/**************************************************************************** ** ** 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 "Qt3DSRenderTestComputeShader.h" #include "../Qt3DSRenderTestMathUtil.h" #include "render/Qt3DSRenderImageTexture.h" #include "render/Qt3DSRenderStorageBuffer.h" #include "render/Qt3DSRenderShaderProgram.h" #include using namespace qt3ds; using namespace qt3ds::render; 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 400\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 *vertTexShader(std::string &prog, bool binESContext) { if (binESContext) { prog += "#version 310 es\n" "precision highp float;\n" "precision highp int;\n"; } else { prog += "#version 400\n"; } prog += "uniform mat4 mat_mvp;\n" "in vec3 attr_pos; // Vertex pos\n" "in vec2 attr_uv; // texture coord\n" "out vec2 varTexCoord;\n" "void main()\n" "{\n" " gl_Position = vec4(attr_pos, 1.0);\n" " varTexCoord = attr_uv;\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 400\n"; } prog += "uniform vec3 color;\n" "out vec4 fragColor;\n" "void main()\n" "{\n" " fragColor = vec4(color, 1.0);\n" "}\n"; return prog.c_str(); } static const char *fragTexShader(std::string &prog, bool binESContext) { if (binESContext) { prog += "#version 310 es\n" "precision highp float;\n" "precision highp int;\n"; } else { prog += "#version 400\n"; } prog += "uniform sampler2D inTex;\n" "in vec2 varTexCoord;\n" "out vec4 fragColor;\n" "void main()\n" "{\n" " fragColor = texture(inTex, varTexCoord);\n" "}\n"; return prog.c_str(); } static const char *computeShader(std::string &prog, bool binESContext) { if (binESContext) { prog += "#version 310 es\n" "#extension GL_ARB_compute_shader : enable\n" "precision highp float;\n" "precision highp int;\n"; } else { prog += "#version 430\n" "#extension GL_ARB_compute_shader : enable\n"; } prog += "// Set workgroup layout;\n" "layout (local_size_x =16, local_size_y = 16) in;\n\n" "void main()\n" "{\n" " // do nothing\n" "}\n"; return prog.c_str(); } static const char *computeWorkShader(std::string &prog, bool binESContext) { if (binESContext) { prog += "#version 310 es\n" "#extension GL_ARB_compute_shader : enable\n" "precision highp float;\n" "precision highp int;\n" "precision mediump image2D;\n"; } else { prog += "#version 430\n" "#extension GL_ARB_compute_shader : enable\n"; } prog += "// Set workgroup layout;\n" "layout (local_size_x = 32, local_size_y = 32) in;\n\n" "layout (rgba8, binding = 2) uniform image2D outputImage;\n\n" "void main()\n" "{\n" " imageStore( outputImage, ivec2(gl_GlobalInvocationID.xy), vec4( " "vec2(gl_LocalInvocationID.xy) / vec2(gl_WorkGroupSize.xy), 0.0, 1.0 ) );\n" "}\n"; return prog.c_str(); } static const char *computeStorageShader(std::string &prog, bool binESContext) { if (binESContext) { prog += "#version 310 es\n" "#extension GL_ARB_compute_shader : enable\n" "#extension GL_ARB_shader_storage_buffer_object : enable\n" "precision highp float;\n" "precision highp int;\n"; } else { prog += "#version 430\n" "#extension GL_ARB_compute_shader : enable\n" "#extension GL_ARB_shader_storage_buffer_object : enable\n"; } prog += "layout( std140, binding=4 ) buffer Pos\n" "{\n" " vec4 Positions[ ]; // array of positions\n" "};\n" "// Set workgroup layout;\n" "layout (local_size_x = 32, local_size_y = 1) in;\n\n" "void main()\n" "{\n" " uint gid = gl_GlobalInvocationID.x;\n" " if ( gid < uint(1000) ) {\n" " Positions[gid].x = float(gl_GlobalInvocationID.x);\n" " }\n" "}\n"; return prog.c_str(); } struct Vertex { QT3DSVec3 positions; QT3DSVec2 texCoord; }; NVRenderTestComputeShader::NVRenderTestComputeShader() { _curTest = 0; _maxColumn = 4; } NVRenderTestComputeShader::~NVRenderTestComputeShader() { } bool NVRenderTestComputeShader::isSupported(NVRenderContext *context) { return context->IsComputeSupported(); } //////////////////////////////// // test for functionality //////////////////////////////// inline NVConstDataRef toRef(const char *data) { size_t len = strlen(data) + 1; return NVConstDataRef((const QT3DSI8 *)data, (QT3DSU32)len); } bool NVRenderTestComputeShader::run(NVRenderContext *context, userContextData *pUserData) { bool success = true; context->SetRenderTarget(NULL); // conpute cell width _cellSize = pUserData->winWidth / _maxColumn; context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 1.f)); context->Clear(NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth)); success &= computeCompile(context, pUserData); _curTest++; success &= computeWorkgroup(context, pUserData); _curTest++; success &= computeStorage(context, pUserData); _curTest++; return success; } bool NVRenderTestComputeShader::computeCompile(NVRenderContext *context, userContextData *pUserData) { static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, { QT3DSVec3(0.9, -0.9, 0), QT3DSVec2(0, 0) }, { QT3DSVec3(0.0, 0.9, 0), QT3DSVec2(0, 0) } }; qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); NVScopedRefCounted mVertexBuffer; NVScopedRefCounted mAttribLayout; NVScopedRefCounted mInputAssembler; NVScopedRefCounted mIndexBuffer; QT3DSMat44 mvp = QT3DSMat44::createIdentity(); NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); // create shaders std::string vtxProg; std::string frgProg; NVRenderVertFragCompilationResult compResult = context->CompileSource( "NVRenderTestComputeShader 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 = 3 * sizeof(Vertex); NVDataRef vertData((QT3DSU8 *)vertexPositions, bufSize); mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, 5 * sizeof(QT3DSF32), vertData); if (!mVertexBuffer) { qWarning() << "NVRenderTestComputeShader: 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() << "NVRenderTestComputeShader: Failed to create input assembler"; return false; } // create a compute shader which does nothing just as a compile check std::string computeProg; NVRenderVertFragCompilationResult computeResult = context->CompileComputeSource( "Compute nothing shader", toRef(computeShader(computeProg, isGLESContext(context)))); if (!computeResult.mShader) { color.x = 1.0; color.y = 0.0; } // 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(mInputAssembler->GetPrimitiveType(), 3, 0); context->SetActiveShader(0); compResult.mShader->release(); if (computeResult.mShader) computeResult.mShader->release(); return true; } #define WORKGROUP_SIZE 32 bool NVRenderTestComputeShader::computeWorkgroup(NVRenderContext *context, userContextData *pUserData) { static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, { QT3DSVec3(0.9, 0.9, 0), QT3DSVec2(1, 1) }, { QT3DSVec3(-0.9, 0.9, 0), QT3DSVec2(0, 1) }, { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, { QT3DSVec3(0.9, -0.9, 0), QT3DSVec2(1, 0) }, { QT3DSVec3(0.9, 0.9, 0), QT3DSVec2(1, 1) } }; qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); // create texture NVScopedRefCounted mColorTexture; mColorTexture = context->CreateTexture2D(); mColorTexture->SetTextureStorage(1, pUserData->winWidth, pUserData->winHeight, NVRenderTextureFormats::RGBA8); // create a image buffer wrapper NVScopedRefCounted mColorImage; mColorImage = context->CreateImage2D(mColorTexture, NVRenderImageAccessType::Write); NVScopedRefCounted mVertexBuffer; NVScopedRefCounted mAttribLayout; NVScopedRefCounted mInputAssembler; NVScopedRefCounted mIndexBuffer; QT3DSMat44 mvp = QT3DSMat44::createIdentity(); NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); // create shaders std::string vtxProg; std::string frgProg; NVRenderVertFragCompilationResult compResult = context->CompileSource( "NVRenderTestComputeShader shader", toRef(vertTexShader(vtxProg, isGLESContext(context))), toRef(fragTexShader(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), NVRenderVertexBufferEntry("attr_uv", NVRenderComponentTypes::QT3DSF32, 2, 12), }; QT3DSU32 bufSize = 6 * sizeof(Vertex); NVDataRef vertData((QT3DSU8 *)vertexPositions, bufSize); mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, 5 * sizeof(QT3DSF32), vertData); if (!mVertexBuffer) { qWarning() << "NVRenderTestComputeShader: Failed to create vertex buffer"; return false; } // create our attribute layout mAttribLayout = context->CreateAttributeLayout(toConstDataRef(entries, 2)); // 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() << "NVRenderTestComputeShader: Failed to create input assembler"; return false; } // create a compute shader which outputs the workgroups as color codes std::string computeProg; NVRenderVertFragCompilationResult computeResult = context->CompileComputeSource( "Compute workgroup shader", toRef(computeWorkShader(computeProg, isGLESContext(context)))); if (!computeResult.mShader) { qWarning() << "NVRenderTestComputeShader: Failed to create compute shader"; return false; } // set program context->SetActiveShader(computeResult.mShader); NVRenderCachedShaderProperty mOutputImage("outputImage", *computeResult.mShader); mOutputImage.Set(mColorImage); // run compute shader context->DispatchCompute(computeResult.mShader, pUserData->winWidth / WORKGROUP_SIZE, pUserData->winHeight / WORKGROUP_SIZE, 1); NVRenderBufferBarrierFlags flags(NVRenderBufferBarrierValues::ShaderImageAccess); // sync