e7a1fbfc47
Arrays of textures have always been supported, but we will encounter cases when we need to work with texture array objects as well. Note that currently it is not possible to expose only a slice of the array to the shader, because there is no dedicated API in the SRB, and thus the same SRV/UAV (or equivalent) is used always, capturing all elements in the array. Therefore in the shader the last component of P in texture() is in range 0..array_size-1. Change-Id: I5a032ed016aeefbbcd743d5bfb9fbc49ba00a1fa Reviewed-by: Andy Nichols <andy.nichols@qt.io>
199 lines
7.7 KiB
C++
199 lines
7.7 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2021 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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** * Neither the name of The Qt Company Ltd nor the names of its
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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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 <QElapsedTimer>
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// Creates a texture array object with size 4, uploads a different
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// image to each, and cycles through them on-screen.
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static const int ARRAY_SIZE = 4;
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static const int UBUF_SIZE = 72;
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static float vertexData[] =
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{ // Y up, CCW
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-0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 1.0f, 0.0f
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};
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static quint16 indexData[] =
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{
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0, 1, 2, 0, 2, 3
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};
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struct {
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QList<QRhiResource *> releasePool;
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QRhiTexture *texArr = nullptr;
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QRhiSampler *sampler = nullptr;
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QRhiShaderResourceBindings *srb = nullptr;
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QRhiBuffer *vbuf = nullptr;
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QRhiBuffer *ibuf = nullptr;
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QRhiBuffer *ubuf = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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QMatrix4x4 winProj;
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QElapsedTimer t;
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int arrayIndex = 0;
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} d;
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void Window::customInit()
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{
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if (!m_r->isFeatureSupported(QRhi::TextureArrays))
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qFatal("Texture array objects are not supported by this backend");
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d.texArr = m_r->newTextureArray(QRhiTexture::RGBA8, ARRAY_SIZE, QSize(512, 512));
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d.releasePool << d.texArr;
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d.texArr->create();
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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QImage img(512, 512, QImage::Format_RGBA8888);
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img.fill(Qt::red);
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d.initialUpdates->uploadTexture(d.texArr, QRhiTextureUploadDescription(QRhiTextureUploadEntry(0, 0, QRhiTextureSubresourceUploadDescription(img))));
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img.fill(Qt::green);
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d.initialUpdates->uploadTexture(d.texArr, QRhiTextureUploadDescription(QRhiTextureUploadEntry(1, 0, QRhiTextureSubresourceUploadDescription(img))));
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img.fill(Qt::blue);
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d.initialUpdates->uploadTexture(d.texArr, QRhiTextureUploadDescription(QRhiTextureUploadEntry(2, 0, QRhiTextureSubresourceUploadDescription(img))));
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img.fill(Qt::yellow);
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d.initialUpdates->uploadTexture(d.texArr, QRhiTextureUploadDescription(QRhiTextureUploadEntry(3, 0, QRhiTextureSubresourceUploadDescription(img))));
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d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
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QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
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d.releasePool << d.sampler;
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d.sampler->create();
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, UBUF_SIZE);
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d.releasePool << d.ubuf;
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d.ubuf->create();
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d.srb = m_r->newShaderResourceBindings();
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d.releasePool << d.srb;
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d.srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, 0, UBUF_SIZE),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.texArr, d.sampler)
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});
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d.srb->create();
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
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d.releasePool << d.vbuf;
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d.vbuf->create();
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d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
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d.releasePool << d.ibuf;
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d.ibuf->create();
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d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(vertexData), vertexData);
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d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData);
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d.ps = m_r->newGraphicsPipeline();
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d.releasePool << d.ps;
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d.ps->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture_arr.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture_arr.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({ { 4 * sizeof(float) } });
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float2, quint32(2 * sizeof(float)) }
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});
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d.ps->setVertexInputLayout(inputLayout);
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d.ps->setShaderResourceBindings(d.srb);
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d.ps->setRenderPassDescriptor(m_rp);
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d.ps->create();
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d.t.start();
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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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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 (d.winProj != m_proj) {
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d.winProj = m_proj;
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QMatrix4x4 mvp = m_proj;
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mvp.scale(2);
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u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
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const qint32 flip = 0;
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u->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
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u->updateDynamicBuffer(d.ubuf, 68, 4, &d.arrayIndex);
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}
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if (d.t.elapsed() > 2000) {
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d.t.restart();
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d.arrayIndex = (d.arrayIndex + 1) % ARRAY_SIZE;
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u->updateDynamicBuffer(d.ubuf, 68, 4, &d.arrayIndex);
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}
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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
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cb->setGraphicsPipeline(d.ps);
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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cb->setShaderResources();
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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
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cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
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cb->drawIndexed(6);
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cb->endPass();
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}
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