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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-01-07 15:15:09 +0100
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-01-13 15:52:46 +0100
commitfe97af0c9ad58f0f823f3b1942cd9ad383ba85d3 (patch)
treee80f72557ece554e9241fb1c33a0fd4c287420cf /tests
parentccb2cb84f535b0bfce19a95d7f3a36803480cae8 (diff)
rhi: Add manual test for RGBA16F and compute
Uses the two compute shaders from Qt Quick 3D. Demonstrates and tests both RGBA16F textures and using them (and doing load/store with mip levels individually) in combination with compute. Task-number: QTBUG-81213 Change-Id: I3f0f250d5997a26c857b7c45517684c63b44e58e Reviewed-by: Johan Helsing <johan.helsing@qt.io>
Diffstat (limited to 'tests')
-rwxr-xr-xtests/manual/rhi/float16texture_with_compute/buildshaders.sh3
-rw-r--r--tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp312
-rw-r--r--tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.pro8
-rw-r--r--tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.qrc9
-rw-r--r--tests/manual/rhi/float16texture_with_compute/load.comp19
-rw-r--r--tests/manual/rhi/float16texture_with_compute/load.comp.qsbbin0 -> 1596 bytes
-rw-r--r--tests/manual/rhi/float16texture_with_compute/prefilter.comp50
-rw-r--r--tests/manual/rhi/float16texture_with_compute/prefilter.comp.qsbbin0 -> 3659 bytes
-rw-r--r--tests/manual/rhi/rhi.pro1
9 files changed, 402 insertions, 0 deletions
diff --git a/tests/manual/rhi/float16texture_with_compute/buildshaders.sh b/tests/manual/rhi/float16texture_with_compute/buildshaders.sh
new file mode 100755
index 0000000000..7d4d27741d
--- /dev/null
+++ b/tests/manual/rhi/float16texture_with_compute/buildshaders.sh
@@ -0,0 +1,3 @@
+#!/bin/sh
+qsb --glsl "430,310 es" --hlsl 50 --msl 12 load.comp -o load.comp.qsb
+qsb --glsl "430,310 es" --hlsl 50 --msl 12 prefilter.comp -o prefilter.comp.qsb
diff --git a/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp b/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp
new file mode 100644
index 0000000000..9d74fe797b
--- /dev/null
+++ b/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp
@@ -0,0 +1,312 @@
+/****************************************************************************
+**
+** Copyright (C) 2020 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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+// An advanced version of floattexture. Instead of RGBA32F, we use RGBA16F, and
+// also generate the floating point data from rgba with compute. Then there's a
+// compute pass using the BSDF prefiltering taken from Qt Quick 3D, which
+// generates all the mip levels.
+
+// Why do we animate the scale of the quad rendered to the window? To have
+// different mip levels used, to prove that all of them are generated
+// correctly, without artifacts (which would occur if memory barriers were not
+// correctly generated by QRhi). For full verification use RenderDoc or similar.
+
+#include "../shared/examplefw.h"
+#include <qmath.h>
+
+static float vertexData[] =
+{ // Y up, CCW
+ -0.5f, 0.5f, 0.0f, 0.0f,
+ -0.5f, -0.5f, 0.0f, 1.0f,
+ 0.5f, -0.5f, 1.0f, 1.0f,
+ 0.5f, 0.5f, 1.0f, 0.0f
+};
+
+static quint16 indexData[] =
+{
+ 0, 1, 2, 0, 2, 3
+};
+
+static const int MAX_MIP_LEVELS = 20;
+
+struct {
+ QVector<QRhiResource *> releasePool;
+
+ QRhiBuffer *vbuf = nullptr;
+ QRhiBuffer *ibuf = nullptr;
+ QRhiBuffer *ubuf = nullptr;
+ QRhiTexture *texRgba = nullptr;
+ QRhiTexture *texFloat16 = nullptr;
+ QRhiSampler *sampler = nullptr;
+ QRhiShaderResourceBindings *srb = nullptr;
+ QRhiGraphicsPipeline *ps = nullptr;
+
+ QRhiBuffer *computeUBuf_load = nullptr;
+ QRhiShaderResourceBindings *computeBindings_load = nullptr;
+ QRhiComputePipeline *computePipeline_load = nullptr;
+ QRhiBuffer *computeUBuf_prefilter = nullptr;
+ QRhiShaderResourceBindings *computeBindings_prefilter[MAX_MIP_LEVELS];
+ QRhiComputePipeline *computePipeline_prefilter = nullptr;
+
+ QRhiResourceUpdateBatch *initialUpdates = nullptr;
+ bool computeDone = false;
+ int mipCount;
+ int prefilterUBufElemSize;
+ quint32 prefilterNumWorkGroups[MAX_MIP_LEVELS][3];
+ float scale = 2.5f;
+ int scale_dir = -1;
+} d;
+
+void recordUploadThenFilterFloat16TextureWithCompute(QRhiCommandBuffer *cb)
+{
