From 9a95c33279cba9be6e34983c9a2bb1e6f300c2a3 Mon Sep 17 00:00:00 2001 From: Laszlo Agocs Date: Fri, 22 Jan 2016 12:04:11 +0100 Subject: Add QD3D12Window, a HLSL qmake rule and 8 examples Change-Id: Ida7852af10e0236a5d80e95a0876fff6276b410c Reviewed-by: Andy Nichols --- .qmake.conf | 3 + LICENSE.GPL | 674 ++++++++++++++++++++ LICENSE.LGPLv3 | 173 ++++++ README.md | 58 ++ examples/examples.pro | 10 + .../hellocompressedtexture.pro | 23 + .../hellocompressedtexture.qrc | 5 + examples/hellocompressedtexture/main.cpp | 67 ++ examples/hellocompressedtexture/qt.dds | Bin 0 -> 174888 bytes examples/hellocompressedtexture/shader.hlsl | 36 ++ examples/hellocompressedtexture/window.cpp | 513 ++++++++++++++++ examples/hellocompressedtexture/window.h | 72 +++ examples/hellodevicereset/hellodevicereset.pro | 17 + examples/hellodevicereset/main.cpp | 69 +++ examples/hellodevicereset/tdr.hlsl | 11 + examples/hellodevicereset/window.cpp | 155 +++++ examples/hellodevicereset/window.h | 68 +++ examples/hellogpumipmap/hellogpumipmap.pro | 29 + examples/hellogpumipmap/hellogpumipmap.qrc | 5 + examples/hellogpumipmap/main.cpp | 67 ++ examples/hellogpumipmap/mipmapgen.hlsl | 60 ++ examples/hellogpumipmap/qt.png | Bin 0 -> 11917 bytes examples/hellogpumipmap/shader.hlsl | 36 ++ examples/hellogpumipmap/window.cpp | 525 ++++++++++++++++ examples/hellogpumipmap/window.h | 78 +++ examples/hellomultisample/hellomultisample.pro | 22 + examples/hellomultisample/main.cpp | 73 +++ examples/hellomultisample/shader.hlsl | 27 + examples/hellomultisample/window.cpp | 274 +++++++++ examples/hellomultisample/window.h | 72 +++ examples/hellooffscreen/hellooffscreen.pro | 32 + examples/hellooffscreen/main.cpp | 74 +++ examples/hellooffscreen/shader.hlsl | 52 ++ examples/hellooffscreen/window.cpp | 541 ++++++++++++++++ examples/hellooffscreen/window.h | 95 +++ .../hellooffscreen_opengl.pro | 6 + .../hellooffscreen_opengl.qrc | 8 + examples/hellooffscreen_opengl/main.cpp | 74 +++ .../hellooffscreen_opengl/shader_offscreen.frag | 6 + .../hellooffscreen_opengl/shader_offscreen.vert | 13 + .../hellooffscreen_opengl/shader_onscreen.frag | 8 + .../hellooffscreen_opengl/shader_onscreen.vert | 13 + examples/hellooffscreen_opengl/window.cpp | 286 +++++++++ examples/hellooffscreen_opengl/window.h | 94 +++ examples/hellotexture/hellotexture.pro | 23 + examples/hellotexture/hellotexture.qrc | 5 + examples/hellotexture/main.cpp | 71 +++ examples/hellotexture/qt.png | Bin 0 -> 11917 bytes examples/hellotexture/shader.hlsl | 36 ++ examples/hellotexture/window.cpp | 406 ++++++++++++ examples/hellotexture/window.h | 72 +++ examples/hellotriangle/hellotriangle.pro | 22 + examples/hellotriangle/main.cpp | 65 ++ examples/hellotriangle/shader.hlsl | 27 + examples/hellotriangle/window.cpp | 263 ++++++++ examples/hellotriangle/window.h | 70 +++ examples/hellowindow/hellowindow.pro | 5 + examples/hellowindow/main.cpp | 51 ++ examples/hellowindow/window.cpp | 95 +++ examples/hellowindow/window.h | 58 ++ features/hlsl.prf | 10 + qd3d12window.pro | 1 + src/d3d12window/d3d12window.pro | 14 + src/d3d12window/qd3d12window.cpp | 677 +++++++++++++++++++++ src/d3d12window/qd3d12window.h | 127 ++++ src/d3d12window/qd3d12windowglobal.h | 52 ++ src/src.pro | 2 + sync.profile | 6 + 68 files changed, 6682 insertions(+) create mode 100644 .qmake.conf create mode 100644 LICENSE.GPL create mode 100644 LICENSE.LGPLv3 create mode 100644 README.md create mode 100644 examples/examples.pro create mode 100644 examples/hellocompressedtexture/hellocompressedtexture.pro create mode 100644 examples/hellocompressedtexture/hellocompressedtexture.qrc create mode 100644 examples/hellocompressedtexture/main.cpp create mode 100644 examples/hellocompressedtexture/qt.dds create mode 100644 examples/hellocompressedtexture/shader.hlsl create mode 100644 examples/hellocompressedtexture/window.cpp create mode 100644 examples/hellocompressedtexture/window.h create mode 100644 examples/hellodevicereset/hellodevicereset.pro create mode 100644 examples/hellodevicereset/main.cpp create mode 100644 examples/hellodevicereset/tdr.hlsl create mode 100644 examples/hellodevicereset/window.cpp create mode 100644 examples/hellodevicereset/window.h create mode 100644 examples/hellogpumipmap/hellogpumipmap.pro create mode 100644 examples/hellogpumipmap/hellogpumipmap.qrc create mode 100644 examples/hellogpumipmap/main.cpp create mode 100644 examples/hellogpumipmap/mipmapgen.hlsl create mode 100644 examples/hellogpumipmap/qt.png create mode 100644 examples/hellogpumipmap/shader.hlsl create mode 100644 examples/hellogpumipmap/window.cpp create mode 100644 examples/hellogpumipmap/window.h create mode 100644 examples/hellomultisample/hellomultisample.pro create mode 100644 examples/hellomultisample/main.cpp create mode 100644 examples/hellomultisample/shader.hlsl create mode 100644 examples/hellomultisample/window.cpp create mode 100644 examples/hellomultisample/window.h create mode 100644 examples/hellooffscreen/hellooffscreen.pro create mode 100644 examples/hellooffscreen/main.cpp create mode 100644 examples/hellooffscreen/shader.hlsl create mode 100644 examples/hellooffscreen/window.cpp create mode 100644 examples/hellooffscreen/window.h create mode 100644 examples/hellooffscreen_opengl/hellooffscreen_opengl.pro create mode 100644 examples/hellooffscreen_opengl/hellooffscreen_opengl.qrc create mode 100644 examples/hellooffscreen_opengl/main.cpp create mode 100644 examples/hellooffscreen_opengl/shader_offscreen.frag create mode 100644 examples/hellooffscreen_opengl/shader_offscreen.vert create mode 100644 examples/hellooffscreen_opengl/shader_onscreen.frag create mode 100644 examples/hellooffscreen_opengl/shader_onscreen.vert create mode 100644 examples/hellooffscreen_opengl/window.cpp create mode 100644 examples/hellooffscreen_opengl/window.h create mode 100644 examples/hellotexture/hellotexture.pro create mode 100644 examples/hellotexture/hellotexture.qrc create mode 100644 examples/hellotexture/main.cpp create mode 100644 examples/hellotexture/qt.png create mode 100644 examples/hellotexture/shader.hlsl create mode 100644 examples/hellotexture/window.cpp create mode 100644 examples/hellotexture/window.h create mode 100644 examples/hellotriangle/hellotriangle.pro create mode 100644 examples/hellotriangle/main.cpp create mode 100644 examples/hellotriangle/shader.hlsl create mode 100644 examples/hellotriangle/window.cpp create mode 100644 examples/hellotriangle/window.h create mode 100644 examples/hellowindow/hellowindow.pro create mode 100644 examples/hellowindow/main.cpp create mode 100644 examples/hellowindow/window.cpp create mode 100644 examples/hellowindow/window.h create mode 100644 features/hlsl.prf create mode 100644 qd3d12window.pro create mode 100644 src/d3d12window/d3d12window.pro create mode 100644 src/d3d12window/qd3d12window.cpp create mode 100644 src/d3d12window/qd3d12window.h create mode 100644 src/d3d12window/qd3d12windowglobal.h create mode 100644 src/src.pro create mode 100644 sync.profile diff --git a/.qmake.conf b/.qmake.conf new file mode 100644 index 0000000..71766f0 --- /dev/null +++ b/.qmake.conf @@ -0,0 +1,3 @@ +load(qt_build_config) +MODULE_VERSION = 5.6.0 +CMAKE_MODULE_TESTS=- diff --git a/LICENSE.GPL b/LICENSE.GPL new file mode 100644 index 0000000..94a9ed0 --- /dev/null +++ b/LICENSE.GPL @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. We, the Free Software Foundation, use the +GNU General Public License for most of our software; it applies also to +any other work released this way by its authors. You can apply it to +your programs, too. + + When we speak of free software, we are referring to freedom, not +price. Our General Public Licenses are designed to make sure that you +have the freedom to distribute copies of free software (and charge for +them if you wish), that you receive source code or can get it if you +want it, that you can change the software or use pieces of it in new +free programs, and that you know you can do these things. + + To protect your rights, we need to prevent others from denying you +these rights or asking you to surrender the rights. Therefore, you have +certain responsibilities if you distribute copies of the software, or if +you modify it: responsibilities to respect the freedom of others. + + For example, if you distribute copies of such a program, whether +gratis or for a fee, you must pass on to the recipients the same +freedoms that you received. You must make sure that they, too, receive +or can get the source code. And you must show them these terms so they +know their rights. + + Developers that use the GNU GPL protect your rights with two steps: +(1) assert copyright on the software, and (2) offer you this License +giving you legal permission to copy, distribute and/or modify it. + + For the developers' and authors' protection, the GPL clearly explains +that there is no warranty for this free software. For both users' and +authors' sake, the GPL requires that modified versions be marked as +changed, so that their problems will not be attributed erroneously to +authors of previous versions. + + Some devices are designed to deny users access to install or run +modified versions of the software inside them, although the manufacturer +can do so. This is fundamentally incompatible with the aim of +protecting users' freedom to change the software. The systematic +pattern of such abuse occurs in the area of products for individuals to +use, which is precisely where it is most unacceptable. Therefore, we +have designed this version of the GPL to prohibit the practice for those +products. If such problems arise substantially in other domains, we +stand ready to extend this provision to those domains in future versions +of the GPL, as needed to protect the freedom of users. + + Finally, every program is threatened constantly by software patents. +States should not allow patents to restrict development and use of +software on general-purpose computers, but in those that do, we wish to +avoid the special danger that patents applied to a free program could +make it effectively proprietary. To prevent this, the GPL assures that +patents cannot be used to render the program non-free. + + The precise terms and conditions for copying, distribution and +modification follow. + + TERMS AND CONDITIONS + + 0. Definitions. + + "This License" refers to version 3 of the GNU General Public License. + + "Copyright" also means copyright-like laws that apply to other kinds of +works, such as semiconductor masks. + + "The Program" refers to any copyrightable work licensed under this +License. Each licensee is addressed as "you". "Licensees" and +"recipients" may be individuals or organizations. + + To "modify" a work means to copy from or adapt all or part of the work +in a fashion requiring copyright permission, other than the making of an +exact copy. The resulting work is called a "modified version" of the +earlier work or a work "based on" the earlier work. + + A "covered work" means either the unmodified Program or a work based +on the Program. + + To "propagate" a work means to do anything with it that, without +permission, would make you directly or secondarily liable for +infringement under applicable copyright law, except executing it on a +computer or modifying a private copy. Propagation includes copying, +distribution (with or without modification), making available to the +public, and in some countries other activities as well. + + To "convey" a work means any kind of propagation that enables other +parties to make or receive copies. Mere interaction with a user through +a computer network, with no transfer of a copy, is not conveying. + + An interactive user interface displays "Appropriate Legal Notices" +to the extent that it includes a convenient and prominently visible +feature that (1) displays an appropriate copyright notice, and (2) +tells the user that there is no warranty for the work (except to the +extent that warranties are provided), that licensees may convey the +work under this License, and how to view a copy of this License. If +the interface presents a list of user commands or options, such as a +menu, a prominent item in the list meets this criterion. + + 1. Source Code. + + The "source code" for a work means the preferred form of the work +for making modifications to it. "Object code" means any non-source +form of a work. + + A "Standard Interface" means an interface that either is an official +standard defined by a recognized standards body, or, in the case of +interfaces specified for a particular programming language, one that +is widely used among developers working in that language. + + The "System Libraries" of an executable work include anything, other +than the work as a whole, that (a) is included in the normal form of +packaging a Major Component, but which is not part of that Major +Component, and (b) serves only to enable use of the work with that +Major Component, or to implement a Standard Interface for which an +implementation is available to the public in source code form. A +"Major Component", in this context, means a major essential component +(kernel, window system, and so on) of the specific operating system +(if any) on which the executable work runs, or a compiler used to +produce the work, or an object code interpreter used to run it. + + The "Corresponding Source" for a work in object code form means all +the source code needed to generate, install, and (for an executable +work) run the object code and to modify the work, including scripts to +control those activities. However, it does not include the work's +System Libraries, or general-purpose tools or generally available free +programs which are used unmodified in performing those activities but +which are not part of the work. For example, Corresponding Source +includes interface definition files associated with source files for +the work, and the source code for shared libraries and dynamically +linked subprograms that the work is specifically designed to require, +such as by intimate data communication or control flow between those +subprograms and other parts of the work. + + The Corresponding Source need not include anything that users +can regenerate automatically from other parts of the Corresponding +Source. + + The Corresponding Source for a work in source code form is that +same work. + + 2. Basic Permissions. + + All rights granted under this License are granted for the term of +copyright on the Program, and are irrevocable provided the stated +conditions are met. This License explicitly affirms your unlimited +permission to run the unmodified Program. The output from running a +covered work is covered by this License only if the output, given its +content, constitutes a covered work. This License acknowledges your +rights of fair use or other equivalent, as provided by copyright law. + + You may make, run and propagate covered works that you do not +convey, without conditions so long as your license otherwise remains +in force. You may convey covered works to others for the sole purpose +of having them make modifications exclusively for you, or provide you +with facilities for running those works, provided that you comply with +the terms of this License in conveying all material for which you do +not control copyright. Those thus making or running the covered works +for you must do so exclusively on your behalf, under your direction +and control, on terms that prohibit them from making any copies of +your copyrighted material outside their relationship with you. + + Conveying under any other circumstances is permitted solely under +the conditions stated below. Sublicensing is not allowed; section 10 +makes it unnecessary. + + 3. Protecting Users' Legal Rights From Anti-Circumvention Law. + + No covered work shall be deemed part of an effective technological +measure under any applicable law fulfilling obligations under article +11 of the WIPO copyright treaty adopted on 20 December 1996, or +similar laws prohibiting or restricting circumvention of such +measures. + + When you convey a covered work, you waive any legal power to forbid +circumvention of technological measures to the extent such circumvention +is effected by exercising rights under this License with respect to +the covered work, and you disclaim any intention to limit operation or +modification of the work as a means of enforcing, against the work's +users, your or third parties' legal rights to forbid circumvention of +technological measures. + + 4. Conveying Verbatim Copies. + + You may convey verbatim copies of the Program's source code as you +receive it, in any medium, provided that you conspicuously and +appropriately publish on each copy an appropriate copyright notice; +keep intact all notices stating that this License and any +non-permissive terms added in accord with section 7 apply to the code; +keep intact all notices of the absence of any warranty; and give all +recipients a copy of this License along with the Program. + + You may charge any price or no price for each copy that you convey, +and you may offer support or warranty protection for a fee. + + 5. Conveying Modified Source Versions. + + You may convey a work based on the Program, or the modifications to +produce it from the Program, in the form of source code under the +terms of section 4, provided that you also meet all of these conditions: + + a) The work must carry prominent notices stating that you modified + it, and giving a relevant date. + + b) The work must carry prominent notices stating that it is + released under this License and any conditions added under section + 7. This requirement modifies the requirement in section 4 to + "keep intact all notices". + + c) You must license the entire work, as a whole, under this + License to anyone who comes into possession of a copy. This + License will therefore apply, along with any applicable section 7 + additional terms, to the whole of the work, and all its parts, + regardless of how they are packaged. This License gives no + permission to license the work in any other way, but it does not + invalidate such permission if you have separately received it. + + d) If the work has interactive user interfaces, each must display + Appropriate Legal Notices; however, if the Program has interactive + interfaces that do not display Appropriate Legal Notices, your + work need not make them do so. + + A compilation of a covered work with other separate and independent +works, which are not by their nature extensions of the covered work, +and which are not combined with it such as to form a larger program, +in or on a volume of a storage or distribution medium, is called an +"aggregate" if the compilation and its resulting copyright are not +used to limit the access or legal rights of the compilation's users +beyond what the individual works permit. Inclusion of a covered work +in an aggregate does not cause this License to apply to the other +parts of the aggregate. + + 6. Conveying Non-Source Forms. + + You may convey a covered work in object code form under the terms +of sections 4 and 5, provided that you also convey the +machine-readable Corresponding Source under the terms of this License, +in one of these ways: + + a) Convey the object code in, or embodied in, a physical product + (including a physical distribution medium), accompanied by the + Corresponding Source fixed on a durable physical medium + customarily used for software interchange. + + b) Convey the object code in, or embodied in, a physical product + (including a physical distribution medium), accompanied by a + written offer, valid for at least three years and valid for as + long as you offer spare parts or customer support for that product + model, to give anyone who possesses the object code either (1) a + copy of the Corresponding Source for all the software in the + product that is covered