mirror of
https://github.com/crystalidea/qt6windows7.git
synced 2024-11-26 22:27:06 +08:00
760 lines
21 KiB
C++
760 lines
21 KiB
C++
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// Copyright (C) 2018 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include <QApplication>
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#include <QWidget>
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#include <QLabel>
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#include <QPlainTextEdit>
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#include <QPushButton>
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#include <QCheckBox>
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#include <QVBoxLayout>
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#include <QThread>
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#include <QMutex>
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#include <QWaitCondition>
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#include <QQueue>
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#include <QEvent>
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#include <QCommandLineParser>
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#include <QElapsedTimer>
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#include <QtGui/private/qshader_p.h>
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#include <QFile>
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#ifndef QT_NO_OPENGL
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#include <QtGui/private/qrhigles2_p.h>
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#include <QOffscreenSurface>
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#endif
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#if QT_CONFIG(vulkan)
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#include <QLoggingCategory>
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#include <QtGui/private/qrhivulkan_p.h>
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#endif
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#ifdef Q_OS_WIN
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#include <QtGui/private/qrhid3d11_p.h>
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#endif
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#if defined(Q_OS_MACOS) || defined(Q_OS_IOS)
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#include <QtGui/private/qrhimetal_p.h>
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#endif
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#ifdef Q_OS_DARWIN
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#include <QtCore/private/qcore_mac_p.h>
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#endif
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#include "window.h"
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#include "../shared/cube.h"
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static QShader getShader(const QString &name)
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{
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QFile f(name);
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if (f.open(QIODevice::ReadOnly))
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return QShader::fromSerialized(f.readAll());
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return QShader();
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}
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static GraphicsApi graphicsApi;
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static QString graphicsApiName()
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{
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switch (graphicsApi) {
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case OpenGL:
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return QLatin1String("OpenGL 2.x");
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case Vulkan:
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return QLatin1String("Vulkan");
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case D3D11:
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return QLatin1String("Direct3D 11");
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case Metal:
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return QLatin1String("Metal");
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default:
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break;
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}
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return QString();
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}
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#if QT_CONFIG(vulkan)
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QVulkanInstance *instance = nullptr;
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#endif
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// Window (main thread) emit signals -> Renderer::send* (main thread) -> event queue (add on main, process on render thread) -> Renderer::renderEvent (render thread)
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// event queue is taken from the Qt Quick scenegraph as-is
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// all this below is conceptually the same as the QSG threaded render loop
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class RenderThreadEventQueue : public QQueue<QEvent *>
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{
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public:
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RenderThreadEventQueue()
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: waiting(false)
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{
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}
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void addEvent(QEvent *e) {
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mutex.lock();
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enqueue(e);
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if (waiting)
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condition.wakeOne();
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mutex.unlock();
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}
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QEvent *takeEvent(bool wait) {
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mutex.lock();
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if (isEmpty() && wait) {
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waiting = true;
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condition.wait(&mutex);
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waiting = false;
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}
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QEvent *e = dequeue();
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mutex.unlock();
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return e;
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}
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bool hasMoreEvents() {
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mutex.lock();
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bool has = !isEmpty();
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mutex.unlock();
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return has;
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}
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private:
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QMutex mutex;
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QWaitCondition condition;
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bool waiting;
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};
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struct Renderer;
