qt5base-lts/tests/manual/rhi/msaatexture/msaatexture.cpp
Laszlo Agocs 6f4aa54131 rhi: Add compute api and implement for Vulkan and Metal
D3D11 and GL (4.3+, ES 3.1+) will come separately at a
later time.

Change-Id: If30f2f3d062fa27e57e9912674669225b82a7b93
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-06-17 10:32:57 +02:00

330 lines
13 KiB
C++

/****************************************************************************
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#include "../shared/examplefw.h"
// Renders into a non-multisample and a multisample (4x) texture, and then uses
// those textures to draw two quads. Note that this uses an MSAA sampler in the
// shader, not resolves. Not supported on the GL(ES) backend atm.
static float vertexData[] =
{ // Y up, CCW
-0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 1.0f, 0.0f
};
static quint16 indexData[] =
{
0, 1, 2, 0, 2, 3
};
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,
};
const int UBUFSZ = 68;
struct {
QVector<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ibuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiTexture *tex = nullptr;
QRhiTexture *msaaTex = nullptr;
QRhiSampler *sampler = nullptr;
QRhiShaderResourceBindings *srbLeft = nullptr;
QRhiShaderResourceBindings *srbRight = nullptr;
QRhiGraphicsPipeline *psLeft = nullptr;
QRhiGraphicsPipeline *psRight = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
int rightOfs;
QMatrix4x4 winProj;
QMatrix4x4 triBaseMvp;
float triRot = 0;
QRhiShaderResourceBindings *triSrb = nullptr;
QRhiGraphicsPipeline *msaaTriPs = nullptr;
QRhiGraphicsPipeline *triPs = nullptr;
QRhiBuffer *triUbuf = nullptr;
QRhiTextureRenderTarget *msaaRt = nullptr;
QRhiRenderPassDescriptor *msaaRtRp = nullptr;
QRhiTextureRenderTarget *rt = nullptr;
QRhiRenderPassDescriptor *rtRp = nullptr;
} d;
//#define NO_MSAA
void Window::customInit()
{
if (!m_r->isFeatureSupported(QRhi::MultisampleTexture))
qFatal("Multisample textures not supported by this backend");
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData) + sizeof(triangleData));
d.releasePool << d.vbuf;
d.vbuf->build();
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
d.releasePool << d.ibuf;
d.ibuf->build();
d.rightOfs = m_r->ubufAligned(UBUFSZ);
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.rightOfs + UBUFSZ);
d.releasePool << d.ubuf;
d.ubuf->build();
d.tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
d.releasePool << d.tex;
d.tex->build();
#ifndef NO_MSAA
d.msaaTex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 4, QRhiTexture::RenderTarget);
#else
d.msaaTex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
#endif
d.releasePool << d.msaaTex;
d.msaaTex->build();
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(vertexData), vertexData);
d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(vertexData), sizeof(triangleData), triangleData);
d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData);
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
d.releasePool << d.sampler;
d.sampler->build();
d.srbLeft = m_r->newShaderResourceBindings();
d.releasePool << d.srbLeft;
d.srbLeft->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, 0, UBUFSZ),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
});
d.srbLeft->build();
d.srbRight = m_r->newShaderResourceBindings();
d.releasePool << d.srbRight;
d.srbRight->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, d.rightOfs, UBUFSZ),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.msaaTex, d.sampler)
});
d.srbRight->build();
d.psLeft = m_r->newGraphicsPipeline();
d.releasePool << d.psLeft;
d.psLeft->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({ { 4 * sizeof(float) } });
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) }
});
d.psLeft->setVertexInputLayout(inputLayout);
d.psLeft->setShaderResourceBindings(d.srbLeft);
d.psLeft->setRenderPassDescriptor(m_rp);
d.psLeft->build();
d.psRight = m_r->newGraphicsPipeline();
d.releasePool << d.psRight;
d.psRight->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
#ifndef NO_MSAA
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture_ms4.frag.qsb")) }
#else
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
#endif
});
d.psRight->setVertexInputLayout(d.psLeft->vertexInputLayout());
d.psRight->setShaderResourceBindings(d.srbRight);
