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+/****************************************************************************
+**
+** 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;
+}