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struct Thread : public QThread
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{
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Thread(Renderer *renderer_)
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: renderer(renderer_)
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{
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active = true;
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start();
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}
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void run() override;
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Renderer *renderer;
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bool active;
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RenderThreadEventQueue eventQueue;
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bool sleeping = false;
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bool stopEventProcessing = false;
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bool pendingRender = false;
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bool pendingRenderIsNewExpose = false;
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// mutex and cond used to allow the main thread waiting until something completes on the render thread
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QMutex mutex;
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QWaitCondition cond;
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};
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class RenderThreadEvent : public QEvent
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{
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public:
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RenderThreadEvent(QEvent::Type type) : QEvent(type) { }
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};
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class InitEvent : public RenderThreadEvent
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{
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public:
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static const QEvent::Type TYPE = QEvent::Type(QEvent::User + 1);
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InitEvent() : RenderThreadEvent(TYPE)
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{ }
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};
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class RequestRenderEvent : public RenderThreadEvent
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{
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public:
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static const QEvent::Type TYPE = QEvent::Type(QEvent::User + 2);
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RequestRenderEvent(bool newlyExposed_) : RenderThreadEvent(TYPE), newlyExposed(newlyExposed_)
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{ }
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bool newlyExposed;
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};
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class SurfaceCleanupEvent : public RenderThreadEvent
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{
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public:
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static const QEvent::Type TYPE = QEvent::Type(QEvent::User + 3);
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SurfaceCleanupEvent() : RenderThreadEvent(TYPE)
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{ }
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};
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class CloseEvent : public RenderThreadEvent
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{
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public:
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static const QEvent::Type TYPE = QEvent::Type(QEvent::User + 4);
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CloseEvent() : RenderThreadEvent(TYPE)
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{ }
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};
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class SyncSurfaceSizeEvent : public RenderThreadEvent
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{
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public:
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static const QEvent::Type TYPE = QEvent::Type(QEvent::User + 5);
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SyncSurfaceSizeEvent() : RenderThreadEvent(TYPE)
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{ }
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};
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struct Renderer
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{
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// ctor and dtor and send* are called main thread, rest on the render thread
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Renderer(QWindow *w, const QColor &bgColor, int rotationAxis);
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~Renderer();
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void sendInit();
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void sendRender(bool newlyExposed);
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void sendSurfaceGoingAway();
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void sendSyncSurfaceSize();
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QWindow *window;
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Thread *thread;
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QRhi *r = nullptr;
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#ifndef QT_NO_OPENGL
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QOffscreenSurface *fallbackSurface = nullptr;
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#endif
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void createRhi();
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void destroyRhi();
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void renderEvent(QEvent *e);
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void init();
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void releaseSwapChain();
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void releaseResources();
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void render(bool newlyExposed, bool wakeBeforePresent);
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QColor m_bgColor;
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int m_rotationAxis;
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QList<QRhiResource *> m_releasePool;
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bool m_hasSwapChain = false;
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QRhiSwapChain *m_sc = nullptr;
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QRhiRenderBuffer *m_ds = nullptr;
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QRhiRenderPassDescriptor *m_rp = nullptr;
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QRhiBuffer *m_vbuf = nullptr;
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QRhiBuffer *m_ubuf = nullptr;
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QRhiTexture *m_tex = nullptr;
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QRhiSampler *m_sampler = nullptr;
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QRhiShaderResourceBindings *m_srb = nullptr;
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QRhiGraphicsPipeline *m_ps = nullptr;
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QRhiResourceUpdateBatch *m_initialUpdates = nullptr;
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QMatrix4x4 m_proj;
