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qt 6.6.0 clean
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@ -5,3 +5,4 @@ if(NOT TARGET Qt6::Gui)
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return()
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endif()
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qt_internal_add_example(rasterwindow)
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qt_internal_add_example(rhiwindow)
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examples/gui/doc/images/rhiwindow_example.jpg
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examples/gui/doc/src/rhiwindow.qdoc
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examples/gui/doc/src/rhiwindow.qdoc
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// Copyright (C) 2023 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
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|
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/*!
|
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\example rhiwindow
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\title RHI Window Example
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\examplecategory {Graphics & Multimedia}
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|
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\brief This example shows how to create a minimal QWindow-based
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application using QRhi.
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|
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\image rhiwindow_example.jpg
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|
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Qt 6.6 starts offering its accelerated 3D API and shader abstraction layer
|
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for application use as well. Applications can now use the same 3D graphics
|
||||
classes Qt itself uses to implement the Qt Quick scenegraph or the Qt Quick
|
||||
3D engine. In earlier Qt versions QRhi and the related classes were all
|
||||
private APIs. From 6.6 on these classes are in a similar category as QPA
|
||||
family of classes: neither fully public nor private, but something
|
||||
in-between, with a more limited compatibility promise compared to public
|
||||
APIs. On the other hand, QRhi and the related classes now come with full
|
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documentation similarly to public APIs.
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|
||||
There are multiple ways to use QRhi, the example here shows the most
|
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low-level approach: targeting a QWindow, while not using Qt Quick, Qt Quick
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3D, or Widgets in any form, and setting up all the rendering and windowing
|
||||
infrastructure in the application.
|
||||
|
||||
In contrast, when writing a QML application with Qt Quick or Qt Quick 3D,
|
||||
and wanting to add QRhi-based rendering to it, such an application is going
|
||||
to rely on the window and rendering infrastructure Qt Quick has already
|
||||
initialized, and it is likely going to query an existing QRhi instance from
|
||||
the QQuickWindow. There dealing with QRhi::create(), platform/API specifics
|
||||
such as \l{QVulkanInstance}{Vulkan instances}, or correctly handling
|
||||
\l{QExposeEvent}{expose} and resize events for the window are all managed
|
||||
by Qt Quick. Whereas in this example, all that is managed and taken care
|
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of by the application itself.
|
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|
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\note For QWidget-based applications in particular, it should be noted that
|
||||
QWidget::createWindowContainer() allows embedding a QWindow (backed by a
|
||||
native window) into the widget-based user interface. Therefore, the \c
|
||||
HelloWindow class from this example is reusable in QWidget-based
|
||||
applications, assuming the necessary initialization from \c main() is in
|
||||
place as well.
|
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|
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\section1 3D API Support
|
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|
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The application supports all the current \l{QRhi::Implementation}{QRhi
|
||||
backends}. When no command-line arguments are specified, platform-specific
|
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defaults are used: Direct 3D 11 on Windows, OpenGL on Linux, Metal on
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macOS/iOS.
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|
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Running with \c{--help} shows the available command-line options:
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||||
|
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\list
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\li -d or --d3d11 for Direct 3D 11
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\li -D or --d3d12 for Direct 3D 12
|
||||
\li -m or --metal for Metal
|
||||
\li -v or --vulkan for Vulkan
|
||||
\li -g or --opengl for OpenGL or OpenGL ES
|
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\li -n or --null for the \l{QRhi::Null}{Null backend}
|
||||
\endlist
|
||||
|
||||
\section1 Build System Notes
|
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|
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This application relies solely on the Qt GUI module. It does not use Qt
|
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Widgets or Qt Quick.
|
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|
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In order to access the RHI APIs, which are available to all Qt applications
|
||||
but come with a limited compatibility promise, the \c target_link_libraries
|
||||
CMake command lists \c{Qt6::GuiPrivate}. This is what enables the
|
||||
\c{#include <rhi/qrhi.h>} include statement to compile successfully.
|
||||
|
||||
\section1 Features
|
||||
|
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The application features:
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|
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\list
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||||
|
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\li A resizable QWindow,
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|
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\li a swapchain and depth-stencil buffer that properly follows the size of
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||||
the window,
|
||||
|
||||
\li logic to initialize, render, and tear down at the appropriate time
|
||||
based on events such as \l QExposeEvent and \l QPlatformSurfaceEvent,
|
||||
|
||||
\li rendering a fullscreen textured quad, using a texture the contents of
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||||
which is generated in a QImage via QPainter (using the raster paint engine,
|
||||
i.e. the generating of the image's pixel data is all CPU-based, that data
|
||||
is then uploaded into a GPU texture),
|
||||
|
||||
\li rendering a triangle with blending and depth testing enabled, using a
|
||||
perspective projection, while applying a model transform that changes on
|
||||
every frame,
|
||||
|
||||
\li an efficient, cross-platform render loop using
|
||||
\l{QWindow::requestUpdate()}{requestUpdate()}.
|
||||
|
||||
\endlist
|
||||
|
||||
\section1 Shaders
|
||||
|
||||
The application uses two sets of vertex and fragment shader pairs:
|
||||
|
||||
\list
|
||||
|
||||
\li one for the fullscreen quad, which uses no vertex inputs and the
|
||||
fragment shader samples a texture (\c quad.vert, \c quad.frag),
|
||||
|
||||
\li and another pair for the triangle, where vertex positions and colors
|
||||
are provided in a vertex buffer and a modelview-projection matrix is
|
||||
provided in a uniform buffer (\c color.vert, \c color.frag).
|
||||
|
||||
\endlist
|
||||
|
||||
The shaders are written as Vulkan-compatible GLSL source code.
|
||||
|
||||
Due to being a Qt GUI module example, this example cannot have a dependency
|
||||
on the \l{Qt Shader Tools} module. This means that CMake helper functions
|
||||
such as \c{qt_add_shaders} are not available for use. Therefore, the
|
||||
example has the pre-processed \c{.qsb} files included in the
|
||||
\c{shaders/prebuilt} folder, and they are simply included within the
|
||||
executable via \c{qt_add_resources}. This approach is not generally
|
||||
recommended for applications, consider rather using \l{Qt Shader Tools
|
||||
Build System Integration}{qt_add_shaders}, which avoids the need to
|
||||
manually generate and manage the \c{.qsb} files.
|
||||
|
||||
To generate the \c{.qsb} files for this example, the command \c{qsb --qt6
|
||||
color.vert -o prebuilt/color.vert.qsb} etc. was used. This leads to
|
||||
compiling to \l{https://www.khronos.org/spir/}{SPIR-V} and than transpiling
|
||||
into GLSL (\c{100 es} and \c 120), HLSL (5.0), and MSL (1.2). All the
|
||||
shader versions are then packed together into a QShader and serialized to
|
||||
disk.
|
||||
|
||||
\section1 API-specific Initialization
|
||||
|
||||
For some of the 3D APIs the main() function has to perform the appropriate
|
||||
API-specific initialiation, e.g. to create a QVulkanInstance when using
|
||||
Vulkan. For OpenGL we have to ensure a depth buffer is available, this is
|
||||
done via QSurfaceFormat. These steps are not in the scope of QRhi since
|
||||
QRhi backends for OpenGL or Vulkan build on the existing Qt facilities such
|
||||
as QOpenGLContext or QVulkanInstance.
