qt 6.6.0 clean

This commit is contained in:
kleuter
2023-11-01 22:23:55 +01:00
parent 7b5ada15e7
commit 5d8194efa7
1449 changed files with 134276 additions and 31391 deletions

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# Copyright (C) 2022 The Qt Company Ltd.
# SPDX-License-Identifier: BSD-3-Clause
qt_internal_add_manual_test(displacement
GUI
SOURCES
displacement.cpp
LIBRARIES
Qt::Gui
Qt::GuiPrivate
)
qt_internal_add_resource(displacement "displacement"
PREFIX
"/"
FILES
"material.vert.qsb"
"material.tesc.qsb"
"material.tese.qsb"
"material.frag.qsb"
"heightmap.png"
)
set(imgui_base ../shared/imgui)
set(imgui_target displacement)
include(${imgui_base}/imgui.cmakeinc)

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#!/bin/sh
qsb --glsl 320es,410 --hlsl 50 --msl 12 --msltess material.vert -o material.vert.qsb
qsb --glsl 320es,410 --hlsl 50 --msl 12 material.frag -o material.frag.qsb
qsb --glsl 320es,410 --msl 12 --tess-mode triangles material.tesc -o material.tesc.qsb
qsb --glsl 320es,410 --msl 12 --tess-vertex-count 3 material.tese -o material.tese.qsb
qsb -r hlsl,50,material_hull.hlsl material.tesc.qsb
qsb -r hlsl,50,material_domain.hlsl material.tese.qsb

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qsb --glsl 320es,410 --hlsl 50 --msl 12 --msltess material.vert -o material.vert.qsb
qsb --glsl 320es,410 --hlsl 50 --msl 12 material.frag -o material.frag.qsb
qsb --glsl 320es,410 --msl 12 --tess-mode triangles material.tesc -o material.tesc.qsb
qsb --glsl 320es,410 --msl 12 --tess-vertex-count 3 material.tese -o material.tese.qsb
qsb -r hlsl,50,material_hull.hlsl material.tesc.qsb
qsb -r hlsl,50,material_domain.hlsl material.tese.qsb

