f3c37c839c
While we are at it, remove the Border and MirrorOnce wrap modes that have not been supported on OpenGL, because they are unsupported with Metal+iOS as well. Task-number: QTBUG-78580 Change-Id: I0db94b9d3a6125b3bb5d7b1db5d02a42cd94d2c2 Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
551 lines
16 KiB
C++
551 lines
16 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2018 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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// This is a compact, minimal, single-file demo of deciding the backend at
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// runtime while using the exact same shaders and rendering code without any
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// branching whatsoever once the QWindow is up and the RHI is initialized.
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#include <QGuiApplication>
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#include <QCommandLineParser>
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#include <QWindow>
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#include <QPlatformSurfaceEvent>
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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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#include <QtGui/private/qrhinull_p.h>
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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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static float vertexData[] = {
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// Y up (note clipSpaceCorrMatrix in m_proj), 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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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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enum GraphicsApi
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{
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OpenGL,
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Vulkan,
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D3D11,
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Metal,
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Null
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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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case Null:
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return QLatin1String("Null");
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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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class Window : public QWindow
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{
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public:
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Window();
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~Window();
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void init();
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void releaseResources();
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void resizeSwapChain();
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void releaseSwapChain();
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void render();
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void exposeEvent(QExposeEvent *) override;
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bool event(QEvent *) override;
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private:
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bool m_running = false;
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bool m_notExposed = false;
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bool m_newlyExposed = false;
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QRhi *m_r = nullptr;
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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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bool m_vbufReady = false;
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QRhiBuffer *m_ubuf = nullptr;
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QRhiShaderResourceBindings *m_srb = nullptr;
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QRhiGraphicsPipeline *m_ps = nullptr;
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QVector<QRhiResource *> releasePool;
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QMatrix4x4 m_proj;
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float m_rotation = 0;
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float m_opacity = 1;
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int m_opacityDir = -1;
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QElapsedTimer m_timer;
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qint64 m_elapsedMs;
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int m_elapsedCount;
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#ifndef QT_NO_OPENGL
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QOffscreenSurface *m_fallbackSurface = nullptr;
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#endif
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};
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Window::Window()
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{
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// Tell the platform plugin what we want.
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switch (graphicsApi) {
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case OpenGL:
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#if QT_CONFIG(opengl)
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setSurfaceType(OpenGLSurface);
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setFormat(QRhiGles2InitParams::adjustedFormat());
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#endif
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break;
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case Vulkan:
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setSurfaceType(VulkanSurface);
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break;
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case D3D11:
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setSurfaceType(OpenGLSurface); // not a typo
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break;
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case Metal:
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#if (QT_VERSION >= QT_VERSION_CHECK(5, 12, 0))
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setSurfaceType(MetalSurface);
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#endif
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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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Window::~Window()
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{
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releaseResources();
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}
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void Window::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_running) {
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m_running = true;
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init();
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resizeSwapChain();
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}
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// stop pushing frames when not exposed (or size is 0)
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if ((!isExposed() || (m_hasSwapChain && m_sc->surfacePixelSize().isEmpty())) && m_running)
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m_notExposed = true;
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// continue when exposed again and the surface has a valid size.
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// note that the surface size can be (0, 0) even though size() reports a valid one...
