summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorLaszlo Agocs <laszlo.agocs@qt.io>2023-01-24 16:08:56 +0100
committerLaszlo Agocs <laszlo.agocs@qt.io>2023-02-14 17:48:09 +0100
commit870a3011edabd229840b45981afba7647ff05e87 (patch)
treeb2f718402d4a715d795dfe13c0e6ea9966313c86
parent5476973325288e399f99af004e53184e41892282 (diff)
rhi: Add a displacement / tessellation manual test
There is something odd when running on Metal: note how the uv is vec3 instead of vec2, in order to make the vertex-tesc-tese data to look like this: struct main0_out { float3 out_uv; float3 out_normal; float4 gl_Position; }; if out_uv was float2 we'd get some strange rendering results, perhaps due to something related to alignment. But have no means to investigate this further. Change-Id: I79d4edb2ddde3971c599c4326d98e99a49aa7122 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
-rw-r--r--tests/manual/rhi/CMakeLists.txt1
-rw-r--r--tests/manual/rhi/displacement/CMakeLists.txt22
-rwxr-xr-xtests/manual/rhi/displacement/buildshaders6
-rw-r--r--tests/manual/rhi/displacement/buildshaders.bat8
-rw-r--r--tests/manual/rhi/displacement/displacement.cpp222
-rw-r--r--tests/manual/rhi/displacement/heightmap.pngbin0 -> 336716 bytes
-rw-r--r--tests/manual/rhi/displacement/material.frag10
-rw-r--r--tests/manual/rhi/displacement/material.frag.qsbbin0 -> 834 bytes
-rw-r--r--tests/manual/rhi/displacement/material.tesc32
-rw-r--r--tests/manual/rhi/displacement/material.tesc.qsbbin0 -> 2120 bytes
-rw-r--r--tests/manual/rhi/displacement/material.tese37
-rw-r--r--tests/manual/rhi/displacement/material.tese.qsbbin0 -> 2792 bytes
-rw-r--r--tests/manual/rhi/displacement/material.vert15
-rw-r--r--tests/manual/rhi/displacement/material.vert.qsbbin0 -> 1285 bytes
-rw-r--r--tests/manual/rhi/displacement/material_domain.hlsl54
-rw-r--r--tests/manual/rhi/displacement/material_hull.hlsl52
-rw-r--r--tests/manual/rhi/shared/cube.h46
17 files changed, 505 insertions, 0 deletions
diff --git a/tests/manual/rhi/CMakeLists.txt b/tests/manual/rhi/CMakeLists.txt
index 189183ab2e..1cf20d4e52 100644
--- a/tests/manual/rhi/CMakeLists.txt
+++ b/tests/manual/rhi/CMakeLists.txt
@@ -32,6 +32,7 @@ add_subdirectory(geometryshader)
add_subdirectory(stenciloutline)
add_subdirectory(stereo)
add_subdirectory(tex1d)
+add_subdirectory(displacement)
if(QT_FEATURE_widgets)
add_subdirectory(rhiwidget)
endif()
diff --git a/tests/manual/rhi/displacement/CMakeLists.txt b/tests/manual/rhi/displacement/CMakeLists.txt
new file mode 100644
index 0000000000..fbb663ae53
--- /dev/null
+++ b/tests/manual/rhi/displacement/CMakeLists.txt
@@ -0,0 +1,22 @@
+# Copyright (C) 2022 The Qt Company Ltd.
