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authorLaszlo Agocs <laszlo.agocs@qt.io>2022-10-24 15:23:09 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2022-10-25 15:19:41 +0200
commit2c639aea76226d0971f6995b2a4a5132a8a3de50 (patch)
tree1a6b218a5f2f2b31a1ad8da29defbb27cdb7aa6c /tests/manual
parentef2cef49a3939c119d012ff67398232362129f20 (diff)
rhi: Add a manual test for simple stencil-based outline
Interesting on its own just because it exercises stencil testing, unlike any of the other existing manual tests. In addition it serves as a base example for how outlines could be done, it is one possible approach at least. (render with stencil write, then render again slightly scaled up with a solid color with testing against the stencil buffer content) Change-Id: I0c845a9004136f229cab037f6f0aab2f772bdd76 Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Diffstat (limited to 'tests/manual')
-rw-r--r--tests/manual/rhi/CMakeLists.txt1
-rw-r--r--tests/manual/rhi/shared/examplefw.h1
-rw-r--r--tests/manual/rhi/stenciloutline/CMakeLists.txt19
-rw-r--r--tests/manual/rhi/stenciloutline/buildshaders.bat2
-rw-r--r--tests/manual/rhi/stenciloutline/material.frag13
-rw-r--r--tests/manual/rhi/stenciloutline/material.frag.qsbbin0 -> 897 bytes
-rw-r--r--tests/manual/rhi/stenciloutline/material.vert13
-rw-r--r--tests/manual/rhi/stenciloutline/material.vert.qsbbin0 -> 978 bytes
-rw-r--r--tests/manual/rhi/stenciloutline/stenciloutline.cpp154
9 files changed, 202 insertions, 1 deletions
diff --git a/tests/manual/rhi/CMakeLists.txt b/tests/manual/rhi/CMakeLists.txt
index 2abb28ebbd..c160a78aff 100644
--- a/tests/manual/rhi/CMakeLists.txt
+++ b/tests/manual/rhi/CMakeLists.txt
@@ -29,6 +29,7 @@ add_subdirectory(texturearray)
add_subdirectory(polygonmode)
add_subdirectory(tessellation)
add_subdirectory(geometryshader)
+add_subdirectory(stenciloutline)
if(QT_FEATURE_widgets)
add_subdirectory(rhiwidget)
endif()
diff --git a/tests/manual/rhi/shared/examplefw.h b/tests/manual/rhi/shared/examplefw.h
index 4f49084537..45f46b8e5a 100644
--- a/tests/manual/rhi/shared/examplefw.h
+++ b/tests/manual/rhi/shared/examplefw.h
@@ -259,7 +259,6 @@ void Window::init()
// now onto the backend-independent init
m_sc = m_r->newSwapChain();
- // allow depth-stencil, although we do not actually enable depth test/write for the triangle
m_ds = m_r->newRenderBuffer(QRhiRenderBuffer::DepthStencil,
QSize(), // no need to set the size here, due to UsedWithSwapChainOnly
sampleCount,
diff --git a/tests/manual/rhi/stenciloutline/CMakeLists.txt b/tests/manual/rhi/stenciloutline/CMakeLists.txt
new file mode 100644
index 0000000000..fbd2631482
--- /dev/null
+++ b/tests/manual/rhi/stenciloutline/CMakeLists.txt
@@ -0,0 +1,19 @@
+# Copyright (C) 2022 The Qt Company Ltd.
