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-rw-r--r--tests/manual/rhi/tex3d/tex3d.cpp227
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diff --git a/tests/manual/rhi/tex3d/tex3d.cpp b/tests/manual/rhi/tex3d/tex3d.cpp
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+++ b/tests/manual/rhi/tex3d/tex3d.cpp
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+// Copyright (C) 2021 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
+
+#include "../shared/examplefw.h"
+#include <QImage>
+#include <QPainter>
+
+// Create a 3D texture of 256x256x3, where we will render to one of the slices
+// in a render pass, while providing data to two other slices in texture
+// uploads. Finally we use the texture to in the on-screen rendering: texture 3
+// quads with the same volume texture, in each draw the shader will sample with
+// a w that selects slice 0, 1, or 2, respectively.
+
+const int TEXTURE_DEPTH = 3;
+
+// Tests mipmap generation and linear-mipmap filtering when true. Note: Be
+// aware what a mipmap chain for a 3D texture is and isn't, do not confuse with
+// 2D (array) textures. The expected result on-screen is the black-red (slice
+// 1) content mixed in to slice 0 and 2 on lower mip levels (resize the window
+// to a smaller size -> the effect becomes more apparent, with totally taking
+// over at small sizes)
+// See https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-resources-textures-intro
+//
+const bool MIPMAP = true;
+
+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
+};
+
+struct {
+ QList<QRhiResource *> releasePool;
+ QRhiResourceUpdateBatch *initialUpdates = nullptr;
+ QRhiTexture *tex = nullptr;
+ QRhiTextureRenderTarget *rt = nullptr;
+ QRhiRenderPassDescriptor *rtRp = nullptr;
+ QRhiBuffer *vbuf = nullptr;
+ QRhiBuffer *ibuf = nullptr;
+ QRhiBuffer *ubuf = nullptr;
+ QRhiSampler *sampler = nullptr;
+ QRhiGraphicsPipeline *ps = nullptr;
+ QRhiShaderResourceBindings *srb = nullptr;
+ QMatrix4x4 winProj;
+ QVector3D slice1ClearColor;
+} d;
+
+void Window::customInit()
+{
+ if (!m_r->isFeatureSupported(QRhi::ThreeDimensionalTextures))
+ qWarning("3D textures are not supported");
+
+ QRhiTexture::Flags texFlags = QRhiTexture::RenderTarget;
+ if (MIPMAP)
+ texFlags |= QRhiTexture::MipMapped | QRhiTexture::UsedWithGenerateMips;
+ d.tex = m_r->newTexture(QRhiTexture::RGBA8,
+ 256, 256, TEXTURE_DEPTH,
+ 1, texFlags);
+ d.releasePool << d.tex;
+ d.tex->create();
+
+ d.initialUpdates = m_r->nextResourceUpdateBatch();
+
+ QImage imgWhiteText(256, 256, QImage::Format_RGBA8888);
+ imgWhiteText.fill(Qt::blue);
+ QPainter p(&imgWhiteText);
+ p.setPen(Qt::white);
+ p.drawText(10, 10, "Slice 2:\nWhite text on blue background");
+ p.end();
+
+ // imgWhiteText -> slice 2 of the 3D texture
+ QRhiTextureUploadEntry uploadSlice2(2, 0, QRhiTextureSubresourceUploadDescription(imgWhiteText));
+ d.initialUpdates->uploadTexture(d.tex, uploadSlice2);
+
+ QImage imgYellowText(256, 256, QImage::Format_RGBA8888);
+ imgYellowText.fill(Qt::green);
+ p.begin(&imgYellowText);
+ p.setPen(Qt::yellow);
+ p.drawText(10, 10, "Slice 0: Yellow text on green background");
+ p.end();
+
+ // imgYellowText -> slice 0 of the 3D texture
+ QRhiTextureUploadEntry uploadSlice0(0, 0, QRhiTextureSubresourceUploadDescription(imgYellowText));
+ d.initialUpdates->uploadTexture(d.tex, uploadSlice0);
+