|
||||
|
||||
\snippet rhiwindow/main.cpp api-setup
|
||||
|
||||
\note For Vulkan, note how
|
||||
QRhiVulkanInitParams::preferredInstanceExtensions() is taken into account
|
||||
to ensure the appropriate extensions are enabled.
|
||||
|
||||
\c HelloWindow is a subclass of \c RhiWindow, which in turn is a QWindow.
|
||||
\c RhiWindow contains everything needed to manage a resizable window with
|
||||
a\ swapchain (and depth-stencil buffer), and is potentially reusable in
|
||||
other applications as well. \c HelloWindow contains the rendering logic
|
||||
specific to this particular example application.
|
||||
|
||||
In the QWindow subclass constructor the surface type is set based on the
|
||||
selected 3D API.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp rhiwindow-ctor
|
||||
|
||||
Creating and initializing a QRhi object is implemented in
|
||||
RhiWindow::init(). Note that this is invoked only when the window is
|
||||
\c renderable, which is indicated by an \l{QExposeEvent}{expose event}.
|
||||
|
||||
Depending on which 3D API we use, the appropriate InitParams struct needs
|
||||
to be passed to QRhi::create(). With OpenGL for example, a
|
||||
QOffscreenSurface (or some other QSurface) must be created by the
|
||||
application and provided for use to the QRhi. With Vulkan, a successfully
|
||||
initialized QVulkanInstance is required. Others, such as Direct 3D or Metal
|
||||
need no additional information to be able to initialize.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp rhi-init
|
||||
|
||||
Apart from this, everything else, all the rendering code, is fully
|
||||
cross-platform and has no branching or conditions specific to any of the 3D
|
||||
API.
|
||||
|
||||
\section1 Expose Events
|
||||
|
||||
What \c renderable exactly means is platform-specific. For example, on
|
||||
macOS a window that is fully obscured (fully behind some other window) is
|
||||
not renderable, whereas on Windows obscuring has no significance.
|
||||
Fortunately, the application needs no special knowledge about this: Qt's
|
||||
platform plugins abstract the differences behind the expose event. However,
|
||||
the \l{QWindow::exposeEvent()}{exposeEvent()} reimplementation also needs
|
||||
to be aware that an empty output size (e.g. width and height of 0) is also
|
||||
something that should be treated as a non-renderable situation. On Windows
|
||||
for example, this is what is going to happen when minimizing the window.
|
||||
Hence the check based on QRhiSwapChain::surfacePixelSize().
|
||||
|
||||
This implementation of expose event handling attempts to be robust, safe,
|
||||
and portable. Qt Quick itself also implements a very similar logic in its
|
||||
render loops.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp expose
|
||||
|
||||
In RhiWindow::render(), which is invoked in response to the
|
||||
\l{QEvent::UpdateRequest}{UpdateRequest} event generated by
|
||||
\l{QWindow::requestUpdate()}{requestUpdate()}, the following check is in
|
||||
place, to prevent attempting to render when the swapchain initialization
|
||||
failed, or when the window became non-renderable.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp render-precheck
|
||||
|
||||
\section1 Swapchain, Depth-Stencil buffer, and Resizing
|
||||
|
||||
To render to the QWindow, a QRhiSwapChain is needed. In addition, a
|
||||
QRhiRenderBuffer acting as the depth-stencil buffer is created as well
|
||||
since the application demonstrates how depth testing can be enabled in a
|
||||
graphics pipeline. With some legacy 3D APIs managing the depth/stencil
|
||||
buffer for a window is part of the corresponding windowing system interface
|
||||
API (EGL, WGL, GLX, etc., meaning the depth/stencil buffer is implicitly
|
||||
managed together with the \c{window surface}), whereas with modern APIs
|
||||
managing the depth-stencil buffer for a window-based render target is no
|
||||
different from offscreen render targets. QRhi abstracts this, but for best
|
||||
performance it still needs to be indicated that the QRhiRenderBuffer is
|
||||
\l{QRhiRenderBuffer::UsedWithSwapChainOnly}{used with together with a
|
||||
QRhiSwapChain}.
|
||||
|
||||
The QRhiSwapChain is associated with the QWindow and the depth/stencil
|
||||
buffer.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.h swapchain-data
|
||||
\codeline
|
||||
\snippet rhiwindow/rhiwindow.cpp swapchain-init
|
||||
|
||||
When the window size changes, the swapchain needs to be resized as well.
|
||||
This is implemented in resizeSwapChain().
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp swapchain-resize
|
||||
|
||||
Unlike other QRhiResource subclasses, QRhiSwapChain features slightly
|
||||
different semantics when it comes to its create-function. As the name,
|
||||
\l{QRhiSwapChain::createOrResize()}{createOrResize()}, suggests, this needs
|
||||
to be called whenever it is known that the output window size may be out of
|
||||
sync with what the swapchain was last initialized. The associated
|
||||
QRhiRenderBuffer for depth-stencil gets its
|
||||
\l{QRhiRenderBuffer::pixelSize()}{size} set automatically, and
|
||||
\l{QRhiRenderBuffer::create()}{create()} is called on it implicitly from the
|
||||
swapchain's createOrResize().
|
||||
|
||||
This is also a convenient place to (re)calculate the projection and view
|
||||
matrices since the perspective projection we set up depends on the output
|
||||
aspect ratio.
|
||||
|
||||
\note To eliminate coordinate system differences, the
|
||||
\l{QRhi::clipSpaceCorrMatrix()}{a backend/API-specific "correction" matrix}
|
||||
is queried from QRhi and baked in to the projection matrix. This is what
|
||||
allows the application to work with OpenGL-style vertex data, assuming a
|
||||
coordinate system with the origin at the bottom-left.
|
||||
|
||||
The resizeSwapChain() function is called from RhiWindow::render() when it
|
||||
is discovered that the currently reported size is not the same anymore as
|
||||
what the swapchain was last initialized with.
|
||||
|
||||
See QRhiSwapChain::currentPixelSize() and QRhiSwapChain::surfacePixelSize()
|
||||
for further details.
|
||||
|
||||
High DPI support is built-in: the sizes, as the naming indicates, are
|
||||
always in pixels, taking the window-specific
|
||||
\l{QWindow::devicePixelRatio()}{scale factor} into account. On the QRhi
|
||||
(and 3D API) level there is no concept of high DPI scaling, everything is
|
||||
always in pixels. This means that a QWindow with a size() of 1280x720 and
|
||||
a devicePixelRatio() of 2 is a render target (swapchain) with a (pixel) size
|
||||
of 2560x1440.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp render-resize
|
||||
|
||||
\section1 Render Loop
|
||||
|
||||
The application renders continuously, throttled by the presentation rate
|
||||
(vsync). This is ensured by calling
|
||||
\l{QWindow::requestUpdate()}{requestUpdate()} from RhiWindow::render() when
|
||||
the currently recorded frame has been submitted.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp request-update
|
||||
|
||||
This eventually leads to getting a \l{QEvent::UpdateRequest}{UpdateRequest}
|
||||
event. This is handled in the reimplementation of event().