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float m_rotation = 0;
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int m_frameCount = 0;
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};
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void Thread::run()
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{
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while (active) {
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#ifdef Q_OS_DARWIN
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QMacAutoReleasePool autoReleasePool;
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#endif
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if (pendingRender) {
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pendingRender = false;
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renderer->render(pendingRenderIsNewExpose, false);
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}
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while (eventQueue.hasMoreEvents()) {
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QEvent *e = eventQueue.takeEvent(false);
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renderer->renderEvent(e);
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delete e;
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}
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if (active && !pendingRender) {
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sleeping = true;
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stopEventProcessing = false;
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while (!stopEventProcessing) {
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QEvent *e = eventQueue.takeEvent(true);
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renderer->renderEvent(e);
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delete e;
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}
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sleeping = false;
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}
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}
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}
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Renderer::Renderer(QWindow *w, const QColor &bgColor, int rotationAxis)
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: window(w),
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m_bgColor(bgColor),
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m_rotationAxis(rotationAxis)
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{ // main thread
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thread = new Thread(this);
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#ifndef QT_NO_OPENGL
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if (graphicsApi == OpenGL)
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fallbackSurface = QRhiGles2InitParams::newFallbackSurface();
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#endif
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}
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Renderer::~Renderer()
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{ // main thread
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thread->eventQueue.addEvent(new CloseEvent);
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thread->wait();
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delete thread;
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#ifndef QT_NO_OPENGL
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delete fallbackSurface;
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#endif
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}
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void Renderer::createRhi()
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{
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if (r)
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return;
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qDebug() << "renderer" << this << "creating rhi";
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QRhi::Flags rhiFlags;
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#ifndef QT_NO_OPENGL
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if (graphicsApi == OpenGL) {
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QRhiGles2InitParams params;
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params.fallbackSurface = fallbackSurface;
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params.window = window;
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r = QRhi::create(QRhi::OpenGLES2, ¶ms, rhiFlags);
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}
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#endif
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#if QT_CONFIG(vulkan)
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if (graphicsApi == Vulkan) {
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QRhiVulkanInitParams params;
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params.inst = instance;
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params.window = window;
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r = QRhi::create(QRhi::Vulkan, ¶ms, rhiFlags);
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}
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#endif
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#ifdef Q_OS_WIN
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if (graphicsApi == D3D11) {
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QRhiD3D11InitParams params;
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params.enableDebugLayer = true;
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r = QRhi::create(QRhi::D3D11, ¶ms, rhiFlags);
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}
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#endif
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#if defined(Q_OS_MACOS) || defined(Q_OS_IOS)
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if (graphicsApi == Metal) {
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QRhiMetalInitParams params;
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r = QRhi::create(QRhi::Metal, ¶ms, rhiFlags);
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}
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#endif
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if (!r)
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qFatal("Failed to create RHI backend");
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}
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void Renderer::destroyRhi()
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{
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qDebug() << "renderer" << this << "destroying rhi";
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delete r;
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r = nullptr;
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}
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void Renderer::renderEvent(QEvent *e)
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{
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Q_ASSERT(QThread::currentThread() == thread);
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if (thread->sleeping)
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thread->stopEventProcessing = true;
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switch (int(e->type())) {
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case InitEvent::TYPE:
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qDebug() << "renderer" << this << "for window" << window << "is initializing";
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createRhi();
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init();
