rhi: Add queries for vertex input/output limits
Mainly because we do have legacy code in the Qt 5 graphical effects that tries to dynamically determine the max number of varyings. Make it easier to port such code. Change-Id: I846cab2c2fe7b4cd473b5ced0146ca36f1c8169b Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org> Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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@ -792,6 +792,16 @@ Q_LOGGING_CATEGORY(QRHI_LOG_INFO, "qt.rhi.general")
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implementations this may be as low as 3584 bytes (224 four component, 32
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bits per component vectors). Elsewhere the value is typically 16384 (1024
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vec4s) or 65536 (4096 vec4s).
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\value MaxVertexInputs The number of input attributes to the vertex shader.
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The location in a QRhiVertexInputAttribute must be in range \c{[0,
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MaxVertexInputs-1]}. The value may be as low as 8 with OpenGL ES 2.0.
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Elsewhere, typical values are 16, 31, or 32.
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\value MaxVertexOutputs The maximum number of outputs (4 component vector
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\c out variables) from the vertex shader. The value may be as low as 8 with
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OpenGL ES 2.0, and 15 with OpenGL ES 3.0 and some Metal devices. Elsewhere,
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a typical value is 32.
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*/
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/*!
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@ -1678,7 +1678,9 @@ public:
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MaxThreadGroupY,
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MaxThreadGroupZ,
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TextureArraySizeMax,
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MaxUniformBufferRange
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MaxUniformBufferRange,
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MaxVertexInputs,
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MaxVertexOutputs
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};
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~QRhi();
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@ -124,6 +124,10 @@ QT_BEGIN_NAMESPACE
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#define D3D11_1_UAV_SLOT_COUNT 64
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#endif
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#ifndef D3D11_VS_INPUT_REGISTER_COUNT
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#define D3D11_VS_INPUT_REGISTER_COUNT 32
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#endif
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QRhiD3D11::QRhiD3D11(QRhiD3D11InitParams *params, QRhiD3D11NativeHandles *importParams)
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: ofr(this),
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deviceCurse(this)
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@ -583,6 +587,10 @@ int QRhiD3D11::resourceLimit(QRhi::ResourceLimit limit) const
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return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
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case QRhi::MaxUniformBufferRange:
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return 65536;
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case QRhi::MaxVertexInputs:
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return D3D11_VS_INPUT_REGISTER_COUNT;
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case QRhi::MaxVertexOutputs:
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return D3D11_VS_OUTPUT_REGISTER_COUNT;
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default:
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Q_UNREACHABLE();
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return 0;
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@ -430,6 +430,18 @@ QT_BEGIN_NAMESPACE
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#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
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#endif
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#ifndef GL_MAX_VARYING_COMPONENTS
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#define GL_MAX_VARYING_COMPONENTS 0x8B4B
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#endif
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#ifndef GL_MAX_VARYING_FLOATS
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#define GL_MAX_VARYING_FLOATS 0x8B4B
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#endif
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#ifndef GL_MAX_VARYING_VECTORS
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#define GL_MAX_VARYING_VECTORS 0x8DFC
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#endif
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/*!
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Constructs a new QRhiGles2InitParams.
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@ -849,6 +861,23 @@ bool QRhiGles2::create(QRhi::Flags flags)
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caps.maxUniformVectors = qMin(maxVertexUniformComponents, maxFragmentUniformComponents) / 4;
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}
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f->glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &caps.maxVertexInputs);
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if (caps.gles) {
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f->glGetIntegerv(GL_MAX_VARYING_VECTORS, &caps.maxVertexOutputs);
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} else if (caps.ctxMajor >= 3) {
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GLint components = 0;
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f->glGetIntegerv(GL_MAX_VARYING_COMPONENTS, &components);
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caps.maxVertexOutputs = components / 4;
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} else {
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// OpenGL before 3.0 only has this, and not the same as
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// MAX_VARYING_COMPONENTS strictly speaking, but will do.
