qt5base-lts/tests/manual/rhi/msaarenderbuffer/msaarenderbuffer.cpp
Laszlo Agocs 22d22eb282 rhi: Add a --transparent option to manual tests
This will also cause clearing to 0,0,0,0.

Essential in order to allow fast testing of window transparency
issues in combination with QRhi and the various backends.

Change-Id: Iee2763c1d06f1d3e5d59a9142abaf30fab1dc543
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
2019-09-26 17:02:12 +02:00

260 lines
9.7 KiB
C++

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#include "../shared/examplefw.h"
// Uses a multisample renderbuffer (whatever that may be on a given backend) to
// render to and then resolves the samples into a non-multisample texture.
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,
};
struct {
QVector<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ibuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiRenderBuffer *rb = nullptr;
QRhiTextureRenderTarget *rt = nullptr;
QRhiRenderPassDescriptor *rtRp = nullptr;
QRhiTexture *tex = nullptr;
QRhiSampler *sampler = nullptr;
QRhiBuffer *triUbuf = nullptr;
QRhiShaderResourceBindings *triSrb = nullptr;
QRhiGraphicsPipeline *triPs = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
QMatrix4x4 triBaseMvp;
float triRot = 0;
QMatrix4x4 winProj;
} d;
void Window::customInit()
{
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData) + sizeof(triangleData));
d.vbuf->build();
d.releasePool << d.vbuf;
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
d.ibuf->build();
d.releasePool << d.ibuf;
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
d.ubuf->build();
d.releasePool << d.ubuf;
d.rb = m_r->newRenderBuffer(QRhiRenderBuffer::Color, QSize(512, 512), 4); // 4x MSAA
d.rb->build();
d.releasePool << d.rb;
// the non-msaa texture that will be the destination in the resolve
d.tex = m_r->newTexture(QRhiTexture::RGBA8, d.rb->pixelSize(), 1, QRhiTexture::RenderTarget);
d.releasePool << d.tex;
d.tex->build();
// rb is multisample, instead of writing out the msaa data into it,
// resolve into d.tex at the end of each render pass
QRhiTextureRenderTargetDescription rtDesc;
QRhiColorAttachment rtAtt(d.rb);
rtAtt.setResolveTexture(d.tex);
rtDesc.setColorAttachments({ rtAtt });
d.rt = m_r->newTextureRenderTarget(rtDesc);
d.releasePool << d.rt;
d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
d.releasePool << d.rtRp;
d.rt->setRenderPassDescriptor(d.rtRp);
d.rt->build();
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.triPs = m_r->newGraphicsPipeline();
d.releasePool << d.triPs;
d.triPs->setSampleCount(4); // must match the render target
d.triPs->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) }
});
QRhiVertexInputLayout inputLayout;
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.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
d.releasePool << d.sampler;
d.sampler->build();
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
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.releasePool << d.ps;
d.ps->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
});
inputLayout.setBindings({
{ 4 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) }
});
d.ps->setVertexInputLayout(inputLayout);
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
d.ps->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.triBaseMvp = m_r->clipSpaceCorrMatrix();
d.triBaseMvp.perspective(45.0f, d.rb->pixelSize().width() / float(d.rb->pixelSize().height()), 0.01f, 1000.0f);
d.triBaseMvp.translate(0, 0, -2);
float opacity = 1.0f;
d.initialUpdates->updateDynamicBuffer(d.triUbuf, 64, 4, &opacity);
qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
}
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;
}
QMatrix4x4 triMvp = d.triBaseMvp;
triMvp.rotate(d.triRot, 0, 1, 0);
d.triRot += 1;
u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData());
if (d.winProj != m_proj) {
d.winProj = m_proj;
QMatrix4x4 mvp = m_proj;
mvp.scale(2.5f);
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
}
// offscreen (triangle, msaa)
cb->beginPass(d.rt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 }, u);
cb->setGraphicsPipeline(d.triPs);
cb->setViewport({ 0, 0, float(d.rb->pixelSize().width()), float(d.rb->pixelSize().height()) });
cb->setShaderResources();
QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, sizeof(vertexData));
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(3);
cb->endPass();
// onscreen (quad)
const QSize outputSizeInPixels = m_sc->currentPixelSize();
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 });
cb->setGraphicsPipeline(d.ps);
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->endPass();
}