by this License, on a durable physical + medium customarily used for software interchange, for a price no + more than your reasonable cost of physically performing this + conveying of source, or (2) access to copy the + Corresponding Source from a network server at no charge. + + c) Convey individual copies of the object code with a copy of the + written offer to provide the Corresponding Source. This + alternative is allowed only occasionally and noncommercially, and + only if you received the object code with such an offer, in accord + with subsection 6b. + + d) Convey the object code by offering access from a designated + place (gratis or for a charge), and offer equivalent access to the + Corresponding Source in the same way through the same place at no + further charge. You need not require recipients to copy the + Corresponding Source along with the object code. If the place to + copy the object code is a network server, the Corresponding Source + may be on a different server (operated by you or a third party) + that supports equivalent copying facilities, provided you maintain + clear directions next to the object code saying where to find the + Corresponding Source. Regardless of what server hosts the + Corresponding Source, you remain obligated to ensure that it is + available for as long as needed to satisfy these requirements. + + e) Convey the object code using peer-to-peer transmission, provided + you inform other peers where the object code and Corresponding + Source of the work are being offered to the general public at no + charge under subsection 6d. + + A separable portion of the object code, whose source code is excluded +from the Corresponding Source as a System Library, need not be +included in conveying the object code work. + + A "User Product" is either (1) a "consumer product", which means any +tangible personal property which is normally used for personal, family, +or household purposes, or (2) anything designed or sold for incorporation +into a dwelling. In determining whether a product is a consumer product, +doubtful cases shall be resolved in favor of coverage. For a particular +product received by a particular user, "normally used" refers to a +typical or common use of that class of product, regardless of the status +of the particular user or of the way in which the particular user +actually uses, or expects or is expected to use, the product. A product +is a consumer product regardless of whether the product has substantial +commercial, industrial or non-consumer uses, unless such uses represent +the only significant mode of use of the product. + + "Installation Information" for a User Product means any methods, +procedures, authorization keys, or other information required to install +and execute modified versions of a covered work in that User Product from +a modified version of its Corresponding Source. The information must +suffice to ensure that the continued functioning of the modified object +code is in no case prevented or interfered with solely because +modification has been made. + + If you convey an object code work under this section in, or with, or +specifically for use in, a User Product, and the conveying occurs as +part of a transaction in which the right of possession and use of the +User Product is transferred to the recipient in perpetuity or for a +fixed term (regardless of how the transaction is characterized), the +Corresponding Source conveyed under this section must be accompanied +by the Installation Information. But this requirement does not apply +if neither you nor any third party retains the ability to install +modified object code on the User Product (for example, the work has +been installed in ROM). + + The requirement to provide Installation Information does not include a +requirement to continue to provide support service, warranty, or updates +for a work that has been modified or installed by the recipient, or for +the User Product in which it has been modified or installed. Access to a +network may be denied when the modification itself materially and +adversely affects the operation of the network or violates the rules and +protocols for communication across the network. + + Corresponding Source conveyed, and Installation Information provided, +in accord with this section must be in a format that is publicly +documented (and with an implementation available to the public in +source code form), and must require no special password or key for +unpacking, reading or copying. + + 7. Additional Terms. + + "Additional permissions" are terms that supplement the terms of this +License by making exceptions from one or more of its conditions. +Additional permissions that are applicable to the entire Program shall +be treated as though they were included in this License, to the extent +that they are valid under applicable law. If additional permissions +apply only to part of the Program, that part may be used separately +under those permissions, but the entire Program remains governed by +this License without regard to the additional permissions. + + When you convey a copy of a covered work, you may at your option +remove any additional permissions from that copy, or from any part of +it. (Additional permissions may be written to require their own +removal in certain cases when you modify the work.) You may place +additional permissions on material, added by you to a covered work, +for which you have or can give appropriate copyright permission. + + Notwithstanding any other provision of this License, for material you +add to a covered work, you may (if authorized by the copyright holders of +that material) supplement the terms of this License with terms: + + a) Disclaiming warranty or limiting liability differently from the + terms of sections 15 and 16 of this License; or + + b) Requiring preservation of specified reasonable legal notices or + author attributions in that material or in the Appropriate Legal + Notices displayed by works containing it; or + + c) Prohibiting misrepresentation of the origin of that material, or + requiring that modified versions of such material be marked in + reasonable ways as different from the original version; or + + d) Limiting the use for publicity purposes of names of licensors or + authors of the material; or + + e) Declining to grant rights under trademark law for use of some + trade names, trademarks, or service marks; or + + f) Requiring indemnification of licensors and authors of that + material by anyone who conveys the material (or modified versions of + it) with contractual assumptions of liability to the recipient, for + any liability that these contractual assumptions directly impose on + those licensors and authors. + + All other non-permissive additional terms are considered "further +restrictions" within the meaning of section 10. If the Program as you +received it, or any part of it, contains a notice stating that it is +governed by this License along with a term that is a further +restriction, you may remove that term. If a license document contains +a further restriction but permits relicensing or conveying under this +License, you may add to a covered work material governed by the terms +of that license document, provided that the further restriction does +not survive such relicensing or conveying. + + If you add terms to a covered work in accord with this section, you +must place, in the relevant source files, a statement of the +additional terms that apply to those files, or a notice indicating +where to find the applicable terms. + + Additional terms, permissive or non-permissive, may be stated in the +form of a separately written license, or stated as exceptions; +the above requirements apply either way. + + 8. Termination. + + You may not propagate or modify a covered work except as expressly +provided under this License. Any attempt otherwise to propagate or +modify it is void, and will automatically terminate your rights under +this License (including any patent licenses granted under the third +paragraph of section 11). + + However, if you cease all violation of this License, then your +license from a particular copyright holder is reinstated (a) +provisionally, unless and until the copyright holder explicitly and +finally terminates your license, and (b) permanently, if the copyright +holder fails to notify you of the violation by some reasonable means +prior to 60 days after the cessation. + + Moreover, your license from a particular copyright holder is +reinstated permanently if the copyright holder notifies you of the +violation by some reasonable means, this is the first time you have +received notice of violation of this License (for any work) from that +copyright holder, and you cure the violation prior to 30 days after +your receipt of the notice. + + Termination of your rights under this section does not terminate the +licenses of parties who have received copies or rights from you under +this License. If your rights have been terminated and not permanently +reinstated, you do not qualify to receive new licenses for the same +material under section 10. + + 9. Acceptance Not Required for Having Copies. + + You are not required to accept this License in order to receive or +run a copy of the Program. Ancillary propagation of a covered work +occurring solely as a consequence of using peer-to-peer transmission +to receive a copy likewise does not require acceptance. However, +nothing other than this License grants you permission to propagate or +modify any covered work. These actions infringe copyright if you do +not accept this License. Therefore, by modifying or propagating a +covered work, you indicate your acceptance of this License to do so. + + 10. Automatic Licensing of Downstream Recipients. + + Each time you convey a covered work, the recipient automatically +receives a license from the original licensors, to run, modify and +propagate that work, subject to this License. You are not responsible +for enforcing compliance by third parties with this License. + + An "entity transaction" is a transaction transferring control of an +organization, or substantially all assets of one, or subdividing an +organization, or merging organizations. If propagation of a covered +work results from an entity transaction, each party to that +transaction who receives a copy of the work also receives whatever +licenses to the work the party's predecessor in interest had or could +give under the previous paragraph, plus a right to possession of the +Corresponding Source of the work from the predecessor in interest, if +the predecessor has it or can get it with reasonable efforts. + + You may not impose any further restrictions on the exercise of the +rights granted or affirmed under this License. For example, you may +not impose a license fee, royalty, or other charge for exercise of +rights granted under this License, and you may not initiate litigation +(including a cross-claim or counterclaim in a lawsuit) alleging that +any patent claim is infringed by making, using, selling, offering for +sale, or importing the Program or any portion of it. + + 11. Patents. + + A "contributor" is a copyright holder who authorizes use under this +License of the Program or a work on which the Program is based. The +work thus licensed is called the contributor's "contributor version". + + A contributor's "essential patent claims" are all patent claims +owned or controlled by the contributor, whether already acquired or +hereafter acquired, that would be infringed by some manner, permitted +by this License, of making, using, or selling its contributor version, +but do not include claims that would be infringed only as a +consequence of further modification of the contributor version. For +purposes of this definition, "control" includes the right to grant +patent sublicenses in a manner consistent with the requirements of +this License. + + Each contributor grants you a non-exclusive, worldwide, royalty-free +patent license under the contributor's essential patent claims, to +make, use, sell, offer for sale, import and otherwise run, modify and +propagate the contents of its contributor version. + + In the following three paragraphs, a "patent license" is any express +agreement or commitment, however denominated, not to enforce a patent +(such as an express permission to practice a patent or covenant not to +sue for patent infringement). To "grant" such a patent license to a +party means to make such an agreement or commitment not to enforce a +patent against the party. + + If you convey a covered work, knowingly relying on a patent license, +and the Corresponding Source of the work is not available for anyone +to copy, free of charge and under the terms of this License, through a +publicly available network server or other readily accessible means, +then you must either (1) cause the Corresponding Source to be so +available, or (2) arrange to deprive yourself of the benefit of the +patent license for this particular work, or (3) arrange, in a manner +consistent with the requirements of this License, to extend the patent +license to downstream recipients. "Knowingly relying" means you have +actual knowledge that, but for the patent license, your conveying the +covered work in a country, or your recipient's use of the covered work +in a country, would infringe one or more identifiable patents in that +country that you have reason to believe are valid. + + If, pursuant to or in connection with a single transaction or +arrangement, you convey, or propagate by procuring conveyance of, a +covered work, and grant a patent license to some of the parties +receiving the covered work authorizing them to use, propagate, modify +or convey a specific copy of the covered work, then the patent license +you grant is automatically extended to all recipients of the covered +work and works based on it. + + A patent license is "discriminatory" if it does not include within +the scope of its coverage, prohibits the exercise of, or is +conditioned on the non-exercise of one or more of the rights that are +specifically granted under this License. You may not convey a covered +work if you are a party to an arrangement with a third party that is +in the business of distributing software, under which you make payment +to the third party based on the extent of your activity of conveying +the work, and under which the third party grants, to any of the +parties who would receive the covered work from you, a discriminatory +patent license (a) in connection with copies of the covered work +conveyed by you (or copies made from those copies), or (b) primarily +for and in connection with specific products or compilations that +contain the covered work, unless you entered into that arrangement, +or that patent license was granted, prior to 28 March 2007. + + Nothing in this License shall be construed as excluding or limiting +any implied license or other defenses to infringement that may +otherwise be available to you under applicable patent law. + + 12. No Surrender of Others' Freedom. + + If conditions are imposed on you (whether by court order, agreement or +otherwise) that contradict the conditions of this License, they do not +excuse you from the conditions of this License. If you cannot convey a +covered work so as to satisfy simultaneously your obligations under this +License and any other pertinent obligations, then as a consequence you may +not convey it at all. For example, if you agree to terms that obligate you +to collect a royalty for further conveying from those to whom you convey +the Program, the only way you could satisfy both those terms and this +License would be to refrain entirely from conveying the Program. + + 13. Use with the GNU Affero General Public License. + + Notwithstanding any other provision of this License, you have +permission to link or combine any covered work with a work licensed +under version 3 of the GNU Affero General Public License into a single +combined work, and to convey the resulting work. The terms of this +License will continue to apply to the part which is the covered work, +but the special requirements of the GNU Affero General Public License, +section 13, concerning interaction through a network will apply to the +combination as such. + + 14. Revised Versions of this License. + + The Free Software Foundation may publish revised and/or new versions of +the GNU General Public License from time to time. Such new versions will +be similar in spirit to the present version, but may differ in detail to +address new problems or concerns. + + Each version is given a distinguishing version number. If the +Program specifies that a certain numbered version of the GNU General +Public License "or any later version" applies to it, you have the +option of following the terms and conditions either of that numbered +version or of any later version published by the Free Software +Foundation. If the Program does not specify a version number of the +GNU General Public License, you may choose any version ever published +by the Free Software Foundation. + + If the Program specifies that a proxy can decide which future +versions of the GNU General Public License can be used, that proxy's +public statement of acceptance of a version permanently authorizes you +to choose that version for the Program. + + Later license versions may give you additional or different +permissions. However, no additional obligations are imposed on any +author or copyright holder as a result of your choosing to follow a +later version. + + 15. Disclaimer of Warranty. + + THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY +APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT +HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY +OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, +THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR +PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM +IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF +ALL NECESSARY SERVICING, REPAIR OR CORRECTION. + + 16. Limitation of Liability. + + IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS +THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY +GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE +USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF +DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD +PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), +EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF +SUCH DAMAGES. + + 17. Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/LICENSE.LGPLv3 b/LICENSE.LGPLv3 new file mode 100644 index 0000000..8fbb743 --- /dev/null +++ b/LICENSE.LGPLv3 @@ -0,0 +1,173 @@ + GNU LESSER GENERAL PUBLIC LICENSE + + The Qt Toolkit is Copyright (C) 2015 The Qt Company Ltd. + Contact: http://www.qt.io/licensing/ + + You may use, distribute and copy the Qt GUI Toolkit under the terms of + GNU Lesser General Public License version 3, which is displayed below. + +------------------------------------------------------------------------- + + GNU LESSER GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright © 2007 Free Software Foundation, Inc. +Everyone is permitted to copy and distribute verbatim copies of this +licensedocument, but changing it is not allowed. + +This version of the GNU Lesser General Public License incorporates +the terms and conditions of version 3 of the GNU General Public +License, supplemented by the additional permissions listed below. + +0. Additional Definitions. + + As used herein, “this License” refers to version 3 of the GNU Lesser +General Public License, and the “GNU GPL” refers to version 3 of the +GNU General Public License. + + “The Library” refers to a covered work governed by this License, +other than an Application or a Combined Work as defined below. + + An “Application” is any work that makes use of an interface provided +by the Library, but which is not otherwise based on the Library. +Defining a subclass of a class defined by the Library is deemed a mode +of using an interface provided by the Library. + + A “Combined Work” is a work produced by combining or linking an +Application with the Library. The particular version of the Library +with which the Combined Work was made is also called the “Linked +Version”. + + The “Minimal Corresponding Source” for a Combined Work means the +Corresponding Source for the Combined Work, excluding any source code +for portions of the Combined Work that, considered in isolation, are +based on the Application, and not on the Linked Version. + + The “Corresponding Application Code” for a Combined Work means the +object code and/or source code for the Application, including any data +and utility programs needed for reproducing the Combined Work from the +Application, but excluding the System Libraries of the Combined Work. + +1. Exception to Section 3 of the GNU GPL. + + You may convey a covered work under sections 3 and 4 of this License +without being bound by section 3 of the GNU GPL. + +2. Conveying Modified Versions. + + If you modify a copy of the Library, and, in your modifications, a +facility refers to a function or data to be supplied by an Application +that uses the facility (other than as an argument passed when the +facility is invoked), then you may convey a copy of the modified +version: + + a) under this License, provided that you make a good faith effort + to ensure that, in the event an Application does not supply the + function or data, the facility still operates, and performs + whatever part of its purpose remains meaningful, or + + b) under the GNU GPL, with none of the additional permissions of + this License applicable to that copy. + +3. Object Code Incorporating Material from Library Header Files. + + The object code form of an Application may incorporate material from +a header file that is part of the Library. You may convey such object +code under terms of your choice, provided that, if the incorporated +material is not limited to numerical parameters, data structure +layouts and accessors, or small macros, inline functions and templates +(ten or fewer lines in length), you do both of the following: + + a) Give prominent notice with each copy of the object code that + the Library is used in it and that the Library and its use are + covered by this License. + + b) Accompany the object code with a copy of the GNU GPL and this + license document. + +4. Combined Works. + + You may convey a Combined Work under terms of your choice that, taken +together, effectively do not restrict modification of the portions of +the Library contained in the Combined Work and reverse engineering for +debugging such modifications, if you also do each of the following: + + a) Give prominent notice with each copy of the Combined Work that + the Library is used in it and that the Library and its use are + covered by this License. + + b) Accompany the Combined Work with a copy of the GNU GPL and this + license document. + + c) For a Combined Work that displays copyright notices during + execution, include the copyright notice for the Library among + these notices, as well as a reference directing the user to the + copies of the GNU GPL and this license document. + + d) Do one of the following: + + 0) Convey the Minimal Corresponding Source under the terms of + this License, and the Corresponding Application Code in a form + suitable for, and under terms that permit, the user to + recombine or relink the Application with a modified version of + the Linked Version to produce a modified Combined Work, in the + manner specified by section 6 of the GNU GPL for conveying + Corresponding Source. + + 1) Use a suitable shared library mechanism for linking with + the Library. A suitable mechanism is one that (a) uses at run + time a copy of the Library already present on the user's + computer system, and (b) will operate properly with a modified + version of the Library that is interface-compatible with the + Linked Version. + + e) Provide Installation Information, but only if you would + otherwise be required to provide such information under section 6 + of the GNU GPL, and only to the extent that such information is + necessary to install and execute a modified version of the + Combined Work produced by recombining or relinking the Application + with a modified version of the Linked Version. (If you use option + 4d0, the Installation Information must accompany the Minimal + Corresponding Source and Corresponding Application Code. If you + use option 4d1, you must provide the Installation Information in + the manner specified by section 6 of the GNU GPL for conveying + Corresponding Source.) + +5. Combined Libraries. + + You may place library facilities that are a work based on the Library +side by side in a single library together with other library +facilities that are not Applications and are not covered by this +License, and convey such a combined library under terms of your +choice, if you do both of the following: + + a) Accompany the combined library with a copy of the same work + based on the Library, uncombined with any other library + facilities, conveyed under the terms of this License. + + b) Give prominent notice with the combined library that part of + it is a work based on the Library, and explaining where to find + the accompanying uncombined form of the same work. + +6. Revised Versions of the GNU Lesser General Public License. + + The Free Software Foundation may publish revised and/or new versions +of the GNU Lesser General Public License from time to time. Such new +versions will be similar in spirit to the present version, but may +differ in detail to address new problems or concerns. + +Each version is given a distinguishing version number. If the Library +as you received it specifies that a certain numbered version of the +GNU Lesser General Public License “or any later version” applies to +it, you have the option of following the terms and conditions either +of that published version or of any later version published by the +Free Software Foundation. If the Library as you received it does not +specify a version number of the GNU Lesser General Public License, +you may choose any version of the GNU Lesser General Public License +ever published by the Free Software Foundation. + +If the Library as you received it specifies that a proxy can decide +whether future versions of the GNU Lesser General Public License shall +apply, that proxy's public statement of acceptance of any version is +permanent authorization for you to choose that version for the Library. + diff --git a/README.md b/README.md new file mode 100644 index 0000000..4a97fa7 --- /dev/null +++ b/README.md @@ -0,0 +1,58 @@ +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 diff --git a/examples/examples.pro b/examples/examples.pro new file mode 100644 index 0000000..9f8ae64 --- /dev/null +++ b/examples/examples.pro @@ -0,0 +1,10 @@ +TEMPLATE = subdirs +SUBDIRS += hellowindow \ + hellotriangle \ + hellotexture \ + hellooffscreen \ + hellooffscreen_opengl \ + hellomultisample \ + hellogpumipmap \ + hellocompressedtexture \ + hellodevicereset diff --git a/examples/hellocompressedtexture/hellocompressedtexture.pro b/examples/hellocompressedtexture/hellocompressedtexture.pro new file mode 100644 index 0000000..6db7ae5 --- /dev/null +++ b/examples/hellocompressedtexture/hellocompressedtexture.pro @@ -0,0 +1,23 @@ +TEMPLATE = app +QT += d3d12window widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h +RESOURCES = hellocompressedtexture.qrc + +LIBS = -ld3d12 + +VSPS = shader.hlsl + +vshader.input = VSPS +vshader.header = shader_vs.h +vshader.entry = VS_Texture +vshader.type = vs_5_0 + +pshader.input = VSPS +pshader.header = shader_ps.h +pshader.entry = PS_Texture +pshader.type = ps_5_0 + +HLSL_SHADERS = vshader pshader +load(hlsl) diff --git a/examples/hellocompressedtexture/hellocompressedtexture.qrc b/examples/hellocompressedtexture/hellocompressedtexture.qrc new file mode 100644 index 0000000..2f44da8 --- /dev/null +++ b/examples/hellocompressedtexture/hellocompressedtexture.qrc @@ -0,0 +1,5 @@ + + + qt.dds + + diff --git a/examples/hellocompressedtexture/main.cpp b/examples/hellocompressedtexture/main.cpp new file mode 100644 index 0000000..c00dd81 --- /dev/null +++ b/examples/hellocompressedtexture/main.cpp @@ -0,0 +1,67 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include +#include +#include +#include +#include +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *d3dw = new Window; + QWidget w; + QVBoxLayout *vl = new QVBoxLayout; + vl->addWidget(new QPushButton("Widgets + a native child window with D3D12, this time in a scroll area")); + vl->addWidget(new QLabel("Unlike hellotexture, the image is now loaded from a DDS file (BC1) instead of a PNG")); + QWidget *ww = QWidget::createWindowContainer(d3dw); + ww->setMinimumSize(100, 100); + vl->addWidget(ww); + vl->setStretchFactor(ww, 1.0f); + w.resize(300, 300); + w.setLayout(vl); + w.show(); + + return app.exec(); +} diff --git a/examples/hellocompressedtexture/qt.dds b/examples/hellocompressedtexture/qt.dds new file mode 100644 index 0000000..1581cfb Binary files /dev/null and b/examples/hellocompressedtexture/qt.dds differ diff --git a/examples/hellocompressedtexture/shader.hlsl b/examples/hellocompressedtexture/shader.hlsl new file mode 100644 index 0000000..be69b39 --- /dev/null +++ b/examples/hellocompressedtexture/shader.hlsl @@ -0,0 +1,36 @@ +cbuffer ConstantBuffer : register(b0) +{ + float4x4 modelview; + float4x4 projection; +}; + +struct VSInput +{ + float4 position : POSITION; + float2 coord : TEXCOORD0; +}; + +struct PSInput +{ + float4 position : SV_POSITION; + float2 coord : TEXCOORD0; +}; + +Texture2D tex : register(t0); +SamplerState samp : register(s0); + +PSInput VS_Texture(VSInput input) +{ + PSInput result; + + float4x4 mvp = mul(projection, modelview); + result.position = mul(mvp, input.position); + result.coord = input.coord; + + return result; +} + +float4 PS_Texture(PSInput input) : SV_TARGET +{ + return tex.Sample(samp, input.coord); +} diff --git a/examples/hellocompressedtexture/window.cpp b/examples/hellocompressedtexture/window.cpp new file mode 100644 index 0000000..74c7e6a --- /dev/null +++ b/examples/hellocompressedtexture/window.cpp @@ -0,0 +1,513 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include "shader_vs.h" +#include "shader_ps.h" +#include + +Window::Window() + : f(Q_NULLPTR), + cbPtr(Q_NULLPTR), + rotationAngle(0) +{ +} + +Window::~Window() +{ + if (cbPtr) + constantBuffer->Unmap(0, Q_NULLPTR); + + delete f; +} + +static const quint32 DDS_MAGIC = 0x20534444; // 'DDS ' +static const quint32 DDS_FOURCC = 4; + +#define FOURCC(c0, c1, c2, c3) ((c0) | ((c1) << 8) | ((c2) << 16) | ((c3 << 24))) + +struct DDS_PIXELFORMAT { + quint32 size; + quint32 flags; + quint32 fourCC; + quint32 rgbBitCount; + quint32 rBitMask; + quint32 gBitMask; + quint32 bBitMask; + quint32 aBitMask; +}; + +struct DDS_HEADER { + quint32 size; + quint32 flags; + quint32 height; + quint32 width; + quint32 pitch; + quint32 depth; + quint32 mipMapCount; + quint32 reserved1[11]; + DDS_PIXELFORMAT pixelFormat; + quint32 caps; + quint32 caps2; + quint32 caps3; + quint32 caps4; + quint32 reserved2; +}; + +static quint32 unalignedDxt1Size(const QSize &size, quint32 *bpl = Q_NULLPTR, quint32 *vertBlocks = Q_NULLPTR) +{ + static const quint32 blockSize = 8; // 8 bytes for BC1 + const quint32 bytesPerLine = qMax(1, (size.width() + 3) / 4) * blockSize; + const quint32 ySize = qMax(1, (size.height() + 3) / 4); + if (bpl) + *bpl = bytesPerLine; + if (vertBlocks) + *vertBlocks = ySize; + return bytesPerLine * ySize; +} + +// We only support DXT1 (BC1) for the demo's purposes. +static QByteArrayList loadDXT1(const QString &filename, DXGI_FORMAT *format, QSize *size, int *mipLevelCount) +{ + QFile f(filename); + if (!f.open(QIODevice::ReadOnly)) { + qWarning("Failed to open %s", qPrintable(filename)); + return QByteArrayList(); + } + + quint32 magic = 0; + f.read(reinterpret_cast(&magic), sizeof(magic)); + if (magic != DDS_MAGIC) { + qWarning("%s is not a DDS file", qPrintable(filename)); + return QByteArrayList(); + } + DDS_HEADER header; + f.read(reinterpret_cast(&header), sizeof(header)); + if (header.size != sizeof(DDS_HEADER)) { + qWarning("Invalid DDS header size"); + return QByteArrayList(); + } + if (header.pixelFormat.size != sizeof(DDS_PIXELFORMAT)) { + qWarning("Invalid DDS pixel format size"); + return QByteArrayList(); + } + if (!(header.pixelFormat.flags & DDS_FOURCC)) { + qWarning("Invalid DDS pixel format"); + return QByteArrayList(); + } + if (header.pixelFormat.fourCC != FOURCC('D', 'X', 'T', '1')) { + qWarning("Only DXT1 (BC1) is supported"); + return QByteArrayList(); + } + + QByteArrayList data; + QSize sz(header.width, header.height); + for (quint32 level = 0; level < header.mipMapCount; ++level) { + data.append(f.read(unalignedDxt1Size(sz))); + sz.setWidth(qMax(1, sz.width() / 2)); + sz.setHeight(qMax(1, sz.height() / 2)); + } + + *format = DXGI_FORMAT_BC1_UNORM; + *size = QSize(header.width, header.height); + *mipLevelCount = header.mipMapCount; + + return data; +} + +void Window::initializeD3D() +{ + DXGI_FORMAT textureFormat; + QSize textureSize; + int mipLevels; + QByteArrayList texData = loadDXT1(QStringLiteral(":/qt.dds"), &textureFormat, &textureSize, &mipLevels); + if (texData.isEmpty()) + return; + + f = createFence(); + ID3D12Device *dev = device(); + + // One static sampler (no sampler heap is needed). + D3D12_STATIC_SAMPLER_DESC sampler = {}; + sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.MinLOD = 0.0f; + sampler.MaxLOD = D3D12_FLOAT32_MAX; + sampler.ShaderRegister = 0; + sampler.RegisterSpace = 0; + sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + // In addition to the constant buffer view we will now also have a shader + // resource view in order to expose the texture to the pixel shader. + D3D12_DESCRIPTOR_RANGE descRange[2]; + descRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; + descRange[0].NumDescriptors = 1; + descRange[0].BaseShaderRegister = 0; // b0 + descRange[0].RegisterSpace = 0; + descRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + descRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange[1].NumDescriptors = 1; + descRange[1].BaseShaderRegister = 0; // t0 + descRange[1].RegisterSpace = 0; + descRange[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + + D3D12_ROOT_PARAMETER rootParameter; + rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + rootParameter.DescriptorTable.NumDescriptorRanges = 2; + rootParameter.DescriptorTable.pDescriptorRanges = descRange; + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = 1; + desc.pParameters = &rootParameter; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &sampler; + desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + + ComPtr signature; + ComPtr error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + qWarning("Failed to serialize root signature"); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature)))) { + qWarning("Failed to create root signature"); + return; + } + + D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } + }; + + D3D12_SHADER_BYTECODE vshader; + vshader.pShaderBytecode = g_VS_Texture; + vshader.BytecodeLength = sizeof(g_VS_Texture); + D3D12_SHADER_BYTECODE pshader; + pshader.pShaderBytecode = g_PS_Texture; + pshader.BytecodeLength = sizeof(g_PS_Texture); + + D3D12_RASTERIZER_DESC rastDesc = {}; + rastDesc.FillMode = D3D12_FILL_MODE_SOLID; + rastDesc.CullMode = D3D12_CULL_MODE_BACK; + rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW + rastDesc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + rastDesc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + rastDesc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + rastDesc.DepthClipEnable = TRUE; + + // Our material is transparent (the image has alpha < 255). Enable blending. + const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = { + TRUE, FALSE, + D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, + D3D12_BLEND_ZERO, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD, + D3D12_LOGIC_OP_NOOP, + D3D12_COLOR_WRITE_ENABLE_ALL + }; + D3D12_BLEND_DESC blendDesc = {}; + blendDesc.RenderTarget[0] = defaultRenderTargetBlendDesc; + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; + psoDesc.pRootSignature = rootSignature.Get(); + psoDesc.VS = vshader; + psoDesc.PS = pshader; + psoDesc.RasterizerState = rastDesc; + psoDesc.BlendState = blendDesc; + psoDesc.DepthStencilState.DepthEnable = TRUE; + psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; + psoDesc.DepthStencilState.StencilEnable = FALSE; + psoDesc.SampleMask = UINT_MAX; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + psoDesc.SampleDesc.Count = 1; + if (FAILED(dev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)))) { + qWarning("Failed to create graphics pipeline state"); + return; + } + + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + + // Vertex buffer + const float vertices[] = { + -0.5f, -0.5f, 0, /* coords */ 0, 1, // the image was not flipped so accommodate for it here + 0.5f, -0.5f, 0, 1, 1, + -0.5f, 0.5f, 0, 0, 0, + + -0.5f, 0.5f, 0, 0, 0, + 0.5f, -0.5f, 0, 1, 1, + 0.5f, 0.5f, 0, 1, 0 + }; + const UINT vertexBufferSize = sizeof(vertices); + + D3D12_HEAP_PROPERTIES defaultHeapProp = {}; + defaultHeapProp.Type = D3D12_HEAP_TYPE_DEFAULT; + D3D12_HEAP_PROPERTIES uploadHeapProp = defaultHeapProp; + uploadHeapProp.Type = D3D12_HEAP_TYPE_UPLOAD; + + D3D12_RESOURCE_DESC bufDesc = {}; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Width = vertexBufferSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&vertexBuffer)))) { + qWarning("Failed to create committed resource (vertex buffer)"); + return; + } + + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(vertexBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (vertex buffer)"); + return; + } + memcpy(p, vertices, vertexBufferSize); + vertexBuffer->Unmap(0, Q_NULLPTR); + + vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); + vertexBufferView.StrideInBytes = (3 + 2) * sizeof(float); + vertexBufferView.SizeInBytes = vertexBufferSize; + + // Constant buffer + const UINT CB_SIZE = alignedCBSize(128); // 2 * float4x4 + bufDesc.Width = CB_SIZE; + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&constantBuffer)))) { + qWarning("Failed to create committed resource (constant buffer)"); + return; + } + + if (FAILED(constantBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (constant buffer)"); + return; + } + cbPtr = p; // won't Unmap() this here + + // Texture (with mipmaps, if the DDS file provided them) + D3D12_RESOURCE_DESC textureDesc = {}; + textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + textureDesc.Width = textureSize.width(); + textureDesc.Height = textureSize.height(); + textureDesc.DepthOrArraySize = 1; + textureDesc.MipLevels = mipLevels; + textureDesc.Format = textureFormat; + textureDesc.SampleDesc.Count = 1; + textureDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + + // Ignore UMA for now and do the discrete-friendly upload via an upload buffer (no CPU access to the texture). + if (FAILED(dev->CreateCommittedResource(&defaultHeapProp, D3D12_HEAP_FLAG_NONE, &textureDesc, + D3D12_RESOURCE_STATE_COPY_DEST, Q_NULLPTR, IID_PPV_ARGS(&texture)))) { + qWarning("Failed to create texture resource"); + return; + } + + ComPtr textureUploadBuffer; + const int MAX_MIP_LEVELS = 16; + Q_ASSERT(mipLevels <= MAX_MIP_LEVELS); + D3D12_PLACED_SUBRESOURCE_FOOTPRINT textureLayout[MAX_MIP_LEVELS]; + quint32 unalignedPitch[MAX_MIP_LEVELS], pitch[MAX_MIP_LEVELS], vertBlocks[MAX_MIP_LEVELS]; + int mipOffset = 0; + QSize mipSize = textureSize; + // Fill out the offset and footprint info ourselves as GetCopyableFootprints does not seem to work with compressed formats. + // Offset and pitch must be aligned as required. + for (int level = 0; level < mipLevels; ++level) { + unalignedDxt1Size(mipSize, &unalignedPitch[level], &vertBlocks[level]); + pitch[level] = alignedTexturePitch(unalignedPitch[level]); + textureLayout[level].Offset = mipOffset; + textureLayout[level].Footprint.Format = DXGI_FORMAT_BC1_UNORM; + textureLayout[level].Footprint.Width = mipSize.width(); + textureLayout[level].Footprint.Height = mipSize.height(); + textureLayout[level].Footprint.Depth = 1; + textureLayout[level].Footprint.RowPitch = pitch[level]; + mipOffset += alignedTextureOffset(pitch[level] * vertBlocks[level]); + mipSize.setWidth(qMax(1, mipSize.width() / 2)); + mipSize.setHeight(qMax(1, mipSize.height() / 2)); + } + bufDesc.Width = mipOffset; + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&textureUploadBuffer)))) { + qWarning("Failed to create texture upload buffer resource"); + return; + } + + if (FAILED(textureUploadBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (texture upload buffer)"); + return; + } + // Have to copy line-by-line to account for the potentially bigger row pitch in the upload buffer. + for (int level = 0; level < mipLevels; ++level) { + quint8 *dst = p + textureLayout[level].Offset; + const quint8 *src = (const quint8 *) texData[level].constData(); + for (quint32 y = 0; y < vertBlocks[level]; ++y) { + memcpy(dst, src, unalignedPitch[level]); + src += unalignedPitch[level]; + dst += pitch[level]; + } + } + textureUploadBuffer->Unmap(0, Q_NULLPTR); + + for (int level = 0; level < mipLevels; ++level) { + D3D12_TEXTURE_COPY_LOCATION dstLoc; + dstLoc.pResource = texture.Get(); + dstLoc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLoc.SubresourceIndex = level; + D3D12_TEXTURE_COPY_LOCATION srcLoc; + srcLoc.pResource = textureUploadBuffer.Get(); + srcLoc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLoc.PlacedFootprint = textureLayout[level]; + commandList->CopyTextureRegion(&dstLoc, 0, 0, 0, &srcLoc, Q_NULLPTR); + } + + // once the copy is done the texture is ready to be used from the pixel shader + transitionResource(texture.Get(), commandList.