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break;
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case RequestRenderEvent::TYPE:
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thread->pendingRender = true;
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thread->pendingRenderIsNewExpose = static_cast<RequestRenderEvent *>(e)->newlyExposed;
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break;
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case SurfaceCleanupEvent::TYPE: // when the QWindow is closed, before QPlatformWindow goes away
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thread->mutex.lock();
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qDebug() << "renderer" << this << "for window" << window << "is destroying swapchain";
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thread->pendingRender = false;
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releaseSwapChain();
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thread->cond.wakeOne();
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thread->mutex.unlock();
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break;
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case CloseEvent::TYPE: // when destroying the window+renderer (NB not the same as hitting X on the window, that's just QWindow close)
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qDebug() << "renderer" << this << "for window" << window << "is shutting down";
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thread->pendingRender = false;
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thread->active = false;
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thread->stopEventProcessing = true;
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releaseResources();
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destroyRhi();
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break;
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case SyncSurfaceSizeEvent::TYPE:
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thread->mutex.lock();
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thread->pendingRender = false;
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render(false, true);
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break;
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default:
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break;
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}
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}
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void Renderer::init()
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{
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m_sc = r->newSwapChain();
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m_ds = r->newRenderBuffer(QRhiRenderBuffer::DepthStencil,
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QSize(),
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1,
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QRhiRenderBuffer::UsedWithSwapChainOnly);
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m_releasePool << m_ds;
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m_sc->setWindow(window);
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m_sc->setDepthStencil(m_ds);
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m_rp = m_sc->newCompatibleRenderPassDescriptor();
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m_releasePool << m_rp;
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m_sc->setRenderPassDescriptor(m_rp);
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m_vbuf = r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
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m_releasePool << m_vbuf;
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m_vbuf->create();
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m_ubuf = r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4);
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m_releasePool << m_ubuf;
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m_ubuf->create();
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QImage image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888);
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m_tex = r->newTexture(QRhiTexture::RGBA8, image.size());
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m_releasePool << m_tex;
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m_tex->create();
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m_sampler = r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
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QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
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m_releasePool << m_sampler;
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m_sampler->create();
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m_srb = r->newShaderResourceBindings();
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m_releasePool << m_srb;
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m_srb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf),
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QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, m_tex, m_sampler)
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});
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m_srb->create();
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m_ps = r->newGraphicsPipeline();
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m_releasePool << m_ps;
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m_ps->setDepthTest(true);
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m_ps->setDepthWrite(true);
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m_ps->setDepthOp(QRhiGraphicsPipeline::Less);
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m_ps->setCullMode(QRhiGraphicsPipeline::Back);
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m_ps->setFrontFace(QRhiGraphicsPipeline::CCW);
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m_ps->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 3 * sizeof(float) },
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{ 2 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
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{ 1, 1, QRhiVertexInputAttribute::Float2, 0 }
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});
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m_ps->setVertexInputLayout(inputLayout);
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m_ps->setShaderResourceBindings(m_srb);
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m_ps->setRenderPassDescriptor(m_rp);
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m_ps->create();
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|
||
|
m_initialUpdates = r->nextResourceUpdateBatch();
|
||
|
|
||
|
m_initialUpdates->uploadStaticBuffer(m_vbuf, cube);
|
||
|
|
||
|
qint32 flip = 0;
|
||
|
m_initialUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &flip);
|
||
|
|
||
|
m_initialUpdates->uploadTexture(m_tex, image);
|
||
|
}
|
||
|
|
||
|
void Renderer::releaseSwapChain()
|
||
|
{
|
||
|
if (m_hasSwapChain) {
|
||
|
m_hasSwapChain = false;
|
||
|
m_sc->destroy();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Renderer::releaseResources()
|
||
|
{
|
||
|
qDeleteAll(m_releasePool);
|
||
|
m_releasePool.clear();
|
||
|
|
||
|
delete m_sc;
|
||
|
m_sc = nullptr;
|
||
|
}
|
||
|
|
||
|
void Renderer::render(bool newlyExposed, bool wakeBeforePresent)
|
||
|
{
|
||
|
// This function handles both resizing and rendering. Resizes have some
|
||
|
// complications due to the threaded model (check exposeEvent and
|
||
|
// sendSyncSurfaceSize) but don't have to worry about that in here.