+ const int w = d.texRgba->pixelSize().width() / 16;
+ const int h = d.texRgba->pixelSize().height() / 16;
+
+ cb->beginComputePass();
+
+ cb->setComputePipeline(d.computePipeline_load);
+ cb->setShaderResources();
+ cb->dispatch(w, h, 1);
+
+ cb->setComputePipeline(d.computePipeline_prefilter);
+ for (int level = 1; level < d.mipCount; ++level) {
+ const int i = level - 1;
+ const int mipW = d.prefilterNumWorkGroups[i][0];
+ const int mipH = d.prefilterNumWorkGroups[i][1];
+ QPair<int, quint32> dynamicOffset = { 0, quint32(d.prefilterUBufElemSize * i) };
+ cb->setShaderResources(d.computeBindings_prefilter[i], 1, &dynamicOffset);
+ cb->dispatch(mipW, mipH, 1);
+ }
+
+ cb->endComputePass();
+}
+
+void Window::customInit()
+{
+ if (!m_r->isFeatureSupported(QRhi::Compute))
+ qFatal("Compute is not supported");
+
+ if (!m_r->isTextureFormatSupported(QRhiTexture::RGBA16F))
+ qFatal("RGBA16F texture format is not supported");
+
+ d.initialUpdates = m_r->nextResourceUpdateBatch();
+
+ // load rgba8 image data
+
+ QImage image;
+ image.load(QLatin1String(":/qt256.png"));
+ image = image.convertToFormat(QImage::Format_RGBA8888);
+ Q_ASSERT(!image.isNull());
+ d.texRgba = m_r->newTexture(QRhiTexture::RGBA8, image.size(), 1, QRhiTexture::UsedWithLoadStore);
+ d.texRgba->build();
+ d.releasePool << d.texRgba;
+
+ d.initialUpdates->uploadTexture(d.texRgba, image);
+
+ d.mipCount = m_r->mipLevelsForSize(image.size());
+ Q_ASSERT(d.mipCount <= MAX_MIP_LEVELS);
+
+ d.texFloat16 = m_r->newTexture(QRhiTexture::RGBA16F, image.size(), 1, QRhiTexture::UsedWithLoadStore | QRhiTexture::MipMapped);
+ d.releasePool << d.texFloat16;
+ d.texFloat16->build();
+
+ // compute
+
+ d.computeUBuf_load = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 12);
+ d.computeUBuf_load->build();
+ d.releasePool << d.computeUBuf_load;
+
+ quint32 numWorkGroups[3] = { quint32(image.width()), quint32(image.height()), 0 };
+ d.initialUpdates->updateDynamicBuffer(d.computeUBuf_load, 0, 12, numWorkGroups);
+
+ d.computeBindings_load = m_r->newShaderResourceBindings();
+ d.computeBindings_load->setBindings({
+ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::ComputeStage, d.computeUBuf_load),
+ QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texRgba, 0),
+ QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, 0)
+ });
+ d.computeBindings_load->build();
+ d.releasePool << d.computeBindings_load;
+
+ d.computePipeline_load = m_r->newComputePipeline();
+ d.computePipeline_load->setShaderResourceBindings(d.computeBindings_load);
+ d.computePipeline_load->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/load.comp.qsb")) });
+ d.computePipeline_load->build();
+ d.releasePool << d.computePipeline_load;
+
+ d.prefilterUBufElemSize = m_r->ubufAligned(12);
+ d.computeUBuf_prefilter = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.prefilterUBufElemSize * d.mipCount);
+ d.computeUBuf_prefilter->build();
+ d.releasePool << d.computeUBuf_prefilter;
+
+ int mipW = image.width() >> 1;
+ int mipH = image.height() >> 1;
+ for (int level = 1; level < d.mipCount; ++level) {
+ const int i = level - 1;
+ d.prefilterNumWorkGroups[i][0] = quint32(mipW);
+ d.prefilterNumWorkGroups[i][1] = quint32(mipH);
+ d.prefilterNumWorkGroups[i][2] = 0;
+ d.initialUpdates->updateDynamicBuffer(d.computeUBuf_prefilter, d.prefilterUBufElemSize * i, 12, d.prefilterNumWorkGroups[i]);
+ mipW = mipW > 2 ? mipW >> 1 : 1;
+ mipH = mipH > 2 ? mipH >> 1 : 1;
+
+ d.computeBindings_prefilter[i] = m_r->newShaderResourceBindings();
+ d.computeBindings_prefilter[i]->setBindings({
+ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, QRhiShaderResourceBinding::ComputeStage, d.computeUBuf_prefilter, 12),
+ QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, level - 1),
+ QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, level)
+ });
+ d.computeBindings_prefilter[i]->build();
+ d.releasePool << d.computeBindings_prefilter[i];
+ }
+
+ d.computePipeline_prefilter = m_r->newComputePipeline();
+ d.computePipeline_prefilter->setShaderResourceBindings(d.computeBindings_prefilter[0]); // just need a layout compatible one
+ d.computePipeline_prefilter->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/prefilter.comp.qsb")) });
+ d.computePipeline_prefilter->build();