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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#define EXAMPLEFW_IMGUI
#include "../shared/examplefw.h"
#include "../shared/cube.h"
// Another tessellation test. Compatible with Direct 3D via hand-written hull
// and domain shaders, but this already pushes the limits of what is sensible
// when it comes to injecting hand-written HLSL code to get tessellation
// functional (cbuffer layout, resource registers all need to be figured out
// manually and works only as long as the GLSL source is not changing, etc.).
// Note that the domain shader must use SampleLevel (textureLod), it won't
// compile for ds_5_0 otherwise.
static const quint32 UBUF_SIZE = 80;
struct {
QList<QRhiResource *> releasePool;
QRhiBuffer *vbuf;
QRhiBuffer *ubuf;
QRhiTexture *tex;
QRhiSampler *sampler;
QRhiShaderResourceBindings *srb;
QRhiGraphicsPipeline *psWire;
QRhiGraphicsPipeline *psSolid;
bool rotate = true;
float rotation = 0.0f;
float viewZ = 0.0f;
float displacementAmount = 0.0f;
int tessInner = 4;
int tessOuter = 4;
bool useTex = false;
bool wireframe = true;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
} d;
void Window::customInit()
{
if (!m_r->isFeatureSupported(QRhi::Tessellation))
qFatal("Tessellation is not supported");
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
d.vbuf->create();
d.releasePool << d.vbuf;
d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, m_r->ubufAligned(UBUF_SIZE));
d.ubuf->create();
d.releasePool << d.ubuf;
QImage image;
image.load(":/heightmap.png");
if (image.isNull())
qFatal("Failed to load displacement map");
d.tex = m_r->newTexture(QRhiTexture::RGBA8, image.size());
d.tex->create();
d.releasePool << d.tex;
d.initialUpdates->uploadTexture(d.tex, image);
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::Repeat, QRhiSampler::Repeat);
d.releasePool << d.sampler;
d.sampler->create();
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
d.srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0,
QRhiShaderResourceBinding::TessellationControlStage
| QRhiShaderResourceBinding::TessellationEvaluationStage,
d.ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::TessellationEvaluationStage, d.tex, d.sampler)
});
d.srb->create();
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 3 * sizeof(float) },
{ 2 * sizeof(float) },
{ 3 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
{ 1, 1, QRhiVertexInputAttribute::Float2, 0 },
{ 2, 2, QRhiVertexInputAttribute::Float3, 0 }
});
const QRhiShaderStage stages[] = {
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/material.vert.qsb")) },
{ QRhiShaderStage::TessellationControl, getShader(QLatin1String(":/material.tesc.qsb")) },
{ QRhiShaderStage::TessellationEvaluation, getShader(QLatin1String(":/material.tese.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/material.frag.qsb")) }
};
d.psWire = m_r->newGraphicsPipeline();
d.releasePool << d.psWire;
d.psWire->setTopology(QRhiGraphicsPipeline::Patches);
d.psWire->setPatchControlPointCount(3);
d.psWire->setShaderStages(stages, stages + 4);
d.psWire->setDepthTest(true);
d.psWire->setDepthWrite(true);
d.psWire->setCullMode(QRhiGraphicsPipeline::Back);
d.psWire->setPolygonMode(QRhiGraphicsPipeline::Line);
d.psWire->setVertexInputLayout(inputLayout);
d.psWire->setShaderResourceBindings(d.srb);
d.psWire->setRenderPassDescriptor(m_rp);
d.psWire->create();
d.psSolid = m_r->newGraphicsPipeline();
d.releasePool << d.psSolid;
d.psSolid->setTopology(QRhiGraphicsPipeline::Patches);
d.psSolid->setPatchControlPointCount(3);
d.psSolid->setShaderStages(stages, stages + 4);
d.psSolid->setDepthTest(true);
d.psSolid->setDepthWrite(true);
d.psSolid->setCullMode(QRhiGraphicsPipeline::Back);
d.psSolid->setVertexInputLayout(inputLayout);
d.psSolid->setShaderResourceBindings(d.srb);
d.psSolid->setRenderPassDescriptor(m_rp);
d.psSolid->create();
}
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 = nullptr;
if (d.initialUpdates) {
u = d.initialUpdates;
d.initialUpdates = nullptr;
}
char *p = d.ubuf->beginFullDynamicBufferUpdateForCurrentFrame();
QMatrix4x4 mvp = m_proj;
mvp.translate(0, 0, d.viewZ);
mvp.rotate(d.rotation, 1, 1, 0);
mvp.scale(0.5f);
memcpy(p, mvp.constData(), 64);
memcpy(p + 64, &d.displacementAmount, sizeof(float));
float tessInnerFloat = d.tessInner;
memcpy(p + 68, &tessInnerFloat, sizeof(float));
float tessOuterFloat = d.tessOuter;
memcpy(p + 72, &tessOuterFloat, sizeof(float));
qint32 useTex = d.useTex ? 1 : 0;
memcpy(p + 76, &useTex, sizeof(qint32));
d.ubuf->endFullDynamicBufferUpdateForCurrentFrame();
const QRhiCommandBuffer::VertexInput vbufBinding[] = {
{ d.vbuf, 0 },
{ d.vbuf, quint32(36 * 3 * sizeof(float)) },
{ d.vbuf, quint32(36 * (3 + 2) * sizeof(float)) }
};
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 }, u, QRhiCommandBuffer::DoNotTrackResourcesForCompute);
cb->setGraphicsPipeline(d.wireframe ? d.psWire : d.psSolid);
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
cb->setShaderResources(d.srb);
cb->setVertexInput(0, 3, vbufBinding);
cb->draw(36);
m_imguiRenderer->render();
cb->endPass();
if (d.rotate)
d.rotation += 1;
}
void Window::customGui()
{
ImGui::SetNextWindowPos(ImVec2(10, 10), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(500, 250), ImGuiCond_FirstUseEver);
ImGui::Begin("Test");
ImGui::SliderInt("Inner", &d.tessInner, 0, 20);
ImGui::SliderInt("Outer", &d.tessOuter, 0, 20);
ImGui::SliderFloat("Displacement", &d.displacementAmount, 0.0f, 4.0f);
ImGui::Checkbox("Use displacement texture", &d.useTex);
ImGui::SliderFloat("Z", &d.viewZ, -16.0f, 4.0f);
ImGui::Checkbox("Rotate", &d.rotate);
ImGui::Checkbox("Wireframe", &d.wireframe);
ImGui::End();
}

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#version 440
layout(location = 0) out vec4 fragColor;
layout(location = 1) in vec3 in_normal;
void main()
{
fragColor = vec4((normalize(in_normal) + 1.0) / 2.0, 1.0);
}