+# SPDX-License-Identifier: BSD-3-Clause
+
+qt_internal_add_manual_test(displacement
+ GUI
+ SOURCES
+ displacement.cpp
+ LIBRARIES
+ Qt::Gui
+ Qt::GuiPrivate
+)
+
+qt_internal_add_resource(displacement "displacement"
+ PREFIX
+ "/"
+ FILES
+ "material.vert.qsb"
+ "material.tesc.qsb"
+ "material.tese.qsb"
+ "material.frag.qsb"
+ "heightmap.png"
+)
diff --git a/tests/manual/rhi/displacement/buildshaders b/tests/manual/rhi/displacement/buildshaders
new file mode 100755
index 0000000000..684a06d011
--- /dev/null
+++ b/tests/manual/rhi/displacement/buildshaders
@@ -0,0 +1,6 @@
+qsb --glsl 320es,410 --hlsl 50 --msl 12 --msltess material.vert -o material.vert.qsb
+qsb --glsl 320es,410 --hlsl 50 --msl 12 material.frag -o material.frag.qsb
+qsb --glsl 320es,410 --msl 12 --tess-mode triangles material.tesc -o material.tesc.qsb
+qsb --glsl 320es,410 --msl 12 --tess-vertex-count 3 material.tese -o material.tese.qsb
+qsb -r hlsl,50,material_hull.hlsl material.tesc.qsb
+qsb -r hlsl,50,material_domain.hlsl material.tese.qsb
diff --git a/tests/manual/rhi/displacement/buildshaders.bat b/tests/manual/rhi/displacement/buildshaders.bat
new file mode 100644
index 0000000000..552277491d
--- /dev/null
+++ b/tests/manual/rhi/displacement/buildshaders.bat
@@ -0,0 +1,8 @@
+qsb --glsl 320es,410 --hlsl 50 --msl 12 --msltess material.vert -o material.vert.qsb
+qsb --glsl 320es,410 --hlsl 50 --msl 12 material.frag -o material.frag.qsb
+
+qsb --glsl 320es,410 --msl 12 --tess-mode triangles material.tesc -o material.tesc.qsb
+qsb --glsl 320es,410 --msl 12 --tess-vertex-count 3 material.tese -o material.tese.qsb
+
+qsb -r hlsl,50,material_hull.hlsl material.tesc.qsb
+qsb -r hlsl,50,material_domain.hlsl material.tese.qsb
diff --git a/tests/manual/rhi/displacement/displacement.cpp b/tests/manual/rhi/displacement/displacement.cpp
new file mode 100644
index 0000000000..f34435928f
--- /dev/null
+++ b/tests/manual/rhi/displacement/displacement.cpp
@@ -0,0 +1,222 @@
+// Copyright (C) 2023 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
+
+#define EXAMPLEFW_KEYPRESS_EVENTS
+#include "../shared/examplefw.h"
+#include "../shared/cube.h"
+
+// Another tessellation test. Use the keys (info printed on debug output) to
+// change the tessellation and displacement factors. Compatible with Direct 3D
+// via hand-written hull and domain shaders, but this already pushes the limits
+// of what is sensible when it comes to injecting hand-written HLSL code to get
+// tessellation functional (cbuffer layout, resource registers all need to be
+// figured out manually and works only as long as the GLSL source is not
+// changing, etc.). Note that the domain shader must use SampleLevel
+// (textureLod), it won't compile for ds_5_0 otherwise.
