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-rw-r--r--tests/manual/rhi/msaatextureresolve/msaatextureresolve.cpp235
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();
+}