rhi: Add a displacement / tessellation manual test

There is something odd when running on Metal: note how the uv
is vec3 instead of vec2, in order to make the vertex-tesc-tese
data to look like this:

struct main0_out
{
    float3 out_uv;
    float3 out_normal;
    float4 gl_Position;
};

if out_uv was float2 we'd get some strange rendering results,
perhaps due to something related to alignment. But have no means
to investigate this further.

Change-Id: I79d4edb2ddde3971c599c4326d98e99a49aa7122
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
This commit is contained in:
Laszlo Agocs 2023-01-24 16:08:56 +01:00
parent 5476973325
commit 870a3011ed
17 changed files with 505 additions and 0 deletions

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@ -32,6 +32,7 @@ add_subdirectory(geometryshader)
add_subdirectory(stenciloutline)
add_subdirectory(stereo)
add_subdirectory(tex1d)
add_subdirectory(displacement)
if(QT_FEATURE_widgets)
add_subdirectory(rhiwidget)
endif()

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@ -0,0 +1,22 @@
# Copyright (C) 2022 The Qt Company Ltd.
# SPDX-License-Identifier: BSD-3-Clause
qt_internal_add_manual_test(displacement
GUI
SOURCES
displacement.cpp
LIBRARIES
Qt::Gui
Qt::GuiPrivate
)
qt_internal_add_resource(displacement "displacement"
PREFIX
"/"
FILES
"material.vert.qsb"
"material.tesc.qsb"
"material.tese.qsb"
"material.frag.qsb"
"heightmap.png"
)

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@ -0,0 +1,6 @@
qsb --glsl 320es,410 --hlsl 50 --msl 12 --msltess material.vert -o material.vert.qsb
qsb --glsl 320es,410 --hlsl 50 --msl 12 material.frag -o material.frag.qsb
qsb --glsl 320es,410 --msl 12 --tess-mode triangles material.tesc -o material.tesc.qsb
qsb --glsl 320es,410 --msl 12 --tess-vertex-count 3 material.tese -o material.tese.qsb
qsb -r hlsl,50,material_hull.hlsl material.tesc.qsb
qsb -r hlsl,50,material_domain.hlsl material.tese.qsb

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@ -0,0 +1,8 @@
qsb --glsl 320es,410 --hlsl 50 --msl 12 --msltess material.vert -o material.vert.qsb
qsb --glsl 320es,410 --hlsl 50 --msl 12 material.frag -o material.frag.qsb
qsb --glsl 320es,410 --msl 12 --tess-mode triangles material.tesc -o material.tesc.qsb
qsb --glsl 320es,410 --msl 12 --tess-vertex-count 3 material.tese -o material.tese.qsb
qsb -r hlsl,50,material_hull.hlsl material.tesc.qsb
qsb -r hlsl,50,material_domain.hlsl material.tese.qsb

