qt5base-lts/tests/manual/rhi/compressedtexture_bc1/compressedtexture_bc1.cpp
Laszlo Agocs f1c7814a55 rhi: Remove QVectors from the data description structs as well
As usual, keep some QVector overloads around to allow Qt Quick to compile.

Color attachments and vertex input bindings get an at(index) type of
accessor, unlike any other of similar lists. This is because there the
index is significant, and sequential iteration is not the only type of
operation that is performed. Sometimes a lookup based on an index will
be needed as well.

Task-number: QTBUG-78883
Change-Id: I3882941f09e94ee2f179e0e9b8161551f0d5dae7
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
2019-10-03 09:37:48 +02:00

201 lines
6.9 KiB
C++

/****************************************************************************
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#include "../shared/examplefw.h"
#include "../shared/cube.h"
#include "../shared/dds_bc1.h"
struct {
QRhiBuffer *vbuf = nullptr;
bool vbufReady = false;
QRhiBuffer *ubuf = nullptr;
QRhiTexture *tex = nullptr;
QRhiSampler *sampler = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
float rotation = 0;
QByteArrayList compressedData;
} d;
void Window::customInit()
{
if (!m_r->isTextureFormatSupported(QRhiTexture::BC1))
qFatal("This backend does not support BC1");
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
d.vbuf->build();
d.vbufReady = false;
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
d.ubuf->build();
QSize imageSize;
d.compressedData = loadBC1(QLatin1String(":/qt256_bc1_9mips.dds"), &imageSize);
qDebug() << d.compressedData.count() << imageSize << m_r->mipLevelsForSize(imageSize);
d.tex = m_r->newTexture(QRhiTexture::BC1, imageSize, 1, QRhiTexture::MipMapped);
d.tex->build();
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::Linear,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
d.sampler->build();
d.srb = m_r->newShaderResourceBindings();
d.srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
});
d.srb->build();
d.ps = m_r->newGraphicsPipeline();
d.ps->setDepthTest(true);
d.ps->setDepthWrite(true);
d.ps->setDepthOp(QRhiGraphicsPipeline::Less);
d.ps->setCullMode(QRhiGraphicsPipeline::Back);
d.ps->setFrontFace(QRhiGraphicsPipeline::CCW);
const QShader vs = getShader(QLatin1String(":/texture.vert.qsb"));
if (!vs.isValid())
qFatal("Failed to load shader pack (vertex)");
const QShader fs = getShader(QLatin1String(":/texture.frag.qsb"));
if (!fs.isValid())
qFatal("Failed to load shader pack (fragment)");
d.ps->setShaderStages({
{ QRhiShaderStage::Vertex, vs },
{ QRhiShaderStage::Fragment, fs }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 3 * sizeof(float) },
{ 2 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
{ 1, 1, QRhiVertexInputAttribute::Float2, 0 }
});
d.ps->setVertexInputLayout(inputLayout);
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
d.ps->build();
}
void Window::customRelease()
{
delete d.ps;
d.ps = nullptr;
delete d.srb;
d.srb = nullptr;
delete d.ubuf;
d.ubuf = nullptr;
delete d.vbuf;
d.vbuf = nullptr;
delete d.sampler;
d.sampler = nullptr;
delete d.tex;
d.tex = nullptr;
}
void Window::customRender()
{
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
if (!d.vbufReady) {
d.vbufReady = true;
u->uploadStaticBuffer(d.vbuf, cube);
qint32 flip = 0;
u->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
}
if (!d.compressedData.isEmpty()) {
QVarLengthArray<QRhiTextureUploadEntry, 16> descEntries;
for (int i = 0; i < d.compressedData.count(); ++i) {
QRhiTextureSubresourceUploadDescription image(d.compressedData[i].constData(), d.compressedData[i].size());
descEntries.append({ 0, i, image });
}
QRhiTextureUploadDescription desc;
desc.setEntries(descEntries.cbegin(), descEntries.cend());
u->uploadTexture(d.tex, desc);
d.compressedData.clear();
}
d.rotation += 1.0f;
QMatrix4x4 mvp = m_proj;
mvp.scale(0.5f);
mvp.rotate(d.rotation, 0, 1, 0);
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
const QSize outputSizeInPixels = m_sc->currentPixelSize();
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
cb->setGraphicsPipeline(d.ps);
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
cb->setShaderResources();
const QRhiCommandBuffer::VertexInput vbufBindings[] = {
{ d.vbuf, 0 },
{ d.vbuf, 36 * 3 * sizeof(float) }
};
cb->setVertexInput(0, 2, vbufBindings);
cb->draw(36);
cb->endPass();
}