// Copyright (C) 2020 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #include "rhiwindow.h" #include #include #include #include //! [rhiwindow-ctor] RhiWindow::RhiWindow(QRhi::Implementation graphicsApi) : m_graphicsApi(graphicsApi) { switch (graphicsApi) { case QRhi::OpenGLES2: setSurfaceType(OpenGLSurface); break; case QRhi::Vulkan: setSurfaceType(VulkanSurface); break; case QRhi::D3D11: case QRhi::D3D12: setSurfaceType(Direct3DSurface); break; case QRhi::Metal: setSurfaceType(MetalSurface); break; case QRhi::Null: break; // RasterSurface } } //! [rhiwindow-ctor] QString RhiWindow::graphicsApiName() const { switch (m_graphicsApi) { case QRhi::Null: return QLatin1String("Null (no output)"); case QRhi::OpenGLES2: return QLatin1String("OpenGL"); case QRhi::Vulkan: return QLatin1String("Vulkan"); case QRhi::D3D11: return QLatin1String("Direct3D 11"); case QRhi::D3D12: return QLatin1String("Direct3D 12"); case QRhi::Metal: return QLatin1String("Metal"); } return QString(); } //! [expose] void RhiWindow::exposeEvent(QExposeEvent *) { // initialize and start rendering when the window becomes usable for graphics purposes if (isExposed() && !m_initialized) { init(); resizeSwapChain(); m_initialized = true; } const QSize surfaceSize = m_hasSwapChain ? m_sc->surfacePixelSize() : QSize(); // stop pushing frames when not exposed (or size is 0) if ((!isExposed() || (m_hasSwapChain && surfaceSize.isEmpty())) && m_initialized && !m_notExposed) m_notExposed = true; // Continue when exposed again and the surface has a valid size. Note that // surfaceSize can be (0, 0) even though size() reports a valid one, hence // trusting surfacePixelSize() and not QWindow. if (isExposed() && m_initialized && m_notExposed && !surfaceSize.isEmpty()) { m_notExposed = false; m_newlyExposed = true; } // always render a frame on exposeEvent() (when exposed) in order to update // immediately on window resize. if (isExposed() && !surfaceSize.isEmpty()) render(); } //! [expose] //! [event] bool RhiWindow::event(QEvent *e) { switch (e->type()) { case QEvent::UpdateRequest: render(); break; case QEvent::PlatformSurface: // this is the proper time to tear down the swapchain (while the native window and surface are still around) if (static_cast(e)->surfaceEventType() == QPlatformSurfaceEvent::SurfaceAboutToBeDestroyed) releaseSwapChain(); break; default: break; } return QWindow::event(e); } //! [event] //! [rhi-init] void RhiWindow::init() { if (m_graphicsApi == QRhi::Null) { QRhiNullInitParams params; m_rhi.reset(QRhi::create(QRhi::Null, ¶ms)); } #if QT_CONFIG(opengl) if (m_graphicsApi == QRhi::OpenGLES2) { m_fallbackSurface.reset(QRhiGles2InitParams::newFallbackSurface()); QRhiGles2InitParams params; params.fallbackSurface = m_fallbackSurface.get(); params.window = this; m_rhi.reset(QRhi::create(QRhi::OpenGLES2, ¶ms)); } #endif #if QT_CONFIG(vulkan) if (m_graphicsApi == QRhi::Vulkan) { QRhiVulkanInitParams params; params.inst = vulkanInstance(); params.window = this; m_rhi.reset(QRhi::create(QRhi::Vulkan, ¶ms)); } #endif #ifdef Q_OS_WIN if (m_graphicsApi == QRhi::D3D11) { QRhiD3D11InitParams params; // Enable the debug layer, if available. This is optional // and should be avoided in production builds. params.enableDebugLayer = true; m_rhi.reset(QRhi::create(QRhi::D3D11, ¶ms)); } else if (m_graphicsApi == QRhi::D3D12) { QRhiD3D12InitParams params; // Enable the debug layer, if available. This is optional // and should be avoided in production builds. params.enableDebugLayer = true; m_rhi.reset(QRhi::create(QRhi::D3D12, ¶ms)); } #endif #if defined(Q_OS_MACOS) || defined(Q_OS_IOS) if (m_graphicsApi == QRhi::Metal) { QRhiMetalInitParams params; m_rhi.reset(QRhi::create(QRhi::Metal, ¶ms)); } #endif if (!m_rhi) qFatal("Failed to create RHI backend"); //! [rhi-init] //! [swapchain-init] m_sc.reset(m_rhi->newSwapChain()); m_ds.reset(m_rhi->newRenderBuffer(QRhiRenderBuffer::DepthStencil, QSize(), // no need to set the size here, due to UsedWithSwapChainOnly 