|
||
|
|
||
|
auto buildOrResizeSwapChain = [this] {
|
||
|
qDebug() << "renderer" << this << "build or resize swapchain for window" << window;
|
||
|
m_hasSwapChain = m_sc->createOrResize();
|
||
|
const QSize outputSize = m_sc->currentPixelSize();
|
||
|
qDebug() << " size is" << outputSize;
|
||
|
m_proj = r->clipSpaceCorrMatrix();
|
||
|
m_proj.perspective(45.0f, outputSize.width() / (float) outputSize.height(), 0.01f, 100.0f);
|
||
|
m_proj.translate(0, 0, -4);
|
||
|
};
|
||
|
|
||
|
auto wakeUpIfNeeded = [wakeBeforePresent, this] {
|
||
|
// make sure the main/gui thread is not blocked when issuing the Present (or equivalent)
|
||
|
if (wakeBeforePresent) {
|
||
|
thread->cond.wakeOne();
|
||
|
thread->mutex.unlock();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
const QSize surfaceSize = m_sc->surfacePixelSize();
|
||
|
if (surfaceSize.isEmpty()) {
|
||
|
wakeUpIfNeeded();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (newlyExposed || m_sc->currentPixelSize() != surfaceSize)
|
||
|
buildOrResizeSwapChain();
|
||
|
|
||
|
if (!m_hasSwapChain) {
|
||
|
wakeUpIfNeeded();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
QRhi::FrameOpResult result = r->beginFrame(m_sc);
|
||
|
if (result == QRhi::FrameOpSwapChainOutOfDate) {
|
||
|
buildOrResizeSwapChain();
|
||
|
if (!m_hasSwapChain) {
|
||
|
wakeUpIfNeeded();
|
||
|
return;
|
||
|
}
|
||
|
result = r->beginFrame(m_sc);
|
||
|
}
|
||
|
if (result != QRhi::FrameOpSuccess) {
|
||
|
wakeUpIfNeeded();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
|
||
|
const QSize outputSize = m_sc->currentPixelSize();
|
||
|
|
||
|
QRhiResourceUpdateBatch *u = r->nextResourceUpdateBatch();
|
||
|
if (m_initialUpdates) {
|
||
|
u->merge(m_initialUpdates);
|
||
|
m_initialUpdates->release();
|
||
|
m_initialUpdates = nullptr;
|
||
|
}
|
||
|
|
||
|
m_rotation += 1.0f;
|
||
|
QMatrix4x4 mvp = m_proj;
|
||
|
mvp.scale(0.5f);
|
||
|
mvp.rotate(m_rotation, m_rotationAxis == 0 ? 1 : 0, m_rotationAxis == 1 ? 1 : 0, m_rotationAxis == 2 ? 1 : 0);
|
||
|
u->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
|
||
|
|
||
|
cb->beginPass(m_sc->currentFrameRenderTarget(),
|
||
|
QColor::fromRgbF(float(m_bgColor.redF()), float(m_bgColor.greenF()), float(m_bgColor.blueF()), 1.0f),
|
||
|
{ 1.0f, 0 },
|
||
|
u);
|
||
|
|
||
|
cb->setGraphicsPipeline(m_ps);
|
||
|
cb->setViewport(QRhiViewport(0, 0, outputSize.width(), outputSize.height()));
|
||
|
cb->setShaderResources();
|
||
|
const QRhiCommandBuffer::VertexInput vbufBindings[] = {
|
||
|
{ m_vbuf, 0 },
|
||
|
{ m_vbuf, quint32(36 * 3 * sizeof(float)) }
|
||
|
};
|
||
|
cb->setVertexInput(0, 2, vbufBindings);
|
||
|
cb->draw(36);
|
||
|
|
||
|
cb->endPass();
|
||
|
|
||
|
wakeUpIfNeeded();
|
||
|
|
||
|
r->endFrame(m_sc);
|
||
|
|
||
|
m_frameCount += 1;
|
||
|
}
|
||
|
|
||
|
void Renderer::sendInit()
|
||
|
{ // main thread
|
||
|
InitEvent *e = new InitEvent;
|
||
|
thread->eventQueue.addEvent(e);
|
||
|
}
|
||
|
|
||
|
void Renderer::sendRender(bool newlyExposed)
|
||
|
{ // main thread
|
||
|
RequestRenderEvent *e = new RequestRenderEvent(newlyExposed);
|
||
|
thread->eventQueue.addEvent(e);
|
||
|
}
|
||
|
|
||
|
void Renderer::sendSurfaceGoingAway()
|
||
|
{ // main thread
|
||
|
SurfaceCleanupEvent *e = new SurfaceCleanupEvent;
|
||
|
|
||
|
// cannot let this thread to proceed with tearing down the native window
|
||
|
// before the render thread completes the swapchain release
|
||
|
thread->mutex.lock();
|
||
|
|
||
|
thread->eventQueue.addEvent(e);
|
||
|
|
||
|
thread->cond.wait(&thread->mutex);
|
||
|
thread->mutex.unlock();
|
||
|
}
|
||
|
|
||
|
void Renderer::sendSyncSurfaceSize()
|
||
|
{ // main thread
|
||
|
SyncSurfaceSizeEvent *e = new SyncSurfaceSizeEvent;
|
||
|
// must block to prevent surface size mess. the render thread will do a
|
||
|
// full rendering round before it unlocks which is good since it can thus
|
||
|
// pick up and the surface (window) size atomically.