d.psRight->setRenderPassDescriptor(m_rp);
d.psRight->build();
// set up the offscreen triangle that goes into tex and msaaTex
d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
d.releasePool << d.triUbuf;
d.triUbuf->build();
d.triSrb = m_r->newShaderResourceBindings();
d.releasePool << d.triSrb;
d.triSrb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.triUbuf)
});
d.triSrb->build();
d.rt = m_r->newTextureRenderTarget({ d.tex });
d.releasePool << d.rt;
d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
d.releasePool << d.rtRp;
d.rt->setRenderPassDescriptor(d.rtRp);
d.rt->build();
d.msaaRt = m_r->newTextureRenderTarget({ d.msaaTex });
d.releasePool << d.msaaRt;
d.msaaRtRp = d.msaaRt->newCompatibleRenderPassDescriptor();
d.releasePool << d.msaaRtRp;
d.msaaRt->setRenderPassDescriptor(d.msaaRtRp);
d.msaaRt->build();
d.triPs = m_r->newGraphicsPipeline();
d.releasePool << d.triPs;
d.triPs->setSampleCount(1);
d.triPs->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) }
});
inputLayout.setBindings({
{ 5 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
});
d.triPs->setVertexInputLayout(inputLayout);
d.triPs->setShaderResourceBindings(d.triSrb);
d.triPs->setRenderPassDescriptor(d.rtRp);
d.triPs->build();
d.msaaTriPs = m_r->newGraphicsPipeline();
d.releasePool << d.msaaTriPs;
#ifndef NO_MSAA
d.msaaTriPs->setSampleCount(4);
#else
d.msaaTriPs->setSampleCount(1);
#endif
d.msaaTriPs->setShaderStages(d.triPs->shaderStages());
d.msaaTriPs->setVertexInputLayout(d.triPs->vertexInputLayout());
d.msaaTriPs->setShaderResourceBindings(d.triSrb);
d.msaaTriPs->setRenderPassDescriptor(d.msaaRtRp);
d.msaaTriPs->build();
}
void Window::customRelease()
{
qDeleteAll(d.releasePool);
d.releasePool.clear();
}
void Window::customRender()
{
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
if (d.initialUpdates) {
u->merge(d.initialUpdates);
d.initialUpdates->release();
d.initialUpdates = nullptr;
// onscreen ubuf
qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
u->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
u->updateDynamicBuffer(d.ubuf, d.rightOfs + 64, 4, &flip);
// offscreen ubuf
d.triBaseMvp = m_r->clipSpaceCorrMatrix();
d.triBaseMvp.perspective(45.0f, d.msaaTex->pixelSize().width() / float(d.msaaTex->pixelSize().height()), 0.01f, 1000.0f);
d.triBaseMvp.translate(0, 0, -2);
float opacity = 1.0f;
u->updateDynamicBuffer(d.triUbuf, 64, 4, &opacity);
}
if (d.winProj != m_proj) {
// onscreen buf, window size dependent
d.winProj = m_proj;
QMatrix4x4 mvp = m_proj;
mvp.scale(2);
mvp.translate(-0.8f, 0, 0);
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
mvp.translate(1.6f, 0, 0);
u->updateDynamicBuffer(d.ubuf, d.rightOfs, 64, mvp.constData());
}
// offscreen buf, apply the rotation on every frame
QMatrix4x4 triMvp = d.triBaseMvp;
triMvp.rotate(d.triRot, 0, 1, 0);
d.triRot += 1;
u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData());
cb->resourceUpdate(u); // could have passed u to beginPass but exercise this one too
// offscreen
cb->beginPass(d.rt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 });
cb->setGraphicsPipeline(d.triPs);
cb->setViewport({ 0, 0, float(d.msaaTex->pixelSize().width()), float(d.msaaTex->pixelSize().height()) });
cb->setShaderResources();
QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, sizeof(vertexData));
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(3);
cb->endPass();
// offscreen msaa
cb->beginPass(d.msaaRt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 });
cb->setGraphicsPipeline(d.msaaTriPs);
cb->setViewport({ 0, 0, float(d.msaaTex->pixelSize().width()), float(d.msaaTex->pixelSize().height()) });
cb->setShaderResources();
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(3);
cb->endPass();
// onscreen
const QSize outputSizeInPixels = m_sc->currentPixelSize();
cb->beginPass(m_sc->currentFrameRenderTarget(), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f), { 1.0f, 0 });
cb->setGraphicsPipeline(d.psLeft); // showing the non-msaa version
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
cb->setShaderResources();
vbufBinding.second = 0;
cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
cb->drawIndexed(6);
cb->setGraphicsPipeline(d.psRight); // showing the msaa version, resolved in the shader
cb->setShaderResources();
cb->drawIndexed(6);
cb->endPass();
}