mirror of
https://github.com/crystalidea/qt6windows7.git
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156 lines
5.5 KiB
C++
156 lines
5.5 KiB
C++
// Copyright (C) 2021 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "../shared/examplefw.h"
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#include <QElapsedTimer>
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// Creates a texture array object with size 4, uploads a different
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// image to each, and cycles through them on-screen.
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static const int ARRAY_SIZE = 4;
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static const int UBUF_SIZE = 72;
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static float vertexData[] =
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{ // Y up, CCW
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-0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 1.0f, 0.0f
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};
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static quint16 indexData[] =
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{
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0, 1, 2, 0, 2, 3
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};
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struct {
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QList<QRhiResource *> releasePool;
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QRhiTexture *texArr = nullptr;
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QRhiSampler *sampler = nullptr;
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QRhiShaderResourceBindings *srb = nullptr;
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QRhiBuffer *vbuf = nullptr;
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QRhiBuffer *ibuf = nullptr;
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QRhiBuffer *ubuf = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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QMatrix4x4 winProj;
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QElapsedTimer t;
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int arrayIndex = 0;
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} d;
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void Window::customInit()
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{
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if (!m_r->isFeatureSupported(QRhi::TextureArrays))
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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,
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// mipmaps will be generated, to exercise that too
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QRhiTexture::MipMapped | QRhiTexture::UsedWithGenerateMips);
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d.releasePool << d.texArr;
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d.texArr->create();
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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QImage img(512, 512, QImage::Format_RGBA8888);
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img.fill(Qt::red);
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d.initialUpdates->uploadTexture(d.texArr, QRhiTextureUploadDescription(QRhiTextureUploadEntry(0, 0, QRhiTextureSubresourceUploadDescription(img))));
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img.fill(Qt::green);
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d.initialUpdates->uploadTexture(d.texArr, QRhiTextureUploadDescription(QRhiTextureUploadEntry(1, 0, QRhiTextureSubresourceUploadDescription(img))));
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img.fill(Qt::blue);
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d.initialUpdates->uploadTexture(d.texArr, QRhiTextureUploadDescription(QRhiTextureUploadEntry(2, 0, QRhiTextureSubresourceUploadDescription(img))));
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img.fill(Qt::yellow);
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d.initialUpdates->uploadTexture(d.texArr, QRhiTextureUploadDescription(QRhiTextureUploadEntry(3, 0, QRhiTextureSubresourceUploadDescription(img))));
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d.initialUpdates->generateMips(d.texArr);
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d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::Linear,
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QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
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d.releasePool << d.sampler;
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d.sampler->create();
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, UBUF_SIZE);
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d.releasePool << d.ubuf;
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d.ubuf->create();
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d.srb = m_r->newShaderResourceBindings();
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d.releasePool << d.srb;
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d.srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, 0, UBUF_SIZE),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.texArr, d.sampler)
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});
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d.srb->create();
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
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d.releasePool << d.vbuf;
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d.vbuf->create();
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d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
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d.releasePool << d.ibuf;
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d.ibuf->create();
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d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(vertexData), vertexData);
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d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData);
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d.ps = m_r->newGraphicsPipeline();
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d.releasePool << d.ps;
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d.ps->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture_arr.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture_arr.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({ { 4 * sizeof(float) } });
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float2, quint32(2 * sizeof(float)) }
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});
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d.ps->setVertexInputLayout(inputLayout);
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d.ps->setShaderResourceBindings(d.srb);
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d.ps->setRenderPassDescriptor(m_rp);
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d.ps->create();
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d.t.start();
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}
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void Window::customRelease()
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{
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qDeleteAll(d.releasePool);
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d.releasePool.clear();
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}
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void Window::customRender()
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{
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
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if (d.initialUpdates) {
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u->merge(d.initialUpdates);
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d.initialUpdates->release();
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d.initialUpdates = nullptr;
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}
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if (d.winProj != m_proj) {
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d.winProj = m_proj;
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QMatrix4x4 mvp = m_proj;
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mvp.scale(2);
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u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
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const qint32 flip = 0;
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u->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
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u->updateDynamicBuffer(d.ubuf, 68, 4, &d.arrayIndex);
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}
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if (d.t.elapsed() > 2000) {
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d.t.restart();
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d.arrayIndex = (d.arrayIndex + 1) % ARRAY_SIZE;
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u->updateDynamicBuffer(d.ubuf, 68, 4, &d.arrayIndex);
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}
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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
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cb->setGraphicsPipeline(d.ps);
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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cb->setShaderResources();
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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
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cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
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cb->drawIndexed(6);
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cb->endPass();
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}
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