Commit e099c9b1 authored by Laszlo Agocs's avatar Laszlo Agocs

Add support color renderbuffers

Let's pretend it's 2008 and forget about multisample textures for
a moment. Therefore, add support for color renderbuffers. These are
only useful when sample count is > 1 i.e. multisampling is requested.
In combination with the yet-to-be-added resolve operation this would
allow doing msaa offscreen rendering on GLES 3.0 (or GLES 2.0 with
extensions) systems as well (those do not have multisample textures)

Backends other than gl just use a texture under the hood. With OpenGL
we use a renderbuffer, however, not a texture.

This may seem like a horrible waste of time but will eventually be
helpful to get a port of Qt Quick that is feature-wise identical to
today's OpenGL path, without changing the OpenGL version requirements.

Introduces isFeatureSupported, so examples like msaatexture can
conveniently qFatal (hehe) when the GL backend reports multisample
textures are not supported.

While we are at it, make some examples nicer by not having to repeat
releasing resources one by one.

The example (msaarenderbuffer) is not finished yet since adding support
for resolve (vkCmdResolveImage, glBlitFrameBuffer, etc.) is a future task.
parent f8c44569
......@@ -153,6 +153,7 @@ protected:
QRhiBuffer *m_ubuf = nullptr;
QRhiShaderResourceBindings *m_srb = nullptr;
QRhiGraphicsPipeline *m_ps = nullptr;
QVector<QRhiResource *> releasePool;
QMatrix4x4 m_proj;
float m_rotation = 0;
......@@ -293,25 +294,31 @@ void Window::init()
QSize(), // we don't know the size yet, this is fine
1,
QRhiRenderBuffer::ToBeUsedWithSwapChainOnly);
releasePool << m_ds;
m_sc->setWindow(this);
m_sc->setDepthStencil(m_ds);
m_rp = m_sc->newCompatibleRenderPassDescriptor();
releasePool << m_rp;
m_sc->setRenderPassDescriptor(m_rp);
m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
releasePool << m_vbuf;
m_vbuf->build();
m_vbufReady = false;
m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
releasePool << m_ubuf;
m_ubuf->build();
m_srb = m_r->newShaderResourceBindings();
releasePool << m_srb;
m_srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf)
});
m_srb->build();
m_ps = m_r->newGraphicsPipeline();
releasePool << m_ps;
QRhiGraphicsPipeline::TargetBlend premulAlphaBlend;
premulAlphaBlend.enable = true;
......@@ -347,47 +354,17 @@ void Window::init()
void Window::releaseResources()
{
if (m_ps) {
m_ps->releaseAndDestroy();
m_ps = nullptr;
}
if (m_rp) {
m_rp->releaseAndDestroy();
m_rp = nullptr;
}
for (QRhiResource *r : releasePool)
r->releaseAndDestroy();
if (m_srb) {
m_srb->releaseAndDestroy();
m_srb = nullptr;
}
if (m_ubuf) {
m_ubuf->releaseAndDestroy();
m_ubuf = nullptr;
}
if (m_vbuf) {
m_vbuf->releaseAndDestroy();
m_vbuf = nullptr;
}
if (m_ds) {
m_ds->releaseAndDestroy();
m_ds = nullptr;
}
releasePool.clear();
delete m_sc;
m_sc = nullptr;
delete m_r;
m_r = nullptr;
#ifndef QT_NO_OPENGL
delete m_context;
m_context = nullptr;
delete m_fallbackSurface;
m_fallbackSurface = nullptr;
#endif
}
......
/****************************************************************************
**
** Copyright (C) 2018 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"
// Uses a multisample renderbuffer (whatever that may be on a given backend) to
// render to and then resolves the samples into a non-multisample texture.
