qt 6.5.1 original

This commit is contained in:
kleuter
2023-10-29 23:33:08 +01:00
parent 71d22ab6b0
commit 85d238dfda
21202 changed files with 5499099 additions and 0 deletions

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# Copyright (C) 2022 The Qt Company Ltd.
# SPDX-License-Identifier: BSD-3-Clause
cmake_minimum_required(VERSION 3.16)
project(computegles31 LANGUAGES CXX)
if(NOT DEFINED INSTALL_EXAMPLESDIR)
set(INSTALL_EXAMPLESDIR "examples")
endif()
set(INSTALL_EXAMPLEDIR "${INSTALL_EXAMPLESDIR}/opengl/computegles31")
find_package(Qt6 REQUIRED COMPONENTS Core Gui OpenGL)
qt_standard_project_setup()
qt_add_executable(computegles31
glwindow.cpp glwindow.h
main.cpp
)
set_target_properties(computegles31 PROPERTIES
WIN32_EXECUTABLE TRUE
MACOSX_BUNDLE TRUE
)
target_link_libraries(computegles31 PRIVATE
Qt6::Core
Qt6::Gui
Qt6::OpenGL
)
# Resources:
set(computegles31_resource_files
"Qt-logo-medium.png"
)
qt_add_resources(computegles31 "computegles31"
PREFIX
"/"
FILES
${computegles31_resource_files}
)
install(TARGETS computegles31
RUNTIME DESTINATION "${INSTALL_EXAMPLEDIR}"
BUNDLE DESTINATION "${INSTALL_EXAMPLEDIR}"
LIBRARY DESTINATION "${INSTALL_EXAMPLEDIR}"
)

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QT += opengl
HEADERS = $$PWD/glwindow.h
SOURCES = $$PWD/glwindow.cpp \
$$PWD/main.cpp
RESOURCES += computegles31.qrc
target.path = $$[QT_INSTALL_EXAMPLES]/opengl/computegles31
INSTALLS += target

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<RCC>
<qresource prefix="/">
<file>Qt-logo-medium.png</file>
</qresource>
</RCC>

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// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "glwindow.h"
#include <QImage>
#include <QOpenGLShaderProgram>
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QOpenGLExtraFunctions>
#include <QOpenGLVertexArrayObject>
#include <QtGui/qopengl.h>
#include <QDebug>
#include <QTimer>
#include <math.h>
#ifndef GL_READ_WRITE
#define GL_READ_WRITE 0x88BA
#endif
#ifndef GL_RGBA8
#define GL_RGBA8 0x8058
#endif
#ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
#endif
GLWindow::GLWindow()
{
const float animationStart = 0.0;
const float animationEnd = 10.0;
const float animationLength = 1000;
m_animationGroup = new QSequentialAnimationGroup(this);
m_animationGroup->setLoopCount(-1);
m_animationForward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius"));
m_animationForward->setStartValue(animationStart);
m_animationForward->setEndValue(animationEnd);
m_animationForward->setDuration(animationLength);
m_animationGroup->addAnimation(m_animationForward);
m_animationBackward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius"));
m_animationBackward->setStartValue(animationEnd);
m_animationBackward->setEndValue(animationStart);
m_animationBackward->setDuration(animationLength);
m_animationGroup->addAnimation(m_animationBackward);
m_animationGroup->start();
}
GLWindow::~GLWindow()
{
makeCurrent();
delete m_texImageInput;
delete m_texImageProcessed;
delete m_texImageTmp;
delete m_shaderDisplay;
delete m_shaderComputeH;
delete m_shaderComputeV;
delete m_animationGroup;
delete m_animationForward;
delete m_animationBackward;
delete m_vao;
}
void GLWindow::setBlurRadius(float blurRadius)
{
int radius = int(blurRadius);
if (radius != m_blurRadius) {
m_blurRadius = radius;
update();
}
}
void GLWindow::setAnimating(bool animate)
{
m_animate = animate;
if (animate)
m_animationGroup->start();
else
m_animationGroup->stop();
}
void GLWindow::keyPressEvent(QKeyEvent *e)
{
if (e->key() == Qt::Key_Space) { // pause
setAnimating(!m_animate);
}
update();
}
static const char *vsDisplaySource =
"const vec4 vertices[4] = vec4[4] (\n"
" vec4( -1.0, 1.0, 0.0, 1.0),\n"
" vec4( -1.0, -1.0, 0.0, 1.0),\n"
" vec4( 1.0, 1.0, 0.0, 1.0),\n"
" vec4( 1.0, -1.0, 0.0, 1.0)\n"
");\n"
"const vec2 texCoords[4] = vec2[4] (\n"
" vec2( 0.0, 1.0),\n"
" vec2( 0.0, 0.0),\n"
" vec2( 1.0, 1.0),\n"
" vec2( 1.0, 0.0)\n"
");\n"
"out vec2 texCoord;\n"
"uniform mat4 matProjection;\n"
"uniform vec2 imageRatio;\n"
"void main() {\n"
" gl_Position = matProjection * ( vertices[gl_VertexID] * vec4(imageRatio,0,1) );\n"
" texCoord = texCoords[gl_VertexID];\n"
"}\n";
static const char *fsDisplaySource =
"in lowp vec2 texCoord; \n"
"uniform sampler2D samImage; \n"
"layout(location = 0) out lowp vec4 color;\n"
"void main() {\n"
" lowp vec4 texColor = texture(samImage,texCoord);\n"
" color = vec4(texColor.rgb, 1.0);\n"
"}\n";
static const char *csComputeSourceV =
"#define COMPUTEPATCHSIZE 10 // Setting this to 10 to comply with MAX_COMPUTE_WORK_GROUP_INVOCATIONS for both OpenGL and OpenGLES - see QTBUG-79374 \n"
"#define IMGFMT rgba8 \n"
"layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n"
"layout(binding=0, IMGFMT) uniform readonly highp image2D inputImage; // Use a sampler to improve performance \n"
"layout(binding=1, IMGFMT) uniform writeonly highp image2D resultImage;\n"
"uniform int radius;\n"
"const float cutoff = 2.2;\n"
"float expFactor() { // a function, otherwise MESA produces error: initializer of global variable `expFactor' must be a constant expression\n"
" float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n"
" return 1.0 / (2.0 * sigma * sigma);\n"
"}\n"
"float gaussian(float distance, float expfactor) {\n"
" return exp( -(distance * distance) * expfactor);\n"
"}\n"
"void main() {\n"
" ivec2 imgSize = imageSize(resultImage);\n"
" int x = int(gl_GlobalInvocationID.x);\n"
" int y = int(gl_GlobalInvocationID.y);\n"
" if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n"
" vec4 sumPixels = vec4(0.0);\n"
" float sumWeights = 0.0;\n"
" int left = clamp(x - radius, 0, imgSize.x - 1);\n"
" int right = clamp(x + radius, 0, imgSize.x - 1);\n"
" int top = clamp(y - radius, 0, imgSize.y - 1);\n"
" int bottom = clamp(y + radius, 0, imgSize.y - 1);\n"
" float expfactor = expFactor();\n"
" for (int iY = top; iY <= bottom; iY++) {\n"
" float dy = float(abs(iY - y));\n"
" vec4 imgValue = imageLoad(inputImage, ivec2(x,iY));\n"
" float weight = gaussian(dy, expfactor);\n"
" sumWeights += weight;\n"
" sumPixels += (imgValue * weight);\n"
" }\n"
" sumPixels /= sumWeights;\n"
" imageStore(resultImage, ivec2(x,y), sumPixels);\n"
"}\n";
static const char *csComputeSourceH =
"#define COMPUTEPATCHSIZE 10 \n"
"#define IMGFMT rgba8 \n"
"layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n"
"layout(binding=0, IMGFMT) uniform readonly highp image2D inputImage; // Use a sampler to improve performance \n"
"layout(binding=1, IMGFMT) uniform writeonly highp image2D resultImage;\n"
"uniform int radius;\n"
"const float cutoff = 2.2;\n"
"float expFactor() { // a function, otherwise MESA produces error: initializer of global variable `expFactor' must be a constant expression\n"
" float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n"
" return 1.0 / (2.0 * sigma * sigma);\n"
"}\n"
"float gaussian(float distance, float expfactor) {\n"
" return exp( -(distance * distance) * expfactor);\n"
"}\n"
"void main() {\n"
" ivec2 imgSize = imageSize(resultImage);\n"
" int x = int(gl_GlobalInvocationID.x);\n"
" int y = int(gl_GlobalInvocationID.y);\n"
" if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n"
" vec4 sumPixels = vec4(0.0);\n"
" float sumWeights = 0.0;\n"
" int left = clamp(x - radius, 0, imgSize.x - 1);\n"
" int right = clamp(x + radius, 0, imgSize.x - 1);\n"
" int top = clamp(y - radius, 0, imgSize.y - 1);\n"
" int bottom = clamp(y + radius, 0, imgSize.y - 1);\n"
" float expfactor = expFactor();\n"
" for (int iX = left; iX <= right; iX++) {\n"
" float dx = float(abs(iX - x));\n"
" vec4 imgValue = imageLoad(inputImage, ivec2(iX,y));\n"
" float weight = gaussian(dx, expfactor);\n"
" sumWeights += weight;\n"
" sumPixels += (imgValue * weight);\n"
" }\n"
" sumPixels /= sumWeights;\n"
" imageStore(resultImage, ivec2(x,y), sumPixels);\n"
"}\n";
QByteArray versionedShaderCode(const char *src)
{
QByteArray versionedSrc;
if (QOpenGLContext::currentContext()->isOpenGLES())
versionedSrc.append(QByteArrayLiteral("#version 310 es\n"));
else
versionedSrc.append(QByteArrayLiteral("#version 430 core\n"));
versionedSrc.append(src);
return versionedSrc;
}
void computeProjection(int winWidth, int winHeight, int imgWidth, int imgHeight, QMatrix4x4 &outProjection, QSizeF &outQuadSize)
{
float ratioImg = float(imgWidth) / float(imgHeight);
float ratioCanvas = float(winWidth) / float(winHeight);
float correction = ratioImg / ratioCanvas;
float rescaleFactor = 1.0f;
float quadWidth = 1.0f;
float quadHeight = 1.0f;
if (correction < 1.0f) // canvas larger than image -- height = 1.0, vertical black bands
{
quadHeight = 1.0f;
quadWidth = 1.0f * ratioImg;
rescaleFactor = ratioCanvas;
correction = 1.0f / rescaleFactor;
}
else // image larger than canvas -- width = 1.0, horizontal black bands
{
quadWidth = 1.0f;
quadHeight = 1.0f / ratioImg;
correction = 1.0f / ratioCanvas;
}
const float frustumWidth = 1.0f * rescaleFactor;
const float frustumHeight = 1.0f * rescaleFactor * correction;
outProjection = QMatrix4x4();
outProjection.ortho(
-frustumWidth,
frustumWidth,
-frustumHeight,
frustumHeight,
-1.0f,
1.0f);
outQuadSize = QSizeF(quadWidth,quadHeight);
}
void GLWindow::initializeGL()
{
QOpenGLContext *ctx = QOpenGLContext::currentContext();
qDebug() << "Got a "
<< ctx->format().majorVersion()
<< "."
<< ctx->format().minorVersion()
<< ((ctx->format().renderableType() == QSurfaceFormat::OpenGLES) ? (" GLES") : (" GL"))
<< " context";
QImage img(":/Qt-logo-medium.png");
Q_ASSERT(!img.isNull());
delete m_texImageInput;
m_texImageInput = new QOpenGLTexture(img.convertToFormat(QImage::Format_RGBA8888).mirrored());
delete m_texImageTmp;
m_texImageTmp = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_texImageTmp->setFormat(m_texImageInput->format());
m_texImageTmp->setSize(m_texImageInput->width(),m_texImageInput->height());
m_texImageTmp->allocateStorage(QOpenGLTexture::RGBA,QOpenGLTexture::UInt8); // WTF?
delete m_texImageProcessed;
m_texImageProcessed = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_texImageProcessed->setFormat(m_texImageInput->format());
m_texImageProcessed->setSize(m_texImageInput->width(),m_texImageInput->height());
m_texImageProcessed->allocateStorage(QOpenGLTexture::RGBA,QOpenGLTexture::UInt8);
m_texImageProcessed->setMagnificationFilter(QOpenGLTexture::Linear);
m_texImageProcessed->setMinificationFilter(QOpenGLTexture::Linear);
m_texImageProcessed->setWrapMode(QOpenGLTexture::ClampToEdge);
delete m_shaderDisplay;
m_shaderDisplay = new QOpenGLShaderProgram;
// Prepend the correct version directive to the sources. The rest is the
// same, thanks to the common GLSL syntax.
m_shaderDisplay->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vsDisplaySource));
m_shaderDisplay->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fsDisplaySource));
m_shaderDisplay->link();
delete m_shaderComputeV;
m_shaderComputeV = new QOpenGLShaderProgram;
m_shaderComputeV->addShaderFromSourceCode(QOpenGLShader::Compute, versionedShaderCode(csComputeSourceV));
m_shaderComputeV->link();
delete m_shaderComputeH;
m_shaderComputeH = new QOpenGLShaderProgram;
m_shaderComputeH->addShaderFromSourceCode(QOpenGLShader::Compute, versionedShaderCode(csComputeSourceH));
m_shaderComputeH->link();
// Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL core context.
m_vao = new QOpenGLVertexArrayObject;
m_vao->create();
}
void GLWindow::resizeGL(int w, int h)
{
computeProjection(w,h,m_texImageInput->width(),m_texImageInput->height(),m_proj,m_quadSize);
}
QSize getWorkGroups(int workGroupSize, const QSize &imageSize)
{
int x = imageSize.width();
x = (x % workGroupSize) ? (x / workGroupSize) + 1 : (x / workGroupSize);
int y = imageSize.height();
y = (y % workGroupSize) ? (y / workGroupSize) + 1 : (y / workGroupSize);
return QSize(x,y);
}
void GLWindow::paintGL()
{
// Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
// do more than what GL(ES) 2.0 offers.
QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
// Process input image
QSize workGroups = getWorkGroups(10, QSize(m_texImageInput->width(), m_texImageInput->height()));
// Pass 1
f->glBindImageTexture(0, m_texImageInput->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
f->glBindImageTexture(1, m_texImageTmp->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
m_shaderComputeV->bind();
m_shaderComputeV->setUniformValue("radius",m_blurRadius);
f->glDispatchCompute(workGroups.width(),workGroups.height(),1);
f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
m_shaderComputeV->release();
// Pass 2
f->glBindImageTexture(0, m_texImageTmp->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
f->glBindImageTexture(1, m_texImageProcessed->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
m_shaderComputeH->bind();
m_shaderComputeH->setUniformValue("radius",m_blurRadius);
f->glDispatchCompute(workGroups.width(),workGroups.height(),1);
f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
m_shaderComputeH->release();
// Compute cleanup
f->glBindImageTexture(0, 0, 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
f->glBindImageTexture(1, 0, 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
// Display processed image
f->glClearColor(0, 0, 0, 1);
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_texImageProcessed->bind(0);
m_shaderDisplay->bind();
m_shaderDisplay->setUniformValue("matProjection",m_proj);
m_shaderDisplay->setUniformValue("imageRatio",m_quadSize);
m_shaderDisplay->setUniformValue("samImage",0);
m_vao->bind();
f->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
m_vao->release();
m_shaderDisplay->release();
m_texImageProcessed->release(0);
}

