/**************************************************************************** ** ** Copyright (C) 2018 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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "../shared/examplefw.h" #include "../shared/cube.h" #include struct { QRhiBuffer *vbuf = nullptr; QRhiBuffer *ubuf = nullptr; QRhiTexture *tex = nullptr; QRhiSampler *sampler = nullptr; QRhiShaderResourceBindings *srb = nullptr; QRhiGraphicsPipeline *ps = nullptr; QVector releasePool; float rotation = 0; QRhiResourceUpdateBatch *initialUpdates = nullptr; int frameCount = 0; QImage customImage; QRhiTexture *newTex = nullptr; QRhiTexture *importedTex = nullptr; int testStage = 0; QRhiShaderResourceBinding bindings[2]; } d; void Window::customInit() { d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); d.releasePool << d.vbuf; d.vbuf->build(); d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); d.releasePool << d.ubuf; d.ubuf->build(); QImage baseImage(QLatin1String(":/qt256.png")); d.tex = m_r->newTexture(QRhiTexture::RGBA8, baseImage.size(), 1, QRhiTexture::UsedAsTransferSource); d.releasePool << d.tex; d.tex->build(); // As an alternative to what some of the other examples do, prepare an // update batch right here instead of relying on vbufReady and similar flags. d.initialUpdates = m_r->nextResourceUpdateBatch(); d.initialUpdates->uploadStaticBuffer(d.vbuf, cube); qint32 flip = 0; d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip); d.initialUpdates->uploadTexture(d.tex, baseImage); 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.bindings[0] = QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf); d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler); d.srb->setBindings(d.bindings, d.bindings + 2); d.srb->build(); d.ps = m_r->newGraphicsPipeline(); d.releasePool << d.ps; d.ps->setDepthTest(true); d.ps->setDepthWrite(true); d.ps->setDepthOp(QRhiGraphicsPipeline::Less); d.ps->setCullMode(QRhiGraphicsPipeline::Back); d.ps->setFrontFace(QRhiGraphicsPipeline::CCW); const QShader vs = getShader(QLatin1String(":/texture.vert.qsb")); if (!vs.isValid()) qFatal("Failed to load shader pack (vertex)"); const QShader fs = getShader(QLatin1String(":/texture.frag.qsb")); if (!fs.isValid()) qFatal("Failed to load shader pack (fragment)"); d.ps->setShaderStages({ { QRhiShaderStage::Vertex, vs }, { QRhiShaderStage::Fragment, fs } }); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 3 * sizeof(float) }, { 2 * sizeof(float) } }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float3, 0 }, { 1, 1, QRhiVertexInputAttribute::Float2, 0 } }); d.ps->setVertexInputLayout(inputLayout); d.ps->setShaderResourceBindings(d.srb); d.ps->setRenderPassDescriptor(m_rp); d.ps->build(); d.customImage = QImage(128, 64, QImage::Format_RGBA8888); d.customImage.fill(Qt::red); QPainter painter(&d.customImage); // the text may look different on different platforms, so no guarantee the // output on the screen will be identical everywhere painter.drawText(5, 25, "Hello world"); painter.end(); } void Window::customRelease() { qDeleteAll(d.releasePool); d.releasePool.clear(); } void Window::customRender() { QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch(); // take the initial set of updates, if this is the first frame if (d.initialUpdates) { u->merge(d.initialUpdates); d.initialUpdates->release(); d.initialUpdates = nullptr; } d.rotation += 1.0f; QMatrix4x4 mvp = m_proj; mvp.scale(0.5f); mvp.rotate(d.rotation, 0, 1, 0); u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData()); if (d.frameCount > 0 && (d.frameCount % 100) == 0) { d.testStage += 1; qDebug("testStage = %d", d.testStage); // Partially change the texture. if (d.testStage == 1) { QRhiTextureSubresourceUploadDescription mipDesc(d.customImage); // The image here is smaller than the original. Use a non-zero position // to make it more interesting. mipDesc.setDestinationTopLeft(QPoint(100, 20)); QRhiTextureUploadDescription desc({ 0, 0, mipDesc }); u->uploadTexture(d.tex, desc); } // Exercise image copying. if (d.testStage == 2) { const QSize sz = d.tex->pixelSize(); d.newTex = m_r->newTexture(QRhiTexture::RGBA8, sz); d.releasePool << d.newTex; d.newTex->build(); QImage empty(sz.width(), sz.height(), QImage::Format_RGBA8888); empty.fill(Qt::blue); u->uploadTexture(d.newTex, empty); // Copy the left-half of tex to the right-half of newTex, while // leaving the left-half of newTex blue. Keep a 20 pixel gap at // the top. QRhiTextureCopyDescription desc; desc.setSourceTopLeft(QPoint(0, 20)); desc.setPixelSize(QSize(sz.width() / 2, sz.height() - 20)); desc.setDestinationTopLeft(QPoint(sz.width() / 2, 20)); u->copyTexture(d.newTex, d.tex, desc); // Now replace d.tex with d.newTex as the shader resource. d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.newTex, d.sampler); d.srb->setBindings(d.bindings, d.bindings + 2); // "rebuild", whatever that means for a given backend. This srb is // already live as the ps in the setGraphicsPipeline references it, // but that's fine. Changes will be picked up automatically. d.srb->build(); } // Exercise simple, full texture copy. if (d.testStage == 4) u->copyTexture(d.newTex, d.tex); // Now again upload customImage but this time only a part of it. if (d.testStage == 5) { QRhiTextureSubresourceUploadDescription mipDesc(d.customImage); mipDesc.setDestinationTopLeft(QPoint(10, 120)); mipDesc.setSourceSize(QSize(50, 40)); mipDesc.setSourceTopLeft(QPoint(20, 10)); QRhiTextureUploadDescription desc({ 0, 0, mipDesc }); u->uploadTexture(d.newTex, desc); } // Exercise texture object export/import. if (d.testStage == 6) { const QRhiTexture::NativeTexture nativeTexture = d.tex->nativeTexture(); if (nativeTexture.object) { #if defined(Q_OS_MACOS) || defined(Q_OS_IOS) if (graphicsApi == Metal) { qDebug() << "Metal texture: " << *(void**)nativeTexture.object; // Now could cast to id and do something with // it, keeping in mind that copy operations are only done // in beginPass, while rendering into a texture may only // have proper results in current_frame + 2, or after a // finish(). The QRhiTexture still owns the native object. } #endif // omit for other backends, the idea is the same d.importedTex = m_r->newTexture(QRhiTexture::RGBA8, d.tex->pixelSize()); d.releasePool << d.importedTex; if (!d.importedTex->buildFrom(nativeTexture)) qWarning("Texture import failed"); // now d.tex and d.importedTex use the same MTLTexture // underneath (owned by d.tex) // switch to showing d.importedTex d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.importedTex, d.sampler); d.srb->setBindings(d.bindings, d.bindings + 2); d.srb->build(); } else { qWarning("Accessing native texture object is not supported"); } } // Exercise uploading uncompressed data without a QImage. if (d.testStage == 7) { d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.newTex, d.sampler); d.srb->setBindings(d.bindings, d.bindings + 2); d.srb->build(); const QSize sz(221, 139); QByteArray data; data.resize(sz.width() * sz.height() * 4); for (int y = 0; y < sz.height(); ++y) { uchar *p = reinterpret_cast(data.data()) + y * sz.width() * 4; for (int x = 0; x < sz.width(); ++x) { *p++ = 0; *p++ = 0; *p++ = y * (255 / sz.height()); *p++ = 255; } } QRhiTextureSubresourceUploadDescription mipDesc(data.constData(), data.size()); mipDesc.setSourceSize(sz); mipDesc.setDestinationTopLeft(QPoint(5, 25)); QRhiTextureUploadDescription desc({ 0, 0, mipDesc }); u->uploadTexture(d.newTex, desc); } } QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer(); const QSize outputSizeInPixels = m_sc->currentPixelSize(); cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u); cb->setGraphicsPipeline(d.ps); cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); cb->setShaderResources(); const QRhiCommandBuffer::VertexInput vbufBindings[] = { { d.vbuf, 0 }, { d.vbuf, 36 * 3 * sizeof(float) } }; cb->setVertexInput(0, 2, vbufBindings); cb->draw(36); cb->endPass(); d.frameCount += 1; }