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+QtD3D12Window is a Qt 5.6 module providing a QD3D12Window class
+similar to QOpenGLWindow, a handy qmake rule for offline HLSL shader
+compilation via fxc, and a number of basic examples.
+
+In the .pro file, add:
+
+ QT += d3d12window
+
+Then use it like QOpenGLWindow:
+
+ class Window : public QD3D12Window
+ {
+ public:
+ void initializeD3D() { create command list etc. }
+ void resizeD3D(const QSize &size) { ... }
+ void paintD3D() { populate and execute command list }
+ void afterPresent() { wait as necessary }
+ };
+
+Use QWidget::createWindowContainer() to embed into widget-based UIs.
+
+To use the qmake rule to generate headers from shaders at build time,
+copy hlsl.prf to mkspecs/features folder of the Qt SDK.
+
+ VSPS = shader.hlsl
+
+ vshader.input = VSPS
+ vshader.header = shader_vs.h
+ vshader.entry = VS_MyShader
+ vshader.type = vs_5_0
+
+ pshader.input = VSPS
+ pshader.header = shader_ps.h
+ pshader.entry = PS_MyShader
+ pshader.type = ps_5_0
+
+ HLSL_SHADERS = vshader pshader
+ load(hlsl)
+
+Examples in order of increasing complexity:
+
+1. hellowindow - Bringing up a window and clearing the backbuffer
+
+2. hellodevicereset - Handle device removed errors and make the application able to survive a driver update, shader timeout, etc.
+
+3. hellotriangle - Basic rendering, shader and pipeline setup, constant buffers
+
+4. hellotexture - Texturing, mipmaps
+
+5. hellooffscreen - Rendering into offscreen render targets, then using them from the pixel shader
+
+ hellooffscreen_opengl - OpenGL version, for comparing performance, overhead, etc.
+
+6. hellomultisample - Rendering with MSAA
+
+7. hellocompressedtexture - Compressed textures loaded from DDS files
+
+8. hellogpumipmap - Mipmap generation via compute shaders