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GLint components = 0;
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f->glGetIntegerv(GL_MAX_VARYING_FLOATS, &components);
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if (components > 0)
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caps.maxVertexOutputs = components / 4;
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}
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if (!caps.gles) {
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f->glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
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f->glEnable(GL_POINT_SPRITE);
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@ -1239,6 +1268,10 @@ int QRhiGles2::resourceLimit(QRhi::ResourceLimit limit) const
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return 2048;
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case QRhi::MaxUniformBufferRange:
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return int(qMin<qint64>(INT_MAX, caps.maxUniformVectors * qint64(16)));
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case QRhi::MaxVertexInputs:
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return caps.maxVertexInputs;
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case QRhi::MaxVertexOutputs:
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return caps.maxVertexOutputs;
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default:
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Q_UNREACHABLE();
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return 0;
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@ -930,6 +930,8 @@ public:
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maxThreadGroupsY(0),
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maxThreadGroupsZ(0),
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maxUniformVectors(4096),
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maxVertexInputs(8),
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maxVertexOutputs(8),
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msaaRenderBuffer(false),
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multisampledTexture(false),
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npotTextureFull(true),
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@ -974,6 +976,8 @@ public:
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int maxThreadGroupsY;
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int maxThreadGroupsZ;
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int maxUniformVectors;
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int maxVertexInputs;
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int maxVertexOutputs;
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// Multisample fb and blit are supported (GLES 3.0 or OpenGL 3.x). Not
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// the same as multisample textures!
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uint msaaRenderBuffer : 1;
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@ -654,6 +654,10 @@ int QRhiMetal::resourceLimit(QRhi::ResourceLimit limit) const
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return 2048;
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case QRhi::MaxUniformBufferRange:
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return 65536;
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case QRhi::MaxVertexInputs:
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return 31;
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case QRhi::MaxVertexOutputs:
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return 15; // use the minimum from MTLGPUFamily1/2/3
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default:
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Q_UNREACHABLE();
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return 0;
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@ -165,6 +165,10 @@ int QRhiNull::resourceLimit(QRhi::ResourceLimit limit) const
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return 2048;
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case QRhi::MaxUniformBufferRange:
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return 65536;
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case QRhi::MaxVertexInputs:
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return 32;
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case QRhi::MaxVertexOutputs:
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return 32;
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default:
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Q_UNREACHABLE();
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return 0;
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@ -4336,6 +4336,10 @@ int QRhiVulkan::resourceLimit(QRhi::ResourceLimit limit) const
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return int(physDevProperties.limits.maxImageArrayLayers);
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case QRhi::MaxUniformBufferRange:
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return int(qMin<uint32_t>(INT_MAX, physDevProperties.limits.maxUniformBufferRange));
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case QRhi::MaxVertexInputs:
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return physDevProperties.limits.maxVertexInputAttributes;
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case QRhi::MaxVertexOutputs:
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return physDevProperties.limits.maxVertexOutputComponents / 4;
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default:
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Q_UNREACHABLE();
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return 0;
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@ -353,6 +353,9 @@ void tst_QRhi::create()
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const int framesInFlight = rhi->resourceLimit(QRhi::FramesInFlight);
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const int texArrayMax = rhi->resourceLimit(QRhi::TextureArraySizeMax);
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const int uniBufRangeMax = rhi->resourceLimit(QRhi::MaxUniformBufferRange);
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const int maxVertexInputs = rhi->resourceLimit(QRhi::MaxVertexInputs);
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const int maxVertexOutputs = rhi->resourceLimit(QRhi::MaxVertexOutputs);
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QVERIFY(texMin >= 1);
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QVERIFY(texMax >= texMin);
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QVERIFY(maxAtt >= 1);
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@ -360,6 +363,8 @@ void tst_QRhi::create()
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if (rhi->isFeatureSupported(QRhi::TextureArrays))
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QVERIFY(texArrayMax > 1);
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QVERIFY(uniBufRangeMax >= 224 * 4 * 4);
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QVERIFY(maxVertexInputs >= 8);
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QVERIFY(maxVertexOutputs >= 8);
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QVERIFY(rhi->nativeHandles());
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@ -177,6 +177,8 @@ void Window::customInit()
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qDebug("MaxThreadGroupZ: %d", m_r->resourceLimit(QRhi::MaxThreadGroupZ));
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qDebug("TextureArraySizeMax: %d", m_r->resourceLimit(QRhi::TextureArraySizeMax));
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qDebug("MaxUniformBufferRange: %d", m_r->resourceLimit(QRhi::MaxUniformBufferRange));
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qDebug("MaxVertexInputs: %d", m_r->resourceLimit(QRhi::MaxVertexInputs));
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qDebug("MaxVertexOutputs: %d", m_r->resourceLimit(QRhi::MaxVertexOutputs));
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// With Vulkan at least we should see some details from the memory allocator.
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qDebug() << m_r->graphicsMemoryAllocationStatistics();
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