1, QRhiRenderBuffer::UsedWithSwapChainOnly)); m_sc->setWindow(this); m_sc->setDepthStencil(m_ds.get()); m_rp.reset(m_sc->newCompatibleRenderPassDescriptor()); m_sc->setRenderPassDescriptor(m_rp.get()); //! [swapchain-init] customInit(); } //! [swapchain-resize] void RhiWindow::resizeSwapChain() { m_hasSwapChain = m_sc->createOrResize(); // also handles m_ds const QSize outputSize = m_sc->currentPixelSize(); m_viewProjection = m_rhi->clipSpaceCorrMatrix(); m_viewProjection.perspective(45.0f, outputSize.width() / (float) outputSize.height(), 0.01f, 1000.0f); m_viewProjection.translate(0, 0, -4); } //! [swapchain-resize] void RhiWindow::releaseSwapChain() { if (m_hasSwapChain) { m_hasSwapChain = false; m_sc->destroy(); } } //! [render-precheck] void RhiWindow::render() { if (!m_hasSwapChain || m_notExposed) return; //! [render-precheck] //! [render-resize] // If the window got resized or newly exposed, resize the swapchain. (the // newly-exposed case is not actually required by some platforms, but is // here for robustness and portability) // // This (exposeEvent + the logic here) is the only safe way to perform // resize handling. Note the usage of the RHI's surfacePixelSize(), and // never QWindow::size(). (the two may or may not be the same under the hood, // depending on the backend and platform) // if (m_sc->currentPixelSize() != m_sc->surfacePixelSize() || m_newlyExposed) { resizeSwapChain(); if (!m_hasSwapChain) return; m_newlyExposed = false; } //! [render-resize] //! [beginframe] QRhi::FrameOpResult result = m_rhi->beginFrame(m_sc.get()); if (result == QRhi::FrameOpSwapChainOutOfDate) { resizeSwapChain(); if (!m_hasSwapChain) return; result = m_rhi->beginFrame(m_sc.get()); } if (result != QRhi::FrameOpSuccess) { qWarning("beginFrame failed with %d, will retry", result); requestUpdate(); return; } customRender(); //! [beginframe] //! [request-update] m_rhi->endFrame(m_sc.get()); // Always request the next frame via requestUpdate(). On some platforms this is backed // by a platform-specific solution, e.g. CVDisplayLink on macOS, which is potentially // more efficient than a timer, queued metacalls, etc. requestUpdate(); } //! [request-update] static float vertexData[] = { // Y up (note clipSpaceCorrMatrix in m_viewProjection), CCW 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, }; //! [getshader] static QShader getShader(const QString &name) { QFile f(name); if (f.open(QIODevice::ReadOnly)) return QShader::fromSerialized(f.readAll()); return QShader(); } //! [getshader] HelloWindow::HelloWindow(QRhi::Implementation graphicsApi) : RhiWindow(graphicsApi) { } //! [ensure-texture] void HelloWindow::ensureFullscreenTexture(const QSize &pixelSize, QRhiResourceUpdateBatch *u) { if (m_texture && m_texture->pixelSize() == pixelSize) return; if (!m_texture) m_texture.reset(m_rhi->newTexture(QRhiTexture::RGBA8, pixelSize)); else m_texture->setPixelSize(pixelSize); m_texture->create(); QImage image(pixelSize, QImage::Format_RGBA8888_Premultiplied); //! [ensure-texture] QPainter painter(&image); painter.fillRect(QRectF(QPointF(0, 0), pixelSize), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f)); painter.setPen(Qt::transparent); painter.setBrush({ QGradient(QGradient::DeepBlue) }); painter.drawRoundedRect(QRectF(QPointF(20, 20), pixelSize - QSize(40, 40)), 16, 16); painter.setPen(Qt::black); QFont font; font.setPixelSize(0.05 * qMin(pixelSize.width(), pixelSize.height())); painter.setFont(font); painter.drawText(QRectF(QPointF(60, 60), pixelSize - QSize(120, 120)), 0, QLatin1String("Rendering with QRhi to a resizable QWindow.\nThe 3D API is %1.\nUse the command-line options to choose a different API.") .arg(graphicsApiName())); painter.end(); if (m_rhi->isYUpInNDC()) image = image.mirrored(); //! [ensure-texture-2] u->uploadTexture(m_texture.get(), image); //! [ensure-texture-2] } //! [render-init-1] void HelloWindow::customInit() { m_initialUpdates = m_rhi->nextResourceUpdateBatch(); m_vbuf.reset(m_rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData))); m_vbuf->create(); m_initialUpdates->uploadStaticBuffer(m_vbuf.get(), vertexData); static const quint32 UBUF_SIZE = 68; m_ubuf.