22d22eb282
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>
206 lines
7.7 KiB
C++
206 lines
7.7 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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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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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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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "../shared/examplefw.h"
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#include <QRandomGenerator>
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// Compute shader example. Writes to a storage buffer from a compute shader,
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// then uses the same buffer as vertex buffer in the vertex stage. This would
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// be typical when implementing particles for example. Here we just simply move
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// the positions back and forth along the X axis.
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// Note that the example relies on gl_PointSize which is not supported
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// everywhere. So in some cases the points will be of size 1.
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struct {
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QVector<QRhiResource *> releasePool;
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QRhiBuffer *sbuf = nullptr;
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QRhiBuffer *computeUniBuf = nullptr;
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QRhiShaderResourceBindings *computeBindings = nullptr;
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QRhiComputePipeline *computePipeline = nullptr;
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QRhiShaderResourceBindings *graphicsBindings = nullptr;
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QRhiGraphicsPipeline *graphicsPipeline = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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float step = 0.2f;
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} d;
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// these struct must match the std140 packing rules
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struct Data {
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float pos[2];
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float dir;
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quint32 pad[1];
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};
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struct ComputeUBuf {
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float step;
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quint32 count;
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};
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const int DATA_COUNT = 256 * 128;
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const int COMPUTE_UBUF_SIZE = 8;
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void Window::customInit()
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{
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if (!m_r->isFeatureSupported(QRhi::Compute))
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qFatal("Compute is not supported");
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if (!m_r->isFeatureSupported(QRhi::VertexShaderPointSize))
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qWarning("Point sizes other than 1 not supported");
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// compute pass
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d.sbuf = m_r->newBuffer(QRhiBuffer::Immutable,
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QRhiBuffer::StorageBuffer | QRhiBuffer::VertexBuffer,
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sizeof(Data) * DATA_COUNT);
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d.sbuf->build();
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d.releasePool << d.sbuf;
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d.computeUniBuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, COMPUTE_UBUF_SIZE);
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d.computeUniBuf->build();
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d.releasePool << d.computeUniBuf;
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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QByteArray data;
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data.resize(sizeof(Data) * DATA_COUNT);
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Data *p = reinterpret_cast<Data *>(data.data());
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QRandomGenerator *rgen = QRandomGenerator::global();
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for (int i = 0; i < DATA_COUNT; ++i) {
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p->pos[0] = rgen->bounded(1000) / 500.0f - 1.0f;
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p->pos[1] = rgen->bounded(1000) / 500.0f - 1.0f;
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p->dir = rgen->bounded(2) ? 1 : -1;
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++p;
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}
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d.initialUpdates->uploadStaticBuffer(d.sbuf, data.constData());
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ComputeUBuf ud;
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ud.step = d.step;
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ud.count = DATA_COUNT;
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d.initialUpdates->updateDynamicBuffer(d.computeUniBuf, 0, COMPUTE_UBUF_SIZE, &ud);
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d.computeBindings = m_r->newShaderResourceBindings();
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d.computeBindings->setBindings({
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QRhiShaderResourceBinding::bufferLoadStore(0, QRhiShaderResourceBinding::ComputeStage, d.sbuf),
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QRhiShaderResourceBinding::uniformBuffer(1, QRhiShaderResourceBinding::ComputeStage, d.computeUniBuf)
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});
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d.computeBindings->build();
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d.releasePool << d.computeBindings;
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d.computePipeline = m_r->newComputePipeline();
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d.computePipeline->setShaderResourceBindings(d.computeBindings);
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d.computePipeline->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/buffer.comp.qsb")) });
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d.computePipeline->build();
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d.releasePool << d.computePipeline;
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// graphics pass
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d.graphicsBindings = m_r->newShaderResourceBindings();
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d.graphicsBindings->build();
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d.releasePool << d.graphicsBindings;
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d.graphicsPipeline = m_r->newGraphicsPipeline();
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d.graphicsPipeline->setTopology(QRhiGraphicsPipeline::Points);
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d.graphicsPipeline->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/main.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/main.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 2 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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});
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d.graphicsPipeline->setVertexInputLayout(inputLayout);
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d.graphicsPipeline->setShaderResourceBindings(d.graphicsBindings);
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d.graphicsPipeline->setRenderPassDescriptor(m_rp);
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d.graphicsPipeline->build();
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d.releasePool << d.graphicsPipeline;
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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 = m_r->nextResourceUpdateBatch();
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if (d.initialUpdates) {
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u->merge(d.initialUpdates);
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d.initialUpdates->release();
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d.initialUpdates = nullptr;
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}
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#if 0
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u->updateDynamicBuffer(d.computeUniBuf, 0, sizeof(float), &d.step);
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d.step += 0.01f;
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#endif
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// compute pass
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cb->beginComputePass(u);
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cb->setComputePipeline(d.computePipeline);
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cb->setShaderResources();
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cb->dispatch(DATA_COUNT / 256, 1, 1);
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cb->endComputePass();
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// graphics pass
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 });
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cb->setGraphicsPipeline(d.graphicsPipeline);
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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QRhiCommandBuffer::VertexInput vbufBinding(d.sbuf, 0);
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(DATA_COUNT);
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cb->endPass();
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}
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