qt5base-lts/tests/manual/rhi/texuploads/texuploads.cpp
Lucie Gérard 05fc3aef53 Use SPDX license identifiers
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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>
2022-05-16 16:37:38 +02:00

267 lines
10 KiB
C++

// Copyright (C) 2018 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "../shared/examplefw.h"
#include "../shared/cube.h"
#include <QPainter>
struct {
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiTexture *tex = nullptr;
QRhiSampler *sampler = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QList<QRhiResource *> releasePool;
float rotation = 0;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
int frameCount = 0;
QImage customImage;
QRhiTexture *newTex = nullptr;
QRhiTexture *importedTex = nullptr;
int testStage = 0;
QRhiShaderResourceBinding bindings[2];
} d;
void Window::customInit()
{
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
d.releasePool << d.vbuf;
d.vbuf->create();
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
d.releasePool << d.ubuf;
d.ubuf->create();
QImage baseImage(QLatin1String(":/qt256.png"));
d.tex = m_r->newTexture(QRhiTexture::RGBA8, baseImage.size(), 1, QRhiTexture::UsedAsTransferSource);
d.releasePool << d.tex;
d.tex->create();
// As an alternative to what some of the other examples do, prepare an
// update batch right here instead of relying on vbufReady and similar flags.
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
qint32 flip = 0;
d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
d.initialUpdates->uploadTexture(d.tex, baseImage);
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
d.releasePool << d.sampler;
d.sampler->create();
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
d.bindings[0] = QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf);
d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler);
d.srb->setBindings(d.bindings, d.bindings + 2);
d.srb->create();
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
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->create();
d.customImage = QImage(128, 64, QImage::Format_RGBA8888);
d.customImage.fill(Qt::red);
QPainter painter(&d.customImage);
// the text may look different on different platforms, so no guarantee the
// output on the screen will be identical everywhere
painter.drawText(5, 25, "Hello world");
painter.end();
}
void Window::customRelease()
{
qDeleteAll(d.releasePool);
d.releasePool.clear();
}
void Window::customRender()
{
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
// take the initial set of updates, if this is the first frame
if (d.initialUpdates) {
u->merge(d.initialUpdates);
d.initialUpdates->release();
d.initialUpdates = nullptr;
}
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());
if (d.frameCount > 0 && (d.frameCount % 100) == 0) {
d.testStage += 1;
qDebug("testStage = %d", d.testStage);
// Partially change the texture.
if (d.testStage == 1) {
QRhiTextureSubresourceUploadDescription mipDesc(d.customImage);
// The image here is smaller than the original. Use a non-zero position
// to make it more interesting.
mipDesc.setDestinationTopLeft(QPoint(100, 20));
QRhiTextureUploadDescription desc({ 0, 0, mipDesc });
u->uploadTexture(d.tex, desc);
}
// Exercise image copying.
if (d.testStage == 2) {
const QSize sz = d.tex->pixelSize();
d.newTex = m_r->newTexture(QRhiTexture::RGBA8, sz);
d.releasePool << d.newTex;
d.newTex->create();
QImage empty(sz.width(), sz.height(), QImage::Format_RGBA8888);
empty.fill(Qt::blue);
u->uploadTexture(d.newTex, empty);
// Copy the left-half of tex to the right-half of newTex, while
// leaving the left-half of newTex blue. Keep a 20 pixel gap at
// the top.
QRhiTextureCopyDescription desc;
desc.setSourceTopLeft(QPoint(0, 20));
desc.setPixelSize(QSize(sz.width() / 2, sz.height() - 20));
desc.setDestinationTopLeft(QPoint(sz.width() / 2, 20));
u->copyTexture(d.newTex, d.tex, desc);
// Now replace d.tex with d.newTex as the shader resource.
d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.newTex, d.sampler);
d.srb->setBindings(d.bindings, d.bindings + 2);
// "rebuild", whatever that means for a given backend. This srb is
// already live as the ps in the setGraphicsPipeline references it,
// but that's fine. Changes will be picked up automatically.
d.srb->create();
}
// Exercise simple, full texture copy.
if (d.testStage == 4)
u->copyTexture(d.newTex, d.tex);
// Now again upload customImage but this time only a part of it.
if (d.testStage == 5) {
QRhiTextureSubresourceUploadDescription mipDesc(d.customImage);
mipDesc.setDestinationTopLeft(QPoint(10, 120));
mipDesc.setSourceSize(QSize(50, 40));
mipDesc.setSourceTopLeft(QPoint(20, 10));
QRhiTextureUploadDescription desc({ 0, 0, mipDesc });
u->uploadTexture(d.newTex, desc);
}
// Exercise texture object export/import.
if (d.testStage == 6) {
const QRhiTexture::NativeTexture nativeTexture = d.tex->nativeTexture();
if (nativeTexture.object) {
#if defined(Q_OS_MACOS) || defined(Q_OS_IOS)
if (graphicsApi == Metal) {
qDebug() << "Metal texture: " << nativeTexture.object;
// Now could cast to id<MTLTexture> and do something with
// it, keeping in mind that copy operations are only done
// in beginPass, while rendering into a texture may only
// have proper results in current_frame + 2, or after a
// finish(). The QRhiTexture still owns the native object.
}
#endif
// omit for other backends, the idea is the same
d.importedTex = m_r->newTexture(QRhiTexture::RGBA8, d.tex->pixelSize());
d.releasePool << d.importedTex;
if (!d.importedTex->createFrom(nativeTexture))
qWarning("Texture import failed");
// now d.tex and d.importedTex use the same MTLTexture
// underneath (owned by d.tex)
// switch to showing d.importedTex
d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.importedTex, d.sampler);
d.srb->setBindings(d.bindings, d.bindings + 2);
d.srb->create();
} else {
qWarning("Accessing native texture object is not supported");
}
}
// Exercise uploading uncompressed data without a QImage.
if (d.testStage == 7) {
d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.newTex, d.sampler);
d.srb->setBindings(d.bindings, d.bindings + 2);
d.srb->create();
const QSize sz(221, 139);
QByteArray data;
data.resize(sz.width() * sz.height() * 4);
for (int y = 0; y < sz.height(); ++y) {
uchar *p = reinterpret_cast<uchar *>(data.data()) + y * sz.width() * 4;
for (int x = 0; x < sz.width(); ++x) {
*p++ = 0; *p++ = 0; *p++ = y * (255 / sz.height());
*p++ = 255;
}
}
QRhiTextureSubresourceUploadDescription mipDesc(data.constData(), data.size());
mipDesc.setSourceSize(sz);
mipDesc.setDestinationTopLeft(QPoint(5, 25));
QRhiTextureUploadDescription desc({ 0, 0, mipDesc });
u->uploadTexture(d.newTex, desc);
}
}
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, quint32(36 * 3 * sizeof(float)) }
};
cb->setVertexInput(0, 2, vbufBindings);
cb->draw(36);
cb->endPass();
d.frameCount += 1;
}