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// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef GLWIDGET_H
#define GLWIDGET_H
#include <QOpenGLWindow>
#include <QOpenGLTexture>
#include <QMatrix4x4>
#include <QVector3D>
#include <QKeyEvent>
#include <QPropertyAnimation>
#include <QSequentialAnimationGroup>
#include <QRectF>
QT_BEGIN_NAMESPACE
class QOpenGLTexture;
class QOpenGLShaderProgram;
class QOpenGLBuffer;
class QOpenGLVertexArrayObject;
QT_END_NAMESPACE
class GLWindow : public QOpenGLWindow
{
Q_OBJECT
Q_PROPERTY(float blurRadius READ blurRadius WRITE setBlurRadius)
public:
GLWindow();
~GLWindow();
void initializeGL() override;
void resizeGL(int w, int h) override;
void paintGL() override;
float blurRadius() const { return m_blurRadius; }
void setBlurRadius(float blurRadius);
protected:
void keyPressEvent(QKeyEvent *e) override;
void setAnimating(bool animate);
private:
QPropertyAnimation *m_animationForward = nullptr;
QPropertyAnimation *m_animationBackward = nullptr;
QSequentialAnimationGroup *m_animationGroup;
QOpenGLTexture *m_texImageInput = nullptr;
QOpenGLTexture *m_texImageTmp = nullptr;
QOpenGLTexture *m_texImageProcessed = nullptr;
QOpenGLShaderProgram *m_shaderDisplay = nullptr;
QOpenGLShaderProgram *m_shaderComputeV = nullptr;
QOpenGLShaderProgram *m_shaderComputeH = nullptr;
QMatrix4x4 m_proj;
QSizeF m_quadSize;
int m_blurRadius = 0;
bool m_animate = true;
QOpenGLVertexArrayObject *m_vao = nullptr;
};
#endif

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// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include <QGuiApplication>
#include <QSurfaceFormat>
#include <QOffscreenSurface>
#include <QOpenGLContext>
#include <QDebug>
#include <QPair>
#include "glwindow.h"
bool OGLSupports(int major, int minor, bool gles = false, QSurfaceFormat::OpenGLContextProfile profile = QSurfaceFormat::NoProfile)
{
QOpenGLContext ctx;
QSurfaceFormat fmt;
fmt.setVersion(major, minor);
if (gles) {
fmt.setRenderableType(QSurfaceFormat::OpenGLES);
} else {
fmt.setRenderableType(QSurfaceFormat::OpenGL);
fmt.setProfile(profile);
}
ctx.setFormat(fmt);
ctx.create();
if (!ctx.isValid())
return false;
int ctxMajor = ctx.format().majorVersion();
int ctxMinor = ctx.format().minorVersion();
bool isGles = (ctx.format().renderableType() == QSurfaceFormat::OpenGLES);
if (isGles != gles) return false;
if (ctxMajor < major) return false;
if (ctxMajor == major && ctxMinor < minor)
return false;
if (!gles && ctx.format().profile() != profile)
return false;
return true;
}
int main(int argc, char *argv[])
{
QGuiApplication app(argc, argv);
qDebug() << "Support for GL 2.0 noprof "<<( OGLSupports(2,0,false) ? "yes" : "no");
qDebug() << "Support for GL 2.0 core "<<( OGLSupports(2,0,false, QSurfaceFormat::CoreProfile) ? "yes" : "no");
qDebug() << "Support for GL 2.0 compat "<<( OGLSupports(2,0,false, QSurfaceFormat::CompatibilityProfile) ? "yes" : "no");
qDebug() << "Support for GL 2.1 noprof "<<( OGLSupports(2,1,false) ? "yes" : "no");
qDebug() << "Support for GL 2.1 core "<<( OGLSupports(2,1,false, QSurfaceFormat::CoreProfile) ? "yes" : "no");
qDebug() << "Support for GL 2.1 compat "<<( OGLSupports(2,1,false, QSurfaceFormat::CompatibilityProfile) ? "yes" : "no");
qDebug() << "Support for GL 3.0 noprof "<<( OGLSupports(3,0,false) ? "yes" : "no");
qDebug() << "Support for GL 3.0 core "<<( OGLSupports(3,0,false, QSurfaceFormat::CoreProfile) ? "yes" : "no");
qDebug() << "Support for GL 3.0 compat "<<( OGLSupports(3,0,false, QSurfaceFormat::CompatibilityProfile) ? "yes" : "no");
qDebug() << "Support for GL 3.1 noprof "<<( OGLSupports(3,1,false) ? "yes" : "no");
qDebug() << "Support for GL 3.1 core "<<( OGLSupports(3,1,false, QSurfaceFormat::CoreProfile) ? "yes" : "no");
qDebug() << "Support for GL 3.1 compat "<<( OGLSupports(3,1,false, QSurfaceFormat::CompatibilityProfile) ? "yes" : "no");
qDebug() << "Support for GL 3.2 core "<<( OGLSupports(3,2,false,QSurfaceFormat::CoreProfile) ? "yes" : "no");
qDebug() << "Support for GL 3.2 compat "<<( OGLSupports(3,2,false,QSurfaceFormat::CompatibilityProfile) ? "yes" : "no");
qDebug() << "Support for GL 3.3 core "<<( OGLSupports(3,3,false,QSurfaceFormat::CoreProfile) ? "yes" : "no");
qDebug() << "Support for GL 3.3 compat "<<( OGLSupports(3,3,false,QSurfaceFormat::CompatibilityProfile) ? "yes" : "no");
qDebug() << "Support for GL 4.0 core "<<( OGLSupports(4,0,false,QSurfaceFormat::CoreProfile) ? "yes" : "no");
qDebug() << "Support for GL 4.0 compat "<<( OGLSupports(4,0,false,QSurfaceFormat::CompatibilityProfile) ? "yes" : "no");
qDebug() << "Support for GL 4.1 core "<<( OGLSupports(4,1,false,QSurfaceFormat::CoreProfile) ? "yes" : "no");
qDebug() << "Support for GL 4.1 compat "<<( OGLSupports(4,1,false,QSurfaceFormat::CompatibilityProfile) ? "yes" : "no");
qDebug() << "Support for GL 4.2 core "<<( OGLSupports(4,2,false,QSurfaceFormat::CoreProfile) ? "yes" : "no");
qDebug() << "Support for GL 4.2 compat "<<( OGLSupports(4,2,false,QSurfaceFormat::CompatibilityProfile) ? "yes" : "no");
qDebug() << "Support for GL 4.3 core "<<( OGLSupports(4,3,false,QSurfaceFormat::CoreProfile) ? "yes" : "no");
qDebug() << "Support for GL 4.3 compat "<<( OGLSupports(4,3,false,QSurfaceFormat::CompatibilityProfile) ? "yes" : "no");
qDebug() << "Support for GL 4.4 core "<<( OGLSupports(4,4,false,QSurfaceFormat::CoreProfile) ? "yes" : "no");
qDebug() << "Support for GL 4.4 compat "<<( OGLSupports(4,4,false,QSurfaceFormat::CompatibilityProfile) ? "yes" : "no");
qDebug() << "Support for GL 4.5 core "<<( OGLSupports(4,5,false,QSurfaceFormat::CoreProfile) ? "yes" : "no");
qDebug() << "Support for GL 4.5 compat "<<( OGLSupports(4,5,false,QSurfaceFormat::CompatibilityProfile) ? "yes" : "no");
qDebug() << "Support for GLES 2.0 "<<( OGLSupports(2,0,true) ? "yes" : "no");
qDebug() << "Support for GLES 3.0 "<<( OGLSupports(3,0,true) ? "yes" : "no");
qDebug() << "Support for GLES 3.1 "<<( OGLSupports(3,1,true) ? "yes" : "no");
qDebug() << "Support for GLES 3.2 "<<( OGLSupports(3,2,true) ? "yes" : "no");
QSurfaceFormat fmt;
fmt.setDepthBufferSize(24);
// Request OpenGL ES 3.1 context, as this is a GLES example. If not available, go for OpenGL 4.3 core.
if (OGLSupports(3,1,true)) {
qDebug("Requesting 3.1 GLES context");
fmt.setVersion(3, 1);
fmt.setRenderableType(QSurfaceFormat::OpenGLES);
} else if (OGLSupports(4,3,false,QSurfaceFormat::CoreProfile)) {
qDebug("Requesting 4.3 core context");
fmt.setVersion(4, 3);
fmt.setRenderableType(QSurfaceFormat::OpenGL);
fmt.setProfile(QSurfaceFormat::CoreProfile);
} else {
qWarning("Error: This system does not support OpenGL Compute Shaders! Exiting.");
return -1;
}
QSurfaceFormat::setDefaultFormat(fmt);
GLWindow glWindow;
glWindow.showMaximized();
return app.exec();
}

