/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL-EXCEPT$ ** 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. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 as published by the Free Software ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "Qt3DSRenderTestAtomicCounterBuffer.h" #include "../Qt3DSRenderTestMathUtil.h" #include "render/Qt3DSRenderAtomicCounterBuffer.h" #include "render/Qt3DSRenderShaderProgram.h" #include using namespace qt3ds; using namespace qt3ds::render; struct Vertex { QT3DSVec3 positions; }; static const char *vertShader(std::string &prog, bool binESContext) { if (binESContext) { prog += "#version 310 es\n" "precision highp float;\n" "precision highp int;\n"; } else { prog += "#version 430\n"; } prog += "uniform mat4 mat_mvp;\n" "in vec3 attr_pos; // Vertex pos\n" "void main()\n" "{\n" " gl_Position = vec4(attr_pos, 1.0);\n" "}\n"; return prog.c_str(); } static const char *fragShader(std::string &prog, bool binESContext) { if (binESContext) { prog += "#version 310 es\n" "precision highp float;\n" "precision highp int;\n"; } else { prog += "#version 430\n"; } prog += "layout(binding = 2, offset = 0) uniform atomic_uint ac_raster;\n" "out vec4 fragColor;\n" "void main()\n" "{\n" " uint counter = atomicCounterIncrement(ac_raster);\n" " float g = (float(counter)/255.0) / 255.0;\n" " fragColor = vec4(0.0, g, 0.0, 1.0);\n" "}\n"; return prog.c_str(); } NVRenderTestAtomicCounterBuffer::NVRenderTestAtomicCounterBuffer() { _curTest = 0; _maxColumn = 4; } NVRenderTestAtomicCounterBuffer::~NVRenderTestAtomicCounterBuffer() { } bool NVRenderTestAtomicCounterBuffer::isSupported(NVRenderContext *context) { // This is currently only supported on GL 4 and GLES 3.1 if (!context->IsAtomicCounterBufferSupported()) return false; return true; } //////////////////////////////// // test for functionality //////////////////////////////// inline NVConstDataRef toRef(const char *data) { size_t len = strlen(data) + 1; return NVConstDataRef((const QT3DSI8 *)data, (QT3DSU32)len); } bool NVRenderTestAtomicCounterBuffer::run(NVRenderContext *context, userContextData *pUserData) { bool success = true; // conpute cell width _cellSize = pUserData->winWidth / _maxColumn; context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f)); context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth)); success &= rasterizerTest(context, pUserData); _curTest++; // cleanup context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); return success; } bool NVRenderTestAtomicCounterBuffer::rasterizerTest(NVRenderContext *context, userContextData *pUserData) { static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0) }, { QT3DSVec3(0.9, 0.9, 0) }, { QT3DSVec3(-0.9, 0.9, 0) }, { QT3DSVec3(-0.9, -0.9, 0) }, { QT3DSVec3(0.9, -0.9, 0) }, { QT3DSVec3(0.9, 0.9, 0) } }; NVScopedRefCounted mVertexBuffer; NVScopedRefCounted mAttribLayout; NVScopedRefCounted mInputAssembler; NVScopedRefCounted mIndexBuffer; NVScopedRefCounted mAtomicCounterBuffer; QT3DSMat44 mvp = QT3DSMat44::createIdentity(); NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); // create atomic counter buffer QT3DSU32 acCounter = 0; NVDataRef acData((QT3DSU8 *)&acCounter, sizeof(QT3DSU32)); mAtomicCounterBuffer = context->CreateAtomicCounterBuffer( "ac_buffer", NVRenderBufferUsageType::Static, sizeof(QT3DSU32), acData); if (!mAtomicCounterBuffer) { qWarning() << "NVRenderTestAtomicCounterBuffer: Failed to create atomic counter buffer"; return false; } // add a parameter CRegisteredString theACName(context->GetStringTable().RegisterStr("ac_raster")); mAtomicCounterBuffer->AddParam(theACName, 0); // create shaders std::string vtxProg; std::string frgProg; NVRenderVertFragCompilationResult compResult = context->CompileSource("NVRenderTestAtomicCounterBuffer shader", toRef(vertShader(vtxProg, isGLESContext(context))), toRef(fragShader(frgProg, isGLESContext(context)))); if (!compResult.mShader) { return false; } unsigned int curY = 0; unsigned int curX = _curTest; if (_curTest >= _maxColumn) { curY = (_curTest / _maxColumn); curX = (_curTest % _maxColumn); } // set viewport context->SetViewport(NVRenderRect(curX * _cellSize, curY * _cellSize, _cellSize, _cellSize)); // this is the layout NVRenderVertexBufferEntry entries[] = { NVRenderVertexBufferEntry("attr_pos", NVRenderComponentTypes::QT3DSF32, 3, 0), }; QT3DSU32 bufSize = 6 * sizeof(Vertex); NVDataRef vertData((QT3DSU8 *)vertexPositions, bufSize); mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, 3 * sizeof(QT3DSF32), vertData); if (!mVertexBuffer) { qWarning() << "NVRenderTestAtomicCounterBuffer: Failed to create vertex buffer"; return false; } // create our attribute layout mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 1)); // create input Assembler QT3DSU32 strides = mVertexBuffer->GetStride(); QT3DSU32 offsets = 0; mInputAssembler = context->CreateInputAssembler( mAttribLayout, toConstDataRef(&mVertexBuffer.mPtr, 1), mIndexBuffer.mPtr, toConstDataRef(&strides, 1), toConstDataRef(&offsets, 1), NVRenderDrawMode::Triangles); if (!mInputAssembler) { qWarning() << "NVRenderTestAtomicCounterBuffer: Failed to create input assembler"; return false; } // make input assembler active context->SetInputAssembler(mInputAssembler); // set program context->SetActiveShader(compResult.mShader); compResult.mShader->SetPropertyValue("mat_mvp", mvp); qt3ds::render::NVRenderCachedShaderBuffer atomicBuffer( "ac_buffer", *compResult.mShader); atomicBuffer.Set(); context->SetDepthTestEnabled(true); context->SetDepthWriteEnabled(true); // draw context->Draw(mInputAssembler->GetPrimitiveType(), 6, 0); context->SetActiveShader(0); compResult.mShader->release(); return true; } //////////////////////////////// // performance test //////////////////////////////// bool NVRenderTestAtomicCounterBuffer::runPerformance(NVRenderContext *context, userContextData *pUserData) { return true; } //////////////////////////////// // test cleanup //////////////////////////////// void NVRenderTestAtomicCounterBuffer::cleanup(NVRenderContext *context, userContextData *pUserData) { context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f)); // dummy context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); }