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>
159 lines
5.4 KiB
C++
159 lines
5.4 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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#include "../shared/examplefw.h"
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#include <QRandomGenerator>
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// Compute shader example. Writes to a storage buffer from a compute shader,
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// then uses the same buffer as vertex buffer in the vertex stage. This would
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// be typical when implementing particles for example. Here we just simply move
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// the positions back and forth along the X axis.
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// Note that the example relies on gl_PointSize which is not supported
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// everywhere. So in some cases the points will be of size 1.
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struct {
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QList<QRhiResource *> releasePool;
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QRhiBuffer *sbuf = nullptr;
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QRhiBuffer *computeUniBuf = nullptr;
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QRhiShaderResourceBindings *computeBindings = nullptr;
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QRhiComputePipeline *computePipeline = nullptr;
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QRhiShaderResourceBindings *graphicsBindings = nullptr;
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QRhiGraphicsPipeline *graphicsPipeline = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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float step = 0.2f;
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} d;
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// these struct must match the std140 packing rules
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struct Data {
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float pos[2];
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float dir;
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quint32 pad[1];
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};
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struct ComputeUBuf {
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float step;
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quint32 count;
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};
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const int DATA_COUNT = 256 * 128;
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const int COMPUTE_UBUF_SIZE = 8;
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void Window::customInit()
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{
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if (!m_r->isFeatureSupported(QRhi::Compute))
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qFatal("Compute is not supported");
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if (!m_r->isFeatureSupported(QRhi::VertexShaderPointSize))
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qWarning("Point sizes other than 1 not supported");
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// compute pass
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d.sbuf = m_r->newBuffer(QRhiBuffer::Immutable,
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QRhiBuffer::StorageBuffer | QRhiBuffer::VertexBuffer,
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sizeof(Data) * DATA_COUNT);
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d.sbuf->create();
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d.releasePool << d.sbuf;
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d.computeUniBuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, COMPUTE_UBUF_SIZE);
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d.computeUniBuf->create();
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d.releasePool << d.computeUniBuf;
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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QByteArray data;
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data.resize(sizeof(Data) * DATA_COUNT);
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Data *p = reinterpret_cast<Data *>(data.data());
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QRandomGenerator *rgen = QRandomGenerator::global();
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for (int i = 0; i < DATA_COUNT; ++i) {
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p->pos[0] = rgen->bounded(1000) / 500.0f - 1.0f;
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p->pos[1] = rgen->bounded(1000) / 500.0f - 1.0f;
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p->dir = rgen->bounded(2) ? 1 : -1;
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++p;
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}
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d.initialUpdates->uploadStaticBuffer(d.sbuf, data.constData());
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ComputeUBuf ud;
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ud.step = d.step;
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ud.count = DATA_COUNT;
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d.initialUpdates->updateDynamicBuffer(d.computeUniBuf, 0, COMPUTE_UBUF_SIZE, &ud);
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d.computeBindings = m_r->newShaderResourceBindings();
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d.computeBindings->setBindings({
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QRhiShaderResourceBinding::bufferLoadStore(0, QRhiShaderResourceBinding::ComputeStage, d.sbuf),
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QRhiShaderResourceBinding::uniformBuffer(1, QRhiShaderResourceBinding::ComputeStage, d.computeUniBuf)
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});
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d.computeBindings->create();
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d.releasePool << d.computeBindings;
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d.computePipeline = m_r->newComputePipeline();
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d.computePipeline->setShaderResourceBindings(d.computeBindings);
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d.computePipeline->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/buffer.comp.qsb")) });
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d.computePipeline->create();
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d.releasePool << d.computePipeline;
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// graphics pass
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d.graphicsBindings = m_r->newShaderResourceBindings();
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d.graphicsBindings->create();
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d.releasePool << d.graphicsBindings;
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d.graphicsPipeline = m_r->newGraphicsPipeline();
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d.graphicsPipeline->setTopology(QRhiGraphicsPipeline::Points);
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d.graphicsPipeline->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/main.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/main.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 2 * 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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});
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d.graphicsPipeline->setVertexInputLayout(inputLayout);
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d.graphicsPipeline->setShaderResourceBindings(d.graphicsBindings);
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d.graphicsPipeline->setRenderPassDescriptor(m_rp);
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d.graphicsPipeline->create();
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d.releasePool << d.graphicsPipeline;
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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 = 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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}
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#if 0
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u->updateDynamicBuffer(d.computeUniBuf, 0, sizeof(float), &d.step);
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d.step += 0.01f;
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#endif
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// compute pass
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cb->beginComputePass(u);
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cb->setComputePipeline(d.computePipeline);
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cb->setShaderResources();
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cb->dispatch(DATA_COUNT / 256, 1, 1);
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cb->endComputePass();
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// graphics pass
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 });
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cb->setGraphicsPipeline(d.graphicsPipeline);
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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QRhiCommandBuffer::VertexInput vbufBinding(d.sbuf, 0);
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(DATA_COUNT);
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cb->endPass();
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}
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