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@ -0,0 +1,222 @@
// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#define EXAMPLEFW_KEYPRESS_EVENTS
#include "../shared/examplefw.h"
#include "../shared/cube.h"
// Another tessellation test. Use the keys (info printed on debug output) to
// change the tessellation and displacement factors. Compatible with Direct 3D
// via hand-written hull and domain shaders, but this already pushes the limits
// of what is sensible when it comes to injecting hand-written HLSL code to get
// tessellation functional (cbuffer layout, resource registers all need to be
// figured out manually and works only as long as the GLSL source is not
// changing, etc.). Note that the domain shader must use SampleLevel
// (textureLod), it won't compile for ds_5_0 otherwise.
static const quint32 UBUF_SIZE = 80;
struct {
QList<QRhiResource *> releasePool;
QRhiBuffer *vbuf;
QRhiBuffer *ubuf;
QRhiTexture *tex;
QRhiSampler *sampler;
QRhiShaderResourceBindings *srb;
QRhiGraphicsPipeline *psWire;
QRhiGraphicsPipeline *psSolid;
bool rotate = true;
float rotation = 0.0f;
float viewZ = 0.0f;
float displacementAmount = 0.0f;
float tessInner = 4;
float tessOuter = 4;
bool useTex = false;
bool wireframe = true;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
} d;
void Window::customInit()
{
if (!m_r->isFeatureSupported(QRhi::Tessellation))
qFatal("Tessellation is not supported");
qDebug("Left: decrease inner tessellation factor (default is 4)\n"
"Right: increase inner tessellation factor\n"
"Up: decrease outer tessellation factor (default is 4)\n"
"Down: increase outer tessellation factor\n"
"W: move camera forward\n"
"S: move camera backwards\n"
"[: decrease displacement amount (default is 0)\n"
"]: increase displacement amount\n"
"Tab: toggle displacement texture usage (off by default)\n"
"Backspace: toggle wireframe (on by default)\n"
);
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
d.vbuf->create();
d.releasePool << d.vbuf;
d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, m_r->ubufAligned(UBUF_SIZE));
d.ubuf->create();
d.releasePool << d.ubuf;
QImage image;
image.load(":/heightmap.png");
if (image.isNull())
qFatal("Failed to load displacement map");
d.tex = m_r->newTexture(QRhiTexture::RGBA8, image.size());
d.tex->create();
d.releasePool << d.tex;
d.initialUpdates->uploadTexture(d.tex, image);
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::Repeat, QRhiSampler::Repeat);
d.releasePool << d.sampler;
d.sampler->create();
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
d.srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0,
QRhiShaderResourceBinding::TessellationControlStage
| QRhiShaderResourceBinding::TessellationEvaluationStage,
d.ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::TessellationEvaluationStage, d.tex, d.sampler)
});
d.srb->create();
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 3 * sizeof(float) },
{ 2 * sizeof(float) },
{ 3 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
{ 1, 1, QRhiVertexInputAttribute::Float2, 0 },
{ 2, 2, QRhiVertexInputAttribute::Float3, 0 }
});
const QRhiShaderStage stages[] = {
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/material.vert.qsb")) },
{ QRhiShaderStage::TessellationControl, getShader(QLatin1String(":/material.tesc.qsb")) },
{ QRhiShaderStage::TessellationEvaluation, getShader(QLatin1String(":/material.tese.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/material.frag.qsb")) }
};
d.psWire = m_r->newGraphicsPipeline();
d.releasePool << d.psWire;
d.psWire->setTopology(QRhiGraphicsPipeline::Patches);
d.psWire->setPatchControlPointCount(3);
d.psWire->setShaderStages(stages, stages + 4);
d.psWire->setDepthTest(true);
d.psWire->setDepthWrite(true);
d.psWire->setCullMode(QRhiGraphicsPipeline::Back);
d.psWire->setPolygonMode(QRhiGraphicsPipeline::Line);
d.psWire->setVertexInputLayout(inputLayout);
d.psWire->setShaderResourceBindings(d.srb);
d.psWire->setRenderPassDescriptor(m_rp);
d.psWire->create();
d.psSolid = m_r->newGraphicsPipeline();
d.releasePool << d.psSolid;
d.psSolid->setTopology(QRhiGraphicsPipeline::Patches);
d.psSolid->setPatchControlPointCount(3);
d.psSolid->setShaderStages(stages, stages + 4);
d.psSolid->setDepthTest(true);
d.psSolid->setDepthWrite(true);
d.psSolid->setCullMode(QRhiGraphicsPipeline::Back);
d.psSolid->setVertexInputLayout(inputLayout);
d.psSolid->setShaderResourceBindings(d.srb);
d.psSolid->setRenderPassDescriptor(m_rp);
d.psSolid->create();
}
void Window::customRelease()
{
qDeleteAll(d.releasePool);
d.releasePool.clear();
}
void Window::customRender()
{
const QSize outputSizeInPixels = m_sc->currentPixelSize();
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
QRhiResourceUpdateBatch *u = nullptr;
if (d.initialUpdates) {
u = d.initialUpdates;
d.initialUpdates = nullptr;
}
char *p = d.ubuf->beginFullDynamicBufferUpdateForCurrentFrame();
QMatrix4x4 mvp = m_proj;
mvp.translate(0, 0, d.viewZ);
mvp.rotate(d.rotation, 1, 1, 0);
mvp.scale(0.5f);
memcpy(p, mvp.constData(), 64);
memcpy(p + 64, &d.displacementAmount, sizeof(float));
memcpy(p + 68, &d.tessInner, sizeof(float));
memcpy(p + 72, &d.tessOuter, sizeof(float));
qint32 useTex = d.useTex ? 1 : 0;
memcpy(p + 76, &useTex, sizeof(qint32));
d.ubuf->endFullDynamicBufferUpdateForCurrentFrame();
const QRhiCommandBuffer::VertexInput vbufBinding[] = {
{ d.vbuf, 0 },
{ d.vbuf, quint32(36 * 3 * sizeof(float)) },
{ d.vbuf, quint32(36 * (3 + 2) * sizeof(float)) }
};
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u, QRhiCommandBuffer::DoNotTrackResourcesForCompute);
cb->setGraphicsPipeline(d.wireframe ? d.psWire : d.psSolid);
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
cb->setShaderResources(d.srb);
cb->setVertexInput(0, 3, vbufBinding);
cb->draw(36);
cb->endPass();
if (d.rotate)
d.rotation += 1;
}
void Window::keyPressEvent(QKeyEvent *e)
{
if (e->key() == Qt::Key_Right)
d.tessInner += 1.0f;
else if (e->key() == Qt::Key_Left)
d.tessInner -= 1.0f;
else if (e->key() == Qt::Key_Down)
d.tessOuter += 1.0f;
else if (e->key() == Qt::Key_Up)
d.tessOuter -= 1.0f;
else if (e->key() == Qt::Key_W)
d.viewZ += 0.1f;
else if (e->key() == Qt::Key_S)
d.viewZ -= 0.1f;
else if (e->key() == Qt::Key_Space)
d.rotate = !d.rotate;
else if (e->key() == Qt::Key_BracketLeft)
d.displacementAmount -= 0.1f;
else if (e->key() == Qt::Key_BracketRight)
d.displacementAmount += 0.1f;
else if (e->key() == Qt::Key_Tab)
d.useTex = !d.useTex;
else if (e->key() == Qt::Key_Backspace)
d.wireframe = !d.wireframe;
qDebug("Inner: %f Outer: %f Displacement amount: %f Use displacement map: %d",
d.tessInner, d.tessOuter, d.displacementAmount, d.useTex);
}

