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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" // Compute shader example with image load/store. The texture sampled in the // fragment shader is generated by the compute shader. struct { QVector releasePool; QRhiTexture *texIn = nullptr; QRhiTexture *texOut = nullptr; QRhiBuffer *computeUBuf = nullptr; QRhiShaderResourceBindings *computeBindings = nullptr; QRhiComputePipeline *computePipeline = nullptr; QRhiBuffer *vbuf = nullptr; QRhiBuffer *ibuf = nullptr; QRhiBuffer *ubuf = nullptr; QRhiSampler *sampler = nullptr; QRhiShaderResourceBindings *srb = nullptr; QRhiGraphicsPipeline *ps = nullptr; QRhiResourceUpdateBatch *initialUpdates = nullptr; QSize imageSize; QMatrix4x4 winProj; float factor = 1.0f; } d; static float quadVertexData[] = { // 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 quadIndexData[] = { 0, 1, 2, 0, 2, 3 }; void Window::customInit() { if (!m_r->isFeatureSupported(QRhi::Compute)) qFatal("Compute is not supported"); d.initialUpdates = m_r->nextResourceUpdateBatch(); // compute pass const QImage image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888); d.imageSize = image.size(); d.texIn = m_r->newTexture(QRhiTexture::RGBA8, d.imageSize, 1, QRhiTexture::UsedWithLoadStore); d.texIn->build(); d.releasePool << d.texIn; d.texOut = m_r->newTexture(QRhiTexture::RGBA8, d.imageSize, 1, QRhiTexture::UsedWithLoadStore); d.texOut->build(); d.releasePool << d.texOut; d.initialUpdates->uploadTexture(d.texIn, image); d.computeUBuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 4); d.computeUBuf->build(); d.releasePool << d.computeUBuf; d.computeBindings = m_r->newShaderResourceBindings(); d.computeBindings->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::ComputeStage, d.computeUBuf), QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texIn, 0), QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texOut, 0) }); d.computeBindings->build(); d.releasePool << d.computeBindings; d.computePipeline = m_r->newComputePipeline(); d.computePipeline->setShaderResourceBindings(d.computeBindings); d.computePipeline->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/image.comp.qsb")) }); d.computePipeline->build(); d.releasePool << d.computePipeline; // graphics pass d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData)); d.vbuf->build(); d.releasePool << d.vbuf; d.initialUpdates->uploadStaticBuffer(d.vbuf, quadVertexData); d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData)); d.ibuf->build(); d.releasePool << d.ibuf; d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData); d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); d.ubuf->build(); d.releasePool << d.ubuf; qint32 flip = 0; // regardless of isYUpInFramebuffer() since the input is not flipped so the end result is good for GL too d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip); 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.texOut, 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(); } 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 (d.winProj != m_proj) { d.winProj = m_proj; QMatrix4x4 mvp = m_proj; mvp.scale(2.5f); u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData()); } u->updateDynamicBuffer(d.computeUBuf, 0, 4, &d.factor); d.factor += 0.1f; if (d.factor >= 50.0f) d.factor = 1.0f; cb->beginComputePass(u); cb->setComputePipeline(d.computePipeline); cb->setShaderResources(); cb->dispatch(d.imageSize.width() / 16, d.imageSize.height() / 16, 1); cb->endComputePass(); 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(); QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0); cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16); cb->drawIndexed(6); cb->endPass(); }