+
+static const quint32 UBUF_SIZE = 80;
+
+struct {
+ QList<QRhiResource *> releasePool;
+
+ QRhiBuffer *vbuf;
+ QRhiBuffer *ubuf;
+ QRhiTexture *tex;
+ QRhiSampler *sampler;
+ QRhiShaderResourceBindings *srb;
+ QRhiGraphicsPipeline *psWire;
+ QRhiGraphicsPipeline *psSolid;
+ bool rotate = true;
+ float rotation = 0.0f;
+ float viewZ = 0.0f;
+ float displacementAmount = 0.0f;
+ float tessInner = 4;
+ float tessOuter = 4;
+ bool useTex = false;
+ bool wireframe = true;
+
+ QRhiResourceUpdateBatch *initialUpdates = nullptr;
+} d;
+
+void Window::customInit()
+{
+ if (!m_r->isFeatureSupported(QRhi::Tessellation))
+ qFatal("Tessellation is not supported");
+
+ qDebug("Left: decrease inner tessellation factor (default is 4)\n"
+ "Right: increase inner tessellation factor\n"
+ "Up: decrease outer tessellation factor (default is 4)\n"
+ "Down: increase outer tessellation factor\n"
+ "W: move camera forward\n"
+ "S: move camera backwards\n"
+ "[: decrease displacement amount (default is 0)\n"
+ "]: increase displacement amount\n"
+ "Tab: toggle displacement texture usage (off by default)\n"
+ "Backspace: toggle wireframe (on by default)\n"
+ );
+
+ d.initialUpdates = m_r->nextResourceUpdateBatch();
+
+ d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
+ d.vbuf->create();
+ d.releasePool << d.vbuf;
+
+ d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
+
+ d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, m_r->ubufAligned(UBUF_SIZE));
+ d.ubuf->create();
+ d.releasePool << d.ubuf;
+
+ QImage image;
+ image.load(":/heightmap.png");
+ if (image.isNull())
+ qFatal("Failed to load displacement map");
+
+ d.tex = m_r->newTexture(QRhiTexture::RGBA8, image.size());
+ d.tex->create();
+ d.releasePool << d.tex;
+
+ d.initialUpdates->uploadTexture(d.tex, image);
+
+ d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
+ QRhiSampler::Repeat, QRhiSampler::Repeat);
+ d.releasePool << d.sampler;
+ d.sampler->create();
+
+ d.srb = m_r->newShaderResourceBindings();
+ d.releasePool << d.srb;
+ d.srb->setBindings({
+ QRhiShaderResourceBinding::uniformBuffer(0,
+ QRhiShaderResourceBinding::TessellationControlStage
+ | QRhiShaderResourceBinding::TessellationEvaluationStage,
+ d.ubuf),
+ QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::TessellationEvaluationStage, d.tex, d.sampler)
+ });
+ d.srb->create();
+
+ QRhiVertexInputLayout inputLayout;
+ inputLayout.setBindings({
+ { 3 * sizeof(float) },
+ { 2 * sizeof(float) },
+ { 3 * sizeof(float) }
+ });
+ inputLayout.setAttributes({
+ { 0, 0, QRhiVertexInputAttribute::Float3, 0 },
+ { 1, 1, QRhiVertexInputAttribute::Float2, 0 },
+ { 2, 2, QRhiVertexInputAttribute::Float3, 0 }
+ });
+
+ const QRhiShaderStage stages[] = {
+ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/material.vert.qsb")) },
+ { QRhiShaderStage::TessellationControl, getShader(QLatin1String(":/material.tesc.qsb")) },
+ { QRhiShaderStage::TessellationEvaluation, getShader(QLatin1String(":/material.tese.qsb")) },
