From 53599592e09edd215bfa1eaa7e6f3a9f3fc50ae6 Mon Sep 17 00:00:00 2001 From: Laszlo Agocs Date: Fri, 22 Mar 2019 09:55:03 +0100 Subject: Introduce the Qt graphics abstraction as private QtGui helpers Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES). All APIs are private for now. Shader conditioning (i.e. generating a QRhiShader in memory or on disk from some shader source code) is done via the tools and APIs provided by qt-labs/qtshadertools. The OpenGL support follows the cross-platform tradition of requiring ES 2.0 only, while optionally using some (ES) 3.x features. It can operate in core profile contexts as well. Task-number: QTBUG-70287 Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc Reviewed-by: Lars Knoll --- tests/manual/rhi/msaatexture/msaatexture.cpp | 329 +++++++++++++++++++++++++++ tests/manual/rhi/msaatexture/msaatexture.pro | 8 + tests/manual/rhi/msaatexture/msaatexture.qrc | 9 + 3 files changed, 346 insertions(+) create mode 100644 tests/manual/rhi/msaatexture/msaatexture.cpp create mode 100644 tests/manual/rhi/msaatexture/msaatexture.pro create mode 100644 tests/manual/rhi/msaatexture/msaatexture.qrc (limited to 'tests/manual/rhi/msaatexture') diff --git a/tests/manual/rhi/msaatexture/msaatexture.cpp b/tests/manual/rhi/msaatexture/msaatexture.cpp new file mode 100644 index 0000000000..1b652cce92 --- /dev/null +++ b/tests/manual/rhi/msaatexture/msaatexture.cpp @@ -0,0 +1,329 @@ +/**************************************************************************** +** +** 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" + +// Renders into a non-multisample and a multisample (4x) texture, and then uses +// those textures to draw two quads. Note that this uses an MSAA sampler in the +// shader, not resolves. Not supported on the GL(ES) backend atm. + +static float vertexData[] = +{ // 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 indexData[] = +{ + 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, +}; + +const int UBUFSZ = 68; + +struct { + QVector releasePool; + QRhiBuffer *vbuf = nullptr; + QRhiBuffer *ibuf = nullptr; + QRhiBuffer *ubuf = nullptr; + QRhiTexture *tex = nullptr; + QRhiTexture *msaaTex = nullptr; + QRhiSampler *sampler = nullptr; + QRhiShaderResourceBindings *srbLeft = nullptr; + QRhiShaderResourceBindings *srbRight = nullptr; + QRhiGraphicsPipeline *psLeft = nullptr; + QRhiGraphicsPipeline *psRight = nullptr; + QRhiResourceUpdateBatch *initialUpdates = nullptr; + int rightOfs; + QMatrix4x4 winProj; + QMatrix4x4 triBaseMvp; + float triRot = 0; + + QRhiShaderResourceBindings *triSrb = nullptr; + QRhiGraphicsPipeline *msaaTriPs = nullptr; + QRhiGraphicsPipeline *triPs = nullptr; + QRhiBuffer *triUbuf = nullptr; + QRhiTextureRenderTarget *msaaRt = nullptr; + QRhiRenderPassDescriptor *msaaRtRp = nullptr; + QRhiTextureRenderTarget *rt = nullptr; + QRhiRenderPassDescriptor *rtRp = nullptr; +} d; + +//#define NO_MSAA + +void Window::customInit() +{ + if (!m_r->isFeatureSupported(QRhi::MultisampleTexture)) + qFatal("Multisample textures not supported by this backend"); + + d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData) + sizeof(triangleData)); + d.releasePool << d.vbuf; + d.vbuf->build(); + + d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData)); + d.releasePool << d.ibuf; + d.ibuf->build(); + + d.rightOfs = m_r->ubufAligned(UBUFSZ); + d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.rightOfs + UBUFSZ); + d.releasePool << d.ubuf; + d.ubuf->build(); + + d.tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget); + d.releasePool << d.tex; + d.tex->build(); +#ifndef NO_MSAA + d.msaaTex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 4, QRhiTexture::RenderTarget); +#else + d.msaaTex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget); +#endif + d.releasePool << d.msaaTex; + d.msaaTex->build(); + + d.initialUpdates = m_r->nextResourceUpdateBatch(); + d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(vertexData), vertexData); + d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(vertexData), sizeof(triangleData), triangleData); + d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData); + + d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, + QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); + d.releasePool << d.sampler; + d.sampler->build(); + + d.srbLeft = m_r->newShaderResourceBindings(); + d.releasePool << d.srbLeft; + d.srbLeft->setBindings({ + QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, 0, UBUFSZ), + QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler) + }); + d.srbLeft->build(); + + d.srbRight = m_r->newShaderResourceBindings(); + d.releasePool << d.srbRight; + d.srbRight->setBindings({ + QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, d.rightOfs, UBUFSZ), + QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.msaaTex, d.sampler) + }); + d.srbRight->build(); + + d.psLeft = m_r->newGraphicsPipeline(); + d.releasePool << d.psLeft; + d.psLeft->setShaderStages({ + { QRhiGraphicsShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) }, + { QRhiGraphicsShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) } + }); + QRhiVertexInputLayout inputLayout; + inputLayout.setBindings({ { 4 * sizeof(float) } }); + inputLayout.setAttributes({ + { 0, 0, QRhiVertexInputAttribute::Float2, 0 }, + { 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) } + }); + d.psLeft->setVertexInputLayout(inputLayout); + d.psLeft->setShaderResourceBindings(d.srbLeft); + d.psLeft->setRenderPassDescriptor(m_rp); + d.psLeft->build(); + + d.psRight = m_r->newGraphicsPipeline(); + d.releasePool << d.psRight; + d.psRight->setShaderStages({ + { QRhiGraphicsShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) }, +#ifndef NO_MSAA + { QRhiGraphicsShaderStage::Fragment, getShader(QLatin1String(":/texture_ms4.frag.qsb")) } +#else + { QRhiGraphicsShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) } +#endif + }); + d.psRight->setVertexInputLayout(d.psLeft->vertexInputLayout()); + d.psRight->setShaderResourceBindings(d.srbRight); + d.psRight->setRenderPassDescriptor(m_rp); + d.psRight->build(); + + // set up the offscreen triangle that goes into tex and msaaTex + d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); + d.releasePool << d.triUbuf; + d.triUbuf->build(); + d.triSrb = m_r->newShaderResourceBindings(); + d.releasePool << d.triSrb; + d.triSrb->setBindings({ + QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.triUbuf) + }); + d.triSrb->build(); + d.rt = m_r->newTextureRenderTarget({ d.tex }); + d.releasePool << d.rt; + d.rtRp = d.rt->newCompatibleRenderPassDescriptor(); + d.releasePool << d.rtRp; + d.rt->setRenderPassDescriptor(d.rtRp); + d.rt->build(); + d.msaaRt = m_r->newTextureRenderTarget({ d.msaaTex }); + d.releasePool << d.msaaRt; + d.msaaRtRp = d.msaaRt->newCompatibleRenderPassDescriptor(); + d.releasePool << d.msaaRtRp; + d.msaaRt->setRenderPassDescriptor(d.msaaRtRp); + d.msaaRt->build(); + d.triPs = m_r->newGraphicsPipeline(); + d.releasePool << d.triPs; + d.triPs->setSampleCount(1); + d.triPs->setShaderStages({ + { QRhiGraphicsShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) }, + { QRhiGraphicsShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) } + }); + inputLayout.setBindings({ + { 5 * sizeof(float) } + }); + inputLayout.setAttributes({ + { 0, 0, QRhiVertexInputAttribute::Float2, 0 }, + { 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) } + }); + d.triPs->setVertexInputLayout(inputLayout); + d.triPs->setShaderResourceBindings(d.triSrb); + d.triPs->setRenderPassDescriptor(d.rtRp); + d.triPs->build(); + d.msaaTriPs = m_r->newGraphicsPipeline(); + d.releasePool << d.msaaTriPs; +#ifndef NO_MSAA + d.msaaTriPs->setSampleCount(4); +#else + d.msaaTriPs->setSampleCount(1); +#endif + d.msaaTriPs->setShaderStages(d.triPs->shaderStages()); + d.msaaTriPs->setVertexInputLayout(d.triPs->vertexInputLayout()); + d.msaaTriPs->setShaderResourceBindings(d.triSrb); + d.msaaTriPs->setRenderPassDescriptor(d.msaaRtRp); + d.msaaTriPs->build(); +} + +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; + + // onscreen ubuf + qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0; + u->updateDynamicBuffer(d.ubuf, 64, 4, &flip); + u->updateDynamicBuffer(d.ubuf, d.rightOfs + 64, 4, &flip); + + // offscreen ubuf + d.triBaseMvp = m_r->clipSpaceCorrMatrix(); + d.triBaseMvp.perspective(45.0f, d.msaaTex->pixelSize().width() / float(d.msaaTex->pixelSize().height()), 0.01f, 1000.0f); + d.triBaseMvp.translate(0, 0, -2); + float opacity = 1.0f; + u->updateDynamicBuffer(d.triUbuf, 64, 4, &opacity); + } + + if (d.winProj != m_proj) { + // onscreen buf, window size dependent + d.winProj = m_proj; + QMatrix4x4 mvp = m_proj; + mvp.scale(2); + mvp.translate(-0.8f, 0, 0); + u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData()); + mvp.translate(1.6f, 0, 0); + u->updateDynamicBuffer(d.ubuf, d.rightOfs, 64, mvp.constData()); + } + + // offscreen buf, apply the rotation on every frame + QMatrix4x4 triMvp = d.triBaseMvp; + triMvp.rotate(d.triRot, 0, 1, 0); + d.triRot += 1; + u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData()); + + cb->resourceUpdate(u); // could have passed u to beginPass but exercise this one too + + // offscreen + cb->beginPass(d.rt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 }); + cb->setGraphicsPipeline(d.triPs); + cb->setViewport({ 0, 0, float(d.msaaTex->pixelSize().width()), float(d.msaaTex->pixelSize().height()) }); + cb->setShaderResources(); + QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, sizeof(vertexData)); + cb->setVertexInput(0, 1, &vbufBinding); + cb->draw(3); + cb->endPass(); + + // offscreen msaa + cb->beginPass(d.msaaRt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 }); + cb->setGraphicsPipeline(d.msaaTriPs); + cb->setViewport({ 0, 0, float(d.msaaTex->pixelSize().width()), float(d.msaaTex->pixelSize().height()) }); + cb->setShaderResources(); + cb->setVertexInput(0, 1, &vbufBinding); + cb->draw(3); + cb->endPass(); + + // onscreen + const QSize outputSizeInPixels = m_sc->currentPixelSize(); + cb->beginPass(m_sc->currentFrameRenderTarget(), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f), { 1.0f, 0 }); + cb->setGraphicsPipeline(d.psLeft); // showing the non-msaa version + cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); + cb->setShaderResources(); + vbufBinding.second = 0; + cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16); + cb->drawIndexed(6); + cb->setGraphicsPipeline(d.psRight); // showing the msaa version, resolved in the shader + cb->setShaderResources(); + cb->drawIndexed(6); + cb->endPass(); +} diff --git a/tests/manual/rhi/msaatexture/msaatexture.pro b/tests/manual/rhi/msaatexture/msaatexture.pro new file mode 100644 index 0000000000..0467e4dc9d --- /dev/null +++ b/tests/manual/rhi/msaatexture/msaatexture.pro @@ -0,0 +1,8 @@ +TEMPLATE = app + +QT += gui-private + +SOURCES = \ + msaatexture.cpp + +RESOURCES = msaatexture.qrc diff --git a/tests/manual/rhi/msaatexture/msaatexture.qrc b/tests/manual/rhi/msaatexture/msaatexture.qrc new file mode 100644 index 0000000000..ecd968481c --- /dev/null +++ b/tests/manual/rhi/msaatexture/msaatexture.qrc @@ -0,0 +1,9 @@ + + + ../shared/color.vert.qsb + ../shared/color.frag.qsb + ../shared/texture.vert.qsb + ../shared/texture.frag.qsb + ../shared/texture_ms4.frag.qsb + + -- cgit v1.2.3