rhi: Add a test for instancing

Draws 1024 cubes at random x,y positions with varying color with
a single instanced draw call.

Change-Id: I8737503acf23866ad4734b1d88753415a3b93445
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
bb10
Laszlo Agocs 2019-06-28 10:56:04 +02:00
parent 03ebad7bfd
commit 9452c963c8
9 changed files with 227 additions and 1 deletions

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@ -0,0 +1,2 @@
qsb --glsl "330,300 es" --hlsl 50 --msl 12 inst.vert -o inst.vert.qsb
qsb --glsl "330,300 es" --hlsl 50 --msl 12 inst.frag -o inst.frag.qsb

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

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#version 440
layout(location = 0) in vec4 position;
// Instanced attributes to variate the translation and color of the cube
layout(location = 1) in vec3 instTranslate;
layout(location = 2) in vec3 instColor;
layout(location = 0) out vec3 vColor;
out gl_PerVertex { vec4 gl_Position; };
layout(std140, binding = 0) uniform buf {
mat4 mvp;
} ubuf;
void main()
{
vColor = instColor;
mat4 t = mat4(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
instTranslate.x, instTranslate.y, instTranslate.z, 1);
gl_Position = ubuf.mvp * t * position;
}

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/****************************************************************************
**
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "../shared/examplefw.h"
#include "../shared/cube.h"
#include <QRandomGenerator>
// Instanced draw example. When running with OpenGL, at least 3.3 or ES 3.0 is
// needed.
const int INSTANCE_COUNT = 1024;
struct {
QVector<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *instBuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
QMatrix4x4 winProj;
} d;
void Window::customInit()
{
if (!m_r->isFeatureSupported(QRhi::Instancing))
qFatal("Instanced drawing is not supported");
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
d.vbuf->build();
d.releasePool << d.vbuf;
d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
// translation + color (vec3 + vec3), interleaved, for each instance
d.instBuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, INSTANCE_COUNT * 6 * sizeof(float));
d.instBuf->build();
d.releasePool << d.instBuf;
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 12);
d.ubuf->build();
d.releasePool << d.ubuf;
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
d.srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage, d.ubuf)
});
d.srb->build();
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
d.ps->setShaderStages({
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/inst.vert.qsb")) },
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/inst.frag.qsb")) }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 3 * sizeof(float) }, // cube vertices
{ 6 * sizeof(float), QRhiVertexInputBinding::PerInstance } // per-instance translation and color
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 }, // position
{ 1, 1, QRhiVertexInputAttribute::Float3, 0 }, // instTranslate
{ 1, 2, QRhiVertexInputAttribute::Float3, 3 * sizeof(float) } // instColor
});
d.ps->setVertexInputLayout(inputLayout);
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
d.ps->build();
QByteArray instData;
instData.resize(INSTANCE_COUNT * 6 * sizeof(float));
float *p = reinterpret_cast<float *>(instData.data());
QRandomGenerator *rgen = QRandomGenerator::global();
for (int i = 0; i < INSTANCE_COUNT; ++i) {
// translation
*p++ = rgen->bounded(8000) / 100.0f - 40.0f;
*p++ = rgen->bounded(8000) / 100.0f - 40.0f;
*p++ = 0.0f;
// color
*p++ = i / float(INSTANCE_COUNT);
*p++ = 0.0f;
*p++ = 0.0f;
}
d.initialUpdates->uploadStaticBuffer(d.instBuf, instData.constData());
}
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;
QMatrix4x4 mvp = m_proj;
mvp.scale(0.05f);
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
}
cb->beginPass(m_sc->currentFrameRenderTarget(), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f), { 1.0f, 0 }, u);
cb->setGraphicsPipeline(d.ps);
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
cb->setShaderResources();
const QRhiCommandBuffer::VertexInput vbufBinding[] = {
{ d.vbuf, 0 },
{ d.instBuf, 0 }
};
cb->setVertexInput(0, 2, vbufBinding);
cb->draw(36, INSTANCE_COUNT);
cb->endPass();
}

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TEMPLATE = app
QT += gui-private
SOURCES = \
instancing.cpp
RESOURCES = instancing.qrc

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<!DOCTYPE RCC><RCC version="1.0">
<qresource>
<file>inst.vert.qsb</file>
<file>inst.frag.qsb</file>
</qresource>
</RCC>

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@ -16,7 +16,8 @@ SUBDIRS += \
mrt \
shadowmap \
computebuffer \
computeimage
computeimage \
instancing
qtConfig(widgets) {
SUBDIRS += \