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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" // 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({ { 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.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({ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) }, #ifndef NO_MSAA { QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture_ms4.frag.qsb")) } #else { QRhiShaderStage::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({ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) }, { QRhiShaderStage::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->cbeginShaderStages(), d.triPs->cendShaderStages()); 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(), m_clearColor, { 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(); }