qt5base-lts/tests/manual/rhi/computebuffer/computebuffer.cpp
Laszlo Agocs 22d22eb282 rhi: Add a --transparent option to manual tests
This will also cause clearing to 0,0,0,0.

Essential in order to allow fast testing of window transparency
issues in combination with QRhi and the various backends.

Change-Id: Iee2763c1d06f1d3e5d59a9142abaf30fab1dc543
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
2019-09-26 17:02:12 +02:00

206 lines
7.7 KiB
C++

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#include "../shared/examplefw.h"
#include <QRandomGenerator>
// Compute shader example. Writes to a storage buffer from a compute shader,
// then uses the same buffer as vertex buffer in the vertex stage. This would
// be typical when implementing particles for example. Here we just simply move
// the positions back and forth along the X axis.
// Note that the example relies on gl_PointSize which is not supported
// everywhere. So in some cases the points will be of size 1.
struct {
QVector<QRhiResource *> releasePool;
QRhiBuffer *sbuf = nullptr;
QRhiBuffer *computeUniBuf = nullptr;
QRhiShaderResourceBindings *computeBindings = nullptr;
QRhiComputePipeline *computePipeline = nullptr;
QRhiShaderResourceBindings *graphicsBindings = nullptr;
QRhiGraphicsPipeline *graphicsPipeline = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
float step = 0.2f;
} d;
// these struct must match the std140 packing rules
struct Data {
float pos[2];
float dir;
quint32 pad[1];
};
struct ComputeUBuf {
float step;
quint32 count;
};
const int DATA_COUNT = 256 * 128;
const int COMPUTE_UBUF_SIZE = 8;
void Window::customInit()
{
if (!m_r->isFeatureSupported(QRhi::Compute))
qFatal("Compute is not supported");
if (!m_r->isFeatureSupported(QRhi::VertexShaderPointSize))
qWarning("Point sizes other than 1 not supported");
// compute pass
d.sbuf = m_r->newBuffer(QRhiBuffer::Immutable,
QRhiBuffer::StorageBuffer | QRhiBuffer::VertexBuffer,
sizeof(Data) * DATA_COUNT);
d.sbuf->build();
d.releasePool << d.sbuf;
d.computeUniBuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, COMPUTE_UBUF_SIZE);
d.computeUniBuf->build();
d.releasePool << d.computeUniBuf;
d.initialUpdates = m_r->nextResourceUpdateBatch();
QByteArray data;
data.resize(sizeof(Data) * DATA_COUNT);
Data *p = reinterpret_cast<Data *>(data.data());
QRandomGenerator *rgen = QRandomGenerator::global();
for (int i = 0; i < DATA_COUNT; ++i) {
p->pos[0] = rgen->bounded(1000) / 500.0f - 1.0f;
p->pos[1] = rgen->bounded(1000) / 500.0f - 1.0f;
p->dir = rgen->bounded(2) ? 1 : -1;
++p;
}
d.initialUpdates->uploadStaticBuffer(d.sbuf, data.constData());
ComputeUBuf ud;
ud.step = d.step;
ud.count = DATA_COUNT;
d.initialUpdates->updateDynamicBuffer(d.computeUniBuf, 0, COMPUTE_UBUF_SIZE, &ud);
d.computeBindings = m_r->newShaderResourceBindings();
d.computeBindings->setBindings({
QRhiShaderResourceBinding::bufferLoadStore(0, QRhiShaderResourceBinding::ComputeStage, d.sbuf),
QRhiShaderResourceBinding::uniformBuffer(1, QRhiShaderResourceBinding::ComputeStage, d.computeUniBuf)
});
d.computeBindings->build();
d.releasePool << d.computeBindings;
d.computePipeline = m_r->newComputePipeline();
d.computePipeline->setShaderResourceBindings(d.computeBindings);
d.computePipeline->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/buffer.comp.qsb")) });
d.computePipeline->build();
d.releasePool << d.computePipeline;
// graphics pass
d.graphicsBindings = m_r->newShaderResourceBindings();
d.graphicsBindings->build();
d.releasePool << d.graphicsBindings;
d.graphicsPipeline = m_r->newGraphicsPipeline();
d.graphicsPipeline->setTopology(QRhiGraphicsPipeline::Points);
d.graphicsPipeline->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/main.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/main.frag.qsb")) }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 2 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
});
d.graphicsPipeline->setVertexInputLayout(inputLayout);
d.graphicsPipeline->setShaderResourceBindings(d.graphicsBindings);
d.graphicsPipeline->setRenderPassDescriptor(m_rp);
d.graphicsPipeline->build();
d.releasePool << d.graphicsPipeline;
}
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 0
u->updateDynamicBuffer(d.computeUniBuf, 0, sizeof(float), &d.step);
d.step += 0.01f;
#endif
// compute pass
cb->beginComputePass(u);
cb->setComputePipeline(d.computePipeline);
cb->setShaderResources();
cb->dispatch(DATA_COUNT / 256, 1, 1);
cb->endComputePass();
// graphics pass
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 });
cb->setGraphicsPipeline(d.graphicsPipeline);
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
QRhiCommandBuffer::VertexInput vbufBinding(d.sbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(DATA_COUNT);
cb->endPass();
}