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# Copyright (C) 2022 The Qt Company Ltd.
# SPDX-License-Identifier: BSD-3-Clause
cmake_minimum_required(VERSION 3.16)
project(hellowindow LANGUAGES CXX)
if(NOT DEFINED INSTALL_EXAMPLESDIR)
set(INSTALL_EXAMPLESDIR "examples")
endif()
set(INSTALL_EXAMPLEDIR "${INSTALL_EXAMPLESDIR}/opengl/hellowindow")
find_package(Qt6 REQUIRED COMPONENTS Core Gui OpenGL)
qt_standard_project_setup()
qt_add_executable(hellowindow
hellowindow.cpp hellowindow.h
main.cpp
)
set_target_properties(hellowindow PROPERTIES
WIN32_EXECUTABLE TRUE
MACOSX_BUNDLE TRUE
)
target_link_libraries(hellowindow PRIVATE
Qt6::Core
Qt6::CorePrivate
Qt6::Gui
Qt6::GuiPrivate
Qt6::OpenGL
)
install(TARGETS hellowindow
RUNTIME DESTINATION "${INSTALL_EXAMPLEDIR}"
BUNDLE DESTINATION "${INSTALL_EXAMPLEDIR}"
LIBRARY DESTINATION "${INSTALL_EXAMPLEDIR}"
)

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "hellowindow.h"
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QRandomGenerator>
#include <qmath.h>
#include <QElapsedTimer>
Renderer::Renderer(const QSurfaceFormat &format, Renderer *share, QScreen *screen)
: m_initialized(false)
, m_format(format)
{
m_context = new QOpenGLContext(this);
if (screen)
m_context->setScreen(screen);
m_context->setFormat(format);
if (share)
m_context->setShareContext(share->m_context);
m_context->create();
m_backgroundColor = QColor::fromRgbF(0.1f, 0.1f, 0.2f, 1.0f);
m_backgroundColor.setRed(QRandomGenerator::global()->bounded(64));
m_backgroundColor.setGreen(QRandomGenerator::global()->bounded(128));
m_backgroundColor.setBlue(QRandomGenerator::global()->bounded(256));
}
HelloWindow::HelloWindow(const QSharedPointer<Renderer> &renderer, QScreen *screen)
: m_colorIndex(0), m_renderer(renderer)
{
setSurfaceType(QWindow::OpenGLSurface);
setFlags(Qt::Window | Qt::WindowSystemMenuHint | Qt::WindowTitleHint | Qt::WindowMinMaxButtonsHint | Qt::WindowCloseButtonHint);
setGeometry(QRect(10, 10, 640, 480));
setFormat(renderer->format());
if (screen)
setScreen(screen);
create();
updateColor();
connect(renderer.data(), &Renderer::requestUpdate, this, &QWindow::requestUpdate);
}
void HelloWindow::exposeEvent(QExposeEvent *)
{
if (isExposed())
render();
}
bool HelloWindow::event(QEvent *ev)
{
if (ev->type() == QEvent::UpdateRequest && isExposed())
render();
return QWindow::event(ev);
}
void HelloWindow::render()
{
static QElapsedTimer timer;
if (!timer.isValid())
timer.start();
qreal a = (qreal)(((timer.elapsed() * 3) % 36000) / 100.0);
auto call = [this, r = m_renderer.data(), a, c = color()]() { r->render(this, a, c); };
QMetaObject::invokeMethod(m_renderer.data(), call);
}
void HelloWindow::mousePressEvent(QMouseEvent *)
{
updateColor();
}
QColor HelloWindow::color() const
{
return m_color;
}
void HelloWindow::updateColor()
{
QColor colors[] =
{
QColor(100, 255, 0),
QColor(0, 100, 255)
};
m_color = colors[m_colorIndex];
m_colorIndex = 1 - m_colorIndex;
}
void Renderer::render(HelloWindow *surface, qreal angle, const QColor &color)
{
if (!m_context->makeCurrent(surface))
return;
QSize viewSize = surface->size();
if (!m_initialized) {
initialize();
m_initialized = true;
}
QOpenGLFunctions *f = m_context->functions();
f->glViewport(0, 0, viewSize.width() * surface->devicePixelRatio(), viewSize.height() * surface->devicePixelRatio());
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
f->glClearColor(m_backgroundColor.redF(), m_backgroundColor.greenF(), m_backgroundColor.blueF(), m_backgroundColor.alphaF());
f->glFrontFace(GL_CW);
f->glCullFace(GL_FRONT);
f->glEnable(GL_CULL_FACE);
f->glEnable(GL_DEPTH_TEST);
m_program->bind();
m_vbo.bind();
m_program->enableAttributeArray(vertexAttr);
m_program->enableAttributeArray(normalAttr);
m_program->setAttributeBuffer(vertexAttr, GL_FLOAT, 0, 3);
const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
m_program->setAttributeBuffer(normalAttr, GL_FLOAT, verticesSize, 3);
QMatrix4x4 modelview;
modelview.rotate(angle, 0.0f, 1.0f, 0.0f);
modelview.rotate(angle, 1.0f, 0.0f, 0.0f);
modelview.rotate(angle, 0.0f, 0.0f, 1.0f);
modelview.translate(0.0f, -0.2f, 0.0f);
m_program->setUniformValue(matrixUniform, modelview);
m_program->setUniformValue(colorUniform, color);
m_context->functions()->glDrawArrays(GL_TRIANGLES, 0, vertices.size());
m_context->swapBuffers(surface);
emit requestUpdate();
}
Q_GLOBAL_STATIC(QMutex, initMutex)
void Renderer::initialize()
{
// Threaded shader compilation can confuse some drivers. Avoid it.
QMutexLocker lock(initMutex());
QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
vshader->compileSourceCode(
"attribute highp vec4 vertex;"
"attribute mediump vec3 normal;"
"uniform mediump mat4 matrix;"
"uniform lowp vec4 sourceColor;"
"varying mediump vec4 color;"
"void main(void)"
"{"
" vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));"
" float angle = max(dot(normal, toLight), 0.0);"
" vec3 col = sourceColor.rgb;"
" color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);"
" color = clamp(color, 0.0, 1.0);"
" gl_Position = matrix * vertex;"
"}");
QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
fshader->compileSourceCode(
"varying mediump vec4 color;"
"void main(void)"
"{"
" gl_FragColor = color;"
"}");
m_program = new QOpenGLShaderProgram(this);
m_program->addShader(vshader);
m_program->addShader(fshader);
m_program->link();
m_program->bind();
vertexAttr = m_program->attributeLocation("vertex");
normalAttr = m_program->attributeLocation("normal");
matrixUniform = m_program->uniformLocation("matrix");
colorUniform = m_program->uniformLocation("sourceColor");
createGeometry();
m_vbo.create();
m_vbo.bind();
const int verticesSize = vertices.count() * 3 * sizeof(GLfloat);
m_vbo.allocate(verticesSize * 2);
m_vbo.write(0, vertices.constData(), verticesSize);
m_vbo.write(verticesSize, normals.constData(), verticesSize);
}
void Renderer::createGeometry()
{
vertices.clear();
normals.clear();
qreal x1 = +0.06f;
qreal y1 = -0.14f;
qreal x2 = +0.14f;
qreal y2 = -0.06f;
qreal x3 = +0.08f;
qreal y3 = +0.00f;
qreal x4 = +0.30f;
qreal y4 = +0.22f;
quad(x1, y1, x2, y2, y2, x2, y1, x1);
quad(x3, y3, x4, y4, y4, x4, y3, x3);
extrude(x1, y1, x2, y2);
extrude(x2, y2, y2, x2);
extrude(y2, x2, y1, x1);
extrude(y1, x1, x1, y1);
extrude(x3, y3, x4, y4);
extrude(x4, y4, y4, x4);
extrude(y4, x4, y3, x3);
const int NumSectors = 100;
const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors;
for (int i = 0; i < NumSectors; ++i) {
qreal angle = i * sectorAngle;
qreal x5 = 0.30 * qSin(angle);
qreal y5 = 0.30 * qCos(angle);
qreal x6 = 0.20 * qSin(angle);
qreal y6 = 0.20 * qCos(angle);
angle += sectorAngle;
qreal x7 = 0.20 * qSin(angle);
qreal y7 = 0.20 * qCos(angle);
qreal x8 = 0.30 * qSin(angle);
qreal y8 = 0.30 * qCos(angle);
quad(x5, y5, x6, y6, x7, y7, x8, y8);
extrude(x6, y6, x7, y7);
extrude(x8, y8, x5, y5);
}
for (int i = 0;i < vertices.size();i++)
vertices[i] *= 2.0f;
}
void Renderer::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
{
vertices << QVector3D(x1, y1, -0.05f);
vertices << QVector3D(x2, y2, -0.05f);
vertices << QVector3D(x4, y4, -0.05f);
vertices << QVector3D(x3, y3, -0.05f);
vertices << QVector3D(x4, y4, -0.05f);
vertices << QVector3D(x2, y2, -0.05f);
QVector3D n = QVector3D::normal
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f));
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
vertices << QVector3D(x4, y4, 0.05f);
vertices << QVector3D(x2, y2, 0.05f);
vertices << QVector3D(x1, y1, 0.05f);
vertices << QVector3D(x2, y2, 0.05f);
vertices << QVector3D(x4, y4, 0.05f);
vertices << QVector3D(x3, y3, 0.05f);
n = QVector3D::normal
(QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f));
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
}
void Renderer::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
{
vertices << QVector3D(x1, y1, +0.05f);
vertices << QVector3D(x2, y2, +0.05f);
vertices << QVector3D(x1, y1, -0.05f);
vertices << QVector3D(x2, y2, -0.05f);
vertices << QVector3D(x1, y1, -0.05f);
vertices << QVector3D(x2, y2, +0.05f);
QVector3D n = QVector3D::normal
(QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f));
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
normals << n;
}

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef HELLOWINDOW_H
#define HELLOWINDOW_H
#include <QWindow>
#include <QColor>
#include <QMutex>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer>
#include <QSharedPointer>
#include <QTimer>
class HelloWindow;
class Renderer : public QObject
{
Q_OBJECT
public:
explicit Renderer(const QSurfaceFormat &format, Renderer *share = nullptr,
QScreen *screen = nullptr);
QSurfaceFormat format() const { return m_format; }
public slots:
void render(HelloWindow *surface, qreal angle, const QColor &color);
signals:
void requestUpdate();
private:
void initialize();
void createGeometry();
void createBubbles(int number);
void quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4);
void extrude(qreal x1, qreal y1, qreal x2, qreal y2);
QList<QVector3D> vertices;
QList<QVector3D> normals;
int vertexAttr;
int normalAttr;
int matrixUniform;
int colorUniform;
bool m_initialized;
QSurfaceFormat m_format;
QOpenGLContext *m_context;
QOpenGLShaderProgram *m_program;
QOpenGLBuffer m_vbo;
QColor m_backgroundColor;
};
class HelloWindow : public QWindow
{
public:
explicit HelloWindow(const QSharedPointer<Renderer> &renderer, QScreen *screen = nullptr);
QColor color() const;
void updateColor();
protected:
bool event(QEvent *ev) override;
void exposeEvent(QExposeEvent *event) override;
void mousePressEvent(QMouseEvent *) override;
void render();
private:
int m_colorIndex;
QColor m_color;
const QSharedPointer<Renderer> m_renderer;
};
#endif // HELLOWINDOW_H

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QT += gui-private core-private opengl
HEADERS += hellowindow.h
SOURCES += hellowindow.cpp main.cpp
# install
target.path = $$[QT_INSTALL_EXAMPLES]/opengl/hellowindow
INSTALLS += target

