According to QUIP-18 [1], all tests file should be LicenseRef-Qt-Commercial OR GPL-3.0-only [1]: https://contribute.qt-project.org/quips/18 Pick-to: 6.7 Task-number: QTBUG-121787 Change-Id: I9657df5d660820e56c96d511ea49d321c54682e8 Reviewed-by: Christian Ehrlicher <ch.ehrlicher@gmx.de>
306 lines
12 KiB
C++
306 lines
12 KiB
C++
// Copyright (C) 2023 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
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#include "../shared/examplefw.h"
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// Multiview rendering. Renders the same geometry (a triangle) with two
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// different transforms into two layers of a texture array object in a *single*
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// draw call. (NB under the hood it is at the hardware/driver's discretion what
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// happens; it may very well map to some simple looping and still drawing
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// twice, whereas with modern hardware it can be expected to be implemented
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// more efficiently, but that's hidden from us)
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// Toggle this to exercise 4x MSAA for the texture array that is the render
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// target of the multiview render pass. The elements written by the multiview
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// render pass get resolved to a non-multisample texture array at the end of
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// the pass.
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static bool MSAA = false;
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static float quadVertexData[] =
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{ // Y up, CCW
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-0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 1.0f, 0.0f
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};
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static quint16 quadIndexData[] =
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{
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0, 1, 2, 0, 2, 3
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};
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static float triangleData[] =
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{ // Y up, CCW
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0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f
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};
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static const int INSTANCE_COUNT = 5;
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static float instanceData[INSTANCE_COUNT * 3] =
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{
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0.4f, 0.0f, 0.0f,
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0.2f, 0.0f, 0.1f,
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0.0f, 0.0f, 0.2f,
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-0.2f, 0.0f, 0.3f,
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-0.4f, 0.0f, 0.4f
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};
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struct {
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QList<QRhiResource *> releasePool;
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QRhiBuffer *vbuf = nullptr;
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QRhiBuffer *instanceBuf = nullptr;
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QRhiBuffer *ibuf = nullptr;
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QRhiBuffer *ubuf = nullptr;
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QRhiTextureRenderTarget *rt = nullptr;
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QRhiRenderPassDescriptor *rtRp = nullptr;
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QRhiSampler *sampler = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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QMatrix4x4 winProj;
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QRhiTexture *tex = nullptr;
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QRhiTexture *resolveTex = nullptr; // only if MSAA is true
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QRhiTexture *ds = nullptr;
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QRhiShaderResourceBindings *srb[2] = {};
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QRhiBuffer *triUbuf = nullptr;
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QRhiShaderResourceBindings *triSrb = nullptr;
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QRhiGraphicsPipeline *triPs = nullptr;
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QMatrix4x4 triBaseMvp;
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} d;
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void Window::customInit()
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{
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if (!m_r->isFeatureSupported(QRhi::MultiView))
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qFatal("Multiview is not supported");
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int sampleCount = 1;
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if (MSAA) {
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qDebug("Using 4x MSAA for the multiview render pass");
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sampleCount = 4;
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}
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// texture array with 2 elements, e.g. 0 is left eye, 1 is right
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d.tex = m_r->newTextureArray(QRhiTexture::RGBA8, 2, QSize(512, 512), sampleCount, QRhiTexture::RenderTarget);
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d.releasePool << d.tex;
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d.tex->create();
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if (MSAA) {
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d.resolveTex = m_r->newTextureArray(QRhiTexture::RGBA8, 2, QSize(512, 512), 1, QRhiTexture::RenderTarget);
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d.releasePool << d.resolveTex;
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d.resolveTex->create();
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}
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// Have a depth-stencil buffer, just to exercise it, the triangles will be
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// rendered with depth test/write enabled. The catch here is that we must
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// use a texture array for depth/stencil as well, so QRhiRenderBuffer is
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// not an option anymore.
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d.ds = m_r->newTextureArray(QRhiTexture::D24S8, 2, QSize(512, 512), sampleCount, QRhiTexture::RenderTarget);
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d.releasePool << d.ds;
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d.ds->create();
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// set up the multiview render target
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QRhiColorAttachment multiViewAtt(d.tex);
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// using array elements 0 and 1
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multiViewAtt.setLayer(0);
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multiViewAtt.setMultiViewCount(2); // the view count must be set both on the render target and the pipeline
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// On-screen we work with a non-MSAA texture array, so the fragment shader
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// does not need to deal with sampler2DMSArray, but can use sampler2DArray
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// regardless of using multisampling or not. This means using an extra
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// non-MSAA 2D texture array into which both array elements get resolved at
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// the end of the multiview render pass.
