From fe97af0c9ad58f0f823f3b1942cd9ad383ba85d3 Mon Sep 17 00:00:00 2001 From: Laszlo Agocs Date: Tue, 7 Jan 2020 15:15:09 +0100 Subject: rhi: Add manual test for RGBA16F and compute Uses the two compute shaders from Qt Quick 3D. Demonstrates and tests both RGBA16F textures and using them (and doing load/store with mip levels individually) in combination with compute. Task-number: QTBUG-81213 Change-Id: I3f0f250d5997a26c857b7c45517684c63b44e58e Reviewed-by: Johan Helsing --- .../float16texture_with_compute/buildshaders.sh | 3 + .../float16texture_with_compute.cpp | 312 +++++++++++++++++++++ .../float16texture_with_compute.pro | 8 + .../float16texture_with_compute.qrc | 9 + .../rhi/float16texture_with_compute/load.comp | 19 ++ .../rhi/float16texture_with_compute/load.comp.qsb | Bin 0 -> 1596 bytes .../rhi/float16texture_with_compute/prefilter.comp | 50 ++++ .../float16texture_with_compute/prefilter.comp.qsb | Bin 0 -> 3659 bytes tests/manual/rhi/rhi.pro | 1 + 9 files changed, 402 insertions(+) create mode 100755 tests/manual/rhi/float16texture_with_compute/buildshaders.sh create mode 100644 tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp create mode 100644 tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.pro create mode 100644 tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.qrc create mode 100644 tests/manual/rhi/float16texture_with_compute/load.comp create mode 100644 tests/manual/rhi/float16texture_with_compute/load.comp.qsb create mode 100644 tests/manual/rhi/float16texture_with_compute/prefilter.comp create mode 100644 tests/manual/rhi/float16texture_with_compute/prefilter.comp.qsb (limited to 'tests') diff --git a/tests/manual/rhi/float16texture_with_compute/buildshaders.sh b/tests/manual/rhi/float16texture_with_compute/buildshaders.sh new file mode 100755 index 0000000000..7d4d27741d --- /dev/null +++ b/tests/manual/rhi/float16texture_with_compute/buildshaders.sh @@ -0,0 +1,3 @@ +#!/bin/sh +qsb --glsl "430,310 es" --hlsl 50 --msl 12 load.comp -o load.comp.qsb +qsb --glsl "430,310 es" --hlsl 50 --msl 12 prefilter.comp -o prefilter.comp.qsb diff --git a/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp b/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp new file mode 100644 index 0000000000..9d74fe797b --- /dev/null +++ b/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp @@ -0,0 +1,312 @@ +/**************************************************************************** +** +** Copyright (C) 2020 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." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +// An advanced version of floattexture. Instead of RGBA32F, we use RGBA16F, and +// also generate the floating point data from rgba with compute. Then there's a +// compute pass using the BSDF prefiltering taken from Qt Quick 3D, which +// generates all the mip levels. + +// Why do we animate the scale of the quad rendered to the window? To have +// different mip levels used, to prove that all of them are generated +// correctly, without artifacts (which would occur if memory barriers were not +// correctly generated by QRhi). For full verification use RenderDoc or similar. + +#include "../shared/examplefw.h" +#include + +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 const int MAX_MIP_LEVELS = 20; + +struct { + QVector releasePool; + + QRhiBuffer *vbuf = nullptr; + QRhiBuffer *ibuf = nullptr; + QRhiBuffer *ubuf = nullptr; + QRhiTexture *texRgba = nullptr; + QRhiTexture *texFloat16 = nullptr; + QRhiSampler *sampler = nullptr; + QRhiShaderResourceBindings *srb = nullptr; + QRhiGraphicsPipeline *ps = nullptr; + + QRhiBuffer *computeUBuf_load = nullptr; + QRhiShaderResourceBindings *computeBindings_load = nullptr; + QRhiComputePipeline *computePipeline_load = nullptr; + QRhiBuffer *computeUBuf_prefilter = nullptr; + QRhiShaderResourceBindings *computeBindings_prefilter[MAX_MIP_LEVELS]; + QRhiComputePipeline *computePipeline_prefilter = nullptr; + + QRhiResourceUpdateBatch *initialUpdates = nullptr; + bool computeDone = false; + int mipCount; + int prefilterUBufElemSize; + quint32 prefilterNumWorkGroups[MAX_MIP_LEVELS][3]; + float scale = 2.5f; + int scale_dir = -1; +} d; + +void recordUploadThenFilterFloat16TextureWithCompute(QRhiCommandBuffer *cb) +{ + const int w = d.texRgba->pixelSize().width() / 16; + const int h = d.texRgba->pixelSize().height() / 16; + + cb->beginComputePass(); + + cb->setComputePipeline(d.computePipeline_load); + cb->setShaderResources(); + cb->dispatch(w, h, 1); + + cb->setComputePipeline(d.computePipeline_prefilter); + for (int level = 1; level < d.mipCount; ++level) { + const int i = level - 1; + const int mipW = d.prefilterNumWorkGroups[i][0]; + const int mipH = d.prefilterNumWorkGroups[i][1]; + QPair dynamicOffset = { 0, quint32(d.prefilterUBufElemSize * i) }; + cb->setShaderResources(d.computeBindings_prefilter[i], 1, &dynamicOffset); + cb->dispatch(mipW, mipH, 1); + } + + cb->endComputePass(); +} + +void Window::customInit() +{ + if (!m_r->isFeatureSupported(QRhi::Compute)) + qFatal("Compute is not supported"); + + if (!m_r->isTextureFormatSupported(QRhiTexture::RGBA16F)) + qFatal("RGBA16F texture format is not supported"); + + d.initialUpdates = m_r->nextResourceUpdateBatch(); + + // load rgba8 image data + + QImage image; + image.load(QLatin1String(":/qt256.png")); + image = image.convertToFormat(QImage::Format_RGBA8888); + Q_ASSERT(!image.isNull()); + d.texRgba = m_r->newTexture(QRhiTexture::RGBA8, image.size(), 1, QRhiTexture::UsedWithLoadStore); + d.texRgba->build(); + d.releasePool << d.texRgba; + + d.initialUpdates->uploadTexture(d.texRgba, image); + + d.mipCount = m_r->mipLevelsForSize(image.size()); + Q_ASSERT(d.mipCount <= MAX_MIP_LEVELS); + + d.texFloat16 = m_r->newTexture(QRhiTexture::RGBA16F, image.size(), 1, QRhiTexture::UsedWithLoadStore | QRhiTexture::MipMapped); + d.releasePool << d.texFloat16; + d.texFloat16->build(); + + // compute + + d.computeUBuf_load = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 12); + d.computeUBuf_load->build(); + d.releasePool << d.computeUBuf_load; + + quint32 numWorkGroups[3] = { quint32(image.width()), quint32(image.height()), 0 }; + d.initialUpdates->updateDynamicBuffer(d.computeUBuf_load, 0, 12, numWorkGroups); + + d.computeBindings_load = m_r->newShaderResourceBindings(); + d.computeBindings_load->setBindings({ + QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::ComputeStage, d.computeUBuf_load), + QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texRgba, 0), + QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, 0) + }); + d.computeBindings_load->build(); + d.releasePool << d.computeBindings_load; + + d.computePipeline_load = m_r->newComputePipeline(); + d.computePipeline_load->setShaderResourceBindings(d.computeBindings_load); + d.computePipeline_load->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/load.comp.qsb")) }); + d.computePipeline_load->build(); + d.releasePool << d.computePipeline_load; + + d.prefilterUBufElemSize = m_r->ubufAligned(12); + d.computeUBuf_prefilter = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.prefilterUBufElemSize * d.mipCount); + d.computeUBuf_prefilter->build(); + d.releasePool << d.computeUBuf_prefilter; + + int mipW = image.width() >> 1; + int mipH = image.height() >> 1; + for (int level = 1; level < d.mipCount; ++level) { + const int i = level - 1; + d.prefilterNumWorkGroups[i][0] = quint32(mipW); + d.prefilterNumWorkGroups[i][1] = quint32(mipH); + d.prefilterNumWorkGroups[i][2] = 0; + d.initialUpdates->updateDynamicBuffer(d.computeUBuf_prefilter, d.prefilterUBufElemSize * i, 12, d.prefilterNumWorkGroups[i]); + mipW = mipW > 2 ? mipW >> 