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https://github.com/crystalidea/qt6windows7.git
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qt 6.5.1 original
This commit is contained in:
36
tests/manual/rhi/mrt/CMakeLists.txt
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36
tests/manual/rhi/mrt/CMakeLists.txt
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# Copyright (C) 2022 The Qt Company Ltd.
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# SPDX-License-Identifier: BSD-3-Clause
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#####################################################################
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## mrt Binary:
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#####################################################################
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qt_internal_add_manual_test(mrt
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GUI
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SOURCES
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mrt.cpp
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LIBRARIES
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Qt::Gui
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Qt::GuiPrivate
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)
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# Resources:
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set_source_files_properties("../shared/texture.frag.qsb"
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PROPERTIES QT_RESOURCE_ALIAS "texture.frag.qsb"
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)
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set_source_files_properties("../shared/texture.vert.qsb"
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PROPERTIES QT_RESOURCE_ALIAS "texture.vert.qsb"
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)
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set(mrt_resource_files
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"../shared/texture.frag.qsb"
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"../shared/texture.vert.qsb"
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"mrt.frag.qsb"
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"mrt.vert.qsb"
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)
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qt_internal_add_resource(mrt "mrt"
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PREFIX
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"/"
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FILES
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${mrt_resource_files}
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)
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2
tests/manual/rhi/mrt/buildshaders.bat
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2
tests/manual/rhi/mrt/buildshaders.bat
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qsb --glsl "100 es,120" --hlsl 50 --msl 12 -c mrt.vert -o mrt.vert.qsb
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qsb --glsl "100 es,120" --hlsl 50 --msl 12 -c mrt.frag -o mrt.frag.qsb
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247
tests/manual/rhi/mrt/mrt.cpp
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247
tests/manual/rhi/mrt/mrt.cpp
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// 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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// Exercises MRT, by attaching 4 textures to a single QRhiTextureRenderTarget.
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// The fragment shader outputs to all four targets.
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// The textures are then used to render 4 quads, so their contents can be confirmed.
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const int ATTCOUNT = 4;
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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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static float triangleData[] =
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{ // Y up, CCW
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0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
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};
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struct {
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QList<QRhiResource *> releasePool;
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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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QRhiTextureRenderTarget *rt = nullptr;
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QRhiRenderPassDescriptor *rtRp = nullptr;
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QRhiSampler *sampler = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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QMatrix4x4 winProj;
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struct PerColorBuffer {
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QRhiTexture *tex = nullptr;
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QRhiShaderResourceBindings *srb = nullptr;
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};
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PerColorBuffer colData[ATTCOUNT];
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QRhiBuffer *triUbuf = nullptr;
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QRhiShaderResourceBindings *triSrb = nullptr;
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QRhiGraphicsPipeline *triPs = nullptr;
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float triRot = 0;
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QMatrix4x4 triBaseMvp;
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} d;
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void Window::customInit()
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{
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qDebug("Max color attachments: %d", m_r->resourceLimit(QRhi::MaxColorAttachments));
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if (m_r->resourceLimit(QRhi::MaxColorAttachments) < 4)
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qWarning("MRT is not supported");
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData) + sizeof(triangleData));
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d.vbuf->create();
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d.releasePool << d.vbuf;
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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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const int oneRoundedUniformBlockSize = m_r->ubufAligned(68);
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, oneRoundedUniformBlockSize * ATTCOUNT);
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d.ubuf->create();
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d.releasePool << d.ubuf;
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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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for (int i = 0; i < ATTCOUNT; ++i) {
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QRhiTexture *tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
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d.releasePool << tex;
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tex->create();
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QRhiShaderResourceBindings *srb = m_r->newShaderResourceBindings();
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d.releasePool << srb;
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srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage,
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d.ubuf, i * oneRoundedUniformBlockSize, 68),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, tex, d.sampler)
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});
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srb->create();
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d.colData[i].tex = tex;
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d.colData[i].srb = srb;
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}
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QRhiTextureRenderTargetDescription rtDesc;
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QRhiColorAttachment att[ATTCOUNT];
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for (int i = 0; i < ATTCOUNT; ++i)
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att[i] = QRhiColorAttachment(d.colData[i].tex);
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rtDesc.setColorAttachments(att, att + ATTCOUNT);
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d.rt = m_r->newTextureRenderTarget(rtDesc);
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d.releasePool << d.rt;
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d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
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d.releasePool << d.rtRp;
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d.rt->setRenderPassDescriptor(d.rtRp);
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d.rt->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, quint32(2 * sizeof(float)) }
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});
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d.ps->setVertexInputLayout(inputLayout);
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d.ps->setShaderResourceBindings(d.colData[0].srb); // all of them are layout-compatible
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d.ps->setRenderPassDescriptor(m_rp);
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d.ps->create();
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData);
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d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(quadVertexData), sizeof(triangleData), triangleData);
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d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
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qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
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for (int i = 0; i < ATTCOUNT; ++i)
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d.initialUpdates->updateDynamicBuffer(d.ubuf, i * oneRoundedUniformBlockSize + 64, 4, &flip);
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// triangle
