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Diffstat (limited to 'tests/manual/rhi/texuploads/texuploads.cpp')
-rw-r--r-- | tests/manual/rhi/texuploads/texuploads.cpp | 314 |
1 files changed, 314 insertions, 0 deletions
diff --git a/tests/manual/rhi/texuploads/texuploads.cpp b/tests/manual/rhi/texuploads/texuploads.cpp new file mode 100644 index 0000000000..dc20ffb1fc --- /dev/null +++ b/tests/manual/rhi/texuploads/texuploads.cpp @@ -0,0 +1,314 @@ +/**************************************************************************** +** +** Copyright (C) 2018 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the examples of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:BSD$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** BSD License Usage +** Alternatively, you may use this file under the terms of the BSD license +** as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "../shared/examplefw.h" +#include "../shared/cube.h" +#include <QPainter> + +struct { + QRhiBuffer *vbuf = nullptr; + QRhiBuffer *ubuf = nullptr; + QRhiTexture *tex = nullptr; + QRhiSampler *sampler = nullptr; + QRhiShaderResourceBindings *srb = nullptr; + QRhiGraphicsPipeline *ps = nullptr; + QVector<QRhiResource *> releasePool; + + float rotation = 0; + QRhiResourceUpdateBatch *initialUpdates = nullptr; + int frameCount = 0; + QImage customImage; + QRhiTexture *newTex = nullptr; + QRhiTexture *importedTex = nullptr; + int testStage = 0; +} d; + +void Window::customInit() +{ + d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); + d.releasePool << d.vbuf; + d.vbuf->build(); + + d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); + d.releasePool << d.ubuf; + d.ubuf->build(); + + QImage baseImage(QLatin1String(":/qt256.png")); + d.tex = m_r->newTexture(QRhiTexture::RGBA8, baseImage.size(), 1, QRhiTexture::UsedAsTransferSource); + d.releasePool << d.tex; + d.tex->build(); + + // As an alternative to what some of the other examples do, prepare an + // update batch right here instead of relying on vbufReady and similar flags. + d.initialUpdates = m_r->nextResourceUpdateBatch(); + d.initialUpdates->uploadStaticBuffer(d.vbuf, cube); + qint32 flip = 0; + d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip); + d.initialUpdates->uploadTexture(d.tex, baseImage); + + d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, + QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); + d.releasePool << d.sampler; + d.sampler->build(); + + 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->build(); + + d.ps = m_r->newGraphicsPipeline(); + d.releasePool << d.ps; + + d.ps->setDepthTest(true); + d.ps->setDepthWrite(true); + d.ps->setDepthOp(QRhiGraphicsPipeline::Less); + + d.ps->setCullMode(QRhiGraphicsPipeline::Back); + d.ps->setFrontFace(QRhiGraphicsPipeline::CCW); + + const QShader vs = getShader(QLatin1String(":/texture.vert.qsb")); + if (!vs.isValid()) + qFatal("Failed to load shader pack (vertex)"); + const QShader fs = getShader(QLatin1String(":/texture.frag.qsb")); + if (!fs.isValid()) + qFatal("Failed to load shader pack (fragment)"); + + d.ps->setShaderStages({ + { QRhiShaderStage::Vertex, vs }, + { QRhiShaderStage::Fragment, fs } + }); + + QRhiVertexInputLayout inputLayout; + inputLayout.setBindings({ + { 3 * sizeof(float) }, + { 2 * sizeof(float) } + }); + inputLayout.setAttributes({ + { 0, 0, QRhiVertexInputAttribute::Float3, 0 }, + { 1, 1, QRhiVertexInputAttribute::Float2, 0 } + }); + + d.ps->setVertexInputLayout(inputLayout); + d.ps->setShaderResourceBindings(d.srb); + d.ps->setRenderPassDescriptor(m_rp); + + d.ps->build(); + + d.customImage = QImage(128, 64, QImage::Format_RGBA8888); + d.customImage.fill(Qt::red); + QPainter painter(&d.customImage); + // the text may look different on different platforms, so no guarantee the + // output on the screen will be identical everywhere + painter.drawText(5, 25, "Hello world"); + painter.end(); +} + +void Window::customRelease() +{ + qDeleteAll(d.releasePool); + d.releasePool.clear(); +} + +void Window::customRender() +{ + QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch(); + + // take the initial set of updates, if this is the first frame + if (d.initialUpdates) { + u->merge(d.initialUpdates); + d.initialUpdates->release(); + d.initialUpdates = nullptr; + } + + d.rotation += 1.0f; + QMatrix4x4 mvp = m_proj; + mvp.scale(0.5f); + mvp.rotate(d.rotation, 0, 1, 0); + u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData()); + + if (d.frameCount > 0 && (d.frameCount % 100) == 0) { + d.testStage += 1; + qDebug("testStage = %d", d.testStage); + + // Partially change the texture. + if (d.testStage == 1) { + QRhiTextureSubresourceUploadDescription mipDesc(d.customImage); + // The image here is smaller than the original. Use a non-zero position + // to make it more interesting. + mipDesc.setDestinationTopLeft(QPoint(100, 20)); + QRhiTextureUploadDescription desc({ 0, 0, mipDesc }); + u->uploadTexture(d.tex, desc); + } + + // Exercise image copying. + if (d.testStage == 2) { + const QSize sz = d.tex->pixelSize(); + d.newTex = m_r->newTexture(QRhiTexture::RGBA8, sz); + d.releasePool << d.newTex; + d.newTex->build(); + + QImage empty(sz.width(), sz.height(), QImage::Format_RGBA8888); + empty.fill(Qt::blue); + u->uploadTexture(d.newTex, empty); + + // Copy the left-half of tex to the right-half of newTex, while + // leaving the left-half of newTex blue. Keep a 20 pixel gap at + // the top. + QRhiTextureCopyDescription desc; + desc.setSourceTopLeft(QPoint(0, 20)); + desc.setPixelSize(QSize(sz.width() / 2, sz.height() - 20)); + desc.setDestinationTopLeft(QPoint(sz.width() / 2, 20)); + u->copyTexture(d.newTex, d.tex, desc); + + // Now replace d.tex with d.newTex as the shader resource. + auto bindings = d.srb->bindings(); + bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.newTex, d.sampler); + d.srb->setBindings(bindings); + // "rebuild", whatever that means for a given backend. This srb is + // already live as the ps in the setGraphicsPipeline references it, + // but that's fine. Changes will be picked up automatically. + d.srb->build(); + } + + // Exercise simple, full texture copy. + if (d.testStage == 4) + u->copyTexture(d.newTex, d.tex); + + // Now again upload customImage but this time only a part of it. + if (d.testStage == 5) { + QRhiTextureSubresourceUploadDescription mipDesc(d.customImage); + mipDesc.setDestinationTopLeft(QPoint(10, 120)); + mipDesc.setSourceSize(QSize(50, 40)); + mipDesc.setSourceTopLeft(QPoint(20, 10)); + QRhiTextureUploadDescription desc({ 0, 0, mipDesc }); + u->uploadTexture(d.newTex, desc); + } + + // Exercise texture object export/import. + if (d.testStage == 6) { + const QRhiNativeHandles *h = d.tex->nativeHandles(); + if (h) { +#ifdef Q_OS_DARWIN + if (graphicsApi == Metal) { + qDebug() << "Metal texture: " << static_cast<const QRhiMetalTextureNativeHandles *>(h)->texture; + // Now could cast to id<MTLTexture> and do something with + // it, keeping in mind that copy operations are only done + // in beginPass, while rendering into a texture may only + // have proper results in current_frame + 2, or after a + // finish(). The QRhiTexture still owns the native object. + } +#endif + // omit for other backends, the idea is the same + + d.importedTex = m_r->newTexture(QRhiTexture::RGBA8, d.tex->pixelSize()); + d.releasePool << d.importedTex; + if (!d.importedTex->buildFrom(h)) + qWarning("Texture import failed"); + + // now d.tex and d.importedTex use the same MTLTexture + // underneath (owned by d.tex) + + // switch to showing d.importedTex + auto bindings = d.srb->bindings(); + bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.importedTex, d.sampler); + d.srb->setBindings(bindings); + d.srb->build(); + } else { + qWarning("Accessing native texture object is not supported"); + } + } + + // Exercise uploading uncompressed data without a QImage. + if (d.testStage == 7) { + auto bindings = d.srb->bindings(); + bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.newTex, d.sampler); + d.srb->setBindings(bindings); + d.srb->build(); + + const QSize sz(221, 139); + QByteArray data; + data.resize(sz.width() * sz.height() * 4); + for (int y = 0; y < sz.height(); ++y) { + uchar *p = reinterpret_cast<uchar *>(data.data()) + y * sz.width() * 4; + for (int x = 0; x < sz.width(); ++x) { + *p++ = 0; *p++ = 0; *p++ = y * (255 / sz.height()); + *p++ = 255; + } + } + QRhiTextureSubresourceUploadDescription mipDesc(data.constData(), data.size()); + mipDesc.setSourceSize(sz); + mipDesc.setDestinationTopLeft(QPoint(5, 25)); + QRhiTextureUploadDescription desc({ 0, 0, mipDesc }); + u->uploadTexture(d.newTex, desc); + } + } + + QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer(); + const QSize outputSizeInPixels = m_sc->currentPixelSize(); + + cb->beginPass(m_sc->currentFrameRenderTarget(), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f), { 1.0f, 0 }, u); + + cb->setGraphicsPipeline(d.ps); + cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); + cb->setShaderResources(); + const QRhiCommandBuffer::VertexInput vbufBindings[] = { + { d.vbuf, 0 }, + { d.vbuf, 36 * 3 * sizeof(float) } + }; + cb->setVertexInput(0, 2, vbufBindings); + cb->draw(36); + + cb->endPass(); + + d.frameCount += 1; +} |