rhi: Autotest rendering with uniform buffer

Change-Id: I4251f31494680c78e90a08a2b471cb1af08ecd81
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
This commit is contained in:
Laszlo Agocs 2019-10-08 11:55:56 +02:00
parent b2de7f8583
commit df0b1836b5
9 changed files with 246 additions and 0 deletions

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@ -44,3 +44,5 @@ qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simple.vert.qsb simple.vert
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simple.frag.qsb simple.frag
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simpletextured.vert.qsb simpletextured.vert
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simpletextured.frag.qsb simpletextured.frag
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o textured.vert.qsb textured.vert
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o textured.frag.qsb textured.frag

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@ -0,0 +1,19 @@
#version 440
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
float opacity;
} ubuf;
layout(binding = 1) uniform sampler2D tex;
void main()
{
vec4 c = texture(tex, uv);
c.a *= ubuf.opacity;
c.rgb *= c.a;
fragColor = c;
}

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@ -0,0 +1,19 @@
#version 440
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texcoord;
layout(location = 0) out vec2 uv;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
float opacity;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
uv = texcoord;
gl_Position = ubuf.matrix * position;
}

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@ -87,6 +87,8 @@ private slots:
void renderToTextureSimple();
void renderToTextureTexturedQuad_data();
void renderToTextureTexturedQuad();
void renderToTextureTexturedQuadAndUniformBuffer_data();
void renderToTextureTexturedQuadAndUniformBuffer();
private:
struct {
@ -1360,5 +1362,209 @@ void tst_QRhi::renderToTextureTexturedQuad()
QVERIFY(qGreen(result.pixel(214, 191)) > 2 * qBlue(result.pixel(214, 191)));
}
void tst_QRhi::renderToTextureTexturedQuadAndUniformBuffer_data()
{
rhiTestData();
}
void tst_QRhi::renderToTextureTexturedQuadAndUniformBuffer()
{
QFETCH(QRhi::Implementation, impl);
QFETCH(QRhiInitParams *, initParams);
QScopedPointer<QRhi> rhi(QRhi::create(impl, initParams, QRhi::Flags(), nullptr));
if (!rhi)
QSKIP("QRhi could not be created, skipping testing rendering");
QImage inputImage;
inputImage.load(QLatin1String(":/data/qt256.png"));
QVERIFY(!inputImage.isNull());
QScopedPointer<QRhiTexture> texture(rhi->newTexture(QRhiTexture::RGBA8, inputImage.size(), 1,
QRhiTexture::RenderTarget | QRhiTexture::UsedAsTransferSource));
QVERIFY(texture->build());
QScopedPointer<QRhiTextureRenderTarget> rt(rhi->newTextureRenderTarget({ texture.data() }));
QScopedPointer<QRhiRenderPassDescriptor> rpDesc(rt->newCompatibleRenderPassDescriptor());
rt->setRenderPassDescriptor(rpDesc.data());
QVERIFY(rt->build());
QRhiCommandBuffer *cb = nullptr;
QVERIFY(rhi->beginOffscreenFrame(&cb) == QRhi::FrameOpSuccess);
QVERIFY(cb);
QRhiResourceUpdateBatch *updates = rhi->nextResourceUpdateBatch();
static const float verticesUvs[] = {
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
QScopedPointer<QRhiBuffer> vbuf(rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(verticesUvs)));
QVERIFY(vbuf->build());
updates->uploadStaticBuffer(vbuf.data(), verticesUvs);
// There will be two renderpasses. One renders with no transformation and
// an opacity of 0.5, the second has a rotation. Bake the uniform data for
// both into a single buffer.
const int UNIFORM_BLOCK_SIZE = 64 + 4; // matrix + opacity
const int secondUbufOffset = rhi->ubufAligned(UNIFORM_BLOCK_SIZE);
const int UBUF_SIZE = secondUbufOffset + UNIFORM_BLOCK_SIZE;
QScopedPointer<QRhiBuffer> ubuf(rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, UBUF_SIZE));
QVERIFY(ubuf->build());
QMatrix4x4 matrix;
updates->updateDynamicBuffer(ubuf.data(), 0, 64, matrix.constData());
float opacity = 0.5f;
updates->updateDynamicBuffer(ubuf.data(), 64, 4, &opacity);
// rotation by 45 degrees around the Z axis
matrix.rotate(45, 0, 0, 1);
updates->updateDynamicBuffer(ubuf.data(), secondUbufOffset, 64, matrix.constData());
updates->updateDynamicBuffer(ubuf.data(), secondUbufOffset + 64, 4, &opacity);
QScopedPointer<QRhiTexture> inputTexture(rhi->newTexture(QRhiTexture::RGBA8, inputImage.size()));
QVERIFY(inputTexture->build());
updates->uploadTexture(inputTexture.data(), inputImage);
QScopedPointer<QRhiSampler> sampler(rhi->newSampler(QRhiSampler::Nearest, QRhiSampler::Nearest, QRhiSampler::None,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge));
QVERIFY(sampler->build());
const QRhiShaderResourceBinding::StageFlags commonVisibility = QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage;
QScopedPointer<QRhiShaderResourceBindings> srb0(rhi->newShaderResourceBindings());
