mirror of
https://github.com/crystalidea/qt6windows7.git
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266 lines
10 KiB
C++
266 lines
10 KiB
C++
// Copyright (C) 2020 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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// An advanced version of floattexture. Instead of RGBA32F, we use RGBA16F, and
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// also generate the floating point data from rgba with compute. Then there's a
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// compute pass using the BSDF prefiltering taken from Qt Quick 3D, which
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// generates all the mip levels.
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// Why do we animate the scale of the quad rendered to the window? To have
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// different mip levels used, to prove that all of them are generated
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// correctly, without artifacts (which would occur if memory barriers were not
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// correctly generated by QRhi). For full verification use RenderDoc or similar.
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#include "../shared/examplefw.h"
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#include <qmath.h>
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static float vertexData[] =
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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 indexData[] =
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{
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0, 1, 2, 0, 2, 3
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};
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static const int MAX_MIP_LEVELS = 20;
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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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QRhiTexture *texRgba = nullptr;
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QRhiTexture *texFloat16 = nullptr;
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QRhiSampler *sampler = nullptr;
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QRhiShaderResourceBindings *srb = nullptr;
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QRhiGraphicsPipeline *ps = nullptr;
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QRhiBuffer *computeUBuf_load = nullptr;
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QRhiShaderResourceBindings *computeBindings_load = nullptr;
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QRhiComputePipeline *computePipeline_load = nullptr;
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QRhiBuffer *computeUBuf_prefilter = nullptr;
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QRhiShaderResourceBindings *computeBindings_prefilter[MAX_MIP_LEVELS];
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QRhiComputePipeline *computePipeline_prefilter = nullptr;
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QRhiResourceUpdateBatch *initialUpdates = nullptr;
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bool computeDone = false;
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int mipCount;
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int prefilterUBufElemSize;
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quint32 prefilterNumWorkGroups[MAX_MIP_LEVELS][3];
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float scale = 2.5f;
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int scale_dir = -1;
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} d;
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void recordUploadThenFilterFloat16TextureWithCompute(QRhiCommandBuffer *cb)
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{
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const int w = d.texRgba->pixelSize().width() / 16;
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const int h = d.texRgba->pixelSize().height() / 16;
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cb->beginComputePass();
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cb->setComputePipeline(d.computePipeline_load);
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cb->setShaderResources();
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cb->dispatch(w, h, 1);
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cb->setComputePipeline(d.computePipeline_prefilter);
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for (int level = 1; level < d.mipCount; ++level) {
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const int i = level - 1;
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const int mipW = d.prefilterNumWorkGroups[i][0];
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const int mipH = d.prefilterNumWorkGroups[i][1];
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QPair<int, quint32> dynamicOffset = { 0, quint32(d.prefilterUBufElemSize * i) };
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cb->setShaderResources(d.computeBindings_prefilter[i], 1, &dynamicOffset);
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cb->dispatch(mipW, mipH, 1);
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}
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cb->endComputePass();
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}
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void Window::customInit()
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{
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if (!m_r->isFeatureSupported(QRhi::Compute))
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qFatal("Compute is not supported");
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if (!m_r->isTextureFormatSupported(QRhiTexture::RGBA16F))
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qFatal("RGBA16F texture format is not supported");
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d.initialUpdates = m_r->nextResourceUpdateBatch();
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// load rgba8 image data
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QImage image;
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image.load(QLatin1String(":/qt256.png"));
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image = image.convertToFormat(QImage::Format_RGBA8888);
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Q_ASSERT(!image.isNull());
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d.texRgba = m_r->newTexture(QRhiTexture::RGBA8, image.size(), 1, QRhiTexture::UsedWithLoadStore);
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d.texRgba->create();
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d.releasePool << d.texRgba;
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d.initialUpdates->uploadTexture(d.texRgba, image);
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d.mipCount = m_r->mipLevelsForSize(image.size());
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Q_ASSERT(d.mipCount <= MAX_MIP_LEVELS);
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d.texFloat16 = m_r->newTexture(QRhiTexture::RGBA16F, image.size(), 1, QRhiTexture::UsedWithLoadStore | QRhiTexture::MipMapped);
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d.releasePool << d.texFloat16;
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d.texFloat16->create();
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// compute
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d.computeUBuf_load = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 12);
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d.computeUBuf_load->create();
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d.releasePool << d.computeUBuf_load;
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quint32 numWorkGroups[3] = { quint32(image.width()), quint32(image.height()), 0 };
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d.initialUpdates->updateDynamicBuffer(d.computeUBuf_load, 0, 12, numWorkGroups);