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d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
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d.releasePool << d.triUbuf;
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d.triUbuf->create();
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d.triSrb = m_r->newShaderResourceBindings();
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d.releasePool << d.triSrb;
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d.triSrb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.triUbuf)
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});
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d.triSrb->create();
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d.triPs = m_r->newGraphicsPipeline();
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d.releasePool << d.triPs;
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d.triPs->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/mrt.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/mrt.frag.qsb")) }
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});
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QRhiGraphicsPipeline::TargetBlend blends[ATTCOUNT]; // defaults to blending == false
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d.triPs->setTargetBlends(blends, blends + ATTCOUNT);
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inputLayout.setBindings({
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{ 5 * 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::Float3, quint32(2 * sizeof(float)) }
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});
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d.triPs->setVertexInputLayout(inputLayout);
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d.triPs->setShaderResourceBindings(d.triSrb);
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d.triPs->setRenderPassDescriptor(d.rtRp);
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d.triPs->create();
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d.triBaseMvp = m_r->clipSpaceCorrMatrix();
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d.triBaseMvp.perspective(45.0f, d.rt->pixelSize().width() / float(d.rt->pixelSize().height()), 0.01f, 1000.0f);
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d.triBaseMvp.translate(0, 0, -2);
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float opacity = 1.0f;
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d.initialUpdates->updateDynamicBuffer(d.triUbuf, 64, 4, &opacity);
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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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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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QMatrix4x4 triMvp = d.triBaseMvp;
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triMvp.rotate(d.triRot, 0, 1, 0);
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d.triRot += 1;
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u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData());
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cb->beginPass(d.rt, QColor::fromRgbF(0.5f, 0.2f, 0.0f, 1.0f), { 1.0f, 0 }, u);
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cb->setGraphicsPipeline(d.triPs);
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cb->setViewport({ 0, 0, float(d.rt->pixelSize().width()), float(d.rt->pixelSize().height()) });
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cb->setShaderResources();
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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, quint32(sizeof(quadVertexData)));
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(3);
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cb->endPass();
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u = m_r->nextResourceUpdateBatch();
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if (d.winProj != m_proj) {
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d.winProj = m_proj;
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const int oneRoundedUniformBlockSize = m_r->ubufAligned(68);
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for (int i = 0; i < ATTCOUNT; ++i) {
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QMatrix4x4 mvp = m_proj;
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switch (i) {
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case 0:
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mvp.translate(-2.0f, 0, 0);
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break;
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case 1:
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mvp.translate(-0.8f, 0, 0);
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break;
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case 2:
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mvp.translate(0.4f, 0, 0);
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break;
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case 3:
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mvp.translate(1.6f, 0, 0);
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break;
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default:
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Q_UNREACHABLE();
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break;
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}
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u->updateDynamicBuffer(d.ubuf, i * oneRoundedUniformBlockSize, 64, mvp.constData());
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}
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}
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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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vbufBinding.second = 0;
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cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
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for (int i = 0; i < ATTCOUNT; ++i) {
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cb->setShaderResources(d.colData[i].srb);
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cb->drawIndexed(6);
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}
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cb->endPass();
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}
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22
tests/manual/rhi/mrt/mrt.frag
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22
tests/manual/rhi/mrt/mrt.frag
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#version 440
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layout(location = 0) in vec3 v_color;
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layout(location = 0) out vec4 c0;
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layout(location = 1) out vec4 c1;
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layout(location = 2) out vec4 c2;
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layout(location = 3) out vec4 c3;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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float opacity;
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} ubuf;
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void main()
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{
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vec4 c = vec4(v_color * ubuf.opacity, ubuf.opacity);
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c0 = vec4(c.r, 0, 0, c.a);
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c1 = vec4(0, c.g, 0, c.a);
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c2 = vec4(0, 0, c.b, c.a);
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c3 = c;
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}
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BIN
tests/manual/rhi/mrt/mrt.frag.qsb
Normal file
BIN
tests/manual/rhi/mrt/mrt.frag.qsb
Normal file
Binary file not shown.
8
tests/manual/rhi/mrt/mrt.pro
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8
tests/manual/rhi/mrt/mrt.pro
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@ -0,0 +1,8 @@
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TEMPLATE = app
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QT += gui-private
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SOURCES = \
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mrt.cpp
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RESOURCES = mrt.qrc
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8
tests/manual/rhi/mrt/mrt.qrc
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8
tests/manual/rhi/mrt/mrt.qrc
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<!DOCTYPE RCC><RCC version="1.0">
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<qresource>
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<file>mrt.vert.qsb</file>
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<file>mrt.frag.qsb</file>
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<file alias="texture.vert.qsb">../shared/texture.vert.qsb</file>
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<file alias="texture.frag.qsb">../shared/texture.frag.qsb</file>
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</qresource>
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</RCC>
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19
tests/manual/rhi/mrt/mrt.vert
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19
tests/manual/rhi/mrt/mrt.vert
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#version 440
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layout(location = 0) in vec4 position;
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layout(location = 1) in vec3 color;
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layout(location = 0) out vec3 v_color;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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float opacity;
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} ubuf;
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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v_color = color;
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gl_Position = ubuf.mvp * position;
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}
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BIN
tests/manual/rhi/mrt/mrt.vert.qsb
Normal file
BIN
tests/manual/rhi/mrt/mrt.vert.qsb
Normal file
Binary file not shown.
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