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp event
|
||||
|
||||
\section1 Resource and Pipeline Setup
|
||||
|
||||
The application records a single render pass that issues two draw calls,
|
||||
with two different graphics pipelines. One is the "background", with the
|
||||
texture containing the QPainter-generated image, then a single triangle is
|
||||
rendered on top with blending enabled.
|
||||
|
||||
The vertex and uniform buffer used with the triangle is created like this.
|
||||
The size of the uniform buffer is 68 bytes since the shader specific a \c
|
||||
mat4 and a \c float member in the uniform block. Watch out for the
|
||||
\l{https://registry.khronos.org/OpenGL/specs/gl/glspec45.core.pdf#page=159}{std140
|
||||
layout rules}. This presents no surprises in this example since the \c
|
||||
float member that follows the \c mat4 has the correct alignment without any
|
||||
additional padding, but it may become relevant in other applications,
|
||||
especially when working with types such as \c vec2 or \c vec3. When in
|
||||
doubt, consider checking the QShaderDescription for the
|
||||
\l{QShader::description()}{QShader}, or, what is often more convenient, run
|
||||
the \c qsb tool on the \c{.qsb} file with the \c{-d} argument to inspect
|
||||
the metadata in human-readable form. The printed information includes,
|
||||
among other things, the uniform block member offsets, sizes, and the total
|
||||
size in bytes of each uniform block.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp render-init-1
|
||||
|
||||
The vertex and fragment shaders both need a uniform buffer at binding point
|
||||
0. This is ensured by the QRhiShaderResourceBindings object. The graphics
|
||||
pipeline is then setup with the shaders and a number of additional
|
||||
information. The example also relies on a number of convenient defaults,
|
||||
e.g. the primitive topology is
|
||||
\l{QRhiGraphicsPipeline::Triangles}{Triangles}, but that is the default,
|
||||
and therefore it is not explicitly set. See QRhiGraphicsPipeline for
|
||||
further details.
|
||||
|
||||
In addition to specifying the topology and various state, the pipeline must
|
||||
also be associated with:
|
||||
|
||||
\list
|
||||
|
||||
\li The vertex input layout in form of a QRhiVertexInputLayout. This
|
||||
specifies the type and component count for each vertex input location, the
|
||||
total stride in bytes per vertex, and other related data.
|
||||
QRhiVertexInputLayout only holds data, not actual native resources, and is
|
||||
copiable.
|
||||
|
||||
\li A valid and successfully initialized QRhiShaderResourceBindings object.
|
||||
This describes the layout of the resource bindings (uniform buffers,
|
||||
textures, samplers) the shaders expect. This must either by the
|
||||
QRhiShaderResourceBindings used when recording the draw calls, or another
|
||||
that is
|
||||
\l{QRhiShaderResourceBindings::isLayoutCompatible()}{layout-compatible with it}.
|
||||
This simple application takes the former approach.
|
||||
|
||||
\li A valid QRhiRenderPassDescriptor object. This must be retrieved from,
|
||||
or \l{QRhiRenderPassDescriptor::isCompatible()}{be compatible with} the
|
||||
render target. The example uses the former, by creating a
|
||||
QRhiRenderPassDescriptor object via
|
||||
QRhiSwapChain::newCompatibleRenderPassDescriptor().
|
||||
|
||||
\endlist
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp render-init-2
|
||||
|
||||
getShader() is a helper function that loads a \c{.qsb} file and
|
||||
deserializes a QShader from it.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp getshader
|
||||
|
||||
The \c{color.vert} shader specifies the following as the vertex inputs:
|
||||
|
||||
\badcode
|
||||
layout(location = 0) in vec4 position;
|
||||
layout(location = 1) in vec3 color;
|
||||
\endcode
|
||||
|
||||
The C++ code however provides vertex data as 2 floats for position, with 3
|
||||
floats for the color interleaved. (\c x, \c y, \c r, \c g, \c b for each
|
||||
vertex) This is why the stride is \c{5 * sizeof(float)} and the inputs for
|
||||
locations 0 and 1 are specified as \c Float2 and \c Float3, respectively.
|
||||
This is valid, and the \c z and \c w of the \c vec4 position will get set
|
||||
automatically.
|
||||
|
||||
\section1 Rendering
|
||||
|
||||
Recording a frame is started by calling \l{QRhi::beginFrame()} and finished
|
||||
by calling \l{QRhi::endFrame()}.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp beginframe
|
||||
|
||||
Some of the resources (buffers, textures) have static data in the
|
||||
application, meaning the content never changes. The vertex buffer's content
|
||||
is provided in the initialization step for example, and is not changed
|
||||
afterwards. These data update operations are recorded in \c
|
||||
m_initialUpdates. When not yet done, the commands on this resource update
|
||||
batch are merged into the per-frame batch.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp render-1
|
||||
|
||||
Having a per-frame resource update batch is necessary since the uniform
|
||||
buffer contents with the modelview-projection matrix and the opacity
|
||||
changes on every frame.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp render-rotation
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp render-opacity
|
||||
|
||||
To begin recording the render pass, a QRhiCommandBuffer is queried, and the
|
||||
output size is determined, which will be useful for setting up the viewport
|
||||
and resizing our fullscreen texture, if needed.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp render-cb
|
||||
|
||||
Starting a render pass implies clearing the render target's color and
|
||||
depth-stencil buffers (unless the render target flags indicate otherwise,
|
||||
but that is only an option for texture-based render targets). Here we
|
||||
specify black for color, 1.0f for depth, and 0 for stencil (unused). The
|
||||
last argument, \c resourceUpdates, is what ensures that the data update
|
||||
commands recorded on the batch get committed. Alternatively, we could have
|
||||
used QRhiCommandBuffer::resourceUpdate() instead. The render pass targets a
|
||||
swapchain, hence calling
|
||||
\l{QRhiSwapChain::currentFrameRenderTarget()}{currentFrameRenderTarget()}
|
||||
to get a valid QRhiRenderTarget.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp render-pass
|
||||
|
||||
Recording the draw call for the triangle is straightforward: set the
|
||||
pipeline, set the shader resources, set the vertex/index buffer(s), and
|
||||
record the draw call. Here we use a non-indexed draw with just 3 vertices.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp render-pass-record
|
||||
|
||||
The \l{QRhiCommandBuffer::setShaderResources()}{setShaderResources()} call
|
||||
has no arguments given, which implies using \c m_colorTriSrb since that was
|
||||
associated with the active QRhiGraphicsPipeline (\c m_colorPipeline).
|
||||
|
||||
We will not dive into the details of the rendering of the fullscreen
|
||||
background image. See the example source code for that. It is however worth
|
||||
noting a common pattern for "resizing" a texture or buffer resource. There
|
||||
is no such thing as changing the size of an existing native resource, so
|
||||
changing a texture or buffer size must be followed by a call to create(),
|
||||
to release and recreate the underlying native resources. To ensure that the
|
||||
QRhiTexture always has the required size, the application implements the
|
||||
following logic. Note that \c m_texture stays valid for the entire lifetime
|
||||
of the window, which means object references to it, e.g. in a
|
||||
QRhiShaderResourceBindings, continue to be valid all the time. It is only
|
||||
the underlying native resources that come and go over time.