context->SetMemoryBarrier(flags); // 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); // set texture NVRenderCachedShaderProperty mInputImage("inTex", *compResult.mShader); mInputImage.Set(mColorTexture); context->SetDepthTestEnabled(true); context->SetDepthWriteEnabled(true); // draw context->Draw(mInputAssembler->GetPrimitiveType(), 6, 0); context->SetActiveShader(0); compResult.mShader->release(); if (computeResult.mShader) computeResult.mShader->release(); return true; } bool NVRenderTestComputeShader::computeStorage(NVRenderContext *context, userContextData *pUserData) { static const Vertex vertexPositions[] = { { QT3DSVec3(-0.9, -0.9, 0), QT3DSVec2(0, 0) }, { QT3DSVec3(0.9, -0.9, 0), QT3DSVec2(0, 0) }, { QT3DSVec3(0.0, 0.9, 0), QT3DSVec2(0, 0) } }; qt3ds::QT3DSVec3 color(0.0, 1.0, 0.0); NVScopedRefCounted mVertexBuffer; NVScopedRefCounted mAttribLayout; NVScopedRefCounted mInputAssembler; NVScopedRefCounted mIndexBuffer; QT3DSMat44 mvp = QT3DSMat44::createIdentity(); NvGl2DemoMatrixOrtho(&mvp, -1, 1, -1, 1, -10, 10); // create vertex buffer for compute shader usage NVScopedRefCounted mComputeVertexBuffer; QT3DSF32 *storageData = new QT3DSF32[1000 * 4]; // vec 4 in shader program NVDataRef storData((QT3DSU8 *)storageData, 1000 * sizeof(QT3DSF32) * 4); mComputeVertexBuffer = context->CreateVertexBuffer( NVRenderBufferUsageType::Static, 1000 * sizeof(QT3DSF32) * 4, sizeof(QT3DSF32), storData); if (!mComputeVertexBuffer) { qWarning() << "NVRenderTestComputeShader: Failed to create compute vertex buffer"; return false; } // create storage wrapper for vertex buffer NVScopedRefCounted mComputeStorageBuffer; mComputeStorageBuffer = context->CreateStorageBuffer("Pos", NVRenderBufferUsageType::Static, 1000 * sizeof(QT3DSF32) * 4, storData, mComputeVertexBuffer.mPtr); if (!mComputeStorageBuffer) { qWarning() << "NVRenderTestComputeShader: Failed to create compute storage buffer"; return false; } // create shaders std::string vtxProg; std::string frgProg; NVRenderVertFragCompilationResult compResult = context->CompileSource( "NVRenderTestComputeShader 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 = 3 * sizeof(Vertex); NVDataRef vertData((QT3DSU8 *)vertexPositions, bufSize); mVertexBuffer = context->CreateVertexBuffer(NVRenderBufferUsageType::Static, bufSize, 5 * sizeof(QT3DSF32), vertData); if (!mVertexBuffer) { qWarning() << "NVRenderTestComputeShader: 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() << "NVRenderTestComputeShader: Failed to create input assembler"; return false; } // create a compute shader which places id's into the buffer std::string computeProg; NVRenderVertFragCompilationResult computeResult = context->CompileComputeSource( "Compute storage shader", toRef(computeStorageShader(computeProg, isGLESContext(context)))); if (!computeResult.mShader) { qWarning() << "NVRenderTestComputeShader: Failed to create compute shader"; return false; } // set and run compute program context->SetActiveShader(computeResult.mShader); qt3ds::render::NVRenderCachedShaderBuffer storageBuffer( "Pos", *computeResult.mShader); storageBuffer.Set(); // run compute shader context->DispatchCompute(computeResult.mShader, 1024 / WORKGROUP_SIZE, 1, 1); NVRenderBufferBarrierFlags flags(NVRenderBufferBarrierValues::ShaderStorage | NVRenderBufferBarrierValues::VertexAttribArray); // sync context->SetMemoryBarrier(flags); // check content bool contentOK = true; mComputeVertexBuffer->Bind(); NVDataRef pData = mComputeVertexBuffer->MapBuffer(); QT3DSF32 *fData = (QT3DSF32 *)pData.begin(); QT3DSU32 size = pData.size() / 4; for (QT3DSU32 i = 0, k = 0; i < size; i += 4, k++) { if (fData[i] != (float)k) contentOK = false; } mComputeVertexBuffer->UnmapBuffer(); if (!contentOK) { color.x = 1.0; color.y = 0.0; } // 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(mInputAssembler->GetPrimitiveType(), 3, 0); context->SetActiveShader(0); compResult.mShader->release(); if (computeResult.mShader) computeResult.mShader->release(); delete storageData; return true; } //////////////////////////////// // performance test //////////////////////////////// bool NVRenderTestComputeShader::runPerformance(NVRenderContext *context, userContextData *pUserData) { return true; } //////////////////////////////// // test cleanup //////////////////////////////// void NVRenderTestComputeShader::cleanup(NVRenderContext *context, userContextData *pUserData) { context->SetClearColor(QT3DSVec4(.0f, .0f, .0f, 0.f)); // dummy context->SetViewport(NVRenderRect(0, 0, pUserData->winWidth, pUserData->winHeight)); }