2189e0f2fc
The original restriction to UniformBuffer was due to the GL backend where there is no GL buffer object for QRhiBuffers with usage UniformBuffer. However, we can still implement this for cases when there is a true GL buffer object underneath. With other backends it should all work as-is already. This becomes useful when one has buffers with usage Vertex that need full updates every frame. (f.ex. instance data) Unfortunately this involves renaming the function. But while at it, add an autotest case as well. Change-Id: Iff59e4509a8bae06654cc92fe8428bd79eb012fb Reviewed-by: Andy Nichols <andy.nichols@qt.io>
193 lines
6.7 KiB
C++
193 lines
6.7 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2019 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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**
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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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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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****************************************************************************/
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#define EXAMPLEFW_PREINIT
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#include "../shared/examplefw.h"
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#include "../shared/cube.h"
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#include <QRandomGenerator>
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// A variation on the instancing test. No instancing here, just
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// individual uniform buffer updates and draw calls.
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const int INSTANCE_COUNT = 25000;
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struct {
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QList<QRhiResource *> releasePool;
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QRhiBuffer *vbuf;
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QRhiBuffer *ubuf[INSTANCE_COUNT];
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QRhiShaderResourceBindings *srb[INSTANCE_COUNT];
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QRhiGraphicsPipeline *ps;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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struct {
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float x, y, z;
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float r, g, b;
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} instData[INSTANCE_COUNT];
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float rot = 0.0f;
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} d;
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void preInit()
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{
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debugLayer = false;
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}
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void Window::customInit()
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{
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
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d.vbuf->create();
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d.releasePool << d.vbuf;
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d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
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for (int i = 0; i < INSTANCE_COUNT; ++i) {
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d.ubuf[i] = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 92);
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d.ubuf[i]->create();
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d.releasePool << d.ubuf[i];
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d.srb[i] = m_r->newShaderResourceBindings();
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d.releasePool << d.srb[i];
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d.srb[i]->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage, d.ubuf[i])
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});
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d.srb[i]->create();
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}
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d.ps = m_r->newGraphicsPipeline();
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d.releasePool << d.ps;
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d.ps->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/material.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/material.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 3 * sizeof(float) },
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
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});
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d.ps->setVertexInputLayout(inputLayout);
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d.ps->setShaderResourceBindings(d.srb[0]);
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d.ps->setRenderPassDescriptor(m_rp);
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d.ps->create();
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QRandomGenerator *rgen = QRandomGenerator::global();
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for (int i = 0; i < INSTANCE_COUNT; ++i) {
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d.instData[i].x = rgen->bounded(8000) / 100.0f - 40.0f;
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d.instData[i].y = rgen->bounded(8000) / 100.0f - 40.0f;
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d.instData[i].z = rgen->bounded(100) / -4.0f;
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d.instData[i].r = i / float(INSTANCE_COUNT);
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d.instData[i].g = 0.0f;
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d.instData[i].b = 0.0f;
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}
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}
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void Window::customRelease()
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{
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qDeleteAll(d.releasePool);
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d.releasePool.clear();
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}
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void Window::customRender()
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{
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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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QRhiResourceUpdateBatch *u = nullptr;
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if (d.initialUpdates) {
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u = d.initialUpdates;
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d.initialUpdates = nullptr;
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}
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for (int i = 0; i < INSTANCE_COUNT; ++i) {
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char *p = d.ubuf[i]->beginFullDynamicBufferUpdateForCurrentFrame();
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QMatrix4x4 mvp = m_proj;
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mvp.rotate(d.rot, 0, 1, 0);
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mvp.scale(0.05f);
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memcpy(p, mvp.constData(), 64);
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// float *v = reinterpret_cast<float *>(p + 64);
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// v[0] = d.instData[i].x;
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// v[1] = d.instData[i].y;
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// v[2] = d.instData[i].z;
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memcpy(p + 64, &d.instData[i].x, 4);
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memcpy(p + 68, &d.instData[i].y, 4);
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memcpy(p + 72, &d.instData[i].z, 4);
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// v = reinterpret_cast<float *>(p + 80);
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// v[0] = d.instData[i].r;
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// v[1] = d.instData[i].g;
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// v[2] = d.instData[i].b;
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memcpy(p + 80, &d.instData[i].r, 4);
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memcpy(p + 84, &d.instData[i].g, 4);
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memcpy(p + 88, &d.instData[i].b, 4);
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d.ubuf[i]->endFullDynamicBufferUpdateForCurrentFrame();
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}
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u, QRhiCommandBuffer::DoNotTrackResourcesForCompute);
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for (int i = 0; i < INSTANCE_COUNT; ++i) {
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cb->setGraphicsPipeline(d.ps);
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if (i == 0)
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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cb->setShaderResources(d.srb[i]);
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const QRhiCommandBuffer::VertexInput vbufBinding[] = {
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{ d.vbuf, 0 },
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};
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cb->setVertexInput(0, 1, vbufBinding);
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cb->draw(36);
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}
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cb->endPass();
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d.rot += 0.1f;
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}
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