|
||
|
thread->mutex.lock();
|
||
|
thread->eventQueue.addEvent(e);
|
||
|
thread->cond.wait(&thread->mutex);
|
||
|
thread->mutex.unlock();
|
||
|
}
|
||
|
|
||
|
struct WindowAndRenderer
|
||
|
{
|
||
|
QWindow *window;
|
||
|
Renderer *renderer;
|
||
|
};
|
||
|
|
||
|
QList<WindowAndRenderer> windows;
|
||
|
|
||
|
void createWindow()
|
||
|
{
|
||
|
static QColor colors[] = { Qt::red, Qt::green, Qt::blue, Qt::yellow, Qt::cyan, Qt::gray };
|
||
|
const int n = windows.count();
|
||
|
Window *w = new Window(QString::asprintf("Window+Thread #%d (%s)", n, qPrintable(graphicsApiName())), graphicsApi);
|
||
|
Renderer *renderer = new Renderer(w, colors[n % 6], n % 3);;
|
||
|
QObject::connect(w, &Window::initRequested, w, [renderer] {
|
||
|
renderer->sendInit();
|
||
|
});
|
||
|
QObject::connect(w, &Window::renderRequested, w, [w, renderer](bool newlyExposed) {
|
||
|
renderer->sendRender(newlyExposed);
|
||
|
w->requestUpdate();
|
||
|
});
|
||
|
QObject::connect(w, &Window::surfaceGoingAway, w, [renderer] {
|
||
|
renderer->sendSurfaceGoingAway();
|
||
|
});
|
||
|
QObject::connect(w, &Window::syncSurfaceSizeRequested, w, [renderer] {
|
||
|
renderer->sendSyncSurfaceSize();
|
||
|
});
|
||
|
windows.append({ w, renderer });
|
||
|
w->show();
|
||
|
}
|
||
|
|
||
|
void closeWindow()
|
||
|
{
|
||
|
WindowAndRenderer wr = windows.takeLast();
|
||
|
delete wr.renderer;
|
||
|
delete wr.window;
|
||
|
}
|
||
|
|
||
|
int main(int argc, char **argv)
|
||
|
{
|
||
|
QApplication app(argc, argv);
|
||
|
|
||
|
#if defined(Q_OS_WIN)
|
||
|
graphicsApi = D3D11;
|
||
|
#elif defined(Q_OS_MACOS) || defined(Q_OS_IOS)
|
||
|
graphicsApi = Metal;
|
||
|
#elif QT_CONFIG(vulkan)
|
||
|
graphicsApi = Vulkan;
|
||
|
#else
|
||
|
graphicsApi = OpenGL;
|
||
|
#endif
|
||
|
|
||
|
QCommandLineParser cmdLineParser;
|
||
|
cmdLineParser.addHelpOption();
|
||
|
QCommandLineOption glOption({ "g", "opengl" }, QLatin1String("OpenGL (2.x)"));
|
||
|
cmdLineParser.addOption(glOption);
|
||
|
QCommandLineOption vkOption({ "v", "vulkan" }, QLatin1String("Vulkan"));
|
||
|
cmdLineParser.addOption(vkOption);
|
||
|
QCommandLineOption d3dOption({ "d", "d3d11" }, QLatin1String("Direct3D 11"));
|
||
|
cmdLineParser.addOption(d3dOption);
|
||
|
QCommandLineOption mtlOption({ "m", "metal" }, QLatin1String("Metal"));
|
||
|
cmdLineParser.addOption(mtlOption);
|
||
|
cmdLineParser.process(app);
|
||
|
if (cmdLineParser.isSet(glOption))
|
||
|
graphicsApi = OpenGL;
|
||
|
if (cmdLineParser.isSet(vkOption))
|
||
|
graphicsApi = Vulkan;
|
||
|
if (cmdLineParser.isSet(d3dOption))