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@ -0,0 +1,10 @@
#version 440
layout(location = 0) out vec4 fragColor;
layout(location = 1) in vec3 in_normal;
void main()
{
fragColor = vec4((normalize(in_normal) + 1.0) / 2.0, 1.0);
}

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@ -0,0 +1,32 @@
#version 440
layout(vertices = 3) out;
layout(location = 0) in vec3 in_uv[];
layout(location = 1) in vec3 in_normal[];
layout(location = 0) out vec3 out_uv[];
layout(location = 1) out vec3 out_normal[];
layout(std140, binding = 0) uniform buf {
mat4 mvp;
float displacementAmount;
float tessInner;
float tessOuter;
int useTex;
};
void main()
{
if (gl_InvocationID == 0) {
gl_TessLevelOuter[0] = tessOuter;
gl_TessLevelOuter[1] = tessOuter;
gl_TessLevelOuter[2] = tessOuter;
gl_TessLevelInner[0] = tessInner;
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
out_uv[gl_InvocationID] = in_uv[gl_InvocationID];
out_normal[gl_InvocationID] = in_normal[gl_InvocationID];
}

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@ -0,0 +1,37 @@
#version 440
layout(triangles, fractional_odd_spacing, ccw) in;
layout(location = 0) in vec3 in_uv[];
layout(location = 1) in vec3 in_normal[];
//layout(location = 0) out vec2 out_uv;
layout(location = 1) out vec3 out_normal;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
float displacementAmount;
float tessInner;
float tessOuter;
int useTex;
};
layout(binding = 1) uniform sampler2D displacementMap;
void main()
{
vec4 pos = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position);
vec2 uv = gl_TessCoord.x * in_uv[0].xy + gl_TessCoord.y * in_uv[1].xy;
vec3 normal = normalize(gl_TessCoord.x * in_normal[0] + gl_TessCoord.y * in_normal[1] + gl_TessCoord.z * in_normal[2]);
vec4 c = texture(displacementMap, uv);
const vec3 yCoeff_709 = vec3(0.2126, 0.7152, 0.0722);
float df = dot(c.rgb, yCoeff_709);
if (useTex == 0)
df = 1.0;
vec3 displacedPos = pos.xyz + normal * df * displacementAmount;
gl_Position = mvp * vec4(displacedPos, 1.0);
// out_uv = uv;
out_normal = normal;
}

