6f4aa54131
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>
330 lines
13 KiB
C++
330 lines
13 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2018 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "../shared/examplefw.h"
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// Renders into a non-multisample and a multisample (4x) texture, and then uses
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// those textures to draw two quads. Note that this uses an MSAA sampler in the
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// shader, not resolves. Not supported on the GL(ES) backend atm.
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static float vertexData[] =
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{ // Y up, CCW
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-0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 1.0f, 0.0f
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};
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static quint16 indexData[] =
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{
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0, 1, 2, 0, 2, 3
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};
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static float triangleData[] =
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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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-0.5f, -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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};
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const int UBUFSZ = 68;
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struct {
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QVector<QRhiResource *> releasePool;
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QRhiBuffer *vbuf = nullptr;
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QRhiBuffer *ibuf = nullptr;
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QRhiBuffer *ubuf = nullptr;
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QRhiTexture *tex = nullptr;
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QRhiTexture *msaaTex = nullptr;
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QRhiSampler *sampler = nullptr;
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QRhiShaderResourceBindings *srbLeft = nullptr;
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QRhiShaderResourceBindings *srbRight = nullptr;
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QRhiGraphicsPipeline *psLeft = nullptr;
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QRhiGraphicsPipeline *psRight = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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int rightOfs;
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QMatrix4x4 winProj;
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QMatrix4x4 triBaseMvp;
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float triRot = 0;
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QRhiShaderResourceBindings *triSrb = nullptr;
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QRhiGraphicsPipeline *msaaTriPs = nullptr;
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QRhiGraphicsPipeline *triPs = nullptr;
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QRhiBuffer *triUbuf = nullptr;
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QRhiTextureRenderTarget *msaaRt = nullptr;
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QRhiRenderPassDescriptor *msaaRtRp = nullptr;
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QRhiTextureRenderTarget *rt = nullptr;
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QRhiRenderPassDescriptor *rtRp = nullptr;
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} d;
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//#define NO_MSAA
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void Window::customInit()
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{
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if (!m_r->isFeatureSupported(QRhi::MultisampleTexture))
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qFatal("Multisample textures not supported by this backend");
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData) + sizeof(triangleData));
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d.releasePool << d.vbuf;
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d.vbuf->build();
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d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
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d.releasePool << d.ibuf;
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d.ibuf->build();
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d.rightOfs = m_r->ubufAligned(UBUFSZ);
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.rightOfs + UBUFSZ);
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d.releasePool << d.ubuf;
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d.ubuf->build();
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d.tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
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d.releasePool << d.tex;
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d.tex->build();
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#ifndef NO_MSAA
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d.msaaTex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 4, QRhiTexture::RenderTarget);
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#else
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d.msaaTex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
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#endif
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d.releasePool << d.msaaTex;
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d.msaaTex->build();
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(vertexData), vertexData);
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d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(vertexData), sizeof(triangleData), triangleData);
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d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData);
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d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
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QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
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d.releasePool << d.sampler;
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d.sampler->build();
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d.srbLeft = m_r->newShaderResourceBindings();
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d.releasePool << d.srbLeft;
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d.srbLeft->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, 0, UBUFSZ),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
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});
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d.srbLeft->build();
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d.srbRight = m_r->newShaderResourceBindings();
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d.releasePool << d.srbRight;
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d.srbRight->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, d.rightOfs, UBUFSZ),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.msaaTex, d.sampler)
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});
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d.srbRight->build();
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d.psLeft = m_r->newGraphicsPipeline();
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d.releasePool << d.psLeft;
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d.psLeft->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({ { 4 * sizeof(float) } });
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) }
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});
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d.psLeft->setVertexInputLayout(inputLayout);
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d.psLeft->setShaderResourceBindings(d.srbLeft);
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d.psLeft->setRenderPassDescriptor(m_rp);
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d.psLeft->build();
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d.psRight = m_r->newGraphicsPipeline();
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d.releasePool << d.psRight;
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d.psRight->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
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#ifndef NO_MSAA
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture_ms4.frag.qsb")) }
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#else
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
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#endif
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});
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d.psRight->setVertexInputLayout(d.psLeft->vertexInputLayout());
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d.psRight->setShaderResourceBindings(d.srbRight);
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d.psRight->setRenderPassDescriptor(m_rp);
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d.psRight->build();
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// set up the offscreen triangle that goes into tex and msaaTex
