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authorLaszlo Agocs <laszlo.agocs@qt.io>2019-03-22 09:55:03 +0100
committerLaszlo Agocs <laszlo.agocs@qt.io>2019-06-13 10:13:45 +0200
commit53599592e09edd215bfa1eaa7e6f3a9f3fc50ae6 (patch)
tree1083ec3a18030bb6f09de58b2fe0ac1cb8aedc0b /tests/manual/rhi/texuploads
parentc143161608ded130919006f151bf92c44a0991d0 (diff)
Introduce the Qt graphics abstraction as private QtGui helpers
Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES). All APIs are private for now. Shader conditioning (i.e. generating a QRhiShader in memory or on disk from some shader source code) is done via the tools and APIs provided by qt-labs/qtshadertools. The OpenGL support follows the cross-platform tradition of requiring ES 2.0 only, while optionally using some (ES) 3.x features. It can operate in core profile contexts as well. Task-number: QTBUG-70287 Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Diffstat (limited to 'tests/manual/rhi/texuploads')
-rw-r--r--tests/manual/rhi/texuploads/texuploads.cpp314
-rw-r--r--tests/manual/rhi/texuploads/texuploads.pro8
-rw-r--r--tests/manual/rhi/texuploads/texuploads.qrc7
3 files changed, 329 insertions, 0 deletions
diff --git a/tests/manual/rhi/texuploads/texuploads.cpp b/tests/manual/rhi/texuploads/texuploads.cpp
new file mode 100644
index 0000000000..6576b763d5
--- /dev/null
+++ b/tests/manual/rhi/texuploads/texuploads.cpp
@@ -0,0 +1,314 @@
+/****************************************************************************
+**
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "../shared/examplefw.h"
+#include "../shared/cube.h"
+#include <QPainter>
+
+struct {
+ QRhiBuffer *vbuf = nullptr;
+ QRhiBuffer *ubuf = nullptr;
+ QRhiTexture *tex = nullptr;
+ QRhiSampler *sampler = nullptr;
+ QRhiShaderResourceBindings *srb = nullptr;
+ QRhiGraphicsPipeline *ps = nullptr;
+ QVector<QRhiResource *> releasePool;
+
+ float rotation = 0;
+ QRhiResourceUpdateBatch *initialUpdates = nullptr;
+ int frameCount = 0;
+ QImage customImage;
+ QRhiTexture *newTex = nullptr;
+ QRhiTexture *importedTex = nullptr;
+ int testStage = 0;
+} d;
+
+void Window::customInit()
+{
+ d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
+ d.releasePool << d.vbuf;
+ d.vbuf->build();
+
+ d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
+ d.releasePool << d.ubuf;
+ d.ubuf->build();
+
+ QImage baseImage(QLatin1String(":/qt256.png"));
+ d.tex = m_r->newTexture(QRhiTexture::RGBA8, baseImage.size(), 1, QRhiTexture::UsedAsTransferSource);
+ d.releasePool << d.tex;
+ d.tex->build();
+
+ // As an alternative to what some of the other examples do, prepare an
+ // update batch right here instead of relying on vbufReady and similar flags.