+ d.releasePool << d.computePipeline_prefilter;
+
+ // graphics
+
+ d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
+ d.vbuf->build();
+ d.releasePool << d.vbuf;
+
+ d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
+ d.ibuf->build();
+ d.releasePool << d.ibuf;
+
+ d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
+ d.ubuf->build();
+ d.releasePool << d.ubuf;
+
+ // enable mipmaps
+ d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::Linear,
+ 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.texFloat16, d.sampler)
+ });
+ d.srb->build();
+
+ d.ps = m_r->newGraphicsPipeline();
+ d.releasePool << d.ps;
+ d.ps->setShaderStages({
+ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
+ { QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
+ });
+ QRhiVertexInputLayout inputLayout;
+ inputLayout.setBindings({
+ { 4 * sizeof(float) }
+ });
+ inputLayout.setAttributes({
+ { 0, 0, QRhiVertexInputAttribute::Float2, 0 },
+ { 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) }
+ });
+ d.ps->setVertexInputLayout(inputLayout);
+ d.ps->setShaderResourceBindings(d.srb);
+ d.ps->setRenderPassDescriptor(m_rp);
+ d.ps->build();
+
+ d.initialUpdates->uploadStaticBuffer(d.vbuf, vertexData);
+ d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData);
+
+ qint32 flip = 0;
+ d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
+}
+
+void Window::customRelease()
+{
+ qDeleteAll(d.releasePool);
+ d.releasePool.clear();
+}
+
+void Window::customRender()
+{
+ QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
+ QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
+ if (d.initialUpdates) {
+ u->merge(d.initialUpdates);
+ d.initialUpdates->release();
+ d.initialUpdates = nullptr;
+ }
+
+ QMatrix4x4 mvp = m_proj;
+ mvp.scale(d.scale);
+ d.scale += d.scale_dir * 0.01f;
+ if (qFuzzyIsNull(d.scale) || d.scale >= 2.5f)
+ d.scale_dir *= -1;
+ u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
+
+ cb->resourceUpdate(u);
+
+ // If not yet done, then do a compute pass that uploads level 0, doing an
+ // rgba8 -> float16 conversion. Follow that with another compute pass to do
+ // the filtering and generate all the mip levels.
+ if (!d.computeDone) {
+ recordUploadThenFilterFloat16TextureWithCompute(cb);
+ d.computeDone = true;
+ }
+
+ const QSize outputSizeInPixels = m_sc->currentPixelSize();
+ cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 });
+ cb->setGraphicsPipeline(d.ps);
+ cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
+ cb->setShaderResources();
+ const QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
+ cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
+ cb->drawIndexed(6);
+ cb->endPass();
+}
diff --git a/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.pro b/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.pro
new file mode 100644
index 0000000000..7708e845d0
--- /dev/null
+++ b/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.pro
@@ -0,0 +1,8 @@
+TEMPLATE = app
+
+QT += gui-private
+
+SOURCES = \
+ float16texture_with_compute.cpp
+
+RESOURCES = float16texture_with_compute.qrc
diff --git a/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.qrc b/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.qrc
new file mode 100644
index 0000000000..ce3c52aac5
--- /dev/null
+++ b/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.qrc
@@ -0,0 +1,9 @@
+<!DOCTYPE RCC><RCC version="1.0">
+<qresource>
+ <file>load.comp.qsb</file>
+ <file>prefilter.comp.qsb</file>
+ <file alias="texture.vert.qsb">../shared/texture.vert.qsb</file>
+ <file alias="texture.frag.qsb">../shared/texture.frag.qsb</file>
+ <file alias="qt256.png">../shared/qt256.png</file>
+</qresource>
+</RCC>
diff --git a/tests/manual/rhi/float16texture_with_compute/load.comp b/tests/manual/rhi/float16texture_with_compute/load.comp
new file mode 100644
index 0000000000..eb7bc1ece4
--- /dev/null
+++ b/tests/manual/rhi/float16texture_with_compute/load.comp
@@ -0,0 +1,19 @@
+#version 440
+
+layout(local_size_x = 16, local_size_y = 16) in;
+layout(rgba8, binding = 1) readonly uniform image2D inputImage;
+layout(rgba16f, binding = 2) writeonly uniform image2D outputImage;
+
+// There is no equivalent of gl_NumWorkGroups in HLSL. So instead pass the
+// values in in a uniform buffer.