srb0->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, commonVisibility, ubuf.data(), 0, UNIFORM_BLOCK_SIZE),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, inputTexture.data(), sampler.data())
});
QVERIFY(srb0->build());
QScopedPointer<QRhiShaderResourceBindings> srb1(rhi->newShaderResourceBindings());
srb1->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, commonVisibility, ubuf.data(), secondUbufOffset, UNIFORM_BLOCK_SIZE),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, inputTexture.data(), sampler.data())
});
QVERIFY(srb1->build());
QVERIFY(srb1->isLayoutCompatible(srb0.data())); // hence no need for a second pipeline
QScopedPointer<QRhiGraphicsPipeline> pipeline(rhi->newGraphicsPipeline());
pipeline->setTopology(QRhiGraphicsPipeline::TriangleStrip);
QShader vs = loadShader(":/data/textured.vert.qsb");
QVERIFY(vs.isValid());
QShaderDescription shaderDesc = vs.description();
QVERIFY(!shaderDesc.uniformBlocks().isEmpty());
QCOMPARE(shaderDesc.uniformBlocks().first().size, UNIFORM_BLOCK_SIZE);
QShader fs = loadShader(":/data/textured.frag.qsb");
QVERIFY(fs.isValid());
shaderDesc = fs.description();
QVERIFY(!shaderDesc.uniformBlocks().isEmpty());
QCOMPARE(shaderDesc.uniformBlocks().first().size, UNIFORM_BLOCK_SIZE);
pipeline->setShaderStages({ { QRhiShaderStage::Vertex, vs }, { QRhiShaderStage::Fragment, fs } });
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({ { 4 * sizeof(float) } });
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) }
});
pipeline->setVertexInputLayout(inputLayout);
pipeline->setShaderResourceBindings(srb0.data());
pipeline->setRenderPassDescriptor(rpDesc.data());
QVERIFY(pipeline->build());
cb->beginPass(rt.data(), Qt::black, { 1.0f, 0 }, updates);
cb->setGraphicsPipeline(pipeline.data());
cb->setShaderResources();
cb->setViewport({ 0, 0, float(texture->pixelSize().width()), float(texture->pixelSize().height()) });
QRhiCommandBuffer::VertexInput vbindings(vbuf.data(), 0);
cb->setVertexInput(0, 1, &vbindings);
cb->draw(4);
QRhiReadbackResult readResult0;
QImage result0;
readResult0.completed = [&readResult0, &result0] {
result0 = QImage(reinterpret_cast<const uchar *>(readResult0.data.constData()),
readResult0.pixelSize.width(), readResult0.pixelSize.height(),
QImage::Format_RGBA8888_Premultiplied);
};
QRhiResourceUpdateBatch *readbackBatch = rhi->nextResourceUpdateBatch();
readbackBatch->readBackTexture({ texture.data() }, &readResult0);
cb->endPass(readbackBatch);
// second pass (rotated)
cb->beginPass(rt.data(), Qt::black, { 1.0f, 0 });
cb->setGraphicsPipeline(pipeline.data());
cb->setShaderResources(srb1.data()); // sources data from a different offset in ubuf
cb->setViewport({ 0, 0, float(texture->pixelSize().width()), float(texture->pixelSize().height()) });
cb->setVertexInput(0, 1, &vbindings);
cb->draw(4);
QRhiReadbackResult readResult1;
QImage result1;
readResult1.completed = [&readResult1, &result1] {
result1 = QImage(reinterpret_cast<const uchar *>(readResult1.data.constData()),
readResult1.pixelSize.width(), readResult1.pixelSize.height(),
QImage::Format_RGBA8888_Premultiplied);
};
readbackBatch = rhi->nextResourceUpdateBatch();
readbackBatch->readBackTexture({ texture.data() }, &readResult1);
cb->endPass(readbackBatch);
rhi->endOffscreenFrame();
QVERIFY(!result0.isNull());
QVERIFY(!result1.isNull());
if (rhi->isYUpInFramebuffer() != rhi->isYUpInNDC()) {
result0 = std::move(result0).mirrored();
result1 = std::move(result1).mirrored();
}
if (impl == QRhi::Null)
return;
// opacity 0.5 (premultiplied)
static const auto checkSemiWhite = [](const QRgb &c) {
QRgb semiWhite127 = qPremultiply(qRgba(255, 255, 255, 127));
QRgb semiWhite128 = qPremultiply(qRgba(255, 255, 255, 128));
return c == semiWhite127 || c == semiWhite128;
};
QVERIFY(checkSemiWhite(result0.pixel(79, 77)));
QVERIFY(checkSemiWhite(result0.pixel(124, 81)));
QVERIFY(checkSemiWhite(result0.pixel(128, 149)));
QVERIFY(checkSemiWhite(result0.pixel(120, 189)));
QVERIFY(checkSemiWhite(result0.pixel(116, 185)));
QVERIFY(checkSemiWhite(result0.pixel(191, 172)));
QRgb empty = qRgba(0, 0, 0, 0);
QCOMPARE(result0.pixel(11, 45), empty);
QCOMPARE(result0.pixel(246, 202), empty);
QCOMPARE(result0.pixel(130, 18), empty);
QCOMPARE(result0.pixel(4, 227), empty);
// also rotated 45 degrees around Z
QRgb black = qRgba(0, 0, 0, 255);
QCOMPARE(result1.pixel(20, 23), black);
QCOMPARE(result1.pixel(47, 5), black);
QCOMPARE(result1.pixel(238, 22), black);
QCOMPARE(result1.pixel(250, 203), black);
QCOMPARE(result1.pixel(224, 237), black);
QCOMPARE(result1.pixel(12, 221), black);
QVERIFY(checkSemiWhite(result1.pixel(142, 67)));
QVERIFY(checkSemiWhite(result1.pixel(81, 79)));
QVERIFY(checkSemiWhite(result1.pixel(79, 168)));
QVERIFY(checkSemiWhite(result1.pixel(146, 204)));
QVERIFY(checkSemiWhite(result1.pixel(186, 156)));
QCOMPARE(result1.pixel(204, 45), empty);
QCOMPARE(result1.pixel(28, 178), empty);
}
#include <tst_qrhi.moc>
QTEST_MAIN(tst_QRhi)