mirror of
https://github.com/crystalidea/qt6windows7.git
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182 lines
6.3 KiB
C++
182 lines
6.3 KiB
C++
// Copyright (C) 2019 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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// Compute shader example with image load/store. The texture sampled in the
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// fragment shader is generated by the compute shader.
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struct {
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QList<QRhiResource *> releasePool;
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QRhiTexture *texIn = nullptr;
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QRhiTexture *texOut = nullptr;
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QRhiBuffer *computeUBuf = nullptr;
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QRhiShaderResourceBindings *computeBindings = nullptr;
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QRhiComputePipeline *computePipeline = 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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QRhiSampler *sampler = nullptr;
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QRhiShaderResourceBindings *srb = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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QSize imageSize;
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QMatrix4x4 winProj;
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float factor = 1.0f;
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} d;
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static float quadVertexData[] =
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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 quadIndexData[] =
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{
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0, 1, 2, 0, 2, 3
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};
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void Window::customInit()
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{
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if (!m_r->isFeatureSupported(QRhi::Compute))
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qFatal("Compute is not supported");
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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// compute pass
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const QImage image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888);
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d.imageSize = image.size();
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d.texIn = m_r->newTexture(QRhiTexture::RGBA8, d.imageSize, 1, QRhiTexture::UsedWithLoadStore);
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d.texIn->create();
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d.releasePool << d.texIn;
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d.texOut = m_r->newTexture(QRhiTexture::RGBA8, d.imageSize, 1, QRhiTexture::UsedWithLoadStore);
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d.texOut->create();
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d.releasePool << d.texOut;
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d.initialUpdates->uploadTexture(d.texIn, image);
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d.computeUBuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 4);
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d.computeUBuf->create();
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d.releasePool << d.computeUBuf;
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d.computeBindings = m_r->newShaderResourceBindings();
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d.computeBindings->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::ComputeStage, d.computeUBuf),
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QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texIn, 0),
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QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texOut, 0)
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});
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d.computeBindings->create();
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d.releasePool << d.computeBindings;
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d.computePipeline = m_r->newComputePipeline();
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d.computePipeline->setShaderResourceBindings(d.computeBindings);
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d.computePipeline->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/image.comp.qsb")) });
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d.computePipeline->create();
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d.releasePool << d.computePipeline;
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// graphics pass
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData));
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d.vbuf->create();
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d.releasePool << d.vbuf;
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d.initialUpdates->uploadStaticBuffer(d.vbuf, quadVertexData);
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d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
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d.ibuf->create();
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d.releasePool << d.ibuf;
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d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
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d.ubuf->create();
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d.releasePool << d.ubuf;
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qint32 flip = 0; // regardless of isYUpInFramebuffer() since the input is not flipped so the end result is good for GL too
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d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
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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.srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.texOut, d.sampler)
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});
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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->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 4 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float2, 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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}
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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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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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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(2.5f);
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u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
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}
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u->updateDynamicBuffer(d.computeUBuf, 0, 4, &d.factor);
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d.factor += 0.1f;
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if (d.factor >= 50.0f)
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d.factor = 1.0f;
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cb->beginComputePass(u);
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cb->setComputePipeline(d.computePipeline);
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cb->setShaderResources();
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cb->dispatch(d.imageSize.width() / 16, d.imageSize.height() / 16, 1);
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cb->endComputePass();
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cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 });
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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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