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "hellowindow.h"
#include <qpa/qplatformintegration.h>
#include <QCommandLineParser>
#include <QCommandLineOption>
#include <QGuiApplication>
#include <QScreen>
#include <QThread>
int main(int argc, char *argv[])
{
QGuiApplication app(argc, argv);
QCoreApplication::setApplicationName("Qt HelloWindow GL Example");
QCoreApplication::setOrganizationName("QtProject");
QCoreApplication::setApplicationVersion(QT_VERSION_STR);
QCommandLineParser parser;
parser.setApplicationDescription(QCoreApplication::applicationName());
parser.addHelpOption();
parser.addVersionOption();
QCommandLineOption multipleOption("multiple", "Create multiple windows");
parser.addOption(multipleOption);
QCommandLineOption multipleSampleOption("multisample", "Multisampling");
parser.addOption(multipleSampleOption);
QCommandLineOption multipleScreenOption("multiscreen", "Run on multiple screens");
parser.addOption(multipleScreenOption);
QCommandLineOption timeoutOption("timeout", "Close after 10s");
parser.addOption(timeoutOption);
parser.process(app);
// Some platforms can only have one window per screen. Therefore we need to differentiate.
const bool multipleWindows = parser.isSet(multipleOption);
const bool multipleScreens = parser.isSet(multipleScreenOption);
QScreen *screen = QGuiApplication::primaryScreen();
QRect screenGeometry = screen->availableGeometry();
QSurfaceFormat format;
format.setDepthBufferSize(16);
if (parser.isSet(multipleSampleOption))
format.setSamples(4);
QPoint center = QPoint(screenGeometry.center().x(), screenGeometry.top() + 80);
QSize windowSize(400, 320);
int delta = 40;
QList<QWindow *> windows;
QSharedPointer<Renderer> rendererA(new Renderer(format));
HelloWindow *windowA = new HelloWindow(rendererA);
windowA->setGeometry(QRect(center, windowSize).translated(-windowSize.width() - delta / 2, 0));
windowA->setTitle(QStringLiteral("Thread A - Context A"));
windowA->setVisible(true);
windows.prepend(windowA);
QList<QThread *> renderThreads;
if (multipleWindows) {
QSharedPointer<Renderer> rendererB(new Renderer(format, rendererA.data()));
QThread *renderThread = new QThread;
rendererB->moveToThread(renderThread);
renderThreads << renderThread;
HelloWindow *windowB = new HelloWindow(rendererA);
windowB->setGeometry(QRect(center, windowSize).translated(delta / 2, 0));
windowB->setTitle(QStringLiteral("Thread A - Context A"));
windowB->setVisible(true);
windows.prepend(windowB);
HelloWindow *windowC = new HelloWindow(rendererB);
windowC->setGeometry(QRect(center, windowSize).translated(-windowSize.width() / 2, windowSize.height() + delta));
windowC->setTitle(QStringLiteral("Thread B - Context B"));
windowC->setVisible(true);
windows.prepend(windowC);
}
if (multipleScreens) {
for (int i = 1; i < QGuiApplication::screens().size(); ++i) {
QScreen *screen = QGuiApplication::screens().at(i);
QSharedPointer<Renderer> renderer(new Renderer(format, rendererA.data(), screen));
QThread *renderThread = new QThread;
renderer->moveToThread(renderThread);
renderThreads.prepend(renderThread);
QRect screenGeometry = screen->availableGeometry();
QPoint center = screenGeometry.center();
QSize windowSize = screenGeometry.size() * 0.8;
HelloWindow *window = new HelloWindow(renderer, screen);
window->setGeometry(QRect(center, windowSize).translated(-windowSize.width() / 2, -windowSize.height() / 2));
QChar id = QChar('B' + i);
window->setTitle(QStringLiteral("Thread ") + id + QStringLiteral(" - Context ") + id);
window->setVisible(true);
windows.prepend(window);
}
}
for (int i = 0; i < renderThreads.size(); ++i) {
QObject::connect(qGuiApp, &QGuiApplication::lastWindowClosed, renderThreads.at(i), &QThread::quit);
renderThreads.at(i)->start();
}
// Quit after 10 seconds. For platforms that do not have windows that are closeable.
if (parser.isSet(timeoutOption))
QTimer::singleShot(10000, qGuiApp, &QCoreApplication::quit);
const int exitValue = app.exec();
for (int i = 0; i < renderThreads.size(); ++i) {
renderThreads.at(i)->quit(); // some platforms may not have windows to close so ensure quit()
renderThreads.at(i)->wait();
}
qDeleteAll(windows);
qDeleteAll(renderThreads);
return exitValue;
}

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# Copyright (C) 2022 The Qt Company Ltd.
# SPDX-License-Identifier: BSD-3-Clause
cmake_minimum_required(VERSION 3.16)
project(paintedwindow LANGUAGES CXX)
if(NOT DEFINED INSTALL_EXAMPLESDIR)
set(INSTALL_EXAMPLESDIR "examples")
endif()
set(INSTALL_EXAMPLEDIR "${INSTALL_EXAMPLESDIR}/opengl/paintedwindow")
find_package(Qt6 REQUIRED COMPONENTS Core Gui OpenGL)
qt_standard_project_setup()
qt_add_executable(paintedwindow
main.cpp
paintedwindow.cpp paintedwindow.h
)
set_target_properties(paintedwindow PROPERTIES
WIN32_EXECUTABLE TRUE
MACOSX_BUNDLE TRUE
)
target_link_libraries(paintedwindow PRIVATE
Qt6::Core
Qt6::Gui
Qt6::OpenGL
)
install(TARGETS paintedwindow
RUNTIME DESTINATION "${INSTALL_EXAMPLEDIR}"
BUNDLE DESTINATION "${INSTALL_EXAMPLEDIR}"
LIBRARY DESTINATION "${INSTALL_EXAMPLEDIR}"
)

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include <QGuiApplication>
#include <QRect>
#include "paintedwindow.h"
int main(int argc, char **argv)
{
QGuiApplication app(argc, argv);
PaintedWindow window;
window.show();
return app.exec();
}

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "paintedwindow.h"
#include <QGuiApplication>
#include <QOpenGLContext>
#include <QOpenGLPaintDevice>
#include <QPainter>
#include <QPainterPath>
#include <QScreen>
#include <QTimer>
#include <qmath.h>
PaintedWindow::PaintedWindow()
{
QSurfaceFormat format;
format.setStencilBufferSize(8);
format.setSamples(4);
setSurfaceType(QWindow::OpenGLSurface);
setFlags(Qt::Window | Qt::WindowTitleHint | Qt::WindowSystemMenuHint | Qt::WindowMinMaxButtonsHint | Qt::WindowCloseButtonHint);
setFormat(format);
create();
m_context = new QOpenGLContext(this);
m_context->setFormat(format);
m_context->create();
m_animation = new QPropertyAnimation(this, "rotation");
m_animation->setStartValue(qreal(0));
m_animation->setEndValue(qreal(1));
m_animation->setDuration(500);
QRect screenGeometry = screen()->availableGeometry();
QPoint center = screenGeometry.center();
QRect windowRect = screen()->isLandscape(screen()->orientation()) ? QRect(0, 0, 640, 480) : QRect(0, 0, 480, 640);
setGeometry(QRect(center - windowRect.center(), windowRect.size()));
m_rotation = 0;
reportContentOrientationChange(screen()->orientation());
m_targetOrientation = contentOrientation();
m_nextTargetOrientation = Qt::PrimaryOrientation;
connect(screen(), &QScreen::orientationChanged, this, &PaintedWindow::orientationChanged);
connect(m_animation, &QAbstractAnimation::finished, this, &PaintedWindow::rotationDone);
connect(this, &PaintedWindow::rotationChanged, this, QOverload<>::of(&PaintedWindow::paint));
}
void PaintedWindow::exposeEvent(QExposeEvent *)
{
if (isExposed())
paint();
}
void PaintedWindow::mousePressEvent(QMouseEvent *)
{
Qt::ScreenOrientation o = contentOrientation();
switch (o) {
case Qt::LandscapeOrientation:
orientationChanged(Qt::PortraitOrientation);
break;
case Qt::PortraitOrientation:
orientationChanged(Qt::InvertedLandscapeOrientation);
break;
case Qt::InvertedLandscapeOrientation:
orientationChanged(Qt::InvertedPortraitOrientation);
break;
case Qt::InvertedPortraitOrientation:
orientationChanged(Qt::LandscapeOrientation);
break;
default:
Q_ASSERT(false);
}
paint();
}
void PaintedWindow::orientationChanged(Qt::ScreenOrientation newOrientation)
{
if (contentOrientation() == newOrientation)
return;
if (m_animation->state() == QAbstractAnimation::Running) {
m_nextTargetOrientation = newOrientation;
return;
}
QRect rect(0, 0, width(), height());
m_prevImage = QImage(width(), height(), QImage::Format_ARGB32_Premultiplied);
m_nextImage = QImage(width(), height(), QImage::Format_ARGB32_Premultiplied);
m_prevImage.fill(0);
m_nextImage.fill(0);
QPainter p;
p.begin(&m_prevImage);
p.setTransform(screen()->transformBetween(contentOrientation(), screen()->orientation(), rect));
paint(&p, screen()->mapBetween(contentOrientation(), screen()->orientation(), rect));
p.end();
p.begin(&m_nextImage);
p.setTransform(screen()->transformBetween(newOrientation, screen()->orientation(), rect));
paint(&p, screen()->mapBetween(newOrientation, screen()->orientation(), rect));
p.end();
m_deltaRotation = screen()->angleBetween(newOrientation, contentOrientation());
if (m_deltaRotation > 180)
m_deltaRotation = 180 - m_deltaRotation;
m_targetOrientation = newOrientation;
m_animation->start();
}
void PaintedWindow::rotationDone()
{
reportContentOrientationChange(m_targetOrientation);
if (m_nextTargetOrientation != Qt::PrimaryOrientation) {
Q_ASSERT(m_animation->state() != QAbstractAnimation::Running);
orientationChanged(m_nextTargetOrientation);
m_nextTargetOrientation = Qt::PrimaryOrientation;
}
}
void PaintedWindow::setRotation(qreal r)
{
if (r != m_rotation) {
m_rotation = r;
emit rotationChanged(r);
}
}
void PaintedWindow::paint()
{
m_context->makeCurrent(this);
QRect rect(0, 0, width() * devicePixelRatio(), height() * devicePixelRatio());
QOpenGLPaintDevice device(size() * devicePixelRatio());
QPainter painter(&device);
QPainterPath path;
path.addEllipse(rect);
painter.setCompositionMode(QPainter::CompositionMode_Source);
painter.fillRect(rect, Qt::transparent);
painter.setCompositionMode(QPainter::CompositionMode_SourceOver);
painter.fillPath(path, Qt::blue);
if (contentOrientation() != m_targetOrientation) {
painter.setRenderHint(QPainter::SmoothPixmapTransform);
painter.save();
painter.translate(width() / 2, height() / 2);
painter.rotate(m_deltaRotation * m_rotation);
painter.translate(-width() / 2, -height() / 2);
painter.drawImage(0, 0, m_prevImage);
painter.restore();
painter.translate(width() / 2, height() / 2);
painter.rotate(m_deltaRotation * m_rotation - m_deltaRotation);
painter.translate(-width() / 2, -height() / 2);
painter.setOpacity(m_rotation);
painter.drawImage(0, 0, m_nextImage);
} else {
QRect mapped = screen()->mapBetween(contentOrientation(), screen()->orientation(), rect);
painter.setTransform(screen()->transformBetween(contentOrientation(), screen()->orientation(), rect));
paint(&painter, mapped);
painter.end();
}
m_context->swapBuffers(this);
}
void PaintedWindow::paint(QPainter *painter, const QRect &rect)
{
painter->setRenderHint(QPainter::Antialiasing);
QFont font;
font.setPixelSize(64);
painter->setFont(font);
painter->drawText(rect, Qt::AlignCenter, "Hello");
}