+ d.initialUpdates = m_r->nextResourceUpdateBatch();
+ d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
+ qint32 flip = 0;
+ d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
+ d.initialUpdates->uploadTexture(d.tex, baseImage);
+
+ d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
+ QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
+ d.releasePool << d.sampler;
+ d.sampler->build();
+
+ d.srb = m_r->newShaderResourceBindings();
+ d.releasePool << d.srb;
+ d.srb->setBindings({
+ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
+ QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
+ });
+ d.srb->build();
+
+ d.ps = m_r->newGraphicsPipeline();
+ d.releasePool << d.ps;
+
+ d.ps->setDepthTest(true);
+ d.ps->setDepthWrite(true);
+ d.ps->setDepthOp(QRhiGraphicsPipeline::Less);
+
+ d.ps->setCullMode(QRhiGraphicsPipeline::Back);
+ d.ps->setFrontFace(QRhiGraphicsPipeline::CCW);
+
+ const QShader vs = getShader(QLatin1String(":/texture.vert.qsb"));
+ if (!vs.isValid())
+ qFatal("Failed to load shader pack (vertex)");
+ const QShader fs = getShader(QLatin1String(":/texture.frag.qsb"));
+ if (!fs.isValid())
+ qFatal("Failed to load shader pack (fragment)");
+
+ d.ps->setShaderStages({
+ { QRhiGraphicsShaderStage::Vertex, vs },
+ { QRhiGraphicsShaderStage::Fragment, fs }
+ });
+
+ QRhiVertexInputLayout inputLayout;
+ inputLayout.setBindings({
+ { 3 * sizeof(float) },
+ { 2 * sizeof(float) }
+ });
+ inputLayout.setAttributes({
+ { 0, 0, QRhiVertexInputAttribute::Float3, 0 },
+ { 1, 1, QRhiVertexInputAttribute::Float2, 0 }
+ });
+
+ d.ps->setVertexInputLayout(inputLayout);
+ d.ps->setShaderResourceBindings(d.srb);
+ d.ps->setRenderPassDescriptor(m_rp);
+
+ d.ps->build();
+
+ d.customImage = QImage(128, 64, QImage::Format_RGBA8888);
+ d.customImage.fill(Qt::red);
+ QPainter painter(&d.customImage);
+ // the text may look different on different platforms, so no guarantee the
+ // output on the screen will be identical everywhere
+ painter.drawText(5, 25, "Hello world");
+ painter.end();
+}
+
+void Window::customRelease()
+{
+ qDeleteAll(d.releasePool);
+ d.releasePool.clear();
+}
+
+void Window::customRender()
+{
+ QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
+
+ // take the initial set of updates, if this is the first frame
+ if (d.initialUpdates) {
+ u->merge(d.initialUpdates);
+ d.initialUpdates->release();
+ d.initialUpdates = nullptr;
+ }
+
+ d.rotation += 1.0f;
+ QMatrix4x4 mvp = m_proj;
+ mvp.scale(0.5f);
+ mvp.rotate(d.rotation, 0, 1, 0);
+ u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
+
+ if (d.frameCount > 0 && (d.frameCount % 100) == 0) {
+ d.testStage += 1;
+ qDebug("testStage = %d", d.testStage);
+
+ // Partially change the texture.
+ if (d.testStage == 1) {
+ QRhiTextureSubresourceUploadDescription mipDesc(d.customImage);
+ // The image here is smaller than the original. Use a non-zero position
+ // to make it more interesting.
+ mipDesc.setDestinationTopLeft(QPoint(100, 20));
+ QRhiTextureUploadDescription desc({ 0, 0, mipDesc });
+ u->uploadTexture(d.tex, desc);
+ }
+
+ // Exercise image copying.
+ if (d.testStage == 2) {
+ const QSize sz = d.tex->pixelSize();
+ d.newTex = m_r->newTexture(QRhiTexture::RGBA8, sz);
+ d.releasePool << d.newTex;
+ d.newTex->build();
+
+ QImage empty(sz.width(), sz.height(), QImage::Format_RGBA8888);
+ empty.fill(Qt::blue);
+ u->uploadTexture(d.newTex, empty);
+
+ // Copy the left-half of tex to the right-half of newTex, while
+ // leaving the left-half of newTex blue. Keep a 20 pixel gap at
+ // the top.
+ QRhiTextureCopyDescription desc;
+ desc.setSourceTopLeft(QPoint(0, 20));
+ desc.setPixelSize(QSize(sz.width() / 2, sz.height() - 20));
+ desc.setDestinationTopLeft(QPoint(sz.width() / 2, 20));
+ u->copyTexture(d.newTex, d.tex, desc);
+
+ // Now replace d.tex with d.newTex as the shader resource.
+ auto bindings = d.srb->bindings();
+ bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.newTex, d.sampler);
+ d.srb->setBindings(bindings);
+ // "rebuild", whatever that means for a given backend. This srb is
+ // already live as the ps in the setGraphicsPipeline references it,
+ // but that's fine. Changes will be picked up automatically.
+ d.srb->build();
+ }
+
+ // Exercise simple, full texture copy.
+ if (d.testStage == 4)
+ u->copyTexture(d.newTex, d.tex);
+
+ // Now again upload customImage but this time only a part of it.
+ if (d.testStage == 5) {
+ QRhiTextureSubresourceUploadDescription mipDesc(d.customImage);
+ mipDesc.setDestinationTopLeft(QPoint(10, 120));
+ mipDesc.setSourceSize(QSize(50, 40));
+ mipDesc.setSourceTopLeft(QPoint(20, 10));
+ QRhiTextureUploadDescription desc({ 0, 0, mipDesc });
+ u->uploadTexture(d.newTex, desc);
+ }
+
+ // Exercise texture object export/import.
