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authorLaszlo Agocs <laszlo.agocs@qt.io>2022-08-18 12:43:23 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2022-09-01 19:44:19 +0200
commitc681c7c23f79e2f0d6dbb2ce8961edd216cefd91 (patch)
tree861706d22bb395ff5e1f86c4948a0cc7e8cab9ac /tests/auto/gui/rhi/qrhi/tst_qrhi.cpp
parent855a9ca217ad3b9d8eb8f6544698a174323843fc (diff)
rhi: metal: Add support for tessellation
Change-Id: Ie8d226a6a959aa5e78284ea72505fd26aec1e671 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'tests/auto/gui/rhi/qrhi/tst_qrhi.cpp')
-rw-r--r--tests/auto/gui/rhi/qrhi/tst_qrhi.cpp163
1 files changed, 163 insertions, 0 deletions
diff --git a/tests/auto/gui/rhi/qrhi/tst_qrhi.cpp b/tests/auto/gui/rhi/qrhi/tst_qrhi.cpp
index d1252f8abf..45aa8799f9 100644
--- a/tests/auto/gui/rhi/qrhi/tst_qrhi.cpp
+++ b/tests/auto/gui/rhi/qrhi/tst_qrhi.cpp
@@ -136,6 +136,9 @@ private slots:
void renderToRgb10Texture_data();
void renderToRgb10Texture();
+ void tessellation_data();
+ void tessellation();
+
private:
void setWindowType(QWindow *window, QRhi::Implementation impl);
@@ -4899,5 +4902,165 @@ void tst_QRhi::renderToRgb10Texture()
QVERIFY(redCount > blueCount); // 1742 > 178
}
+void tst_QRhi::tessellation_data()
+{
+ rhiTestData();
+}
+
+void tst_QRhi::tessellation()
+{
+ QFETCH(QRhi::Implementation, impl);
+ QFETCH(QRhiInitParams *, initParams);
+
+ QScopedPointer<QRhi> rhi(QRhi::create(impl, initParams, QRhi::Flags(), nullptr));
+ if (!rhi)
+ QSKIP("QRhi could not be created, skipping testing rendering");
+
+ if (!rhi->isFeatureSupported(QRhi::Tessellation)) {
+ // From a Vulkan or Metal implementation we expect tessellation to work,
+ // even though it is optional (as per spec) for Vulkan.
+ QVERIFY(rhi->backend() != QRhi::Vulkan);
+ QVERIFY(rhi->backend() != QRhi::Metal);
+ QSKIP("Tessellation is not supported with this graphics API, skipping test");
+ }
+
+ if (rhi->backend() == QRhi::D3D11)
+ QSKIP("Skipping tessellation test on D3D for now, test assets not prepared for HLSL yet");
+
+ QScopedPointer<QRhiTexture> texture(rhi->newTexture(QRhiTexture::RGBA8, QSize(1280, 720), 1,
+ QRhiTexture::RenderTarget | QRhiTexture::UsedAsTransferSource));
+ QVERIFY(texture->create());
+
+ QScopedPointer<QRhiTextureRenderTarget> rt(rhi->newTextureRenderTarget({ texture.data() }));
+ QScopedPointer<QRhiRenderPassDescriptor> rpDesc(rt->newCompatibleRenderPassDescriptor());
+ rt->setRenderPassDescriptor(rpDesc.data());
+ QVERIFY(rt->create());
+
+ static const float triangleVertices[] = {
+ 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
+ };
+
+ QRhiResourceUpdateBatch *u = rhi->nextResourceUpdateBatch();
+ QScopedPointer<QRhiBuffer> vbuf(rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(triangleVertices)));
+ QVERIFY(vbuf->create());
+ u->uploadStaticBuffer(vbuf.data(), triangleVertices);
+
+ QScopedPointer<QRhiBuffer> ubuf(rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64));
+ QVERIFY(ubuf->create());
+
+ // Use the 3D API specific correction matrix that flips Y, so we can use
+ // the OpenGL-targeted vertex data and the tessellation winding order of
+ // counter-clockwise to get uniform results.
