Lucie Gérard ff1039c217 Change license for tests files
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>
2024-02-04 09:56:42 +01:00

306 lines
12 KiB
C++

// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include "../shared/examplefw.h"
// Multiview rendering. Renders the same geometry (a triangle) with two
// different transforms into two layers of a texture array object in a *single*
// draw call. (NB under the hood it is at the hardware/driver's discretion what
// happens; it may very well map to some simple looping and still drawing
// 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,
-0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 1.0f, 0.0f
};
static quint16 quadIndexData[] =
{
0, 1, 2, 0, 2, 3
};
static float triangleData[] =
{ // Y up, CCW
0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f
};
static const int INSTANCE_COUNT = 5;
static float instanceData[INSTANCE_COUNT * 3] =
{
0.4f, 0.0f, 0.0f,
0.2f, 0.0f, 0.1f,
0.0f, 0.0f, 0.2f,
-0.2f, 0.0f, 0.3f,
-0.4f, 0.0f, 0.4f
};
struct {
QList<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *instanceBuf = nullptr;
QRhiBuffer *ibuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiTextureRenderTarget *rt = nullptr;
QRhiRenderPassDescriptor *rtRp = nullptr;
QRhiSampler *sampler = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
QMatrix4x4 winProj;
QRhiTexture *tex = nullptr;
QRhiTexture *resolveTex = nullptr; // only if MSAA is true
QRhiTexture *ds = nullptr;
QRhiShaderResourceBindings *srb[2] = {};
QRhiBuffer *triUbuf = nullptr;
QRhiShaderResourceBindings *triSrb = nullptr;
QRhiGraphicsPipeline *triPs = nullptr;
QMatrix4x4 triBaseMvp;
} d;
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), 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();
}
// Have a depth-stencil buffer, just to exercise it, the triangles will be
// rendered with depth test/write enabled. The catch here is that we must
// use a texture array for depth/stencil as well, so QRhiRenderBuffer is
// not an option anymore.
d.ds = m_r->newTextureArray(QRhiTexture::D24S8, 2, QSize(512, 512), sampleCount, QRhiTexture::RenderTarget);
d.releasePool << d.ds;
d.ds->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);
rtDesc.setDepthTexture(d.ds);
d.rt = m_r->newTextureRenderTarget(rtDesc);
d.releasePool << d.rt;
d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
d.releasePool << d.rtRp;
d.rt->setRenderPassDescriptor(d.rtRp);
d.rt->create();
// vertex buffer used by both passes
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData) + sizeof(triangleData));
d.vbuf->create();
d.releasePool << d.vbuf;
// data for the instanced translation attribute
d.instanceBuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(instanceData));
d.instanceBuf->create();
d.releasePool << d.instanceBuf;
// resources for the on-screen visualizer
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
d.ibuf->create();
d.releasePool << d.ibuf;
const int oneRoundedUniformBlockSize = m_r->ubufAligned(72);
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, oneRoundedUniformBlockSize * 2);
d.ubuf->create();
d.releasePool << d.ubuf;
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
d.releasePool << d.sampler;
d.sampler->create();
// two srbs, just for the quad positioning on-screen
for (int i = 0; i < 2; ++i) {
QRhiShaderResourceBindings *srb = m_r->newShaderResourceBindings();
d.releasePool << srb;
srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage,
d.ubuf, i * oneRoundedUniformBlockSize, 72),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage,
textureForOnscreenView, d.sampler)
});
srb->create();
d.srb[i] = srb;
}
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
d.ps->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 4 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float2, quint32(2 * sizeof(float)) }
});
d.ps->setVertexInputLayout(inputLayout);
d.ps->setShaderResourceBindings(d.srb[0]); // all of them are layout-compatible
