diff options
Diffstat (limited to 'tests/manual/rhi/msaatextureresolve/msaatextureresolve.cpp')
-rw-r--r-- | tests/manual/rhi/msaatextureresolve/msaatextureresolve.cpp | 235 |
1 files changed, 235 insertions, 0 deletions
diff --git a/tests/manual/rhi/msaatextureresolve/msaatextureresolve.cpp b/tests/manual/rhi/msaatextureresolve/msaatextureresolve.cpp new file mode 100644 index 0000000000..128cecf707 --- /dev/null +++ b/tests/manual/rhi/msaatextureresolve/msaatextureresolve.cpp @@ -0,0 +1,235 @@ +// Copyright (C) 2024 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +#include "../shared/examplefw.h" + +// Uses a multisample texture both for color and depth-stencil, renders into +// those, and then resolves into non-multisample textures. Also the +// depth-stencil, in order to exercise that rarely used path. If that is +// functional, will not be visible on-screen. Frame captures with tools such as +// RenderDoc can be used to verify that there is indeed a non-multisample depth +// texture generated. + +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, +}; + +struct { + QList<QRhiResource *> releasePool; + QRhiBuffer *vbuf = nullptr; + QRhiBuffer *ibuf = nullptr; + QRhiBuffer *ubuf = nullptr; + QRhiTexture *msaaColorTexture = nullptr; + QRhiTexture *msaaDepthTexture = nullptr; + QRhiTextureRenderTarget *rt = nullptr; + QRhiRenderPassDescriptor *rtRp = nullptr; + QRhiTexture *tex = nullptr; + QRhiTexture *depthTex = nullptr; + QRhiSampler *sampler = nullptr; + QRhiBuffer *triUbuf = nullptr; + QRhiShaderResourceBindings *triSrb = nullptr; + QRhiGraphicsPipeline *triPs = nullptr; + QRhiShaderResourceBindings *srb = nullptr; + QRhiGraphicsPipeline *ps = nullptr; + QRhiResourceUpdateBatch *initialUpdates = nullptr; + QMatrix4x4 triBaseMvp; + float triRot = 0; + QMatrix4x4 winProj; +} d; + +void Window::customInit() +{ + if (!m_r->isFeatureSupported(QRhi::MultisampleTexture)) + qFatal("Multisample textures not supported by this backend"); + + // Skip the check for ResolveDepthStencil, and let it run regardless. When + // not supported, it won't be functional, but should be handled somewhat + // gracefully. + + d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData) + sizeof(triangleData)); + d.vbuf->create(); + d.releasePool << d.vbuf; + + d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData)); + d.ibuf->create(); + d.releasePool << d.ibuf; + + d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); + d.ubuf->create(); + d.releasePool << d.ubuf; + + d.msaaColorTexture = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 4, QRhiTexture::RenderTarget); // 4x MSAA + d.msaaColorTexture->create(); + d.releasePool << d.msaaColorTexture; + + d.msaaDepthTexture = m_r->newTexture(QRhiTexture::D24S8, QSize(512, 512), 4, QRhiTexture::RenderTarget); // 4x MSAA + d.msaaDepthTexture->create(); + d.releasePool << d.msaaDepthTexture; + + // the non-msaa texture that will be the destination in the resolve + d.tex = m_r->newTexture(QRhiTexture::RGBA8, d.msaaColorTexture->pixelSize(), 1, QRhiTexture::RenderTarget); + d.releasePool << d.tex; + d.tex->create(); + + d.depthTex = m_r->newTexture(QRhiTexture::D24S8, d.msaaDepthTexture->pixelSize(), 1, QRhiTexture::RenderTarget); + d.releasePool << d.depthTex; + d.depthTex->create(); + + QRhiTextureRenderTargetDescription rtDesc; + QRhiColorAttachment rtAtt(d.msaaColorTexture); + rtAtt.setResolveTexture(d.tex); + rtDesc.setColorAttachments({ rtAtt }); + rtDesc.setDepthTexture(d.msaaDepthTexture); + rtDesc.setDepthResolveTexture(d.depthTex); + + d.rt = m_r->newTextureRenderTarget(rtDesc); + d.releasePool << d.rt; + d.rtRp = d.rt->newCompatibleRenderPassDescriptor(); + d.releasePool << d.rtRp; + d.rt->setRenderPassDescriptor(d.rtRp); + d.rt->create(); + + d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); + d.releasePool << d.triUbuf; + d.triUbuf->create(); + + d.triSrb = m_r->newShaderResourceBindings(); + d.releasePool << d.triSrb; + d.triSrb->setBindings({ + QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.triUbuf) + }); + d.triSrb->create(); + + d.triPs = m_r->newGraphicsPipeline(); + d.releasePool << d.triPs; + d.triPs->setDepthTest(true); + d.triPs->setDepthWrite(true); + d.triPs->setSampleCount(4); // must match the render target + d.triPs->setShaderStages({ + { QRhiShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) }, + { QRhiShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) } + }); + QRhiVertexInputLayout inputLayout; + inputLayout.setBindings({ + { 5 * sizeof(float) } + }); + inputLayout.setAttributes({ + { 0, 0, QRhiVertexInputAttribute::Float2, 0 }, + { 0, 1, QRhiVertexInputAttribute::Float3, quint32(2 * sizeof(float)) } + }); + d.triPs->setVertexInputLayout(inputLayout); + d.triPs->setShaderResourceBindings(d.triSrb); + d.triPs->setRenderPassDescriptor(d.rtRp); + d.triPs->create(); + + d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, + QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); + d.releasePool << d.sampler; + d.sampler->create(); + + 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->create(); + + 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")) } + }); + inputLayout.setBindings({ + { 4 * sizeof(float) } + }); + inputLayout.setAttributes({ + { 0, 0, QRhiVertexInputAttribute::Float2, 0 }, + { 0, 1, QRhiVertexInputAttribute::Float2, quint32(2 * sizeof(float)) } + }); + d.ps->setVertexInputLayout(inputLayout); + d.ps->setShaderResourceBindings(d.srb); + d.ps->setRenderPassDescriptor(m_rp); + d.ps->create(); + + 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.triBaseMvp = m_r->clipSpaceCorrMatrix(); + d.triBaseMvp.perspective(45.0f, d.msaaColorTexture->pixelSize().width() / float(d.msaaColorTexture->pixelSize().height()), 0.01f, 1000.0f); + d.triBaseMvp.translate(0, 0, -2); + float opacity = 1.0f; + d.initialUpdates->updateDynamicBuffer(d.triUbuf, 64, 4, &opacity); + + qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 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 triMvp = d.triBaseMvp; + triMvp.rotate(d.triRot, 0, 1, 0); + d.triRot += 1; + u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData()); + + if (d.winProj != m_proj) { + d.winProj = m_proj; + QMatrix4x4 mvp = m_proj; + mvp.scale(2.5f); + u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData()); + } + + // offscreen (triangle, msaa) + cb->beginPass(d.rt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 }, u); + cb->setGraphicsPipeline(d.triPs); + cb->setViewport({ 0, 0, float(d.msaaColorTexture->pixelSize().width()), float(d.msaaColorTexture->pixelSize().height()) }); + cb->setShaderResources(); + QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, quint32(sizeof(vertexData))); + cb->setVertexInput(0, 1, &vbufBinding); + cb->draw(3); + cb->endPass(); + + // onscreen (quad) + 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(); + vbufBinding.second = 0; + cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16); + cb->drawIndexed(6); + cb->endPass(); +} |