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if (isExposed() && m_running && m_notExposed && !m_sc->surfacePixelSize().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() && !m_sc->surfacePixelSize().isEmpty())
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render();
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}
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bool Window::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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void Window::init()
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{
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if (graphicsApi == Null) {
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QRhiNullInitParams params;
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m_r = QRhi::create(QRhi::Null, ¶ms);
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}
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#ifndef QT_NO_OPENGL
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if (graphicsApi == OpenGL) {
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m_fallbackSurface = QRhiGles2InitParams::newFallbackSurface();
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QRhiGles2InitParams params;
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params.fallbackSurface = m_fallbackSurface;
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params.window = this;
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m_r = 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 (graphicsApi == 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_r = 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 (graphicsApi == D3D11) {
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QRhiD3D11InitParams params;
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m_r = QRhi::create(QRhi::D3D11, ¶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 (graphicsApi == Metal) {
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QRhiMetalInitParams params;
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m_r = QRhi::create(QRhi::Metal, ¶ms);
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}
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#endif
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if (!m_r)
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qFatal("Failed to create RHI backend");
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// now onto the backend-independent init
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m_sc = m_r->newSwapChain();
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// allow depth-stencil, although we do not actually enable depth test/write for the triangle
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m_ds = m_r->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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releasePool << m_ds;
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m_sc->setWindow(this);
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m_sc->setDepthStencil(m_ds);
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m_rp = m_sc->newCompatibleRenderPassDescriptor();
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releasePool << m_rp;
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m_sc->setRenderPassDescriptor(m_rp);
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m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
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releasePool << m_vbuf;
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m_vbuf->build();
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m_vbufReady = false;
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m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
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releasePool << m_ubuf;
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m_ubuf->build();
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m_srb = m_r->newShaderResourceBindings();
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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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});
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m_srb->build();
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m_ps = m_r->newGraphicsPipeline();
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releasePool << m_ps;
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QRhiGraphicsPipeline::TargetBlend premulAlphaBlend;
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premulAlphaBlend.enable = true;
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m_ps->setTargetBlends({ premulAlphaBlend });
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const QShader vs = getShader(QLatin1String(":/color.vert.qsb"));
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if (!vs.isValid())
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qFatal("Failed to load shader pack (vertex)");
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const QShader fs = getShader(QLatin1String(":/color.frag.qsb"));
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if (!fs.isValid())
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qFatal("Failed to load shader pack (fragment)");
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m_ps->setShaderStages({
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{ QRhiShaderStage::Vertex, vs },
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{ QRhiShaderStage::Fragment, fs }
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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_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->build();
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}
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void Window::releaseResources()
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{
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qDeleteAll(releasePool);
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releasePool.clear();
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delete m_sc; // native swapchain is likely released already
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m_sc = nullptr;
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delete m_r;
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#ifndef QT_NO_OPENGL
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delete m_fallbackSurface;
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#endif
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}
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void Window::resizeSwapChain()
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{
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m_hasSwapChain = m_sc->buildOrResize(); // also handles m_ds
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m_elapsedMs = 0;
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m_elapsedCount = 0;
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const QSize outputSize = m_sc->currentPixelSize();
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m_proj = m_r->clipSpaceCorrMatrix();
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m_proj.perspective(45.0f, outputSize.width() / (float) outputSize.height(), 0.01f, 100.0f);
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m_proj.translate(0, 0, -4);
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}
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void Window::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->release();
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}
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}
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void Window::render()
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{
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if (!m_hasSwapChain || m_notExposed)
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return;
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// If the window got resized or got newly exposed, resize the swapchain.
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// (the newly-exposed case is not actually required by some
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// platforms/backends, but f.ex. Vulkan on Windows seems to need it)
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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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// Start a new frame. This is where we block when too far ahead of
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// GPU/present, and that's what throttles the thread to the refresh rate.
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// (except for OpenGL where it happens either in endFrame or somewhere else
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// depending on the GL implementation)
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QRhi::FrameOpResult r = m_r->beginFrame(m_sc);
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if (r == QRhi::FrameOpSwapChainOutOfDate) {
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resizeSwapChain();
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if (!m_hasSwapChain)
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return;
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r = m_r->beginFrame(m_sc);
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}
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if (r != QRhi::FrameOpSuccess) {
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requestUpdate();
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return;
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}
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if (m_elapsedCount)
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m_elapsedMs += m_timer.elapsed();
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m_timer.restart();
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m_elapsedCount += 1;
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if (m_elapsedMs >= 4000) {
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qDebug("%f", m_elapsedCount / 4.0f);
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m_elapsedMs = 0;
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m_elapsedCount = 0;
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}
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// Set up buffer updates.