static float vertexData[] =
{ // Y up, CCW
-0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 1.0f, 0.0f
};
static quint16 indexData[] =
{
0, 1, 2, 0, 2, 3
};
static float triangleData[] =
{ // Y up, CCW
0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
};
struct {
QVector<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ibuf = nullptr;
QRhiBuffer *ubuf = nullptr;
QRhiRenderBuffer *rb = nullptr;
QRhiTextureRenderTarget *rt = nullptr;
QRhiRenderPassDescriptor *rtRp = nullptr;
QRhiTexture *tex = nullptr;
QRhiSampler *sampler = nullptr;
QRhiBuffer *triUbuf = nullptr;
QRhiShaderResourceBindings *triSrb = nullptr;
QRhiGraphicsPipeline *triPs = nullptr;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
QRhiResourceUpdateBatch *initialUpdates = nullptr;
QMatrix4x4 triBaseMvp;
float triRot = 0;
QMatrix4x4 winProj;
} d;
void Window::customInit()
{
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData) + sizeof(triangleData));
d.vbuf->build();
d.releasePool << d.vbuf;
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
d.ibuf->build();
d.releasePool << d.ibuf;
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
d.ubuf->build();
d.releasePool << d.ubuf;
d.rb = m_r->newRenderBuffer(QRhiRenderBuffer::Color, QSize(512, 512), 4); // 4x MSAA
d.rb->build();
d.releasePool << d.rb;
d.rt = m_r->newTextureRenderTarget({ d.rb });
d.releasePool << d.rt;
d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
d.releasePool << d.rtRp;
d.rt->setRenderPassDescriptor(d.rtRp);
d.rt->build();
d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
d.releasePool << d.triUbuf;
d.triUbuf->build();
d.triSrb = m_r->newShaderResourceBindings();
d.releasePool << d.triSrb;
d.triSrb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.triUbuf)
});
d.triSrb->build();
d.triPs = m_r->newGraphicsPipeline();
d.releasePool << d.triPs;
d.triPs->setSampleCount(4); // must match the render target
d.triPs->setShaderStages({
{ QRhiGraphicsShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) },
{ QRhiGraphicsShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) }
});
QRhiVertexInputLayout inputLayout;
inputLayout.bindings = {
{ 5 * sizeof(float) }
};
inputLayout.attributes = {
{ 0, 0, QRhiVertexInputLayout::Attribute::Float2, 0 },
{ 0, 1, QRhiVertexInputLayout::Attribute::Float3, 2 * sizeof(float) }
};
d.triPs->setVertexInputLayout(inputLayout);
d.triPs->setShaderResourceBindings(d.triSrb);
d.triPs->setRenderPassDescriptor(d.rtRp);
d.triPs->build();
// the non-msaa texture that will be the destination in the resolve
d.tex = m_r->newTexture(QRhiTexture::RGBA8, d.rb->pixelSize());
d.releasePool << d.tex;
d.tex->build();
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
d.releasePool << d.sampler;
d.sampler->build();
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
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.releasePool << d.ps;
d.ps->setShaderStages({
{ QRhiGraphicsShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
{ QRhiGraphicsShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
});
inputLayout.bindings = {
{ 4 * sizeof(float) }
};
inputLayout.attributes = {
{ 0, 0, QRhiVertexInputLayout::Attribute::Float2, 0 },
{ 0, 1, QRhiVertexInputLayout::Attribute::Float2, 2 * sizeof(float) }
};
d.ps->setVertexInputLayout(inputLayout);
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
d.ps->build();
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(vertexData), vertexData);
d.initialUpdates->uploadStaticBuffer(d.vbuf, sizeof(vertexData), sizeof(triangleData), triangleData);
d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData);
d.triBaseMvp = m_r->clipSpaceCorrMatrix();
d.triBaseMvp.perspective(45.0f, d.rb->pixelSize().width() / float(d.rb->pixelSize().height()), 0.01f, 1000.0f);
d.triBaseMvp.translate(0, 0, -2);
