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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(); |
| } |