+# SPDX-License-Identifier: BSD-3-Clause
+
+qt_internal_add_manual_test(stenciloutline
+ GUI
+ SOURCES
+ stenciloutline.cpp
+ LIBRARIES
+ Qt::Gui
+ Qt::GuiPrivate
+)
+
+qt_internal_add_resource(stenciloutline "stenciloutline"
+ PREFIX
+ "/"
+ FILES
+ "material.frag.qsb"
+ "material.vert.qsb"
+)
diff --git a/tests/manual/rhi/stenciloutline/buildshaders.bat b/tests/manual/rhi/stenciloutline/buildshaders.bat
new file mode 100644
index 0000000000..fc274eeec2
--- /dev/null
+++ b/tests/manual/rhi/stenciloutline/buildshaders.bat
@@ -0,0 +1,2 @@
+qsb --glsl "100 es,120,150" --hlsl 50 --msl 12 material.vert -o material.vert.qsb
+qsb --glsl "100 es,120,150" --hlsl 50 --msl 12 material.frag -o material.frag.qsb
diff --git a/tests/manual/rhi/stenciloutline/material.frag b/tests/manual/rhi/stenciloutline/material.frag
new file mode 100644
index 0000000000..8fc52e014d
--- /dev/null
+++ b/tests/manual/rhi/stenciloutline/material.frag
@@ -0,0 +1,13 @@
+#version 440
+
+layout(location = 0) out vec4 fragColor;
+
+layout(std140, binding = 0) uniform buf {
+ mat4 mvp;
+ vec3 color;
+};
+
+void main()
+{
+ fragColor = vec4(color, 1.0);
+}
diff --git a/tests/manual/rhi/stenciloutline/material.frag.qsb b/tests/manual/rhi/stenciloutline/material.frag.qsb
new file mode 100644
index 0000000000..1c238b51ca
--- /dev/null
+++ b/tests/manual/rhi/stenciloutline/material.frag.qsb
Binary files differ
diff --git a/tests/manual/rhi/stenciloutline/material.vert b/tests/manual/rhi/stenciloutline/material.vert
new file mode 100644
index 0000000000..0fd83be568
--- /dev/null
+++ b/tests/manual/rhi/stenciloutline/material.vert
@@ -0,0 +1,13 @@
+#version 440
+
+layout(location = 0) in vec4 position;
+
+layout(std140, binding = 0) uniform buf {
+ mat4 mvp;
+ vec3 color;
+};
+
+void main()
+{
+ gl_Position = mvp * position;
+}
diff --git a/tests/manual/rhi/stenciloutline/material.vert.qsb b/tests/manual/rhi/stenciloutline/material.vert.qsb
new file mode 100644
index 0000000000..b05d9c9c23
--- /dev/null
+++ b/tests/manual/rhi/stenciloutline/material.vert.qsb
Binary files differ
diff --git a/tests/manual/rhi/stenciloutline/stenciloutline.cpp b/tests/manual/rhi/stenciloutline/stenciloutline.cpp
new file mode 100644
index 0000000000..bdf7f217b1
--- /dev/null
+++ b/tests/manual/rhi/stenciloutline/stenciloutline.cpp
@@ -0,0 +1,154 @@
+// Copyright (C) 2019 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
+
+#include "../shared/examplefw.h"
+#include "../shared/cube.h"
+
+static const quint32 UBUF_SIZE = 76;
+static const float OUTLINE_SIZE = 1.05f;
+
+struct {
+ QList<QRhiResource *> releasePool;
+
+ QRhiBuffer *vbuf;
+ QRhiBuffer *ubuf;
+ QRhiShaderResourceBindings *srb;
+ QRhiGraphicsPipeline *psPass1;
+ QRhiGraphicsPipeline *psPass2;
+ float rot = 0.0f;
+
+ QRhiResourceUpdateBatch *initialUpdates = nullptr;
+} d;
+
+void Window::customInit()
+{
+ 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, 2 * m_r->ubufAligned(UBUF_SIZE));
+ d.ubuf->create();
+ d.releasePool << d.ubuf;
+
+ d.srb = m_r->newShaderResourceBindings();
+ d.releasePool << d.srb;
+ d.srb->setBindings({
+ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, UBUF_SIZE)
+ });
+ d.srb->create();
+
+ QRhiVertexInputLayout inputLayout;
