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diff --git a/tests/manual/rhi/msaatexture/msaatexture.cpp b/tests/manual/rhi/msaatexture/msaatexture.cpp
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+/****************************************************************************
+**
+** 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"
+
+// Renders into a non-multisample and a multisample (4x) texture, and then uses
+// those textures to draw two quads. Note that this uses an MSAA sampler in the
+// shader, not resolves. Not supported on the GL(ES) backend atm.
+
+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 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,
+};
+
+const int UBUFSZ = 68;
+
+struct {
+ QVector<QRhiResource *> releasePool;
+ QRhiBuffer *vbuf = nullptr;
+ QRhiBuffer *ibuf = nullptr;
+ QRhiBuffer *ubuf = nullptr;
+ QRhiTexture *tex = nullptr;
+ QRhiTexture *msaaTex = nullptr;
+ QRhiSampler *sampler = nullptr;
+ QRhiShaderResourceBindings *srbLeft = nullptr;
+ QRhiShaderResourceBindings *srbRight = nullptr;
+ QRhiGraphicsPipeline *psLeft = nullptr;
+ QRhiGraphicsPipeline *psRight = nullptr;
+ QRhiResourceUpdateBatch *initialUpdates = nullptr;
+ int rightOfs;
+ QMatrix4x4 winProj;
+ QMatrix4x4 triBaseMvp;
+ float triRot = 0;
+
+ QRhiShaderResourceBindings *triSrb = nullptr;
+ QRhiGraphicsPipeline *msaaTriPs = nullptr;
+ QRhiGraphicsPipeline *triPs = nullptr;
+ QRhiBuffer *triUbuf = nullptr;
+ QRhiTextureRenderTarget *msaaRt = nullptr;
+ QRhiRenderPassDescriptor *msaaRtRp = nullptr;
+ QRhiTextureRenderTarget *rt = nullptr;
+ QRhiRenderPassDescriptor *rtRp = nullptr;
+} d;
+
+//#define NO_MSAA
+
+void Window::customInit()
+{
+ if (!m_r->isFeatureSupported(QRhi::MultisampleTexture))
+ qFatal("Multisample textures not supported by this backend");
+
+ d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData) + sizeof(triangleData));
+ d.releasePool << d.vbuf;
+ d.vbuf->build();
+
+ d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
+ d.releasePool << d.ibuf;
+ d.ibuf->build();
+
+ d.rightOfs = m_r->ubufAligned(UBUFSZ);
+ d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.rightOfs + UBUFSZ);
+ d.releasePool << d.ubuf;
+ d.ubuf->build();
+
+ d.tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
+ d.releasePool << d.tex;
+ d.tex->build();
+#ifndef NO_MSAA
+ d.msaaTex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 4, QRhiTexture::RenderTarget);
+#else
+ d.msaaTex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
+#endif
+ d.releasePool << d.msaaTex;
+ d.msaaTex->build();
+
+ d.initialUpdates = m_r->nextResourceUpdateBatch();
+ d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(vertexData), vertexData);
+ d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(vertexData), sizeof(triangleData), triangleData);
+ d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData);
+
+ d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
+ QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
+ d.releasePool << d.sampler;
+ d.sampler->build();
+
+ d.srbLeft = m_r->newShaderResourceBindings();
+ d.releasePool << d.srbLeft;
+ d.srbLeft->setBindings({
+ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, 0, UBUFSZ),
+ QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
+ });
+ d.srbLeft->build();
+
+ d.srbRight = m_r->newShaderResourceBindings();
+ d.releasePool << d.srbRight;
+ d.srbRight->setBindings({
+ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, d.rightOfs, UBUFSZ),
+ QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.msaaTex, d.sampler)
+ });
+ d.srbRight->build();
+
+ d.psLeft = m_r->newGraphicsPipeline();
+ d.releasePool << d.psLeft;
+ d.psLeft->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.psLeft->setVertexInputLayout(inputLayout);
+ d.psLeft->setShaderResourceBindings(d.srbLeft);
+ d.psLeft->setRenderPassDescriptor(m_rp);
+ d.psLeft->build();
+
+ d.psRight = m_r->newGraphicsPipeline();
+ d.releasePool << d.psRight;
+ d.psRight->setShaderStages({
+ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
+#ifndef NO_MSAA
+ { QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture_ms4.frag.qsb")) }
+#else
+ { QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
+#endif
+ });
+ d.psRight->setVertexInputLayout(d.psLeft->vertexInputLayout());
+ d.psRight->setShaderResourceBindings(d.srbRight);
+ d.psRight->setRenderPassDescriptor(m_rp);
+ d.psRight->build();
+
