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qt 6.5.1 original
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25
tests/manual/rhi/tessellation/CMakeLists.txt
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25
tests/manual/rhi/tessellation/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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qt_internal_add_manual_test(tessellation
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GUI
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SOURCES
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tessellation.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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set(tessellation_resource_files
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"test.vert.qsb"
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"test.tesc.qsb"
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"test.tese.qsb"
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"test.frag.qsb"
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)
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qt_internal_add_resource(tessellation "tessellation"
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PREFIX
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"/"
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FILES
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${tessellation_resource_files}
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)
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6
tests/manual/rhi/tessellation/buildshaders.bat
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6
tests/manual/rhi/tessellation/buildshaders.bat
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qsb --glsl 320es,410 --hlsl 50 --msl 12 --msltess test.vert -o test.vert.qsb
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qsb --glsl 320es,410 --msl 12 --tess-mode triangles test.tesc -o test.tesc.qsb
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qsb -r hlsl,50,test_hull.hlsl test.tesc.qsb
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qsb --glsl 320es,410 --msl 12 --tess-vertex-count 3 test.tese -o test.tese.qsb
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qsb -r hlsl,50,test_domain.hlsl test.tese.qsb
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qsb --glsl 320es,410 --hlsl 50 --msl 12 test.frag -o test.frag.qsb
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129
tests/manual/rhi/tessellation/tessellation.cpp
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129
tests/manual/rhi/tessellation/tessellation.cpp
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// Copyright (C) 2021 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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static const float tri[] = {
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
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};
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static const bool INDEXED = false;
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static const quint32 indices[] = { 0, 1, 2 };
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struct {
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QVector<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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QRhiShaderResourceBindings *srb = 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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float time = 0.0f;
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} d;
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void Window::customInit()
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{
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if (!m_r->isFeatureSupported(QRhi::Tessellation))
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qFatal("Tessellation is not supported");
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(tri));
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d.vbuf->create();
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d.releasePool << d.vbuf;
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if (INDEXED) {
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d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indices));
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d.ibuf->create();
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d.releasePool << d.ibuf;
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}
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4 + 4);
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d.ubuf->create();
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d.releasePool << d.ubuf;
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d.srb = m_r->newShaderResourceBindings();
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d.releasePool << d.srb;
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const QRhiShaderResourceBinding::StageFlags tese = QRhiShaderResourceBinding::TessellationEvaluationStage;
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d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, tese, d.ubuf) });
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d.srb->create();
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d.ps = m_r->newGraphicsPipeline();
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d.releasePool << d.ps;
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d.ps->setTopology(QRhiGraphicsPipeline::Patches);
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d.ps->setPatchControlPointCount(3);
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d.ps->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/test.vert.qsb")) },
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{ QRhiShaderStage::TessellationControl, getShader(QLatin1String(":/test.tesc.qsb")) },
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{ QRhiShaderStage::TessellationEvaluation, getShader(QLatin1String(":/test.tese.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/test.frag.qsb")) }
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});
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d.ps->setCullMode(QRhiGraphicsPipeline::Back);
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d.ps->setPolygonMode(QRhiGraphicsPipeline::Line);
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d.ps->setDepthTest(true);
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d.ps->setDepthWrite(true);
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 6 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float3, 3 * sizeof(float) }
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});
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d.ps->setVertexInputLayout(inputLayout);
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d.ps->setShaderResourceBindings(d.srb);
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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, tri);
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const float amplitude = 0.5f;
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d.initialUpdates->updateDynamicBuffer(d.ubuf, 68, 4, &litude);
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if (INDEXED)
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d.initialUpdates->uploadStaticBuffer(d.ibuf, indices);
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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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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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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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if (d.winProj != m_proj) {
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d.winProj = m_proj;
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u->updateDynamicBuffer(d.ubuf, 0, 64, d.winProj.constData());
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}
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u->updateDynamicBuffer(d.ubuf, 64, 4, &d.time);
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d.time += 0.01f;
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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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cb->setShaderResources();
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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
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if (INDEXED) {
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cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt32);
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cb->drawIndexed(3);
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} else {
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(3);
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}
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cb->endPass();
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}
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10
tests/manual/rhi/tessellation/test.frag
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10
tests/manual/rhi/tessellation/test.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 fragColor;
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void main()
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{
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fragColor = vec4(v_color, 1.0);
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}
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BIN
tests/manual/rhi/tessellation/test.frag.qsb
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BIN
tests/manual/rhi/tessellation/test.frag.qsb
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Binary file not shown.