float opacity = 1.0f;
d.initialUpdates->updateDynamicBuffer(d.triUbuf, 64, 4, &opacity);
qint32 flip = m_r->isYUpInFramebuffer() ? 1 : 0;
d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
}
void Window::customRelease()
{
for (QRhiResource *r : d.releasePool)
r->releaseAndDestroy();
d.releasePool.clear();
}
void Window::customRender()
{
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
if (d.initialUpdates) {
u->merge(d.initialUpdates);
d.initialUpdates = nullptr;
}
QMatrix4x4 triMvp = d.triBaseMvp;
triMvp.rotate(d.triRot, 0, 1, 0);
d.triRot += 1;
u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData());
if (d.winProj != m_proj) {
d.winProj = m_proj;
QMatrix4x4 mvp = m_proj;
mvp.scale(2.5f);
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
}
// offscreen (triangle, msaa)
cb->beginPass(d.rt, { 0.5f, 0.2f, 0, 1 }, { 1, 0 }, u);
cb->setGraphicsPipeline(d.triPs);
cb->setViewport({ 0, 0, float(d.rb->pixelSize().width()), float(d.rb->pixelSize().height()) });
cb->setVertexInput(0, { { d.vbuf, sizeof(vertexData) } });
cb->draw(3);
cb->endPass();
// onscreen (quad)
const QSize outputSizeInPixels = m_sc->effectivePixelSize();
cb->beginPass(m_sc->currentFrameRenderTarget(), { 0.4f, 0.7f, 0.0f, 1.0f }, { 1.0f, 0 });
cb->setGraphicsPipeline(d.ps);
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
cb->setVertexInput(0, { { d.vbuf, 0 } }, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
cb->drawIndexed(6);
cb->endPass();
}
TEMPLATE = app
QT += shadertools rhi
SOURCES = \
msaarenderbuffer.cpp
RESOURCES = msaarenderbuffer.qrc
target.path = $$[QT_INSTALL_EXAMPLES]/rhi/msaarenderbuffer
INSTALLS += target
<!DOCTYPE RCC><RCC version="1.0">
<qresource>
<file alias="color.vert.qsb">../shared/color.vert.qsb</file>
<file alias="color.frag.qsb">../shared/color.frag.qsb</file>
<file alias="texture.vert.qsb">../shared/texture.vert.qsb</file>
<file alias="texture.frag.qsb">../shared/texture.frag.qsb</file>
</qresource>
</RCC>
......@@ -77,6 +77,7 @@ static float triangleData[] =
const int UBUFSZ = 68;
struct {
QVector<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ibuf = nullptr;
QRhiBuffer *ubuf = nullptr;
......@@ -107,23 +108,31 @@ struct {
void Window::customInit()
{
if (!m_r->isFeatureSupported(QRhi::MultisampleTexture))
qFatal("Multisample textures not supported by this backend");
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData) + sizeof(triangleData));
d.releasePool << d.vbuf;
d.vbuf->build();
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
d.releasePool << d.ibuf;
d.ibuf->build();
d.rightOfs = m_r->ubufAligned(UBUFSZ);
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.rightOfs + UBUFSZ);
d.releasePool << d.ubuf;
d.ubuf->build();
d.tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
d.releasePool << d.tex;
d.tex->build();
#ifndef NO_MSAA
d.msaaTex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 4, QRhiTexture::RenderTarget);
#else
d.msaaTex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
#endif
d.releasePool << d.msaaTex;
d.msaaTex->build();
d.initialUpdates = m_r->nextResourceUpdateBatch();
......@@ -133,9 +142,11 @@ void Window::customInit()
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
d.releasePool << d.sampler;
d.sampler->build();
d.srbLeft = m_r->newShaderResourceBindings();
d.releasePool << d.srbLeft;
d.srbLeft->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, 0, UBUFSZ),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
......@@ -143,6 +154,7 @@ void Window::customInit()
d.srbLeft->build();
d.srbRight = m_r->newShaderResourceBindings();
d.releasePool << d.srbRight;
d.srbRight->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, d.rightOfs, UBUFSZ),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.msaaTex, d.sampler)
......@@ -150,6 +162,7 @@ void Window::customInit()
