23f8d6c57f
The system we inherited from the original Qt 5.14 introduction of QRhi is a text stream based solution where resource creation and frame timings are sent in a comma-separated format to a QIODevice. This, while useful to get insights about the number of resources at a given time, is not actively helpful. The frameworks built on top (Qt Quick, Qt Quick 3D) are expected to provide solutions for logging timings in a different way (e.g. via the QML Profiler). Similarly, tracking active resources and generating statistics from that is better handled on a higher level. The unique bits, such as the Vulkan memory allocator statistics and the GPU frame timestamps, are converted into APIs in QRhi. This way a user of QRhi can query it at any time and do whatever it sees fit with the data. When it comes to the GPU timestamps, that has a somewhat limited value due to the heavy asynchronousness, hence the callback based API. Nonetheless, this is still useful since it is the only means of reporting some frame timing data (an approx. elapsed milliseconds for a frame) from the GPU side. Change-Id: I67cd58b81aaa7e343c11731f9aa5b4804c2a1823 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
293 lines
12 KiB
C++
293 lines
12 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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// An example exercising more than a single feature. Enables profiling
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// (resource logging to a file) and inserts debug markers and sets some
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// object names. Can also be used to test MSAA swapchains, swapchain image
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// readback, requesting an sRGB swapchain, and some texture features.
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#define EXAMPLEFW_PREINIT
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#include "../shared/examplefw.h"
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#include "trianglerenderer.h"
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#include "quadrenderer.h"
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#include "texturedcuberenderer.h"
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#include "triangleoncuberenderer.h"
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#include <QFileInfo>
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#include <QFile>
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#include <QElapsedTimer>
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//#define SKIP_PRESENT
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//#define USE_MSAA
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//#define USE_SRGB_SWAPCHAIN
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//#define READBACK_SWAPCHAIN
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//#define NO_VSYNC
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//#define USE_MIN_SWAPCHAIN_BUFFERS
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//#define DECLARE_EXT_CONTENTS
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struct {
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TriangleRenderer triRenderer;
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QuadRenderer quadRenderer;
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TexturedCubeRenderer cubeRenderer;
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TriangleOnCubeRenderer liveTexCubeRenderer;
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bool onScreenOnly = false;
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bool triangleOnly = false;
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QSize lastOutputSize;
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int frameCount = 0;
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QFile profOut;
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QVarLengthArray<float, 64> gpuFrameTimes;
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QElapsedTimer gpuFrameTimePrintTimer;
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} d;
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void preInit()
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{
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#ifdef SKIP_PRESENT
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endFrameFlags |= QRhi::SkipPresent;
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#endif
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#ifdef USE_MSAA
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sampleCount = 4; // enable 4x MSAA (except for the render-to-texture pass)
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#endif
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#ifdef READBACK_SWAPCHAIN
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scFlags |= QRhiSwapChain::UsedAsTransferSource;
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#endif
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#ifdef USE_SRGB_SWAPCHAIN
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scFlags |= QRhiSwapChain::sRGB;
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#endif
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#ifdef NO_VSYNC
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scFlags |= QRhiSwapChain::NoVSync;
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#endif
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#ifdef USE_MIN_SWAPCHAIN_BUFFERS
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scFlags |= QRhiSwapChain::MinimalBufferCount;
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#endif
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#ifdef DECLARE_EXT_CONTENTS
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beginFrameFlags |= QRhi::ExternalContentsInPass;
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#endif
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// For OpenGL some of these are incorporated into the QSurfaceFormat by
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// examplefw.h after returning from here as that is out of the RHI's control.
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}
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void Window::customInit()
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{
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d.triRenderer.setRhi(m_r);
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d.triRenderer.setSampleCount(sampleCount);
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d.triRenderer.initResources(m_rp);
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if (!d.triangleOnly) {
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d.triRenderer.setTranslation(QVector3D(0, 0.5f, 0));
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d.quadRenderer.setRhi(m_r);
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d.quadRenderer.setSampleCount(sampleCount);
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d.quadRenderer.setPipeline(d.triRenderer.pipeline());
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d.quadRenderer.initResources(m_rp);
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d.quadRenderer.setTranslation(QVector3D(1.5f, -0.5f, 0));
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d.cubeRenderer.setRhi(m_r);
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d.cubeRenderer.setSampleCount(sampleCount);
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d.cubeRenderer.initResources(m_rp);
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d.cubeRenderer.setTranslation(QVector3D(0, -0.5f, 0));
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}
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if (!d.onScreenOnly) {
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d.liveTexCubeRenderer.setRhi(m_r);
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d.liveTexCubeRenderer.setSampleCount(sampleCount);
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d.liveTexCubeRenderer.initResources(m_rp);
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d.liveTexCubeRenderer.setTranslation(QVector3D(-2.0f, 0, 0));
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}
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// Check some features/limits.