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QRhiTexture *textureForOnscreenView = d.tex;
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if (MSAA) {
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multiViewAtt.setResolveTexture(d.resolveTex);
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textureForOnscreenView = d.resolveTex;
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}
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QRhiTextureRenderTargetDescription rtDesc(multiViewAtt);
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rtDesc.setDepthTexture(d.ds);
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d.rt = m_r->newTextureRenderTarget(rtDesc);
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d.releasePool << d.rt;
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d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
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d.releasePool << d.rtRp;
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d.rt->setRenderPassDescriptor(d.rtRp);
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d.rt->create();
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// vertex buffer used by both passes
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData) + sizeof(triangleData));
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d.vbuf->create();
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d.releasePool << d.vbuf;
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// data for the instanced translation attribute
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d.instanceBuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(instanceData));
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d.instanceBuf->create();
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d.releasePool << d.instanceBuf;
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// resources for the on-screen visualizer
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d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
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d.ibuf->create();
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d.releasePool << d.ibuf;
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const int oneRoundedUniformBlockSize = m_r->ubufAligned(72);
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, oneRoundedUniformBlockSize * 2);
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d.ubuf->create();
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d.releasePool << d.ubuf;
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d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
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QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
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d.releasePool << d.sampler;
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d.sampler->create();
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// two srbs, just for the quad positioning on-screen
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for (int i = 0; i < 2; ++i) {
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QRhiShaderResourceBindings *srb = m_r->newShaderResourceBindings();
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d.releasePool << srb;
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srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage,
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d.ubuf, i * oneRoundedUniformBlockSize, 72),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage,
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textureForOnscreenView, d.sampler)
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});
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srb->create();
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d.srb[i] = srb;
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}
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d.ps = m_r->newGraphicsPipeline();
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d.releasePool << d.ps;
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d.ps->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 4 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float2, quint32(2 * sizeof(float)) }
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});
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d.ps->setVertexInputLayout(inputLayout);
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d.ps->setShaderResourceBindings(d.srb[0]); // all of them are layout-compatible
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d.ps->setRenderPassDescriptor(m_rp);
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d.ps->create();
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData);
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d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(quadVertexData), sizeof(triangleData), triangleData);
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d.initialUpdates->uploadStaticBuffer(d.instanceBuf, instanceData);
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d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
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qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
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for (int i = 0; i < 2; ++i) {
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d.initialUpdates->updateDynamicBuffer(d.ubuf, i * oneRoundedUniformBlockSize + 64, 4, &flip);
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float layer = i;
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d.initialUpdates->updateDynamicBuffer(d.ubuf, i * oneRoundedUniformBlockSize + 68, 4, &layer);
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}
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// create resources for the multiview render pass
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d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 128); // mat4 mvp[2]
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d.releasePool << d.triUbuf;
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d.triUbuf->create();
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d.triSrb = m_r->newShaderResourceBindings();
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d.releasePool << d.triSrb;
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d.triSrb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.triUbuf)
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});
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d.triSrb->create();
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d.triPs = m_r->newGraphicsPipeline();
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d.releasePool << d.triPs;
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d.triPs->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/multiview.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/multiview.frag.qsb")) }
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});
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d.triPs->setMultiViewCount(2); // the view count must be set both on the render target and the pipeline
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inputLayout.setBindings({
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{ 5 * sizeof(float) },
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{ 3 * sizeof(float), QRhiVertexInputBinding::PerInstance }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float3, quint32(2 * sizeof(float)) },
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{ 1, 2, QRhiVertexInputAttribute::Float3, 0 }
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});
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d.triPs->setDepthTest(true);
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d.triPs->setDepthWrite(true);
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d.triPs->setSampleCount(sampleCount);
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d.triPs->setVertexInputLayout(inputLayout);
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d.triPs->setShaderResourceBindings(d.triSrb);
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d.triPs->setRenderPassDescriptor(d.rtRp);
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d.triPs->create();
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d.triBaseMvp = m_r->clipSpaceCorrMatrix();
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d.triBaseMvp.perspective(45.0f, d.rt->pixelSize().width() / float(d.rt->pixelSize().height()), 0.01f, 1000.0f);
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d.triBaseMvp.translate(0, 0, -2);
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}
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void Window::customRelease()
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{
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qDeleteAll(d.releasePool);
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d.releasePool.clear();
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}
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void Window::customRender()
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{
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
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if (d.initialUpdates) {
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u->merge(d.initialUpdates);
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d.initialUpdates->release();
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d.initialUpdates = nullptr;
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}
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QMatrix4x4 triMvp = d.triBaseMvp;
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// let's say this is the left eye, make the triangle point left for now
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triMvp.rotate(90, 0, 0, 1);
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u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData());
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triMvp = d.triBaseMvp;
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// right for the right eye
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triMvp.rotate(270, 0, 0, 1);
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u->updateDynamicBuffer(d.triUbuf, 64, 64, triMvp.constData());
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cb->beginPass(d.rt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 }, u);
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cb->setGraphicsPipeline(d.triPs);
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cb->setViewport({ 0, 0, float(d.rt->pixelSize().width()), float(d.rt->pixelSize().height()) });
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput multiViewPassVbufBindings[] = {
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{ d.vbuf, quint32(sizeof(quadVertexData)) },
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{ d.instanceBuf, 0 }
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};
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cb->setVertexInput(0, 2, multiViewPassVbufBindings);
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cb->draw(3, INSTANCE_COUNT);
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cb->endPass();
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// "blit" the two texture layers on-screen just to visualize the contents
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u = m_r->nextResourceUpdateBatch();
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if (d.winProj != m_proj) {
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d.winProj = m_proj;
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const int oneRoundedUniformBlockSize = m_r->ubufAligned(72);
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for (int i = 0; i < 2; ++i) {
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QMatrix4x4 mvp = m_proj;
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mvp.translate(0, 0, 1);
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if (i == 0)
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mvp.translate(-1.0f, 0, 0);
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else
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mvp.translate(1.0f, 0, 0);
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u->updateDynamicBuffer(d.ubuf, i * oneRoundedUniformBlockSize, 64, mvp.constData());
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}
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}
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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
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cb->setGraphicsPipeline(d.ps);
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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const QRhiCommandBuffer::VertexInput quadPassVBufBindings[] = { { d.vbuf, 0 } };
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cb->setVertexInput(0, 1, quadPassVBufBindings, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
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for (int i = 0; i < 2; ++i) {
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cb->setShaderResources(d.srb[i]);
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cb->drawIndexed(6);
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}
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cb->endPass();
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}
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