05fc3aef53
Replace the current license disclaimer in files by a SPDX-License-Identifier. Files that have to be modified by hand are modified. License files are organized under LICENSES directory. 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>
146 lines
4.4 KiB
C++
146 lines
4.4 KiB
C++
// Copyright (C) 2019 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#define EXAMPLEFW_PREINIT
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#include "../shared/examplefw.h"
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#include "../shared/cube.h"
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#include <QRandomGenerator>
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// A variation on the instancing test. No instancing here, just
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// individual uniform buffer updates and draw calls.
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const int INSTANCE_COUNT = 25000;
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struct {
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QList<QRhiResource *> releasePool;
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QRhiBuffer *vbuf;
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QRhiBuffer *ubuf[INSTANCE_COUNT];
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QRhiShaderResourceBindings *srb[INSTANCE_COUNT];
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QRhiGraphicsPipeline *ps;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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struct {
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float x, y, z;
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float r, g, b;
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} instData[INSTANCE_COUNT];
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float rot = 0.0f;
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} d;
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void preInit()
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{
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debugLayer = false;
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}
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void Window::customInit()
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{
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
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d.vbuf->create();
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d.releasePool << d.vbuf;
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d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
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for (int i = 0; i < INSTANCE_COUNT; ++i) {
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d.ubuf[i] = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 92);
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d.ubuf[i]->create();
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d.releasePool << d.ubuf[i];
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d.srb[i] = m_r->newShaderResourceBindings();
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d.releasePool << d.srb[i];
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d.srb[i]->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage, d.ubuf[i])
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});
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d.srb[i]->create();
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}
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d.ps = m_r->newGraphicsPipeline();
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d.releasePool << d.ps;
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d.ps->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/material.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/material.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 3 * sizeof(float) },
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
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});
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d.ps->setVertexInputLayout(inputLayout);
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d.ps->setShaderResourceBindings(d.srb[0]);
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d.ps->setRenderPassDescriptor(m_rp);
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d.ps->create();
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QRandomGenerator *rgen = QRandomGenerator::global();
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for (int i = 0; i < INSTANCE_COUNT; ++i) {
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d.instData[i].x = rgen->bounded(8000) / 100.0f - 40.0f;
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d.instData[i].y = rgen->bounded(8000) / 100.0f - 40.0f;
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d.instData[i].z = rgen->bounded(100) / -4.0f;
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d.instData[i].r = i / float(INSTANCE_COUNT);
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d.instData[i].g = 0.0f;
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d.instData[i].b = 0.0f;
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}
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}
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void Window::customRelease()
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{
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qDeleteAll(d.releasePool);
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d.releasePool.clear();
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}
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void Window::customRender()
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{
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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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QRhiResourceUpdateBatch *u = nullptr;
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if (d.initialUpdates) {
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u = d.initialUpdates;
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d.initialUpdates = nullptr;
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}
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for (int i = 0; i < INSTANCE_COUNT; ++i) {
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char *p = d.ubuf[i]->beginFullDynamicBufferUpdateForCurrentFrame();
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QMatrix4x4 mvp = m_proj;
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mvp.rotate(d.rot, 0, 1, 0);
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mvp.scale(0.05f);
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memcpy(p, mvp.constData(), 64);
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// float *v = reinterpret_cast<float *>(p + 64);
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// v[0] = d.instData[i].x;
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// v[1] = d.instData[i].y;
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// v[2] = d.instData[i].z;
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memcpy(p + 64, &d.instData[i].x, 4);
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memcpy(p + 68, &d.instData[i].y, 4);
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memcpy(p + 72, &d.instData[i].z, 4);
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// v = reinterpret_cast<float *>(p + 80);
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// v[0] = d.instData[i].r;
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// v[1] = d.instData[i].g;
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// v[2] = d.instData[i].b;
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memcpy(p + 80, &d.instData[i].r, 4);
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memcpy(p + 84, &d.instData[i].g, 4);
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memcpy(p + 88, &d.instData[i].b, 4);
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d.ubuf[i]->endFullDynamicBufferUpdateForCurrentFrame();
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}
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u, QRhiCommandBuffer::DoNotTrackResourcesForCompute);
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for (int i = 0; i < INSTANCE_COUNT; ++i) {
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cb->setGraphicsPipeline(d.ps);
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if (i == 0)
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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cb->setShaderResources(d.srb[i]);
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const QRhiCommandBuffer::VertexInput vbufBinding[] = {
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{ d.vbuf, 0 },
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};
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cb->setVertexInput(0, 1, vbufBinding);
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cb->draw(36);
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}
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cb->endPass();
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d.rot += 0.1f;
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}
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