mirror of
https://github.com/crystalidea/qt6windows7.git
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436 lines
14 KiB
C++
436 lines
14 KiB
C++
// Copyright (C) 2020 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "rhiwindow.h"
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#include <QPlatformSurfaceEvent>
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#include <QPainter>
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#include <QFile>
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#include <rhi/qshader.h>
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//! [rhiwindow-ctor]
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RhiWindow::RhiWindow(QRhi::Implementation graphicsApi)
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: m_graphicsApi(graphicsApi)
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{
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switch (graphicsApi) {
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case QRhi::OpenGLES2:
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setSurfaceType(OpenGLSurface);
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break;
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case QRhi::Vulkan:
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setSurfaceType(VulkanSurface);
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break;
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case QRhi::D3D11:
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case QRhi::D3D12:
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setSurfaceType(Direct3DSurface);
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break;
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case QRhi::Metal:
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setSurfaceType(MetalSurface);
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break;
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case QRhi::Null:
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break; // RasterSurface
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}
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}
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//! [rhiwindow-ctor]
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QString RhiWindow::graphicsApiName() const
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{
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switch (m_graphicsApi) {
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case QRhi::Null:
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return QLatin1String("Null (no output)");
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case QRhi::OpenGLES2:
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return QLatin1String("OpenGL");
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case QRhi::Vulkan:
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return QLatin1String("Vulkan");
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case QRhi::D3D11:
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return QLatin1String("Direct3D 11");
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case QRhi::D3D12:
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return QLatin1String("Direct3D 12");
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case QRhi::Metal:
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return QLatin1String("Metal");
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}
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return QString();
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}
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//! [expose]
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void RhiWindow::exposeEvent(QExposeEvent *)
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{
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// initialize and start rendering when the window becomes usable for graphics purposes
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if (isExposed() && !m_initialized) {
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init();
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resizeSwapChain();
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m_initialized = true;
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}
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const QSize surfaceSize = m_hasSwapChain ? m_sc->surfacePixelSize() : QSize();
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// stop pushing frames when not exposed (or size is 0)
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if ((!isExposed() || (m_hasSwapChain && surfaceSize.isEmpty())) && m_initialized && !m_notExposed)
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m_notExposed = true;
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// Continue when exposed again and the surface has a valid size. Note that
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// surfaceSize can be (0, 0) even though size() reports a valid one, hence
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// trusting surfacePixelSize() and not QWindow.
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if (isExposed() && m_initialized && m_notExposed && !surfaceSize.isEmpty()) {
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m_notExposed = false;
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m_newlyExposed = true;
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}
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// always render a frame on exposeEvent() (when exposed) in order to update
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// immediately on window resize.
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if (isExposed() && !surfaceSize.isEmpty())
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render();
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}
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//! [expose]
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//! [event]
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bool RhiWindow::event(QEvent *e)
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{
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switch (e->type()) {
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case QEvent::UpdateRequest:
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render();
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break;
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case QEvent::PlatformSurface:
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// this is the proper time to tear down the swapchain (while the native window and surface are still around)
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if (static_cast<QPlatformSurfaceEvent *>(e)->surfaceEventType() == QPlatformSurfaceEvent::SurfaceAboutToBeDestroyed)
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releaseSwapChain();
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break;
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default:
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break;
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}
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return QWindow::event(e);
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}
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//! [event]
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//! [rhi-init]
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void RhiWindow::init()
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{
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if (m_graphicsApi == QRhi::Null) {
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QRhiNullInitParams params;
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m_rhi.reset(QRhi::create(QRhi::Null, ¶ms));
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}
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#if QT_CONFIG(opengl)
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if (m_graphicsApi == QRhi::OpenGLES2) {
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m_fallbackSurface.reset(QRhiGles2InitParams::newFallbackSurface());
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QRhiGles2InitParams params;
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params.fallbackSurface = m_fallbackSurface.get();
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params.window = this;
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m_rhi.reset(QRhi::create(QRhi::OpenGLES2, ¶ms));
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}
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#endif
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#if QT_CONFIG(vulkan)
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if (m_graphicsApi == QRhi::Vulkan) {
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QRhiVulkanInitParams params;
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params.inst = vulkanInstance();
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params.window = this;
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m_rhi.reset(QRhi::create(QRhi::Vulkan, ¶ms));
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}
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#endif
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#ifdef Q_OS_WIN
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if (m_graphicsApi == QRhi::D3D11) {
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QRhiD3D11InitParams params;
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// Enable the debug layer, if available. This is optional
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// and should be avoided in production builds.
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params.enableDebugLayer = true;
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m_rhi.reset(QRhi::create(QRhi::D3D11, ¶ms));
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} else if (m_graphicsApi == QRhi::D3D12) {
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QRhiD3D12InitParams params;
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// Enable the debug layer, if available. This is optional
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// and should be avoided in production builds.