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + + // Constant buffer view and shader resource view descriptors are stored in the same heap. + const UINT cbvSrvStride = dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); + D3D12_DESCRIPTOR_HEAP_DESC cbvSrvHeapDesc = {}; + cbvSrvHeapDesc.NumDescriptors = 2; + cbvSrvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + cbvSrvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + if (FAILED(dev->CreateDescriptorHeap(&cbvSrvHeapDesc, IID_PPV_ARGS(&cbvSrvHeap)))) { + qWarning("Failed to create CBV/SRV/UAV descriptor heap"); + return; + } + + D3D12_CPU_DESCRIPTOR_HANDLE cbvSrvHandle = cbvSrvHeap->GetCPUDescriptorHandleForHeapStart(); + D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {}; + cbvDesc.BufferLocation = constantBuffer->GetGPUVirtualAddress(); + cbvDesc.SizeInBytes = CB_SIZE; + dev->CreateConstantBufferView(&cbvDesc, cbvSrvHandle); + cbvSrvHandle.ptr += cbvSrvStride; + + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + srvDesc.Format = textureDesc.Format; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = mipLevels; + dev->CreateShaderResourceView(texture.Get(), &srvDesc, cbvSrvHandle); + + // Execute the texture upload. + commandList->Close(); + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + // Block until all the above has finished. + waitForGPU(f); + + setupProjection(); +} + +void Window::resizeD3D(const QSize &) +{ + setupProjection(); +} + +void Window::setupProjection() +{ + projection.setToIdentity(); + projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::paintD3D() +{ + modelview.setToIdentity(); + modelview.translate(0, 0, -2); + // our highly sophisticated animation + modelview.rotate(rotationAngle, 0, 0, 1); + rotationAngle += 1; + + memcpy(cbPtr, modelview.constData(), 16 * sizeof(float)); + memcpy(cbPtr + 16 * sizeof(float), projection.constData(), 16 * sizeof(float)); + + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), pipelineState.Get()); + + commandList->SetGraphicsRootSignature(rootSignature.Get()); + + ID3D12DescriptorHeap *heaps[] = { cbvSrvHeap.Get() }; + commandList->SetDescriptorHeaps(_countof(heaps), heaps); + commandList->SetGraphicsRootDescriptorTable(0, cbvSrvHeap->GetGPUDescriptorHandleForHeapStart()); + + D3D12_VIEWPORT viewport = { 0, 0, float(width()), float(height()), 0, 1 }; + commandList->RSSetViewports(1, &viewport); + D3D12_RECT scissorRect = { 0, 0, width() - 1, height() - 1 }; + commandList->RSSetScissorRects(1, &scissorRect); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = backBufferRenderTargetCPUHandle(); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = depthStencilCPUHandle(); + commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); + + const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; + commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, Q_NULLPTR); + commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, Q_NULLPTR); + + commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + commandList->IASetVertexBuffers(0, 1, &vertexBufferView); + commandList->DrawInstanced(6, 1, 0, 0); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + commandList->Close(); + + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); +} + +void Window::afterPresent() +{ + waitForGPU(f); +} diff --git a/examples/hellocompressedtexture/window.h b/examples/hellocompressedtexture/window.h new file mode 100644 index 0000000..a0fef7b --- /dev/null +++ b/examples/hellocompressedtexture/window.h @@ -0,0 +1,72 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include + +class Window : public QD3D12Window +{ +public: + Window(); + ~Window(); + + void initializeD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +private: + void setupProjection(); + + Fence *f; + ComPtr commandList; + ComPtr pipelineState; + ComPtr rootSignature; + ComPtr vertexBuffer; + ComPtr constantBuffer; + ComPtr texture; + ComPtr cbvSrvHeap; + D3D12_VERTEX_BUFFER_VIEW vertexBufferView; + + QMatrix4x4 projection; + QMatrix4x4 modelview; + quint8 *cbPtr; + float rotationAngle; +}; diff --git a/examples/hellodevicereset/hellodevicereset.pro b/examples/hellodevicereset/hellodevicereset.pro new file mode 100644 index 0000000..bf95b25 --- /dev/null +++ b/examples/hellodevicereset/hellodevicereset.pro @@ -0,0 +1,17 @@ +TEMPLATE = app +QT += d3d12window widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h + +LIBS = -ld3d12 + +CS = tdr.hlsl + +shader.input = CS +shader.header = tdr.h +shader.entry = timeout +shader.type = cs_5_0 + +HLSL_SHADERS = shader +load(hlsl) diff --git a/examples/hellodevicereset/main.cpp b/examples/hellodevicereset/main.cpp new file mode 100644 index 0000000..fb301b2 --- /dev/null +++ b/examples/hellodevicereset/main.cpp @@ -0,0 +1,69 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include +#include +#include +#include +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *d3dw = new Window; + QWidget w; + QVBoxLayout *vl = new QVBoxLayout; + QPushButton *btn = new QPushButton("Generate a timeout and reset the GPU"); + QObject::connect(btn, &QPushButton::clicked, d3dw, &Window::timeout); + vl->addWidget(btn); + vl->addWidget(new QLabel("Due to handling device removed errors and correctly releasing and reinitializing,\n" + "the application should be able to survive. Watch the debug output.")); + QWidget *ww = QWidget::createWindowContainer(d3dw); + ww->setMinimumHeight(300); + vl->addWidget(ww); + vl->setStretchFactor(ww, 1.0f); + w.resize(400, 400); + w.setLayout(vl); + w.show(); + + return app.exec(); +} diff --git a/examples/hellodevicereset/tdr.hlsl b/examples/hellodevicereset/tdr.hlsl new file mode 100644 index 0000000..f32d4fb --- /dev/null +++ b/examples/hellodevicereset/tdr.hlsl @@ -0,0 +1,11 @@ +// http://gamedev.stackexchange.com/questions/108141/how-can-i-test-dxgi-error-device-removed-error-handling + +RWBuffer uav; +cbuffer ConstantBuffer { uint zero; } + +[numthreads(256, 1, 1)] +void timeout(uint3 id: SV_DispatchThreadID) +{ + while (zero == 0) + uav[id.x] = zero; +} diff --git a/examples/hellodevicereset/window.cpp b/examples/hellodevicereset/window.cpp new file mode 100644 index 0000000..ff7f313 --- /dev/null +++ b/examples/hellodevicereset/window.cpp @@ -0,0 +1,155 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include "tdr.h" + +void Window::initializeD3D() +{ + f.reset(createFence()); + ID3D12Device *dev = device(); + + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, + IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + commandList->Close(); + + D3D12_DESCRIPTOR_RANGE descRange[2]; + descRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; + descRange[0].NumDescriptors = 1; + descRange[0].BaseShaderRegister = 0; + descRange[0].RegisterSpace = 0; + descRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + descRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; + descRange[1].NumDescriptors = 1; + descRange[1].BaseShaderRegister = 0; + descRange[1].RegisterSpace = 0; + descRange[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + + D3D12_ROOT_PARAMETER param; + param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + param.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + param.DescriptorTable.NumDescriptorRanges = 2; + param.DescriptorTable.pDescriptorRanges = descRange; + + D3D12_ROOT_SIGNATURE_DESC desc = {}; + desc.NumParameters = 1; + desc.pParameters = ¶m; + + ComPtr signature; + ComPtr error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + QByteArray msg(static_cast(error->GetBufferPointer()), error->GetBufferSize()); + qWarning("Failed to serialize compute root signature: %s", qPrintable(msg)); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), + IID_PPV_ARGS(&computeRootSignature)))) { + qWarning("Failed to create compute root signature"); + return; + } + + D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.pRootSignature = computeRootSignature.Get(); + psoDesc.CS.pShaderBytecode = g_timeout; + psoDesc.CS.BytecodeLength = sizeof(g_timeout); + + if (FAILED(dev->CreateComputePipelineState(&psoDesc, IID_PPV_ARGS(&computeState)))) { + qWarning("Failed to create compute pipeline state"); + return; + } +} + +void Window::releaseD3D() +{ + // Release all resources. initializeD3D() will get invoked later on. + commandList = Q_NULLPTR; + computeState = Q_NULLPTR; + computeRootSignature = Q_NULLPTR; + f.reset(); +} + +void Window::resizeD3D(const QSize &) +{ +} + +void Window::paintD3D() +{ + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), Q_NULLPTR); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + + green += 0.01f; + if (green > 1.0f) + green = 0.0f; + const float clearColor[] = { 0.0f, green, 0.0f, 1.0f }; + commandList->ClearRenderTargetView(backBufferRenderTargetCPUHandle(), clearColor, 0, Q_NULLPTR); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + + commandList->Close(); + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); +} + +void Window::afterPresent() +{ + waitForGPU(f.data()); +} + +void Window::timeout() +{ + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), computeState.Get()); + + commandList->SetComputeRootSignature(computeRootSignature.Get()); + commandList->Dispatch(256, 1, 1); + + commandList->Close(); + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + waitForGPU(f.data()); +} diff --git a/examples/hellodevicereset/window.h b/examples/hellodevicereset/window.h new file mode 100644 index 0000000..2de75bc --- /dev/null +++ b/examples/hellodevicereset/window.h @@ -0,0 +1,68 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include + +class Window : public QD3D12Window +{ + Q_OBJECT + +public: + Window() : green(0) { } + + void initializeD3D() Q_DECL_OVERRIDE; + void releaseD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +public slots: + void timeout(); + +private: + void setupProjection(); + + QScopedPointer f; + ComPtr commandList; + ComPtr computeState; + ComPtr computeRootSignature; + + float green; +}; diff --git a/examples/hellogpumipmap/hellogpumipmap.pro b/examples/hellogpumipmap/hellogpumipmap.pro new file mode 100644 index 0000000..286784e --- /dev/null +++ b/examples/hellogpumipmap/hellogpumipmap.pro @@ -0,0 +1,29 @@ +TEMPLATE = app +QT += d3d12window widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h +RESOURCES = hellogpumipmap.qrc + +LIBS = -ld3d12 + +VSPS = shader.hlsl +CS = mipmapgen.hlsl + +vshader.input = VSPS +vshader.header = shader_vs.h +vshader.entry = VS_Texture +vshader.type = vs_5_0 + +pshader.input = VSPS +pshader.header = shader_ps.h +pshader.entry = PS_Texture +pshader.type = ps_5_0 + +cshader.input = CS +cshader.header = shader_cs.h +cshader.entry = CS_Generate4MipMaps +cshader.type = cs_5_0 + +HLSL_SHADERS = vshader pshader cshader +load(hlsl) diff --git a/examples/hellogpumipmap/hellogpumipmap.qrc b/examples/hellogpumipmap/hellogpumipmap.qrc new file mode 100644 index 0000000..ff1d0e5 --- /dev/null +++ b/examples/hellogpumipmap/hellogpumipmap.qrc @@ -0,0 +1,5 @@ + + + qt.png + + diff --git a/examples/hellogpumipmap/main.cpp b/examples/hellogpumipmap/main.cpp new file mode 100644 index 0000000..57830fa --- /dev/null +++ b/examples/hellogpumipmap/main.cpp @@ -0,0 +1,67 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include +#include +#include +#include +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *d3dw = new Window; + QWidget w; + QVBoxLayout *vl = new QVBoxLayout; + vl->addWidget(new QPushButton("Widgets + a native child window with D3D12")); + vl->addWidget(new QLabel("Like hellotexture but this time the mipmaps are generated via a compute shader")); + QWidget *ww = QWidget::createWindowContainer(d3dw); + ww->setMinimumWidth(200); + ww->setMinimumHeight(200); + vl->addWidget(ww); + vl->setStretchFactor(ww, 1.0f); + w.resize(800, 800); + w.setLayout(vl); + w.show(); + + return app.exec(); +} diff --git a/examples/hellogpumipmap/mipmapgen.hlsl b/examples/hellogpumipmap/mipmapgen.hlsl new file mode 100644 index 0000000..6793b53 --- /dev/null +++ b/examples/hellogpumipmap/mipmapgen.hlsl @@ -0,0 +1,60 @@ +static const uint GROUP_DIM = 8; // 2 ^ (out_mip_count - 1) + +Texture2D tex : register(t0); +SamplerState samp : register(s0); + +cbuffer ConstantBuffer : register(b0) +{ + uint2 mip1Size; + uint sampleLevel; + uint totalMips; +} + +RWTexture2D mip1 : register(u0); +RWTexture2D mip2 : register(u1); +RWTexture2D mip3 : register(u2); +RWTexture2D mip4 : register(u3); + +groupshared float4 groupColor[GROUP_DIM][GROUP_DIM]; + +[numthreads(GROUP_DIM, GROUP_DIM, 1)] +void CS_Generate4MipMaps(uint3 localId: SV_GroupThreadId, uint3 globalId: SV_DispatchThreadID) +{ + const float2 coord = float2(1.0f / float(mip1Size.x), 1.0f / float(mip1Size.y)) * (globalId.xy + 0.5); + float4 c = tex.SampleLevel(samp, coord, sampleLevel); + + mip1[globalId.xy] = c; + groupColor[localId.y][localId.x] = c; + + if (sampleLevel + 1 >= totalMips) + return; + + GroupMemoryBarrierWithGroupSync(); + + if ((localId.x & 1) == 0 && (localId.y & 1) == 0) { + c = (c + groupColor[localId.y][localId.x + 1] + groupColor[localId.y + 1][localId.x] + groupColor[localId.y + 1][localId.x + 1]) / 4.0; + mip2[globalId.xy / 2] = c; + groupColor[localId.y][localId.x] = c; + } + + if (sampleLevel + 2 >= totalMips) + return; + + GroupMemoryBarrierWithGroupSync(); + + if ((localId.x & 3) == 0 && (localId.y & 3) == 0) { + c = (c + groupColor[localId.y][localId.x + 2] + groupColor[localId.y + 2][localId.x] + groupColor[localId.y + 2][localId.x + 2]) / 4.0; + mip3[globalId.xy / 4] = c; + groupColor[localId.y][localId.x] = c; + } + + if (sampleLevel + 3 >= totalMips) + return; + + GroupMemoryBarrierWithGroupSync(); + + if ((localId.x & 7) == 0 && (localId.y & 7) == 0) { + c = (c + groupColor[localId.y][localId.x + 3] + groupColor[localId.y + 3][localId.x] + groupColor[localId.y + 3][localId.x + 3]) / 4.0; + mip4[globalId.xy / 8] = c; + } +} diff --git a/examples/hellogpumipmap/qt.png b/examples/hellogpumipmap/qt.png new file mode 100644 index 0000000..f30eec0 Binary files /dev/null and b/examples/hellogpumipmap/qt.png differ diff --git a/examples/hellogpumipmap/shader.hlsl b/examples/hellogpumipmap/shader.hlsl new file mode 100644 index 0000000..be69b39 --- /dev/null +++ b/examples/hellogpumipmap/shader.hlsl @@ -0,0 +1,36 @@ +cbuffer ConstantBuffer : register(b0) +{ + float4x4 modelview; + float4x4 projection; +}; + +struct VSInput +{ + float4 position : POSITION; + float2 coord : TEXCOORD0; +}; + +struct PSInput +{ + float4 position : SV_POSITION; + float2 coord : TEXCOORD0; +}; + +Texture2D tex : register(t0); +SamplerState samp : register(s0); + +PSInput VS_Texture(VSInput input) +{ + PSInput result; + + float4x4 mvp = mul(projection, modelview); + result.position = mul(mvp, input.position); + result.coord = input.coord; + + return result; +} + +float4 PS_Texture(PSInput input) : SV_TARGET +{ + return tex.Sample(samp, input.coord); +} diff --git a/examples/hellogpumipmap/window.cpp b/examples/hellogpumipmap/window.cpp new file mode 100644 index 0000000..c87de78 --- /dev/null +++ b/examples/hellogpumipmap/window.cpp @@ -0,0 +1,525 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include "shader_vs.h" +#include "shader_ps.h" +#include "shader_cs.h" + +// size must be a power of two due to the way mipmap generation is done +static const int TEXTURE_WIDTH = 512; +static const int TEXTURE_HEIGHT = 512; + +static const int TEXTURE_MIP_LEVELS = 10; // ceil(log2(max(width, height))) + 1 + +Window::Window() + : f(Q_NULLPTR), + cbPtr(Q_NULLPTR), + rotationAngle(0) +{ +} + +Window::~Window() +{ + if (cbPtr) + constantBuffer->Unmap(0, Q_NULLPTR); + + delete f; +} + +void Window::initializeD3D() +{ + QImage qtLogo = QImage(QStringLiteral(":/qt.png")).convertToFormat(QImage::Format_RGBA8888).scaled(TEXTURE_WIDTH, TEXTURE_HEIGHT); + if (qtLogo.isNull()) { + qWarning("Failed to load image data"); + return; + } + + f = createFence(); + ID3D12Device *dev = device(); + + // One static sampler (no sampler heap is needed). + D3D12_STATIC_SAMPLER_DESC sampler = {}; + sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.MinLOD = 0.0f; + sampler.MaxLOD = D3D12_FLOAT32_MAX; + sampler.ShaderRegister = 0; + sampler.RegisterSpace = 0; + sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + // In addition to the constant buffer view we will now also have a shader + // resource view in order to expose the texture to the pixel shader. + D3D12_DESCRIPTOR_RANGE descRange[2]; + descRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; + descRange[0].NumDescriptors = 1; + descRange[0].BaseShaderRegister = 0; // b0 + descRange[0].RegisterSpace = 0; + descRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + descRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange[1].NumDescriptors = 1; + descRange[1].BaseShaderRegister = 0; // t0 + descRange[1].RegisterSpace = 0; + descRange[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + + D3D12_ROOT_PARAMETER rootParameter; + rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + rootParameter.DescriptorTable.NumDescriptorRanges = 2; + rootParameter.DescriptorTable.pDescriptorRanges = descRange; + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = 1; + desc.pParameters = &rootParameter; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &sampler; + desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + + ComPtr signature; + ComPtr error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + QByteArray msg(static_cast(error->GetBufferPointer()), error->GetBufferSize()); + qWarning("Failed to serialize root signature: %s", qPrintable(msg)); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature)))) { + qWarning("Failed to create root signature"); + return; + } + + D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } + }; + + D3D12_SHADER_BYTECODE