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diff --git a/tests/manual/rhi/multiview/multiview.cpp b/tests/manual/rhi/multiview/multiview.cpp
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+// Copyright (C) 2023 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
+
+#include "../shared/examplefw.h"
+
+// Multiview rendering. Renders the same geometry (a triangle) with two
+// different transforms into two layers of a texture array object in a *single*
+// draw call. (NB under the hood it is at the hardware/driver's discretion what
+// happens; it may very well map to some simple looping and still drawing
+// twice, whereas with modern hardware it can be expected to be implemented
+// more efficiently, but that's hidden from us)
+
+// Toggle this to exercise 4x MSAA for the texture array that is the render
+// target of the multiview render pass. The elements written by the multiview
+// render pass get resolved to a non-multisample texture array at the end of
+// the pass.
+static bool MSAA = false;
+
+static float quadVertexData[] =
+{ // 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 quadIndexData[] =
+{
+ 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
+};
+
+static const int INSTANCE_COUNT = 5;
+
+static float instanceData[INSTANCE_COUNT * 3] =
+{
+ 0.4f, 0.0f, 0.0f,
+ 0.2f, 0.0f, 0.1f,
+ 0.0f, 0.0f, 0.2f,
+ -0.2f, 0.0f, 0.3f,
+ -0.4f, 0.0f, 0.4f
+};
+
+struct {
+ QList<QRhiResource *> releasePool;
+ QRhiBuffer *vbuf = nullptr;
+ QRhiBuffer *instanceBuf = nullptr;
+ QRhiBuffer *ibuf = nullptr;
+ QRhiBuffer *ubuf = nullptr;
+ QRhiTextureRenderTarget *rt = nullptr;
+ QRhiRenderPassDescriptor *rtRp = nullptr;
+ QRhiSampler *sampler = nullptr;
+ QRhiGraphicsPipeline *ps = nullptr;
+ QRhiResourceUpdateBatch *initialUpdates = nullptr;
+ QMatrix4x4 winProj;
+ QRhiTexture *tex = nullptr;
+ QRhiTexture *resolveTex = nullptr; // only if MSAA is true
+ QRhiTexture *ds = nullptr;
+ QRhiShaderResourceBindings *srb[2] = {};
+
+ QRhiBuffer *triUbuf = nullptr;
+ QRhiShaderResourceBindings *triSrb = nullptr;
+ QRhiGraphicsPipeline *triPs = nullptr;
+ QMatrix4x4 triBaseMvp;
+} d;
+
+void Window::customInit()
+{
+ if (!m_r->isFeatureSupported(QRhi::MultiView))
+ qFatal("Multiview is not supported");
+
+ int sampleCount = 1;
+ if (MSAA) {
+ qDebug("Using 4x MSAA for the multiview render pass");
+ sampleCount = 4;
+ }
+
+ // texture array with 2 elements, e.g. 0 is left eye, 1 is right
+ d.tex = m_r->newTextureArray(QRhiTexture::RGBA8, 2, QSize(512, 512), sampleCount, QRhiTexture::RenderTarget);
+ d.releasePool << d.tex;
+ d.tex->create();
+
+ if (MSAA) {
+ d.resolveTex = m_r->newTextureArray(QRhiTexture::RGBA8, 2, QSize(512, 512), 1, QRhiTexture::RenderTarget);
+ d.releasePool << d.resolveTex;
+ d.resolveTex->create();
+ }
+
+ // Have a depth-stencil buffer, just to exercise it, the triangles will be
+ // rendered with depth test/write enabled. The catch here is that we must
+ // use a texture array for depth/stencil as well, so QRhiRenderBuffer is
+ // not an option anymore.
+ d.ds = m_r->newTextureArray(QRhiTexture::D24S8, 2, QSize(512, 512), sampleCount, QRhiTexture::RenderTarget);
+ d.releasePool << d.ds;
+ d.ds->create();
+
+ // set up the multiview render target
+ QRhiColorAttachment multiViewAtt(d.tex);
+ // using array elements 0 and 1
+ multiViewAtt.setLayer(0);
+ multiViewAtt.setMultiViewCount(2); // the view count must be set both on the render target and the pipeline
+
+ // On-screen we work with a non-MSAA texture array, so the fragment shader
+ // does not need to deal with sampler2DMSArray, but can use sampler2DArray
+ // regardless of using multisampling or not. This means using an extra
+ // non-MSAA 2D texture array into which both array elements get resolved at
+ // the end of the multiview render pass.