27
tests/manual/rhi/tessellation/test.tesc
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27
tests/manual/rhi/tessellation/test.tesc
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#version 440
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layout(vertices = 3) out;
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layout(location = 0) in vec3 inColor[];
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layout(location = 0) out vec3 outColor[];
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// these serve no purpose, just exist to test per-patch outputs
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layout(location = 1) patch out vec3 stuff;
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layout(location = 2) patch out float more_stuff;
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void main()
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{
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if (gl_InvocationID == 0) {
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gl_TessLevelOuter[0] = 4.0;
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gl_TessLevelOuter[1] = 4.0;
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gl_TessLevelOuter[2] = 4.0;
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gl_TessLevelInner[0] = 4.0;
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}
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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outColor[gl_InvocationID] = inColor[gl_InvocationID];
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stuff = vec3(1.0);
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more_stuff = 1.0;
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}
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BIN
tests/manual/rhi/tessellation/test.tesc.qsb
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BIN
tests/manual/rhi/tessellation/test.tesc.qsb
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Binary file not shown.
27
tests/manual/rhi/tessellation/test.tese
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27
tests/manual/rhi/tessellation/test.tese
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#version 440
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layout(triangles, fractional_odd_spacing, ccw) in;
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layout(location = 0) in vec3 inColor[];
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layout(location = 0) out vec3 outColor;
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// these serve no purpose, just exist to test per-patch outputs
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layout(location = 1) patch in vec3 stuff;
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layout(location = 2) patch in float more_stuff;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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float time;
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float amplitude;
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};
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void main()
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{
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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);
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gl_Position = mvp * pos;
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gl_Position.x += sin(time + pos.y) * amplitude;
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outColor = gl_TessCoord.x * inColor[0] + gl_TessCoord.y * inColor[1] + gl_TessCoord.z * inColor[2]
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// these are all 1.0, just here to exercise the shader generation and the runtime pipeline setup
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* stuff.x * more_stuff * (gl_TessLevelOuter[0] / 4.0) * (gl_TessLevelInner[0] / 4.0);
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}
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BIN
tests/manual/rhi/tessellation/test.tese.qsb
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BIN
tests/manual/rhi/tessellation/test.tese.qsb
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Binary file not shown.
12
tests/manual/rhi/tessellation/test.vert
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12
tests/manual/rhi/tessellation/test.vert
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#version 440
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layout(location = 0) in vec3 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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void main()
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{
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gl_Position = vec4(position, 1.0);
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v_color = color;
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}
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BIN
tests/manual/rhi/tessellation/test.vert.qsb
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BIN
tests/manual/rhi/tessellation/test.vert.qsb
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Binary file not shown.
38
tests/manual/rhi/tessellation/test_domain.hlsl
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38
tests/manual/rhi/tessellation/test_domain.hlsl
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struct Input
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{
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float edges[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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struct PatchInput
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{
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float3 position : POSITION;
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float3 color : COLOR;
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};
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struct PixelInput
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{
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float3 color : TEXCOORD0;
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float4 position : SV_POSITION;
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};
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cbuffer buf : register(b0)
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{
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row_major float4x4 mvp : packoffset(c0);
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float time : packoffset(c4);
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float amplitude : packoffset(c4.y);
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};
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[domain("tri")]
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PixelInput main(Input input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<PatchInput, 3> patch)
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{
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PixelInput output;
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float3 vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position;
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output.position = mul(float4(vertexPosition, 1.0f), mvp);
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output.position.x += sin(time + vertexPosition.y) * amplitude;
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output.color = uvwCoord.x * patch[0].color + uvwCoord.y * patch[1].color + uvwCoord.z * patch[2].color;
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return output;
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}
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40
tests/manual/rhi/tessellation/test_hull.hlsl
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40
tests/manual/rhi/tessellation/test_hull.hlsl
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struct Input
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{
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float3 color : TEXCOORD0;
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float4 position : SV_Position;
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};
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struct Output
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{
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float3 position : POSITION;
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float3 color : COLOR;
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};
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struct ConstantData
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{
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float edges[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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ConstantData patchConstFunc(InputPatch<Input, 3> ip, uint PatchID : SV_PrimitiveID )
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{
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ConstantData d;
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d.edges[0] = 4.0;
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d.edges[1] = 4.0;
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d.edges[2] = 4.0;
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d.inside = 4.0;
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return d;
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}
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[domain("tri")]
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[partitioning("integer")]
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[outputtopology("triangle_cw")]
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[outputcontrolpoints(3)]
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[patchconstantfunc("patchConstFunc")]
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Output main(InputPatch<Input, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID)
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{
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Output output;
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output.position = patch[pointId].position;
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output.color = patch[pointId].color;
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return output;
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}
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