/**************************************************************************** ** ** Copyright (C) 2019 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. 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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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #define EXAMPLEFW_PREINIT #include "../shared/examplefw.h" #include "../shared/cube.h" #include // A variation on the instancing test. No instancing here, just // individual uniform buffer updates and draw calls. const int INSTANCE_COUNT = 25000; struct { QList releasePool; QRhiBuffer *vbuf; QRhiBuffer *ubuf[INSTANCE_COUNT]; QRhiShaderResourceBindings *srb[INSTANCE_COUNT]; QRhiGraphicsPipeline *ps; QRhiResourceUpdateBatch *initialUpdates = nullptr; struct { float x, y, z; float r, g, b; } instData[INSTANCE_COUNT]; float rot = 0.0f; } d; void preInit() { debugLayer = false; } void Window::customInit() { d.initialUpdates = m_r->nextResourceUpdateBatch(); d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); d.vbuf->create(); d.releasePool << d.vbuf; d.initialUpdates->uploadStaticBuffer(d.vbuf, cube); for (int i = 0; i < INSTANCE_COUNT; ++i) { d.ubuf[i] = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 92); d.ubuf[i]->create(); d.releasePool << d.ubuf[i]; d.srb[i] = m_r->newShaderResourceBindings(); d.releasePool << d.srb[i]; d.srb[i]->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage, d.ubuf[i]) }); d.srb[i]->create(); } d.ps = m_r->newGraphicsPipeline(); d.releasePool << d.ps; d.ps->setShaderStages({ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/material.vert.qsb")) }, { QRhiShaderStage::Fragment, getShader(QLatin1String(":/material.frag.qsb")) } }); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 3 * sizeof(float) }, }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float3, 0 }, }); d.ps->setVertexInputLayout(inputLayout); d.ps->setShaderResourceBindings(d.srb[0]); d.ps->setRenderPassDescriptor(m_rp); d.ps->create(); QRandomGenerator *rgen = QRandomGenerator::global(); for (int i = 0; i < INSTANCE_COUNT; ++i) { d.instData[i].x = rgen->bounded(8000) / 100.0f - 40.0f; d.instData[i].y = rgen->bounded(8000) / 100.0f - 40.0f; d.instData[i].z = rgen->bounded(100) / -4.0f; d.instData[i].r = i / float(INSTANCE_COUNT); d.instData[i].g = 0.0f; d.instData[i].b = 0.0f; } } 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 = nullptr; if (d.initialUpdates) { u = d.initialUpdates; d.initialUpdates = nullptr; } for (int i = 0; i < INSTANCE_COUNT; ++i) { char *p = d.ubuf[i]->beginFullDynamicBufferUpdateForCurrentFrame(); QMatrix4x4 mvp = m_proj; mvp.rotate(d.rot, 0, 1, 0); mvp.scale(0.05f); memcpy(p, mvp.constData(), 64); // float *v = reinterpret_cast(p + 64); // v[0] = d.instData[i].x; // v[1] = d.instData[i].y; // v[2] = d.instData[i].z; memcpy(p + 64, &d.instData[i].x, 4); memcpy(p + 68, &d.instData[i].y, 4); memcpy(p + 72, &d.instData[i].z, 4); // v = reinterpret_cast(p + 80); // v[0] = d.instData[i].r; // v[1] = d.instData[i].g; // v[2] = d.instData[i].b; memcpy(p + 80, &d.instData[i].r, 4); memcpy(p + 84, &d.instData[i].g, 4); memcpy(p + 88, &d.instData[i].b, 4); d.ubuf[i]->endFullDynamicBufferUpdateForCurrentFrame(); } cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u, QRhiCommandBuffer::DoNotTrackResourcesForCompute); for (int i = 0; i < INSTANCE_COUNT; ++i) { cb->setGraphicsPipeline(d.ps); if (i == 0) cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); cb->setShaderResources(d.srb[i]); const QRhiCommandBuffer::VertexInput vbufBinding[] = { { d.vbuf, 0 }, }; cb->setVertexInput(0, 1, vbufBinding); cb->draw(36); } cb->endPass(); d.rot += 0.1f; }