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 --- .../rhi/triquadcube/triangleoncuberenderer.cpp | 292 +++++++++++++++++++++ 1 file changed, 292 insertions(+) create mode 100644 tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp (limited to 'tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp') diff --git a/tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp b/tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp new file mode 100644 index 0000000000..40d9615aa1 --- /dev/null +++ b/tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp @@ -0,0 +1,292 @@ +/**************************************************************************** +** +** 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 "triangleoncuberenderer.h" +#include +#include + +// toggle to test the preserved content (no clear) path +const bool IMAGE_UNDER_OFFSCREEN_RENDERING = false; +const bool UPLOAD_UNDERLAY_ON_EVERY_FRAME = false; + +const bool DS_ATT = false; // have a depth-stencil attachment for the offscreen pass + +const bool DEPTH_TEXTURE = false; // offscreen pass uses a depth texture (verify with renderdoc etc., ignore valid.layer about ps slot 0) +const bool MRT = false; // two textures, the second is just cleared as the shader does not write anything (valid.layer may warn but for testing that's ok) + +#include "../shared/cube.h" + +static QShader getShader(const QString &name) +{ + QFile f(name); + if (f.open(QIODevice::ReadOnly)) + return QShader::fromSerialized(f.readAll()); + + return QShader(); +} + +static const QSize OFFSCREEN_SIZE(512, 512); + +void TriangleOnCubeRenderer::initResources(QRhiRenderPassDescriptor *rp) +{ + m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); + m_vbuf->setName(QByteArrayLiteral("Cube vbuf (textured with offscreen)")); + m_vbuf->build(); + m_vbufReady = false; + + m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4); + m_ubuf->setName(QByteArrayLiteral("Cube ubuf (textured with offscreen)")); + m_ubuf->build(); + + if (IMAGE_UNDER_OFFSCREEN_RENDERING) { + m_image = QImage(QLatin1String(":/qt256.png")).scaled(OFFSCREEN_SIZE).convertToFormat(QImage::Format_RGBA8888); + if (m_r->isYUpInFramebuffer()) + m_image = m_image.mirrored(); // just cause we'll flip texcoord Y when y up so accommodate our static background image as well + } + + m_tex = m_r->newTexture(QRhiTexture::RGBA8, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget); + m_tex->setName(QByteArrayLiteral("Texture for offscreen content")); + m_tex->build(); + + if (MRT) { + m_tex2 = m_r->newTexture(QRhiTexture::RGBA8, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget); + m_tex2->build(); + } + + if (DS_ATT) { + m_offscreenTriangle.setDepthWrite(true); + m_ds = m_r->newRenderBuffer(QRhiRenderBuffer::DepthStencil, m_tex->pixelSize()); + m_ds->build(); + } + + if (DEPTH_TEXTURE) { + m_offscreenTriangle.setDepthWrite(true); + m_depthTex = m_r->newTexture(QRhiTexture::D32F, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget); + m_depthTex->build(); + } + + m_sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); + m_sampler->build(); + + m_srb = m_r->newShaderResourceBindings(); + m_srb->setBindings({ + QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf), + QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, m_tex, m_sampler) + }); + m_srb->build(); + + m_ps = m_r->newGraphicsPipeline(); + + m_ps->setDepthTest(true); + m_ps->setDepthWrite(true); + m_ps->setDepthOp(QRhiGraphicsPipeline::Less); + + m_ps->setCullMode(QRhiGraphicsPipeline::Back); + m_ps->setFrontFace(QRhiGraphicsPipeline::CCW); + + m_ps->setSampleCount(m_sampleCount); + + QShader vs = getShader(QLatin1String(":/texture.vert.qsb")); + Q_ASSERT(vs.isValid()); + QShader fs = getShader(QLatin1String(":/texture.frag.qsb")); + Q_ASSERT(fs.isValid()); + m_ps->setShaderStages({ + { QRhiGraphicsShaderStage::Vertex, vs }, + { QRhiGraphicsShaderStage::Fragment, fs } + }); + + QRhiVertexInputLayout inputLayout; + inputLayout.setBindings({ + { 3 * sizeof(float) }, + { 2 * sizeof(float) } + }); + inputLayout.setAttributes({ + { 0, 0, QRhiVertexInputAttribute::Float3, 0 }, + { 1, 1, QRhiVertexInputAttribute::Float2, 0 } + }); + + m_ps->setVertexInputLayout(inputLayout); + m_ps->setShaderResourceBindings(m_srb); + m_ps->setRenderPassDescriptor(rp); + + m_ps->build(); + + QRhiTextureRenderTarget::Flags rtFlags = 0; + if (IMAGE_UNDER_OFFSCREEN_RENDERING) + rtFlags |= QRhiTextureRenderTarget::PreserveColorContents; + + if (DEPTH_TEXTURE) { + QRhiTextureRenderTargetDescription desc; + desc.setDepthTexture(m_depthTex); + m_rt = m_r->newTextureRenderTarget(desc, rtFlags); + } else { + QRhiTextureRenderTargetDescription desc; + QRhiColorAttachment color0 { m_tex }; + if (DS_ATT) + desc.setDepthStencilBuffer(m_ds); + if (MRT) { + m_offscreenTriangle.setColorAttCount(2); + QRhiColorAttachment color1 { m_tex2 }; + desc.setColorAttachments({ color0, color1 }); + } else { + desc.setColorAttachments({ color0 }); + } + m_rt = m_r->newTextureRenderTarget(desc, rtFlags); + } + + m_rp = m_rt->newCompatibleRenderPassDescriptor(); + m_rt->setRenderPassDescriptor(m_rp); + + m_rt->build(); + + m_offscreenTriangle.setRhi(m_r); + m_offscreenTriangle.initResources(m_rp); + m_offscreenTriangle.setScale(2); + // m_tex and the offscreen triangle are never multisample +} + +void TriangleOnCubeRenderer::resize(const QSize &pixelSize) +{ + m_proj = m_r->clipSpaceCorrMatrix(); + m_proj.perspective(45.0f, pixelSize.width() / (float) pixelSize.height(), 0.01f, 100.0f); + m_proj.translate(0, 0, -4); + + m_offscreenTriangle.resize(pixelSize); +} + +void TriangleOnCubeRenderer::releaseResources() +{ + m_offscreenTriangle.releaseResources(); + + delete m_ps; + m_ps = nullptr; + + delete m_srb; + m_srb = nullptr; + + delete m_rt; + m_rt = nullptr; + + delete m_rp; + m_rp = nullptr; + + delete m_sampler; + m_sampler = nullptr; + + delete m_depthTex; + m_depthTex = nullptr; + + delete m_tex2; + m_tex2 = nullptr; + + delete m_tex; + m_tex = nullptr; + + delete m_ds; + m_ds = nullptr; + + delete m_ubuf; + m_ubuf = nullptr; + + delete m_vbuf; + m_vbuf = nullptr; +} + +void TriangleOnCubeRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpdates) +{ + if (!m_vbufReady) { + m_vbufReady = true; + resourceUpdates->uploadStaticBuffer(m_vbuf, cube); + qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0; + resourceUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &flip); + } + + m_rotation += 1.0f; + QMatrix4x4 mvp = m_proj; + mvp.translate(m_translation); + mvp.scale(0.5f); + mvp.rotate(m_rotation, 1, 0, 0); + resourceUpdates->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData()); + + // ### +// if (DEPTH_TEXTURE) { +// // m_tex is basically undefined here, be nice and transition the layout properly at least +// resourceUpdates->prepareTextureForUse(m_tex, QRhiResourceUpdateBatch::TextureRead); +// } +} + +void TriangleOnCubeRenderer::queueOffscreenPass(QRhiCommandBuffer *cb) +{ + QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch(); + m_offscreenTriangle.queueResourceUpdates(u); + + if (IMAGE_UNDER_OFFSCREEN_RENDERING && !m_image.isNull()) { + u->uploadTexture(m_tex, m_image); + if (!UPLOAD_UNDERLAY_ON_EVERY_FRAME) + m_image = QImage(); + } + + cb->beginPass(m_rt, QColor::fromRgbF(0.0f, 0.4f, 0.7f, 1.0f), { 1.0f, 0 }, u); + m_offscreenTriangle.queueDraw(cb, OFFSCREEN_SIZE); + cb->endPass(); +} + +void TriangleOnCubeRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outputSizeInPixels) +{ + cb->setGraphicsPipeline(m_ps); + cb->setViewport(QRhiViewport(0, 0, outputSizeInPixels.width(), outputSizeInPixels.height())); + cb->setShaderResources(); + const QRhiCommandBuffer::VertexInput vbufBindings[] = { + { m_vbuf, 0 }, + { m_vbuf, 36 * 3 * sizeof(float) } + }; + cb->setVertexInput(0, 2, vbufBindings); + cb->draw(36); +} -- cgit v1.2.3 From 6f4aa5413183f3f18dd1b15dbc90bcee9ef85bdd Mon Sep 17 00:00:00 2001 From: Laszlo Agocs Date: Wed, 12 Jun 2019 14:22:33 +0200 Subject: rhi: Add compute api and implement for Vulkan and Metal D3D11 and GL (4.3+, ES 3.1+) will come separately at a later time. Change-Id: If30f2f3d062fa27e57e9912674669225b82a7b93 Reviewed-by: Lars Knoll --- tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp') diff --git a/tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp b/tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp index 40d9615aa1..250ae3a2ee 100644 --- a/tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp +++ b/tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp @@ -138,8 +138,8 @@ void TriangleOnCubeRenderer::initResources(QRhiRenderPassDescriptor *rp) QShader fs = getShader(QLatin1String(":/texture.frag.qsb")); Q_ASSERT(fs.isValid()); m_ps->setShaderStages({ - { QRhiGraphicsShaderStage::Vertex, vs }, - { QRhiGraphicsShaderStage::Fragment, fs } + { QRhiShaderStage::Vertex, vs }, + { QRhiShaderStage::Fragment, fs } }); QRhiVertexInputLayout inputLayout; -- cgit v1.2.3