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d.computeBindings_load = m_r->newShaderResourceBindings();
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d.computeBindings_load->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::ComputeStage, d.computeUBuf_load),
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QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texRgba, 0),
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QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, 0)
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});
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d.computeBindings_load->create();
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d.releasePool << d.computeBindings_load;
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d.computePipeline_load = m_r->newComputePipeline();
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d.computePipeline_load->setShaderResourceBindings(d.computeBindings_load);
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d.computePipeline_load->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/load.comp.qsb")) });
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d.computePipeline_load->create();
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d.releasePool << d.computePipeline_load;
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d.prefilterUBufElemSize = m_r->ubufAligned(12);
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d.computeUBuf_prefilter = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.prefilterUBufElemSize * d.mipCount);
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d.computeUBuf_prefilter->create();
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d.releasePool << d.computeUBuf_prefilter;
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int mipW = image.width() >> 1;
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int mipH = image.height() >> 1;
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for (int level = 1; level < d.mipCount; ++level) {
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const int i = level - 1;
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d.prefilterNumWorkGroups[i][0] = quint32(mipW);
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d.prefilterNumWorkGroups[i][1] = quint32(mipH);
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d.prefilterNumWorkGroups[i][2] = 0;
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d.initialUpdates->updateDynamicBuffer(d.computeUBuf_prefilter, d.prefilterUBufElemSize * i, 12, d.prefilterNumWorkGroups[i]);
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mipW = mipW > 2 ? mipW >> 1 : 1;
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mipH = mipH > 2 ? mipH >> 1 : 1;
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d.computeBindings_prefilter[i] = m_r->newShaderResourceBindings();
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d.computeBindings_prefilter[i]->setBindings({
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QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, QRhiShaderResourceBinding::ComputeStage, d.computeUBuf_prefilter, 12),
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QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, level - 1),
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QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, level)
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});
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d.computeBindings_prefilter[i]->create();
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d.releasePool << d.computeBindings_prefilter[i];
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}
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d.computePipeline_prefilter = m_r->newComputePipeline();
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d.computePipeline_prefilter->setShaderResourceBindings(d.computeBindings_prefilter[0]); // just need a layout compatible one
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d.computePipeline_prefilter->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/prefilter.comp.qsb")) });
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d.computePipeline_prefilter->create();
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d.releasePool << d.computePipeline_prefilter;
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// graphics
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d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
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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(indexData));
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d.ibuf->create();
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d.releasePool << d.ibuf;
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d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
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d.ubuf->create();
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d.releasePool << d.ubuf;
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// enable mipmaps
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d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::Linear,
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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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d.srb = m_r->newShaderResourceBindings();
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d.releasePool << d.srb;
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d.srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.texFloat16, d.sampler)
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});
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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->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, 2 * 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->uploadStaticBuffer(d.vbuf, vertexData);
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d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData);
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qint32 flip = 0;
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d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
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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 mvp = m_proj;
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mvp.scale(d.scale);
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d.scale += d.scale_dir * 0.01f;
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if (qFuzzyIsNull(d.scale) || d.scale >= 2.5f)
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d.scale_dir *= -1;
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u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
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cb->resourceUpdate(u);
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// If not yet done, then do a compute pass that uploads level 0, doing an
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// rgba8 -> float16 conversion. Follow that with another compute pass to do
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// the filtering and generate all the mip levels.
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if (!d.computeDone) {
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recordUploadThenFilterFloat16TextureWithCompute(cb);
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d.computeDone = true;
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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 });
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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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const QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
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cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
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cb->drawIndexed(6);
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cb->endPass();
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}
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