qt5base-lts/examples/gui/rhiwindow/rhiwindow.cpp
Laszlo Agocs 1dd8b5ceec rhi: Make it a QPA-style private but semi-public API
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>
2023-05-21 15:42:58 +02:00

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