qt5base-lts/tests/manual/rhi/noninstanced/noninstanced.cpp
Lucie Gérard 05fc3aef53 Use SPDX license identifiers
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Task-number: QTBUG-67283
Change-Id: Id880c92784c40f3bbde861c0d93f58151c18b9f1
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
2022-05-16 16:37:38 +02:00

146 lines
4.4 KiB
C++

// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#define EXAMPLEFW_PREINIT
#include "../shared/examplefw.h"
#include "../shared/cube.h"
#include <QRandomGenerator>
// A variation on the instancing test. No instancing here, just
// individual uniform buffer updates and draw calls.
const int INSTANCE_COUNT = 25000;
struct {
QList<QRhiResource *> releasePool;
QRhiBuffer *vbuf;
QRhiBuffer *ubuf[INSTANCE_COUNT];
QRhiShaderResourceBindings *srb[INSTANCE_COUNT];
QRhiGraphicsPipeline *ps;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
struct {
float x, y, z;
float r, g, b;
} instData[INSTANCE_COUNT];
float rot = 0.0f;
} d;
void preInit()
{
debugLayer = false;
}
void Window::customInit()
{
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
d.vbuf->create();
d.releasePool << d.vbuf;
d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
for (int i = 0; i < INSTANCE_COUNT; ++i) {
d.ubuf[i] = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 92);
d.ubuf[i]->create();
d.releasePool << d.ubuf[i];
d.srb[i] = m_r->newShaderResourceBindings();
d.releasePool << d.srb[i];
d.srb[i]->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage, d.ubuf[i])
});
d.srb[i]->create();
}
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
d.ps->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/material.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/material.frag.qsb")) }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 3 * sizeof(float) },
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
});
d.ps->setVertexInputLayout(inputLayout);
d.ps->setShaderResourceBindings(d.srb[0]);
d.ps->setRenderPassDescriptor(m_rp);
d.ps->create();
QRandomGenerator *rgen = QRandomGenerator::global();
for (int i = 0; i < INSTANCE_COUNT; ++i) {
d.instData[i].x = rgen->bounded(8000) / 100.0f - 40.0f;
d.instData[i].y = rgen->bounded(8000) / 100.0f - 40.0f;
d.instData[i].z = rgen->bounded(100) / -4.0f;
d.instData[i].r = i / float(INSTANCE_COUNT);
d.instData[i].g = 0.0f;
d.instData[i].b = 0.0f;
}
}
void Window::customRelease()
{
qDeleteAll(d.releasePool);
d.releasePool.clear();
}
void Window::customRender()
{
const QSize outputSizeInPixels = m_sc->currentPixelSize();
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
QRhiResourceUpdateBatch *u = nullptr;
if (d.initialUpdates) {
u = d.initialUpdates;
d.initialUpdates = nullptr;
}
for (int i = 0; i < INSTANCE_COUNT; ++i) {
char *p = d.ubuf[i]->beginFullDynamicBufferUpdateForCurrentFrame();
QMatrix4x4 mvp = m_proj;
mvp.rotate(d.rot, 0, 1, 0);
mvp.scale(0.05f);
memcpy(p, mvp.constData(), 64);
// float *v = reinterpret_cast<float *>(p + 64);
// v[0] = d.instData[i].x;
// v[1] = d.instData[i].y;
// v[2] = d.instData[i].z;
memcpy(p + 64, &d.instData[i].x, 4);
memcpy(p + 68, &d.instData[i].y, 4);
memcpy(p + 72, &d.instData[i].z, 4);
// v = reinterpret_cast<float *>(p + 80);
// v[0] = d.instData[i].r;
// v[1] = d.instData[i].g;
// v[2] = d.instData[i].b;
memcpy(p + 80, &d.instData[i].r, 4);
memcpy(p + 84, &d.instData[i].g, 4);
memcpy(p + 88, &d.instData[i].b, 4);
d.ubuf[i]->endFullDynamicBufferUpdateForCurrentFrame();
}
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u, QRhiCommandBuffer::DoNotTrackResourcesForCompute);
for (int i = 0; i < INSTANCE_COUNT; ++i) {
cb->setGraphicsPipeline(d.ps);
if (i == 0)
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
cb->setShaderResources(d.srb[i]);
const QRhiCommandBuffer::VertexInput vbufBinding[] = {
{ d.vbuf, 0 },
};
cb->setVertexInput(0, 1, vbufBinding);
cb->draw(36);
}
cb->endPass();
d.rot += 0.1f;
}