+ { QRhiShaderStage::Fragment, getShader(QLatin1String(":/material.frag.qsb")) }
+ };
+
+ d.psWire = m_r->newGraphicsPipeline();
+ d.releasePool << d.psWire;
+ d.psWire->setTopology(QRhiGraphicsPipeline::Patches);
+ d.psWire->setPatchControlPointCount(3);
+ d.psWire->setShaderStages(stages, stages + 4);
+ d.psWire->setDepthTest(true);
+ d.psWire->setDepthWrite(true);
+ d.psWire->setCullMode(QRhiGraphicsPipeline::Back);
+ d.psWire->setPolygonMode(QRhiGraphicsPipeline::Line);
+ d.psWire->setVertexInputLayout(inputLayout);
+ d.psWire->setShaderResourceBindings(d.srb);
+ d.psWire->setRenderPassDescriptor(m_rp);
+ d.psWire->create();
+
+ d.psSolid = m_r->newGraphicsPipeline();
+ d.releasePool << d.psSolid;
+ d.psSolid->setTopology(QRhiGraphicsPipeline::Patches);
+ d.psSolid->setPatchControlPointCount(3);
+ d.psSolid->setShaderStages(stages, stages + 4);
+ d.psSolid->setDepthTest(true);
+ d.psSolid->setDepthWrite(true);
+ d.psSolid->setCullMode(QRhiGraphicsPipeline::Back);
+ d.psSolid->setVertexInputLayout(inputLayout);
+ d.psSolid->setShaderResourceBindings(d.srb);
+ d.psSolid->setRenderPassDescriptor(m_rp);
+ d.psSolid->create();
+}
+
+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 = nullptr;
+ if (d.initialUpdates) {
+ u = d.initialUpdates;
+ d.initialUpdates = nullptr;
+ }
+
+ char *p = d.ubuf->beginFullDynamicBufferUpdateForCurrentFrame();
+ QMatrix4x4 mvp = m_proj;
+ mvp.translate(0, 0, d.viewZ);
+ mvp.rotate(d.rotation, 1, 1, 0);
+ mvp.scale(0.5f);
+
+ memcpy(p, mvp.constData(), 64);
+ memcpy(p + 64, &d.displacementAmount, sizeof(float));
+ memcpy(p + 68, &d.tessInner, sizeof(float));
+ memcpy(p + 72, &d.tessOuter, sizeof(float));
+ qint32 useTex = d.useTex ? 1 : 0;
+ memcpy(p + 76, &useTex, sizeof(qint32));
+
+ d.ubuf->endFullDynamicBufferUpdateForCurrentFrame();
+
+ const QRhiCommandBuffer::VertexInput vbufBinding[] = {
+ { d.vbuf, 0 },
+ { d.vbuf, quint32(36 * 3 * sizeof(float)) },
+ { d.vbuf, quint32(36 * (3 + 2) * sizeof(float)) }
+ };
+
+ cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u, QRhiCommandBuffer::DoNotTrackResourcesForCompute);
+
+ cb->setGraphicsPipeline(d.wireframe ? d.psWire : d.psSolid);
+ cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
+ cb->setShaderResources(d.srb);
+ cb->setVertexInput(0, 3, vbufBinding);
+ cb->draw(36);
+
+ cb->endPass();
+
+ if (d.rotate)
+ d.rotation += 1;
+}
+
+void Window::keyPressEvent(QKeyEvent *e)
+{
+ if (e->key() == Qt::Key_Right)
+ d.tessInner += 1.0f;
+ else if (e->key() == Qt::Key_Left)
+ d.tessInner -= 1.0f;
+ else if (e->key() == Qt::Key_Down)
+ d.tessOuter += 1.0f;
+ else if (e->key() == Qt::Key_Up)
+ d.tessOuter -= 1.0f;
+ else if (e->key() == Qt::Key_W)
+ d.viewZ += 0.1f;
+ else if (e->key() == Qt::Key_S)
+ d.viewZ -= 0.1f;
+ else if (e->key() == Qt::Key_Space)
+ d.rotate = !d.rotate;
+ else if (e->key() == Qt::Key_BracketLeft)
+ d.displacementAmount -= 0.1f;
+ else if (e->key() == Qt::Key_BracketRight)
+ d.displacementAmount += 0.1f;
+ else if (e->key() == Qt::Key_Tab)
+ d.useTex = !d.useTex;