+ // slice 1 -> clear to some color in a render pass
+ QRhiColorAttachment att(d.tex);
+ att.setLayer(1);
+ QRhiTextureRenderTargetDescription rtDesc(att);
+ 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();
+
+ // set up resources needed to render a quad
+ d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData));
+ d.vbuf->create();
+ d.releasePool << d.vbuf;
+
+ d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
+ d.ibuf->create();
+ d.releasePool << d.ibuf;
+
+ d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData);
+ d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
+
+ d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, m_r->ubufAligned(72) * TEXTURE_DEPTH);
+ d.ubuf->create();
+ d.releasePool << d.ubuf;
+
+ for (int i = 0; i < TEXTURE_DEPTH; ++i) {
+ qint32 flip = 0;
+ if (i == 1) // this slice will be rendered to in a render pass so needs flipping with OpenGL when on screen
+ flip = m_r->isYUpInFramebuffer() ? 1 : 0;
+ d.initialUpdates->updateDynamicBuffer(d.ubuf, m_r->ubufAligned(72) * i + 64, 4, &flip);
+ qint32 idx = i;
+ d.initialUpdates->updateDynamicBuffer(d.ubuf, m_r->ubufAligned(72) * i + 68, 4, &idx);
+ }
+
+ d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, MIPMAP ? QRhiSampler::Linear : QRhiSampler::None,
+ QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
+ d.releasePool << d.sampler;
+ d.sampler->create();
+
+ d.srb = m_r->newShaderResourceBindings();
+ d.releasePool << d.srb;
+ d.srb->setBindings({
+ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, 72),
+ 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(":/texture3d.vert.qsb")) },
+ { QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture3d.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);
+ d.ps->setRenderPassDescriptor(m_rp);
+ d.ps->create();
+}
+
+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;
+ }
+
+ if (d.winProj != m_proj) {
+ d.winProj = m_proj;
+ for (int i = 0; i < TEXTURE_DEPTH; ++i) {
+ QMatrix4x4 mvp = m_proj;
+ switch (i) {
+ case 0:
+ mvp.translate(-2.0f, 0.0f, 0.0f);
+ break;
+ case 2:
+ mvp.translate(2.0f, 0.0f, 0.0f);
+ break;
+ default:
+ break;
+ }
+ u->updateDynamicBuffer(d.ubuf, m_r->ubufAligned(72) * i, 64, mvp.constData());
+ }
+ }
+
+ const QColor slice1ClearColor = QColor::fromRgbF(d.slice1ClearColor.x(), d.slice1ClearColor.y(), d.slice1ClearColor.z());
+ d.slice1ClearColor.setX(d.slice1ClearColor.x() + 0.01f);
+ if (d.slice1ClearColor.x() > 1.0f)
+ d.slice1ClearColor.setX(0.0f);
+ cb->beginPass(d.rt, slice1ClearColor, { 1.0f, 0 }, u);
+ cb->endPass();
+
+ // now all 3 slices have something, regenerate the mipmaps
+ u = m_r->nextResourceUpdateBatch();
+ if (MIPMAP)
+ u->generateMips(d.tex);
+
+ const QSize outputSizeInPixels = m_sc->currentPixelSize();
+ cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
+ cb->setGraphicsPipeline(d.ps);
+ QRhiCommandBuffer::DynamicOffset dynOfs = { 0, 0 };
+ cb->setShaderResources(d.srb, 1, &dynOfs);
+ cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
+ QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
+ cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
+ cb->drawIndexed(6);
+
+ dynOfs.second = m_r->ubufAligned(72);
+ cb->setShaderResources(d.srb, 1, &dynOfs);
+ cb->drawIndexed(6);
+
+ dynOfs.second = m_r->ubufAligned(72) * 2;
+ cb->setShaderResources(d.srb, 1, &dynOfs);
+ cb->drawIndexed(6);
+
+ cb->endPass();
+}