qt5base-lts/tests/manual/rhi/computeimage/computeimage.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

229 lines
8.6 KiB
C++

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#include "../shared/examplefw.h"
// Compute shader example with image load/store. The texture sampled in the
// fragment shader is generated by the compute shader.
struct {
QVector<QRhiResource *> releasePool;
QRhiTexture *texIn = nullptr;
QRhiTexture *texOut = nullptr;
QRhiBuffer *computeUBuf = nullptr;
QRhiShaderResourceBindings *computeBindings = nullptr;
QRhiComputePipeline *computePipeline = nullptr;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ibuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiSampler *sampler = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
QSize imageSize;
QMatrix4x4 winProj;
float factor = 1.0f;
} d;
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
};
void Window::customInit()
{
if (!m_r->isFeatureSupported(QRhi::Compute))
qFatal("Compute is not supported");
d.initialUpdates = m_r->nextResourceUpdateBatch();
// compute pass
const QImage image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888);
d.imageSize = image.size();
d.texIn = m_r->newTexture(QRhiTexture::RGBA8, d.imageSize, 1, QRhiTexture::UsedWithLoadStore);
d.texIn->build();
d.releasePool << d.texIn;
d.texOut = m_r->newTexture(QRhiTexture::RGBA8, d.imageSize, 1, QRhiTexture::UsedWithLoadStore);
d.texOut->build();
d.releasePool << d.texOut;
d.initialUpdates->uploadTexture(d.texIn, image);
d.computeUBuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 4);
d.computeUBuf->build();
d.releasePool << d.computeUBuf;
d.computeBindings = m_r->newShaderResourceBindings();
d.computeBindings->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::ComputeStage, d.computeUBuf),
QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texIn, 0),
QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texOut, 0)
});
d.computeBindings->build();
d.releasePool << d.computeBindings;
d.computePipeline = m_r->newComputePipeline();
d.computePipeline->setShaderResourceBindings(d.computeBindings);
d.computePipeline->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/image.comp.qsb")) });
d.computePipeline->build();
d.releasePool << d.computePipeline;
// graphics pass
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData));
d.vbuf->build();
d.releasePool << d.vbuf;
d.initialUpdates->uploadStaticBuffer(d.vbuf, quadVertexData);
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
d.ibuf->build();
d.releasePool << d.ibuf;
d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
d.ubuf->build();
d.releasePool << d.ubuf;
qint32 flip = 0; // regardless of isYUpInFramebuffer() since the input is not flipped so the end result is good for GL too
d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
d.releasePool << d.sampler;
d.sampler->build();
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
d.srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.texOut, d.sampler)
});
d.srb->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.srb);
d.ps->setRenderPassDescriptor(m_rp);
d.ps->build();
}
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(2.5f);
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
}
u->updateDynamicBuffer(d.computeUBuf, 0, 4, &d.factor);
d.factor += 0.1f;
if (d.factor >= 50.0f)
d.factor = 1.0f;
cb->beginComputePass(u);
cb->setComputePipeline(d.computePipeline);
cb->setShaderResources();
cb->dispatch(d.imageSize.width() / 16, d.imageSize.height() / 16, 1);
cb->endComputePass();
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 });
cb->setGraphicsPipeline(d.ps);
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
cb->setShaderResources();
QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
cb->drawIndexed(6);
cb->endPass();
}