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#version 440
layout(vertices = 3) out;
layout(location = 0) in vec2 in_uv[];
layout(location = 1) in vec3 in_normal[];
layout(location = 0) out vec2 out_uv[];
layout(location = 1) out vec3 out_normal[];
layout(std140, binding = 0) uniform buf {
mat4 mvp;
float displacementAmount;
float tessInner;
float tessOuter;
int useTex;
};
void main()
{
if (gl_InvocationID == 0) {
gl_TessLevelOuter[0] = tessOuter;
gl_TessLevelOuter[1] = tessOuter;
gl_TessLevelOuter[2] = tessOuter;
gl_TessLevelInner[0] = tessInner;
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
out_uv[gl_InvocationID] = in_uv[gl_InvocationID];
out_normal[gl_InvocationID] = in_normal[gl_InvocationID];
}

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#version 440
layout(triangles, fractional_odd_spacing, ccw) in;
layout(location = 0) in vec2 in_uv[];
layout(location = 1) in vec3 in_normal[];
//layout(location = 0) out vec2 out_uv;
layout(location = 1) out vec3 out_normal;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
float displacementAmount;
float tessInner;
float tessOuter;
int useTex;
};
layout(binding = 1) uniform sampler2D displacementMap;
void main()
{
vec4 pos = (gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position);
vec2 uv = gl_TessCoord.x * in_uv[0].xy + gl_TessCoord.y * in_uv[1].xy;
vec3 normal = normalize(gl_TessCoord.x * in_normal[0] + gl_TessCoord.y * in_normal[1] + gl_TessCoord.z * in_normal[2]);
vec4 c = texture(displacementMap, uv);
const vec3 yCoeff_709 = vec3(0.2126, 0.7152, 0.0722);
float df = dot(c.rgb, yCoeff_709);
if (useTex == 0)
df = 1.0;
vec3 displacedPos = pos.xyz + normal * df * displacementAmount;
gl_Position = mvp * vec4(displacedPos, 1.0);
// out_uv = uv;
out_normal = normal;
}

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#version 440
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 uv;
layout(location = 2) in vec3 normal;
layout(location = 0) out vec2 out_uv;
layout(location = 1) out vec3 out_normal;
void main()
{
gl_Position = vec4(position, 1.0);
out_uv = uv;
out_normal = normal;
}

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struct Input
{
float edges[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
struct PatchInput
{
float3 position : POSITION;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
};
struct PixelInput
{
//float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float4 position : SV_POSITION;
};
cbuffer buf : register(b0)
{
row_major float4x4 mvp : packoffset(c0);
float displacementAmount : packoffset(c4);
float tessInner : packoffset(c4.y);
float tessOuter : packoffset(c4.z);
int useTex : packoffset(c4.w);
};
Texture2D<float4> tex : register(t1);
SamplerState texsampler : register(s1);
[domain("tri")]
PixelInput main(Input input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<PatchInput, 3> patch)
{
PixelInput output;
float3 pos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position;
float2 uv = uvwCoord.x * patch[0].uv + uvwCoord.y * patch[1].uv;
float3 normal = normalize(uvwCoord.x * patch[0].normal + uvwCoord.y * patch[1].normal + uvwCoord.z * patch[2].normal);
float4 c = tex.SampleLevel(texsampler, uv, 0.0);
const float3 yCoeff_709 = float3(0.2126, 0.7152, 0.0722);
float df = dot(c.rgb, yCoeff_709);
if (useTex == 0)
df = 1.0;
float3 displacedPos = pos + normal * df * displacementAmount;
output.position = mul(float4(displacedPos, 1.0), mvp);
//output.uv = uv;
output.normal = normal;
return output;
}

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struct Input
{
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float4 position : SV_Position;
};
struct Output
{
float3 position : POSITION;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
};
struct ConstantData
{
float edges[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
cbuffer buf : register(b0)
{
row_major float4x4 mvp : packoffset(c0);
float displacementAmount : packoffset(c4);
float tessInner : packoffset(c4.y);
float tessOuter : packoffset(c4.z);
int useTex : packoffset(c4.w);
};
ConstantData patchConstFunc(InputPatch<Input, 3> ip, uint PatchID : SV_PrimitiveID )
{
ConstantData d;
d.edges[0] = tessOuter;
d.edges[1] = tessOuter;
d.edges[2] = tessOuter;
d.inside = tessInner;
return d;
}
[domain("tri")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("patchConstFunc")]
Output main(InputPatch<Input, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID)
{
Output output;
output.position = patch[pointId].position;
output.uv = patch[pointId].uv;
output.normal = patch[pointId].normal;
return output;
}