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qDebug("isFeatureSupported(MultisampleTexture): %d", m_r->isFeatureSupported(QRhi::MultisampleTexture));
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qDebug("isFeatureSupported(MultisampleRenderBuffer): %d", m_r->isFeatureSupported(QRhi::MultisampleRenderBuffer));
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qDebug("isFeatureSupported(DebugMarkers): %d", m_r->isFeatureSupported(QRhi::DebugMarkers));
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qDebug("isFeatureSupported(Timestamps): %d", m_r->isFeatureSupported(QRhi::Timestamps));
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qDebug("isFeatureSupported(Instancing): %d", m_r->isFeatureSupported(QRhi::Instancing));
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qDebug("isFeatureSupported(CustomInstanceStepRate): %d", m_r->isFeatureSupported(QRhi::CustomInstanceStepRate));
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qDebug("isFeatureSupported(PrimitiveRestart): %d", m_r->isFeatureSupported(QRhi::PrimitiveRestart));
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qDebug("isFeatureSupported(NonDynamicUniformBuffers): %d", m_r->isFeatureSupported(QRhi::NonDynamicUniformBuffers));
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qDebug("isFeatureSupported(NonFourAlignedEffectiveIndexBufferOffset): %d", m_r->isFeatureSupported(QRhi::NonFourAlignedEffectiveIndexBufferOffset));
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qDebug("isFeatureSupported(NPOTTextureRepeat): %d", m_r->isFeatureSupported(QRhi::NPOTTextureRepeat));
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qDebug("isFeatureSupported(RedOrAlpha8IsRed): %d", m_r->isFeatureSupported(QRhi::RedOrAlpha8IsRed));
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qDebug("isFeatureSupported(ElementIndexUint): %d", m_r->isFeatureSupported(QRhi::ElementIndexUint));
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qDebug("isFeatureSupported(Compute): %d", m_r->isFeatureSupported(QRhi::Compute));
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qDebug("isFeatureSupported(WideLines): %d", m_r->isFeatureSupported(QRhi::WideLines));
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qDebug("isFeatureSupported(VertexShaderPointSize): %d", m_r->isFeatureSupported(QRhi::VertexShaderPointSize));
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qDebug("isFeatureSupported(BaseVertex): %d", m_r->isFeatureSupported(QRhi::BaseVertex));
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qDebug("isFeatureSupported(BaseInstance): %d", m_r->isFeatureSupported(QRhi::BaseInstance));
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qDebug("isFeatureSupported(PipelineCacheDataLoadSave): %d", m_r->isFeatureSupported(QRhi::PipelineCacheDataLoadSave));
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qDebug("Min 2D texture width/height: %d", m_r->resourceLimit(QRhi::TextureSizeMin));
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qDebug("Max 2D texture width/height: %d", m_r->resourceLimit(QRhi::TextureSizeMax));
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qDebug("Max color attachment count: %d", m_r->resourceLimit(QRhi::MaxColorAttachments));
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qDebug("MaxThreadGroupsPerDimension: %d", m_r->resourceLimit(QRhi::MaxThreadGroupsPerDimension));
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qDebug("MaxThreadsPerThreadGroup: %d", m_r->resourceLimit(QRhi::MaxThreadsPerThreadGroup));
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qDebug("MaxThreadGroupX: %d", m_r->resourceLimit(QRhi::MaxThreadGroupX));
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qDebug("MaxThreadGroupY: %d", m_r->resourceLimit(QRhi::MaxThreadGroupY));
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qDebug("MaxThreadGroupZ: %d", m_r->resourceLimit(QRhi::MaxThreadGroupZ));
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qDebug("TextureArraySizeMax: %d", m_r->resourceLimit(QRhi::TextureArraySizeMax));
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qDebug("MaxUniformBufferRange: %d", m_r->resourceLimit(QRhi::MaxUniformBufferRange));
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// With Vulkan at least we should see some details from the memory allocator.
