mirror of
https://github.com/crystalidea/qt6windows7.git
synced 2024-11-24 04:20:46 +08:00
283 lines
11 KiB
C++
283 lines
11 KiB
C++
|
// Copyright (C) 2018 The Qt Company Ltd.
|
||
|
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
|
||
|
|
||
|
#include "../shared/examplefw.h"
|
||
|
|
||
|
// Renders into a non-multisample and a multisample (4x) texture, and then uses
|
||
|
// those textures to draw two quads. Note that this uses an MSAA sampler in the
|
||
|
// shader, not resolves. Not supported on the GL(ES) backend atm.
|
||
|
|
||
|
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
|
||
|
};
|
||
|
|
||
|
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,
|
||
|
};
|
||
|
|
||
|
const int UBUFSZ = 68;
|
||
|
|
||
|
struct {
|
||
|
QList<QRhiResource *> releasePool;
|
||
|
QRhiBuffer *vbuf = nullptr;
|
||
|
QRhiBuffer *ibuf = nullptr;
|
||
|
QRhiBuffer *ubuf = nullptr;
|
||
|
QRhiTexture *tex = nullptr;
|
||
|
QRhiTexture *msaaTex = nullptr;
|
||
|
QRhiSampler *sampler = nullptr;
|
||
|
QRhiShaderResourceBindings *srbLeft = nullptr;
|
||
|
QRhiShaderResourceBindings *srbRight = nullptr;
|
||
|
QRhiGraphicsPipeline *psLeft = nullptr;
|
||
|
QRhiGraphicsPipeline *psRight = nullptr;
|
||
|
QRhiResourceUpdateBatch *initialUpdates = nullptr;
|
||
|
int rightOfs;
|
||
|
QMatrix4x4 winProj;
|
||
|
QMatrix4x4 triBaseMvp;
|
||
|
float triRot = 0;
|
||
|
|
||
|
QRhiShaderResourceBindings *triSrb = nullptr;
|
||
|
QRhiGraphicsPipeline *msaaTriPs = nullptr;
|
||
|
QRhiGraphicsPipeline *triPs = nullptr;
|
||
|
QRhiBuffer *triUbuf = nullptr;
|
||
|
QRhiTextureRenderTarget *msaaRt = nullptr;
|
||
|
QRhiRenderPassDescriptor *msaaRtRp = nullptr;
|
||
|
QRhiTextureRenderTarget *rt = nullptr;
|
||
|
QRhiRenderPassDescriptor *rtRp = nullptr;
|
||
|
} d;
|
||
|
|
||
|
//#define NO_MSAA
|
||
|
|
||
|
void Window::customInit()
|
||
|
{
|
||
|
if (!m_r->isFeatureSupported(QRhi::MultisampleTexture))
|
||
|
qFatal("Multisample textures not supported by this backend");
|
||
|
|
||
|
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData) + sizeof(triangleData));
|
||
|
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.rightOfs = m_r->ubufAligned(UBUFSZ);
|
||
|
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.rightOfs + UBUFSZ);
|
||
|
d.releasePool << d.ubuf;
|
||
|
d.ubuf->create();
|
||
|
|
||
|
d.tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
|
||
|
d.releasePool << d.tex;
|
||
|
d.tex->create();
|
||
|
#ifndef NO_MSAA
|
||
|
d.msaaTex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 4, QRhiTexture::RenderTarget);
|
||
|
#else
|
||
|
d.msaaTex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
|
||
|
#endif
|
||
|
d.releasePool << d.msaaTex;
|
||
|
d.msaaTex->create();
|
||
|
|
||
|
d.initialUpdates = m_r->nextResourceUpdateBatch();
|
||
|
d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(vertexData), vertexData);
|
||
|
d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(vertexData), sizeof(triangleData), triangleData);
|
||
|
d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData);
|
||
|
|
||
|
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
|
||
|
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
|
||
|
d.releasePool << d.sampler;
