Add an option to exercise MSAA in the multiview test

Task-number: QTBUG-114790
Change-Id: Id9378abb13e56062bf1db6c7360595b7a2f1afc6
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
This commit is contained in:
Laszlo Agocs 2023-06-22 11:29:52 +02:00
parent 2f619c2ddf
commit 2574b4bb40

View File

@ -10,6 +10,12 @@
// twice, whereas with modern hardware it can be expected to be implemented
// more efficiently, but that's hidden from us)
// Toggle this to exercise 4x MSAA for the texture array that is the render
// target of the multiview render pass. The elements written by the multiview
// render pass get resolved to a non-multisample texture array at the end of
// the pass.
static bool MSAA = false;
static float quadVertexData[] =
{ // Y up, CCW
-0.5f, 0.5f, 0.0f, 0.0f,
@ -42,6 +48,7 @@ struct {
QRhiResourceUpdateBatch *initialUpdates = nullptr;
QMatrix4x4 winProj;
QRhiTexture *tex = nullptr;
QRhiTexture *resolveTex = nullptr; // only if MSAA is true
QRhiShaderResourceBindings *srb[2] = {};
QRhiBuffer *triUbuf = nullptr;
@ -55,16 +62,40 @@ void Window::customInit()
if (!m_r->isFeatureSupported(QRhi::MultiView))
qFatal("Multiview is not supported");
int sampleCount = 1;
if (MSAA) {
qDebug("Using 4x MSAA for the multiview render pass");
sampleCount = 4;
}
// texture array with 2 elements, e.g. 0 is left eye, 1 is right
d.tex = m_r->newTextureArray(QRhiTexture::RGBA8, 2, QSize(512, 512), 1, QRhiTexture::RenderTarget);
d.tex = m_r->newTextureArray(QRhiTexture::RGBA8, 2, QSize(512, 512), sampleCount, QRhiTexture::RenderTarget);
d.releasePool << d.tex;
d.tex->create();
if (MSAA) {
d.resolveTex = m_r->newTextureArray(QRhiTexture::RGBA8, 2, QSize(512, 512), 1, QRhiTexture::RenderTarget);
d.releasePool << d.resolveTex;
d.resolveTex->create();
}
// set up the multiview render target
QRhiColorAttachment multiViewAtt(d.tex);
// using array elements 0 and 1
multiViewAtt.setLayer(0);
multiViewAtt.setMultiViewCount(2); // the view count must be set both on the render target and the pipeline
// On-screen we work with a non-MSAA texture array, so the fragment shader
// does not need to deal with sampler2DMSArray, but can use sampler2DArray
// regardless of using multisampling or not. This means using an extra
// non-MSAA 2D texture array into which both array elements get resolved at
// the end of the multiview render pass.
QRhiTexture *textureForOnscreenView = d.tex;
if (MSAA) {
multiViewAtt.setResolveTexture(d.resolveTex);
textureForOnscreenView = d.resolveTex;
}
QRhiTextureRenderTargetDescription rtDesc(multiViewAtt);
d.rt = m_r->newTextureRenderTarget(rtDesc);
d.releasePool << d.rt;
@ -99,8 +130,9 @@ void Window::customInit()
d.releasePool << srb;
srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage,
d.ubuf, i * oneRoundedUniformBlockSize, 72),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
d.ubuf, i * oneRoundedUniformBlockSize, 72),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage,
textureForOnscreenView, d.sampler)
});
srb->create();
d.srb[i] = srb;
@ -163,6 +195,7 @@ void Window::customInit()
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float3, quint32(2 * sizeof(float)) }
});
d.triPs->setSampleCount(sampleCount);
d.triPs->setVertexInputLayout(inputLayout);
d.triPs->setShaderResourceBindings(d.triSrb);
d.triPs->setRenderPassDescriptor(d.rtRp);