qt5base-lts/tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp
Laszlo Agocs 6f4aa54131 rhi: Add compute api and implement for Vulkan and Metal
D3D11 and GL (4.3+, ES 3.1+) will come separately at a
later time.

Change-Id: If30f2f3d062fa27e57e9912674669225b82a7b93
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-06-17 10:32:57 +02:00

293 lines
10 KiB
C++

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#include "triangleoncuberenderer.h"
#include <QFile>
#include <QtGui/private/qshader_p.h>
// toggle to test the preserved content (no clear) path
const bool IMAGE_UNDER_OFFSCREEN_RENDERING = false;
const bool UPLOAD_UNDERLAY_ON_EVERY_FRAME = false;
const bool DS_ATT = false; // have a depth-stencil attachment for the offscreen pass
const bool DEPTH_TEXTURE = false; // offscreen pass uses a depth texture (verify with renderdoc etc., ignore valid.layer about ps slot 0)
const bool MRT = false; // two textures, the second is just cleared as the shader does not write anything (valid.layer may warn but for testing that's ok)
#include "../shared/cube.h"
static QShader getShader(const QString &name)
{
QFile f(name);
if (f.open(QIODevice::ReadOnly))
return QShader::fromSerialized(f.readAll());
return QShader();
}
static const QSize OFFSCREEN_SIZE(512, 512);
void TriangleOnCubeRenderer::initResources(QRhiRenderPassDescriptor *rp)
{
m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
m_vbuf->setName(QByteArrayLiteral("Cube vbuf (textured with offscreen)"));
m_vbuf->build();
m_vbufReady = false;
m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4);
m_ubuf->setName(QByteArrayLiteral("Cube ubuf (textured with offscreen)"));
m_ubuf->build();
if (IMAGE_UNDER_OFFSCREEN_RENDERING) {
m_image = QImage(QLatin1String(":/qt256.png")).scaled(OFFSCREEN_SIZE).convertToFormat(QImage::Format_RGBA8888);
if (m_r->isYUpInFramebuffer())
m_image = m_image.mirrored(); // just cause we'll flip texcoord Y when y up so accommodate our static background image as well
}
m_tex = m_r->newTexture(QRhiTexture::RGBA8, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget);
m_tex->setName(QByteArrayLiteral("Texture for offscreen content"));
m_tex->build();
if (MRT) {
m_tex2 = m_r->newTexture(QRhiTexture::RGBA8, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget);
m_tex2->build();
}
if (DS_ATT) {
m_offscreenTriangle.setDepthWrite(true);
m_ds = m_r->newRenderBuffer(QRhiRenderBuffer::DepthStencil, m_tex->pixelSize());
m_ds->build();
}
if (DEPTH_TEXTURE) {
m_offscreenTriangle.setDepthWrite(true);
m_depthTex = m_r->newTexture(QRhiTexture::D32F, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget);
m_depthTex->build();
}
m_sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
m_sampler->build();
m_srb = m_r->newShaderResourceBindings();
m_srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, m_tex, m_sampler)
});
m_srb->build();
m_ps = m_r->newGraphicsPipeline();
m_ps->setDepthTest(true);
m_ps->setDepthWrite(true);
m_ps->setDepthOp(QRhiGraphicsPipeline::Less);
m_ps->setCullMode(QRhiGraphicsPipeline::Back);
m_ps->setFrontFace(QRhiGraphicsPipeline::CCW);
m_ps->setSampleCount(m_sampleCount);
QShader vs = getShader(QLatin1String(":/texture.vert.qsb"));
Q_ASSERT(vs.isValid());
QShader fs = getShader(QLatin1String(":/texture.frag.qsb"));
Q_ASSERT(fs.isValid());