d.srbRight->build();
d.psLeft = m_r->newGraphicsPipeline();
d.releasePool << d.psLeft;
d.psLeft->setShaderStages({
{ QRhiGraphicsShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
{ QRhiGraphicsShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
......@@ -168,6 +181,7 @@ void Window::customInit()
d.psLeft->build();
d.psRight = m_r->newGraphicsPipeline();
d.releasePool << d.psRight;
d.psRight->setShaderStages({
{ QRhiGraphicsShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
#ifndef NO_MSAA
......@@ -183,21 +197,28 @@ void Window::customInit()
// set up the offscreen triangle that goes into tex and msaaTex
d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
d.releasePool << d.triUbuf;
d.triUbuf->build();
d.triSrb = m_r->newShaderResourceBindings();
d.releasePool << d.triSrb;
d.triSrb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.triUbuf)
});
d.triSrb->build();
d.rt = m_r->newTextureRenderTarget({ d.tex });
d.releasePool << d.rt;
d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
d.releasePool << d.rtRp;
d.rt->setRenderPassDescriptor(d.rtRp);
d.rt->build();
d.msaaRt = m_r->newTextureRenderTarget({ d.msaaTex });
d.releasePool << d.msaaRt;
d.msaaRtRp = d.msaaRt->newCompatibleRenderPassDescriptor();
d.releasePool << d.msaaRtRp;
d.msaaRt->setRenderPassDescriptor(d.msaaRtRp);
d.msaaRt->build();
d.triPs = m_r->newGraphicsPipeline();
d.releasePool << d.triPs;
d.triPs->setSampleCount(1);
d.triPs->setShaderStages({
{ QRhiGraphicsShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) },
......@@ -215,6 +236,7 @@ void Window::customInit()
d.triPs->setRenderPassDescriptor(d.rtRp);
d.triPs->build();
d.msaaTriPs = m_r->newGraphicsPipeline();
d.releasePool << d.msaaTriPs;
#ifndef NO_MSAA
d.msaaTriPs->setSampleCount(4);
#else
......@@ -229,95 +251,9 @@ void Window::customInit()
void Window::customRelease()
{
if (d.psLeft) {
d.psLeft->releaseAndDestroy();
d.psLeft = nullptr;
}
if (d.psRight) {
d.psRight->releaseAndDestroy();
d.psRight = nullptr;
}
if (d.srbLeft) {
d.srbLeft->releaseAndDestroy();
d.srbLeft = nullptr;
}
if (d.srbRight) {
d.srbRight->releaseAndDestroy();
d.srbRight = nullptr;
}
if (d.triPs) {
d.triPs->releaseAndDestroy();
d.triPs = nullptr;
}
if (d.msaaTriPs) {
d.msaaTriPs->releaseAndDestroy();
d.msaaTriPs = nullptr;
}
if (d.triSrb) {
d.triSrb->releaseAndDestroy();
d.triSrb = nullptr;
}
if (d.triUbuf) {
d.triUbuf->releaseAndDestroy();
d.triUbuf = nullptr;
}
if (d.ubuf) {
d.ubuf->releaseAndDestroy();
d.ubuf = nullptr;
}
if (d.vbuf) {
d.vbuf->releaseAndDestroy();
d.vbuf = nullptr;
}
if (d.ibuf) {
d.ibuf->releaseAndDestroy();
d.ibuf = nullptr;
}
if (d.sampler) {
d.sampler->releaseAndDestroy();
d.sampler = nullptr;
}
if (d.rtRp) {
d.rtRp->releaseAndDestroy();
d.rtRp = nullptr;
}
if (d.rt) {
d.rt->releaseAndDestroy();
d.rt = nullptr;
}
if (d.msaaRtRp) {
d.msaaRtRp->releaseAndDestroy();
d.msaaRtRp = nullptr;
}
if (d.msaaRt) {
d.msaaRt->releaseAndDestroy();
d.msaaRt = nullptr;
}
if (d.msaaTex) {
d.msaaTex->releaseAndDestroy();
d.msaaTex = nullptr;
}
if (d.tex) {
d.tex->releaseAndDestroy();
d.tex = nullptr;
}
for (QRhiResource *r : d.releasePool)
r->releaseAndDestroy();
d.releasePool.clear();
}
void Window::customRender()
......@@ -359,7 +295,7 @@ void Window::customRender()
d.triRot += 1;
u->updateDynamicBuffer(d.triUbuf, 0, 64, triMvp.constData());
cb->resourceUpdate(u);
cb->resourceUpdate(u); // could have passed u to beginPass but exercise this one too
// offscreen
cb->beginPass(d.rt, { 0.5f, 0.2f, 0, 1 }, { 1, 0 });
......
<!DOCTYPE RCC><RCC version="1.0">
<qresource>
<file alias="qt256.png">../shared/qt256.png</file>
<file alias="color.vert.qsb">../shared/color.vert.qsb</file>
<file alias="color.frag.qsb">../shared/color.frag.qsb</file>
<file alias="texture.vert.qsb">../shared/texture.vert.qsb</file>
......