+ else if (e->key() == Qt::Key_Backspace)
+ d.wireframe = !d.wireframe;
+
+ qDebug("Inner: %f Outer: %f Displacement amount: %f Use displacement map: %d",
+ d.tessInner, d.tessOuter, d.displacementAmount, d.useTex);
+}
diff --git a/tests/manual/rhi/displacement/heightmap.png b/tests/manual/rhi/displacement/heightmap.png
new file mode 100644
index 0000000000..701bf7f7b1
--- /dev/null
+++ b/tests/manual/rhi/displacement/heightmap.png
Binary files differ
diff --git a/tests/manual/rhi/displacement/material.frag b/tests/manual/rhi/displacement/material.frag
new file mode 100644
index 0000000000..67c19e3c69
--- /dev/null
+++ b/tests/manual/rhi/displacement/material.frag
@@ -0,0 +1,10 @@
+#version 440
+
+layout(location = 0) out vec4 fragColor;
+
+layout(location = 1) in vec3 in_normal;
+
+void main()
+{
+ fragColor = vec4((normalize(in_normal) + 1.0) / 2.0, 1.0);
+}
diff --git a/tests/manual/rhi/displacement/material.frag.qsb b/tests/manual/rhi/displacement/material.frag.qsb
new file mode 100644
index 0000000000..8cce853beb
--- /dev/null
+++ b/tests/manual/rhi/displacement/material.frag.qsb
Binary files differ
diff --git a/tests/manual/rhi/displacement/material.tesc b/tests/manual/rhi/displacement/material.tesc
new file mode 100644
index 0000000000..eb997625b0
--- /dev/null
+++ b/tests/manual/rhi/displacement/material.tesc
@@ -0,0 +1,32 @@
+#version 440
+
+layout(vertices = 3) out;
+
+layout(location = 0) in vec3 in_uv[];
+layout(location = 1) in vec3 in_normal[];
+
+layout(location = 0) out vec3 out_uv[];
+layout(location = 1) out vec3 out_normal[];
+
+layout(std140, binding = 0) uniform buf {
+ mat4 mvp;
+ float displacementAmount;
+ float tessInner;
+ float tessOuter;
+ int useTex;
+};
+
+void main()
+{
+ if (gl_InvocationID == 0) {
+ gl_TessLevelOuter[0] = tessOuter;
+ gl_TessLevelOuter[1] = tessOuter;
+ gl_TessLevelOuter[2] = tessOuter;
+
+ gl_TessLevelInner[0] = tessInner;
+ }
+
+ gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
+ out_uv[gl_InvocationID] = in_uv[gl_InvocationID];
+ out_normal[gl_InvocationID] = in_normal[gl_InvocationID];
+}
diff --git a/tests/manual/rhi/displacement/material.tesc.qsb b/tests/manual/rhi/displacement/material.tesc.qsb
new file mode 100644
index 0000000000..efa0df6c34
--- /dev/null
+++ b/tests/manual/rhi/displacement/material.tesc.qsb
Binary files differ
diff --git a/tests/manual/rhi/displacement/material.tese b/tests/manual/rhi/displacement/material.tese
new file mode 100644
index 0000000000..a43f275351
--- /dev/null
+++ b/tests/manual/rhi/displacement/material.tese
@@ -0,0 +1,37 @@
+#version 440
+
+layout(triangles, fractional_odd_spacing, ccw) in;
+
+layout(location = 0) in vec3 in_uv[];
+layout(location = 1) in vec3 in_normal[];
+
+//layout(location = 0) out vec2 out_uv;
+layout(location = 1) out vec3 out_normal;
+
+layout(std140, binding = 0) uniform buf {
+ mat4 mvp;
+ float displacementAmount;
+ float tessInner;
+ float tessOuter;
+ int useTex;
+};
+
+layout(binding = 1) uniform sampler2D displacementMap;
+
+void main()
+{