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp ensure-texture
|
||||
|
||||
Once a QImage is generated and the QPainter-based drawing into it has
|
||||
finished, we use
|
||||
\l{QRhiResourceUpdateBatch::uploadTexture()}{uploadTexture()} to record a
|
||||
texture upload on the resource update batch:
|
||||
|
||||
\snippet rhiwindow/rhiwindow.cpp ensure-texture-2
|
||||
|
||||
\sa QRhi, QRhiSwapChain, QWindow, QRhiCommandBuffer, QRhiResourceUpdateBatch, QRhiBuffer, QRhiTexture
|
||||
*/
|
@ -4,4 +4,5 @@ TEMPLATE = subdirs
|
||||
QT_FOR_CONFIG += gui
|
||||
CONFIG += no_docs_target
|
||||
|
||||
SUBDIRS += rasterwindow
|
||||
SUBDIRS += rasterwindow \
|
||||
rhiwindow
|
||||
|
59
examples/gui/rhiwindow/CMakeLists.txt
Normal file
59
examples/gui/rhiwindow/CMakeLists.txt
Normal file
@ -0,0 +1,59 @@
|
||||
# Copyright (C) 2023 The Qt Company Ltd.
|
||||
# SPDX-License-Identifier: BSD-3-Clause
|
||||
|
||||
cmake_minimum_required(VERSION 3.16)
|
||||
project(rhiwindow LANGUAGES CXX)
|
||||
|
||||
if(NOT DEFINED INSTALL_EXAMPLESDIR)
|
||||
set(INSTALL_EXAMPLESDIR "examples")
|
||||
endif()
|
||||
|
||||
set(INSTALL_EXAMPLEDIR "${INSTALL_EXAMPLESDIR}/gui/rhiwindow")
|
||||
|
||||
find_package(Qt6 REQUIRED COMPONENTS Core Gui)
|
||||
|
||||
qt_standard_project_setup()
|
||||
|
||||
qt_add_executable(rhiwindow
|
||||
main.cpp
|
||||
rhiwindow.cpp rhiwindow.h
|
||||
)
|
||||
|
||||
set_target_properties(rhiwindow PROPERTIES
|
||||
WIN32_EXECUTABLE TRUE
|
||||
MACOSX_BUNDLE TRUE
|
||||
)
|
||||
|
||||
target_link_libraries(rhiwindow PRIVATE
|
||||
Qt6::Core
|
||||
Qt6::Gui
|
||||
Qt6::GuiPrivate
|
||||
)
|
||||
|
||||
set_source_files_properties("shaders/prebuilt/color.vert.qsb"
|
||||
PROPERTIES QT_RESOURCE_ALIAS "color.vert.qsb"
|
||||
)
|
||||
set_source_files_properties("shaders/prebuilt/color.frag.qsb"
|
||||
PROPERTIES QT_RESOURCE_ALIAS "color.frag.qsb"
|
||||
)
|
||||
set_source_files_properties("shaders/prebuilt/quad.vert.qsb"
|
||||
PROPERTIES QT_RESOURCE_ALIAS "quad.vert.qsb"
|
||||
)
|
||||
set_source_files_properties("shaders/prebuilt/quad.frag.qsb"
|
||||
PROPERTIES QT_RESOURCE_ALIAS "quad.frag.qsb"
|
||||
)
|
||||
qt_add_resources(rhiwindow "rhiwindow"
|
||||
PREFIX
|
||||
"/"
|
||||
FILES
|
||||
"shaders/prebuilt/color.vert.qsb"
|
||||
"shaders/prebuilt/color.frag.qsb"
|
||||
"shaders/prebuilt/quad.vert.qsb"
|
||||
"shaders/prebuilt/quad.frag.qsb"
|
||||
)
|
||||
|
||||
install(TARGETS rhiwindow
|
||||
RUNTIME DESTINATION "${INSTALL_EXAMPLEDIR}"
|
||||
BUNDLE DESTINATION "${INSTALL_EXAMPLEDIR}"
|
||||
LIBRARY DESTINATION "${INSTALL_EXAMPLEDIR}"
|
||||
)
|
110
examples/gui/rhiwindow/main.cpp
Normal file
110
examples/gui/rhiwindow/main.cpp
Normal file
@ -0,0 +1,110 @@
|
||||
// Copyright (C) 2023 The Qt Company Ltd.
|
||||
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
|
||||
|
||||
#include <QGuiApplication>
|
||||
#include <QCommandLineParser>
|
||||
#include "rhiwindow.h"
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
QGuiApplication app(argc, argv);
|
||||
|
||||
QRhi::Implementation graphicsApi;
|
||||
|
||||
// Use platform-specific defaults when no command-line arguments given.
|
||||
#if defined(Q_OS_WIN)
|
||||
graphicsApi = QRhi::D3D11;
|
||||
#elif defined(Q_OS_MACOS) || defined(Q_OS_IOS)
|
||||
graphicsApi = QRhi::Metal;
|
||||
#elif QT_CONFIG(vulkan)
|
||||
graphicsApi = QRhi::Vulkan;
|
||||
#else
|
||||
graphicsApi = QRhi::OpenGLES2;
|
||||
#endif
|
||||
|
||||
QCommandLineParser cmdLineParser;
|
||||
cmdLineParser.addHelpOption();
|
||||
QCommandLineOption nullOption({ "n", "null" }, QLatin1String("Null"));
|
||||
cmdLineParser.addOption(nullOption);
|
||||
QCommandLineOption glOption({ "g", "opengl" }, QLatin1String("OpenGL"));
|
||||
cmdLineParser.addOption(glOption);
|
||||
QCommandLineOption vkOption({ "v", "vulkan" }, QLatin1String("Vulkan"));
|
||||
cmdLineParser.addOption(vkOption);
|
||||
QCommandLineOption d3d11Option({ "d", "d3d11" }, QLatin1String("Direct3D 11"));
|
||||
cmdLineParser.addOption(d3d11Option);
|
||||
QCommandLineOption d3d12Option({ "D", "d3d12" }, QLatin1String("Direct3D 12"));
|
||||
cmdLineParser.addOption(d3d12Option);
|
||||
QCommandLineOption mtlOption({ "m", "metal" }, QLatin1String("Metal"));
|
||||
cmdLineParser.addOption(mtlOption);
|
||||
|
||||
cmdLineParser.process(app);
|
||||
if (cmdLineParser.isSet(nullOption))
|
||||
graphicsApi = QRhi::Null;
|
||||
if (cmdLineParser.isSet(glOption))
|
||||
graphicsApi = QRhi::OpenGLES2;
|
||||
if (cmdLineParser.isSet(vkOption))
|
||||
graphicsApi = QRhi::Vulkan;
|
||||
if (cmdLineParser.isSet(d3d11Option))
|
||||
graphicsApi = QRhi::D3D11;
|
||||
if (cmdLineParser.isSet(d3d12Option))
|
||||
graphicsApi = QRhi::D3D12;
|
||||
if (cmdLineParser.isSet(mtlOption))
|
||||
graphicsApi = QRhi::Metal;
|
||||
|
||||
//! [api-setup]
|
||||
// For OpenGL, to ensure there is a depth/stencil buffer for the window.
|
||||
// With other APIs this is under the application's control (QRhiRenderBuffer etc.)
|
||||
// and so no special setup is needed for those.
|
||||
QSurfaceFormat fmt;
|
||||
fmt.setDepthBufferSize(24);
|
||||
fmt.setStencilBufferSize(8);
|
||||
// Special case macOS to allow using OpenGL there.
|
||||
// (the default Metal is the recommended approach, though)
|
||||
// gl_VertexID is a GLSL 130 feature, and so the default OpenGL 2.1 context
|
||||
// we get on macOS is not sufficient.
|
||||
#ifdef Q_OS_MACOS
|
||||
fmt.setVersion(4, 1);
|
||||
fmt.setProfile(QSurfaceFormat::CoreProfile);
|
||||
#endif
|
||||
QSurfaceFormat::setDefaultFormat(fmt);
|
||||
|
||||
// For Vulkan.