+ // set up the offscreen triangle that goes into tex and msaaTex
+ d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
+ d.releasePool << d.triUbuf;
+ d.triUbuf->build();
+ d.triSrb = m_r->newShaderResourceBindings();
+ d.releasePool << d.triSrb;
+ d.triSrb->setBindings({
+ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.triUbuf)
+ });
+ d.triSrb->build();
+ d.rt = m_r->newTextureRenderTarget({ d.tex });
+ d.releasePool << d.rt;
+ d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
+ d.releasePool << d.rtRp;
+ d.rt->setRenderPassDescriptor(d.rtRp);
+ d.rt->build();
+ d.msaaRt = m_r->newTextureRenderTarget({ d.msaaTex });
+ d.releasePool << d.msaaRt;
+ d.msaaRtRp = d.msaaRt->newCompatibleRenderPassDescriptor();
+ d.releasePool << d.msaaRtRp;
+ d.msaaRt->setRenderPassDescriptor(d.msaaRtRp);
+ d.msaaRt->build();
+ d.triPs = m_r->newGraphicsPipeline();
+ d.releasePool << d.triPs;
+ d.triPs->setSampleCount(1);
+ d.triPs->setShaderStages({
+ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) },
+ { QRhiShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) }
+ });
+ inputLayout.setBindings({
+ { 5 * sizeof(float) }
+ });
+ inputLayout.setAttributes({
+ { 0, 0, QRhiVertexInputAttribute::Float2, 0 },
+ { 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
+ });
+ d.triPs->setVertexInputLayout(inputLayout);
+ d.triPs->setShaderResourceBindings(d.triSrb);
+ d.triPs->setRenderPassDescriptor(d.rtRp);
+ d.triPs->build();
+ d.msaaTriPs = m_r->newGraphicsPipeline();
+ d.releasePool << d.msaaTriPs;
+#ifndef NO_MSAA
+ d.msaaTriPs->setSampleCount(4);
+#else
+ d.msaaTriPs->setSampleCount(1);
+#endif
+ d.msaaTriPs->setShaderStages(d.triPs->shaderStages());
+ d.msaaTriPs->setVertexInputLayout(d.triPs->vertexInputLayout());
+ d.msaaTriPs->setShaderResourceBindings(d.triSrb);
+ d.msaaTriPs->setRenderPassDescriptor(d.msaaRtRp);
+ d.msaaTriPs->build();
+}
+
+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;
+
+ // onscreen ubuf
+ qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
+ u->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
+ u->updateDynamicBuffer(d.ubuf, d.rightOfs + 64, 4, &flip);
+
+ // offscreen ubuf
+ d.triBaseMvp = m_r->clipSpaceCorrMatrix();
+ d.triBaseMvp.perspective(45.0f, d.msaaTex->pixelSize().width() / float(d.msaaTex->pixelSize().height()), 0.01f, 1000.0f);
+ d.triBaseMvp.translate(0, 0, -2);
+ float opacity = 1.0f;
+ u->updateDynamicBuffer(d.triUbuf, 64, 4, &opacity);
+ }
+
+ if (d.winProj != m_proj) {
+ // onscreen buf, window size dependent
+ d.winProj = m_proj;
+ QMatrix4x4 mvp = m_proj;
+ mvp.scale(2);
+ mvp.translate(-0.8f, 0, 0);
+ u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
+ mvp.translate(1.6f, 0, 0);
+ u->updateDynamicBuffer(d.ubuf, d.rightOfs, 64, mvp.constData());
+ }
+
+ // offscreen buf, apply the rotation on every frame
+ QMatrix4x4 triMvp = d.triBaseMvp;
+ triMvp.rotate(d.triRot, 0, 1, 0);
+ d.triRot += 1;
+ u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData());
+
+ cb->resourceUpdate(u); // could have passed u to beginPass but exercise this one too
+
+ // offscreen
+ cb->beginPass(d.rt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 });
+ cb->setGraphicsPipeline(d.triPs);
+ cb->setViewport({ 0, 0, float(d.msaaTex->pixelSize().width()), float(d.msaaTex->pixelSize().height()) });
+ cb->setShaderResources();
+ QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, sizeof(vertexData));
+ cb->setVertexInput(0, 1, &vbufBinding);
+ cb->draw(3);
+ cb->endPass();
+
+ // offscreen msaa
+ cb->beginPass(d.msaaRt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 });
+ cb->setGraphicsPipeline(d.msaaTriPs);
+ cb->setViewport({ 0, 0, float(d.msaaTex->pixelSize().width()), float(d.msaaTex->pixelSize().height()) });
+ cb->setShaderResources();
+ cb->setVertexInput(0, 1, &vbufBinding);
+ cb->draw(3);
+ cb->endPass();
+
+ // onscreen
+ const QSize outputSizeInPixels = m_sc->currentPixelSize();
+ cb->beginPass(m_sc->currentFrameRenderTarget(), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f), { 1.0f, 0 });
+ cb->setGraphicsPipeline(d.psLeft); // showing the non-msaa version
+ cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
+ cb->setShaderResources();
+ vbufBinding.second = 0;
+ cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
+ cb->drawIndexed(6);
+ cb->setGraphicsPipeline(d.psRight); // showing the msaa version, resolved in the shader
+ cb->setShaderResources();
+ cb->drawIndexed(6);
+ cb->endPass();
+}