+ if (d.testStage == 6) {
+ const QRhiNativeHandles *h = d.tex->nativeHandles();
+ if (h) {
+#ifdef Q_OS_DARWIN
+ if (graphicsApi == Metal) {
+ qDebug() << "Metal texture: " << static_cast<const QRhiMetalTextureNativeHandles *>(h)->texture;
+ // Now could cast to id<MTLTexture> and do something with
+ // it, keeping in mind that copy operations are only done
+ // in beginPass, while rendering into a texture may only
+ // have proper results in current_frame + 2, or after a
+ // finish(). The QRhiTexture still owns the native object.
+ }
+#endif
+ // omit for other backends, the idea is the same
+
+ d.importedTex = m_r->newTexture(QRhiTexture::RGBA8, d.tex->pixelSize());
+ d.releasePool << d.importedTex;
+ if (!d.importedTex->buildFrom(h))
+ qWarning("Texture import failed");
+
+ // now d.tex and d.importedTex use the same MTLTexture
+ // underneath (owned by d.tex)
+
+ // switch to showing d.importedTex
+ auto bindings = d.srb->bindings();
+ bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.importedTex, d.sampler);
+ d.srb->setBindings(bindings);
+ d.srb->build();
+ } else {
+ qWarning("Accessing native texture object is not supported");
+ }
+ }
+
+ // Exercise uploading uncompressed data without a QImage.
+ if (d.testStage == 7) {
+ auto bindings = d.srb->bindings();
+ bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.newTex, d.sampler);
+ d.srb->setBindings(bindings);
+ d.srb->build();
+
+ const QSize sz(221, 139);
+ QByteArray data;
+ data.resize(sz.width() * sz.height() * 4);
+ for (int y = 0; y < sz.height(); ++y) {
+ uchar *p = reinterpret_cast<uchar *>(data.data()) + y * sz.width() * 4;
+ for (int x = 0; x < sz.width(); ++x) {
+ *p++ = 0; *p++ = 0; *p++ = y * (255 / sz.height());
+ *p++ = 255;
+ }
+ }
+ QRhiTextureSubresourceUploadDescription mipDesc(data.constData(), data.size());
+ mipDesc.setSourceSize(sz);
+ mipDesc.setDestinationTopLeft(QPoint(5, 25));
+ QRhiTextureUploadDescription desc({ 0, 0, mipDesc });
+ u->uploadTexture(d.newTex, desc);
+ }
+ }
+
+ QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
+ const QSize outputSizeInPixels = m_sc->currentPixelSize();
+
+ cb->beginPass(m_sc->currentFrameRenderTarget(), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f), { 1.0f, 0 }, u);
+
+ cb->setGraphicsPipeline(d.ps);
+ cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
+ cb->setShaderResources();
+ const QRhiCommandBuffer::VertexInput vbufBindings[] = {
+ { d.vbuf, 0 },
+ { d.vbuf, 36 * 3 * sizeof(float) }
+ };
+ cb->setVertexInput(0, 2, vbufBindings);
+ cb->draw(36);
+
+ cb->endPass();
+
+ d.frameCount += 1;
+}
diff --git a/tests/manual/rhi/texuploads/texuploads.pro b/tests/manual/rhi/texuploads/texuploads.pro
new file mode 100644
index 0000000000..64f204fb32
--- /dev/null
+++ b/tests/manual/rhi/texuploads/texuploads.pro
@@ -0,0 +1,8 @@
+TEMPLATE = app
+
+QT += gui-private
+
+SOURCES = \
+ texuploads.cpp
+
+RESOURCES = texuploads.qrc
diff --git a/tests/manual/rhi/texuploads/texuploads.qrc b/tests/manual/rhi/texuploads/texuploads.qrc
new file mode 100644
index 0000000000..742b2b77af
--- /dev/null
+++ b/tests/manual/rhi/texuploads/texuploads.qrc
@@ -0,0 +1,7 @@
+<!DOCTYPE RCC><RCC version="1.0">
+<qresource>
+ <file alias="qt256.png">../shared/qt256.png</file>
+ <file alias="texture.vert.qsb">../shared/texture.vert.qsb</file>
+ <file alias="texture.frag.qsb">../shared/texture.frag.qsb</file>
+</qresource>
+</RCC>