+ QMatrix4x4 mvp = rhi->clipSpaceCorrMatrix();
+ u->updateDynamicBuffer(ubuf.data(), 0, 64, mvp.constData());
+
+ QScopedPointer<QRhiShaderResourceBindings> srb(rhi->newShaderResourceBindings());
+ srb->setBindings({
+ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::TessellationEvaluationStage, ubuf.data()),
+ });
+ QVERIFY(srb->create());
+
+ QScopedPointer<QRhiGraphicsPipeline> pipeline(rhi->newGraphicsPipeline());
+
+ pipeline->setTopology(QRhiGraphicsPipeline::Patches);
+ pipeline->setPatchControlPointCount(3);
+
+ pipeline->setShaderStages({
+ { QRhiShaderStage::Vertex, loadShader(":/data/simpletess.vert.qsb") },
+ { QRhiShaderStage::TessellationControl, loadShader(":/data/simpletess.tesc.qsb") },
+ { QRhiShaderStage::TessellationEvaluation, loadShader(":/data/simpletess.tese.qsb") },
+ { QRhiShaderStage::Fragment, loadShader(":/data/simpletess.frag.qsb") }
+ });
+
+ pipeline->setCullMode(QRhiGraphicsPipeline::Back); // to ensure the winding order is correct
+
+ // won't get the wireframe with OpenGL ES
+ if (rhi->isFeatureSupported(QRhi::NonFillPolygonMode))
+ pipeline->setPolygonMode(QRhiGraphicsPipeline::Line);
+
+ QRhiVertexInputLayout inputLayout;
+ inputLayout.setBindings({
+ { 6 * sizeof(float) }
+ });
+ inputLayout.setAttributes({
+ { 0, 0, QRhiVertexInputAttribute::Float3, 0 },
+ { 0, 1, QRhiVertexInputAttribute::Float3, 3 * sizeof(float) }
+ });
+
+ pipeline->setVertexInputLayout(inputLayout);
+ pipeline->setShaderResourceBindings(srb.data());
+ pipeline->setRenderPassDescriptor(rpDesc.data());
+
+ QVERIFY(pipeline->create());
+
+ QRhiCommandBuffer *cb = nullptr;
+ QCOMPARE(rhi->beginOffscreenFrame(&cb), QRhi::FrameOpSuccess);
+
+ cb->beginPass(rt.data(), Qt::black, { 1.0f, 0 }, u);
+ cb->setGraphicsPipeline(pipeline.data());
+ cb->setViewport({ 0, 0, float(rt->pixelSize().width()), float(rt->pixelSize().height()) });
+ cb->setShaderResources();
+ QRhiCommandBuffer::VertexInput vbufBinding(vbuf.data(), 0);
+ cb->setVertexInput(0, 1, &vbufBinding);
+ cb->draw(3);
+
+ QRhiReadbackResult readResult;
+ QImage result;
+ readResult.completed = [&readResult, &result] {
+ result = QImage(reinterpret_cast<const uchar *>(readResult.data.constData()),
+ readResult.pixelSize.width(), readResult.pixelSize.height(),
+ QImage::Format_RGBA8888);
+ };
+ QRhiResourceUpdateBatch *readbackBatch = rhi->nextResourceUpdateBatch();
+ readbackBatch->readBackTexture({ texture.data() }, &readResult);
+ cb->endPass(readbackBatch);
+
+ rhi->endOffscreenFrame();
+
+ if (rhi->isYUpInFramebuffer()) // we used clipSpaceCorrMatrix so this is different from many other tests
+ result = std::move(result).mirrored();
+
+ QCOMPARE(result.size(), rt->pixelSize());
+
+ // cannot check rendering results with Null, because there is no rendering there
+ if (impl == QRhi::Null)
+ return;
+
+ int redCount = 0, greenCount = 0, blueCount = 0;
+ for (int y = 0; y < result.height(); ++y) {
+ const quint32 *p = reinterpret_cast<const quint32 *>(result.constScanLine(y));
+ int x = result.width() - 1;
+ while (x-- >= 0) {
+ const QRgb c(*p++);
+ const int red = qRed(c);
+ const int green = qGreen(c);
+ const int blue = qBlue(c);
+ // just count the color components that are above a certain threshold
+ if (red > 240)
+ ++redCount;
+ if (green > 240)
+ ++greenCount;
+ if (blue > 240)
+ ++blueCount;
+ }
+ }
+
+ // Line drawing can be different between the 3D APIs. What we will check if
+ // the number of strong-enough r/g/b components above a certain threshold.
+ // That is good enough to ensure that something got rendered, i.e. that
+ // tessellation is not completely broken.
+ //
+ // For the record the actual values are something like:
+ // OpenGL (NVIDIA, Windows) 59 82 82
+ // Metal (Intel, macOS 12.5) 59 79 79
+ // Vulkan (NVIDIA, Windows) 71 85 85
+
+ QVERIFY(redCount > 50);
+ QVERIFY(blueCount > 50);
+ QVERIFY(greenCount > 50);
+}
+
#include <tst_qrhi.moc>
QTEST_MAIN(tst_QRhi)