1dd8b5ceec
qrhi.h, qshader.h, qshaderdescription.h (and qshaderbaker.h from shadertools; done separately) become "RHI APIs", following the concept of QPA APIs. Mirror completely what is done for QPA headers, but using the "rhi" prefix for the headers. This involves updating syncqt to handle the new category of headers. (a note on the regex: matching everything starting with "qrhi" is not acceptable due to incorrectly matching existing and future headers, hence specifying the four header names explicitly) There is going to be one difference to QPA: the documentation for everything RHI is going to be public and part of the regular docs, not hidden with \internal. In addition to the header renaming and adding the comments and documentation notes and warnings, there is one significant change here: there is no longer a need to do API-specific includes, such as qrhid3d11[_p].h, qrhivulkan[_p].h, etc. These are simply merged into a single header that is then included from qrhi.h. This means that users within Qt, and any future applications can just do #include <rhi/qrhi.h> (or rhi/qshader.h if the QRhi stuff is not relevant), no other headers are needed. There are no changes to functionality in this patch. Only the documentation is expanded, quite a lot, to eliminate all qdoc warnings and make the generated API docs complete. An example, with a quite extensive doc page is added as well. Task-number: QTBUG-113331 Change-Id: I91c749826348f14320cb335b1c83e9d1ea2b1d8b Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io> Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
753 lines
21 KiB
C++
753 lines
21 KiB
C++
// 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 <QFile>
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#include <QLoggingCategory>
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#include <QOffscreenSurface>
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#include <rhi/qrhi.h>
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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 D3D12:
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return QLatin1String("Direct3D 12");
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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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} else if (graphicsApi == D3D12) {
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QRhiD3D12InitParams params;
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params.enableDebugLayer = true;
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r = QRhi::create(QRhi::D3D12, ¶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();
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m_initialUpdates->uploadStaticBuffer(m_vbuf, cube);
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qint32 flip = 0;
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m_initialUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &flip);
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m_initialUpdates->uploadTexture(m_tex, image);
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}
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void Renderer::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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void Renderer::releaseResources()
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{
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qDeleteAll(m_releasePool);
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m_releasePool.clear();
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delete m_sc;
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m_sc = nullptr;
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}
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void Renderer::render(bool newlyExposed, bool wakeBeforePresent)
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{
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// This function handles both resizing and rendering. Resizes have some
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// complications due to the threaded model (check exposeEvent and
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// sendSyncSurfaceSize) but don't have to worry about that in here.
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auto buildOrResizeSwapChain = [this] {
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qDebug() << "renderer" << this << "build or resize swapchain for window" << window;
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m_hasSwapChain = m_sc->createOrResize();
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const QSize outputSize = m_sc->currentPixelSize();
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qDebug() << " size is" << outputSize;
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m_proj = 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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auto wakeUpIfNeeded = [wakeBeforePresent, this] {
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// make sure the main/gui thread is not blocked when issuing the Present (or equivalent)
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if (wakeBeforePresent) {
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thread->cond.wakeOne();
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thread->mutex.unlock();
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}
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};
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const QSize surfaceSize = m_sc->surfacePixelSize();
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if (surfaceSize.isEmpty()) {
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wakeUpIfNeeded();
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return;
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}
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if (newlyExposed || m_sc->currentPixelSize() != surfaceSize)
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buildOrResizeSwapChain();
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if (!m_hasSwapChain) {
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wakeUpIfNeeded();
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return;
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}
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QRhi::FrameOpResult result = r->beginFrame(m_sc);
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if (result == QRhi::FrameOpSwapChainOutOfDate) {
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buildOrResizeSwapChain();
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if (!m_hasSwapChain) {
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wakeUpIfNeeded();
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return;
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}
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result = r->beginFrame(m_sc);
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}
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if (result != QRhi::FrameOpSuccess) {
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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 d3d12Option({ "D", "d3d12" }, QLatin1String("Direct3D 12"));
|
|
cmdLineParser.addOption(d3d12Option);
|
|
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(d3d12Option))
|
|
graphicsApi = D3D12;
|
|
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;
|
|
}
|