qt5base-lts/tests/manual/rhi/instancing/instancing.cpp
Laszlo Agocs 63790184c7 rhi: Fix up vertex inputs with matrices
In order to prevent too much voodoo in backends like D3D11, the input
layout is expected to specify the slice index for vecX that are part of
an unrolled matrix.

Also deoptimize the instancing manual test to exercise a matrix too
instead of just vectors.

Change-Id: If2dcbcbc483645ce2420b2f87dda765b95da6e80
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2020-10-14 22:35:19 +02:00

181 lines
6.8 KiB
C++

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#include "../shared/examplefw.h"
#include "../shared/cube.h"
#include <QRandomGenerator>
// Instanced draw example. When running with OpenGL, at least 3.3 or ES 3.0 is
// needed.
const int INSTANCE_COUNT = 1024;
struct {
QList<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *instBuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
QMatrix4x4 winProj;
} d;
void Window::customInit()
{
if (!m_r->isFeatureSupported(QRhi::Instancing))
qFatal("Instanced drawing is not supported");
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
d.vbuf->create();
d.releasePool << d.vbuf;
d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
// transform + color (mat4 + vec3), interleaved, for each instance
d.instBuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, INSTANCE_COUNT * 19 * sizeof(float));
d.instBuf->create();
d.releasePool << d.instBuf;
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 12);
d.ubuf->create();
d.releasePool << d.ubuf;
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
d.srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage, d.ubuf)
});
d.srb->create();
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
d.ps->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/inst.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/inst.frag.qsb")) }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 3 * sizeof(float) }, // cube vertices
{ 19 * sizeof(float), QRhiVertexInputBinding::PerInstance }, // per-instance transform and color
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 }, // position
{ 1, 1, QRhiVertexInputAttribute::Float4, 0, 0 }, // instMat
{ 1, 2, QRhiVertexInputAttribute::Float4, 4 * sizeof(float), 1 },
{ 1, 3, QRhiVertexInputAttribute::Float4, 8 * sizeof(float), 2 },
{ 1, 4, QRhiVertexInputAttribute::Float4, 12 * sizeof(float), 3 },
{ 1, 5, QRhiVertexInputAttribute::Float3, 16 * sizeof(float) }, // instColor
});
d.ps->setVertexInputLayout(inputLayout);
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
d.ps->create();
QByteArray instData;
instData.resize(INSTANCE_COUNT * 19 * sizeof(float));
float *p = reinterpret_cast<float *>(instData.data());
QRandomGenerator *rgen = QRandomGenerator::global();
for (int i = 0; i < INSTANCE_COUNT; ++i) {
QMatrix4x4 m;
m.translate(rgen->bounded(8000) / 100.0f - 40.0f,
rgen->bounded(8000) / 100.0f - 40.0f,
0.0f);
memcpy(p, m.constData(), 16 * sizeof(float));
p += 16;
// color
*p++ = i / float(INSTANCE_COUNT);
*p++ = 0.0f;
*p++ = 0.0f;
}
d.initialUpdates->uploadStaticBuffer(d.instBuf, instData.constData());
}
void Window::customRelease()
{
qDeleteAll(d.releasePool);
d.releasePool.clear();
}
void Window::customRender()
{
const QSize outputSizeInPixels = m_sc->currentPixelSize();
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
if (d.initialUpdates) {
u->merge(d.initialUpdates);
d.initialUpdates->release();
d.initialUpdates = nullptr;
}
if (d.winProj != m_proj) {
d.winProj = m_proj;
QMatrix4x4 mvp = m_proj;
mvp.scale(0.05f);
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
}
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 vbufBinding[] = {
{ d.vbuf, 0 },
{ d.instBuf, 0 }
};
cb->setVertexInput(0, 2, vbufBinding);
cb->draw(36, INSTANCE_COUNT);
cb->endPass();
}