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-rw-r--r--tests/manual/rhi/tessellation/tessellation.cpp129
1 files changed, 129 insertions, 0 deletions
diff --git a/tests/manual/rhi/tessellation/tessellation.cpp b/tests/manual/rhi/tessellation/tessellation.cpp
new file mode 100644
index 0000000000..a50ddeeeb2
--- /dev/null
+++ b/tests/manual/rhi/tessellation/tessellation.cpp
@@ -0,0 +1,129 @@
+// Copyright (C) 2021 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
+
+#include "../shared/examplefw.h"
+
+static const float tri[] = {
+ 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
+};
+
+static const bool INDEXED = false;
+static const quint32 indices[] = { 0, 1, 2 };
+
+struct {
+ QVector<QRhiResource *> releasePool;
+ QRhiBuffer *vbuf = nullptr;
+ QRhiBuffer *ibuf = nullptr;
+ QRhiBuffer *ubuf = nullptr;
+ QRhiShaderResourceBindings *srb = nullptr;
+ QRhiGraphicsPipeline *ps = nullptr;
+ QRhiResourceUpdateBatch *initialUpdates = nullptr;
+ QMatrix4x4 winProj;
+ float time = 0.0f;
+} d;
+
+void Window::customInit()
+{
+ if (!m_r->isFeatureSupported(QRhi::Tessellation))
+ qFatal("Tessellation is not supported");
+
+ d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(tri));
+ d.vbuf->create();
+ d.releasePool << d.vbuf;
+
+ if (INDEXED) {
+ d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indices));
+ d.ibuf->create();
+ d.releasePool << d.ibuf;
+ }
+
+ d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4 + 4);
+ d.ubuf->create();
+ d.releasePool << d.ubuf;
+
+ d.srb = m_r->newShaderResourceBindings();
+ d.releasePool << d.srb;
+ const QRhiShaderResourceBinding::StageFlags tese = QRhiShaderResourceBinding::TessellationEvaluationStage;
+ d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, tese, d.ubuf) });
+ d.srb->create();
+
+ d.ps = m_r->newGraphicsPipeline();
+ d.releasePool << d.ps;
+
+ d.ps->setTopology(QRhiGraphicsPipeline::Patches);
+ d.ps->setPatchControlPointCount(3);
+
+ d.ps->setShaderStages({
+ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/test.vert.qsb")) },
+ { QRhiShaderStage::TessellationControl, getShader(QLatin1String(":/test.tesc.qsb")) },
+ { QRhiShaderStage::TessellationEvaluation, getShader(QLatin1String(":/test.tese.qsb")) },
+ { QRhiShaderStage::Fragment, getShader(QLatin1String(":/test.frag.qsb")) }
+ });
+
+ d.ps->setCullMode(QRhiGraphicsPipeline::Back);
+ d.ps->setPolygonMode(QRhiGraphicsPipeline::Line);
+ d.ps->setDepthTest(true);
+ d.ps->setDepthWrite(true);
+ QRhiVertexInputLayout inputLayout;
+ inputLayout.setBindings({
+ { 6 * sizeof(float) }
+ });
+ inputLayout.setAttributes({
+ { 0, 0, QRhiVertexInputAttribute::Float3, 0 },
+ { 0, 1, QRhiVertexInputAttribute::Float3, 3 * 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, tri);
+
+ const float amplitude = 0.5f;
+ d.initialUpdates->updateDynamicBuffer(d.ubuf, 68, 4, &amplitude);
+
+ if (INDEXED)
+ d.initialUpdates->uploadStaticBuffer(d.ibuf, indices);
+}
+
+void Window::customRelease()
+{
+ qDeleteAll(d.releasePool);
+ d.releasePool.clear();
+}
+
+void Window::customRender()
+{
+ const QSize outputSizeInPixels = m_sc->currentPixelSize();
+ QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
+ QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
+ if (d.initialUpdates) {
+ u->merge(d.initialUpdates);
+ d.initialUpdates->release();
+ d.initialUpdates = nullptr;
+ }
+ if (d.winProj != m_proj) {
+ d.winProj = m_proj;
+ u->updateDynamicBuffer(d.ubuf, 0, 64, d.winProj.constData());
+ }
+ u->updateDynamicBuffer(d.ubuf, 64, 4, &d.time);
+ d.time += 0.01f;
+
+ 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()) });
+ cb->setShaderResources();
+ QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
+ if (INDEXED) {
+ cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt32);
+ cb->drawIndexed(3);
+ } else {
+ cb->setVertexInput(0, 1, &vbufBinding);
+ cb->draw(3);
+ }
+
+ cb->endPass();
+}