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/****************************************************************************
**
** 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 "Qt3DSRenderTestFboMsaa.h"
#include "../Qt3DSRenderTestMathUtil.h"
#include "render/Qt3DSRenderShaderProgram.h"
using namespace qt3ds;
using namespace qt3ds::render;
static const char *PassthroughVertShader()
{
return "uniform mat4 mat_mvp;\n"
"attribute vec3 attr_pos; // Vertex pos\n"
"void main()\n"
"{\n"
" gl_Position = mat_mvp * vec4(attr_pos, 1.0);\n"
"}\n";
}
static const char *SimpleFragShader()
{
return "#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform vec3 color;\n"
"void main()\n"
"{\n"
"gl_FragColor = vec4( color, 1.0);\n"
"}\n";
}
struct Vertex
{
QT3DSVec3 positions;
};
static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0) },
{ QT3DSVec3(0.9, -0.9, 0) },
{ QT3DSVec3(0.0, 0.9, 0) } };
NVRenderTestFboMsaa::NVRenderTestFboMsaa()
{
_curTest = 0;
_maxColumn = 4;
}
NVRenderTestFboMsaa::~NVRenderTestFboMsaa()
{
}
bool NVRenderTestFboMsaa::isSupported(NVRenderContext *context)
{
NVRenderContextType ctxType = context->GetRenderContextType();
NVRenderContextType nonSupportedFlags(NVRenderContextValues::GL2 | NVRenderContextValues::GLES2
| NVRenderContextValues::GLES3);
// This is currently only supported on >= GL3 && >= GLES 3.1
if ((ctxType & nonSupportedFlags))
return false;
return true;
}
bool NVRenderTestFboMsaa::run(NVRenderContext *context, userContextData *pUserData)
{
if (!setupResolveFbo(context, pUserData))
return false;
bool success = true;
// conpute cell width
_cellSize = pUserData->winWidth / _maxColumn;
context->SetRenderTarget(NULL);
context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f));
context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth));
success &= simpleMsaaTest(context, pUserData);
_curTest++;
// cleanup
context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
return success;
}
inline NVConstDataRef<QT3DSI8> toRef(const char *data)
{
size_t len = strlen(data) + 1;
return NVConstDataRef<QT3DSI8>((const QT3DSI8 *)data, (QT3DSU32)len);
}
bool NVRenderTestFboMsaa::renderTriangle(NVRenderContext *context, QT3DSVec3 color)
{
NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer;
NVScopedRefCounted<NVRenderAttribLayout> mAttribLayout;
NVScopedRefCounted<NVRenderInputAssembler> mInputAssembler;
NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer;
QT3DSMat44 mvp = QT3DSMat44::createIdentity();
NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10);
// create shaders
NVRenderVertFragCompilationResult compResult =
context->CompileSource("NVRenderTestBackendQuery shader", toRef(PassthroughVertShader()),
toRef(SimpleFragShader()));
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 = 3 * sizeof(Vertex);
NVDataRef<QT3DSU8> vertData((QT3DSU8 *)vertexPositions, bufSize);
mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize,
3 * sizeof(QT3DSF32), vertData);
if (!mVertexBuffer) {
qWarning() << "NVRenderTestFboMsaa: 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));
if (!mInputAssembler) {
qWarning() << "NVRenderTestFboMsaa: 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);
// set color
compResult.mShader->SetPropertyValue("color", color);
context->SetDepthTestEnabled(true);
context->SetDepthWriteEnabled(true);
// draw
context->Draw(NVRenderDrawMode::Triangles, 3, 0);
context->SetActiveShader(0);
compResult.mShader->release();
return true;
}
bool NVRenderTestFboMsaa::setupResolveFbo(NVRenderContext *context, userContextData *pUserData)
{
// color texture
m_ResolveColorTexture = context->CreateTexture2D();