m_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 }
});
m_ps->setVertexInputLayout(inputLayout);
m_ps->setShaderResourceBindings(m_srb);
m_ps->setRenderPassDescriptor(rp);
m_ps->build();
QRhiTextureRenderTarget::Flags rtFlags = 0;
if (IMAGE_UNDER_OFFSCREEN_RENDERING)
rtFlags |= QRhiTextureRenderTarget::PreserveColorContents;
if (DEPTH_TEXTURE) {
QRhiTextureRenderTargetDescription desc;
desc.setDepthTexture(m_depthTex);
m_rt = m_r->newTextureRenderTarget(desc, rtFlags);
} else {
QRhiTextureRenderTargetDescription desc;
QRhiColorAttachment color0 { m_tex };
if (DS_ATT)
desc.setDepthStencilBuffer(m_ds);
if (MRT) {
m_offscreenTriangle.setColorAttCount(2);
QRhiColorAttachment color1 { m_tex2 };
desc.setColorAttachments({ color0, color1 });
} else {
desc.setColorAttachments({ color0 });
}
m_rt = m_r->newTextureRenderTarget(desc, rtFlags);
}
m_rp = m_rt->newCompatibleRenderPassDescriptor();
m_rt->setRenderPassDescriptor(m_rp);
m_rt->build();
m_offscreenTriangle.setRhi(m_r);
m_offscreenTriangle.initResources(m_rp);
m_offscreenTriangle.setScale(2);
// m_tex and the offscreen triangle are never multisample
}
void TriangleOnCubeRenderer::resize(const QSize &pixelSize)
{
m_proj = m_r->clipSpaceCorrMatrix();
m_proj.perspective(45.0f, pixelSize.width() / (float) pixelSize.height(), 0.01f, 100.0f);
m_proj.translate(0, 0, -4);
m_offscreenTriangle.resize(pixelSize);
}
void TriangleOnCubeRenderer::releaseResources()
{
m_offscreenTriangle.releaseResources();
delete m_ps;
m_ps = nullptr;
delete m_srb;
m_srb = nullptr;
delete m_rt;
m_rt = nullptr;
delete m_rp;
m_rp = nullptr;
delete m_sampler;
m_sampler = nullptr;
delete m_depthTex;
m_depthTex = nullptr;
delete m_tex2;
m_tex2 = nullptr;
delete m_tex;
m_tex = nullptr;
delete m_ds;
m_ds = nullptr;
delete m_ubuf;
m_ubuf = nullptr;
delete m_vbuf;
m_vbuf = nullptr;
}
void TriangleOnCubeRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates)
{
if (!m_vbufReady) {
m_vbufReady = true;
resourceUpdates->uploadStaticBuffer(m_vbuf, cube);
qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &flip);
}
m_rotation += 1.0f;
QMatrix4x4 mvp = m_proj;
mvp.translate(m_translation);
mvp.scale(0.5f);
mvp.rotate(m_rotation, 1, 0, 0);
resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
// ###
// if (DEPTH_TEXTURE) {
// // m_tex is basically undefined here, be nice and transition the layout properly at least
// resourceUpdates->prepareTextureForUse(m_tex, QRhiResourceUpdateBatch::TextureRead);
// }
}
void TriangleOnCubeRenderer::queueOffscreenPass(QRhiCommandBuffer *cb)
{
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
m_offscreenTriangle.queueResourceUpdates(u);
if (IMAGE_UNDER_OFFSCREEN_RENDERING && !m_image.isNull()) {
u->uploadTexture(m_tex, m_image);
if (!UPLOAD_UNDERLAY_ON_EVERY_FRAME)
m_image = QImage();
}
cb->beginPass(m_rt, QColor::fromRgbF(0.0f, 0.4f, 0.7f, 1.0f), { 1.0f, 0 }, u);
m_offscreenTriangle.queueDraw(cb, OFFSCREEN_SIZE);
cb->endPass();
}
void TriangleOnCubeRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels)
{
cb->setGraphicsPipeline(m_ps);
cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
cb->setShaderResources();
const QRhiCommandBuffer::VertexInput vbufBindings[] = {
{ m_vbuf, 0 },
{ m_vbuf, 36 * 3 * sizeof(float) }
};
cb->setVertexInput(0, 2, vbufBindings);
cb->draw(36);
}