qt5base-lts/tests/manual/rhi/mrt/mrt.cpp
Laszlo Agocs 7000b66f7e Remove QVector in the API of QRhiResource subclasses
Forcing users to go through a QVector, when in practice they almost
always want to source the data from an initializer list, a QVarLengthArray,
or a plain C array, is not ideal. Especially since we can reason about
the maximum number of elements in the vast majority of use cases for all
the affected lists. QRhiResource is also not copyable so we do not need
the usual machinery offered by containers. So switch to a
QVarLengthArray.

Note that a resource is not a container. The only operations we are
interested in is to be able to source data either via an initializer
list or by iterating on something, and to be able to extract the data,
in case a user wishes to set up another resource based on the existing
one.

In some cases a QVector overload is kept for source compatibility with
other modules (Qt Quick). These may be removed in the future.

Also do a similar QVector->QVarLengthArray change in the srb-related
data in the backends.

Change-Id: I6f5b2ebd8e75416ce0cca0817bb529446a4cb664
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
2019-09-30 20:07:43 +02:00

295 lines
11 KiB
C++

/****************************************************************************
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#include "../shared/examplefw.h"
// Exercises MRT, by attaching 4 textures to a single QRhiTextureRenderTarget.
// The fragment shader outputs to all four targets.
// The textures are then used to render 4 quads, so their contents can be confirmed.
const int ATTCOUNT = 4;
static float quadVertexData[] =
{ // 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 quadIndexData[] =
{
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;
QRhiTextureRenderTarget *rt = nullptr;
QRhiRenderPassDescriptor *rtRp = nullptr;
QRhiSampler *sampler = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
QMatrix4x4 winProj;
struct PerColorBuffer {
QRhiTexture *tex = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
};
PerColorBuffer colData[ATTCOUNT];
QRhiBuffer *triUbuf = nullptr;
QRhiShaderResourceBindings *triSrb = nullptr;
QRhiGraphicsPipeline *triPs = nullptr;
float triRot = 0;
QMatrix4x4 triBaseMvp;
} d;
void Window::customInit()
{
qDebug("Max color attachments: %d", m_r->resourceLimit(QRhi::MaxColorAttachments));
if (m_r->resourceLimit(QRhi::MaxColorAttachments) < 4)
qWarning("MRT is not supported");
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData) + sizeof(triangleData));
d.vbuf->build();
d.releasePool << d.vbuf;
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
d.ibuf->build();
d.releasePool << d.ibuf;
const int oneRoundedUniformBlockSize = m_r->ubufAligned(68);
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, oneRoundedUniformBlockSize * ATTCOUNT);
d.ubuf->build();
d.releasePool << d.ubuf;
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
d.releasePool << d.sampler;
d.sampler->build();
for (int i = 0; i < ATTCOUNT; ++i) {
QRhiTexture *tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
d.releasePool << tex;
tex->build();
QRhiShaderResourceBindings *srb = m_r->newShaderResourceBindings();
d.releasePool << srb;
srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage,
d.ubuf, i * oneRoundedUniformBlockSize, 68),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, tex, d.sampler)
});
srb->build();
d.colData[i].tex = tex;
d.colData[i].srb = srb;
}
QRhiTextureRenderTargetDescription rtDesc;
QVector<QRhiColorAttachment> att;
for (int i = 0; i < ATTCOUNT; ++i)
att.append(QRhiColorAttachment(d.colData[i].tex));
rtDesc.setColorAttachments(att);
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.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")) }
});
QRhiVertexInputLayout inputLayout;
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.colData[0].srb); // all of them are layout-compatible
d.ps->setRenderPassDescriptor(m_rp);
d.ps->build();
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData);
d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(quadVertexData), sizeof(triangleData), triangleData);
d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
for (int i = 0; i < ATTCOUNT; ++i)
d.initialUpdates->updateDynamicBuffer(d.ubuf, i * oneRoundedUniformBlockSize + 64, 4, &flip);
// triangle
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->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/mrt.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/mrt.frag.qsb")) }
});
QRhiGraphicsPipeline::TargetBlend blends[ATTCOUNT]; // defaults to blending == false
d.triPs->setTargetBlends(blends, blends + ATTCOUNT);
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.triBaseMvp = m_r->clipSpaceCorrMatrix();
d.triBaseMvp.perspective(45.0f, d.rt->pixelSize().width() / float(d.rt->pixelSize().height()), 0.01f, 1000.0f);
d.triBaseMvp.translate(0, 0, -2);
float opacity = 1.0f;
d.initialUpdates->updateDynamicBuffer(d.triUbuf, 64, 4, &opacity);
}
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());
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.rt->pixelSize().width()), float(d.rt->pixelSize().height()) });
cb->setShaderResources();
QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, sizeof(quadVertexData));
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(3);
cb->endPass();
u = m_r->nextResourceUpdateBatch();
if (d.winProj != m_proj) {
d.winProj = m_proj;
const int oneRoundedUniformBlockSize = m_r->ubufAligned(68);
for (int i = 0; i < ATTCOUNT; ++i) {
QMatrix4x4 mvp = m_proj;
switch (i) {
case 0:
mvp.translate(-2.0f, 0, 0);
break;
case 1:
mvp.translate(-0.8f, 0, 0);
break;
case 2:
mvp.translate(0.4f, 0, 0);
break;
case 3:
mvp.translate(1.6f, 0, 0);
break;
default:
Q_UNREACHABLE();
break;
}
u->updateDynamicBuffer(d.ubuf, i * oneRoundedUniformBlockSize, 64, mvp.constData());
}
}
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()) });
vbufBinding.second = 0;
cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
for (int i = 0; i < ATTCOUNT; ++i) {
cb->setShaderResources(d.colData[i].srb);
cb->drawIndexed(6);
}
cb->endPass();
}