|
||
|
d.sampler->create();
|
||
|
|
||
|
d.srbLeft = m_r->newShaderResourceBindings();
|
||
|
d.releasePool << d.srbLeft;
|
||
|
d.srbLeft->setBindings({
|
||
|
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, 0, UBUFSZ),
|
||
|
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
|
||
|
});
|
||
|
d.srbLeft->create();
|
||
|
|
||
|
d.srbRight = m_r->newShaderResourceBindings();
|
||
|
d.releasePool << d.srbRight;
|
||
|
d.srbRight->setBindings({
|
||
|
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, d.rightOfs, UBUFSZ),
|
||
|
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.msaaTex, d.sampler)
|
||
|
});
|
||
|
d.srbRight->create();
|
||
|
|
||
|
d.psLeft = m_r->newGraphicsPipeline();
|
||
|
d.releasePool << d.psLeft;
|
||
|
d.psLeft->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.psLeft->setVertexInputLayout(inputLayout);
|
||
|
d.psLeft->setShaderResourceBindings(d.srbLeft);
|
||
|
d.psLeft->setRenderPassDescriptor(m_rp);
|
||
|
d.psLeft->create();
|
||
|
|
||
|
d.psRight = m_r->newGraphicsPipeline();
|
||
|
d.releasePool << d.psRight;
|
||
|
d.psRight->setShaderStages({
|
||
|
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
|
||
|
#ifndef NO_MSAA
|
||
|
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture_ms4.frag.qsb")) }
|
||
|
#else
|
||
|
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
|
||
|
#endif
|
||
|
});
|
||
|
d.psRight->setVertexInputLayout(d.psLeft->vertexInputLayout());
|
||
|
d.psRight->setShaderResourceBindings(d.srbRight);
|
||
|
d.psRight->setRenderPassDescriptor(m_rp);
|
||
|
d.psRight->create();
|
||
|
|
||
|
// set up the offscreen triangle that goes into tex and msaaTex
|
||
|
d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
|
||
|
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.rt = m_r->newTextureRenderTarget({ d.tex });
|
||
|
d.releasePool << d.rt;
|
||
|
d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
|
||
|
d.releasePool << d.rtRp;
|
||
|
d.rt->setRenderPassDescriptor(d.rtRp);
|
||
|
d.rt->create();
|
||
|
d.msaaRt = m_r->newTextureRenderTarget({ d.msaaTex });
|
||
|
d.releasePool << d.msaaRt;
|
||
|
d.msaaRtRp = d.msaaRt->newCompatibleRenderPassDescriptor();
|
||
|
d.releasePool << d.msaaRtRp;
|
||
|
d.msaaRt->setRenderPassDescriptor(d.msaaRtRp);
|
||
|
d.msaaRt->create();
|
||
|
d.triPs = m_r->newGraphicsPipeline();
|
||
|
d.releasePool << d.triPs;
|
||
|
d.triPs->setSampleCount(1);
|
||
|
d.triPs->setShaderStages({
|
||
|
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) },
|
||
|
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) }
|
||
|
});
|
||
|
inputLayout.setBindings({
|
||
|
{ 5 * sizeof(float) }
|
||
|
});
|
||
|
inputLayout.setAttributes({
|
||
|
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
|
||
|
{ 0, 1, QRhiVertexInputAttribute::Float3, quint32(2 * sizeof(float)) }
|
||
|
});
|
||
|
d.triPs->setVertexInputLayout(inputLayout);
|
||
|
d.triPs->setShaderResourceBindings(d.triSrb);
|
||
|
d.triPs->setRenderPassDescriptor(d.rtRp);
|
||
|
d.triPs->create();
|
||
|
d.msaaTriPs = m_r->newGraphicsPipeline();
|
||
|
d.releasePool << d.msaaTriPs;
|
||
|
#ifndef NO_MSAA
|
||
|
d.msaaTriPs->setSampleCount(4);
|
||
|
#else
|
||
|
