// Copyright (C) 2019 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #include "../shared/examplefw.h" #include // Compute shader example. Writes to a storage buffer from a compute shader, // then uses the same buffer as vertex buffer in the vertex stage. This would // be typical when implementing particles for example. Here we just simply move // the positions back and forth along the X axis. // Note that the example relies on gl_PointSize which is not supported // everywhere. So in some cases the points will be of size 1. struct { QList releasePool; QRhiBuffer *sbuf = nullptr; QRhiBuffer *computeUniBuf = nullptr; QRhiShaderResourceBindings *computeBindings = nullptr; QRhiComputePipeline *computePipeline = nullptr; QRhiShaderResourceBindings *graphicsBindings = nullptr; QRhiGraphicsPipeline *graphicsPipeline = nullptr; QRhiResourceUpdateBatch *initialUpdates = nullptr; float step = 0.2f; } d; // these struct must match the std140 packing rules struct Data { float pos[2]; float dir; quint32 pad[1]; }; struct ComputeUBuf { float step; quint32 count; }; const int DATA_COUNT = 256 * 128; const int COMPUTE_UBUF_SIZE = 8; void Window::customInit() { if (!m_r->isFeatureSupported(QRhi::Compute)) qFatal("Compute is not supported"); if (!m_r->isFeatureSupported(QRhi::VertexShaderPointSize)) qWarning("Point sizes other than 1 not supported"); // compute pass d.sbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::StorageBuffer | QRhiBuffer::VertexBuffer, sizeof(Data) * DATA_COUNT); d.sbuf->create(); d.releasePool << d.sbuf; d.computeUniBuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, COMPUTE_UBUF_SIZE); d.computeUniBuf->create(); d.releasePool << d.computeUniBuf; d.initialUpdates = m_r->nextResourceUpdateBatch(); QByteArray data; data.resize(sizeof(Data) * DATA_COUNT); Data *p = reinterpret_cast(data.data()); QRandomGenerator *rgen = QRandomGenerator::global(); for (int i = 0; i < DATA_COUNT; ++i) { p->pos[0] = rgen->bounded(1000) / 500.0f - 1.0f; p->pos[1] = rgen->bounded(1000) / 500.0f - 1.0f; p->dir = rgen->bounded(2) ? 1 : -1; ++p; } d.initialUpdates->uploadStaticBuffer(d.sbuf, data.constData()); ComputeUBuf ud; ud.step = d.step; ud.count = DATA_COUNT; d.initialUpdates->updateDynamicBuffer(d.computeUniBuf, 0, COMPUTE_UBUF_SIZE, &ud); d.computeBindings = m_r->newShaderResourceBindings(); d.computeBindings->setBindings({ QRhiShaderResourceBinding::bufferLoadStore(0, QRhiShaderResourceBinding::ComputeStage, d.sbuf), QRhiShaderResourceBinding::uniformBuffer(1, QRhiShaderResourceBinding::ComputeStage, d.computeUniBuf) }); d.computeBindings->create(); d.releasePool << d.computeBindings; d.computePipeline = m_r->newComputePipeline(); d.computePipeline->setShaderResourceBindings(d.computeBindings); d.computePipeline->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/buffer.comp.qsb")) }); d.computePipeline->create(); d.releasePool << d.computePipeline; // graphics pass d.graphicsBindings = m_r->newShaderResourceBindings(); d.graphicsBindings->create(); d.releasePool << d.graphicsBindings; d.graphicsPipeline = m_r->newGraphicsPipeline(); d.graphicsPipeline->setTopology(QRhiGraphicsPipeline::Points); d.graphicsPipeline->setShaderStages({ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/main.vert.qsb")) }, { QRhiShaderStage::Fragment, getShader(QLatin1String(":/main.frag.qsb")) } }); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 2 * sizeof(float) } }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float2, 0 }, }); d.graphicsPipeline->setVertexInputLayout(inputLayout); d.graphicsPipeline->setShaderResourceBindings(d.graphicsBindings); d.graphicsPipeline->setRenderPassDescriptor(m_rp); d.graphicsPipeline->create(); d.releasePool << d.graphicsPipeline; } void Window::customRelease() { qDeleteAll(d.releasePool); d.releasePool.clear(); } void Window::customRender() { const QSize outputSizeInPixels = m_sc->currentPixelSize(); QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer(); QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch(); if (d.initialUpdates) { u->merge(d.initialUpdates); d.initialUpdates->release(); d.initialUpdates = nullptr; } #if 0 u->updateDynamicBuffer(d.computeUniBuf, 0, sizeof(float), &d.step); d.step += 0.01f; #endif // compute pass cb->beginComputePass(u); cb->setComputePipeline(d.computePipeline); cb->setShaderResources(); cb->dispatch(DATA_COUNT / 256, 1, 1); cb->endComputePass(); // graphics pass cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }); cb->setGraphicsPipeline(d.graphicsPipeline); cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); QRhiCommandBuffer::VertexInput vbufBinding(d.sbuf, 0); cb->setVertexInput(0, 1, &vbufBinding); cb->draw(DATA_COUNT); cb->endPass(); }