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@ -0,0 +1,15 @@
#version 440
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 uv;
layout(location = 2) in vec3 normal;
layout(location = 0) out vec3 out_uv;
layout(location = 1) out vec3 out_normal;
void main()
{
gl_Position = vec4(position, 1.0);
out_uv = vec3(uv, 0.0);
out_normal = normal;
}

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@ -0,0 +1,54 @@
struct Input
{
float edges[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
struct PatchInput
{
float3 position : POSITION;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
};
struct PixelInput
{
//float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float4 position : SV_POSITION;
};
cbuffer buf : register(b0)
{
row_major float4x4 mvp : packoffset(c0);
float displacementAmount : packoffset(c4);
float tessInner : packoffset(c4.y);
float tessOuter : packoffset(c4.z);
int useTex : packoffset(c4.w);
};
Texture2D<float4> tex : register(t1);
SamplerState texsampler : register(s1);
[domain("tri")]
PixelInput main(Input input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<PatchInput, 3> patch)
{
PixelInput output;
float3 pos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position;
float2 uv = uvwCoord.x * patch[0].uv + uvwCoord.y * patch[1].uv;
float3 normal = normalize(uvwCoord.x * patch[0].normal + uvwCoord.y * patch[1].normal + uvwCoord.z * patch[2].normal);
float4 c = tex.SampleLevel(texsampler, uv, 0.0);
const float3 yCoeff_709 = float3(0.2126, 0.7152, 0.0722);
float df = dot(c.rgb, yCoeff_709);
if (useTex == 0)
df = 1.0;
float3 displacedPos = pos + normal * df * displacementAmount;
output.position = mul(float4(displacedPos, 1.0), mvp);
//output.uv = uv;
output.normal = normal;
return output;
}

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@ -0,0 +1,52 @@
struct Input
{
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float4 position : SV_Position;
};
struct Output
{
float3 position : POSITION;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
};
struct ConstantData
{
float edges[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
cbuffer buf : register(b0)
{
row_major float4x4 mvp : packoffset(c0);
float displacementAmount : packoffset(c4);
float tessInner : packoffset(c4.y);
float tessOuter : packoffset(c4.z);
int useTex : packoffset(c4.w);
};
ConstantData patchConstFunc(InputPatch<Input, 3> ip, uint PatchID : SV_PrimitiveID )
{
ConstantData d;
d.edges[0] = tessOuter;
d.edges[1] = tessOuter;
d.edges[2] = tessOuter;
d.inside = tessInner;
return d;
}
[domain("tri")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("patchConstFunc")]
Output main(InputPatch<Input, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID)
{
Output output;
output.position = patch[pointId].position;
output.uv = patch[pointId].uv;
output.normal = patch[pointId].normal;
return output;
}

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@ -25,6 +25,8 @@
* Author: Bill Hollings <bill.hollings@brenwill.com>
*/
// Normals added by Qt.
#ifndef CUBE_H
#define CUBE_H
@ -72,6 +74,7 @@ static const float cube[] = {
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
// UVs
0.0f, 1.0f, // -X side
1.0f, 1.0f,
1.0f, 0.0f,
@ -113,6 +116,49 @@ static const float cube[] = {
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f,
// normals
-1.0, 0.0, 0.0, // -X side
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
-1.0, 0.0, 0.0,
0.0, 0.0, -1.0, // -Z side
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, 0.0, -1.0,
0.0, -1.0, 0.0, // -Y side
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, -1.0, 0.0,
0.0, 1.0, 0.0, // +Y side
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 1.0, 0.0,
1.0, 0.0, 0.0, // +X side
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 0.0, 1.0, // +Z side
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0
};
// clang-format on