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| |
| #include "../shared/examplefw.h" |
| |
| // Compute shader example with image load/store. The texture sampled in the |
| // fragment shader is generated by the compute shader. |
| |
| struct { |
| QVector<QRhiResource *> releasePool; |
| |
| QRhiTexture *texIn = nullptr; |
| QRhiTexture *texOut = nullptr; |
| QRhiBuffer *computeUBuf = nullptr; |
| QRhiShaderResourceBindings *computeBindings = nullptr; |
| QRhiComputePipeline *computePipeline = nullptr; |
| |
| QRhiBuffer *vbuf = nullptr; |
| QRhiBuffer *ibuf = nullptr; |
| QRhiBuffer *ubuf = nullptr; |
| QRhiSampler *sampler = nullptr; |
| QRhiShaderResourceBindings *srb = nullptr; |
| QRhiGraphicsPipeline *ps = nullptr; |
| |
| QRhiResourceUpdateBatch *initialUpdates = nullptr; |
| QSize imageSize; |
| QMatrix4x4 winProj; |
| float factor = 1.0f; |
| } d; |
| |
| 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 |
| }; |
| |
| void Window::customInit() |
| { |
| if (!m_r->isFeatureSupported(QRhi::Compute)) |
| qFatal("Compute is not supported"); |
| |
| d.initialUpdates = m_r->nextResourceUpdateBatch(); |
| |
| // compute pass |
| |
| const QImage image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888); |
| d.imageSize = image.size(); |
| d.texIn = m_r->newTexture(QRhiTexture::RGBA8, d.imageSize, 1, QRhiTexture::UsedWithLoadStore); |
| d.texIn->build(); |
| d.releasePool << d.texIn; |
| |
| d.texOut = m_r->newTexture(QRhiTexture::RGBA8, d.imageSize, 1, QRhiTexture::UsedWithLoadStore); |
| d.texOut->build(); |
| d.releasePool << d.texOut; |
| |
| d.initialUpdates->uploadTexture(d.texIn, image); |
| |
| d.computeUBuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 4); |
| d.computeUBuf->build(); |
| d.releasePool << d.computeUBuf; |
| |
| d.computeBindings = m_r->newShaderResourceBindings(); |
| d.computeBindings->setBindings({ |
| QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::ComputeStage, d.computeUBuf), |
| QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texIn, 0), |
| QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texOut, 0) |
| }); |
| d.computeBindings->build(); |
| d.releasePool << d.computeBindings; |
| |
| d.computePipeline = m_r->newComputePipeline(); |
| d.computePipeline->setShaderResourceBindings(d.computeBindings); |
| d.computePipeline->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/image.comp.qsb")) }); |
| d.computePipeline->build(); |
| d.releasePool << d.computePipeline; |
| |
| // graphics pass |
| |
| d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData)); |
| d.vbuf->build(); |
| d.releasePool << d.vbuf; |
| |
| d.initialUpdates->uploadStaticBuffer(d.vbuf, quadVertexData); |
| |
| d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData)); |
| d.ibuf->build(); |
| d.releasePool << d.ibuf; |
| |
| d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData); |
| |
| d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); |
| d.ubuf->build(); |
| d.releasePool << d.ubuf; |
| |
| qint32 flip = 0; // regardless of isYUpInFramebuffer() since the input is not flipped so the end result is good for GL too |
| d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip); |
| |
| d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, |
| QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); |
| d.releasePool << d.sampler; |
| d.sampler->build(); |
| |
| d.srb = m_r->newShaderResourceBindings(); |
| d.releasePool << d.srb; |
| d.srb->setBindings({ |
| QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), |
| QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.texOut, d.sampler) |
| }); |
| d.srb->build(); |
| |
| 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, 2 * sizeof(float) } |
| }); |
| d.ps->setVertexInputLayout(inputLayout); |
| d.ps->setShaderResourceBindings(d.srb); |
| d.ps->setRenderPassDescriptor(m_rp); |
| d.ps->build(); |
| } |
| |
| 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 = m_r->nextResourceUpdateBatch(); |
| if (d.initialUpdates) { |
| u->merge(d.initialUpdates); |
| d.initialUpdates->release(); |
| d.initialUpdates = nullptr; |
| } |
| |
| if (d.winProj != m_proj) { |
| d.winProj = m_proj; |
| QMatrix4x4 mvp = m_proj; |
| mvp.scale(2.5f); |
| u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData()); |
| } |
| |
| u->updateDynamicBuffer(d.computeUBuf, 0, 4, &d.factor); |
| d.factor += 0.1f; |
| if (d.factor >= 50.0f) |
| d.factor = 1.0f; |
| |
| cb->beginComputePass(u); |
| cb->setComputePipeline(d.computePipeline); |
| cb->setShaderResources(); |
| cb->dispatch(d.imageSize.width() / 16, d.imageSize.height() / 16, 1); |
| cb->endComputePass(); |
| |
| cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }); |
| cb->setGraphicsPipeline(d.ps); |
| cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); |
| cb->setShaderResources(); |
| QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0); |
| cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16); |
| cb->drawIndexed(6); |
| cb->endPass(); |
| } |