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authorLaszlo Agocs <laszlo.agocs@qt.io>2023-06-27 10:56:56 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2023-06-27 17:39:23 +0200
commit821c404ef2846129cc1020a83a80b0a183a1d3ac (patch)
tree765011ba4a0814bd2ac237774e59aa3128597374 /tests/manual/rhi/multiview/multiview.cpp
parent43ea57b901bc02af7c0b9ebf5a5032184dae312e (diff)
rhi: multiview: Exercise instancing in the test
Just to make sure instanced drawing does not regress. Relevant particularly with Metal. Fixes: QTBUG-114885 Change-Id: Ib39066d32985bf25ca02d5aa54d9cf654772be9a Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'tests/manual/rhi/multiview/multiview.cpp')
-rw-r--r--tests/manual/rhi/multiview/multiview.cpp40
1 files changed, 31 insertions, 9 deletions
diff --git a/tests/manual/rhi/multiview/multiview.cpp b/tests/manual/rhi/multiview/multiview.cpp
index 7f6e611d8f..b9768ffe09 100644
--- a/tests/manual/rhi/multiview/multiview.cpp
+++ b/tests/manual/rhi/multiview/multiview.cpp
@@ -33,12 +33,24 @@ static float triangleData[] =
{ // Y up, CCW
0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
+ 0.5f, -0.5f, 0.0f, 0.0f, 1.0f
+};
+
+static const int INSTANCE_COUNT = 5;
+
+static float instanceData[INSTANCE_COUNT * 3] =
+{
+ 0.4f, 0.0f, 0.0f,
+ 0.2f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f,
+ -0.2f, 0.0f, 0.0f,
+ -0.4f, 0.0f, 0.0f
};
struct {
QList<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
+ QRhiBuffer *instanceBuf = nullptr;
QRhiBuffer *ibuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiTextureRenderTarget *rt = nullptr;
@@ -109,6 +121,11 @@ void Window::customInit()
d.vbuf->create();
d.releasePool << d.vbuf;
+ // data for the instanced translation attribute
+ d.instanceBuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(instanceData));
+ d.instanceBuf->create();
+ d.releasePool << d.instanceBuf;
+
// resources for the on-screen visualizer
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
d.ibuf->create();
@@ -160,6 +177,7 @@ void Window::customInit()
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData);
d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(quadVertexData), sizeof(triangleData), triangleData);
+ d.initialUpdates->uploadStaticBuffer(d.instanceBuf, instanceData);
d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
@@ -189,11 +207,13 @@ void Window::customInit()
});
d.triPs->setMultiViewCount(2); // the view count must be set both on the render target and the pipeline
inputLayout.setBindings({
- { 5 * sizeof(float) }
+ { 5 * sizeof(float) },
+ { 3 * sizeof(float), QRhiVertexInputBinding::PerInstance }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
- { 0, 1, QRhiVertexInputAttribute::Float3, quint32(2 * sizeof(float)) }
+ { 0, 1, QRhiVertexInputAttribute::Float3, quint32(2 * sizeof(float)) },
+ { 1, 2, QRhiVertexInputAttribute::Float3, 0 }
});
d.triPs->setSampleCount(sampleCount);
d.triPs->setVertexInputLayout(inputLayout);
@@ -222,8 +242,6 @@ void Window::customRender()
d.initialUpdates = nullptr;
}
- QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, quint32(sizeof(quadVertexData)));
-
QMatrix4x4 triMvp = d.triBaseMvp;
// let's say this is the left eye, make the triangle point left for now
triMvp.rotate(90, 0, 0, 1);
@@ -237,8 +255,12 @@ void Window::customRender()
cb->setGraphicsPipeline(d.triPs);
cb->setViewport({ 0, 0, float(d.rt->pixelSize().width()), float(d.rt->pixelSize().height()) });
cb->setShaderResources();
- cb->setVertexInput(0, 1, &vbufBinding);
- cb->draw(3);
+ const QRhiCommandBuffer::VertexInput multiViewPassVbufBindings[] = {
+ { d.vbuf, quint32(sizeof(quadVertexData)) },
+ { d.instanceBuf, 0 }
+ };
+ cb->setVertexInput(0, 2, multiViewPassVbufBindings);
+ cb->draw(3, INSTANCE_COUNT);
cb->endPass();
// "blit" the two texture layers on-screen just to visualize the contents
@@ -260,8 +282,8 @@ void Window::customRender()
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
cb->setGraphicsPipeline(d.ps);
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
- vbufBinding.second = 0;
- cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
+ const QRhiCommandBuffer::VertexInput quadPassVBufBindings[] = { { d.vbuf, 0 } };
+ cb->setVertexInput(0, 1, quadPassVBufBindings, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
for (int i = 0; i < 2; ++i) {
cb->setShaderResources(d.srb[i]);
cb->drawIndexed(6);