d.msaaTriPs->setSampleCount(1);
|
||
|
#endif
|
||
|
d.msaaTriPs->setShaderStages(d.triPs->cbeginShaderStages(), d.triPs->cendShaderStages());
|
||
|
d.msaaTriPs->setVertexInputLayout(d.triPs->vertexInputLayout());
|
||
|
d.msaaTriPs->setShaderResourceBindings(d.triSrb);
|
||
|
d.msaaTriPs->setRenderPassDescriptor(d.msaaRtRp);
|
||
|
d.msaaTriPs->create();
|
||
|
}
|
||
|
|
||
|
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;
|
||
|
|
||
|
// onscreen ubuf
|
||
|
qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
|
||
|
u->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
|
||
|
u->updateDynamicBuffer(d.ubuf, d.rightOfs + 64, 4, &flip);
|
||
|
|
||
|
// offscreen ubuf
|
||
|
d.triBaseMvp = m_r->clipSpaceCorrMatrix();
|
||
|
d.triBaseMvp.perspective(45.0f, d.msaaTex->pixelSize().width() / float(d.msaaTex->pixelSize().height()), 0.01f, 1000.0f);
|
||
|
d.triBaseMvp.translate(0, 0, -2);
|
||
|
float opacity = 1.0f;
|
||
|
u->updateDynamicBuffer(d.triUbuf, 64, 4, &opacity);
|
||
|
}
|
||
|
|
||
|
if (d.winProj != m_proj) {
|
||
|
// onscreen buf, window size dependent
|
||
|
d.winProj = m_proj;
|
||
|
QMatrix4x4 mvp = m_proj;
|
||
|
mvp.scale(2);
|
||
|
mvp.translate(-0.8f, 0, 0);
|
||
|
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
|
||
|
mvp.translate(1.6f, 0, 0);
|
||
|
u->updateDynamicBuffer(d.ubuf, d.rightOfs, 64, mvp.constData());
|
||
|
}
|
||
|
|
||
|
// offscreen buf, apply the rotation on every frame
|
||
|
QMatrix4x4 triMvp = d.triBaseMvp;
|
||
|
triMvp.rotate(d.triRot, 0, 1, 0);
|
||
|
d.triRot += 1;
|
||
|
u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData());
|
||
|
|
||
|
cb->resourceUpdate(u); // could have passed u to beginPass but exercise this one too
|
||
|
|
||
|
// offscreen
|
||
|
cb->beginPass(d.rt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 });
|
||
|
cb->setGraphicsPipeline(d.triPs);
|
||
|
cb->setViewport({ 0, 0, float(d.msaaTex->pixelSize().width()), float(d.msaaTex->pixelSize().height()) });
|
||
|
cb->setShaderResources();
|
||
|
QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, quint32(sizeof(vertexData)));
|
||
|
cb->setVertexInput(0, 1, &vbufBinding);
|
||
|
cb->draw(3);
|
||
|
cb->endPass();
|
||
|
|
||
|
// offscreen msaa
|
||
|
cb->beginPass(d.msaaRt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 });
|
||
|
cb->setGraphicsPipeline(d.msaaTriPs);
|
||
|
cb->setViewport({ 0, 0, float(d.msaaTex->pixelSize().width()), float(d.msaaTex->pixelSize().height()) });
|
||
|
cb->setShaderResources();
|
||
|
cb->setVertexInput(0, 1, &vbufBinding);
|
||
|
cb->draw(3);
|
||
|
cb->endPass();
|
||
|
|
||
|
// onscreen
|
||
|
const QSize outputSizeInPixels = m_sc->currentPixelSize();
|
||
|
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 });
|
||
|
cb->setGraphicsPipeline(d.psLeft); // showing the non-msaa version
|
||
|
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
|
||
|
cb->setShaderResources();
|
||
|
vbufBinding.second = 0;
|
||
|
cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
|
||
|
cb->drawIndexed(6);
|
||
|
cb->setGraphicsPipeline(d.psRight); // showing the msaa version, resolved in the shader
|
||
|
cb->setShaderResources();
|
||
|
cb->drawIndexed(6);
|
||
|
cb->endPass();
|
||
|
}
|