qtbase-opensource-src/tests/manual/rhi/compressedtexture_bc1_subup.../compressedtexture_bc1_subup...

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#include "../shared/examplefw.h"
#include "../shared/cube.h"
#include "../shared/dds_bc1.h"
struct {
QRhiBuffer *vbuf = nullptr;
bool vbufReady = false;
QRhiBuffer *ubuf = nullptr;
QRhiTexture *tex = nullptr;
QRhiSampler *sampler = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
float rotation = 0;
QByteArrayList compressedData;
QByteArrayList compressedData2;
} d;
void Window::customInit()
{
if (!m_r->isTextureFormatSupported(QRhiTexture::BC1))
qFatal("This backend does not support BC1");
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
d.vbuf->build();
d.vbufReady = false;
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
d.ubuf->build();
QSize imageSize;
d.compressedData = loadBC1(QLatin1String(":/qt256_bc1_9mips.dds"), &imageSize);
Q_ASSERT(imageSize == QSize(256, 256));
d.tex = m_r->newTexture(QRhiTexture::BC1, imageSize);
d.tex->build();
d.compressedData2 = loadBC1(QLatin1String(":/bwqt224_64_nomips.dds"), &imageSize);
Q_ASSERT(imageSize == QSize(224, 64));
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, // no mipmapping here
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
d.sampler->build();
d.srb = m_r->newShaderResourceBindings();
d.srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
});
d.srb->build();
d.ps = m_r->newGraphicsPipeline();
d.ps->setDepthTest(true);
d.ps->setDepthWrite(true);
d.ps->setDepthOp(QRhiGraphicsPipeline::Less);
d.ps->setCullMode(QRhiGraphicsPipeline::Back);
d.ps->setFrontFace(QRhiGraphicsPipeline::CCW);
const QShader vs = getShader(QLatin1String(":/texture.vert.qsb"));
if (!vs.isValid())
qFatal("Failed to load shader pack (vertex)");
const QShader fs = getShader(QLatin1String(":/texture.frag.qsb"));
if (!fs.isValid())
qFatal("Failed to load shader pack (fragment)");
d.ps->setShaderStages({
{ QRhiShaderStage::Vertex, vs },
{ QRhiShaderStage::Fragment, fs }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 3 * sizeof(float) },
{ 2 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
{ 1, 1, QRhiVertexInputAttribute::Float2, 0 }
});
d.ps->setVertexInputLayout(inputLayout);
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
d.ps->build();
}
void Window::customRelease()
{
delete d.ps;
d.ps = nullptr;
delete d.srb;
d.srb = nullptr;
delete d.ubuf;
d.ubuf = nullptr;
delete d.vbuf;
d.vbuf = nullptr;
delete d.sampler;
d.sampler = nullptr;
delete d.tex;
d.tex = nullptr;
}
void Window::customRender()
{
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
if (!d.vbufReady) {
d.vbufReady = true;
u->uploadStaticBuffer(d.vbuf, cube);
qint32 flip = 0;
u->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
}
if (!d.compressedData.isEmpty()) {
{
QRhiTextureUploadDescription desc({ 0, 0, { d.compressedData[0].constData(), d.compressedData[0].size() } });
u->uploadTexture(d.tex, desc);
d.compressedData.clear();
}
// now exercise uploading a smaller compressed image into the same texture
{
QRhiTextureSubresourceUploadDescription image(d.compressedData2[0].constData(), d.compressedData2[0].size());
// positions and sizes must be multiples of 4 here (for BC1)
image.setDestinationTopLeft(QPoint(16, 32));
// the image is smaller than the subresource size (224x64 vs
// 256x256) so the size must be specified manually
image.setSourceSize(QSize(224, 64));
QRhiTextureUploadDescription desc({ 0, 0, image });
u->uploadTexture(d.tex, desc);
d.compressedData2.clear();
}
}
d.rotation += 1.0f;
QMatrix4x4 mvp = m_proj;
mvp.scale(0.5f);
mvp.rotate(d.rotation, 0, 1, 0);
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
const QSize outputSizeInPixels = m_sc->currentPixelSize();
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();
const QRhiCommandBuffer::VertexInput vbufBindings[] = {
{ d.vbuf, 0 },
{ d.vbuf, 36 * 3 * sizeof(float) }
};
cb->setVertexInput(0, 2, vbufBindings);
cb->draw(36);
cb->endPass();
}