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params.enableDebugLayer = true;
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m_rhi.reset(QRhi::create(QRhi::D3D12, ¶ms));
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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 (m_graphicsApi == QRhi::Metal) {
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QRhiMetalInitParams params;
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m_rhi.reset(QRhi::create(QRhi::Metal, ¶ms));
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}
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#endif
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if (!m_rhi)
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qFatal("Failed to create RHI backend");
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//! [rhi-init]
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//! [swapchain-init]
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m_sc.reset(m_rhi->newSwapChain());
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m_ds.reset(m_rhi->newRenderBuffer(QRhiRenderBuffer::DepthStencil,
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QSize(), // no need to set the size here, due to UsedWithSwapChainOnly
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1,
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QRhiRenderBuffer::UsedWithSwapChainOnly));
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m_sc->setWindow(this);
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m_sc->setDepthStencil(m_ds.get());
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m_rp.reset(m_sc->newCompatibleRenderPassDescriptor());
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m_sc->setRenderPassDescriptor(m_rp.get());
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//! [swapchain-init]
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customInit();
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}
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//! [swapchain-resize]
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void RhiWindow::resizeSwapChain()
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{
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m_hasSwapChain = m_sc->createOrResize(); // also handles m_ds
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const QSize outputSize = m_sc->currentPixelSize();
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m_viewProjection = m_rhi->clipSpaceCorrMatrix();
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m_viewProjection.perspective(45.0f, outputSize.width() / (float) outputSize.height(), 0.01f, 1000.0f);
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m_viewProjection.translate(0, 0, -4);
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}
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//! [swapchain-resize]
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void RhiWindow::releaseSwapChain()
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{
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if (m_hasSwapChain) {
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m_hasSwapChain = false;
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m_sc->destroy();
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}
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}
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//! [render-precheck]
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void RhiWindow::render()
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{
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if (!m_hasSwapChain || m_notExposed)
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return;
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//! [render-precheck]
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//! [render-resize]
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// If the window got resized or newly exposed, resize the swapchain. (the
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// newly-exposed case is not actually required by some platforms, but is
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// here for robustness and portability)
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//
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// This (exposeEvent + the logic here) is the only safe way to perform
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// resize handling. Note the usage of the RHI's surfacePixelSize(), and
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// never QWindow::size(). (the two may or may not be the same under the hood,
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// depending on the backend and platform)
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//
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if (m_sc->currentPixelSize() != m_sc->surfacePixelSize() || m_newlyExposed) {
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resizeSwapChain();
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if (!m_hasSwapChain)
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return;
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m_newlyExposed = false;
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}
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//! [render-resize]
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//! [beginframe]
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QRhi::FrameOpResult result = m_rhi->beginFrame(m_sc.get());
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if (result == QRhi::FrameOpSwapChainOutOfDate) {
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resizeSwapChain();
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if (!m_hasSwapChain)
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return;
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result = m_rhi->beginFrame(m_sc.get());
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}
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if (result != QRhi::FrameOpSuccess) {
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qWarning("beginFrame failed with %d, will retry", result);
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requestUpdate();
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return;
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}
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customRender();
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//! [beginframe]
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//! [request-update]
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m_rhi->endFrame(m_sc.get());
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// Always request the next frame via requestUpdate(). On some platforms this is backed
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// by a platform-specific solution, e.g. CVDisplayLink on macOS, which is potentially
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// more efficient than a timer, queued metacalls, etc.
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requestUpdate();
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}
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//! [request-update]
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static float vertexData[] = {
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// Y up (note clipSpaceCorrMatrix in m_viewProjection), CCW
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0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
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};
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//! [getshader]
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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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//! [getshader]
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HelloWindow::HelloWindow(QRhi::Implementation graphicsApi)
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: RhiWindow(graphicsApi)
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{
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}
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//! [ensure-texture]
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void HelloWindow::ensureFullscreenTexture(const QSize &pixelSize, QRhiResourceUpdateBatch *u)
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{
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if (m_texture && m_texture->pixelSize() == pixelSize)
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return;
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if (!m_texture)
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m_texture.reset(m_rhi->newTexture(QRhiTexture::RGBA8, pixelSize));
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else
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m_texture->setPixelSize(pixelSize);
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m_texture->create();
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QImage image(pixelSize, QImage::Format_RGBA8888_Premultiplied);
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//! [ensure-texture]
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QPainter painter(&image);
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painter.fillRect(QRectF(QPointF(0, 0), pixelSize), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f));
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painter.setPen(Qt::transparent);
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painter.setBrush({ QGradient(QGradient::DeepBlue) });
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painter.drawRoundedRect(QRectF(QPointF(20, 20), pixelSize - QSize(40, 40)), 16, 16);
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painter.setPen(Qt::black);
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QFont font;
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font.setPixelSize(0.05 * qMin(pixelSize.width(), pixelSize.height()));
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painter.setFont(font);
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painter.drawText(QRectF(QPointF(60, 60), pixelSize - QSize(120, 120)), 0,
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QLatin1String("Rendering with QRhi to a resizable QWindow.\nThe 3D API is %1.\nUse the command-line options to choose a different API.")