m_ResolveColorTexture->SetTextureData(NVDataRef<QT3DSU8>(), 0, pUserData->winWidth,
pUserData->winHeight, NVRenderTextureFormats::RGBA8);
// depth texture
m_ResolveDepthTexture = context->CreateTexture2D();
m_ResolveDepthTexture->SetTextureData(NVDataRef<QT3DSU8>(), 0, pUserData->winWidth,
pUserData->winHeight, NVRenderTextureFormats::Depth24);
// create resolve FBO
m_ResolveFbo = context->CreateFrameBuffer();
m_ResolveFbo->Attach(NVRenderFrameBufferAttachments::Color0,
NVRenderTextureOrRenderBuffer(*m_ResolveColorTexture));
m_ResolveFbo->Attach(NVRenderFrameBufferAttachments::Depth,
NVRenderTextureOrRenderBuffer(*m_ResolveDepthTexture));
return m_ResolveFbo->IsComplete();
}
bool NVRenderTestFboMsaa::simpleMsaaTest(NVRenderContext *context, userContextData *pUserData)
{
// create a multisampled FBO
NVScopedRefCounted<NVRenderFrameBuffer> msFBO;
NVScopedRefCounted<NVRenderTexture2D> msColorTexture;
NVScopedRefCounted<NVRenderTexture2D> msDepth24Texture;
msColorTexture = context->CreateTexture2D();
msColorTexture->SetTextureDataMultisample(4, pUserData->winWidth, pUserData->winHeight,
NVRenderTextureFormats::RGBA8);
msDepth24Texture = context->CreateTexture2D();
msDepth24Texture->SetTextureDataMultisample(4, pUserData->winWidth, pUserData->winHeight,
NVRenderTextureFormats::Depth24);
msFBO = context->CreateFrameBuffer();
msFBO->Attach(NVRenderFrameBufferAttachments::Color0,
NVRenderTextureOrRenderBuffer(*msColorTexture),
NVRenderTextureTargetType::Texture2D_MS);
msFBO->Attach(NVRenderFrameBufferAttachments::Depth,
NVRenderTextureOrRenderBuffer(*msDepth24Texture),
NVRenderTextureTargetType::Texture2D_MS);
if (!msFBO->IsComplete())
return false;
// clear and draw to multisampled buffer
context->SetRenderTarget(msFBO);
context->SetMultisampleEnabled(true);
context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f));
context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth));
renderTriangle(context, qt3ds::QT3DSVec3(0.0, 1.0, 0.0));
context->SetMultisampleEnabled(false);
// do resolve blit
// first we must setup the render target
context->SetRenderTarget(m_ResolveFbo);
// second setup read target
context->SetReadTarget(msFBO);
context->SetReadBuffer(NVReadFaces::Color0);
context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
context->BlitFramebuffer(0, 0, pUserData->winWidth, pUserData->winHeight, 0, 0,
pUserData->winWidth, pUserData->winHeight, NVRenderClearValues::Color,
NVRenderTextureMagnifyingOp::Nearest);
// copy to default buffer
// first we must setup the render target
context->SetRenderTarget(NULL);
// second setup read target
context->SetReadTarget(m_ResolveFbo);
context->SetReadBuffer(NVReadFaces::Color0);
context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
context->BlitFramebuffer(0, 0, pUserData->winWidth, pUserData->winHeight, 0, 0,
pUserData->winWidth, pUserData->winHeight, NVRenderClearValues::Color,
NVRenderTextureMagnifyingOp::Nearest);
context->SetReadTarget(NULL);
return true;
}
////////////////////////////////
// performance test
////////////////////////////////
bool NVRenderTestFboMsaa::runPerformance(NVRenderContext *context, userContextData *pUserData)
{
return true;
}
////////////////////////////////
// test cleanup
////////////////////////////////
void NVRenderTestFboMsaa::cleanup(NVRenderContext *context, userContextData *pUserData)
{
m_ResolveColorTexture->release();
m_ResolveDepthTexture->release();
m_ResolveFbo->release();
context->SetClearColor(QT3DSVec4(0.0f, .0f, .0f, 0.f));
// dummy
context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight));
context->SetRenderTarget(NULL);
}
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