1dd8b5ceec
qrhi.h, qshader.h, qshaderdescription.h (and qshaderbaker.h from shadertools; done separately) become "RHI APIs", following the concept of QPA APIs. Mirror completely what is done for QPA headers, but using the "rhi" prefix for the headers. This involves updating syncqt to handle the new category of headers. (a note on the regex: matching everything starting with "qrhi" is not acceptable due to incorrectly matching existing and future headers, hence specifying the four header names explicitly) There is going to be one difference to QPA: the documentation for everything RHI is going to be public and part of the regular docs, not hidden with \internal. In addition to the header renaming and adding the comments and documentation notes and warnings, there is one significant change here: there is no longer a need to do API-specific includes, such as qrhid3d11[_p].h, qrhivulkan[_p].h, etc. These are simply merged into a single header that is then included from qrhi.h. This means that users within Qt, and any future applications can just do #include <rhi/qrhi.h> (or rhi/qshader.h if the QRhi stuff is not relevant), no other headers are needed. There are no changes to functionality in this patch. Only the documentation is expanded, quite a lot, to eliminate all qdoc warnings and make the generated API docs complete. An example, with a quite extensive doc page is added as well. Task-number: QTBUG-113331 Change-Id: I91c749826348f14320cb335b1c83e9d1ea2b1d8b Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io> Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
156 lines
4.6 KiB
C++
156 lines
4.6 KiB
C++
// Copyright (C) 2018 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "trianglerenderer.h"
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#include <QFile>
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#include <rhi/qshader.h>
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//#define VBUF_IS_DYNAMIC
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static float vertexData[] = { // Y up (note m_proj), CCW
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0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f
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};
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static QShader getShader(const QString &name)
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{
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QFile f(name);
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if (f.open(QIODevice::ReadOnly))
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return QShader::fromSerialized(f.readAll());
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return QShader();
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}
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void TriangleRenderer::initResources(QRhiRenderPassDescriptor *rp)
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{
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#ifdef VBUF_IS_DYNAMIC
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m_vbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, sizeof(vertexData));
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#else
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m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
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#endif
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m_vbuf->setName(QByteArrayLiteral("Triangle vbuf"));
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m_vbuf->create();
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m_vbufReady = false;
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m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
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m_ubuf->setName(QByteArrayLiteral("Triangle ubuf"));
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m_ubuf->create();
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m_srb = m_r->newShaderResourceBindings();
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m_srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf)
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});
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m_srb->create();
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m_ps = m_r->newGraphicsPipeline();
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QRhiGraphicsPipeline::TargetBlend premulAlphaBlend; // convenient defaults...
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premulAlphaBlend.enable = true;
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QVarLengthArray<QRhiGraphicsPipeline::TargetBlend, 4> rtblends;
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for (int i = 0; i < m_colorAttCount; ++i)
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rtblends << premulAlphaBlend;
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m_ps->setTargetBlends(rtblends.cbegin(), rtblends.cend());
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m_ps->setSampleCount(m_sampleCount);
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if (m_depthWrite) { // TriangleOnCube may want to exercise this
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m_ps->setDepthTest(true);
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m_ps->setDepthOp(QRhiGraphicsPipeline::Always);
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m_ps->setDepthWrite(true);
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}
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QShader vs = getShader(QLatin1String(":/color.vert.qsb"));
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Q_ASSERT(vs.isValid());
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QShader fs = getShader(QLatin1String(":/color.frag.qsb"));
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Q_ASSERT(fs.isValid());
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m_ps->setShaderStages({
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{ QRhiShaderStage::Vertex, vs },
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{ QRhiShaderStage::Fragment, fs }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 7 * 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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{ 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
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});
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m_ps->setVertexInputLayout(inputLayout);
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m_ps->setShaderResourceBindings(m_srb);
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m_ps->setRenderPassDescriptor(rp);
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m_ps->create();
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}
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void TriangleRenderer::resize(const QSize &pixelSize)
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{
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m_proj = m_r->clipSpaceCorrMatrix();
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m_proj.perspective(45.0f, pixelSize.width() / (float) pixelSize.height(), 0.01f, 100.0f);
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m_proj.translate(0, 0, -4);
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}
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void TriangleRenderer::releaseResources()
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{
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delete m_ps;
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m_ps = nullptr;
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delete m_srb;
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m_srb = nullptr;
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delete m_ubuf;
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m_ubuf = nullptr;
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delete m_vbuf;
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m_vbuf = nullptr;
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}
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void TriangleRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates)
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{
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#if 0
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static int messWithBufferTrigger = 0;
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// recreate the underlying VkBuffer every second frame
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// to exercise setShaderResources' built-in smartness
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if (!(messWithBufferTrigger & 1)) {
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m_ubuf->release();
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m_ubuf->create();
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}
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++messWithBufferTrigger;
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#endif
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if (!m_vbufReady) {
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m_vbufReady = true;
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#ifdef VBUF_IS_DYNAMIC
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resourceUpdates->updateDynamicBuffer(m_vbuf, 0, m_vbuf->size(), vertexData);
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#else
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resourceUpdates->uploadStaticBuffer(m_vbuf, vertexData);
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#endif
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}
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m_rotation += 1.0f;
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QMatrix4x4 mvp = m_proj;
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mvp.translate(m_translation);
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mvp.scale(m_scale);
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mvp.rotate(m_rotation, 0, 1, 0);
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resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
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m_opacity += m_opacityDir * 0.005f;
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if (m_opacity < 0.0f || m_opacity > 1.0f) {
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m_opacityDir *= -1;
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m_opacity = qBound(0.0f, m_opacity, 1.0f);
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}
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resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &m_opacity);
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}
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void TriangleRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels)
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{
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cb->setGraphicsPipeline(m_ps);
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cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf, 0);
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(3);
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}
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