|
||||
#if QT_CONFIG(vulkan)
|
||||
QVulkanInstance inst;
|
||||
if (graphicsApi == QRhi::Vulkan) {
|
||||
// Request validation, if available. This is completely optional
|
||||
// and has a performance impact, and should be avoided in production use.
|
||||
inst.setLayers({ "VK_LAYER_KHRONOS_validation" });
|
||||
// Play nice with QRhi.
|
||||
inst.setExtensions(QRhiVulkanInitParams::preferredInstanceExtensions());
|
||||
if (!inst.create()) {
|
||||
qWarning("Failed to create Vulkan instance, switching to OpenGL");
|
||||
graphicsApi = QRhi::OpenGLES2;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
//! [api-setup]
|
||||
|
||||
HelloWindow window(graphicsApi);
|
||||
|
||||
#if QT_CONFIG(vulkan)
|
||||
if (graphicsApi == QRhi::Vulkan)
|
||||
window.setVulkanInstance(&inst);
|
||||
#endif
|
||||
window.resize(1280, 720);
|
||||
window.setTitle(QCoreApplication::applicationName() + QLatin1String(" - ") + window.graphicsApiName());
|
||||
window.show();
|
||||
|
||||
int ret = app.exec();
|
||||
|
||||
// RhiWindow::event() will not get invoked when the
|
||||
// PlatformSurfaceAboutToBeDestroyed event is sent during the QWindow
|
||||
// destruction. That happens only when exiting via app::quit() instead of
|
||||
// the more common QWindow::close(). Take care of it: if the QPlatformWindow
|
||||
// is still around (there was no close() yet), get rid of the swapchain
|
||||
// while it's not too late.
|
||||
if (window.handle())
|
||||
window.releaseSwapChain();
|
||||
|
||||
return ret;
|
||||
}
|
435
examples/gui/rhiwindow/rhiwindow.cpp
Normal file
435
examples/gui/rhiwindow/rhiwindow.cpp
Normal file
@ -0,0 +1,435 @@
|
||||
// Copyright (C) 2020 The Qt Company Ltd.
|
||||
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
|
||||
|
||||
#include "rhiwindow.h"
|
||||
#include <QPlatformSurfaceEvent>
|
||||
#include <QPainter>
|
||||
#include <QFile>
|
||||
#include <rhi/qshader.h>
|
||||
|
||||
//! [rhiwindow-ctor]
|
||||
RhiWindow::RhiWindow(QRhi::Implementation graphicsApi)
|
||||
: m_graphicsApi(graphicsApi)
|
||||
{
|
||||
switch (graphicsApi) {
|
||||
case QRhi::OpenGLES2:
|
||||
setSurfaceType(OpenGLSurface);
|
||||
break;
|
||||
case QRhi::Vulkan:
|
||||
setSurfaceType(VulkanSurface);
|
||||
break;
|
||||
case QRhi::D3D11:
|
||||
case QRhi::D3D12:
|
||||
setSurfaceType(Direct3DSurface);
|
||||
break;
|
||||
case QRhi::Metal:
|
||||
setSurfaceType(MetalSurface);
|
||||
break;
|
||||
case QRhi::Null:
|
||||
break; // RasterSurface
|
||||
}
|
||||
}
|
||||
//! [rhiwindow-ctor]
|
||||
|
||||
QString RhiWindow::graphicsApiName() const
|
||||
{
|
||||
switch (m_graphicsApi) {
|
||||
case QRhi::Null:
|
||||
return QLatin1String("Null (no output)");
|
||||
case QRhi::OpenGLES2:
|
||||
return QLatin1String("OpenGL");
|
||||
case QRhi::Vulkan:
|
||||
return QLatin1String("Vulkan");
|
||||
case QRhi::D3D11:
|
||||
return QLatin1String("Direct3D 11");
|
||||
case QRhi::D3D12:
|
||||
return QLatin1String("Direct3D 12");
|
||||
case QRhi::Metal:
|
||||
return QLatin1String("Metal");
|
||||
}
|
||||
return QString();
|
||||
}
|
||||
|
||||
//! [expose]
|
||||
void RhiWindow::exposeEvent(QExposeEvent *)
|
||||
{
|
||||
// initialize and start rendering when the window becomes usable for graphics purposes
|
||||
if (isExposed() && !m_initialized) {
|
||||
init();
|
||||
resizeSwapChain();
|
||||
m_initialized = true;
|
||||
}
|
||||
|
||||
const QSize surfaceSize = m_hasSwapChain ? m_sc->surfacePixelSize() : QSize();
|
||||
|
||||
// stop pushing frames when not exposed (or size is 0)
|
||||
if ((!isExposed() || (m_hasSwapChain && surfaceSize.isEmpty())) && m_initialized && !m_notExposed)
|
||||
m_notExposed = true;
|
||||
|
||||
// Continue when exposed again and the surface has a valid size. Note that
|
||||
// surfaceSize can be (0, 0) even though size() reports a valid one, hence
|
||||
// trusting surfacePixelSize() and not QWindow.
|
||||
if (isExposed() && m_initialized && m_notExposed && !surfaceSize.isEmpty()) {
|
||||
m_notExposed = false;
|
||||
m_newlyExposed = true;
|
||||
}
|
||||
|
||||
// always render a frame on exposeEvent() (when exposed) in order to update
|
||||
// immediately on window resize.
|
||||
if (isExposed() && !surfaceSize.isEmpty())
|
||||
render();
|
||||
}
|
||||
//! [expose]
|
||||
|
||||
//! [event]
|
||||
bool RhiWindow::event(QEvent *e)
|
||||
{
|
||||
switch (e->type()) {
|
||||
case QEvent::UpdateRequest:
|
||||
render();
|
||||
break;
|
||||
|
||||
case QEvent::PlatformSurface:
|
||||
// this is the proper time to tear down the swapchain (while the native window and surface are still around)
|
||||
if (static_cast<QPlatformSurfaceEvent *>(e)->surfaceEventType() == QPlatformSurfaceEvent::SurfaceAboutToBeDestroyed)
|
||||
releaseSwapChain();
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return QWindow::event(e);
|
||||
}
|
||||
//! [event]
|
||||
|
||||
//! [rhi-init]
|
||||
void RhiWindow::init()
|
||||
{
|
||||
if (m_graphicsApi == QRhi::Null) {
|
||||
QRhiNullInitParams params;
|
||||
m_rhi.reset(QRhi::create(QRhi::Null, ¶ms));
|
||||
}
|
||||
|
||||
#if QT_CONFIG(opengl)
|
||||
if (m_graphicsApi == QRhi::OpenGLES2) {
|
||||
m_fallbackSurface.reset(QRhiGles2InitParams::newFallbackSurface());
|
||||
QRhiGles2InitParams params;
|
||||
params.fallbackSurface = m_fallbackSurface.get();
|
||||
params.window = this;
|
||||
m_rhi.reset(QRhi::create(QRhi::OpenGLES2, ¶ms));
|
||||
}
|
||||
#endif
|
||||
|
||||
#if QT_CONFIG(vulkan)
|
||||
if (m_graphicsApi == QRhi::Vulkan) {
|
||||
QRhiVulkanInitParams params;
|
||||
params.inst = vulkanInstance();
|
||||
params.window = this;
|
||||
m_rhi.reset(QRhi::create(QRhi::Vulkan, ¶ms));
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef Q_OS_WIN
|
||||
if (m_graphicsApi == QRhi::D3D11) {
|
||||
QRhiD3D11InitParams params;
|
||||
// Enable the debug layer, if available. This is optional
|
||||
// and should be avoided in production builds.