......@@ -6,6 +6,7 @@ SUBDIRS += \
compressedtexture_bc1_subupload \
texuploads \
msaatexture \
msaarenderbuffer \
plainqwindow_gles2 \
offscreen_gles2
......
......@@ -625,6 +625,11 @@ bool QRhi::isTextureFormatSupported(QRhiTexture::Format format, QRhiTexture::Fla
return d->isTextureFormatSupported(format, flags);
}
bool QRhi::isFeatureSupported(QRhi::Feature feature) const
{
return d->isFeatureSupported(feature);
}
QRhiGraphicsPipeline *QRhi::newGraphicsPipeline()
{
return d->createGraphicsPipeline();
......
......@@ -235,8 +235,12 @@ struct Q_RHI_EXPORT QRhiTextureRenderTargetDescription
{
struct Q_RHI_EXPORT ColorAttachment {
ColorAttachment() { }
// either a texture or a renderbuffer
ColorAttachment(QRhiTexture *texture_) : texture(texture_) { }
ColorAttachment(QRhiRenderBuffer *renderBuffer_) : renderBuffer(renderBuffer_) { }
QRhiTexture *texture = nullptr;
QRhiRenderBuffer *renderBuffer = nullptr;
int layer = 0; // face (0..5) for cubemaps
};
......@@ -252,6 +256,7 @@ struct Q_RHI_EXPORT QRhiTextureRenderTargetDescription
{ colorAttachments.append(colorAttachment); }
QVector<ColorAttachment> colorAttachments;
// depth-stencil is is a renderbuffer, a texture, or none
QRhiRenderBuffer *depthStencilBuffer = nullptr;
QRhiTexture *depthTexture = nullptr;
};
......@@ -384,7 +389,8 @@ class Q_RHI_EXPORT QRhiRenderBuffer : public QRhiResource
{
public:
enum Type {
DepthStencil
DepthStencil,
Color
};
enum Flag {
......@@ -1037,6 +1043,11 @@ public:
FrameOpDeviceLost
};
enum Feature {
MultisampleTexture = 1,
MultisampleRenderBuffer
};
~QRhi();
static QRhi *create(Implementation impl, QRhiInitParams *params);
......@@ -1080,6 +1091,11 @@ public:
// ideal for tiled GPUs). May also be a dummy internally depending on the
// backend and the flags (OpenGL, where the winsys interface provides the
// depth-stencil buffer via the window surface).
//
// Color is also supported. With some gfx apis (GL) this is different from
// textures. (cannot be sampled, but can be rendered to and used in a
// multisample resolve) This becomes important when doing msaa offscreen
// and the gfx api has no multisample textures.
QRhiRenderBuffer *newRenderBuffer(QRhiRenderBuffer::Type type,
const QSize &pixelSize,
int sampleCount = 1,
......@@ -1168,6 +1184,7 @@ public:
QMatrix4x4 clipSpaceCorrMatrix() const;
bool isTextureFormatSupported(QRhiTexture::Format format, QRhiTexture::Flags flags = QRhiTexture::Flags()) const;
bool isFeatureSupported(QRhi::Feature feature) const;
protected:
QRhi();
......
......@@ -122,6 +122,7 @@ public:
virtual bool isYUpInFramebuffer() const = 0;
virtual QMatrix4x4 clipSpaceCorrMatrix() const = 0;
virtual bool isTextureFormatSupported(QRhiTexture::Format format, QRhiTexture::Flags flags) const = 0;
virtual bool isFeatureSupported(QRhi::Feature) const = 0;
bool isCompressedFormat(QRhiTexture::Format format) const;
void compressedFormatInfo(QRhiTexture::Format format, const QSize &size,
......
......@@ -244,6 +244,19 @@ bool QRhiD3D11::isTextureFormatSupported(QRhiTexture::Format format, QRhiTexture
return true;
}
bool QRhiD3D11::isFeatureSupported(QRhi::Feature feature) const
{
switch (feature) {
case QRhi::MultisampleTexture:
Q_FALLTHROUGH();