// Copyright (C) 2018 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #include "../shared/examplefw.h" // Uses a multisample renderbuffer (whatever that may be on a given backend) to // render to and then resolves the samples into a non-multisample texture. 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, }; struct { QList releasePool; QRhiBuffer *vbuf = nullptr; QRhiBuffer *ibuf = nullptr; QRhiBuffer *ubuf = nullptr; QRhiRenderBuffer *rb = nullptr; QRhiTextureRenderTarget *rt = nullptr; QRhiRenderPassDescriptor *rtRp = nullptr; QRhiTexture *tex = nullptr; QRhiSampler *sampler = nullptr; QRhiBuffer *triUbuf = nullptr; QRhiShaderResourceBindings *triSrb = nullptr; QRhiGraphicsPipeline *triPs = nullptr; QRhiShaderResourceBindings *srb = nullptr; QRhiGraphicsPipeline *ps = nullptr; QRhiResourceUpdateBatch *initialUpdates = nullptr; QMatrix4x4 triBaseMvp; float triRot = 0; QMatrix4x4 winProj; } d; void Window::customInit() { d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData) + sizeof(triangleData)); d.vbuf->create(); d.releasePool << d.vbuf; d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData)); d.ibuf->create(); d.releasePool << d.ibuf; d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); d.ubuf->create(); d.releasePool << d.ubuf; d.rb = m_r->newRenderBuffer(QRhiRenderBuffer::Color, QSize(512, 512), 4); // 4x MSAA d.rb->create(); d.releasePool << d.rb; // the non-msaa texture that will be the destination in the resolve d.tex = m_r->newTexture(QRhiTexture::RGBA8, d.rb->pixelSize(), 1, QRhiTexture::RenderTarget); d.releasePool << d.tex; d.tex->create(); // rb is multisample, instead of writing out the msaa data into it, // resolve into d.tex at the end of each render pass QRhiTextureRenderTargetDescription rtDesc; QRhiColorAttachment rtAtt(d.rb); rtAtt.setResolveTexture(d.tex); rtDesc.setColorAttachments({ rtAtt }); 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->create(); 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.triPs = m_r->newGraphicsPipeline(); d.releasePool << d.triPs; d.triPs->setSampleCount(4); // must match the render target d.triPs->setShaderStages({ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) }, { QRhiShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) } }); QRhiVertexInputLayout inputLayout; 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.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); d.releasePool << d.sampler; d.sampler->create(); 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.tex, d.sampler) }); d.srb->create(); 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")) } }); 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.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.triBaseMvp = m_r->clipSpaceCorrMatrix(); d.triBaseMvp.perspective(45.0f, d.rb->pixelSize().width() / float(d.rb->pixelSize().height()), 0.01f, 1000.0f); d.triBaseMvp.translate(0, 0, -2); float opacity = 1.0f; d.initialUpdates->updateDynamicBuffer(d.triUbuf, 64, 4, &opacity); qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0; d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip); } 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()); 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()); } // offscreen (triangle, msaa) 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.rb->pixelSize().width()), float(d.rb->pixelSize().height()) }); cb->setShaderResources(); QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, quint32(sizeof(vertexData))); cb->setVertexInput(0, 1, &vbufBinding); cb->draw(3); cb->endPass(); // onscreen (quad) const QSize outputSizeInPixels = m_sc->currentPixelSize(); 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(); vbufBinding.second = 0; cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16); cb->drawIndexed(6); cb->endPass(); }