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d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
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d.releasePool << d.triUbuf;
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d.triUbuf->build();
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d.triSrb = m_r->newShaderResourceBindings();
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d.releasePool << d.triSrb;
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d.triSrb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.triUbuf)
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});
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d.triSrb->build();
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d.rt = m_r->newTextureRenderTarget({ d.tex });
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d.releasePool << d.rt;
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d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
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d.releasePool << d.rtRp;
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d.rt->setRenderPassDescriptor(d.rtRp);
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d.rt->build();
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d.msaaRt = m_r->newTextureRenderTarget({ d.msaaTex });
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d.releasePool << d.msaaRt;
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d.msaaRtRp = d.msaaRt->newCompatibleRenderPassDescriptor();
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d.releasePool << d.msaaRtRp;
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d.msaaRt->setRenderPassDescriptor(d.msaaRtRp);
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d.msaaRt->build();
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d.triPs = m_r->newGraphicsPipeline();
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d.releasePool << d.triPs;
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d.triPs->setSampleCount(1);
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d.triPs->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) }
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});
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inputLayout.setBindings({
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{ 5 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
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});
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d.triPs->setVertexInputLayout(inputLayout);
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d.triPs->setShaderResourceBindings(d.triSrb);
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d.triPs->setRenderPassDescriptor(d.rtRp);
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d.triPs->build();
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d.msaaTriPs = m_r->newGraphicsPipeline();
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d.releasePool << d.msaaTriPs;
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#ifndef NO_MSAA
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d.msaaTriPs->setSampleCount(4);
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#else
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d.msaaTriPs->setSampleCount(1);
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#endif
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d.msaaTriPs->setShaderStages(d.triPs->shaderStages());
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d.msaaTriPs->setVertexInputLayout(d.triPs->vertexInputLayout());
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d.msaaTriPs->setShaderResourceBindings(d.triSrb);
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d.msaaTriPs->setRenderPassDescriptor(d.msaaRtRp);
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d.msaaTriPs->build();
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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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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
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if (d.initialUpdates) {
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u->merge(d.initialUpdates);
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d.initialUpdates->release();
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d.initialUpdates = nullptr;
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// onscreen ubuf
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qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
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u->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
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u->updateDynamicBuffer(d.ubuf, d.rightOfs + 64, 4, &flip);
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// offscreen ubuf
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d.triBaseMvp = m_r->clipSpaceCorrMatrix();
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d.triBaseMvp.perspective(45.0f, d.msaaTex->pixelSize().width() / float(d.msaaTex->pixelSize().height()), 0.01f, 1000.0f);
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d.triBaseMvp.translate(0, 0, -2);
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float opacity = 1.0f;
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u->updateDynamicBuffer(d.triUbuf, 64, 4, &opacity);
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}
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if (d.winProj != m_proj) {
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// onscreen buf, window size dependent
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d.winProj = m_proj;
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QMatrix4x4 mvp = m_proj;
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mvp.scale(2);
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mvp.translate(-0.8f, 0, 0);
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u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
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mvp.translate(1.6f, 0, 0);
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u->updateDynamicBuffer(d.ubuf, d.rightOfs, 64, mvp.constData());
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}
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// offscreen buf, apply the rotation on every frame
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QMatrix4x4 triMvp = d.triBaseMvp;
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triMvp.rotate(d.triRot, 0, 1, 0);
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d.triRot += 1;
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u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData());
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cb->resourceUpdate(u); // could have passed u to beginPass but exercise this one too
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// offscreen
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cb->beginPass(d.rt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 });
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cb->setGraphicsPipeline(d.triPs);
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cb->setViewport({ 0, 0, float(d.msaaTex->pixelSize().width()), float(d.msaaTex->pixelSize().height()) });
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cb->setShaderResources();
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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, sizeof(vertexData));
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(3);
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cb->endPass();
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// offscreen msaa
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cb->beginPass(d.msaaRt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 });
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cb->setGraphicsPipeline(d.msaaTriPs);
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cb->setViewport({ 0, 0, float(d.msaaTex->pixelSize().width()), float(d.msaaTex->pixelSize().height()) });
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cb->setShaderResources();
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(3);
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cb->endPass();
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// onscreen
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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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cb->beginPass(m_sc->currentFrameRenderTarget(), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f), { 1.0f, 0 });
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cb->setGraphicsPipeline(d.psLeft); // showing the non-msaa version
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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cb->setShaderResources();
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vbufBinding.second = 0;
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cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
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cb->drawIndexed(6);
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cb->setGraphicsPipeline(d.psRight); // showing the msaa version, resolved in the shader
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cb->setShaderResources();
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cb->drawIndexed(6);
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cb->endPass();
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}
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