+ vec4 pos = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position);
+ vec2 uv = gl_TessCoord.x * in_uv[0].xy + gl_TessCoord.y * in_uv[1].xy;
+ vec3 normal = normalize(gl_TessCoord.x * in_normal[0] + gl_TessCoord.y * in_normal[1] + gl_TessCoord.z * in_normal[2]);
+
+ vec4 c = texture(displacementMap, uv);
+ const vec3 yCoeff_709 = vec3(0.2126, 0.7152, 0.0722);
+ float df = dot(c.rgb, yCoeff_709);
+ if (useTex == 0)
+ df = 1.0;
+ vec3 displacedPos = pos.xyz + normal * df * displacementAmount;
+ gl_Position = mvp * vec4(displacedPos, 1.0);
+
+// out_uv = uv;
+ out_normal = normal;
+}
diff --git a/tests/manual/rhi/displacement/material.tese.qsb b/tests/manual/rhi/displacement/material.tese.qsb
new file mode 100644
index 0000000000..8e4f6036c8
--- /dev/null
+++ b/tests/manual/rhi/displacement/material.tese.qsb
Binary files differ
diff --git a/tests/manual/rhi/displacement/material.vert b/tests/manual/rhi/displacement/material.vert
new file mode 100644
index 0000000000..40a22ae778
--- /dev/null
+++ b/tests/manual/rhi/displacement/material.vert
@@ -0,0 +1,15 @@
+#version 440
+
+layout(location = 0) in vec3 position;
+layout(location = 1) in vec2 uv;
+layout(location = 2) in vec3 normal;
+
+layout(location = 0) out vec3 out_uv;
+layout(location = 1) out vec3 out_normal;
+
+void main()
+{
+ gl_Position = vec4(position, 1.0);
+ out_uv = vec3(uv, 0.0);
+ out_normal = normal;
+}
diff --git a/tests/manual/rhi/displacement/material.vert.qsb b/tests/manual/rhi/displacement/material.vert.qsb
new file mode 100644
index 0000000000..dc6a2d2a6e
--- /dev/null
+++ b/tests/manual/rhi/displacement/material.vert.qsb
Binary files differ
diff --git a/tests/manual/rhi/displacement/material_domain.hlsl b/tests/manual/rhi/displacement/material_domain.hlsl
new file mode 100644
index 0000000000..268ce0c65f
--- /dev/null
+++ b/tests/manual/rhi/displacement/material_domain.hlsl
@@ -0,0 +1,54 @@
+struct Input
+{
+ float edges[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+};
+
+struct PatchInput
+{
+ float3 position : POSITION;
+ float2 uv : TEXCOORD0;
+ float3 normal : TEXCOORD1;
+};
+
+struct PixelInput
+{
+ //float2 uv : TEXCOORD0;
+ float3 normal : TEXCOORD1;
+ float4 position : SV_POSITION;
+};
+
+cbuffer buf : register(b0)
+{
+ row_major float4x4 mvp : packoffset(c0);
+ float displacementAmount : packoffset(c4);
+ float tessInner : packoffset(c4.y);
+ float tessOuter : packoffset(c4.z);
+ int useTex : packoffset(c4.w);
+};
+
+Texture2D<float4> tex : register(t1);
+SamplerState texsampler : register(s1);
+
+[domain("tri")]
+PixelInput main(Input input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<PatchInput, 3> patch)
+{
+ PixelInput output;
+
+ float3 pos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position;
+ float2 uv = uvwCoord.x * patch[0].uv + uvwCoord.y * patch[1].uv;
+ float3 normal = normalize(uvwCoord.x * patch[0].normal + uvwCoord.y * patch[1].normal + uvwCoord.z * patch[2].normal);
+
+ float4 c = tex.SampleLevel(texsampler, uv, 0.0);