1 : 1; + mipH = mipH > 2 ? mipH >> 1 : 1; + + d.computeBindings_prefilter[i] = m_r->newShaderResourceBindings(); + d.computeBindings_prefilter[i]->setBindings({ + QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, QRhiShaderResourceBinding::ComputeStage, d.computeUBuf_prefilter, 12), + QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, level - 1), + QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, level) + }); + d.computeBindings_prefilter[i]->build(); + d.releasePool << d.computeBindings_prefilter[i]; + } + + d.computePipeline_prefilter = m_r->newComputePipeline(); + d.computePipeline_prefilter->setShaderResourceBindings(d.computeBindings_prefilter[0]); // just need a layout compatible one + d.computePipeline_prefilter->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/prefilter.comp.qsb")) }); + d.computePipeline_prefilter->build(); + d.releasePool << d.computePipeline_prefilter; + + // graphics + + d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData)); + d.vbuf->build(); + d.releasePool << d.vbuf; + + d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData)); + d.ibuf->build(); + d.releasePool << d.ibuf; + + d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); + d.ubuf->build(); + d.releasePool << d.ubuf; + + // enable mipmaps + d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::Linear, + 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.texFloat16, d.sampler) + }); + d.srb->build(); + + d.ps = m_r->newGraphicsPipeline(); + d.releasePool << d.ps; + d.ps->setShaderStages({ + { QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) }, + { QRhiShaderStage::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.ps->setVertexInputLayout(inputLayout); + d.ps->setShaderResourceBindings(d.srb); + d.ps->setRenderPassDescriptor(m_rp); + d.ps->build(); + + d.initialUpdates->uploadStaticBuffer(d.vbuf, vertexData); + d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData); + + qint32 flip = 0; + d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip); +} + +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; + } + + QMatrix4x4 mvp = m_proj; + mvp.scale(d.scale); + d.scale += d.scale_dir * 0.01f; + if (qFuzzyIsNull(d.scale) || d.scale >= 2.5f) + d.scale_dir *= -1; + u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData()); + + cb->resourceUpdate(u); + + // If not yet done, then do a compute pass that uploads level 0, doing an + // rgba8 -> float16 conversion. Follow that with another compute pass to do + // the filtering and generate all the mip levels. + if (!d.computeDone) { + recordUploadThenFilterFloat16TextureWithCompute(cb); + d.computeDone = true; + } + + const QSize outputSizeInPixels = m_sc->currentPixelSize(); + cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }); + cb->setGraphicsPipeline(d.ps); + cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); + cb->setShaderResources(); + const QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0); + cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16); + cb->drawIndexed(6); + cb->endPass(); +} diff --git a/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.pro b/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.pro new file mode 100644 index 0000000000..7708e845d0 --- /dev/null +++ b/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.pro @@ -0,0 +1,8 @@ +TEMPLATE = app + +QT += gui-private + +SOURCES = \ + float16texture_with_compute.cpp + +RESOURCES = float16texture_with_compute.qrc diff --git a/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.qrc b/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.qrc new file mode 100644 index 0000000000..ce3c52aac5 --- /dev/null +++ b/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.qrc @@ -0,0 +1,9 @@ + + + load.comp.qsb + prefilter.comp.qsb + ../shared/texture.vert.qsb + ../shared/texture.frag.qsb + ../shared/qt256.png + + diff --git a/tests/manual/rhi/float16texture_with_compute/load.comp b/tests/manual/rhi/float16texture_with_compute/load.comp new file mode 100644 index 0000000000..eb7bc1ece4 --- /dev/null +++ b/tests/manual/rhi/float16texture_with_compute/load.comp @@ -0,0 +1,19 @@ +#version 440 + +layout(local_size_x = 16, local_size_y = 16) in; +layout(rgba8, binding = 1) readonly uniform image2D inputImage; +layout(rgba16f, binding = 2) writeonly uniform image2D outputImage; + +// There is no equivalent of gl_NumWorkGroups in HLSL. So instead pass the +// values in in a uniform buffer. +layout(std140, binding = 0) uniform numWorkGroupsBuf { + uvec3 numWorkGroups; +}; + +void main() +{ + if (gl_GlobalInvocationID.x >= numWorkGroups.x || gl_GlobalInvocationID.y >= numWorkGroups.y) + return; + vec4 value = imageLoad(inputImage, ivec2(gl_GlobalInvocationID.xy)); + imageStore(outputImage, ivec2(gl_GlobalInvocationID.xy), value); +} diff --git a/tests/manual/rhi/float16texture_with_compute/load.comp.qsb b/tests/manual/rhi/float16texture_with_compute/load.comp.qsb new file mode 100644 index 0000000000..bfdd7f5446 Binary files /dev/null and b/tests/manual/rhi/float16texture_with_compute/load.comp.qsb differ diff --git a/tests/manual/rhi/float16texture_with_compute/prefilter.comp b/tests/manual/rhi/float16texture_with_compute/prefilter.comp new file mode 100644 index 0000000000..ba09ecb129 --- /dev/null +++ b/tests/manual/rhi/float16texture_with_compute/prefilter.comp @@ -0,0 +1,50 @@ +#version 440 + +layout(local_size_x = 16, local_size_y = 16) in; +layout(rgba16f, binding = 1) readonly uniform image2D inputImage; +layout(rgba16f, binding = 2) writeonly uniform image2D outputImage; + +// There is no equivalent of gl_NumWorkGroups in HLSL. So instead pass the +// values in in a uniform buffer. +layout(std140, binding = 0) uniform numWorkGroupsBuf { + uvec3 numWorkGroups; +}; + +int wrapMod( in int a, in int base ) +{ + return ( a >= 0 ) ? a % base : -(a % base) + base; +} + +void getWrappedCoords( inout int sX, inout int sY, in int width, in int height ) +{ + if (sY < 0) { sX -= width >> 1; sY = -sY; } + if (sY >= height) { sX += width >> 1; sY = height - sY; } + sX = wrapMod( sX, width ); +} + +void main() +{ + int prevWidth = int(numWorkGroups.x) << 1; + int prevHeight = int(numWorkGroups.y) << 1; + if (gl_GlobalInvocationID.x >= numWorkGroups.x || gl_GlobalInvocationID.y >= numWorkGroups.y) + return; + vec4 accumVal = vec4(0.0); + for (int sy = -2; sy <= 2; ++sy) { + for (int sx = -2; sx <= 2; ++sx) { + int sampleX = sx + (int(gl_GlobalInvocationID.x) << 1); + int sampleY = sy + (int(gl_GlobalInvocationID.y) << 1); + getWrappedCoords(sampleX, sampleY, prevWidth, prevHeight); + if ((sampleY * prevWidth + sampleX) < 0 ) + sampleY = prevHeight + sampleY; + ivec2 pos = ivec2(sampleX, sampleY); + vec4 value = imageLoad(inputImage, pos); + float filterPdf = 1.0 / ( 1.0 + float(sx*sx + sy*sy)*2.0 ); + filterPdf /= 4.71238898; + accumVal[0] += filterPdf * value.r; + accumVal[1] += filterPdf * value.g; + accumVal[2] += filterPdf * value.b; + accumVal[3] += filterPdf * value.a; + } + } + imageStore(outputImage, ivec2(gl_GlobalInvocationID.xy), accumVal); +} diff --git a/tests/manual/rhi/float16texture_with_compute/prefilter.comp.qsb b/tests/manual/rhi/float16texture_with_compute/prefilter.comp.qsb new file mode 100644 index 0000000000..77618a12b9 Binary files /dev/null and b/tests/manual/rhi/float16texture_with_compute/prefilter.comp.qsb differ diff --git a/tests/manual/rhi/rhi.pro b/tests/manual/rhi/rhi.pro index 4768ee1c6d..5208e5dea5 100644 --- a/tests/manual/rhi/rhi.pro +++ b/tests/manual/rhi/rhi.pro @@ -14,6 +14,7 @@ SUBDIRS += \ triquadcube \ offscreen \ floattexture \ + float16texture_with_compute \ mrt \ shadowmap \ computebuffer \ -- cgit v1.2.3