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QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
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if (!m_vbufReady) {
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m_vbufReady = true;
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u->uploadStaticBuffer(m_vbuf, vertexData);
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}
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m_rotation += 1.0f;
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QMatrix4x4 mvp = m_proj;
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mvp.rotate(m_rotation, 0, 1, 0);
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u->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
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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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u->updateDynamicBuffer(m_ubuf, 64, 4, &m_opacity);
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QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
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const QSize outputSizeInPixels = m_sc->currentPixelSize();
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// Apply buffer updates, clear, start the renderpass (where applicable).
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cb->beginPass(m_sc->currentFrameRenderTarget(), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f), { 1.0f, 0 }, u);
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cb->setGraphicsPipeline(m_ps);
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cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf, 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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// Submit.
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m_r->endFrame(m_sc);
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requestUpdate(); // render continuously, throttled by the presentation rate (due to beginFrame above)
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}
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int main(int argc, char **argv)
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{
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QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
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QGuiApplication app(argc, argv);
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// Defaults.
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#if defined(Q_OS_WIN)
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graphicsApi = D3D11;
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#elif defined(Q_OS_MACOS) || defined(Q_OS_IOS)
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graphicsApi = Metal;
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#elif QT_CONFIG(vulkan)
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graphicsApi = Vulkan;
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#else
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graphicsApi = OpenGL;
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#endif
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// Allow overriding via the command line.
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QCommandLineParser cmdLineParser;
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cmdLineParser.addHelpOption();
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QCommandLineOption glOption({ "g", "opengl" }, QLatin1String("OpenGL (2.x)"));
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cmdLineParser.addOption(glOption);
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QCommandLineOption vkOption({ "v", "vulkan" }, QLatin1String("Vulkan"));
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cmdLineParser.addOption(vkOption);
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QCommandLineOption d3dOption({ "d", "d3d11" }, QLatin1String("Direct3D 11"));
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cmdLineParser.addOption(d3dOption);
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QCommandLineOption mtlOption({ "m", "metal" }, QLatin1String("Metal"));
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cmdLineParser.addOption(mtlOption);
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QCommandLineOption nullOption({ "n", "null" }, QLatin1String("Null"));
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cmdLineParser.addOption(nullOption);
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cmdLineParser.process(app);
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if (cmdLineParser.isSet(glOption))
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graphicsApi = OpenGL;
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if (cmdLineParser.isSet(vkOption))
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graphicsApi = Vulkan;
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if (cmdLineParser.isSet(d3dOption))
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graphicsApi = D3D11;
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|
if (cmdLineParser.isSet(mtlOption))
|
|
graphicsApi = Metal;
|
|
if (cmdLineParser.isSet(nullOption))
|
|
graphicsApi = Null;
|
|
|
|
// Vulkan setup.
|
|
#if QT_CONFIG(vulkan)
|
|
QVulkanInstance inst;
|
|
if (graphicsApi == Vulkan) {
|
|
if (!inst.create()) {
|
|
qWarning("Failed to create Vulkan instance, switching to OpenGL");
|
|
graphicsApi = OpenGL;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Create and show the window.
|
|
Window w;
|
|
#if QT_CONFIG(vulkan)
|
|
if (graphicsApi == Vulkan)
|
|
w.setVulkanInstance(&inst);
|
|
#endif
|
|
w.resize(1280, 720);
|
|
w.setTitle(graphicsApiName());
|
|
w.show();
|
|
|
|
// Window::event() will not get invoked when the
|
|
// PlatformSurfaceAboutToBeDestroyed event is sent during the QWindow
|
|
// destruction. That happens only when exiting via app::quit() instead of
|
|
// the more common QWindow::close(). Take care of it: if the
|
|
// QPlatformWindow is still around (there was no close() yet), get rid of
|
|
// the swapchain while it's not too late.
|
|
if (w.handle())
|
|
w.releaseSwapChain();
|
|
|
|
return app.exec();
|
|
}
|