qt6windows7/tests/manual/rhi/geometryshader/geometryshader.cpp
2023-10-29 23:33:08 +01:00

95 lines
3.1 KiB
C++

// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "../shared/examplefw.h"
static const float points[] = { 0.0f, 0.0f, 0.0f };
struct
{
QVector<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
float radius = 0.0f;
} d;
void Window::customInit()
{
if (!m_r->isFeatureSupported(QRhi::GeometryShader))
qFatal("Geometry shaders are not supported");
m_clearColor.setRgb(0, 0, 0);
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(points));
d.vbuf->create();
d.releasePool << d.vbuf;
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 4);
d.ubuf->create();
d.releasePool << d.ubuf;
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
const QRhiShaderResourceBinding::StageFlags geom = QRhiShaderResourceBinding::GeometryStage;
d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, geom, d.ubuf) });
d.srb->create();
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
d.ps->setTopology(QRhiGraphicsPipeline::Points);
d.ps->setShaderStages(
{ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/test.vert.qsb")) },
{ QRhiShaderStage::Geometry, getShader(QLatin1String(":/test.geom.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/test.frag.qsb")) } });
d.ps->setCullMode(QRhiGraphicsPipeline::Back);
d.ps->setDepthTest(true);
d.ps->setDepthWrite(true);
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({ { 3 * sizeof(float) } });
inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float3, 0 } });
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, points);
d.initialUpdates->updateDynamicBuffer(d.ubuf, 0, 4, &d.radius);
}
void Window::customRelease()
{
qDeleteAll(d.releasePool);
d.releasePool.clear();
}
void Window::customRender()
{
const QSize outputSizeInPixels = m_sc->currentPixelSize();
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
if (d.initialUpdates) {
u->merge(d.initialUpdates);
d.initialUpdates->release();
d.initialUpdates = nullptr;
}
u->updateDynamicBuffer(d.ubuf, 0, 4, &d.radius);
d.radius = std::fmod(d.radius + 0.01f, 1.0f);
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u);
cb->setGraphicsPipeline(d.ps);
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
cb->setShaderResources();
QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(1);
cb->endPass();
}