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef PAINTEDWINDOW_H
#define PAINTEDWINDOW_H
#include <QWindow>
#include <QtGui/qopengl.h>
#include <QtOpenGL/qopenglshaderprogram.h>
#include <QtOpenGL/qopenglframebufferobject.h>
#include <QPropertyAnimation>
#include <QColor>
#include <QImage>
#include <QTime>
QT_BEGIN_NAMESPACE
class QOpenGLContext;
QT_END_NAMESPACE
class PaintedWindow : public QWindow
{
Q_OBJECT
Q_PROPERTY(qreal rotation READ rotation WRITE setRotation NOTIFY rotationChanged)
public:
PaintedWindow();
qreal rotation() const { return m_rotation; }
signals:
void rotationChanged(qreal rotation);
private slots:
void paint();
void setRotation(qreal r);
void orientationChanged(Qt::ScreenOrientation newOrientation);
void rotationDone();
private:
void exposeEvent(QExposeEvent *) override;
void mousePressEvent(QMouseEvent *) override;
void paint(QPainter *painter, const QRect &rect);
QOpenGLContext *m_context;
qreal m_rotation;
QImage m_prevImage;
QImage m_nextImage;
qreal m_deltaRotation;
Qt::ScreenOrientation m_targetOrientation;
Qt::ScreenOrientation m_nextTargetOrientation;
QPropertyAnimation *m_animation;
QTimer *m_paintTimer;
};
#endif // PAINTEDWINDOW_H

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QT += opengl
HEADERS += paintedwindow.h
SOURCES += paintedwindow.cpp main.cpp
# install
target.path = $$[QT_INSTALL_EXAMPLES]/opengl/paintedwindow
INSTALLS += target

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# Copyright (C) 2022 The Qt Company Ltd.
# SPDX-License-Identifier: BSD-3-Clause
cmake_minimum_required(VERSION 3.16)
project(qopenglwindow LANGUAGES CXX)
if(NOT DEFINED INSTALL_EXAMPLESDIR)
set(INSTALL_EXAMPLESDIR "examples")
endif()
set(INSTALL_EXAMPLEDIR "${INSTALL_EXAMPLESDIR}/opengl/qopenglwindow")
find_package(Qt6 REQUIRED COMPONENTS Core Gui OpenGL)
qt_standard_project_setup()
qt_add_executable(qopenglwindow
background_renderer.cpp background_renderer.h
main.cpp
)
set_target_properties(qopenglwindow PROPERTIES
WIN32_EXECUTABLE TRUE
MACOSX_BUNDLE TRUE
)
target_link_libraries(qopenglwindow PRIVATE
Qt6::Core
Qt6::Gui
Qt6::OpenGL
)
# Resources:
set(shaders_resource_files
"background.frag"
)
qt_add_resources(qopenglwindow "shaders"
PREFIX
"/"
FILES
${shaders_resource_files}
)
install(TARGETS qopenglwindow
RUNTIME DESTINATION "${INSTALL_EXAMPLEDIR}"
BUNDLE DESTINATION "${INSTALL_EXAMPLEDIR}"
LIBRARY DESTINATION "${INSTALL_EXAMPLEDIR}"
)

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#define M_PI 3.14159265358979323846
#define SPEED 10000.0
uniform int currentTime;
uniform highp vec2 windowSize;
highp float noise(highp vec2 co)
{
return 0.5 * fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
}
highp float curvSpeed()
{
return (mod(float(currentTime), SPEED) / SPEED) * (2.0 * M_PI);
}
highp float curv(int curvCount)
{
highp float curv_y = 0.1 *(cos((gl_FragCoord.x / windowSize.x) * (float(curvCount * 2) * M_PI) - curvSpeed())) + 0.5;
highp float frag_y = gl_FragCoord.y / windowSize.y;
return 1.0 - abs(curv_y - frag_y);
}
void main()
{
highp float coordNoise = noise(gl_FragCoord.xy);
highp float proximity = smoothstep(0.85, 1.0, (curv(6) + 1.0) * (coordNoise ));
highp vec3 color = vec3(coordNoise) * proximity;
gl_FragColor = vec4(color, 1.0);
}

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "background_renderer.h"
#include <qmath.h>
#include <QFileInfo>
#include <QTime>
#include <QOpenGLShaderProgram>
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <math.h>
static const char vertex_shader[] =
"attribute highp vec3 vertexCoord;"
"void main() {"
" gl_Position = vec4(vertexCoord,1.0);"
"}";
static const char fragment_shader[] =
"void main() {"
" gl_FragColor = vec4(0.0,1.0,0.0,1.0);"
"}";
static const float vertices[] = { -1, -1, 0,
-1, 1, 0,
1, -1, 0,
1, 1, 0 };
FragmentToy::FragmentToy(const QString &fragmentSource, QObject *parent)
: QObject(parent)
, m_recompile_shaders(true)
{
if (QFile::exists(fragmentSource)) {
QFileInfo info(fragmentSource);
m_fragment_file_last_modified = info.lastModified();
m_fragment_file = fragmentSource;
#if QT_CONFIG(filesystemwatcher)
m_watcher.addPath(info.canonicalPath());
QObject::connect(&m_watcher, &QFileSystemWatcher::directoryChanged, this, &FragmentToy::fileChanged);
#endif
}
}
FragmentToy::~FragmentToy()
= default;
void FragmentToy::draw(const QSize &windowSize)
{
if (!m_program)
initializeOpenGLFunctions();
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
if (!m_vao.isCreated())
m_vao.create();
QOpenGLVertexArrayObject::Binder binder(&m_vao);
if (!m_vertex_buffer.isCreated()) {
m_vertex_buffer.create();
m_vertex_buffer.bind();
m_vertex_buffer.allocate(vertices, sizeof(vertices));
m_vertex_buffer.release();
}
if (!m_program) {
m_program.reset(new QOpenGLShaderProgram);
m_program->create();
m_vertex_shader.reset(new QOpenGLShader(QOpenGLShader::Vertex));
if (!m_vertex_shader->compileSourceCode(vertex_shader)) {
qWarning() << "Failed to compile the vertex shader:" << m_vertex_shader->log();
}
if (!m_program->addShader(m_vertex_shader.get())) {
qWarning() << "Failed to add vertex shader to program:" << m_program->log();
}
}
if (!m_fragment_shader && m_recompile_shaders) {
QByteArray data;
if (m_fragment_file.size()) {
QFile file(m_fragment_file);
if (file.open(QIODevice::ReadOnly)) {
data = file.readAll();
} else {
qWarning() << "Failed to load input file, falling back to default";
data = QByteArray::fromRawData(fragment_shader, sizeof(fragment_shader));
}
} else {
QFile qrcFile(":/background.frag");
if (qrcFile.open(QIODevice::ReadOnly))
data = qrcFile.readAll();
else
data = QByteArray::fromRawData(fragment_shader, sizeof(fragment_shader));
}
if (data.size()) {
m_fragment_shader.reset(new QOpenGLShader(QOpenGLShader::Fragment));
if (!m_fragment_shader->compileSourceCode(data)) {
qWarning() << "Failed to compile fragment shader:" << m_fragment_shader->log();
m_fragment_shader.reset(nullptr);
}
} else {
qWarning() << "Unknown error, no fragment shader";
}
if (m_fragment_shader) {
if (!m_program->addShader(m_fragment_shader.get())) {
qWarning() << "Failed to add fragment shader to program:" << m_program->log();
}
}
}
if (m_recompile_shaders) {
m_recompile_shaders = false;
if (m_program->link()) {
m_vertex_coord_pos = m_program->attributeLocation("vertexCoord");
} else {
qWarning() << "Failed to link shader program" << m_program->log();
}
}
if (!m_program->isLinked())
return;
m_program->bind();
m_vertex_buffer.bind();
m_program->setAttributeBuffer("vertexCoord", GL_FLOAT, 0, 3, 0);
m_program->enableAttributeArray("vertexCoord");
m_vertex_buffer.release();
m_program->setUniformValue("currentTime", (uint) QDateTime::currentMSecsSinceEpoch());
m_program->setUniformValue("windowSize", windowSize);
QOpenGLContext::currentContext()->functions()->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
m_program->release();
}
void FragmentToy::fileChanged(const QString &path)
{
Q_UNUSED(path);
if (QFile::exists(m_fragment_file)) {
QFileInfo fragment_source(m_fragment_file);
if (fragment_source.lastModified() > m_fragment_file_last_modified) {
m_fragment_file_last_modified = fragment_source.lastModified();
m_recompile_shaders = true;
if (m_program) {
m_program->removeShader(m_fragment_shader.get());
m_fragment_shader.reset(nullptr);
}
}
} else {
m_recompile_shaders = true;
if (m_program) {
m_program->removeShader(m_fragment_shader.get());
m_fragment_shader.reset(nullptr);
}
}
}

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef FRAGMENT_TOY_H
#define FRAGMENT_TOY_H
#include <QObject>
#include <QFile>
#include <QDateTime>
#if QT_CONFIG(filesystemwatcher)
#include <QFileSystemWatcher>
#endif
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QOpenGLShaderProgram>
#include <QOpenGLFunctions>
#include <memory>
class FragmentToy : public QObject, protected QOpenGLFunctions
{
Q_OBJECT
public:
explicit FragmentToy(const QString &fragmentSource, QObject *parent = nullptr);
~FragmentToy();
void draw(const QSize &windowSize);
private:
void fileChanged(const QString &path);
bool m_recompile_shaders;
#if QT_CONFIG(filesystemwatcher)
QFileSystemWatcher m_watcher;
#endif
QString m_fragment_file;
QDateTime m_fragment_file_last_modified;
std::unique_ptr<QOpenGLShaderProgram> m_program;
std::unique_ptr<QOpenGLShader> m_vertex_shader;
std::unique_ptr<QOpenGLShader> m_fragment_shader;
QOpenGLVertexArrayObject m_vao;
QOpenGLBuffer m_vertex_buffer;
GLuint m_vertex_coord_pos;
};
#endif //FRAGMENT_TOY_H

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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include <QOpenGLWindow>
#include <QScreen>
#include <QPainter>
#include <QPainterPath>
#include <QGuiApplication>
#include <QMatrix4x4>
#include <QStaticText>
#include <QKeyEvent>
#include "background_renderer.h"
static QPainterPath painterPathForTriangle()
{
static const QPointF bottomLeft(-1.0, -1.0);
static const QPointF top(0.0, 1.0);
static const QPointF bottomRight(1.0, -1.0);
QPainterPath path(bottomLeft);
path.lineTo(top);
path.lineTo(bottomRight);
path.closeSubpath();
return path;
}
class OpenGLWindow : public QOpenGLWindow
{
Q_OBJECT
public:
OpenGLWindow();
protected:
void paintGL() override;
void resizeGL(int w, int h) override;
void keyPressEvent(QKeyEvent *e) override;
private:
void setAnimating(bool enabled);
QMatrix4x4 m_window_normalised_matrix;
QMatrix4x4 m_window_painter_matrix;
QMatrix4x4 m_projection;
QMatrix4x4 m_view;
QMatrix4x4 m_model_triangle;
QMatrix4x4 m_model_text;
FragmentToy m_fragment_toy;
QStaticText m_text_layout;
bool m_animate;
};
// Use NoPartialUpdate. This means that all the rendering goes directly to
// the window surface, no additional framebuffer object stands in the
// middle. This is fine since we will clear the entire framebuffer on each
// paint. Under the hood this means that the behavior is equivalent to the
// manual makeCurrent - perform OpenGL calls - swapBuffers loop that is
// typical in pure QWindow-based applications.
OpenGLWindow::OpenGLWindow()
: QOpenGLWindow(QOpenGLWindow::NoPartialUpdate)
, m_fragment_toy("./background.frag")
, m_text_layout("The triangle and this text is rendered with QPainter")
, m_animate(true)
{
setGeometry(300, 300, 500, 500);
m_view.lookAt(QVector3D(3,1,1),
QVector3D(0,0,0),
QVector3D(0,1,0));
setAnimating(m_animate);
}
void OpenGLWindow::paintGL()
{
m_fragment_toy.draw(size());
QPainter p(this);
p.setWorldTransform(m_window_normalised_matrix.toTransform());
QMatrix4x4 mvp = m_projection * m_view * m_model_triangle;
p.setTransform(mvp.toTransform(), true);
p.fillPath(painterPathForTriangle(), QBrush(QGradient(QGradient::NightFade)));
QTransform text_transform = (m_window_painter_matrix * m_view * m_model_text).toTransform();
p.setTransform(text_transform, false);
p.setPen(QPen(Qt::black));
m_text_layout.prepare(text_transform);
qreal x = - (m_text_layout.size().width() / 2);
qreal y = 0;
p.drawStaticText(x, y, m_text_layout);
m_model_triangle.rotate(-1, 0, 1, 0);
m_model_text.rotate(1, 0, 1, 0);
}
void OpenGLWindow::resizeGL(int w, int h)
{
m_window_normalised_matrix.setToIdentity();
m_window_normalised_matrix.translate(w / 2.0, h / 2.0);
m_window_normalised_matrix.scale(w / 2.0, -h / 2.0);
m_window_painter_matrix.setToIdentity();
m_window_painter_matrix.translate(w / 2.0, h / 2.0);
m_text_layout.setTextWidth(std::max(w * 0.2, 80.0));
m_projection.setToIdentity();
m_projection.perspective(45.f, qreal(w) / qreal(h), 0.1f, 100.f);
}
void OpenGLWindow::keyPressEvent(QKeyEvent *e)
{
if (e->key() == Qt::Key_P) { // pause
m_animate = !m_animate;
setAnimating(m_animate);
}
}
void OpenGLWindow::setAnimating(bool enabled)
{
if (enabled) {
// Animate continuously, throttled by the blocking swapBuffers() call the
// QOpenGLWindow internally executes after each paint. Once that is done
// (frameSwapped signal is emitted), we schedule a new update. This
// obviously assumes that the swap interval (see
// QSurfaceFormat::setSwapInterval()) is non-zero.
connect(this, &QOpenGLWindow::frameSwapped,
this, QOverload<>::of(&QPaintDeviceWindow::update));
update();
} else {
disconnect(this, &QOpenGLWindow::frameSwapped,
this, QOverload<>::of(&QPaintDeviceWindow::update));
}
}
int main(int argc, char **argv)
{
QGuiApplication app(argc, argv);
OpenGLWindow window;
QSurfaceFormat fmt;
fmt.setDepthBufferSize(24);
fmt.setStencilBufferSize(8);
window.setFormat(fmt);
window.show();
return app.exec();
}
#include "main.moc"