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, UBUF_SIZE)); m_ubuf->create(); //! [render-init-1] ensureFullscreenTexture(m_sc->surfacePixelSize(), m_initialUpdates); m_sampler.reset(m_rhi->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge)); m_sampler->create(); //! [render-init-2] m_colorTriSrb.reset(m_rhi->newShaderResourceBindings()); static const QRhiShaderResourceBinding::StageFlags visibility = QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage; m_colorTriSrb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, visibility, m_ubuf.get()) }); m_colorTriSrb->create(); m_colorPipeline.reset(m_rhi->newGraphicsPipeline()); // Enable depth testing; not quite needed for a simple triangle, but we // have a depth-stencil buffer so why not. m_colorPipeline->setDepthTest(true); m_colorPipeline->setDepthWrite(true); // Blend factors default to One, OneOneMinusSrcAlpha, which is convenient. QRhiGraphicsPipeline::TargetBlend premulAlphaBlend; premulAlphaBlend.enable = true; m_colorPipeline->setTargetBlends({ premulAlphaBlend }); m_colorPipeline->setShaderStages({ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) }, { QRhiShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) } }); QRhiVertexInputLayout inputLayout; inputLayout.setBindings({ { 5 * sizeof(float) } }); inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute::Float2, 0 }, { 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) } }); m_colorPipeline->setVertexInputLayout(inputLayout); m_colorPipeline->setShaderResourceBindings(m_colorTriSrb.get()); m_colorPipeline->setRenderPassDescriptor(m_rp.get()); m_colorPipeline->create(); //! [render-init-2] m_fullscreenQuadSrb.reset(m_rhi->newShaderResourceBindings()); m_fullscreenQuadSrb->setBindings({ QRhiShaderResourceBinding::sampledTexture(0, QRhiShaderResourceBinding::FragmentStage, m_texture.get(), m_sampler.get()) }); m_fullscreenQuadSrb->create(); m_fullscreenQuadPipeline.reset(m_rhi->newGraphicsPipeline()); m_fullscreenQuadPipeline->setShaderStages({ { QRhiShaderStage::Vertex, getShader(QLatin1String(":/quad.vert.qsb")) }, { QRhiShaderStage::Fragment, getShader(QLatin1String(":/quad.frag.qsb")) } }); m_fullscreenQuadPipeline->setVertexInputLayout({}); m_fullscreenQuadPipeline->setShaderResourceBindings(m_fullscreenQuadSrb.get()); m_fullscreenQuadPipeline->setRenderPassDescriptor(m_rp.get()); m_fullscreenQuadPipeline->create(); } //! [render-1] void HelloWindow::customRender() { QRhiResourceUpdateBatch *resourceUpdates = m_rhi->nextResourceUpdateBatch(); if (m_initialUpdates) { resourceUpdates->merge(m_initialUpdates); m_initialUpdates->release(); m_initialUpdates = nullptr; } //! [render-1] //! [render-rotation] m_rotation += 1.0f; QMatrix4x4 modelViewProjection = m_viewProjection; modelViewProjection.rotate(m_rotation, 0, 1, 0); resourceUpdates->updateDynamicBuffer(m_ubuf.get(), 0, 64, modelViewProjection.constData()); //! [render-rotation] //! [render-opacity] m_opacity += m_opacityDir * 0.005f; if (m_opacity < 0.0f || m_opacity > 1.0f) { m_opacityDir *= -1; m_opacity = qBound(0.0f, m_opacity, 1.0f); } resourceUpdates->updateDynamicBuffer(m_ubuf.get(), 64, 4, &m_opacity); //! [render-opacity] //! [render-cb] QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer(); const QSize outputSizeInPixels = m_sc->currentPixelSize(); //! [render-cb] // (re)create the texture with a size matching the output surface size, when necessary. ensureFullscreenTexture(outputSizeInPixels, resourceUpdates); //! [render-pass] cb->beginPass(m_sc->currentFrameRenderTarget(), Qt::black, { 1.0f, 0 }, resourceUpdates); //! [render-pass] cb->setGraphicsPipeline(m_fullscreenQuadPipeline.get()); cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) }); cb->setShaderResources(); cb->draw(3); //! [render-pass-record] cb->setGraphicsPipeline(m_colorPipeline.get()); cb->setShaderResources(); const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf.get(), 0); cb->setVertexInput(0, 1, &vbufBinding); cb->draw(3); cb->endPass(); //! [render-pass-record] }