+layout(std140, binding = 0) uniform numWorkGroupsBuf {
+ uvec3 numWorkGroups;
+};
+
+void main()
+{
+ if (gl_GlobalInvocationID.x >= numWorkGroups.x || gl_GlobalInvocationID.y >= numWorkGroups.y)
+ return;
+ vec4 value = imageLoad(inputImage, ivec2(gl_GlobalInvocationID.xy));
+ imageStore(outputImage, ivec2(gl_GlobalInvocationID.xy), value);
+}
diff --git a/tests/manual/rhi/float16texture_with_compute/load.comp.qsb b/tests/manual/rhi/float16texture_with_compute/load.comp.qsb
new file mode 100644
index 0000000000..bfdd7f5446
--- /dev/null
+++ b/tests/manual/rhi/float16texture_with_compute/load.comp.qsb
Binary files differ
diff --git a/tests/manual/rhi/float16texture_with_compute/prefilter.comp b/tests/manual/rhi/float16texture_with_compute/prefilter.comp
new file mode 100644
index 0000000000..ba09ecb129
--- /dev/null
+++ b/tests/manual/rhi/float16texture_with_compute/prefilter.comp
@@ -0,0 +1,50 @@
+#version 440
+
+layout(local_size_x = 16, local_size_y = 16) in;
+layout(rgba16f, binding = 1) readonly uniform image2D inputImage;
+layout(rgba16f, binding = 2) writeonly uniform image2D outputImage;
+
+// There is no equivalent of gl_NumWorkGroups in HLSL. So instead pass the
+// values in in a uniform buffer.
+layout(std140, binding = 0) uniform numWorkGroupsBuf {
+ uvec3 numWorkGroups;
+};
+
+int wrapMod( in int a, in int base )
+{
+ return ( a >= 0 ) ? a % base : -(a % base) + base;
+}
+
+void getWrappedCoords( inout int sX, inout int sY, in int width, in int height )
+{
+ if (sY < 0) { sX -= width >> 1; sY = -sY; }
+ if (sY >= height) { sX += width >> 1; sY = height - sY; }
+ sX = wrapMod( sX, width );
+}
+
+void main()
+{
+ int prevWidth = int(numWorkGroups.x) << 1;
+ int prevHeight = int(numWorkGroups.y) << 1;
+ if (gl_GlobalInvocationID.x >= numWorkGroups.x || gl_GlobalInvocationID.y >= numWorkGroups.y)
+ return;
+ vec4 accumVal = vec4(0.0);
+ for (int sy = -2; sy <= 2; ++sy) {
+ for (int sx = -2; sx <= 2; ++sx) {
+ int sampleX = sx + (int(gl_GlobalInvocationID.x) << 1);
+ int sampleY = sy + (int(gl_GlobalInvocationID.y) << 1);
+ getWrappedCoords(sampleX, sampleY, prevWidth, prevHeight);
+ if ((sampleY * prevWidth + sampleX) < 0 )
+ sampleY = prevHeight + sampleY;
+ ivec2 pos = ivec2(sampleX, sampleY);
+ vec4 value = imageLoad(inputImage, pos);
+ float filterPdf = 1.0 / ( 1.0 + float(sx*sx + sy*sy)*2.0 );
+ filterPdf /= 4.71238898;
+ accumVal[0] += filterPdf * value.r;
+ accumVal[1] += filterPdf * value.g;
+ accumVal[2] += filterPdf * value.b;
+ accumVal[3] += filterPdf * value.a;
+ }
+ }
+ imageStore(outputImage, ivec2(gl_GlobalInvocationID.xy), accumVal);
+}
diff --git a/tests/manual/rhi/float16texture_with_compute/prefilter.comp.qsb b/tests/manual/rhi/float16texture_with_compute/prefilter.comp.qsb
new file mode 100644
index 0000000000..77618a12b9
--- /dev/null
+++ b/tests/manual/rhi/float16texture_with_compute/prefilter.comp.qsb
Binary files differ
diff --git a/tests/manual/rhi/rhi.pro b/tests/manual/rhi/rhi.pro
index 4768ee1c6d..5208e5dea5 100644
--- a/tests/manual/rhi/rhi.pro
+++ b/tests/manual/rhi/rhi.pro
@@ -14,6 +14,7 @@ SUBDIRS += \
triquadcube \
offscreen \
floattexture \
+ float16texture_with_compute \
mrt \
shadowmap \
computebuffer \