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TEMPLATE = app
TARGET = qopenglwindow
INCLUDEPATH += .
QT += opengl
RESOURCES += shaders.qrc
SOURCES += \
main.cpp \
background_renderer.cpp
HEADERS += \
background_renderer.h
target.path = $$[QT_INSTALL_EXAMPLES]/opengl/qopenglwindow
INSTALLS += target

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<!DOCTYPE RCC><RCC version="1.0">
<qresource>
<file>background.frag</file>
</qresource>
</RCC>

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# Copyright (C) 2022 The Qt Company Ltd.
# SPDX-License-Identifier: BSD-3-Clause
cmake_minimum_required(VERSION 3.16)
project(hellovulkantexture LANGUAGES CXX)
if(NOT DEFINED INSTALL_EXAMPLESDIR)
set(INSTALL_EXAMPLESDIR "examples")
endif()
set(INSTALL_EXAMPLEDIR "${INSTALL_EXAMPLESDIR}/vulkan/hellovulkantexture")
find_package(Qt6 REQUIRED COMPONENTS Core Gui)
qt_standard_project_setup()
qt_add_executable(hellovulkantexture
hellovulkantexture.cpp hellovulkantexture.h
main.cpp
)
set_target_properties(hellovulkantexture PROPERTIES
WIN32_EXECUTABLE TRUE
MACOSX_BUNDLE TRUE
)
target_link_libraries(hellovulkantexture PRIVATE
Qt6::Core
Qt6::Gui
)
# Resources:
set(hellovulkantexture_resource_files
"qt256.png"
"texture_frag.spv"
"texture_vert.spv"
)
qt_add_resources(hellovulkantexture "hellovulkantexture"
PREFIX
"/"
FILES
${hellovulkantexture_resource_files}
)
install(TARGETS hellovulkantexture
RUNTIME DESTINATION "${INSTALL_EXAMPLEDIR}"
BUNDLE DESTINATION "${INSTALL_EXAMPLEDIR}"
LIBRARY DESTINATION "${INSTALL_EXAMPLEDIR}"
)

