qt6windows7/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp

266 lines
10 KiB
C++
Raw Normal View History

2023-10-30 06:33:08 +08:00
// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
// An advanced version of floattexture. Instead of RGBA32F, we use RGBA16F, and
// also generate the floating point data from rgba with compute. Then there's a
// compute pass using the BSDF prefiltering taken from Qt Quick 3D, which
// generates all the mip levels.
// Why do we animate the scale of the quad rendered to the window? To have
// different mip levels used, to prove that all of them are generated
// correctly, without artifacts (which would occur if memory barriers were not
// correctly generated by QRhi). For full verification use RenderDoc or similar.
#include "../shared/examplefw.h"
#include <qmath.h>
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 const int MAX_MIP_LEVELS = 20;
struct {
QList<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ibuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiTexture *texRgba = nullptr;
QRhiTexture *texFloat16 = nullptr;
QRhiSampler *sampler = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiBuffer *computeUBuf_load = nullptr;
QRhiShaderResourceBindings *computeBindings_load = nullptr;
QRhiComputePipeline *computePipeline_load = nullptr;
QRhiBuffer *computeUBuf_prefilter = nullptr;
QRhiShaderResourceBindings *computeBindings_prefilter[MAX_MIP_LEVELS];
QRhiComputePipeline *computePipeline_prefilter = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
bool computeDone = false;
int mipCount;
int prefilterUBufElemSize;
quint32 prefilterNumWorkGroups[MAX_MIP_LEVELS][3];
float scale = 2.5f;
int scale_dir = -1;
} d;
void recordUploadThenFilterFloat16TextureWithCompute(QRhiCommandBuffer *cb)
{
const int w = d.texRgba->pixelSize().width() / 16;
const int h = d.texRgba->pixelSize().height() / 16;
cb->beginComputePass();
cb->setComputePipeline(d.computePipeline_load);
cb->setShaderResources();
cb->dispatch(w, h, 1);
cb->setComputePipeline(d.computePipeline_prefilter);
for (int level = 1; level < d.mipCount; ++level) {
const int i = level - 1;
const int mipW = d.prefilterNumWorkGroups[i][0];
const int mipH = d.prefilterNumWorkGroups[i][1];
QPair<int, quint32> dynamicOffset = { 0, quint32(d.prefilterUBufElemSize * i) };
cb->setShaderResources(d.computeBindings_prefilter[i], 1, &dynamicOffset);
cb->dispatch(mipW, mipH, 1);
}
cb->endComputePass();
}
void Window::customInit()
{
if (!m_r->isFeatureSupported(QRhi::Compute))
qFatal("Compute is not supported");
if (!m_r->isTextureFormatSupported(QRhiTexture::RGBA16F))
qFatal("RGBA16F texture format is not supported");
d.initialUpdates = m_r->nextResourceUpdateBatch();
// load rgba8 image data
QImage image;
image.load(QLatin1String(":/qt256.png"));
image = image.convertToFormat(QImage::Format_RGBA8888);
Q_ASSERT(!image.isNull());
d.texRgba = m_r->newTexture(QRhiTexture::RGBA8, image.size(), 1, QRhiTexture::UsedWithLoadStore);
d.texRgba->create();
d.releasePool << d.texRgba;
d.initialUpdates->uploadTexture(d.texRgba, image);
d.mipCount = m_r->mipLevelsForSize(image.size());
Q_ASSERT(d.mipCount <= MAX_MIP_LEVELS);
d.texFloat16 = m_r->newTexture(QRhiTexture::RGBA16F, image.size(), 1, QRhiTexture::UsedWithLoadStore | QRhiTexture::MipMapped);
d.releasePool << d.texFloat16;
d.texFloat16->create();
// compute
d.computeUBuf_load = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 12);
d.computeUBuf_load->create();
d.releasePool << d.computeUBuf_load;
quint32 numWorkGroups[3] = { quint32(image.width()), quint32(image.height()), 0 };
d.initialUpdates->updateDynamicBuffer(d.computeUBuf_load, 0, 12, numWorkGroups);
d.computeBindings_load = m_r->newShaderResourceBindings();
d.computeBindings_load->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::ComputeStage, d.computeUBuf_load),
QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texRgba, 0),
QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, 0)
});
d.computeBindings_load->create();
d.releasePool << d.computeBindings_load;
d.computePipeline_load = m_r->newComputePipeline();
d.computePipeline_load->setShaderResourceBindings(d.computeBindings_load);
d.computePipeline_load->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/load.comp.qsb")) });
d.computePipeline_load->create();
d.releasePool << d.computePipeline_load;
d.prefilterUBufElemSize = m_r->ubufAligned(12);
d.computeUBuf_prefilter = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.prefilterUBufElemSize * d.mipCount);
d.computeUBuf_prefilter->create();
d.releasePool << d.computeUBuf_prefilter;
int mipW = image.width() >> 1;
int mipH = image.height() >> 1;
for (int level = 1; level < d.mipCount; ++level) {
const int i = level - 1;
d.prefilterNumWorkGroups[i][0] = quint32(mipW);
d.prefilterNumWorkGroups[i][1] = quint32(mipH);
d.prefilterNumWorkGroups[i][2] = 0;
d.initialUpdates->updateDynamicBuffer(d.computeUBuf_prefilter, d.prefilterUBufElemSize * i, 12, d.prefilterNumWorkGroups[i]);
mipW = mipW > 2 ? mipW >> 1 : 1;
mipH = mipH > 2 ? mipH >> 1 : 1;
d.computeBindings_prefilter[i] = m_r->newShaderResourceBindings();
d.computeBindings_prefilter[i]->setBindings({
QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, QRhiShaderResourceBinding::ComputeStage, d.computeUBuf_prefilter, 12),
QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, level - 1),
QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, level)
});
d.computeBindings_prefilter[i]->create();
d.releasePool << d.computeBindings_prefilter[i];
}
d.computePipeline_prefilter = m_r->newComputePipeline();
d.computePipeline_prefilter->setShaderResourceBindings(d.computeBindings_prefilter[0]); // just need a layout compatible one
d.computePipeline_prefilter->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/prefilter.comp.qsb")) });
d.computePipeline_prefilter->create();
d.releasePool << d.computePipeline_prefilter;
// graphics
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
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;
// enable mipmaps
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::Linear,
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.texFloat16, 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")) }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 4 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) }
});
d.ps->setVertexInputLayout(inputLayout);
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
d.ps->create();
d.initialUpdates->uploadStaticBuffer(d.vbuf, vertexData);
d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData);
qint32 flip = 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 mvp = m_proj;
mvp.scale(d.scale);
d.scale += d.scale_dir * 0.01f;
if (qFuzzyIsNull(d.scale) || d.scale >= 2.5f)
d.scale_dir *= -1;
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
cb->resourceUpdate(u);
// If not yet done, then do a compute pass that uploads level 0, doing an
// rgba8 -> float16 conversion. Follow that with another compute pass to do
// the filtering and generate all the mip levels.
if (!d.computeDone) {
recordUploadThenFilterFloat16TextureWithCompute(cb);
d.computeDone = true;
}
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();
const QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
cb->drawIndexed(6);
cb->endPass();
}