+ QRhiTexture *textureForOnscreenView = d.tex;
+ if (MSAA) {
+ multiViewAtt.setResolveTexture(d.resolveTex);
+ textureForOnscreenView = d.resolveTex;
+ }
+
+ QRhiTextureRenderTargetDescription rtDesc(multiViewAtt);
+ rtDesc.setDepthTexture(d.ds);
+
+ 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();
+
+ // vertex buffer used by both passes
+ d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData) + sizeof(triangleData));
+ d.vbuf->create();
+ d.releasePool << d.vbuf;
+
+ // data for the instanced translation attribute
+ d.instanceBuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(instanceData));
+ d.instanceBuf->create();
+ d.releasePool << d.instanceBuf;
+
+ // resources for the on-screen visualizer
+ d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
+ d.ibuf->create();
+ d.releasePool << d.ibuf;
+
+ const int oneRoundedUniformBlockSize = m_r->ubufAligned(72);
+ d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, oneRoundedUniformBlockSize * 2);
+ d.ubuf->create();
+ d.releasePool << d.ubuf;
+
+ d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
+ QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
+ d.releasePool << d.sampler;
+ d.sampler->create();
+
+ // two srbs, just for the quad positioning on-screen
+ for (int i = 0; i < 2; ++i) {
+ QRhiShaderResourceBindings *srb = m_r->newShaderResourceBindings();
+ d.releasePool << srb;
+ srb->setBindings({
+ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage,
+ d.ubuf, i * oneRoundedUniformBlockSize, 72),
+ QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage,
+ textureForOnscreenView, d.sampler)
+ });
+ srb->create();
+ d.srb[i] = srb;
+ }
+
+ 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, quint32(2 * sizeof(float)) }
+ });
+ d.ps->setVertexInputLayout(inputLayout);
+ d.ps->setShaderResourceBindings(d.srb[0]); // all of them are layout-compatible
+ d.ps->setRenderPassDescriptor(m_rp);
+ d.ps->create();
+
+ d.initialUpdates = m_r->nextResourceUpdateBatch();
+ d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData);
+ d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(quadVertexData), sizeof(triangleData), triangleData);
+ d.initialUpdates->uploadStaticBuffer(d.instanceBuf, instanceData);
+ d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
+
+ qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
+ for (int i = 0; i < 2; ++i) {
+ d.initialUpdates->updateDynamicBuffer(d.ubuf, i * oneRoundedUniformBlockSize + 64, 4, &flip);
+ float layer = i;
+ d.initialUpdates->updateDynamicBuffer(d.ubuf, i * oneRoundedUniformBlockSize + 68, 4, &layer);
+ }
+
+ // create resources for the multiview render pass
+ d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 128); // mat4 mvp[2]
+ 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->setShaderStages({
+ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/multiview.vert.qsb")) },
+ { QRhiShaderStage::Fragment, getShader(QLatin1String(":/multiview.frag.qsb")) }
+ });
+ d.triPs->setMultiViewCount(2); // the view count must be set both on the render target and the pipeline
+ inputLayout.setBindings({
+ { 5 * sizeof(float) },
+ { 3 * sizeof(float), QRhiVertexInputBinding::PerInstance }
+ });
+ inputLayout.setAttributes({
+ { 0, 0, QRhiVertexInputAttribute::Float2, 0 },
+ { 0, 1, QRhiVertexInputAttribute::Float3, quint32(2 * sizeof(float)) },
+ { 1, 2, QRhiVertexInputAttribute::Float3, 0 }
+ });
+ d.triPs->setDepthTest(true);
+ d.triPs->setDepthWrite(true);
+ d.triPs->setSampleCount(sampleCount);
+ d.triPs->setVertexInputLayout(inputLayout);
+ d.triPs->setShaderResourceBindings(d.triSrb);
+ d.triPs->setRenderPassDescriptor(d.rtRp);
+ d.triPs->create();
+
+ d.triBaseMvp = m_r->clipSpaceCorrMatrix();
+ d.triBaseMvp.perspective(45.0f, d.rt->pixelSize().width() / float(d.rt->pixelSize().height()), 0.01f, 1000.0f);
+ d.triBaseMvp.translate(0, 0, -2);
+}
+
+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;
+ // let's say this is the left eye, make the triangle point left for now
+ triMvp.rotate(90, 0, 0, 1);
+ u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData());
+ triMvp = d.triBaseMvp;
+ // right for the right eye
+ triMvp.rotate(270, 0, 0, 1);
+ u->updateDynamicBuffer(d.triUbuf, 64, 64, triMvp.constData());
+
+ 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.rt->pixelSize().width()), float(d.rt->pixelSize().height()) });
+ cb->setShaderResources();
+ const QRhiCommandBuffer::VertexInput multiViewPassVbufBindings[] = {
+ { d.vbuf, quint32(sizeof(quadVertexData)) },
+ { d.instanceBuf, 0 }
+ };
+ cb->setVertexInput(0, 2, multiViewPassVbufBindings);
+ cb->draw(3, INSTANCE_COUNT);
+ cb->endPass();
+
+ // "blit" the two texture layers on-screen just to visualize the contents
+ u = m_r->nextResourceUpdateBatch();
+ if (d.winProj != m_proj) {
+ d.winProj = m_proj;
+ const int oneRoundedUniformBlockSize = m_r->ubufAligned(72);
+ for (int i = 0; i < 2; ++i) {
+ QMatrix4x4 mvp = m_proj;
+ mvp.translate(0, 0, 1);
+ if (i == 0)
+ mvp.translate(-1.0f, 0, 0);
+ else
+ mvp.translate(1.0f, 0, 0);
+ u->updateDynamicBuffer(d.ubuf, i * oneRoundedUniformBlockSize, 64, mvp.constData());
+ }
+ }
+ const QSize outputSizeInPixels = m_sc->currentPixelSize();
+ cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
+ cb->setGraphicsPipeline(d.ps);
+ cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
+ const QRhiCommandBuffer::VertexInput quadPassVBufBindings[] = { { d.vbuf, 0 } };
+ cb->setVertexInput(0, 1, quadPassVBufBindings, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
+ for (int i = 0; i < 2; ++i) {
+ cb->setShaderResources(d.srb[i]);
+ cb->drawIndexed(6);
+ }
+ cb->endPass();
+}