qt5base-lts/tests/manual/rhi/triquadcube/trianglerenderer.cpp
Laszlo Agocs 1dd8b5ceec rhi: Make it a QPA-style private but semi-public API
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>
2023-05-21 15:42:58 +02:00

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4.6 KiB
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// Copyright (C) 2018 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "trianglerenderer.h"
#include <QFile>
#include <rhi/qshader.h>
//#define VBUF_IS_DYNAMIC
static float vertexData[] = { // Y up (note m_proj), CCW
0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f
};
static QShader getShader(const QString &name)
{
QFile f(name);
if (f.open(QIODevice::ReadOnly))
return QShader::fromSerialized(f.readAll());
return QShader();
}
void TriangleRenderer::initResources(QRhiRenderPassDescriptor *rp)
{
#ifdef VBUF_IS_DYNAMIC
m_vbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, sizeof(vertexData));
#else
m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
#endif
m_vbuf->setName(QByteArrayLiteral("Triangle vbuf"));
m_vbuf->create();
m_vbufReady = false;
m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
m_ubuf->setName(QByteArrayLiteral("Triangle ubuf"));
m_ubuf->create();
m_srb = m_r->newShaderResourceBindings();
m_srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf)
});
m_srb->create();
m_ps = m_r->newGraphicsPipeline();
QRhiGraphicsPipeline::TargetBlend premulAlphaBlend; // convenient defaults...
premulAlphaBlend.enable = true;
QVarLengthArray<QRhiGraphicsPipeline::TargetBlend, 4> rtblends;
for (int i = 0; i < m_colorAttCount; ++i)
rtblends << premulAlphaBlend;
m_ps->setTargetBlends(rtblends.cbegin(), rtblends.cend());
m_ps->setSampleCount(m_sampleCount);
if (m_depthWrite) { // TriangleOnCube may want to exercise this
m_ps->setDepthTest(true);
m_ps->setDepthOp(QRhiGraphicsPipeline::Always);
m_ps->setDepthWrite(true);
}
QShader vs = getShader(QLatin1String(":/color.vert.qsb"));
Q_ASSERT(vs.isValid());
QShader fs = getShader(QLatin1String(":/color.frag.qsb"));
Q_ASSERT(fs.isValid());
m_ps->setShaderStages({
{ QRhiShaderStage::Vertex, vs },
{ QRhiShaderStage::Fragment, fs }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 7 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
});
m_ps->setVertexInputLayout(inputLayout);
m_ps->setShaderResourceBindings(m_srb);
m_ps->setRenderPassDescriptor(rp);
m_ps->create();
}
void TriangleRenderer::resize(const QSize &pixelSize)
{
m_proj = m_r->clipSpaceCorrMatrix();
m_proj.perspective(45.0f, pixelSize.width() / (float) pixelSize.height(), 0.01f, 100.0f);
m_proj.translate(0, 0, -4);
}
void TriangleRenderer::releaseResources()
{
delete m_ps;
m_ps = nullptr;
delete m_srb;
m_srb = nullptr;
delete m_ubuf;
m_ubuf = nullptr;
delete m_vbuf;
m_vbuf = nullptr;
}
void TriangleRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates)
{
#if 0
static int messWithBufferTrigger = 0;
// recreate the underlying VkBuffer every second frame
// to exercise setShaderResources' built-in smartness
if (!(messWithBufferTrigger & 1)) {
m_ubuf->release();
m_ubuf->create();
}
++messWithBufferTrigger;
#endif
if (!m_vbufReady) {
m_vbufReady = true;
#ifdef VBUF_IS_DYNAMIC
resourceUpdates->updateDynamicBuffer(m_vbuf, 0, m_vbuf->size(), vertexData);
#else
resourceUpdates->uploadStaticBuffer(m_vbuf, vertexData);
#endif
}
m_rotation += 1.0f;
QMatrix4x4 mvp = m_proj;
mvp.translate(m_translation);
mvp.scale(m_scale);
mvp.rotate(m_rotation, 0, 1, 0);
resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
m_opacity += m_opacityDir * 0.005f;
if (m_opacity < 0.0f || m_opacity > 1.0f) {
m_opacityDir *= -1;
m_opacity = qBound(0.0f, m_opacity, 1.0f);
}
resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &m_opacity);
}
void TriangleRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels)
{
cb->setGraphicsPipeline(m_ps);
cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height()));
cb->setShaderResources();
const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(3);
}