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qDebug() << m_r->graphicsMemoryAllocationStatistics();
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// Every two seconds try printing an average of the gpu frame times.
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d.gpuFrameTimePrintTimer.start();
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m_r->addGpuFrameTimeCallback([](float elapsedMs) {
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d.gpuFrameTimes.append(elapsedMs);
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if (d.gpuFrameTimePrintTimer.elapsed() > 2000) {
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float at = 0.0f;
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for (float t : d.gpuFrameTimes)
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at += t;
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at /= d.gpuFrameTimes.count();
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qDebug() << "Average GPU frame time" << at;
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d.gpuFrameTimes.clear();
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d.gpuFrameTimePrintTimer.restart();
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}
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});
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}
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void Window::customRelease()
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{
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d.triRenderer.releaseResources();
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if (!d.triangleOnly) {
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d.quadRenderer.releaseResources();
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d.cubeRenderer.releaseResources();
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}
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if (!d.onScreenOnly)
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d.liveTexCubeRenderer.releaseResources();
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}
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void Window::customRender()
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{
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const QSize outputSize = m_sc->currentPixelSize();
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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if (outputSize != d.lastOutputSize) {
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d.triRenderer.resize(outputSize);
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if (!d.triangleOnly) {
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d.quadRenderer.resize(outputSize);
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d.cubeRenderer.resize(outputSize);
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}
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if (!d.onScreenOnly)
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d.liveTexCubeRenderer.resize(outputSize);
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d.lastOutputSize = outputSize;
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}
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if (!d.onScreenOnly) {
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cb->debugMarkBegin("Offscreen triangle pass");
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d.liveTexCubeRenderer.queueOffscreenPass(cb);
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cb->debugMarkEnd();
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}
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QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
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d.triRenderer.queueResourceUpdates(u);
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if (!d.triangleOnly) {
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d.quadRenderer.queueResourceUpdates(u);
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d.cubeRenderer.queueResourceUpdates(u);
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}
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if (!d.onScreenOnly)
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d.liveTexCubeRenderer.queueResourceUpdates(u);
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
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cb->debugMarkBegin(QByteArrayLiteral("Triangle"));
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d.triRenderer.queueDraw(cb, outputSize);
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cb->debugMarkEnd();
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if (!d.triangleOnly) {
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cb->debugMarkMsg(QByteArrayLiteral("More stuff"));
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cb->debugMarkBegin(QByteArrayLiteral("Quad"));
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d.quadRenderer.queueDraw(cb, outputSize);
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cb->debugMarkEnd();
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cb->debugMarkBegin(QByteArrayLiteral("Cube"));
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d.cubeRenderer.queueDraw(cb, outputSize);
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cb->debugMarkEnd();
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}
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if (!d.onScreenOnly) {
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cb->debugMarkMsg(QByteArrayLiteral("Even more stuff"));
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cb->debugMarkBegin(QByteArrayLiteral("Cube with offscreen triangle"));
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d.liveTexCubeRenderer.queueDraw(cb, outputSize);
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cb->debugMarkEnd();
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}
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QRhiResourceUpdateBatch *passEndUpdates = nullptr;
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#ifdef READBACK_SWAPCHAIN
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passEndUpdates = m_r->nextResourceUpdateBatch();
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QRhiReadbackDescription rb; // no texture given -> backbuffer
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QRhiReadbackResult *rbResult = new QRhiReadbackResult;
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int frameNo = d.frameCount;
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rbResult->completed = [this, rbResult, frameNo] {
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{
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QImage::Format fmt = rbResult->format == QRhiTexture::BGRA8 ? QImage::Format_ARGB32_Premultiplied
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: QImage::Format_RGBA8888_Premultiplied;
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const uchar *p = reinterpret_cast<const uchar *>(rbResult->data.constData());
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QImage image(p, rbResult->pixelSize.width(), rbResult->pixelSize.height(), fmt);
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QString fn = QString::asprintf("frame%d.png", frameNo);
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fn = QFileInfo(fn).absoluteFilePath();
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qDebug("Saving into %s", qPrintable(fn));
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if (m_r->isYUpInFramebuffer())
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image.mirrored().save(fn);
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else
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image.save(fn);
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}
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delete rbResult;
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};
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passEndUpdates->readBackTexture(rb, rbResult);
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#endif
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cb->endPass(passEndUpdates);
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d.frameCount += 1;
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}
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