|
||||
params.enableDebugLayer = true;
|
||||
m_rhi.reset(QRhi::create(QRhi::D3D11, ¶ms));
|
||||
} else if (m_graphicsApi == QRhi::D3D12) {
|
||||
QRhiD3D12InitParams params;
|
||||
// Enable the debug layer, if available. This is optional
|
||||
// and should be avoided in production builds.
|
||||
params.enableDebugLayer = true;
|
||||
m_rhi.reset(QRhi::create(QRhi::D3D12, ¶ms));
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(Q_OS_MACOS) || defined(Q_OS_IOS)
|
||||
if (m_graphicsApi == QRhi::Metal) {
|
||||
QRhiMetalInitParams params;
|
||||
m_rhi.reset(QRhi::create(QRhi::Metal, ¶ms));
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!m_rhi)
|
||||
qFatal("Failed to create RHI backend");
|
||||
//! [rhi-init]
|
||||
|
||||
//! [swapchain-init]
|
||||
m_sc.reset(m_rhi->newSwapChain());
|
||||
m_ds.reset(m_rhi->newRenderBuffer(QRhiRenderBuffer::DepthStencil,
|
||||
QSize(), // no need to set the size here, due to UsedWithSwapChainOnly
|
||||
1,
|
||||
QRhiRenderBuffer::UsedWithSwapChainOnly));
|
||||
m_sc->setWindow(this);
|
||||
m_sc->setDepthStencil(m_ds.get());
|
||||
m_rp.reset(m_sc->newCompatibleRenderPassDescriptor());
|
||||
m_sc->setRenderPassDescriptor(m_rp.get());
|
||||
//! [swapchain-init]
|
||||
|
||||
customInit();
|
||||
}
|
||||
|
||||
//! [swapchain-resize]
|
||||
void RhiWindow::resizeSwapChain()
|
||||
{
|
||||
m_hasSwapChain = m_sc->createOrResize(); // also handles m_ds
|
||||
|
||||
const QSize outputSize = m_sc->currentPixelSize();
|
||||
m_viewProjection = m_rhi->clipSpaceCorrMatrix();
|
||||
m_viewProjection.perspective(45.0f, outputSize.width() / (float) outputSize.height(), 0.01f, 1000.0f);
|
||||
m_viewProjection.translate(0, 0, -4);
|
||||
}
|
||||
//! [swapchain-resize]
|
||||
|
||||
void RhiWindow::releaseSwapChain()
|
||||
{
|
||||
if (m_hasSwapChain) {
|
||||
m_hasSwapChain = false;
|
||||
m_sc->destroy();
|
||||
}
|
||||
}
|
||||
|
||||
//! [render-precheck]
|
||||
void RhiWindow::render()
|
||||
{
|
||||
if (!m_hasSwapChain || m_notExposed)
|
||||
return;
|
||||
//! [render-precheck]
|
||||
|
||||
//! [render-resize]
|
||||
// If the window got resized or newly exposed, resize the swapchain. (the
|
||||
// newly-exposed case is not actually required by some platforms, but is
|
||||
// here for robustness and portability)
|
||||
//
|
||||
// This (exposeEvent + the logic here) is the only safe way to perform
|
||||
// resize handling. Note the usage of the RHI's surfacePixelSize(), and
|
||||
// never QWindow::size(). (the two may or may not be the same under the hood,
|
||||
// depending on the backend and platform)
|
||||
//
|
||||
if (m_sc->currentPixelSize() != m_sc->surfacePixelSize() || m_newlyExposed) {
|
||||
resizeSwapChain();
|
||||
if (!m_hasSwapChain)
|
||||
return;
|
||||
m_newlyExposed = false;
|
||||
}
|
||||
//! [render-resize]
|
||||
|
||||
//! [beginframe]
|
||||
QRhi::FrameOpResult result = m_rhi->beginFrame(m_sc.get());
|
||||
if (result == QRhi::FrameOpSwapChainOutOfDate) {
|
||||
resizeSwapChain();
|
||||
if (!m_hasSwapChain)
|
||||
return;
|
||||
result = m_rhi->beginFrame(m_sc.get());
|
||||
}
|
||||
if (result != QRhi::FrameOpSuccess) {
|
||||
qWarning("beginFrame failed with %d, will retry", result);
|
||||
requestUpdate();
|
||||
return;
|
||||
}
|
||||
|
||||
customRender();
|
||||
//! [beginframe]
|
||||
|
||||
//! [request-update]
|
||||
m_rhi->endFrame(m_sc.get());
|
||||
|
||||
// Always request the next frame via requestUpdate(). On some platforms this is backed
|
||||
// by a platform-specific solution, e.g. CVDisplayLink on macOS, which is potentially
|
||||
// more efficient than a timer, queued metacalls, etc.
|
||||
requestUpdate();
|
||||
}
|
||||
//! [request-update]
|
||||
|
||||
static float vertexData[] = {
|
||||
// Y up (note clipSpaceCorrMatrix in m_viewProjection), 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,
|
||||
};
|
||||
|
||||
//! [getshader]
|
||||
static QShader getShader(const QString &name)
|
||||
{
|
||||
QFile f(name);
|
||||
if (f.open(QIODevice::ReadOnly))
|
||||
return QShader::fromSerialized(f.readAll());
|
||||
|
||||
return QShader();
|
||||
}
|
||||
//! [getshader]
|
||||
|
||||
HelloWindow::HelloWindow(QRhi::Implementation graphicsApi)
|
||||
: RhiWindow(graphicsApi)
|
||||
{
|
||||
}
|
||||
|
||||
//! [ensure-texture]
|
||||
void HelloWindow::ensureFullscreenTexture(const QSize &pixelSize, QRhiResourceUpdateBatch *u)
|
||||
{
|
||||
if (m_texture && m_texture->pixelSize() == pixelSize)
|
||||
return;
|
||||
|
||||
if (!m_texture)
|
||||
m_texture.reset(m_rhi->newTexture(QRhiTexture::RGBA8, pixelSize));
|
||||
else
|
||||
m_texture->setPixelSize(pixelSize);
|
||||
|
||||
m_texture->create();
|
||||
|
||||
QImage image(pixelSize, QImage::Format_RGBA8888_Premultiplied);
|
||||
//! [ensure-texture]
|
||||
QPainter painter(&image);
|
||||
painter.fillRect(QRectF(QPointF(0, 0), pixelSize), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f));
|
||||
painter.setPen(Qt::transparent);
|
||||
painter.setBrush({ QGradient(QGradient::DeepBlue) });
|
||||
painter.drawRoundedRect(QRectF(QPointF(20, 20), pixelSize - QSize(40, 40)), 16, 16);
|
||||
painter.setPen(Qt::black);
|
||||
QFont font;
|
||||
font.setPixelSize(0.05 * qMin(pixelSize.width(), pixelSize.height()));
|
||||
painter.setFont(font);
|
||||
painter.drawText(QRectF(QPointF(60, 60), pixelSize - QSize(120, 120)), 0,
|
||||
QLatin1String("Rendering with QRhi to a resizable QWindow.\nThe 3D API is %1.\nUse the command-line options to choose a different API.")