d.ps->setRenderPassDescriptor(m_rp);
d.ps->create();
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData);
d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(quadVertexData), sizeof(triangleData), triangleData);
d.initialUpdates->uploadStaticBuffer(d.instanceBuf, instanceData);
d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
for (int i = 0; i < 2; ++i) {
d.initialUpdates->updateDynamicBuffer(d.ubuf, i * oneRoundedUniformBlockSize + 64, 4, &flip);
float layer = i;
d.initialUpdates->updateDynamicBuffer(d.ubuf, i * oneRoundedUniformBlockSize + 68, 4, &layer);
}
// create resources for the multiview render pass
d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 128); // mat4 mvp[2]
d.releasePool << d.triUbuf;
d.triUbuf->create();
d.triSrb = m_r->newShaderResourceBindings();
d.releasePool << d.triSrb;
d.triSrb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.triUbuf)
});
d.triSrb->create();
d.triPs = m_r->newGraphicsPipeline();
d.releasePool << d.triPs;
d.triPs->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/multiview.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/multiview.frag.qsb")) }
});
d.triPs->setMultiViewCount(2); // the view count must be set both on the render target and the pipeline
inputLayout.setBindings({
{ 5 * sizeof(float) },
{ 3 * sizeof(float), QRhiVertexInputBinding::PerInstance }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float3, quint32(2 * sizeof(float)) },
{ 1, 2, QRhiVertexInputAttribute::Float3, 0 }
});
d.triPs->setDepthTest(true);
d.triPs->setDepthWrite(true);
d.triPs->setSampleCount(sampleCount);
d.triPs->setVertexInputLayout(inputLayout);
d.triPs->setShaderResourceBindings(d.triSrb);
d.triPs->setRenderPassDescriptor(d.rtRp);
d.triPs->create();
d.triBaseMvp = m_r->clipSpaceCorrMatrix();
d.triBaseMvp.perspective(45.0f, d.rt->pixelSize().width() / float(d.rt->pixelSize().height()), 0.01f, 1000.0f);
d.triBaseMvp.translate(0, 0, -2);
}
void Window::customRelease()
{
qDeleteAll(d.releasePool);
d.releasePool.clear();
}
void Window::customRender()
{
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
if (d.initialUpdates) {
u->merge(d.initialUpdates);
d.initialUpdates->release();
d.initialUpdates = nullptr;
}
QMatrix4x4 triMvp = d.triBaseMvp;
// let's say this is the left eye, make the triangle point left for now
triMvp.rotate(90, 0, 0, 1);
u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData());
triMvp = d.triBaseMvp;
// right for the right eye
triMvp.rotate(270, 0, 0, 1);
u->updateDynamicBuffer(d.triUbuf, 64, 64, triMvp.constData());
cb->beginPass(d.rt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 }, u);
cb->setGraphicsPipeline(d.triPs);
cb->setViewport({ 0, 0, float(d.rt->pixelSize().width()), float(d.rt->pixelSize().height()) });
cb->setShaderResources();
const QRhiCommandBuffer::VertexInput multiViewPassVbufBindings[] = {
{ d.vbuf, quint32(sizeof(quadVertexData)) },
{ d.instanceBuf, 0 }
};
cb->setVertexInput(0, 2, multiViewPassVbufBindings);
cb->draw(3, INSTANCE_COUNT);
cb->endPass();
// "blit" the two texture layers on-screen just to visualize the contents
u = m_r->nextResourceUpdateBatch();
if (d.winProj != m_proj) {
d.winProj = m_proj;
const int oneRoundedUniformBlockSize = m_r->ubufAligned(72);
for (int i = 0; i < 2; ++i) {
QMatrix4x4 mvp = m_proj;
mvp.translate(0, 0, 1);
if (i == 0)
mvp.translate(-1.0f, 0, 0);
else
mvp.translate(1.0f, 0, 0);
u->updateDynamicBuffer(d.ubuf, i * oneRoundedUniformBlockSize, 64, mvp.constData());
}
}
const QSize outputSizeInPixels = m_sc->currentPixelSize();
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
cb->setGraphicsPipeline(d.ps);
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
const QRhiCommandBuffer::VertexInput quadPassVBufBindings[] = { { d.vbuf, 0 } };
cb->setVertexInput(0, 1, quadPassVBufBindings, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
for (int i = 0; i < 2; ++i) {
cb->setShaderResources(d.srb[i]);
cb->drawIndexed(6);
}
cb->endPass();
}