qt 6.5.1 original

This commit is contained in:
kleuter
2023-10-29 23:33:08 +01:00
parent 71d22ab6b0
commit 85d238dfda
21202 changed files with 5499099 additions and 0 deletions

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# Copyright (C) 2022 The Qt Company Ltd.
# SPDX-License-Identifier: BSD-3-Clause
qt_internal_add_manual_test(tessellation
GUI
SOURCES
tessellation.cpp
LIBRARIES
Qt::Gui
Qt::GuiPrivate
)
set(tessellation_resource_files
"test.vert.qsb"
"test.tesc.qsb"
"test.tese.qsb"
"test.frag.qsb"
)
qt_internal_add_resource(tessellation "tessellation"
PREFIX
"/"
FILES
${tessellation_resource_files}
)

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

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// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "../shared/examplefw.h"
static const float tri[] = {
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
};
static const bool INDEXED = false;
static const quint32 indices[] = { 0, 1, 2 };
struct {
QVector<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ibuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
QMatrix4x4 winProj;
float time = 0.0f;
} d;
void Window::customInit()
{
if (!m_r->isFeatureSupported(QRhi::Tessellation))
qFatal("Tessellation is not supported");
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(tri));
d.vbuf->create();
d.releasePool << d.vbuf;
if (INDEXED) {
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indices));
d.ibuf->create();
d.releasePool << d.ibuf;
}
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4 + 4);
d.ubuf->create();
d.releasePool << d.ubuf;
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
const QRhiShaderResourceBinding::StageFlags tese = QRhiShaderResourceBinding::TessellationEvaluationStage;
d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, tese, d.ubuf) });
d.srb->create();
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
d.ps->setTopology(QRhiGraphicsPipeline::Patches);
d.ps->setPatchControlPointCount(3);
d.ps->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/test.vert.qsb")) },
{ QRhiShaderStage::TessellationControl, getShader(QLatin1String(":/test.tesc.qsb")) },
{ QRhiShaderStage::TessellationEvaluation, getShader(QLatin1String(":/test.tese.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/test.frag.qsb")) }
});
d.ps->setCullMode(QRhiGraphicsPipeline::Back);
d.ps->setPolygonMode(QRhiGraphicsPipeline::Line);
d.ps->setDepthTest(true);
d.ps->setDepthWrite(true);
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 6 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
{ 0, 1, QRhiVertexInputAttribute::Float3, 3 * sizeof(float) }
});
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, tri);
const float amplitude = 0.5f;
d.initialUpdates->updateDynamicBuffer(d.ubuf, 68, 4, &amplitude);
if (INDEXED)
d.initialUpdates->uploadStaticBuffer(d.ibuf, indices);
}
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;
}
if (d.winProj != m_proj) {
d.winProj = m_proj;
u->updateDynamicBuffer(d.ubuf, 0, 64, d.winProj.constData());
}
u->updateDynamicBuffer(d.ubuf, 64, 4, &d.time);
d.time += 0.01f;
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);
if (INDEXED) {
cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt32);
cb->drawIndexed(3);
} else {
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(3);
}
cb->endPass();
}

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#version 440
layout(location = 0) in vec3 v_color;
layout(location = 0) out vec4 fragColor;
void main()
{
fragColor = vec4(v_color, 1.0);
}

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#version 440
layout(vertices = 3) out;
layout(location = 0) in vec3 inColor[];
layout(location = 0) out vec3 outColor[];
// these serve no purpose, just exist to test per-patch outputs
layout(location = 1) patch out vec3 stuff;
layout(location = 2) patch out float more_stuff;
void main()
{
if (gl_InvocationID == 0) {
gl_TessLevelOuter[0] = 4.0;
gl_TessLevelOuter[1] = 4.0;
gl_TessLevelOuter[2] = 4.0;
gl_TessLevelInner[0] = 4.0;
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
outColor[gl_InvocationID] = inColor[gl_InvocationID];
stuff = vec3(1.0);
more_stuff = 1.0;
}

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#version 440
layout(triangles, fractional_odd_spacing, ccw) in;
layout(location = 0) in vec3 inColor[];
layout(location = 0) out vec3 outColor;
// these serve no purpose, just exist to test per-patch outputs
layout(location = 1) patch in vec3 stuff;
layout(location = 2) patch in float more_stuff;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
float time;
float amplitude;
};
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);
gl_Position = mvp * pos;
gl_Position.x += sin(time + pos.y) * amplitude;
outColor = gl_TessCoord.x * inColor[0] + gl_TessCoord.y * inColor[1] + gl_TessCoord.z * inColor[2]
// these are all 1.0, just here to exercise the shader generation and the runtime pipeline setup
* stuff.x * more_stuff * (gl_TessLevelOuter[0] / 4.0) * (gl_TessLevelInner[0] / 4.0);
}

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#version 440
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
layout(location = 0) out vec3 v_color;
void main()
{
gl_Position = vec4(position, 1.0);
v_color = color;
}

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struct Input
{
float edges[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
struct PatchInput
{
float3 position : POSITION;
float3 color : COLOR;
};
struct PixelInput
{
float3 color : TEXCOORD0;
float4 position : SV_POSITION;
};
cbuffer buf : register(b0)
{
row_major float4x4 mvp : packoffset(c0);
float time : packoffset(c4);
float amplitude : packoffset(c4.y);
};
[domain("tri")]
PixelInput main(Input input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<PatchInput, 3> patch)
{
PixelInput output;
float3 vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position;
output.position = mul(float4(vertexPosition, 1.0f), mvp);
output.position.x += sin(time + vertexPosition.y) * amplitude;
output.color = uvwCoord.x * patch[0].color + uvwCoord.y * patch[1].color + uvwCoord.z * patch[2].color;
return output;
}

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struct Input
{
float3 color : TEXCOORD0;
float4 position : SV_Position;
};
struct Output
{
float3 position : POSITION;
float3 color : COLOR;
};
struct ConstantData
{
float edges[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
ConstantData patchConstFunc(InputPatch<Input, 3> ip, uint PatchID : SV_PrimitiveID )
{
ConstantData d;
d.edges[0] = 4.0;
d.edges[1] = 4.0;
d.edges[2] = 4.0;
d.inside = 4.0;
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.color = patch[pointId].color;
return output;
}