|
||||
.arg(graphicsApiName()));
|
||||
painter.end();
|
||||
|
||||
if (m_rhi->isYUpInNDC())
|
||||
image = image.mirrored();
|
||||
|
||||
//! [ensure-texture-2]
|
||||
u->uploadTexture(m_texture.get(), image);
|
||||
//! [ensure-texture-2]
|
||||
}
|
||||
|
||||
//! [render-init-1]
|
||||
void HelloWindow::customInit()
|
||||
{
|
||||
m_initialUpdates = m_rhi->nextResourceUpdateBatch();
|
||||
|
||||
m_vbuf.reset(m_rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData)));
|
||||
m_vbuf->create();
|
||||
m_initialUpdates->uploadStaticBuffer(m_vbuf.get(), vertexData);
|
||||
|
||||
static const quint32 UBUF_SIZE = 68;
|
||||
m_ubuf.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, UBUF_SIZE));
|
||||
m_ubuf->create();
|
||||
//! [render-init-1]
|
||||
|
||||
ensureFullscreenTexture(m_sc->surfacePixelSize(), m_initialUpdates);
|
||||
|
||||
m_sampler.reset(m_rhi->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
|
||||
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge));
|
||||
m_sampler->create();
|
||||
|
||||
//! [render-init-2]
|
||||
m_colorTriSrb.reset(m_rhi->newShaderResourceBindings());
|
||||
static const QRhiShaderResourceBinding::StageFlags visibility =
|
||||
QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage;
|
||||
m_colorTriSrb->setBindings({
|
||||
QRhiShaderResourceBinding::uniformBuffer(0, visibility, m_ubuf.get())
|
||||
});
|
||||
m_colorTriSrb->create();
|
||||
|
||||
m_colorPipeline.reset(m_rhi->newGraphicsPipeline());
|
||||
// Enable depth testing; not quite needed for a simple triangle, but we
|
||||
// have a depth-stencil buffer so why not.
|
||||
m_colorPipeline->setDepthTest(true);
|
||||
m_colorPipeline->setDepthWrite(true);
|
||||
// Blend factors default to One, OneOneMinusSrcAlpha, which is convenient.
|
||||
QRhiGraphicsPipeline::TargetBlend premulAlphaBlend;
|
||||
premulAlphaBlend.enable = true;
|
||||
m_colorPipeline->setTargetBlends({ premulAlphaBlend });
|
||||
m_colorPipeline->setShaderStages({
|
||||
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) },
|
||||
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) }
|
||||
});
|
||||
QRhiVertexInputLayout inputLayout;
|
||||
inputLayout.setBindings({
|
||||
{ 5 * sizeof(float) }
|
||||
});
|
||||
inputLayout.setAttributes({
|
||||
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
|
||||
{ 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
|
||||
});
|
||||
m_colorPipeline->setVertexInputLayout(inputLayout);
|
||||
m_colorPipeline->setShaderResourceBindings(m_colorTriSrb.get());
|
||||
m_colorPipeline->setRenderPassDescriptor(m_rp.get());
|
||||
m_colorPipeline->create();
|
||||
//! [render-init-2]
|
||||
|
||||
m_fullscreenQuadSrb.reset(m_rhi->newShaderResourceBindings());
|
||||
m_fullscreenQuadSrb->setBindings({
|
||||
QRhiShaderResourceBinding::sampledTexture(0, QRhiShaderResourceBinding::FragmentStage,
|
||||
m_texture.get(), m_sampler.get())
|
||||
});
|
||||
m_fullscreenQuadSrb->create();
|
||||
|
||||
m_fullscreenQuadPipeline.reset(m_rhi->newGraphicsPipeline());
|
||||
m_fullscreenQuadPipeline->setShaderStages({
|
||||
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/quad.vert.qsb")) },
|
||||
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/quad.frag.qsb")) }
|
||||
});
|
||||
m_fullscreenQuadPipeline->setVertexInputLayout({});
|
||||
m_fullscreenQuadPipeline->setShaderResourceBindings(m_fullscreenQuadSrb.get());
|
||||
m_fullscreenQuadPipeline->setRenderPassDescriptor(m_rp.get());
|
||||
m_fullscreenQuadPipeline->create();
|
||||
}
|
||||
|
||||
//! [render-1]
|
||||
void HelloWindow::customRender()
|
||||
{
|
||||
QRhiResourceUpdateBatch *resourceUpdates = m_rhi->nextResourceUpdateBatch();
|
||||
|
||||
if (m_initialUpdates) {
|
||||
resourceUpdates->merge(m_initialUpdates);
|
||||
m_initialUpdates->release();
|
||||
m_initialUpdates = nullptr;
|
||||
}
|
||||
//! [render-1]
|
||||
|
||||
//! [render-rotation]
|
||||
m_rotation += 1.0f;
|
||||
QMatrix4x4 modelViewProjection = m_viewProjection;
|
||||
modelViewProjection.rotate(m_rotation, 0, 1, 0);
|
||||
resourceUpdates->updateDynamicBuffer(m_ubuf.get(), 0, 64, modelViewProjection.constData());
|
||||
//! [render-rotation]
|
||||
|
||||
//! [render-opacity]
|
||||
m_opacity += m_opacityDir * 0.005f;
|
||||
if (m_opacity < 0.0f || m_opacity > 1.0f) {
|
||||
m_opacityDir *= -1;
|
||||
m_opacity = qBound(0.0f, m_opacity, 1.0f);
|
||||
}
|
||||
resourceUpdates->updateDynamicBuffer(m_ubuf.get(), 64, 4, &m_opacity);
|
||||
//! [render-opacity]
|
||||
|
||||
//! [render-cb]
|
||||
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
|
||||
const QSize outputSizeInPixels = m_sc->currentPixelSize();
|
||||
//! [render-cb]
|
||||
|
||||
// (re)create the texture with a size matching the output surface size, when necessary.
|
||||
ensureFullscreenTexture(outputSizeInPixels, resourceUpdates);
|
||||
|
||||
//! [render-pass]
|
||||
cb->beginPass(m_sc->currentFrameRenderTarget(), Qt::black, { 1.0f, 0 }, resourceUpdates);
|
||||
//! [render-pass]
|
||||
|
||||
cb->setGraphicsPipeline(m_fullscreenQuadPipeline.get());
|
||||
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
|
||||
cb->setShaderResources();
|
||||
cb->draw(3);
|
||||
|
||||
//! [render-pass-record]
|
||||
cb->setGraphicsPipeline(m_colorPipeline.get());
|
||||
cb->setShaderResources();
|
||||
const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf.get(), 0);
|
||||
cb->setVertexInput(0, 1, &vbufBinding);
|
||||
cb->draw(3);
|
||||
|
||||
cb->endPass();
|
||||
//! [render-pass-record]
|
||||
}
|
78
examples/gui/rhiwindow/rhiwindow.h
Normal file
78
examples/gui/rhiwindow/rhiwindow.h
Normal file
@ -0,0 +1,78 @@
|
||||
// Copyright (C) 2020 The Qt Company Ltd.