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// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "hellovulkantexture.h"
#include <QVulkanFunctions>
#include <QCoreApplication>
#include <QFile>
// Use a triangle strip to get a quad.
//
// Note that the vertex data and the projection matrix assume OpenGL. With
// Vulkan Y is negated in clip space and the near/far plane is at 0/1 instead
// of -1/1. These will be corrected for by an extra transformation when
// calculating the modelview-projection matrix.
static float vertexData[] = { // Y up, front = CW
// x, y, z, u, v
-1, -1, 0, 0, 1,
-1, 1, 0, 0, 0,
1, -1, 0, 1, 1,
1, 1, 0, 1, 0
};
static const int UNIFORM_DATA_SIZE = 16 * sizeof(float);
static inline VkDeviceSize aligned(VkDeviceSize v, VkDeviceSize byteAlign)
{
return (v + byteAlign - 1) & ~(byteAlign - 1);
}
QVulkanWindowRenderer *VulkanWindow::createRenderer()
{
return new VulkanRenderer(this);
}
VulkanRenderer::VulkanRenderer(QVulkanWindow *w)
: m_window(w)
{
}
VkShaderModule VulkanRenderer::createShader(const QString &name)
{
QFile file(name);
if (!file.open(QIODevice::ReadOnly)) {
qWarning("Failed to read shader %s", qPrintable(name));
return VK_NULL_HANDLE;
}
QByteArray blob = file.readAll();
file.close();
VkShaderModuleCreateInfo shaderInfo;
memset(&shaderInfo, 0, sizeof(shaderInfo));
shaderInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
shaderInfo.codeSize = blob.size();
shaderInfo.pCode = reinterpret_cast<const uint32_t *>(blob.constData());
VkShaderModule shaderModule;
VkResult err = m_devFuncs->vkCreateShaderModule(m_window->device(), &shaderInfo, nullptr, &shaderModule);
if (err != VK_SUCCESS) {
qWarning("Failed to create shader module: %d", err);
return VK_NULL_HANDLE;
}
return shaderModule;
}
bool VulkanRenderer::createTexture(const QString &name)
{
QImage img(name);
if (img.isNull()) {
qWarning("Failed to load image %s", qPrintable(name));
return false;
}
// Convert to byte ordered RGBA8. Use premultiplied alpha, see pColorBlendState in the pipeline.
img = img.convertToFormat(QImage::Format_RGBA8888_Premultiplied);
QVulkanFunctions *f = m_window->vulkanInstance()->functions();
VkDevice dev = m_window->device();
const bool srgb = QCoreApplication::arguments().contains(QStringLiteral("--srgb"));
if (srgb)
qDebug("sRGB swapchain was requested, making texture sRGB too");
m_texFormat = srgb ? VK_FORMAT_R8G8B8A8_SRGB : VK_FORMAT_R8G8B8A8_UNORM;
// Now we can either map and copy the image data directly, or have to go
// through a staging buffer to copy and convert into the internal optimal
// tiling format.
VkFormatProperties props;
f->vkGetPhysicalDeviceFormatProperties(m_window->physicalDevice(), m_texFormat, &props);
const bool canSampleLinear = (props.linearTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT);
const bool canSampleOptimal = (props.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT);
if (!canSampleLinear && !canSampleOptimal) {
qWarning("Neither linear nor optimal image sampling is supported for RGBA8");
return false;
}
static bool alwaysStage = qEnvironmentVariableIntValue("QT_VK_FORCE_STAGE_TEX");
if (canSampleLinear && !alwaysStage) {
if (!createTextureImage(img.size(), &m_texImage, &m_texMem,
VK_IMAGE_TILING_LINEAR, VK_IMAGE_USAGE_SAMPLED_BIT,
m_window->hostVisibleMemoryIndex()))
return false;
if (!writeLinearImage(img, m_texImage, m_texMem))
return false;
m_texLayoutPending = true;
} else {
if (!createTextureImage(img.size(), &m_texStaging, &m_texStagingMem,
VK_IMAGE_TILING_LINEAR, VK_IMAGE_USAGE_TRANSFER_SRC_BIT,
m_window->hostVisibleMemoryIndex()))
return false;
if (!createTextureImage(img.size(), &m_texImage, &m_texMem,
VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
m_window->deviceLocalMemoryIndex()))
return false;
if (!writeLinearImage(img, m_texStaging, m_texStagingMem))
return false;
m_texStagingPending = true;
}
VkImageViewCreateInfo viewInfo;
memset(&viewInfo, 0, sizeof(viewInfo));
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = m_texImage;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = m_texFormat;
viewInfo.components.r = VK_COMPONENT_SWIZZLE_R;
viewInfo.components.g = VK_COMPONENT_SWIZZLE_G;
viewInfo.components.b = VK_COMPONENT_SWIZZLE_B;
viewInfo.components.a = VK_COMPONENT_SWIZZLE_A;
viewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
viewInfo.subresourceRange.levelCount = viewInfo.subresourceRange.layerCount = 1;
VkResult err = m_devFuncs->vkCreateImageView(dev, &viewInfo, nullptr, &m_texView);
if (err != VK_SUCCESS) {
qWarning("Failed to create image view for texture: %d", err);
return false;
}
m_texSize = img.size();
return true;
}
bool VulkanRenderer::createTextureImage(const QSize &size, VkImage *image, VkDeviceMemory *mem,
VkImageTiling tiling, VkImageUsageFlags usage, uint32_t memIndex)
{
VkDevice dev = m_window->device();
VkImageCreateInfo imageInfo;
memset(&imageInfo, 0, sizeof(imageInfo));
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.format = m_texFormat;
imageInfo.extent.width = size.width();
imageInfo.extent.height = size.height();
imageInfo.extent.depth = 1;
imageInfo.mipLevels = 1;
imageInfo.arrayLayers = 1;
imageInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageInfo.tiling = tiling;
imageInfo.usage = usage;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
VkResult err = m_devFuncs->vkCreateImage(dev, &imageInfo, nullptr, image);
if (err != VK_SUCCESS) {
qWarning("Failed to create linear image for texture: %d", err);
return false;
}
VkMemoryRequirements memReq;
m_devFuncs->vkGetImageMemoryRequirements(dev, *image, &memReq);
if (!(memReq.memoryTypeBits & (1 << memIndex))) {
VkPhysicalDeviceMemoryProperties physDevMemProps;
m_window->vulkanInstance()->functions()->vkGetPhysicalDeviceMemoryProperties(m_window->physicalDevice(), &physDevMemProps);
for (uint32_t i = 0; i < physDevMemProps.memoryTypeCount; ++i) {
if (!(memReq.memoryTypeBits & (1 << i)))
continue;
memIndex = i;
}
}
VkMemoryAllocateInfo allocInfo = {
VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
nullptr,
memReq.size,
memIndex
};
qDebug("allocating %u bytes for texture image", uint32_t(memReq.size));
err = m_devFuncs->vkAllocateMemory(dev, &allocInfo, nullptr, mem);
if (err != VK_SUCCESS) {
qWarning("Failed to allocate memory for linear image: %d", err);
return false;
}
err = m_devFuncs->vkBindImageMemory(dev, *image, *mem, 0);
if (err != VK_SUCCESS) {
qWarning("Failed to bind linear image memory: %d", err);
return false;
}
return true;
}
bool VulkanRenderer::writeLinearImage(const QImage &img, VkImage image, VkDeviceMemory memory)
{
VkDevice dev = m_window->device();
VkImageSubresource subres = {
VK_IMAGE_ASPECT_COLOR_BIT,
0, // mip level
0
};
VkSubresourceLayout layout;
m_devFuncs->vkGetImageSubresourceLayout(dev, image, &subres, &layout);
uchar *p;
VkResult err = m_devFuncs->vkMapMemory(dev, memory, layout.offset, layout.size, 0, reinterpret_cast<void **>(&p));
if (err != VK_SUCCESS) {
qWarning("Failed to map memory for linear image: %d", err);
return false;
}
for (int y = 0; y < img.height(); ++y) {
const uchar *line = img.constScanLine(y);
memcpy(p, line, img.width() * 4);
p += layout.rowPitch;
}
m_devFuncs->vkUnmapMemory(dev, memory);
return true;
}
void VulkanRenderer::ensureTexture()
{
if (!m_texLayoutPending && !m_texStagingPending)
return;
Q_ASSERT(m_texLayoutPending != m_texStagingPending);
VkCommandBuffer cb = m_window->currentCommandBuffer();
VkImageMemoryBarrier barrier;
memset(&barrier, 0, sizeof(barrier));
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.levelCount = barrier.subresourceRange.layerCount = 1;
if (m_texLayoutPending) {
m_texLayoutPending = false;
barrier.oldLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
barrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
barrier.image = m_texImage;
m_devFuncs->vkCmdPipelineBarrier(cb,
VK_PIPELINE_STAGE_HOST_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0, 0, nullptr, 0, nullptr,
1, &barrier);
} else {
m_texStagingPending = false;
barrier.oldLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
barrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
barrier.image = m_texStaging;
m_devFuncs->vkCmdPipelineBarrier(cb,
VK_PIPELINE_STAGE_HOST_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
0, 0, nullptr, 0, nullptr,
1, &barrier);
barrier.oldLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
barrier.srcAccessMask = 0;
barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
barrier.image = m_texImage;
m_devFuncs->vkCmdPipelineBarrier(cb,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
0, 0, nullptr, 0, nullptr,
1, &barrier);
VkImageCopy copyInfo;
memset(&copyInfo, 0, sizeof(copyInfo));
copyInfo.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copyInfo.srcSubresource.layerCount = 1;
copyInfo.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copyInfo.dstSubresource.layerCount = 1;
copyInfo.extent.width = m_texSize.width();
copyInfo.extent.height = m_texSize.height();
copyInfo.extent.depth = 1;
m_devFuncs->vkCmdCopyImage(cb, m_texStaging, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
m_texImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copyInfo);
barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
barrier.image = m_texImage;
m_devFuncs->vkCmdPipelineBarrier(cb,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0, 0, nullptr, 0, nullptr,
1, &barrier);
}
}
void VulkanRenderer::initResources()
{
qDebug("initResources");
VkDevice dev = m_window->device();
m_devFuncs = m_window->vulkanInstance()->deviceFunctions(dev);
// The setup is similar to hellovulkantriangle. The difference is the
// presence of a second vertex attribute (texcoord), a sampler, and that we
// need blending.
const int concurrentFrameCount = m_window->concurrentFrameCount();
const VkPhysicalDeviceLimits *pdevLimits = &m_window->physicalDeviceProperties()->limits;
const VkDeviceSize uniAlign = pdevLimits->minUniformBufferOffsetAlignment;
qDebug("uniform buffer offset alignment is %u", (uint) uniAlign);
VkBufferCreateInfo bufInfo;
memset(&bufInfo, 0, sizeof(bufInfo));
bufInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
// Our internal layout is vertex, uniform, uniform, ... with each uniform buffer start offset aligned to uniAlign.
const VkDeviceSize vertexAllocSize = aligned(sizeof(vertexData), uniAlign);
const VkDeviceSize uniformAllocSize = aligned(UNIFORM_DATA_SIZE, uniAlign);
bufInfo.size = vertexAllocSize + concurrentFrameCount * uniformAllocSize;
bufInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
VkResult err = m_devFuncs->vkCreateBuffer(dev, &bufInfo, nullptr, &m_buf);
if (err != VK_SUCCESS)
qFatal("Failed to create buffer: %d", err);
VkMemoryRequirements memReq;
m_devFuncs->vkGetBufferMemoryRequirements(dev, m_buf, &memReq);
VkMemoryAllocateInfo memAllocInfo = {
VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
nullptr,
memReq.size,
m_window->hostVisibleMemoryIndex()
};
err = m_devFuncs->vkAllocateMemory(dev, &memAllocInfo, nullptr, &m_bufMem);
if (err != VK_SUCCESS)
qFatal("Failed to allocate memory: %d", err);
err = m_devFuncs->vkBindBufferMemory(dev, m_buf, m_bufMem, 0);
if (err != VK_SUCCESS)
qFatal("Failed to bind buffer memory: %d", err);
quint8 *p;
err = m_devFuncs->vkMapMemory(dev, m_bufMem, 0, memReq.size, 0, reinterpret_cast<void **>(&p));
if (err != VK_SUCCESS)
qFatal("Failed to map memory: %d", err);
memcpy(p, vertexData, sizeof(vertexData));
QMatrix4x4 ident;
memset(m_uniformBufInfo, 0, sizeof(m_uniformBufInfo));
for (int i = 0; i < concurrentFrameCount; ++i) {
const VkDeviceSize offset = vertexAllocSize + i * uniformAllocSize;
memcpy(p + offset, ident.constData(), 16 * sizeof(float));
m_uniformBufInfo[i].buffer = m_buf;
m_uniformBufInfo[i].offset = offset;
m_uniformBufInfo[i].range = uniformAllocSize;
}
m_devFuncs->vkUnmapMemory(dev, m_bufMem);
VkVertexInputBindingDescription vertexBindingDesc = {
0, // binding
5 * sizeof(float),
VK_VERTEX_INPUT_RATE_VERTEX
};
VkVertexInputAttributeDescription vertexAttrDesc[] = {
{ // position
0, // location
0, // binding
VK_FORMAT_R32G32B32_SFLOAT,
0
},
{ // texcoord
1,
0,
VK_FORMAT_R32G32_SFLOAT,
3 * sizeof(float)
}
};
VkPipelineVertexInputStateCreateInfo vertexInputInfo;
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputInfo.pNext = nullptr;
vertexInputInfo.flags = 0;
vertexInputInfo.vertexBindingDescriptionCount = 1;
vertexInputInfo.pVertexBindingDescriptions = &vertexBindingDesc;
vertexInputInfo.vertexAttributeDescriptionCount = 2;
vertexInputInfo.pVertexAttributeDescriptions = vertexAttrDesc;
// Sampler.
VkSamplerCreateInfo samplerInfo;
memset(&samplerInfo, 0, sizeof(samplerInfo));
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_NEAREST;
samplerInfo.minFilter = VK_FILTER_NEAREST;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.maxAnisotropy = 1.0f;
err = m_devFuncs->vkCreateSampler(dev, &samplerInfo, nullptr, &m_sampler);
if (err != VK_SUCCESS)
qFatal("Failed to create sampler: %d", err);
// Texture.
if (!createTexture(QStringLiteral(":/qt256.png")))
qFatal("Failed to create texture");
// Set up descriptor set and its layout.
VkDescriptorPoolSize descPoolSizes[2] = {
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uint32_t(concurrentFrameCount) },
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, uint32_t(concurrentFrameCount) }
};
VkDescriptorPoolCreateInfo descPoolInfo;
memset(&descPoolInfo, 0, sizeof(descPoolInfo));
descPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
descPoolInfo.maxSets = concurrentFrameCount;
descPoolInfo.poolSizeCount = 2;
descPoolInfo.pPoolSizes = descPoolSizes;
err = m_devFuncs->vkCreateDescriptorPool(dev, &descPoolInfo, nullptr, &m_descPool);
if (err != VK_SUCCESS)
qFatal("Failed to create descriptor pool: %d", err);
VkDescriptorSetLayoutBinding layoutBinding[2] =
{
{
0, // binding
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
1, // descriptorCount
VK_SHADER_STAGE_VERTEX_BIT,
nullptr
},
{
1, // binding
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1, // descriptorCount
VK_SHADER_STAGE_FRAGMENT_BIT,
nullptr
}
};
VkDescriptorSetLayoutCreateInfo descLayoutInfo = {
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
nullptr,
0,
2, // bindingCount
layoutBinding
};
err = m_devFuncs->vkCreateDescriptorSetLayout(dev, &descLayoutInfo, nullptr, &m_descSetLayout);
if (err != VK_SUCCESS)
qFatal("Failed to create descriptor set layout: %d", err);
for (int i = 0; i < concurrentFrameCount; ++i) {
VkDescriptorSetAllocateInfo descSetAllocInfo = {
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
nullptr,
m_descPool,
1,
&m_descSetLayout
};
err = m_devFuncs->vkAllocateDescriptorSets(dev, &descSetAllocInfo, &m_descSet[i]);
if (err != VK_SUCCESS)
qFatal("Failed to allocate descriptor set: %d", err);
VkWriteDescriptorSet descWrite[2];
memset(descWrite, 0, sizeof(descWrite));
descWrite[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descWrite[0].dstSet = m_descSet[i];
descWrite[0].dstBinding = 0;
descWrite[0].descriptorCount = 1;
descWrite[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
descWrite[0].pBufferInfo = &m_uniformBufInfo[i];
VkDescriptorImageInfo descImageInfo = {
m_sampler,
m_texView,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
};
descWrite[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descWrite[1].dstSet = m_descSet[i];
descWrite[1].dstBinding = 1;
descWrite[1].descriptorCount = 1;
descWrite[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
descWrite[1].pImageInfo = &descImageInfo;
m_devFuncs->vkUpdateDescriptorSets(dev, 2, descWrite, 0, nullptr);
}
// Pipeline cache
VkPipelineCacheCreateInfo pipelineCacheInfo;
memset(&pipelineCacheInfo, 0, sizeof(pipelineCacheInfo));
pipelineCacheInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
err = m_devFuncs->vkCreatePipelineCache(dev, &pipelineCacheInfo, nullptr, &m_pipelineCache);
if (err != VK_SUCCESS)
qFatal("Failed to create pipeline cache: %d", err);
// Pipeline layout
VkPipelineLayoutCreateInfo pipelineLayoutInfo;
memset(&pipelineLayoutInfo, 0, sizeof(pipelineLayoutInfo));
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = 1;
pipelineLayoutInfo.pSetLayouts = &m_descSetLayout;
err = m_devFuncs->vkCreatePipelineLayout(dev, &pipelineLayoutInfo, nullptr, &m_pipelineLayout);
if (err != VK_SUCCESS)
qFatal("Failed to create pipeline layout: %d", err);
// Shaders
VkShaderModule vertShaderModule = createShader(QStringLiteral(":/texture_vert.spv"));
VkShaderModule fragShaderModule = createShader(QStringLiteral(":/texture_frag.spv"));
// Graphics pipeline
VkGraphicsPipelineCreateInfo pipelineInfo;
memset(&pipelineInfo, 0, sizeof(pipelineInfo));
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
VkPipelineShaderStageCreateInfo shaderStages[2] = {
{
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
nullptr,
0,
VK_SHADER_STAGE_VERTEX_BIT,
vertShaderModule,
"main",
nullptr
},
{
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
nullptr,
0,
VK_SHADER_STAGE_FRAGMENT_BIT,
fragShaderModule,
"main",
nullptr
}
};
pipelineInfo.stageCount = 2;
pipelineInfo.pStages = shaderStages;
pipelineInfo.pVertexInputState = &vertexInputInfo;
VkPipelineInputAssemblyStateCreateInfo ia;
memset(&ia, 0, sizeof(ia));
ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
pipelineInfo.pInputAssemblyState = &ia;
// The viewport and scissor will be set dynamically via vkCmdSetViewport/Scissor.
// This way the pipeline does not need to be touched when resizing the window.
VkPipelineViewportStateCreateInfo vp;
memset(&vp, 0, sizeof(vp));
vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
vp.viewportCount = 1;
vp.scissorCount = 1;
pipelineInfo.pViewportState = &vp;
VkPipelineRasterizationStateCreateInfo rs;
memset(&rs, 0, sizeof(rs));
rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rs.polygonMode = VK_POLYGON_MODE_FILL;
rs.cullMode = VK_CULL_MODE_BACK_BIT;
rs.frontFace = VK_FRONT_FACE_CLOCKWISE;
rs.lineWidth = 1.0f;
pipelineInfo.pRasterizationState = &rs;
VkPipelineMultisampleStateCreateInfo ms;
memset(&ms, 0, sizeof(ms));
ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
ms.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
pipelineInfo.pMultisampleState = &ms;
VkPipelineDepthStencilStateCreateInfo ds;
memset(&ds, 0, sizeof(ds));
ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
ds.depthTestEnable = VK_TRUE;
ds.depthWriteEnable = VK_TRUE;
ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
pipelineInfo.pDepthStencilState = &ds;
VkPipelineColorBlendStateCreateInfo cb;
memset(&cb, 0, sizeof(cb));
cb.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
// assume pre-multiplied alpha, blend, write out all of rgba
VkPipelineColorBlendAttachmentState att;
memset(&att, 0, sizeof(att));
att.colorWriteMask = 0xF;
att.blendEnable = VK_TRUE;
att.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
att.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
att.colorBlendOp = VK_BLEND_OP_ADD;
att.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
att.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
att.alphaBlendOp = VK_BLEND_OP_ADD;
cb.attachmentCount = 1;
cb.pAttachments = &att;
pipelineInfo.pColorBlendState = &cb;
VkDynamicState dynEnable[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dyn;
memset(&dyn, 0, sizeof(dyn));
dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dyn.dynamicStateCount = sizeof(dynEnable) / sizeof(VkDynamicState);
dyn.pDynamicStates = dynEnable;
pipelineInfo.pDynamicState = &dyn;
pipelineInfo.layout = m_pipelineLayout;
pipelineInfo.renderPass = m_window->defaultRenderPass();
err = m_devFuncs->vkCreateGraphicsPipelines(dev, m_pipelineCache, 1, &pipelineInfo, nullptr, &m_pipeline);
if (err != VK_SUCCESS)
qFatal("Failed to create graphics pipeline: %d", err);
if (vertShaderModule)
m_devFuncs->vkDestroyShaderModule(dev, vertShaderModule, nullptr);
if (fragShaderModule)
m_devFuncs->vkDestroyShaderModule(dev, fragShaderModule, nullptr);
}
void VulkanRenderer::initSwapChainResources()
{
qDebug("initSwapChainResources");
// Projection matrix
m_proj = m_window->clipCorrectionMatrix(); // adjust for Vulkan-OpenGL clip space differences
const QSize sz = m_window->swapChainImageSize();
m_proj.perspective(45.0f, sz.width() / (float) sz.height(), 0.01f, 100.0f);
m_proj.translate(0, 0, -4);
}
void VulkanRenderer::releaseSwapChainResources()
{
qDebug("releaseSwapChainResources");
}
void VulkanRenderer::releaseResources()
{
qDebug("releaseResources");
VkDevice dev = m_window->device();
if (m_sampler) {
m_devFuncs->vkDestroySampler(dev, m_sampler, nullptr);
m_sampler = VK_NULL_HANDLE;
}
if (m_texStaging) {
m_devFuncs->vkDestroyImage(dev, m_texStaging, nullptr);
m_texStaging = VK_NULL_HANDLE;
}
if (m_texStagingMem) {
m_devFuncs->vkFreeMemory(dev, m_texStagingMem, nullptr);
m_texStagingMem = VK_NULL_HANDLE;
}
if (m_texView) {
m_devFuncs->vkDestroyImageView(dev, m_texView, nullptr);
m_texView = VK_NULL_HANDLE;
}
if (m_texImage) {
m_devFuncs->vkDestroyImage(dev, m_texImage, nullptr);
m_texImage = VK_NULL_HANDLE;
}
if (m_texMem) {
m_devFuncs->vkFreeMemory(dev, m_texMem, nullptr);
m_texMem = VK_NULL_HANDLE;
}
if (m_pipeline) {
m_devFuncs->vkDestroyPipeline(dev, m_pipeline, nullptr);
m_pipeline = VK_NULL_HANDLE;
}
if (m_pipelineLayout) {
m_devFuncs->vkDestroyPipelineLayout(dev, m_pipelineLayout, nullptr);
m_pipelineLayout = VK_NULL_HANDLE;
}
if (m_pipelineCache) {
m_devFuncs->vkDestroyPipelineCache(dev, m_pipelineCache, nullptr);
m_pipelineCache = VK_NULL_HANDLE;
}
if (m_descSetLayout) {
m_devFuncs->vkDestroyDescriptorSetLayout(dev, m_descSetLayout, nullptr);
m_descSetLayout = VK_NULL_HANDLE;
}
if (m_descPool) {
m_devFuncs->vkDestroyDescriptorPool(dev, m_descPool, nullptr);
m_descPool = VK_NULL_HANDLE;
}
if (m_buf) {
m_devFuncs->vkDestroyBuffer(dev, m_buf, nullptr);
m_buf = VK_NULL_HANDLE;
}
if (m_bufMem) {
m_devFuncs->vkFreeMemory(dev, m_bufMem, nullptr);
m_bufMem = VK_NULL_HANDLE;
}
}
void VulkanRenderer::startNextFrame()
{
VkDevice dev = m_window->device();
VkCommandBuffer cb = m_window->currentCommandBuffer();
const QSize sz = m_window->swapChainImageSize();
// Add the necessary barriers and do the host-linear -> device-optimal copy, if not yet done.
ensureTexture();
VkClearColorValue clearColor = {{ 0, 0, 0, 1 }};
VkClearDepthStencilValue clearDS = { 1, 0 };
VkClearValue clearValues[2];
memset(clearValues, 0, sizeof(clearValues));
clearValues[0].color = clearColor;
clearValues[1].depthStencil = clearDS;
VkRenderPassBeginInfo rpBeginInfo;
memset(&rpBeginInfo, 0, sizeof(rpBeginInfo));
rpBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
rpBeginInfo.renderPass = m_window->defaultRenderPass();
rpBeginInfo.framebuffer = m_window->currentFramebuffer();
rpBeginInfo.renderArea.extent.width = sz.width();
rpBeginInfo.renderArea.extent.height = sz.height();
rpBeginInfo.clearValueCount = 2;
rpBeginInfo.pClearValues = clearValues;
VkCommandBuffer cmdBuf = m_window->currentCommandBuffer();
m_devFuncs->vkCmdBeginRenderPass(cmdBuf, &rpBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
quint8 *p;
VkResult err = m_devFuncs->vkMapMemory(dev, m_bufMem, m_uniformBufInfo[m_window->currentFrame()].offset,
UNIFORM_DATA_SIZE, 0, reinterpret_cast<void **>(&p));
if (err != VK_SUCCESS)
qFatal("Failed to map memory: %d", err);
QMatrix4x4 m = m_proj;
m.rotate(m_rotation, 0, 0, 1);
memcpy(p, m.constData(), 16 * sizeof(float));
m_devFuncs->vkUnmapMemory(dev, m_bufMem);
// Not exactly a real animation system, just advance on every frame for now.
m_rotation += 1.0f;
m_devFuncs->vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline);
m_devFuncs->vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout, 0, 1,
&m_descSet[m_window->currentFrame()], 0, nullptr);
VkDeviceSize vbOffset = 0;
m_devFuncs->vkCmdBindVertexBuffers(cb, 0, 1, &m_buf, &vbOffset);
VkViewport viewport;
viewport.x = viewport.y = 0;
viewport.width = sz.width();
viewport.height = sz.height();
viewport.minDepth = 0;
viewport.maxDepth = 1;
m_devFuncs->vkCmdSetViewport(cb, 0, 1, &viewport);
VkRect2D scissor;
scissor.offset.x = scissor.offset.y = 0;
scissor.extent.width = viewport.width;
scissor.extent.height = viewport.height;
m_devFuncs->vkCmdSetScissor(cb, 0, 1, &scissor);
m_devFuncs->vkCmdDraw(cb, 4, 1, 0, 0);
m_devFuncs->vkCmdEndRenderPass(cmdBuf);
m_window->frameReady();
m_window->requestUpdate(); // render continuously, throttled by the presentation rate
}

