
Ben Fletcher
1c3ae79ad3 rhi: Add support for polygon fill mode
Support for Polygon Mode (Triangle Fill Mode in Metal, Fill Mode in D3D)
in the RHI graphics pipeline.

Options are Fill and Line

Status:
    OpenGL - ok
    Vulkan - ok
    Metal - ok
    D3D11 - ok
    OpenGL ES - does not support glPolygonMode.

Change-Id: I20b7ef416624700c3dc8d1cbe6474f4ca3889db8
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
2022-01-31 08:52:05 -08:00
Laszlo Agocs
a325016aa9 rhi: Add the basic infrastructure for tessellation support
...but this will only be supported with Vulkan and OpenGL 4.0+ and
OpenGL ES 3.2+ for the time being.

Taking the Vulkan model as our standard, the situation is the
following:

- Vulkan is ok, qsb secretly accepts .tesc and .tese files as input
  already (plus QShader already has the necessary plumbing when it
  comes to enums and such) To switch the tessellation domain origin to
  bottom left we require Vulkan 1.1 (don't bother with
  VK_KHR_maintenance2 on top of 1.0 at this point since 1.1 or 1.2
  implementations should be common by now). The change is essential to
  allow the same evaluation shader to work with both OpenGL and
  Vulkan: this way we can use the same shader source, declaring the
  tessellation winding order as CCW, with both APIs.

- OpenGL 4.0 and OpenGL ES 3.2 (or ES 3.1 with the Android extension
  pack, but we won't bother with checking that for now) can be made
  working without much complications, though we need to be careful
  when it comes to gathering and setting uniforms so that we do not
  leave the new tessellation stages out. We will stick to the Vulkan
  model in the sense that the inner and outer tessellation levels must
  be specified from the control shader, and cannot be specified from
  the host side, even though OpenGL would allow this. (basically the
  same story as with point size in vertex shaders)

- D3D11 would be no problem API-wise, and we could likely implement
  the support for hull and domain shader stages in the backend, but
  SPIRV-Cross does not support translating tessellation shaders to
  HLSL.  Attempting to feed in a .tesc or .tese file to qsb with
  --hlsl specified will always fail. One issue here is how hull
  shaders are structured, with the patchconstantfunc attribute
  specifying a separate function computing the patch constant
  data. With GLSL there is a single entry point in the tessellation
  control shader, which then performs both the calculations on the
  control points as well as the constant data (such as, the inner and
  outer tessellation factors).  One option here is to inject
  handwritten HLSL shaders in the .qsb files using qsb's replace (-r)
  mode, but this is not exactly a viable universal solution.

- Metal uses a different tessellation pipeline involving compute
  shaders. This needs more investigation but probably not something we
  can prioritize in practice. SPIRV-Cross does support this,
  generating a compute shader for control and a (post-)vertex shader
  for evaluation, presumably in order to enable MoltenVK to function
  when it comes to tessellation, but it is not clear yet how usable
  this is for us.

Change-Id: Ic953c63850bda5bc912c7ac354425041b43157ef
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2022-01-13 13:44:29 +01:00
Laszlo Agocs
23f8d6c57f rhi: Drop the profiler for now
The system we inherited from the original Qt 5.14 introduction of QRhi
is a text stream based solution where resource creation and frame
timings are sent in a comma-separated format to a QIODevice.

This, while useful to get insights about the number of resources at a
given time, is not actively helpful. The frameworks built on top (Qt
Quick, Qt Quick 3D) are expected to provide solutions for logging
timings in a different way (e.g. via the QML Profiler). Similarly,
tracking active resources and generating statistics from that is
better handled on a higher level.

The unique bits, such as the Vulkan memory allocator statistics and
the GPU frame timestamps, are converted into APIs in QRhi. This way a
user of QRhi can query it at any time and do whatever it sees fit with
the data.

When it comes to the GPU timestamps, that has a somewhat limited value
due to the heavy asynchronousness, hence the callback based
API. Nonetheless, this is still useful since it is the only means of
reporting some frame timing data (an approx. elapsed milliseconds for
a frame) from the GPU side.

Change-Id: I67cd58b81aaa7e343c11731f9aa5b4804c2a1823
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
2022-01-04 13:00:40 +01:00
Laszlo Agocs
e7a1fbfc47 rhi: Add texture array support
Arrays of textures have always been supported, but we will encounter
cases when we need to work with texture array objects as well.

Note that currently it is not possible to expose only a slice of the
array to the shader, because there is no dedicated API in the SRB,
and thus the same SRV/UAV (or equivalent) is used always, capturing
all elements in the array. Therefore in the shader the last component
of P in texture() is in range 0..array_size-1.

Change-Id: I5a032ed016aeefbbcd743d5bfb9fbc49ba00a1fa
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2021-10-29 15:57:13 +02:00
Laszlo Agocs
51c22a1f51 rhi: Add support for 3D textures
Supported on OpenGL (and ES) 3.0+ and everywhere else.

Can also be a render target, targeting a single slice at a time.

Can be mipmapped, cannot be multisample.

Reading back a given slice from a 3D texture is left as a future
exercise, for now it is documented to be not supported.

Upload is going to be limited to one slice in one upload entry,
just like we specify one face or one miplevel for cubemap and
mipmapped textures.

This also involves some welcome hardening of how texture subresources
are described internally: as we no longer can count on a layer index
between 0..5 (as is the case with cubemaps), simply arrays with
MAX_LAYER==6 are no longer sufficient. Switch to sufficiently dynamic
data structures where applicable.

On Vulkan rendering to a slice needs Vulkan 1.1 (and 1.1 enabled on the
VkInstance).

Task-number: QTBUG-89703
Change-Id: Ide6c20124ec9201d94ffc339dd479cd1ece777b0
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2021-05-31 17:16:57 +02:00
Laszlo Agocs
f26e329c47 rhi: Add a many cubes manual test
Draw 25000 cubes while doing a uniform buffer update for each.

Change-Id: I2216641c8bf7c6ea147fe3edd679317b472e1f04
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2020-10-11 10:58:44 +02:00
Alexandru Croitor
1339cc4667 CMake: Regenerate manual tests
Change-Id: Id42b9e481375d2ec0e68b73dc1e2ff36f0cbd49e
Reviewed-by: Joerg Bornemann <joerg.bornemann@qt.io>
2020-07-08 11:01:38 +02:00
Leander Beernaert
47428dfa55 Convert all of tests/manual
Fixes: QTBUG-78164
Change-Id: I28b59bf84533fc33fafafd1511b5337d36af0e2b
Reviewed-by: Qt CMake Build Bot
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
2019-11-14 09:03:26 +00:00