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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
|
||||
\examplecategory {Graphics & Multimedia}
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||||
|
||||
\brief This example shows how to create a minimal QWindow-based
|
||||
application using QRhi.
|
||||
|
||||
\image rhiwindow_example.jpg
|
||||
|
||||
Qt 6.6 starts offering its accelerated 3D API and shader abstraction layer
|
||||
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
|
||||
documentation similarly to public APIs.
|
||||
|
||||
There are multiple ways to use QRhi, the example here shows the most
|
||||
low-level approach: targeting a QWindow, while not using Qt Quick, Qt Quick
|
||||
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
|
||||
of by the application itself.
|
||||
|
||||
\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.
|
||||
|
||||
\section1 3D API Support
|
||||
|
||||
The application supports all the current \l{QRhi::Implementation}{QRhi
|
||||
backends}. When no command-line arguments are specified, platform-specific
|
||||
defaults are used: Direct 3D 11 on Windows, OpenGL on Linux, Metal on
|
||||
macOS/iOS.
|
||||
|
||||
Running with \c{--help} shows the available command-line options:
|
||||
|
||||
\list
|
||||
\li -d or --d3d11 for Direct 3D 11
|
||||
\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
|
||||
\li -n or --null for the \l{QRhi::Null}{Null backend}
|
||||
\endlist
|
||||
|
||||
\section1 Build System Notes
|
||||
|
||||
This application relies solely on the Qt GUI module. It does not use Qt
|
||||
Widgets or Qt Quick.
|
||||
|
||||
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
|
||||
|
||||
The application features:
|
||||
|
||||
\list
|
||||
|
||||
\li A resizable QWindow,
|
||||
|
||||
\li a swapchain and depth-stencil buffer that properly follows the size of
|
||||
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
|
||||
*/
|
Reference in New Issue
Block a user