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// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifndef HELLOVULKANTEXTURE_H
#define HELLOVULKANTEXTURE_H
#include <QVulkanWindow>
#include <QImage>
class VulkanRenderer : public QVulkanWindowRenderer
{
public:
VulkanRenderer(QVulkanWindow *w);
void initResources() override;
void initSwapChainResources() override;
void releaseSwapChainResources() override;
void releaseResources() override;
void startNextFrame() override;
private:
VkShaderModule createShader(const QString &name);
bool createTexture(const QString &name);
bool createTextureImage(const QSize &size, VkImage *image, VkDeviceMemory *mem,
VkImageTiling tiling, VkImageUsageFlags usage, uint32_t memIndex);
bool writeLinearImage(const QImage &img, VkImage image, VkDeviceMemory memory);
void ensureTexture();
QVulkanWindow *m_window;
QVulkanDeviceFunctions *m_devFuncs;
VkDeviceMemory m_bufMem = VK_NULL_HANDLE;
VkBuffer m_buf = VK_NULL_HANDLE;
VkDescriptorBufferInfo m_uniformBufInfo[QVulkanWindow::MAX_CONCURRENT_FRAME_COUNT];
VkDescriptorPool m_descPool = VK_NULL_HANDLE;
VkDescriptorSetLayout m_descSetLayout = VK_NULL_HANDLE;
VkDescriptorSet m_descSet[QVulkanWindow::MAX_CONCURRENT_FRAME_COUNT];
VkPipelineCache m_pipelineCache = VK_NULL_HANDLE;
VkPipelineLayout m_pipelineLayout = VK_NULL_HANDLE;
VkPipeline m_pipeline = VK_NULL_HANDLE;
VkSampler m_sampler = VK_NULL_HANDLE;
VkImage m_texImage = VK_NULL_HANDLE;
VkDeviceMemory m_texMem = VK_NULL_HANDLE;
bool m_texLayoutPending = false;
VkImageView m_texView = VK_NULL_HANDLE;
VkImage m_texStaging = VK_NULL_HANDLE;
VkDeviceMemory m_texStagingMem = VK_NULL_HANDLE;
bool m_texStagingPending = false;
QSize m_texSize;
VkFormat m_texFormat;
QMatrix4x4 m_proj;
float m_rotation = 0.0f;
};
class VulkanWindow : public QVulkanWindow
{
public:
QVulkanWindowRenderer *createRenderer() override;
};
#endif // HELLOVULKANTEXTURE_H

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HEADERS += hellovulkantexture.h
SOURCES += hellovulkantexture.cpp main.cpp
RESOURCES += hellovulkantexture.qrc
# install
target.path = $$[QT_INSTALL_EXAMPLES]/vulkan/hellovulkantexture
INSTALLS += target

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<!DOCTYPE RCC><RCC version="1.0">
<qresource>
<file>texture_vert.spv</file>
<file>texture_frag.spv</file>
<file>qt256.png</file>
</qresource>
</RCC>

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// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include <QGuiApplication>
#include <QVulkanInstance>
#include <QLoggingCategory>
#include "hellovulkantexture.h"
Q_LOGGING_CATEGORY(lcVk, "qt.vulkan")
int main(int argc, char *argv[])
{
QGuiApplication app(argc, argv);
QLoggingCategory::setFilterRules(QStringLiteral("qt.vulkan=true"));
QVulkanInstance inst;
inst.setLayers({ "VK_LAYER_KHRONOS_validation" });
if (!inst.create())
qFatal("Failed to create Vulkan instance: %d", inst.errorCode());
VulkanWindow w;
w.setVulkanInstance(&inst);
if (QCoreApplication::arguments().contains(QStringLiteral("--srgb")))
w.setPreferredColorFormats(QList<VkFormat>() << VK_FORMAT_B8G8R8A8_SRGB);
w.resize(1024, 768);
w.show();
return app.exec();
}

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#version 440
layout(location = 0) in vec2 v_texcoord;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D tex;
void main()
{
fragColor = texture(tex, v_texcoord);
}

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#version 440
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texcoord;
layout(location = 0) out vec2 v_texcoord;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
v_texcoord = texcoord;
gl_Position = ubuf.mvp * position;
}