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#include "../shared/examplefw.h"
// Exercises MRT, by attaching 4 textures to a single QRhiTextureRenderTarget.
// The fragment shader outputs to all four targets.
// The textures are then used to render 4 quads, so their contents can be confirmed.
const int ATTCOUNT = 4;
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,
};
struct {
QVector<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ibuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiTextureRenderTarget *rt = nullptr;
QRhiRenderPassDescriptor *rtRp = nullptr;
QRhiSampler *sampler = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
QMatrix4x4 winProj;
struct PerColorBuffer {
QRhiTexture *tex = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
};
PerColorBuffer colData[ATTCOUNT];
QRhiBuffer *triUbuf = nullptr;
QRhiShaderResourceBindings *triSrb = nullptr;
QRhiGraphicsPipeline *triPs = nullptr;
float triRot = 0;
QMatrix4x4 triBaseMvp;
} d;
void Window::customInit()
{
qDebug("Max color attachments: %d", m_r->resourceLimit(QRhi::MaxColorAttachments));
if (m_r->resourceLimit(QRhi::MaxColorAttachments) < 4)
qWarning("MRT is not supported");
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData) + sizeof(triangleData));
d.vbuf->build();
d.releasePool << d.vbuf;
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
d.ibuf->build();
d.releasePool << d.ibuf;
const int oneRoundedUniformBlockSize = m_r->ubufAligned(68);
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, oneRoundedUniformBlockSize * ATTCOUNT);
d.ubuf->build();
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->build();
for (int i = 0; i < ATTCOUNT; ++i) {
QRhiTexture *tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
d.releasePool << tex;
tex->build();
QRhiShaderResourceBindings *srb = m_r->newShaderResourceBindings();
d.releasePool << srb;
srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage,
d.ubuf, i * oneRoundedUniformBlockSize, 68),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, tex, d.sampler)
});
srb->build();
d.colData[i].tex = tex;
d.colData[i].srb = srb;
}
QRhiTextureRenderTargetDescription rtDesc;
QRhiColorAttachment att[ATTCOUNT];
for (int i = 0; i < ATTCOUNT; ++i)
att[i] = QRhiColorAttachment(d.colData[i].tex);
rtDesc.setColorAttachments(att, att + ATTCOUNT);
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->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.colData[0].srb); // all of them are layout-compatible
d.ps->setRenderPassDescriptor(m_rp);
d.ps->build();
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.ibuf, quadIndexData);
qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
for (int i = 0; i < ATTCOUNT; ++i)
d.initialUpdates->updateDynamicBuffer(d.ubuf, i * oneRoundedUniformBlockSize + 64, 4, &flip);
// triangle
d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
d.releasePool << d.triUbuf;
d.triUbuf->build();
d.triSrb = m_r->newShaderResourceBindings();
d.releasePool << d.triSrb;
d.triSrb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.triUbuf)
});
d.triSrb->build();
d.triPs = m_r->newGraphicsPipeline();
d.releasePool << d.triPs;
d.triPs->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/mrt.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/mrt.frag.qsb")) }
});
QRhiGraphicsPipeline::TargetBlend blends[ATTCOUNT]; // defaults to blending == false
d.triPs->setTargetBlends(blends, blends + ATTCOUNT);
inputLayout.setBindings({
{ 5 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
});
d.triPs->setVertexInputLayout(inputLayout);
d.triPs->setShaderResourceBindings(d.triSrb);
d.triPs->setRenderPassDescriptor(d.rtRp);
d.triPs->build();
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);
float opacity = 1.0f;
d.initialUpdates->updateDynamicBuffer(d.triUbuf, 64, 4, &opacity);
}
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;
triMvp.rotate(d.triRot, 0, 1, 0);
d.triRot += 1;
u->updateDynamicBuffer(d.triUbuf, 0, 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();
QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, sizeof(quadVertexData));
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(3);
cb->endPass();
u = m_r->nextResourceUpdateBatch();
if (d.winProj != m_proj) {
d.winProj = m_proj;
const int oneRoundedUniformBlockSize = m_r->ubufAligned(68);
for (int i = 0; i < ATTCOUNT; ++i) {
QMatrix4x4 mvp = m_proj;
switch (i) {
case 0:
mvp.translate(-2.0f, 0, 0);
break;
case 1:
mvp.translate(-0.8f, 0, 0);
break;
case 2:
mvp.translate(0.4f, 0, 0);
break;
case 3:
mvp.translate(1.6f, 0, 0);
break;
default:
Q_UNREACHABLE();
break;
}
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()) });
vbufBinding.second = 0;
cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
for (int i = 0; i < ATTCOUNT; ++i) {
cb->setShaderResources(d.colData[i].srb);
cb->drawIndexed(6);
}
cb->endPass();
}