mirror of
https://github.com/crystalidea/qt6windows7.git
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267 lines
10 KiB
C++
267 lines
10 KiB
C++
// Copyright (C) 2018 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 "../shared/cube.h"
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#include <QPainter>
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struct {
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QRhiBuffer *vbuf = nullptr;
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QRhiBuffer *ubuf = nullptr;
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QRhiTexture *tex = nullptr;
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QRhiSampler *sampler = nullptr;
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QRhiShaderResourceBindings *srb = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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QList<QRhiResource *> releasePool;
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float rotation = 0;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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int frameCount = 0;
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QImage customImage;
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QRhiTexture *newTex = nullptr;
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QRhiTexture *importedTex = nullptr;
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int testStage = 0;
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QRhiShaderResourceBinding bindings[2];
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} d;
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void Window::customInit()
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{
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
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d.releasePool << d.vbuf;
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d.vbuf->create();
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
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d.releasePool << d.ubuf;
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d.ubuf->create();
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QImage baseImage(QLatin1String(":/qt256.png"));
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d.tex = m_r->newTexture(QRhiTexture::RGBA8, baseImage.size(), 1, QRhiTexture::UsedAsTransferSource);
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d.releasePool << d.tex;
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d.tex->create();
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// As an alternative to what some of the other examples do, prepare an
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// update batch right here instead of relying on vbufReady and similar flags.
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
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qint32 flip = 0;
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d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
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d.initialUpdates->uploadTexture(d.tex, baseImage);
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d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
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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.srb = m_r->newShaderResourceBindings();
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d.releasePool << d.srb;
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d.bindings[0] = QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf);
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d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler);
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d.srb->setBindings(d.bindings, d.bindings + 2);
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d.srb->create();
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d.ps = m_r->newGraphicsPipeline();
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d.releasePool << d.ps;
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d.ps->setDepthTest(true);
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d.ps->setDepthWrite(true);
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d.ps->setDepthOp(QRhiGraphicsPipeline::Less);
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d.ps->setCullMode(QRhiGraphicsPipeline::Back);
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d.ps->setFrontFace(QRhiGraphicsPipeline::CCW);
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const QShader vs = getShader(QLatin1String(":/texture.vert.qsb"));
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if (!vs.isValid())
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qFatal("Failed to load shader pack (vertex)");
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const QShader fs = getShader(QLatin1String(":/texture.frag.qsb"));
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if (!fs.isValid())
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qFatal("Failed to load shader pack (fragment)");
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d.ps->setShaderStages({
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{ QRhiShaderStage::Vertex, vs },
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{ QRhiShaderStage::Fragment, fs }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 3 * sizeof(float) },
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{ 2 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
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{ 1, 1, QRhiVertexInputAttribute::Float2, 0 }
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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.customImage = QImage(128, 64, QImage::Format_RGBA8888);
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d.customImage.fill(Qt::red);
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QPainter painter(&d.customImage);
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// the text may look different on different platforms, so no guarantee the
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// output on the screen will be identical everywhere
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painter.drawText(5, 25, "Hello world");
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painter.end();
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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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QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
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// take the initial set of updates, if this is the first frame
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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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d.rotation += 1.0f;
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QMatrix4x4 mvp = m_proj;
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mvp.scale(0.5f);
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mvp.rotate(d.rotation, 0, 1, 0);
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u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
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if (d.frameCount > 0 && (d.frameCount % 100) == 0) {
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d.testStage += 1;
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qDebug("testStage = %d", d.testStage);
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// Partially change the texture.
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if (d.testStage == 1) {
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QRhiTextureSubresourceUploadDescription mipDesc(d.customImage);
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// The image here is smaller than the original. Use a non-zero position
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// to make it more interesting.
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mipDesc.setDestinationTopLeft(QPoint(100, 20));
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QRhiTextureUploadDescription desc({ 0, 0, mipDesc });
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u->uploadTexture(d.tex, desc);
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}
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// Exercise image copying.
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if (d.testStage == 2) {
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const QSize sz = d.tex->pixelSize();
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d.newTex = m_r->newTexture(QRhiTexture::RGBA8, sz);
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d.releasePool << d.newTex;
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d.newTex->create();
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QImage empty(sz.width(), sz.height(), QImage::Format_RGBA8888);
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empty.fill(Qt::blue);
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u->uploadTexture(d.newTex, empty);
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// Copy the left-half of tex to the right-half of newTex, while
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// leaving the left-half of newTex blue. Keep a 20 pixel gap at
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// the top.