|
||
|
graphicsApi = D3D11;
|
||
|
if (cmdLineParser.isSet(mtlOption))
|
||
|
graphicsApi = Metal;
|
||
|
|
||
|
qDebug("Selected graphics API is %s", qPrintable(graphicsApiName()));
|
||
|
qDebug("This is a multi-api example, use command line arguments to override:\n%s", qPrintable(cmdLineParser.helpText()));
|
||
|
|
||
|
QSurfaceFormat fmt;
|
||
|
fmt.setDepthBufferSize(24);
|
||
|
QSurfaceFormat::setDefaultFormat(fmt);
|
||
|
|
||
|
#if QT_CONFIG(vulkan)
|
||
|
instance = new QVulkanInstance;
|
||
|
if (graphicsApi == Vulkan) {
|
||
|
instance->setLayers({ "VK_LAYER_KHRONOS_validation" });
|
||
|
if (!instance->create()) {
|
||
|
qWarning("Failed to create Vulkan instance, switching to OpenGL");
|
||
|
graphicsApi = OpenGL;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
int winCount = 0;
|
||
|
QWidget w;
|
||
|
w.resize(800, 600);
|
||
|
w.setWindowTitle(QCoreApplication::applicationName() + QLatin1String(" - ") + graphicsApiName());
|
||
|
QVBoxLayout *layout = new QVBoxLayout(&w);
|
||
|
|
||
|
QPlainTextEdit *info = new QPlainTextEdit(
|
||
|
QLatin1String("This application tests rendering on a separate thread per window, with dedicated QRhi instances and resources. "
|
||
|
"\n\nThis is the same concept as the Qt Quick Scenegraph's threaded render loop. This should allow rendering to the different windows "
|
||
|
"without unintentionally throttling each other's threads."
|
||
|
"\n\nUsing API: ") + graphicsApiName());
|
||
|
info->setReadOnly(true);
|
||
|
layout->addWidget(info);
|
||
|
QLabel *label = new QLabel(QLatin1String("Window and thread count: 0"));
|
||
|
layout->addWidget(label);
|
||
|
QPushButton *btn = new QPushButton(QLatin1String("New window"));
|
||
|
QObject::connect(btn, &QPushButton::clicked, btn, [label, &winCount] {
|
||
|
winCount += 1;
|
||
|
label->setText(QString::asprintf("Window count: %d", winCount));
|
||
|
createWindow();
|
||
|
});
|
||
|
layout->addWidget(btn);
|
||
|
btn = new QPushButton(QLatin1String("Close window"));
|
||
|
QObject::connect(btn, &QPushButton::clicked, btn, [label, &winCount] {
|
||
|
if (winCount > 0) {
|
||
|
winCount -= 1;
|
||
|
label->setText(QString::asprintf("Window count: %d", winCount));
|
||
|
closeWindow();
|
||
|
}
|
||
|
});
|
||
|
layout->addWidget(btn);
|
||
|
w.show();
|
||
|
|
||
|
int result = app.exec();
|
||
|
|
||
|
for (const WindowAndRenderer &wr : windows) {
|
||
|
delete wr.renderer;
|
||
|
delete wr.window;
|
||
|
}
|
||
|
|
||
|
#if QT_CONFIG(vulkan)
|
||
|
delete instance;
|
||
|
#endif
|
||
|
|
||
|
return result;
|
||
|
}
|