qt6windows7/tests/manual/rhi/texturearray/texturearray.cpp

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// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "../shared/examplefw.h"
#include <QElapsedTimer>
// Creates a texture array object with size 4, uploads a different
// image to each, and cycles through them on-screen.
static const int ARRAY_SIZE = 4;
static const int UBUF_SIZE = 72;
static float vertexData[] =
{ // 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 indexData[] =
{
0, 1, 2, 0, 2, 3
};
struct {
QList<QRhiResource *> releasePool;
QRhiTexture *texArr = nullptr;
QRhiSampler *sampler = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ibuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
QMatrix4x4 winProj;
QElapsedTimer t;
int arrayIndex = 0;
} d;
void Window::customInit()
{
if (!m_r->isFeatureSupported(QRhi::TextureArrays))
qFatal("Texture array objects are not supported by this backend");
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d.texArr = m_r->newTextureArray(QRhiTexture::RGBA8, ARRAY_SIZE, QSize(512, 512), 1,
// mipmaps will be generated, to exercise that too
QRhiTexture::MipMapped | QRhiTexture::UsedWithGenerateMips);
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d.releasePool << d.texArr;
d.texArr->create();
d.initialUpdates = m_r->nextResourceUpdateBatch();
QImage img(512, 512, QImage::Format_RGBA8888);
img.fill(Qt::red);
d.initialUpdates->uploadTexture(d.texArr, QRhiTextureUploadDescription(QRhiTextureUploadEntry(0, 0, QRhiTextureSubresourceUploadDescription(img))));
img.fill(Qt::green);
d.initialUpdates->uploadTexture(d.texArr, QRhiTextureUploadDescription(QRhiTextureUploadEntry(1, 0, QRhiTextureSubresourceUploadDescription(img))));
img.fill(Qt::blue);
d.initialUpdates->uploadTexture(d.texArr, QRhiTextureUploadDescription(QRhiTextureUploadEntry(2, 0, QRhiTextureSubresourceUploadDescription(img))));
img.fill(Qt::yellow);
d.initialUpdates->uploadTexture(d.texArr, QRhiTextureUploadDescription(QRhiTextureUploadEntry(3, 0, QRhiTextureSubresourceUploadDescription(img))));
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d.initialUpdates->generateMips(d.texArr);
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::Linear,
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QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
d.releasePool << d.sampler;
d.sampler->create();
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, UBUF_SIZE);
d.releasePool << d.ubuf;
d.ubuf->create();
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
d.srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, 0, UBUF_SIZE),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.texArr, d.sampler)
});
d.srb->create();
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
d.releasePool << d.vbuf;
d.vbuf->create();
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
d.releasePool << d.ibuf;
d.ibuf->create();
d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(vertexData), vertexData);
d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData);
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
d.ps->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture_arr.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture_arr.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);
d.ps->setRenderPassDescriptor(m_rp);
d.ps->create();
d.t.start();
}
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;
}
if (d.winProj != m_proj) {
d.winProj = m_proj;
QMatrix4x4 mvp = m_proj;
mvp.scale(2);
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
const qint32 flip = 0;
u->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
u->updateDynamicBuffer(d.ubuf, 68, 4, &d.arrayIndex);
}
if (d.t.elapsed() > 2000) {
d.t.restart();
d.arrayIndex = (d.arrayIndex + 1) % ARRAY_SIZE;
u->updateDynamicBuffer(d.ubuf, 68, 4, &d.arrayIndex);
}
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()) });
cb->setShaderResources();
QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
cb->drawIndexed(6);
cb->endPass();
}