|
||||
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
|
||||
|
||||
#ifndef WINDOW_H
|
||||
#define WINDOW_H
|
||||
|
||||
#include <QWindow>
|
||||
#include <QOffscreenSurface>
|
||||
#include <rhi/qrhi.h>
|
||||
|
||||
class RhiWindow : public QWindow
|
||||
{
|
||||
public:
|
||||
RhiWindow(QRhi::Implementation graphicsApi);
|
||||
QString graphicsApiName() const;
|
||||
void releaseSwapChain();
|
||||
|
||||
protected:
|
||||
virtual void customInit() = 0;
|
||||
virtual void customRender() = 0;
|
||||
|
||||
// destruction order matters to a certain degree: the fallbackSurface must
|
||||
// outlive the rhi, the rhi must outlive all other resources. The resources
|
||||
// need no special order when destroying.
|
||||
#if QT_CONFIG(opengl)
|
||||
std::unique_ptr<QOffscreenSurface> m_fallbackSurface;
|
||||
#endif
|
||||
std::unique_ptr<QRhi> m_rhi;
|
||||
//! [swapchain-data]
|
||||
std::unique_ptr<QRhiSwapChain> m_sc;
|
||||
std::unique_ptr<QRhiRenderBuffer> m_ds;
|
||||
std::unique_ptr<QRhiRenderPassDescriptor> m_rp;
|
||||
//! [swapchain-data]
|
||||
bool m_hasSwapChain = false;
|
||||
QMatrix4x4 m_viewProjection;
|
||||
|
||||
private:
|
||||
void init();
|
||||
void resizeSwapChain();
|
||||
void render();
|
||||
|
||||
void exposeEvent(QExposeEvent *) override;
|
||||
bool event(QEvent *) override;
|
||||
|
||||
QRhi::Implementation m_graphicsApi;
|
||||
bool m_initialized = false;
|
||||
bool m_notExposed = false;
|
||||
bool m_newlyExposed = false;
|
||||
};
|
||||
|
||||
class HelloWindow : public RhiWindow
|
||||
{
|
||||
public:
|
||||
HelloWindow(QRhi::Implementation graphicsApi);
|
||||
|
||||
void customInit() override;
|
||||
void customRender() override;
|
||||
|
||||
private:
|
||||
void ensureFullscreenTexture(const QSize &pixelSize, QRhiResourceUpdateBatch *u);
|
||||
|
||||
std::unique_ptr<QRhiBuffer> m_vbuf;
|
||||
std::unique_ptr<QRhiBuffer> m_ubuf;
|
||||
std::unique_ptr<QRhiTexture> m_texture;
|
||||
std::unique_ptr<QRhiSampler> m_sampler;
|
||||
std::unique_ptr<QRhiShaderResourceBindings> m_colorTriSrb;
|
||||
std::unique_ptr<QRhiGraphicsPipeline> m_colorPipeline;
|
||||
std::unique_ptr<QRhiShaderResourceBindings> m_fullscreenQuadSrb;
|
||||
std::unique_ptr<QRhiGraphicsPipeline> m_fullscreenQuadPipeline;
|
||||
|
||||
QRhiResourceUpdateBatch *m_initialUpdates = nullptr;
|
||||
|
||||
float m_rotation = 0;
|
||||
float m_opacity = 1;
|
||||
int m_opacityDir = -1;
|
||||
};
|
||||
|
||||
#endif
|
4
examples/gui/rhiwindow/rhiwindow.pri
Normal file
4
examples/gui/rhiwindow/rhiwindow.pri
Normal file
@ -0,0 +1,4 @@
|
||||
INCLUDEPATH += $$PWD
|
||||
SOURCES += $$PWD/rhiwindow.cpp
|
||||
HEADERS += $$PWD/rhiwindow.h
|
||||
RESOURCES += $$PWD/rhiwindow.qrc
|
9
examples/gui/rhiwindow/rhiwindow.pro
Normal file
9
examples/gui/rhiwindow/rhiwindow.pro
Normal file
@ -0,0 +1,9 @@
|
||||
include(rhiwindow.pri)
|
||||
|
||||
QT += gui-private
|
||||
|
||||
SOURCES += \
|
||||
main.cpp
|
||||
|
||||
target.path = $$[QT_INSTALL_EXAMPLES]/gui/rhiwindow
|
||||
INSTALLS += target
|
8
examples/gui/rhiwindow/rhiwindow.qrc
Normal file
8
examples/gui/rhiwindow/rhiwindow.qrc
Normal file
@ -0,0 +1,8 @@
|
||||
<!DOCTYPE RCC><RCC version="1.0">
|
||||
<qresource>
|
||||
<file alias="color.vert.qsb">shaders/prebuilt/color.vert.qsb</file>
|
||||
<file alias="color.frag.qsb">shaders/prebuilt/color.frag.qsb</file>
|
||||
<file alias="quad.vert.qsb">shaders/prebuilt/quad.vert.qsb</file>
|
||||
<file alias="quad.frag.qsb">shaders/prebuilt/quad.frag.qsb</file>
|
||||
</qresource>
|
||||
</RCC>
|
15
examples/gui/rhiwindow/shaders/color.frag
Normal file
15
examples/gui/rhiwindow/shaders/color.frag
Normal file
@ -0,0 +1,15 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec3 v_color;
|
||||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 mvp;
|
||||
float opacity;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
fragColor = vec4(v_color * opacity, opacity);
|
||||
}
|
17
examples/gui/rhiwindow/shaders/color.vert
Normal file
17
examples/gui/rhiwindow/shaders/color.vert
Normal file
@ -0,0 +1,17 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec4 position;
|
||||
layout(location = 1) in vec3 color;
|
||||
|
||||
layout(location = 0) out vec3 v_color;
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 mvp;
|
||||
float opacity;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
v_color = color;
|
||||
gl_Position = mvp * position;
|
||||
}
|
BIN
examples/gui/rhiwindow/shaders/prebuilt/color.frag.qsb
Normal file
BIN
examples/gui/rhiwindow/shaders/prebuilt/color.frag.qsb
Normal file
Binary file not shown.
BIN
examples/gui/rhiwindow/shaders/prebuilt/color.vert.qsb
Normal file
BIN
examples/gui/rhiwindow/shaders/prebuilt/color.vert.qsb
Normal file
Binary file not shown.
BIN
examples/gui/rhiwindow/shaders/prebuilt/quad.frag.qsb
Normal file
BIN
examples/gui/rhiwindow/shaders/prebuilt/quad.frag.qsb
Normal file
Binary file not shown.
BIN
examples/gui/rhiwindow/shaders/prebuilt/quad.vert.qsb
Normal file
BIN
examples/gui/rhiwindow/shaders/prebuilt/quad.vert.qsb
Normal file
Binary file not shown.
11
examples/gui/rhiwindow/shaders/quad.frag
Normal file
11
examples/gui/rhiwindow/shaders/quad.frag
Normal file
@ -0,0 +1,11 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec2 v_uv;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
layout(binding = 0) uniform sampler2D tex;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 c = texture(tex, v_uv);
|
||||
fragColor = vec4(c.rgb * c.a, c.a);
|
||||
}
|
10
examples/gui/rhiwindow/shaders/quad.vert
Normal file
10
examples/gui/rhiwindow/shaders/quad.vert
Normal file
@ -0,0 +1,10 @@
|
||||
#version 440
|
||||
|
||||
layout (location = 0) out vec2 v_uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
// https://www.saschawillems.de/blog/2016/08/13/vulkan-tutorial-on-rendering-a-fullscreen-quad-without-buffers/
|
||||
v_uv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
gl_Position = vec4(v_uv * 2.0 - 1.0, 0.0, 1.0);
|
||||
}
|
Reference in New Issue
Block a user