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QRhiTextureCopyDescription desc;
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desc.setSourceTopLeft(QPoint(0, 20));
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desc.setPixelSize(QSize(sz.width() / 2, sz.height() - 20));
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desc.setDestinationTopLeft(QPoint(sz.width() / 2, 20));
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u->copyTexture(d.newTex, d.tex, desc);
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// Now replace d.tex with d.newTex as the shader resource.
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d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.newTex, d.sampler);
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d.srb->setBindings(d.bindings, d.bindings + 2);
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// "rebuild", whatever that means for a given backend. This srb is
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// already live as the ps in the setGraphicsPipeline references it,
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// but that's fine. Changes will be picked up automatically.
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d.srb->create();
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}
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// Exercise simple, full texture copy.
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if (d.testStage == 4)
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u->copyTexture(d.newTex, d.tex);
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// Now again upload customImage but this time only a part of it.
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if (d.testStage == 5) {
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QRhiTextureSubresourceUploadDescription mipDesc(d.customImage);
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mipDesc.setDestinationTopLeft(QPoint(10, 120));
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mipDesc.setSourceSize(QSize(50, 40));
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mipDesc.setSourceTopLeft(QPoint(20, 10));
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QRhiTextureUploadDescription desc({ 0, 0, mipDesc });
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u->uploadTexture(d.newTex, desc);
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}
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// Exercise texture object export/import.
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if (d.testStage == 6) {
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const QRhiTexture::NativeTexture nativeTexture = d.tex->nativeTexture();
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if (nativeTexture.object) {
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#if defined(Q_OS_MACOS) || defined(Q_OS_IOS)
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if (graphicsApi == Metal) {
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qDebug() << "Metal texture: " << nativeTexture.object;
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// Now could cast to id<MTLTexture> and do something with
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// it, keeping in mind that copy operations are only done
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// in beginPass, while rendering into a texture may only
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// have proper results in current_frame + 2, or after a
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// finish(). The QRhiTexture still owns the native object.
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}
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#endif
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// omit for other backends, the idea is the same
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d.importedTex = m_r->newTexture(QRhiTexture::RGBA8, d.tex->pixelSize());
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d.releasePool << d.importedTex;
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if (!d.importedTex->createFrom(nativeTexture))
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qWarning("Texture import failed");
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// now d.tex and d.importedTex use the same MTLTexture
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// underneath (owned by d.tex)
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// switch to showing d.importedTex
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d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.importedTex, d.sampler);
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d.srb->setBindings(d.bindings, d.bindings + 2);
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d.srb->create();
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} else {
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qWarning("Accessing native texture object is not supported");
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}
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}
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// Exercise uploading uncompressed data without a QImage.
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if (d.testStage == 7) {
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d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.newTex, d.sampler);
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d.srb->setBindings(d.bindings, d.bindings + 2);
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d.srb->create();
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const QSize sz(221, 139);
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QByteArray data;
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data.resize(sz.width() * sz.height() * 4);
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for (int y = 0; y < sz.height(); ++y) {
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uchar *p = reinterpret_cast<uchar *>(data.data()) + y * sz.width() * 4;
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for (int x = 0; x < sz.width(); ++x) {
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*p++ = 0; *p++ = 0; *p++ = y * (255 / sz.height());
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*p++ = 255;
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}
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}
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QRhiTextureSubresourceUploadDescription mipDesc(data.constData(), data.size());
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mipDesc.setSourceSize(sz);
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mipDesc.setDestinationTopLeft(QPoint(5, 25));
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QRhiTextureUploadDescription desc({ 0, 0, mipDesc });
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u->uploadTexture(d.newTex, desc);
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}
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}
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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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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const QRhiCommandBuffer::VertexInput vbufBindings[] = {
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{ d.vbuf, 0 },
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{ d.vbuf, quint32(36 * 3 * sizeof(float)) }
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};
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cb->setVertexInput(0, 2, vbufBindings);
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cb->draw(36);
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cb->endPass();
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d.frameCount += 1;
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}
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