+ inputLayout.setBindings({
+ { 3 * sizeof(float) },
+ });
+ inputLayout.setAttributes({
+ { 0, 0, QRhiVertexInputAttribute::Float3, 0 },
+ });
+
+ const QRhiShaderStage stages[] = {
+ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/material.vert.qsb")) },
+ { QRhiShaderStage::Fragment, getShader(QLatin1String(":/material.frag.qsb")) }
+ };
+
+ d.psPass1 = m_r->newGraphicsPipeline();
+ d.releasePool << d.psPass1;
+ d.psPass1->setShaderStages(stages, stages + 2);
+ d.psPass1->setFlags(QRhiGraphicsPipeline::UsesStencilRef);
+ d.psPass1->setDepthTest(true);
+ d.psPass1->setDepthWrite(true);
+ QRhiGraphicsPipeline::StencilOpState stencilPass1 = { QRhiGraphicsPipeline::Keep,
+ QRhiGraphicsPipeline::Keep,
+ QRhiGraphicsPipeline::Replace,
+ QRhiGraphicsPipeline::Always };
+ d.psPass1->setStencilFront(stencilPass1);
+ d.psPass1->setCullMode(QRhiGraphicsPipeline::Back);
+ //d.psPass1->setStencilBack(stencilPass1);
+ d.psPass1->setStencilTest(true);
+ d.psPass1->setVertexInputLayout(inputLayout);
+ d.psPass1->setShaderResourceBindings(d.srb);
+ d.psPass1->setRenderPassDescriptor(m_rp);
+ d.psPass1->create();
+
+ d.psPass2 = m_r->newGraphicsPipeline();
+ d.releasePool << d.psPass2;
+ d.psPass2->setShaderStages(stages, stages + 2);
+ d.psPass2->setFlags(QRhiGraphicsPipeline::UsesStencilRef);
+ d.psPass2->setDepthTest(false);
+ d.psPass2->setDepthWrite(false);
+ QRhiGraphicsPipeline::StencilOpState stencilPass2 = { QRhiGraphicsPipeline::Keep,
+ QRhiGraphicsPipeline::Keep,
+ QRhiGraphicsPipeline::Replace,
+ QRhiGraphicsPipeline::NotEqual };
+ d.psPass2->setStencilFront(stencilPass2);
+ d.psPass2->setCullMode(QRhiGraphicsPipeline::Back);
+ //d.psPass2->setStencilBack(stencilPass2);
+ d.psPass2->setStencilTest(true);
+ d.psPass2->setStencilWriteMask(0);
+ d.psPass2->setVertexInputLayout(inputLayout);
+ d.psPass2->setShaderResourceBindings(d.srb);
+ d.psPass2->setRenderPassDescriptor(m_rp);
+ d.psPass2->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.rotate(d.rot, 1, 1, 0);
+ mvp.scale(0.5f);
+
+ memcpy(p, mvp.constData(), 64);
+ const float color[] = { 1.0f, 0.0f, 0.0f };
+ memcpy(p + 64, color, 3 * sizeof(float));
+
+ static const size_t pass2Ofs = m_r->ubufAligned(UBUF_SIZE);
+ mvp.scale(OUTLINE_SIZE);
+ memcpy(p + pass2Ofs, mvp.constData(), 64);
+ const float pass2Color[] = { 0.0f, 0.0f, 1.0f };
+ memcpy(p + pass2Ofs + 64, pass2Color, 3 * sizeof(float));
+
+ d.ubuf->endFullDynamicBufferUpdateForCurrentFrame();
+
+ const QRhiCommandBuffer::VertexInput vbufBinding[] = {
+ { d.vbuf, 0 },
+ };
+
+ cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u, QRhiCommandBuffer::DoNotTrackResourcesForCompute);
+
+ cb->setGraphicsPipeline(d.psPass1);
+ cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
+ QRhiCommandBuffer::DynamicOffset pass1DynOffset = { 0, 0 };
+ cb->setShaderResources(d.srb, 1, &pass1DynOffset);
+ cb->setVertexInput(0, 1, vbufBinding);
+ cb->setStencilRef(1);
+ cb->draw(36);
+
+ cb->setGraphicsPipeline(d.psPass2);
+ QRhiCommandBuffer::DynamicOffset pass2DynOffset = { 0, m_r->ubufAligned(UBUF_SIZE) };
+ cb->setShaderResources(d.srb, 1, &pass2DynOffset);
+ cb->setVertexInput(0, 1, vbufBinding);
+ cb->setStencilRef(1);
+ cb->draw(36);
+
+ cb->endPass();
+
+ d.rot += 1;
+}