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.arg(graphicsApiName()));
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painter.end();
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if (m_rhi->isYUpInNDC())
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image = image.mirrored();
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//! [ensure-texture-2]
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u->uploadTexture(m_texture.get(), image);
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//! [ensure-texture-2]
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}
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//! [render-init-1]
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void HelloWindow::customInit()
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{
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m_initialUpdates = m_rhi->nextResourceUpdateBatch();
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m_vbuf.reset(m_rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData)));
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m_vbuf->create();
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m_initialUpdates->uploadStaticBuffer(m_vbuf.get(), vertexData);
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static const quint32 UBUF_SIZE = 68;
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m_ubuf.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, UBUF_SIZE));
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m_ubuf->create();
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//! [render-init-1]
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ensureFullscreenTexture(m_sc->surfacePixelSize(), m_initialUpdates);
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m_sampler.reset(m_rhi->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
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QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge));
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m_sampler->create();
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//! [render-init-2]
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m_colorTriSrb.reset(m_rhi->newShaderResourceBindings());
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static const QRhiShaderResourceBinding::StageFlags visibility =
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QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage;
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m_colorTriSrb->setBindings({
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QRhiShaderResourceBinding::uniformBuffer(0, visibility, m_ubuf.get())
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});
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m_colorTriSrb->create();
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m_colorPipeline.reset(m_rhi->newGraphicsPipeline());
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// Enable depth testing; not quite needed for a simple triangle, but we
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// have a depth-stencil buffer so why not.
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m_colorPipeline->setDepthTest(true);
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m_colorPipeline->setDepthWrite(true);
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// Blend factors default to One, OneOneMinusSrcAlpha, which is convenient.
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QRhiGraphicsPipeline::TargetBlend premulAlphaBlend;
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premulAlphaBlend.enable = true;
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m_colorPipeline->setTargetBlends({ premulAlphaBlend });
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m_colorPipeline->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/color.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/color.frag.qsb")) }
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});
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QRhiVertexInputLayout inputLayout;
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inputLayout.setBindings({
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{ 5 * sizeof(float) }
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
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});
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m_colorPipeline->setVertexInputLayout(inputLayout);
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m_colorPipeline->setShaderResourceBindings(m_colorTriSrb.get());
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m_colorPipeline->setRenderPassDescriptor(m_rp.get());
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m_colorPipeline->create();
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//! [render-init-2]
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m_fullscreenQuadSrb.reset(m_rhi->newShaderResourceBindings());
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m_fullscreenQuadSrb->setBindings({
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QRhiShaderResourceBinding::sampledTexture(0, QRhiShaderResourceBinding::FragmentStage,
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m_texture.get(), m_sampler.get())
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});
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m_fullscreenQuadSrb->create();
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m_fullscreenQuadPipeline.reset(m_rhi->newGraphicsPipeline());
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m_fullscreenQuadPipeline->setShaderStages({
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{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/quad.vert.qsb")) },
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{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/quad.frag.qsb")) }
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});
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m_fullscreenQuadPipeline->setVertexInputLayout({});
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m_fullscreenQuadPipeline->setShaderResourceBindings(m_fullscreenQuadSrb.get());
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m_fullscreenQuadPipeline->setRenderPassDescriptor(m_rp.get());
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m_fullscreenQuadPipeline->create();
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}
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//! [render-1]
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void HelloWindow::customRender()
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{
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QRhiResourceUpdateBatch *resourceUpdates = m_rhi->nextResourceUpdateBatch();
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if (m_initialUpdates) {
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resourceUpdates->merge(m_initialUpdates);
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m_initialUpdates->release();
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m_initialUpdates = nullptr;
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}
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//! [render-1]
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//! [render-rotation]
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m_rotation += 1.0f;
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QMatrix4x4 modelViewProjection = m_viewProjection;
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modelViewProjection.rotate(m_rotation, 0, 1, 0);
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resourceUpdates->updateDynamicBuffer(m_ubuf.get(), 0, 64, modelViewProjection.constData());
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//! [render-rotation]
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//! [render-opacity]
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m_opacity += m_opacityDir * 0.005f;
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if (m_opacity < 0.0f || m_opacity > 1.0f) {
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m_opacityDir *= -1;
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m_opacity = qBound(0.0f, m_opacity, 1.0f);
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}
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resourceUpdates->updateDynamicBuffer(m_ubuf.get(), 64, 4, &m_opacity);
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//! [render-opacity]
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//! [render-cb]
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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//! [render-cb]
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// (re)create the texture with a size matching the output surface size, when necessary.
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ensureFullscreenTexture(outputSizeInPixels, resourceUpdates);
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//! [render-pass]
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cb->beginPass(m_sc->currentFrameRenderTarget(), Qt::black, { 1.0f, 0 }, resourceUpdates);
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//! [render-pass]
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cb->setGraphicsPipeline(m_fullscreenQuadPipeline.get());
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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cb->setShaderResources();
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cb->draw(3);
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//! [render-pass-record]
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cb->setGraphicsPipeline(m_colorPipeline.get());
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf.get(), 0);
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(3);
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cb->endPass();
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//! [render-pass-record]
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}
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