+ const float3 yCoeff_709 = float3(0.2126, 0.7152, 0.0722);
+ float df = dot(c.rgb, yCoeff_709);
+ if (useTex == 0)
+ df = 1.0;
+ float3 displacedPos = pos + normal * df * displacementAmount;
+
+ output.position = mul(float4(displacedPos, 1.0), mvp);
+ //output.uv = uv;
+ output.normal = normal;
+
+ return output;
+}
diff --git a/tests/manual/rhi/displacement/material_hull.hlsl b/tests/manual/rhi/displacement/material_hull.hlsl
new file mode 100644
index 0000000000..03b476f64f
--- /dev/null
+++ b/tests/manual/rhi/displacement/material_hull.hlsl
@@ -0,0 +1,52 @@
+struct Input
+{
+ float2 uv : TEXCOORD0;
+ float3 normal : TEXCOORD1;
+ float4 position : SV_Position;
+};
+
+struct Output
+{
+ float3 position : POSITION;
+ float2 uv : TEXCOORD0;
+ float3 normal : TEXCOORD1;
+};
+
+struct ConstantData
+{
+ float edges[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+};
+
+cbuffer buf : register(b0)
+{
+ row_major float4x4 mvp : packoffset(c0);
+ float displacementAmount : packoffset(c4);
+ float tessInner : packoffset(c4.y);
+ float tessOuter : packoffset(c4.z);
+ int useTex : packoffset(c4.w);
+};
+
+ConstantData patchConstFunc(InputPatch<Input, 3> ip, uint PatchID : SV_PrimitiveID )
+{
+ ConstantData d;
+ d.edges[0] = tessOuter;
+ d.edges[1] = tessOuter;
+ d.edges[2] = tessOuter;
+ d.inside = tessInner;
+ return d;
+}
+
+[domain("tri")]
+[partitioning("integer")]
+[outputtopology("triangle_cw")]
+[outputcontrolpoints(3)]
+[patchconstantfunc("patchConstFunc")]
+Output main(InputPatch<Input, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID)
+{
+ Output output;
+ output.position = patch[pointId].position;
+ output.uv = patch[pointId].uv;
+ output.normal = patch[pointId].normal;
+ return output;
+}
diff --git a/tests/manual/rhi/shared/cube.h b/tests/manual/rhi/shared/cube.h
index 252e80c56c..e3ee11b66c 100644
--- a/tests/manual/rhi/shared/cube.h
+++ b/tests/manual/rhi/shared/cube.h
@@ -25,6 +25,8 @@
* Author: Bill Hollings <bill.hollings@brenwill.com>
*/
+// Normals added by Qt.
+
#ifndef CUBE_H
#define CUBE_H
@@ -72,6 +74,7 @@ static const float cube[] = {
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
+ // UVs
0.0f, 1.0f, // -X side
1.0f, 1.0f,
1.0f, 0.0f,
@@ -113,6 +116,49 @@ static const float cube[] = {
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f,
+
+ // normals
+ -1.0, 0.0, 0.0, // -X side
+ -1.0, 0.0, 0.0,
+ -1.0, 0.0, 0.0,
+ -1.0, 0.0, 0.0,
+ -1.0, 0.0, 0.0,
+ -1.0, 0.0, 0.0,
+
+ 0.0, 0.0, -1.0, // -Z side
+ 0.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0,
+
+ 0.0, -1.0, 0.0, // -Y side
+ 0.0, -1.0, 0.0,
+ 0.0, -1.0, 0.0,
+ 0.0, -1.0, 0.0,
+ 0.0, -1.0, 0.0,
+ 0.0, -1.0, 0.0,
+
+ 0.0, 1.0, 0.0, // +Y side
+ 0.0, 1.0, 0.0,
+ 0.0, 1.0, 0.0,
+ 0.0, 1.0, 0.0,
+ 0.0, 1.0, 0.0,
+ 0.0, 1.0, 0.0,
+
+ 1.0, 0.0, 0.0, // +X side
+ 1.0, 0.0, 0.0,
+ 1.0, 0.0, 0.0,
+ 1.0, 0.0, 0.0,
+ 1.0, 0.0, 0.0,
+ 1.0, 0.0, 0.0,
+
+ 0.0, 0.0, 1.0, // +Z side
+ 0.0, 0.0, 1.0,
+ 0.0, 0.0, 1.0,
+ 0.0, 0.0, 1.0,
+ 0.0, 0.0, 1.0,
+ 0.0, 0.0, 1.0
};
// clang-format on