vshader; + vshader.pShaderBytecode = g_VS_Texture; + vshader.BytecodeLength = sizeof(g_VS_Texture); + D3D12_SHADER_BYTECODE pshader; + pshader.pShaderBytecode = g_PS_Texture; + pshader.BytecodeLength = sizeof(g_PS_Texture); + + D3D12_RASTERIZER_DESC rastDesc = {}; + rastDesc.FillMode = D3D12_FILL_MODE_SOLID; + rastDesc.CullMode = D3D12_CULL_MODE_BACK; + rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW + rastDesc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + rastDesc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + rastDesc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + rastDesc.DepthClipEnable = TRUE; + + // Our material is transparent (the image has alpha < 255). Enable blending. + const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = { + TRUE, FALSE, + D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, + D3D12_BLEND_ZERO, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD, + D3D12_LOGIC_OP_NOOP, + D3D12_COLOR_WRITE_ENABLE_ALL + }; + D3D12_BLEND_DESC blendDesc = {}; + blendDesc.RenderTarget[0] = defaultRenderTargetBlendDesc; + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; + psoDesc.pRootSignature = rootSignature.Get(); + psoDesc.VS = vshader; + psoDesc.PS = pshader; + psoDesc.RasterizerState = rastDesc; + psoDesc.BlendState = blendDesc; + psoDesc.DepthStencilState.DepthEnable = TRUE; + psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; + psoDesc.DepthStencilState.StencilEnable = FALSE; + psoDesc.SampleMask = UINT_MAX; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + psoDesc.SampleDesc.Count = 1; + if (FAILED(dev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)))) { + qWarning("Failed to create graphics pipeline state"); + return; + } + + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + + // Vertex buffer + const float vertices[] = { + -0.5f, -0.5f, 0, /* coords */ 0, 1, // the image was not flipped so accommodate for it here + 0.5f, -0.5f, 0, 1, 1, + -0.5f, 0.5f, 0, 0, 0, + + -0.5f, 0.5f, 0, 0, 0, + 0.5f, -0.5f, 0, 1, 1, + 0.5f, 0.5f, 0, 1, 0 + }; + const UINT vertexBufferSize = sizeof(vertices); + + D3D12_HEAP_PROPERTIES defaultHeapProp = {}; + defaultHeapProp.Type = D3D12_HEAP_TYPE_DEFAULT; + D3D12_HEAP_PROPERTIES uploadHeapProp = defaultHeapProp; + uploadHeapProp.Type = D3D12_HEAP_TYPE_UPLOAD; + + D3D12_RESOURCE_DESC bufDesc = {}; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Width = vertexBufferSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&vertexBuffer)))) { + qWarning("Failed to create committed resource (vertex buffer)"); + return; + } + + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(vertexBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (vertex buffer)"); + return; + } + memcpy(p, vertices, vertexBufferSize); + vertexBuffer->Unmap(0, Q_NULLPTR); + + vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); + vertexBufferView.StrideInBytes = (3 + 2) * sizeof(float); + vertexBufferView.SizeInBytes = vertexBufferSize; + + // Constant buffer + const UINT CB_SIZE = alignedCBSize(128); // 2 * float4x4 + bufDesc.Width = CB_SIZE; + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&constantBuffer)))) { + qWarning("Failed to create committed resource (constant buffer)"); + return; + } + + if (FAILED(constantBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (constant buffer)"); + return; + } + cbPtr = p; // won't Unmap() this here + + // Constant buffer view and shader resource view descriptors are stored in the same heap. + cbvSrvUavStride = dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); + D3D12_DESCRIPTOR_HEAP_DESC cbvSrvUavHeapDesc = {}; + // CBV + SRV + (TEXTURE_MIP_LEVELS - 1) * UAV + cbvSrvUavHeapDesc.NumDescriptors = 1 + 1 + (TEXTURE_MIP_LEVELS - 1); + cbvSrvUavHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + cbvSrvUavHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + if (FAILED(dev->CreateDescriptorHeap(&cbvSrvUavHeapDesc, IID_PPV_ARGS(&cbvSrvUavHeap)))) { + qWarning("Failed to create CBV/SRV/UAV descriptor heap"); + return; + } + + // CBV for the pixel shader + D3D12_CPU_DESCRIPTOR_HANDLE cbvSrvUavHandle = cbvSrvUavHeap->GetCPUDescriptorHandleForHeapStart(); + D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {}; + cbvDesc.BufferLocation = constantBuffer->GetGPUVirtualAddress(); + cbvDesc.SizeInBytes = CB_SIZE; + dev->CreateConstantBufferView(&cbvDesc, cbvSrvUavHandle); + cbvSrvUavHandle.ptr += cbvSrvUavStride; + + // Texture (with mipmaps and allowing read/write via UAVs) + D3D12_RESOURCE_DESC textureDesc = {}; + textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + textureDesc.Width = TEXTURE_WIDTH; + textureDesc.Height = TEXTURE_HEIGHT; + textureDesc.DepthOrArraySize = 1; + textureDesc.MipLevels = TEXTURE_MIP_LEVELS; + textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + textureDesc.SampleDesc.Count = 1; + textureDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + textureDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; + + if (FAILED(dev->CreateCommittedResource(&defaultHeapProp, D3D12_HEAP_FLAG_NONE, &textureDesc, + D3D12_RESOURCE_STATE_COPY_DEST, Q_NULLPTR, IID_PPV_ARGS(&texture)))) { + qWarning("Failed to create texture resource"); + return; + } + + // Shader resource view for exposing the texture to the compute and pixel shaders + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + srvDesc.Format = textureDesc.Format; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = TEXTURE_MIP_LEVELS; + dev->CreateShaderResourceView(texture.Get(), &srvDesc, cbvSrvUavHandle); + cbvSrvUavHandle.ptr += cbvSrvUavStride; + + // Mipmap generation will need an UAV for each level that needs to be generated. + for (int level = 1; level < TEXTURE_MIP_LEVELS; ++level) { + D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {}; + uavDesc.Format = textureDesc.Format; + uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D; + uavDesc.Texture2D.MipSlice = level; + dev->CreateUnorderedAccessView(texture.Get(), Q_NULLPTR, &uavDesc, cbvSrvUavHandle); + cbvSrvUavHandle.ptr += cbvSrvUavStride; + } + + ComPtr textureUploadBuffer; + UINT64 textureUploadBufferSize; + D3D12_PLACED_SUBRESOURCE_FOOTPRINT textureLayout; + dev->GetCopyableFootprints(&textureDesc, 0, 1, 0, &textureLayout, Q_NULLPTR, Q_NULLPTR, &textureUploadBufferSize); + bufDesc.Width = textureUploadBufferSize; + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&textureUploadBuffer)))) { + qWarning("Failed to create texture upload buffer resource"); + return; + } + + // Unlike hellotexture, upload only level 0. Leave the rest to a compute shader. + if (FAILED(textureUploadBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (texture upload buffer)"); + return; + } + p += textureLayout.Offset; + for (int y = 0; y < TEXTURE_HEIGHT; ++y) { + memcpy(p, qtLogo.scanLine(y), TEXTURE_WIDTH * 4); + p += textureLayout.Footprint.RowPitch; + } + textureUploadBuffer->Unmap(0, Q_NULLPTR); + + D3D12_TEXTURE_COPY_LOCATION dstLoc; + dstLoc.pResource = texture.Get(); + dstLoc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLoc.SubresourceIndex = 0; + D3D12_TEXTURE_COPY_LOCATION srcLoc; + srcLoc.pResource = textureUploadBuffer.Get(); + srcLoc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLoc.PlacedFootprint = textureLayout; + commandList->CopyTextureRegion(&dstLoc, 0, 0, 0, &srcLoc, Q_NULLPTR); + + // once the copy is done, the texture is ready to be used in the compute shader... + transitionResource(texture.Get(), commandList.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + uavBarrier(texture.Get(), commandList.Get()); + + initMipMaps(); + generateMipMaps(); + + // ...and then in the pixel shader + uavBarrier(texture.Get(), commandList.Get()); + transitionResource(texture.Get(), commandList.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + + // Execute the texture upload and mipmap generation. + commandList->Close(); + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + // Block until all the above has finished. + waitForGPU(f); + + setupProjection(); +} + +void Window::initMipMaps() +{ + ID3D12Device *dev = device(); + + D3D12_STATIC_SAMPLER_DESC sampler = {}; + sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.MinLOD = 0.0f; + sampler.MaxLOD = D3D12_FLOAT32_MAX; + + D3D12_DESCRIPTOR_RANGE descRange[2]; + descRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange[0].NumDescriptors = 1; + descRange[0].BaseShaderRegister = 0; // t0 + descRange[0].RegisterSpace = 0; + descRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + descRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; + descRange[1].NumDescriptors = 4; + descRange[1].BaseShaderRegister = 0; // u0..u3 + descRange[1].RegisterSpace = 0; + descRange[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + + // Split into two to allow switching between the first and second set of UAVs later. + D3D12_ROOT_PARAMETER rootParameters[3]; + rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + rootParameters[0].DescriptorTable.NumDescriptorRanges = 1; + rootParameters[0].DescriptorTable.pDescriptorRanges = &descRange[0]; + + rootParameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + rootParameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + rootParameters[1].DescriptorTable.NumDescriptorRanges = 1; + rootParameters[1].DescriptorTable.pDescriptorRanges = &descRange[1]; + + rootParameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + rootParameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + rootParameters[2].Constants.Num32BitValues = 4; // uint2 mip1Size, uint sampleLevel, uint totalMips + rootParameters[2].Constants.ShaderRegister = 0; // b0 + rootParameters[2].Constants.RegisterSpace = 0; + + D3D12_ROOT_SIGNATURE_DESC desc = {}; + desc.NumParameters = 3; + desc.pParameters = rootParameters; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &sampler; + + ComPtr signature; + ComPtr error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + QByteArray msg(static_cast(error->GetBufferPointer()), error->GetBufferSize()); + qWarning("Failed to serialize compute root signature: %s", qPrintable(msg)); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), + IID_PPV_ARGS(&computeRootSignature)))) { + qWarning("Failed to create compute root signature"); + return; + } + + D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.pRootSignature = computeRootSignature.Get(); + psoDesc.CS.pShaderBytecode = g_CS_Generate4MipMaps; + psoDesc.CS.BytecodeLength = sizeof(g_CS_Generate4MipMaps); + + if (FAILED(dev->CreateComputePipelineState(&psoDesc, IID_PPV_ARGS(&computeState)))) { + qWarning("Failed to create compute pipeline state"); + return; + } +} + +void Window::generateMipMaps() +{ + commandList->SetPipelineState(computeState.Get()); + commandList->SetComputeRootSignature(computeRootSignature.Get()); + + ID3D12DescriptorHeap *heaps[] = { cbvSrvUavHeap.Get() }; + commandList->SetDescriptorHeaps(_countof(heaps), heaps); + + D3D12_GPU_DESCRIPTOR_HANDLE h = cbvSrvUavHeap->GetGPUDescriptorHandleForHeapStart(); // CBV, not needed here + h.ptr += cbvSrvUavStride; // SRV + commandList->SetComputeRootDescriptorTable(0, h); + + h.ptr += cbvSrvUavStride; // now points to the first of (TEXTURE_MIP_LEVELS - 1) UAV descriptors + + for (quint32 level = 1; level < TEXTURE_MIP_LEVELS; level += 4, h.ptr += cbvSrvUavStride * 4) { + commandList->SetComputeRootDescriptorTable(1, h); + + QSize sz(TEXTURE_WIDTH, TEXTURE_HEIGHT); + sz.setWidth(qMax(1, sz.width() >> level)); + sz.setHeight(qMax(1, sz.height() >> level)); + + const quint32 constants[4] = { quint32(sz.width()), quint32(sz.height()), + level - 1, + TEXTURE_MIP_LEVELS - 1 }; + commandList->SetComputeRoot32BitConstants(2, 4, constants, 0); + + commandList->Dispatch(sz.width(), sz.height(), 1); + } +} + +void Window::resizeD3D(const QSize &) +{ + setupProjection(); +} + +void Window::setupProjection() +{ + projection.setToIdentity(); + projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::paintD3D() +{ + modelview.setToIdentity(); + modelview.translate(0, 0, -2); + // our highly sophisticated animation + modelview.rotate(rotationAngle, 0, 0, 1); + rotationAngle += 1; + + memcpy(cbPtr, modelview.constData(), 16 * sizeof(float)); + memcpy(cbPtr + 16 * sizeof(float), projection.constData(), 16 * sizeof(float)); + + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), pipelineState.Get()); + + commandList->SetGraphicsRootSignature(rootSignature.Get()); + + ID3D12DescriptorHeap *heaps[] = { cbvSrvUavHeap.Get() }; + commandList->SetDescriptorHeaps(_countof(heaps), heaps); + commandList->SetGraphicsRootDescriptorTable(0, cbvSrvUavHeap->GetGPUDescriptorHandleForHeapStart()); + + D3D12_VIEWPORT viewport = { 0, 0, float(width()), float(height()), 0, 1 }; + commandList->RSSetViewports(1, &viewport); + D3D12_RECT scissorRect = { 0, 0, width() - 1, height() - 1 }; + commandList->RSSetScissorRects(1, &scissorRect); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = backBufferRenderTargetCPUHandle(); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = depthStencilCPUHandle(); + commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); + + const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; + commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, Q_NULLPTR); + commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, Q_NULLPTR); + + commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + commandList->IASetVertexBuffers(0, 1, &vertexBufferView); + commandList->DrawInstanced(6, 1, 0, 0); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + + commandList->Close(); + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); +} + +void Window::afterPresent() +{ + waitForGPU(f); +} diff --git a/examples/hellogpumipmap/window.h b/examples/hellogpumipmap/window.h new file mode 100644 index 0000000..db3c4ea --- /dev/null +++ b/examples/hellogpumipmap/window.h @@ -0,0 +1,78 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include + +class Window : public QD3D12Window +{ +public: + Window(); + ~Window(); + + void initializeD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +private: + void setupProjection(); + void initMipMaps(); + void generateMipMaps(); + + Fence *f; + ComPtr commandList; + ComPtr pipelineState; + ComPtr rootSignature; + ComPtr vertexBuffer; + ComPtr constantBuffer; + ComPtr texture; + ComPtr cbvSrvUavHeap; + UINT cbvSrvUavStride; + D3D12_VERTEX_BUFFER_VIEW vertexBufferView; + + ComPtr computeState; + ComPtr computeRootSignature; + + QMatrix4x4 projection; + QMatrix4x4 modelview; + quint8 *cbPtr; + float rotationAngle; +}; diff --git a/examples/hellomultisample/hellomultisample.pro b/examples/hellomultisample/hellomultisample.pro new file mode 100644 index 0000000..0d36378 --- /dev/null +++ b/examples/hellomultisample/hellomultisample.pro @@ -0,0 +1,22 @@ +TEMPLATE = app +QT += d3d12window widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h + +LIBS = -ld3d12 + +VSPS = shader.hlsl + +vshader.input = VSPS +vshader.header = shader_vs.h +vshader.entry = VS_Simple +vshader.type = vs_5_0 + +pshader.input = VSPS +pshader.header = shader_ps.h +pshader.entry = PS_Simple +pshader.type = ps_5_0 + +HLSL_SHADERS = vshader pshader +load(hlsl) diff --git a/examples/hellomultisample/main.cpp b/examples/hellomultisample/main.cpp new file mode 100644 index 0000000..4c9c255 --- /dev/null +++ b/examples/hellomultisample/main.cpp @@ -0,0 +1,73 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include +#include +#include +#include +#include +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *d3dw = new Window; + QWidget w; + + QGroupBox *gb = new QGroupBox("A triangle again", &w); + QVBoxLayout *vl = new QVBoxLayout; + vl->addWidget(new QPushButton("Widgets + a native child window with D3D12")); + vl->addWidget(gb); + QVBoxLayout *gbl = new QVBoxLayout; + gbl->addWidget(new QLabel("but this time rendered into a 4x MSAA buffer first")); + QWidget *ww = QWidget::createWindowContainer(d3dw); + ww->setMinimumHeight(300); + gbl->addWidget(ww); + gbl->setStretchFactor(ww, 1.0); + gb->setLayout(gbl); + + w.setLayout(vl); + w.resize(400, 400); + w.show(); + + return app.exec(); +} diff --git a/examples/hellomultisample/shader.hlsl b/examples/hellomultisample/shader.hlsl new file mode 100644 index 0000000..8b9b9ff --- /dev/null +++ b/examples/hellomultisample/shader.hlsl @@ -0,0 +1,27 @@ +cbuffer ConstantBuffer : register(b0) +{ + float4x4 modelview; + float4x4 projection; +}; + +struct PSInput +{ + float4 position : SV_POSITION; + float4 color : COLOR; +}; + +PSInput VS_Simple(float4 position : POSITION, float4 color : COLOR) +{ + PSInput result; + + float4x4 mvp = mul(projection, modelview); + result.position = mul(mvp, position); + result.color = color; + + return result; +} + +float4 PS_Simple(PSInput input) : SV_TARGET +{ + return input.color; +} diff --git a/examples/hellomultisample/window.cpp b/examples/hellomultisample/window.cpp new file mode 100644 index 0000000..d2d6350 --- /dev/null +++ b/examples/hellomultisample/window.cpp @@ -0,0 +1,274 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include "shader_vs.h" +#include "shader_ps.h" + +static const int OFFSCREEN_SAMPLES = 4; + +static const float offscreenClearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; + +Window::Window() + : f(Q_NULLPTR), + cbPtr(Q_NULLPTR), + rotationAngle(0) +{ + setExtraRenderTargetCount(1); +} + +Window::~Window() +{ + if (cbPtr) + constantBuffer->Unmap(0, Q_NULLPTR); + + delete f; +} + +void Window::setupOffscreenWithMatchingSize() +{ + msaaRT = Q_NULLPTR; + msaaDS = Q_NULLPTR; + msaaRT.Attach(createExtraRenderTargetAndView(extraRenderTargetCPUHandle(0), size(), offscreenClearColor, OFFSCREEN_SAMPLES)); + msaaDS.Attach(createExtraDepthStencilAndView(extraDepthStencilCPUHandle(0), size(), OFFSCREEN_SAMPLES)); + + projection.setToIdentity(); + projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::initializeD3D() +{ + f = createFence(); + ID3D12Device *dev = device(); + + setupOffscreenWithMatchingSize(); + + D3D12_ROOT_PARAMETER rootParameter; + rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; + rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + rootParameter.Descriptor.ShaderRegister = 0; // b0 + rootParameter.Descriptor.RegisterSpace = 0; + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = 1; + desc.pParameters = &rootParameter; + desc.NumStaticSamplers = 0; + desc.pStaticSamplers = Q_NULLPTR; + desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + + ComPtr signature; + ComPtr error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + qWarning("Failed to serialize root signature"); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature)))) { + qWarning("Failed to create root signature"); + return; + } + + D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } + }; + + D3D12_SHADER_BYTECODE vshader; + vshader.pShaderBytecode = g_VS_Simple; + vshader.BytecodeLength = sizeof(g_VS_Simple); + D3D12_SHADER_BYTECODE pshader; + pshader.pShaderBytecode = g_PS_Simple; + pshader.BytecodeLength = sizeof(g_PS_Simple); + + D3D12_RASTERIZER_DESC rastDesc = {}; + rastDesc.FillMode = D3D12_FILL_MODE_SOLID; + rastDesc.CullMode = D3D12_CULL_MODE_BACK; + rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW + rastDesc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + rastDesc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + rastDesc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + rastDesc.DepthClipEnable = TRUE; + + // No blending, just enable color write. + D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {}; + defaultRenderTargetBlendDesc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + D3D12_BLEND_DESC blendDesc = {}; + blendDesc.RenderTarget[0] = defaultRenderTargetBlendDesc; + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; + psoDesc.pRootSignature = rootSignature.Get(); + psoDesc.VS = vshader; + psoDesc.PS = pshader; + psoDesc.RasterizerState = rastDesc; + psoDesc.BlendState = blendDesc; + psoDesc.DepthStencilState.DepthEnable = TRUE; + psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; + psoDesc.DepthStencilState.StencilEnable = FALSE; + psoDesc.SampleMask = UINT_MAX; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + psoDesc.SampleDesc = msaaRT->GetDesc().SampleDesc; // use multisampling + if (FAILED(dev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)))) { + qWarning("Failed to create graphics pipeline state"); + return; + } + + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + commandList->Close(); + + const float vertices[] = { + 0.0f, 0.707f, 0.0f, /* color */ 1.0f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f + }; + const UINT vertexBufferSize = sizeof(vertices); + + D3D12_HEAP_PROPERTIES heapProp = {}; + heapProp.Type = D3D12_HEAP_TYPE_UPLOAD; + + D3D12_RESOURCE_DESC bufDesc; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Alignment = 0; + bufDesc.Width = vertexBufferSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.SampleDesc.Quality = 0; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + bufDesc.Flags = D3D12_RESOURCE_FLAG_NONE; + + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&vertexBuffer)))) { + qWarning("Failed to create committed resource (vertex buffer)"); + return; + } + + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(vertexBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed"); + return; + } + memcpy(p, vertices, vertexBufferSize); + vertexBuffer->Unmap(0, Q_NULLPTR); + + vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); + vertexBufferView.StrideInBytes = (3 + 4) * sizeof(float); + vertexBufferView.SizeInBytes = vertexBufferSize; + + const UINT CB_SIZE = alignedCBSize(128); // 2 * float4x4 + bufDesc.Width = CB_SIZE; + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&constantBuffer)))) { + qWarning("Failed to create committed resource (constant buffer)"); + return; + } + + if (FAILED(constantBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (constant buffer)"); + return; + } + cbPtr = p; +} + +void Window::resizeD3D(const QSize &) +{ + setupOffscreenWithMatchingSize(); +} + +void Window::paintD3D() +{ + modelview.setToIdentity(); + modelview.translate(0, 0, -2); + // our highly sophisticated animation + modelview.rotate(rotationAngle, 0, 0, 1); + rotationAngle += 1; + + memcpy(cbPtr, modelview.constData(), 16 * sizeof(float)); + memcpy(cbPtr + 16 * sizeof(float), projection.constData(), 16 * sizeof(float)); + + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), pipelineState.Get()); + + commandList->SetGraphicsRootSignature(rootSignature.Get()); + + commandList->SetGraphicsRootConstantBufferView(0, constantBuffer->GetGPUVirtualAddress()); + + D3D12_VIEWPORT viewport = { 0, 0, float(width()), float(height()), 0, 1 }; + commandList->RSSetViewports(1, &viewport); + D3D12_RECT scissorRect = { 0, 0, width() - 1, height() - 1 }; + commandList->RSSetScissorRects(1, &scissorRect); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = extraRenderTargetCPUHandle(0); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = extraDepthStencilCPUHandle(0); + commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); + + commandList->ClearRenderTargetView(rtvHandle, offscreenClearColor, 0, Q_NULLPTR); + commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, Q_NULLPTR); + + commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + commandList->IASetVertexBuffers(0, 1, &vertexBufferView); + commandList->DrawInstanced(3, 1, 0, 0); + + transitionResource(msaaRT.Get(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RESOLVE_DEST); + commandList->ResolveSubresource(backBufferRenderTarget(), 0, msaaRT.Get(), 0, DXGI_FORMAT_R8G8B8A8_UNORM); + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_PRESENT); + transitionResource(msaaRT.Get(), commandList.Get(), D3D12_RESOURCE_STATE_RESOLVE_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + commandList->Close(); + + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); +} + +void Window::afterPresent() +{ + waitForGPU(f); +} diff --git a/examples/hellomultisample/window.h b/examples/hellomultisample/window.h new file mode 100644 index 0000000..4c0c544 --- /dev/null +++ b/examples/hellomultisample/window.h @@ -0,0 +1,72 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include + +class Window : public QD3D12Window +{ +public: + Window(); + ~Window(); + + void initializeD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +private: + void setupOffscreenWithMatchingSize(); + + Fence *f; + ComPtr msaaRT; + ComPtr msaaDS; + ComPtr commandList; + ComPtr pipelineState; + ComPtr rootSignature; + ComPtr vertexBuffer; + ComPtr constantBuffer; + D3D12_VERTEX_BUFFER_VIEW vertexBufferView; + + QMatrix4x4 projection; + QMatrix4x4 modelview; + quint8 *cbPtr; + float rotationAngle; +}; diff --git a/examples/hellooffscreen/hellooffscreen.pro b/examples/hellooffscreen/hellooffscreen.pro new file mode 100644 index 0000000..809e618 --- /dev/null +++ b/examples/hellooffscreen/hellooffscreen.pro @@ -0,0 +1,32 @@ +TEMPLATE = app +QT += d3d12window widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h + +LIBS = -ld3d12 + +VSPS = shader.hlsl + +vshader1.input = VSPS +vshader1.header = shader_vs_off.h +vshader1.entry = VS_Offscreen +vshader1.type = vs_5_0 + +pshader1.input = VSPS +pshader1.header = shader_ps_off.h +pshader1.entry = PS_Offscreen +pshader1.type = ps_5_0 + +vshader2.input = VSPS +vshader2.header = shader_vs_on.h +vshader2.entry = VS_Onscreen +vshader2.type = vs_5_0 + +pshader2.input = VSPS +pshader2.header = shader_ps_on.h +pshader2.entry = PS_Onscreen +pshader2.type = ps_5_0 + +HLSL_SHADERS = vshader1 pshader1 vshader2 pshader2 +load(hlsl) diff --git a/examples/hellooffscreen/main.cpp b/examples/hellooffscreen/main.cpp new file mode 100644 index 0000000..00827b2 --- /dev/null +++ b/examples/hellooffscreen/main.cpp @@ -0,0 +1,74 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include +#include +#include +#include +#include +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *d3dw = new Window; + QMainWindow mw; + QWidget *w = new QWidget; + QVBoxLayout *vl = new QVBoxLayout; + vl->addWidget(new QPushButton("Widgets + a native child window with D3D12")); + vl->addWidget(new QLabel("Offscreen rendering to a render target that is then used as a texture.\nNow with bundles!")); + QWidget *ww = QWidget::createWindowContainer(d3dw); + ww->setMinimumHeight(300); + vl->addWidget(ww); + vl->setStretchFactor(ww, 1.0); + w->setLayout(vl); + + QMenu *fileMenu = mw.menuBar()->addMenu("&File"); + fileMenu->addAction("&Save image", d3dw, &Window::readbackAndSave); + fileMenu->addAction("E&xit", &app, &QApplication::quit); + + mw.setCentralWidget(w); + mw.resize(400, 400); + mw.show(); + + return app.exec(); +} diff --git a/examples/hellooffscreen/shader.hlsl b/examples/hellooffscreen/shader.hlsl new file mode 100644 index 0000000..c626447 --- /dev/null +++ b/examples/hellooffscreen/shader.hlsl @@ -0,0 +1,52 @@ +cbuffer ConstantBuffer : register(b0) +{ + float4x4 modelview; + float4x4 projection; +}; + +struct PSInput +{ + float4 position : SV_POSITION; + float4 color : COLOR; +}; + +PSInput VS_Offscreen(float4 position : POSITION, float4 color : COLOR) +{ + PSInput result; + + float4x4 mvp = mul(projection, modelview); + result.position = mul(mvp, position); + result.color = color; + + return result; +} + +float4 PS_Offscreen(PSInput input) : SV_TARGET +{ + return input.color; +} + +struct PSInput2 +{ + float4 position : SV_POSITION; + float2 coord : TEXCOORD0; +}; + +PSInput2 VS_Onscreen(float4 position : POSITION, float2 coord : TEXCOORD0) +{ + PSInput2 result; + + float4x4 mvp = mul(projection, modelview); + result.position = mul(mvp, position); + result.coord = coord; + + return result; +} + +Texture2D tex : register(t0); +SamplerState samp : register(s0); + +float4 PS_Onscreen(PSInput2 input) : SV_TARGET +{ + return tex.Sample(samp, input.coord); +} diff --git a/examples/hellooffscreen/window.cpp b/examples/hellooffscreen/window.cpp new file mode 100644 index 0000000..3dbe583 --- /dev/null +++ b/examples/hellooffscreen/window.cpp @@ -0,0 +1,541 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include "shader_vs_off.h" +#include "shader_ps_off.h" +#include "shader_vs_on.h" +#include "shader_ps_on.h" +#include +#include + +static const int OFFSCREEN_WIDTH = 512; +static const int OFFSCREEN_HEIGHT = 512; + +static const float offscreenClearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; +static const float onscreenClearColor[] = { 0.4f, 0.5f, 0.5f, 1.0f }; + +Window::Window() + : f(Q_NULLPTR) +{ + setExtraRenderTargetCount(1); +} + +Window::~Window() +{ + if (offscreen.cbPtr) + offscreen.constantBuffer->Unmap(0, Q_NULLPTR); + if (onscreen.cbPtr) + onscreen.constantBuffer->Unmap(0, Q_NULLPTR); + + delete f; +} + +void Window::initializeD3D() +{ + f = createFence(); + ID3D12Device *dev = device(); + + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + commandList->Close(); // created in recording state, close it for now + + D3D12_DESCRIPTOR_HEAP_DESC cbvHeapDesc = {}; + cbvHeapDesc.NumDescriptors = 1; + cbvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + cbvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + if (FAILED(dev->CreateDescriptorHeap(&cbvHeapDesc, IID_PPV_ARGS(&cbvSrvHeap)))) { + qWarning("Failed to create CBV/SRV/UAV descriptor heap"); + return; + } + + initializeOffscreen(); + initializeOnscreen(); +} + +static inline D3D12_GRAPHICS_PIPELINE_STATE_DESC pso() +{ + D3D12_RASTERIZER_DESC rastDesc = {}; + rastDesc.FillMode = D3D12_FILL_MODE_SOLID; + rastDesc.CullMode = D3D12_CULL_MODE_BACK; + rastDesc.FrontCounterClockwise = TRUE; + rastDesc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + rastDesc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + rastDesc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + rastDesc.DepthClipEnable = TRUE; + + // No blending, just enable color write. + D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {}; + defaultRenderTargetBlendDesc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + D3D12_BLEND_DESC blendDesc = {}; + blendDesc.RenderTarget[0] = defaultRenderTargetBlendDesc; + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.RasterizerState = rastDesc; + psoDesc.BlendState = blendDesc; + psoDesc.DepthStencilState.DepthEnable = TRUE; + psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; + psoDesc.DepthStencilState.StencilEnable = FALSE; + psoDesc.SampleMask = UINT_MAX; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + psoDesc.SampleDesc.Count = 1; + + return psoDesc; +} + +void Window::initializeOffscreen() +{ + ID3D12Device *dev = device(); + + // Create an offscreen render target of size 512x512. Pass the clear color to avoid performance warnings. + // Have a depth-stencil buffer as well with the matching size. + QSize sz(OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT); + offscreen.rt.Attach(createExtraRenderTargetAndView(extraRenderTargetCPUHandle(0), sz, offscreenClearColor)); + offscreen.ds.Attach(createExtraDepthStencilAndView(extraDepthStencilCPUHandle(0), sz)); + + D3D12_ROOT_PARAMETER rootParameter; + rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; + rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + rootParameter.Descriptor.ShaderRegister = 0; // b0 + rootParameter.Descriptor.RegisterSpace = 0; + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = 1; + desc.pParameters = &rootParameter; + desc.NumStaticSamplers = 0; + desc.pStaticSamplers = Q_NULLPTR; + desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + + ComPtr signature; + ComPtr error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + qWarning("Failed to serialize root signature"); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), + IID_PPV_ARGS(&offscreen.rootSignature)))) { + qWarning("Failed to create root signature"); + return; + } + + const D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } + }; + + D3D12_SHADER_BYTECODE vshader; + vshader.pShaderBytecode = g_VS_Offscreen; + vshader.BytecodeLength = sizeof(g_VS_Offscreen); + D3D12_SHADER_BYTECODE pshader; + pshader.pShaderBytecode = g_PS_Offscreen; + pshader.BytecodeLength = sizeof(g_PS_Offscreen); + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = pso(); + psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; + psoDesc.pRootSignature = offscreen.rootSignature.Get(); + psoDesc.VS = vshader; + psoDesc.PS = pshader; + + if (FAILED(dev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&offscreen.pipelineState)))) { + qWarning("Failed to create graphics pipeline state"); + return; + } + + const float vertices[] = { + 0.0f, 0.707f, 0.0f, /* color */ 1.0f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f + }; + const UINT vertexBufferSize = sizeof(vertices); + + D3D12_HEAP_PROPERTIES heapProp = {}; + heapProp.Type = D3D12_HEAP_TYPE_UPLOAD; + + D3D12_RESOURCE_DESC bufDesc = {}; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Width = vertexBufferSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, + IID_PPV_ARGS(&offscreen.vertexBuffer)))) { + qWarning("Failed to create committed resource (vertex buffer for triangle)"); + return; + } + + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(offscreen.vertexBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (vertex buffer for triangle)"); + return; + } + memcpy(p, vertices, vertexBufferSize); + offscreen.vertexBuffer->Unmap(0, Q_NULLPTR); + + offscreen.vertexBufferView.BufferLocation = offscreen.vertexBuffer->GetGPUVirtualAddress(); + offscreen.vertexBufferView.StrideInBytes = (3 + 4) * sizeof(float); + offscreen.vertexBufferView.SizeInBytes = vertexBufferSize; + + const UINT CB_SIZE = alignedCBSize(128); // 2 * float4x4 + bufDesc.Width = CB_SIZE; + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, + IID_PPV_ARGS(&offscreen.constantBuffer)))) { + qWarning("Failed to create committed resource (constant buffer for triangle)"); + return; + } + + if (FAILED(offscreen.constantBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (constant buffer for triangle)"); + return; + } + offscreen.cbPtr = p; + + offscreen.projection.perspective(60.0f, OFFSCREEN_WIDTH / float(OFFSCREEN_HEIGHT), 0.1f, 100.0f); + + // Create a bundle for drawing a triangle. + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_BUNDLE, bundleAllocator(), Q_NULLPTR, IID_PPV_ARGS(&offscreen.bundle)))) { + qWarning("Failed to create offscreen command bundle"); + return; + } + offscreen.bundle->SetPipelineState(offscreen.pipelineState.Get()); + offscreen.bundle->SetGraphicsRootSignature(offscreen.rootSignature.Get()); + offscreen.bundle->SetGraphicsRootConstantBufferView(0, offscreen.constantBuffer->GetGPUVirtualAddress()); + offscreen.bundle->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + offscreen.bundle->IASetVertexBuffers(0, 1, &offscreen.vertexBufferView); + offscreen.bundle->DrawInstanced(3, 1, 0, 0); + offscreen.bundle->Close(); +} + +void Window::initializeOnscreen() +{ + // Set up a cube that is textured with the render target from the offscreen step. + + ID3D12Device *dev = device(); + + D3D12_STATIC_SAMPLER_DESC sampler = {}; + sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; + sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.MinLOD = 0.0f; + sampler.MaxLOD = D3D12_FLOAT32_MAX; + sampler.ShaderRegister = 0; // s0 + sampler.RegisterSpace = 0; + sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + D3D12_ROOT_PARAMETER rootParameters[2]; + rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; + rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + rootParameters[0].Descriptor.ShaderRegister = 0; // b0 + rootParameters[0].Descriptor.RegisterSpace = 0; + + D3D12_DESCRIPTOR_RANGE descRange; + descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange.NumDescriptors = 1; + descRange.BaseShaderRegister = 0; // t0 + descRange.RegisterSpace = 0; + descRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + + rootParameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + rootParameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + rootParameters[1].DescriptorTable.NumDescriptorRanges = 1; + rootParameters[1].DescriptorTable.pDescriptorRanges = &descRange; + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = 2; + desc.pParameters = rootParameters; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &sampler; + desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + + ComPtr signature; + ComPtr error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + qWarning("Failed to serialize root signature"); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), + IID_PPV_ARGS(&onscreen.rootSignature)))) { + qWarning("Failed to create root signature"); + return; + } + + // We have a non-interleaved layout. + const D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 1, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } + }; + + D3D12_SHADER_BYTECODE vshader; + vshader.pShaderBytecode = g_VS_Onscreen; + vshader.BytecodeLength = sizeof(g_VS_Onscreen); + D3D12_SHADER_BYTECODE pshader; + pshader.pShaderBytecode = g_PS_Onscreen; + pshader.BytecodeLength = sizeof(g_PS_Onscreen); + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = pso(); + psoDesc.RasterizerState.FrontCounterClockwise = FALSE; // winding order for the cube data below is CW + psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; + psoDesc.pRootSignature = onscreen.rootSignature.Get(); + psoDesc.VS = vshader; + psoDesc.PS = pshader; + + if (FAILED(dev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&onscreen.pipelineState)))) { + qWarning("Failed to create graphics pipeline state"); + return; + } + + // borrowed from qtdeclarative/examples/quick/rendercontrol + const float v[] = { + -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5, + 0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5, + -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5, + 0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5, + + 0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5, + 0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5, + -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5, + -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5, + + 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, + -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, + -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, + 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5 + }; + const float texCoords[] = { + 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, + 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, + 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, + 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, + + 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, + 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, + 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, + 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, + + 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f, + 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f, + 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f, + 0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f + }; + + const UINT vertexBufferSize = sizeof(v) + sizeof(texCoords); + + D3D12_HEAP_PROPERTIES heapProp = {}; + heapProp.Type = D3D12_HEAP_TYPE_UPLOAD; + + D3D12_RESOURCE_DESC bufDesc = {}; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Width = vertexBufferSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, + IID_PPV_ARGS(&onscreen.vertexBuffer)))) { + qWarning("Failed to create committed resource (vertex buffer for cube)"); + return; + } + + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(onscreen.vertexBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (vertex buffer for cube)"); + return; + } + memcpy(p, v, sizeof(v)); + memcpy(p + sizeof(v), texCoords, sizeof(texCoords)); + onscreen.vertexBuffer->Unmap(0, Q_NULLPTR); + + onscreen.vertexBufferView[0].BufferLocation = onscreen.vertexBuffer->GetGPUVirtualAddress(); + onscreen.vertexBufferView[0].StrideInBytes = 3 * sizeof(float); + onscreen.vertexBufferView[0].SizeInBytes = sizeof(v); + onscreen.vertexBufferView[1].BufferLocation = onscreen.vertexBuffer->GetGPUVirtualAddress() + sizeof(v); + onscreen.vertexBufferView[1].StrideInBytes = 2 * sizeof(float); + onscreen.vertexBufferView[1].SizeInBytes = sizeof(texCoords); + + const UINT CB_SIZE = alignedCBSize(128); // 2 * float4x4 + bufDesc.Width = CB_SIZE; + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, + IID_PPV_ARGS(&onscreen.constantBuffer)))) { + qWarning("Failed to create committed resource (constant buffer for cube)"); + return; + } + + if (FAILED(onscreen.constantBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (constant buffer for cube)"); + return; + } + onscreen.cbPtr = p; + + dev->CreateShaderResourceView(offscreen.rt.Get(), Q_NULLPTR, cbvSrvHeap->GetCPUDescriptorHandleForHeapStart()); + + // Create a bundle for drawing a cube. + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_BUNDLE, bundleAllocator(), Q_NULLPTR, IID_PPV_ARGS(&onscreen.bundle)))) { + qWarning("Failed to create onscreen command bundle"); + return; + } + onscreen.bundle->SetPipelineState(onscreen.pipelineState.Get()); + onscreen.bundle->SetGraphicsRootSignature(onscreen.rootSignature.Get()); + onscreen.bundle->SetGraphicsRootConstantBufferView(0, onscreen.constantBuffer->GetGPUVirtualAddress()); + // This is only here to be able to add the SetGraphicsRootDescriptorTable call below. + // Must match the heap set on the direct command list. + ID3D12DescriptorHeap *heaps[] = { cbvSrvHeap.Get() }; + onscreen.bundle->SetDescriptorHeaps(_countof(heaps), heaps); + // cbvSrvHeap has a single SRV descriptor only so the start address is just what we need + onscreen.bundle->SetGraphicsRootDescriptorTable(1, cbvSrvHeap->GetGPUDescriptorHandleForHeapStart()); + onscreen.bundle->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + onscreen.bundle->IASetVertexBuffers(0, 2, onscreen.vertexBufferView); + onscreen.bundle->DrawInstanced(36, 1, 0, 0); + onscreen.bundle->Close(); + + onscreen.projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::resizeD3D(const QSize &) +{ + onscreen.projection.setToIdentity(); + onscreen.projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::paintD3D() +{ + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), Q_NULLPTR); + + paintOffscreen(); + paintOnscreen(); + + commandList->Close(); + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); +} + +void Window::paintOffscreen() +{ + QMatrix4x4 modelview; + modelview.translate(0, 0, -2); + modelview.rotate(offscreen.rotationAngle, 0, 0, 1); + offscreen.rotationAngle += 1; + memcpy(offscreen.cbPtr, modelview.constData(), 16 * sizeof(float)); + memcpy(offscreen.cbPtr + 16 * sizeof(float), offscreen.projection.constData(), 16 * sizeof(float)); + + D3D12_VIEWPORT viewport = { 0, 0, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT, 0, 1 }; + commandList->RSSetViewports(1, &viewport); + D3D12_RECT scissorRect = { 0, 0, OFFSCREEN_WIDTH - 1, OFFSCREEN_HEIGHT - 1 }; + commandList->RSSetScissorRects(1, &scissorRect); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = extraRenderTargetCPUHandle(0); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = extraDepthStencilCPUHandle(0); + commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); + + commandList->ClearRenderTargetView(rtvHandle, offscreenClearColor, 0, Q_NULLPTR); + commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, Q_NULLPTR); + + commandList->ExecuteBundle(offscreen.bundle.Get()); +} + +void Window::paintOnscreen() +{ + QMatrix4x4 modelview; + modelview.translate(0, 0, -2); + modelview.rotate(onscreen.rotationAngle, 1, 0.5, 0); + onscreen.rotationAngle += 1; + memcpy(onscreen.cbPtr, modelview.constData(), 16 * sizeof(float)); + memcpy(onscreen.cbPtr + 16 * sizeof(float), onscreen.projection.constData(), 16 * sizeof(float)); + + D3D12_VIEWPORT viewport = { 0, 0, float(width()), float(height()), 0, 1 }; + commandList->RSSetViewports(1, &viewport); + D3D12_RECT scissorRect = { 0, 0, width() - 1, height() - 1 }; + commandList->RSSetScissorRects(1, &scissorRect); + + transitionResource(offscreen.rt.Get(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = backBufferRenderTargetCPUHandle(); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = depthStencilCPUHandle(); + commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); + + commandList->ClearRenderTargetView(rtvHandle, onscreenClearColor, 0, Q_NULLPTR); + commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, Q_NULLPTR); + + ID3D12DescriptorHeap *heaps[] = { cbvSrvHeap.Get() }; + commandList->SetDescriptorHeaps(_countof(heaps), heaps); + + commandList->ExecuteBundle(onscreen.bundle.Get()); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + transitionResource(offscreen.rt.Get(), commandList.Get(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); +} + +void Window::afterPresent() +{ + waitForGPU(f); +} + +void Window::readbackAndSave() +{ + commandList->Reset(commandAllocator(), Q_NULLPTR); + QImage img = readbackRGBA8888(offscreen.rt.Get(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, commandList.Get()); + QString fn = QFileDialog::getSaveFileName(Q_NULLPTR, QStringLiteral("Save PNG"), QString(), QStringLiteral("PNG files (*.png)")); + if (!fn.isEmpty()) { + img.save(fn); + QMessageBox::information(Q_NULLPTR, QStringLiteral("Saved"), QStringLiteral("Offscreen render target read back and saved to ") + fn); + } +} diff --git a/examples/hellooffscreen/window.h b/examples/hellooffscreen/window.h new file mode 100644 index 0000000..530d6a3 --- /dev/null +++ b/examples/hellooffscreen/window.h @@ -0,0 +1,95 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include + +class Window : public QD3D12Window +{ +public: + Window(); + ~Window(); + + void initializeD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +public slots: + void readbackAndSave(); + +private: + void initializeOffscreen(); + void initializeOnscreen(); + void paintOffscreen(); + void paintOnscreen(); + + Fence *f; + ComPtr commandList; + ComPtr cbvSrvHeap; + + struct OffscreenData { + OffscreenData() : cbPtr(Q_NULLPTR), rotationAngle(0) { } + ComPtr rt; + ComPtr ds; + ComPtr bundle; + ComPtr pipelineState; + ComPtr rootSignature; + ComPtr vertexBuffer; + ComPtr constantBuffer; + quint8 *cbPtr; + D3D12_VERTEX_BUFFER_VIEW vertexBufferView; + QMatrix4x4 projection; + float rotationAngle; + } offscreen; + + struct OnscreenData { + OnscreenData() : cbPtr(Q_NULLPTR), rotationAngle(0) { } + ComPtr bundle; + ComPtr pipelineState; + ComPtr rootSignature; + ComPtr vertexBuffer; + ComPtr constantBuffer; + quint8 *cbPtr; + D3D12_VERTEX_BUFFER_VIEW vertexBufferView[2]; + QMatrix4x4 projection; + float rotationAngle; + } onscreen; +}; diff --git a/examples/hellooffscreen_opengl/hellooffscreen_opengl.pro b/examples/hellooffscreen_opengl/hellooffscreen_opengl.pro new file mode 100644 index 0000000..f368a99 --- /dev/null +++ b/examples/hellooffscreen_opengl/hellooffscreen_opengl.pro @@ -0,0 +1,6 @@ +TEMPLATE = app +QT += widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h +RESOURCES = hellooffscreen_opengl.qrc diff --git a/examples/hellooffscreen_opengl/hellooffscreen_opengl.qrc b/examples/hellooffscreen_opengl/hellooffscreen_opengl.qrc new file mode 100644 index 0000000..bbbcc61 --- /dev/null +++ b/examples/hellooffscreen_opengl/hellooffscreen_opengl.qrc @@ -0,0 +1,8 @@ + + + shader_offscreen.vert + shader_offscreen.frag + shader_onscreen.vert + shader_onscreen.frag + + diff --git a/examples/hellooffscreen_opengl/main.cpp b/examples/hellooffscreen_opengl/main.cpp new file mode 100644 index 0000000..3cab53f --- /dev/null +++ b/examples/hellooffscreen_opengl/main.cpp @@ -0,0 +1,74 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include +#include +#include +#include +#include +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *glw = new Window; + QMainWindow mw; + QWidget *w = new QWidget; + QVBoxLayout *vl = new QVBoxLayout; + vl->addWidget(new QPushButton("Widgets + a native child window with OpenGL")); + vl->addWidget(new QLabel("Offscreen rendering via an FBO.")); + QWidget *ww = QWidget::createWindowContainer(glw); + ww->setMinimumHeight(300); + vl->addWidget(ww); + vl->setStretchFactor(ww, 1.0); + w->setLayout(vl); + + QMenu *fileMenu = mw.menuBar()->addMenu("&File"); + fileMenu->addAction("&Save image", glw, &Window::readbackAndSave); + fileMenu->addAction("E&xit", &app, &QApplication::quit); + + mw.setCentralWidget(w); + mw.resize(400, 400); + mw.show(); + + return app.exec(); +} diff --git a/examples/hellooffscreen_opengl/shader_offscreen.frag b/examples/hellooffscreen_opengl/shader_offscreen.frag new file mode 100644 index 0000000..7bb5db2 --- /dev/null +++ b/examples/hellooffscreen_opengl/shader_offscreen.frag @@ -0,0 +1,6 @@ +varying highp vec4 vColor; + +void main() +{ + gl_FragColor = vColor; +} diff --git a/examples/hellooffscreen_opengl/shader_offscreen.vert b/examples/hellooffscreen_opengl/shader_offscreen.vert new file mode 100644 index 0000000..2dc9fe1 --- /dev/null +++ b/examples/hellooffscreen_opengl/shader_offscreen.vert @@ -0,0 +1,13 @@ +attribute vec4 position; +attribute vec4 color; + +varying vec4 vColor; + +uniform mat4 projection; +uniform mat4 modelview; + +void main() +{ + vColor = color; + gl_Position = projection * modelview * position; +} diff --git a/examples/hellooffscreen_opengl/shader_onscreen.frag b/examples/hellooffscreen_opengl/shader_onscreen.frag new file mode 100644 index 0000000..dab1dc4 --- /dev/null +++ b/examples/hellooffscreen_opengl/shader_onscreen.frag @@ -0,0 +1,8 @@ +varying highp vec2 vTexCoord; + +uniform sampler2D sampler; + +void main() +{ + gl_FragColor = vec4(texture2D(sampler, vTexCoord).rgb, 1.0); +} diff --git a/examples/hellooffscreen_opengl/shader_onscreen.vert b/examples/hellooffscreen_opengl/shader_onscreen.vert new file mode 100644 index 0000000..094ca59 --- /dev/null +++ b/examples/hellooffscreen_opengl/shader_onscreen.vert @@ -0,0 +1,13 @@ +attribute vec4 position; +attribute vec2 texcoord; + +varying vec2 vTexCoord; + +uniform mat4 projection; +uniform mat4 modelview; + +void main() +{ + vTexCoord = texcoord; + gl_Position = projection * modelview * position; +} diff --git a/examples/hellooffscreen_opengl/window.cpp b/examples/hellooffscreen_opengl/window.cpp new file mode 100644 index 0000000..31bc098 --- /dev/null +++ b/examples/hellooffscreen_opengl/window.cpp @@ -0,0 +1,286 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include +#include +#include +#include +#include +#include +#include + +static const int OFFSCREEN_WIDTH = 512; +static const int OFFSCREEN_HEIGHT = 512; + +static const float offscreenClearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; +static const float onscreenClearColor[] = { 0.4f, 0.5f, 0.5f, 1.0f }; + +Window::Window() +{ + QSurfaceFormat fmt; + fmt.setDepthBufferSize(24); + setFormat(fmt); +} + +Window::~Window() +{ + makeCurrent(); + + delete offscreen.fbo; + delete offscreen.prog; + delete offscreen.vbo; + delete offscreen.vao; + + delete onscreen.prog; + delete onscreen.vbo; + delete onscreen.vao; +} + +void Window::initializeGL() +{ + initializeOffscreen(); + initializeOnscreen(); + + QOpenGLFunctions *f = context()->functions(); + f->glEnable(GL_DEPTH_TEST); + f->glEnable(GL_CULL_FACE); +} + +void Window::initializeOffscreen() +{ + offscreen.fbo = new QOpenGLFramebufferObject(OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT, QOpenGLFramebufferObject::CombinedDepthStencil); + + offscreen.prog = new QOpenGLShaderProgram; + offscreen.prog->addShaderFromSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/shader_offscreen.vert")); + offscreen.prog->addShaderFromSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/shader_offscreen.frag")); + offscreen.prog->bindAttributeLocation("position", 0); + offscreen.prog->bindAttributeLocation("color", 1); + offscreen.prog->link(); + + offscreen.modelviewLoc = offscreen.prog->uniformLocation("modelview"); + offscreen.projectionLoc = offscreen.prog->uniformLocation("projection"); + + offscreen.vao = new QOpenGLVertexArrayObject; + offscreen.vao->create(); + QOpenGLVertexArrayObject::Binder vaoBinder(offscreen.vao); + + offscreen.vbo = new QOpenGLBuffer; + offscreen.vbo->create(); + offscreen.vbo->bind(); + + const float vertices[] = { + 0.0f, 0.707f, 0.0f, /* color */ 1.0f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f + }; + + const int vertexCount = 3; + offscreen.vbo->allocate(sizeof(GLfloat) * vertexCount * 7); + offscreen.vbo->write(0, vertices, sizeof(GLfloat) * vertexCount * 7); + + if (offscreen.vao->isCreated()) + setupOffscreenVertexAttribs(); + + offscreen.projection.perspective(60.0f, OFFSCREEN_WIDTH / float(OFFSCREEN_HEIGHT), 0.1f, 100.0f); +} + +void Window::initializeOnscreen() +{ + onscreen.prog = new QOpenGLShaderProgram; + onscreen.prog->addShaderFromSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/shader_onscreen.vert")); + onscreen.prog->addShaderFromSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/shader_onscreen.frag")); + onscreen.prog->bindAttributeLocation("position", 0); + onscreen.prog->bindAttributeLocation("texcoord", 1); + onscreen.prog->link(); + + onscreen.modelviewLoc = onscreen.prog->uniformLocation("modelview"); + onscreen.projectionLoc = onscreen.prog->uniformLocation("projection"); + + onscreen.vao = new QOpenGLVertexArrayObject; + onscreen.vao->create(); + QOpenGLVertexArrayObject::Binder vaoBinder(onscreen.vao); + + onscreen.vbo = new QOpenGLBuffer; + onscreen.vbo->create(); + onscreen.vbo->bind(); + + GLfloat v[] = { + -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5, + 0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5, + -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5, + 0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5, + + 0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5, + 0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5, + -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5, + -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5, + + 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, + -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, + -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, + 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5 + }; + GLfloat texCoords[] = { + 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, + 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, + 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, + 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, + + 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, + 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, + 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, + 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, + + 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f, + 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f, + 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f, + 0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f + }; + + const int vertexCount = 36; + onscreen.vbo->allocate(sizeof(GLfloat) * vertexCount * 5); + onscreen.vbo->write(0, v, sizeof(GLfloat) * vertexCount * 3); + onscreen.vbo->write(sizeof(GLfloat) * vertexCount * 3, texCoords, sizeof(GLfloat) * vertexCount * 2); + + if (onscreen.vao->isCreated()) + setupOnscreenVertexAttribs(); + + onscreen.projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::resizeGL(int, int) +{ + onscreen.projection.setToIdentity(); + onscreen.projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::paintGL() +{ + paintOffscreen(); + paintOnscreen(); + + update(); +} + +void Window::setupOffscreenVertexAttribs() +{ + QOpenGLFunctions *f = context()->functions(); + offscreen.vbo->bind(); + offscreen.prog->enableAttributeArray(0); + offscreen.prog->enableAttributeArray(1); + f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 7 * sizeof(GLfloat), 0); + f->glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 7 * sizeof(GLfloat), (const void *)(3 * sizeof(GLfloat))); + offscreen.vbo->release(); +} + +void Window::paintOffscreen() +{ + QOpenGLFunctions *f = context()->functions(); + + offscreen.fbo->bind(); + offscreen.prog->bind(); + QOpenGLVertexArrayObject::Binder vaoBinder(offscreen.vao); + if (!offscreen.vao->isCreated()) + setupOffscreenVertexAttribs(); + + QMatrix4x4 modelview; + modelview.translate(0, 0, -2); + modelview.rotate(offscreen.rotationAngle, 0, 0, 1); + offscreen.rotationAngle += 1; + offscreen.prog->setUniformValue(offscreen.modelviewLoc, modelview); + offscreen.prog->setUniformValue(offscreen.projectionLoc, offscreen.projection); + + f->glViewport(0, 0, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT); + f->glClearColor(offscreenClearColor[0], offscreenClearColor[1], offscreenClearColor[2], offscreenClearColor[3]); + f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + f->glFrontFace(GL_CCW); + f->glDrawArrays(GL_TRIANGLES, 0, 3); + + offscreen.fbo->release(); +} + +void Window::setupOnscreenVertexAttribs() +{ + QOpenGLFunctions *f = context()->functions(); + onscreen.vbo->bind(); + onscreen.prog->enableAttributeArray(0); + onscreen.prog->enableAttributeArray(1); + f->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); + f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (const void *)(36 * 3 * sizeof(GLfloat))); + onscreen.vbo->release(); +} + +void Window::paintOnscreen() +{ + QOpenGLFunctions *f = context()->functions(); + + onscreen.prog->bind(); + QOpenGLVertexArrayObject::Binder vaoBinder(onscreen.vao); + if (!onscreen.vao->isCreated()) + setupOnscreenVertexAttribs(); + + f->glBindTexture(GL_TEXTURE_2D, offscreen.fbo->texture()); + + QMatrix4x4 modelview; + modelview.translate(0, 0, -2); + modelview.rotate(onscreen.rotationAngle, 1, 0.5, 0); + onscreen.rotationAngle += 1; + onscreen.prog->setUniformValue(onscreen.modelviewLoc, modelview); + onscreen.prog->setUniformValue(onscreen.projectionLoc, onscreen.projection); + + f->glViewport(0, 0, width(), height()); + f->glClearColor(onscreenClearColor[0], onscreenClearColor[1], onscreenClearColor[2], onscreenClearColor[3]); + f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + f->glFrontFace(GL_CW); + f->glDrawArrays(GL_TRIANGLES, 0, 36); +} + +void Window::readbackAndSave() +{ + QImage img = offscreen.fbo->toImage(); + QString fn = QFileDialog::getSaveFileName(Q_NULLPTR, QStringLiteral("Save PNG"), QString(), QStringLiteral("PNG files (*.png)")); + if (!fn.isEmpty()) { + img.save(fn); + QMessageBox::information(Q_NULLPTR, QStringLiteral("Saved"), QStringLiteral("Offscreen render target read back and saved to ") + fn); + } +} diff --git a/examples/hellooffscreen_opengl/window.h b/examples/hellooffscreen_opengl/window.h new file mode 100644 index 0000000..4d7538c --- /dev/null +++ b/examples/hellooffscreen_opengl/window.h @@ -0,0 +1,94 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include + +QT_BEGIN_NAMESPACE +class QOpenGLFramebufferObject; +class QOpenGLShaderProgram; +class QOpenGLBuffer; +class QOpenGLVertexArrayObject; +QT_END_NAMESPACE + +class Window : public QOpenGLWindow +{ +public: + Window(); + ~Window(); + + void initializeGL() Q_DECL_OVERRIDE; + void resizeGL(int w, int h) Q_DECL_OVERRIDE; + void paintGL() Q_DECL_OVERRIDE; + +public slots: + void readbackAndSave(); + +private: + void initializeOffscreen(); + void initializeOnscreen(); + void setupOffscreenVertexAttribs(); + void paintOffscreen(); + void setupOnscreenVertexAttribs(); + void paintOnscreen(); + + struct OffscreenData { + OffscreenData() : rotationAngle(0), fbo(Q_NULLPTR), prog(Q_NULLPTR), vbo(Q_NULLPTR), vao(Q_NULLPTR) { } + QMatrix4x4 projection; + float rotationAngle; + QOpenGLFramebufferObject *fbo; + QOpenGLShaderProgram *prog; + QOpenGLBuffer *vbo; + QOpenGLVertexArrayObject *vao; + int modelviewLoc; + int projectionLoc; + } offscreen; + + struct OnscreenData { + OnscreenData() : rotationAngle(0), prog(Q_NULLPTR), vbo(Q_NULLPTR), vao(Q_NULLPTR) { } + QMatrix4x4 projection; + float rotationAngle; + QOpenGLShaderProgram *prog; + QOpenGLBuffer *vbo; + QOpenGLVertexArrayObject *vao; + int modelviewLoc; + int projectionLoc; + } onscreen; +}; diff --git a/examples/hellotexture/hellotexture.pro b/examples/hellotexture/hellotexture.pro new file mode 100644 index 0000000..b173c9c --- /dev/null +++ b/examples/hellotexture/hellotexture.pro @@ -0,0 +1,23 @@ +TEMPLATE = app +QT += d3d12window widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h +RESOURCES = hellotexture.qrc + +LIBS = -ld3d12 + +VSPS = shader.hlsl + +vshader.input = VSPS +vshader.header = shader_vs.h +vshader.entry = VS_Texture +vshader.type = vs_5_0 + +pshader.input = VSPS +pshader.header = shader_ps.h +pshader.entry = PS_Texture +pshader.type = ps_5_0 + +HLSL_SHADERS = vshader pshader +load(hlsl) diff --git a/examples/hellotexture/hellotexture.qrc b/examples/hellotexture/hellotexture.qrc new file mode 100644 index 0000000..ff1d0e5 --- /dev/null +++ b/examples/hellotexture/hellotexture.qrc @@ -0,0 +1,5 @@ + + + qt.png + + diff --git a/examples/hellotexture/main.cpp b/examples/hellotexture/main.cpp new file mode 100644 index 0000000..be2ebb7 --- /dev/null +++ b/examples/hellotexture/main.cpp @@ -0,0 +1,71 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include +#include +#include +#include +#include +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *d3dw = new Window; + QWidget w; + QVBoxLayout *vl = new QVBoxLayout; + vl->addWidget(new QPushButton("Widgets + a native child window with D3D12, this time in a scroll area")); + vl->addWidget(new QLabel("Now with a texture and mipmaps!")); + QWidget *ww = QWidget::createWindowContainer(d3dw); + ww->setMinimumWidth(1000); + ww->setMinimumHeight(1000); + // NB using a scroll area will result in creating a native window for every + // widget in the parent chain in order to ensure proper clipping. + QScrollArea *sa = new QScrollArea; + sa->setWidget(ww); + vl->addWidget(sa); + w.resize(400, 400); + w.setLayout(vl); + w.show(); + + return app.exec(); +} diff --git a/examples/hellotexture/qt.png b/examples/hellotexture/qt.png new file mode 100644 index 0000000..f30eec0 Binary files /dev/null and b/examples/hellotexture/qt.png differ diff --git a/examples/hellotexture/shader.hlsl b/examples/hellotexture/shader.hlsl new file mode 100644 index 0000000..be69b39 --- /dev/null +++ b/examples/hellotexture/shader.hlsl @@ -0,0 +1,36 @@ +cbuffer ConstantBuffer : register(b0) +{ + float4x4 modelview; + float4x4 projection; +}; + +struct VSInput +{ + float4 position : POSITION; + float2 coord : TEXCOORD0; +}; + +struct PSInput +{ + float4 position : SV_POSITION; + float2 coord : TEXCOORD0; +}; + +Texture2D tex : register(t0); +SamplerState samp : register(s0); + +PSInput VS_Texture(VSInput input) +{ + PSInput result; + + float4x4 mvp = mul(projection, modelview); + result.position = mul(mvp, input.position); + result.coord = input.coord; + + return result; +} + +float4 PS_Texture(PSInput input) : SV_TARGET +{ + return tex.Sample(samp, input.coord); +} diff --git a/examples/hellotexture/window.cpp b/examples/hellotexture/window.cpp new file mode 100644 index 0000000..0dfb31a --- /dev/null +++ b/examples/hellotexture/window.cpp @@ -0,0 +1,406 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include "shader_vs.h" +#include "shader_ps.h" + +static const int TEXTURE_WIDTH = 512; +static const int TEXTURE_HEIGHT = 512; +static const int TEXTURE_MIP_LEVELS = 8; + +Window::Window() + : f(Q_NULLPTR), + cbPtr(Q_NULLPTR), + rotationAngle(0) +{ +} + +Window::~Window() +{ + if (cbPtr) + constantBuffer->Unmap(0, Q_NULLPTR); + + delete f; +} + +void Window::initializeD3D() +{ + QImage qtLogo = QImage(QStringLiteral(":/qt.png")).convertToFormat(QImage::Format_RGBA8888).scaled(TEXTURE_WIDTH, TEXTURE_HEIGHT); + if (qtLogo.isNull()) { + qWarning("Failed to load image data"); + return; + } + + f = createFence(); + ID3D12Device *dev = device(); + + // One static sampler (no sampler heap is needed). + D3D12_STATIC_SAMPLER_DESC sampler = {}; + sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler.MinLOD = 0.0f; + sampler.MaxLOD = D3D12_FLOAT32_MAX; + sampler.ShaderRegister = 0; + sampler.RegisterSpace = 0; + sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + // In addition to the constant buffer view we will now also have a shader + // resource view in order to expose the texture to the pixel shader. + D3D12_DESCRIPTOR_RANGE descRange[2]; + descRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; + descRange[0].NumDescriptors = 1; + descRange[0].BaseShaderRegister = 0; // b0 + descRange[0].RegisterSpace = 0; + descRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + descRange[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange[1].NumDescriptors = 1; + descRange[1].BaseShaderRegister = 0; // t0 + descRange[1].RegisterSpace = 0; + descRange[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + + D3D12_ROOT_PARAMETER rootParameter; + rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + rootParameter.DescriptorTable.NumDescriptorRanges = 2; + rootParameter.DescriptorTable.pDescriptorRanges = descRange; + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = 1; + desc.pParameters = &rootParameter; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &sampler; + desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + + ComPtr signature; + ComPtr error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + qWarning("Failed to serialize root signature"); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature)))) { + qWarning("Failed to create root signature"); + return; + } + + D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } + }; + + D3D12_SHADER_BYTECODE vshader; + vshader.pShaderBytecode = g_VS_Texture; + vshader.BytecodeLength = sizeof(g_VS_Texture); + D3D12_SHADER_BYTECODE pshader; + pshader.pShaderBytecode = g_PS_Texture; + pshader.BytecodeLength = sizeof(g_PS_Texture); + + D3D12_RASTERIZER_DESC rastDesc = {}; + rastDesc.FillMode = D3D12_FILL_MODE_SOLID; + rastDesc.CullMode = D3D12_CULL_MODE_BACK; + rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW + rastDesc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + rastDesc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + rastDesc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + rastDesc.DepthClipEnable = TRUE; + + // Our material is transparent (the image has alpha < 255). Enable blending. + const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = { + TRUE, FALSE, + D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, + D3D12_BLEND_ZERO, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD, + D3D12_LOGIC_OP_NOOP, + D3D12_COLOR_WRITE_ENABLE_ALL + }; + D3D12_BLEND_DESC blendDesc = {}; + blendDesc.RenderTarget[0] = defaultRenderTargetBlendDesc; + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; + psoDesc.pRootSignature = rootSignature.Get(); + psoDesc.VS = vshader; + psoDesc.PS = pshader; + psoDesc.RasterizerState = rastDesc; + psoDesc.BlendState = blendDesc; + psoDesc.DepthStencilState.DepthEnable = TRUE; + psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; + psoDesc.DepthStencilState.StencilEnable = FALSE; + psoDesc.SampleMask = UINT_MAX; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + psoDesc.SampleDesc.Count = 1; + if (FAILED(dev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)))) { + qWarning("Failed to create graphics pipeline state"); + return; + } + + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + + // Vertex buffer + const float vertices[] = { + -0.5f, -0.5f, 0, /* coords */ 0, 1, // the image was not flipped so accommodate for it here + 0.5f, -0.5f, 0, 1, 1, + -0.5f, 0.5f, 0, 0, 0, + + -0.5f, 0.5f, 0, 0, 0, + 0.5f, -0.5f, 0, 1, 1, + 0.5f, 0.5f, 0, 1, 0 + }; + const UINT vertexBufferSize = sizeof(vertices); + + D3D12_HEAP_PROPERTIES defaultHeapProp = {}; + defaultHeapProp.Type = D3D12_HEAP_TYPE_DEFAULT; + D3D12_HEAP_PROPERTIES uploadHeapProp = defaultHeapProp; + uploadHeapProp.Type = D3D12_HEAP_TYPE_UPLOAD; + + D3D12_RESOURCE_DESC bufDesc = {}; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Width = vertexBufferSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&vertexBuffer)))) { + qWarning("Failed to create committed resource (vertex buffer)"); + return; + } + + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(vertexBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (vertex buffer)"); + return; + } + memcpy(p, vertices, vertexBufferSize); + vertexBuffer->Unmap(0, Q_NULLPTR); + + vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); + vertexBufferView.StrideInBytes = (3 + 2) * sizeof(float); + vertexBufferView.SizeInBytes = vertexBufferSize; + + // Constant buffer + const UINT CB_SIZE = alignedCBSize(128); // 2 * float4x4 + bufDesc.Width = CB_SIZE; + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&constantBuffer)))) { + qWarning("Failed to create committed resource (constant buffer)"); + return; + } + + if (FAILED(constantBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (constant buffer)"); + return; + } + cbPtr = p; // won't Unmap() this here + + // Texture (with mipmaps, to make it more exciting) + D3D12_RESOURCE_DESC textureDesc = {}; + textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + textureDesc.Width = TEXTURE_WIDTH; + textureDesc.Height = TEXTURE_HEIGHT; + textureDesc.DepthOrArraySize = 1; + textureDesc.MipLevels = TEXTURE_MIP_LEVELS; + textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + textureDesc.SampleDesc.Count = 1; + textureDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + + // Ignore UMA for now and do the discrete-friendly upload via an upload buffer (no CPU access to the texture). + if (FAILED(dev->CreateCommittedResource(&defaultHeapProp, D3D12_HEAP_FLAG_NONE, &textureDesc, + D3D12_RESOURCE_STATE_COPY_DEST, Q_NULLPTR, IID_PPV_ARGS(&texture)))) { + qWarning("Failed to create texture resource"); + return; + } + + ComPtr textureUploadBuffer; + UINT64 textureUploadBufferSize; + D3D12_PLACED_SUBRESOURCE_FOOTPRINT textureLayout[TEXTURE_MIP_LEVELS]; + dev->GetCopyableFootprints(&textureDesc, 0, TEXTURE_MIP_LEVELS, 0, textureLayout, + Q_NULLPTR, Q_NULLPTR, &textureUploadBufferSize); + bufDesc.Width = textureUploadBufferSize; + if (FAILED(dev->CreateCommittedResource(&uploadHeapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&textureUploadBuffer)))) { + qWarning("Failed to create texture upload buffer resource"); + return; + } + + if (FAILED(textureUploadBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (texture upload buffer)"); + return; + } + int mipW = qtLogo.width(), mipH = qtLogo.height(); + for (int level = 0; level < TEXTURE_MIP_LEVELS; ++level) { + quint8 *mipP = p + textureLayout[level].Offset; + // This is not quite how mipmaps are created ideally, but will do for now... + QImage img = qtLogo.scaled(mipW, mipH); + for (int y = 0; y < mipH; ++y) { + memcpy(mipP, img.scanLine(y), mipW * 4); + mipP += textureLayout[level].Footprint.RowPitch; // stride is at least 256 here + } + mipW /= 2; + mipH /= 2; + } + textureUploadBuffer->Unmap(0, Q_NULLPTR); + + for (int level = 0; level < TEXTURE_MIP_LEVELS; ++level) { + D3D12_TEXTURE_COPY_LOCATION dstLoc; + dstLoc.pResource = texture.Get(); + dstLoc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLoc.SubresourceIndex = level; + D3D12_TEXTURE_COPY_LOCATION srcLoc; + srcLoc.pResource = textureUploadBuffer.Get(); + srcLoc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLoc.PlacedFootprint = textureLayout[level]; + commandList->CopyTextureRegion(&dstLoc, 0, 0, 0, &srcLoc, Q_NULLPTR); // upload buffer -> texture + } + + // once the copy is done the texture is ready to be used from the pixel shader + transitionResource(texture.Get(), commandList.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + + // Constant buffer view and shader resource view descriptors are stored in the same heap. + const UINT cbvSrvStride = dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); + D3D12_DESCRIPTOR_HEAP_DESC cbvSrvHeapDesc = {}; + cbvSrvHeapDesc.NumDescriptors = 2; + cbvSrvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + cbvSrvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + if (FAILED(dev->CreateDescriptorHeap(&cbvSrvHeapDesc, IID_PPV_ARGS(&cbvSrvHeap)))) { + qWarning("Failed to create CBV/SRV/UAV descriptor heap"); + return; + } + + D3D12_CPU_DESCRIPTOR_HANDLE cbvSrvHandle = cbvSrvHeap->GetCPUDescriptorHandleForHeapStart(); + D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {}; + cbvDesc.BufferLocation = constantBuffer->GetGPUVirtualAddress(); + cbvDesc.SizeInBytes = CB_SIZE; + dev->CreateConstantBufferView(&cbvDesc, cbvSrvHandle); + cbvSrvHandle.ptr += cbvSrvStride; + + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + srvDesc.Format = textureDesc.Format; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = TEXTURE_MIP_LEVELS; + dev->CreateShaderResourceView(texture.Get(), &srvDesc, cbvSrvHandle); + + // Execute the texture upload. + commandList->Close(); + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + // Block until all the above has finished. + waitForGPU(f); + + setupProjection(); +} + +void Window::resizeD3D(const QSize &) +{ + setupProjection(); +} + +void Window::setupProjection() +{ + projection.setToIdentity(); + projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::paintD3D() +{ + modelview.setToIdentity(); + modelview.translate(0, 0, -2); + // our highly sophisticated animation + modelview.rotate(rotationAngle, 0, 0, 1); + rotationAngle += 1; + + memcpy(cbPtr, modelview.constData(), 16 * sizeof(float)); + memcpy(cbPtr + 16 * sizeof(float), projection.constData(), 16 * sizeof(float)); + + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), pipelineState.Get()); + + commandList->SetGraphicsRootSignature(rootSignature.Get()); + + ID3D12DescriptorHeap *heaps[] = { cbvSrvHeap.Get() }; + commandList->SetDescriptorHeaps(_countof(heaps), heaps); + commandList->SetGraphicsRootDescriptorTable(0, cbvSrvHeap->GetGPUDescriptorHandleForHeapStart()); + + D3D12_VIEWPORT viewport = { 0, 0, float(width()), float(height()), 0, 1 }; + commandList->RSSetViewports(1, &viewport); + D3D12_RECT scissorRect = { 0, 0, width() - 1, height() - 1 }; + commandList->RSSetScissorRects(1, &scissorRect); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = backBufferRenderTargetCPUHandle(); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = depthStencilCPUHandle(); + commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); + + const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; + commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, Q_NULLPTR); + commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, Q_NULLPTR); + + commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + commandList->IASetVertexBuffers(0, 1, &vertexBufferView); + commandList->DrawInstanced(6, 1, 0, 0); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + commandList->Close(); + + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); +} + +void Window::afterPresent() +{ + waitForGPU(f); +} diff --git a/examples/hellotexture/window.h b/examples/hellotexture/window.h new file mode 100644 index 0000000..a0fef7b --- /dev/null +++ b/examples/hellotexture/window.h @@ -0,0 +1,72 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include + +class Window : public QD3D12Window +{ +public: + Window(); + ~Window(); + + void initializeD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +private: + void setupProjection(); + + Fence *f; + ComPtr commandList; + ComPtr pipelineState; + ComPtr rootSignature; + ComPtr vertexBuffer; + ComPtr constantBuffer; + ComPtr texture; + ComPtr cbvSrvHeap; + D3D12_VERTEX_BUFFER_VIEW vertexBufferView; + + QMatrix4x4 projection; + QMatrix4x4 modelview; + quint8 *cbPtr; + float rotationAngle; +}; diff --git a/examples/hellotriangle/hellotriangle.pro b/examples/hellotriangle/hellotriangle.pro new file mode 100644 index 0000000..0d36378 --- /dev/null +++ b/examples/hellotriangle/hellotriangle.pro @@ -0,0 +1,22 @@ +TEMPLATE = app +QT += d3d12window widgets + +SOURCES = main.cpp window.cpp +HEADERS = window.h + +LIBS = -ld3d12 + +VSPS = shader.hlsl + +vshader.input = VSPS +vshader.header = shader_vs.h +vshader.entry = VS_Simple +vshader.type = vs_5_0 + +pshader.input = VSPS +pshader.header = shader_ps.h +pshader.entry = PS_Simple +pshader.type = ps_5_0 + +HLSL_SHADERS = vshader pshader +load(hlsl) diff --git a/examples/hellotriangle/main.cpp b/examples/hellotriangle/main.cpp new file mode 100644 index 0000000..94f9ae7 --- /dev/null +++ b/examples/hellotriangle/main.cpp @@ -0,0 +1,65 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include +#include +#include +#include +#include "window.h" + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + + Window *d3dw = new Window; + QWidget w; + QVBoxLayout *vl = new QVBoxLayout; + vl->addWidget(new QPushButton("Widgets + a native child window with D3D12")); + vl->addWidget(new QCalendarWidget); + QWidget *ww = QWidget::createWindowContainer(d3dw); + ww->setMinimumHeight(300); + vl->addWidget(ww); + w.resize(400, 400); + w.setLayout(vl); + w.show(); + + return app.exec(); +} diff --git a/examples/hellotriangle/shader.hlsl b/examples/hellotriangle/shader.hlsl new file mode 100644 index 0000000..8b9b9ff --- /dev/null +++ b/examples/hellotriangle/shader.hlsl @@ -0,0 +1,27 @@ +cbuffer ConstantBuffer : register(b0) +{ + float4x4 modelview; + float4x4 projection; +}; + +struct PSInput +{ + float4 position : SV_POSITION; + float4 color : COLOR; +}; + +PSInput VS_Simple(float4 position : POSITION, float4 color : COLOR) +{ + PSInput result; + + float4x4 mvp = mul(projection, modelview); + result.position = mul(mvp, position); + result.color = color; + + return result; +} + +float4 PS_Simple(PSInput input) : SV_TARGET +{ + return input.color; +} diff --git a/examples/hellotriangle/window.cpp b/examples/hellotriangle/window.cpp new file mode 100644 index 0000000..049b467 --- /dev/null +++ b/examples/hellotriangle/window.cpp @@ -0,0 +1,263 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" +#include "shader_vs.h" +#include "shader_ps.h" + +Window::Window() + : f(Q_NULLPTR), + cbPtr(Q_NULLPTR), + rotationAngle(0) +{ +} + +Window::~Window() +{ + if (cbPtr) + constantBuffer->Unmap(0, Q_NULLPTR); + + delete f; +} + +void Window::initializeD3D() +{ + f = createFence(); + ID3D12Device *dev = device(); + + D3D12_ROOT_PARAMETER rootParameter; + rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; + rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + rootParameter.Descriptor.ShaderRegister = 0; // b0 + rootParameter.Descriptor.RegisterSpace = 0; + + D3D12_ROOT_SIGNATURE_DESC desc; + desc.NumParameters = 1; + desc.pParameters = &rootParameter; + desc.NumStaticSamplers = 0; + desc.pStaticSamplers = Q_NULLPTR; + desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + + ComPtr signature; + ComPtr error; + if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { + qWarning("Failed to serialize root signature"); + return; + } + if (FAILED(dev->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature)))) { + qWarning("Failed to create root signature"); + return; + } + + D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } + }; + + D3D12_SHADER_BYTECODE vshader; + vshader.pShaderBytecode = g_VS_Simple; + vshader.BytecodeLength = sizeof(g_VS_Simple); + D3D12_SHADER_BYTECODE pshader; + pshader.pShaderBytecode = g_PS_Simple; + pshader.BytecodeLength = sizeof(g_PS_Simple); + + D3D12_RASTERIZER_DESC rastDesc = {}; + rastDesc.FillMode = D3D12_FILL_MODE_SOLID; + rastDesc.CullMode = D3D12_CULL_MODE_BACK; + rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW + rastDesc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + rastDesc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + rastDesc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + rastDesc.DepthClipEnable = TRUE; + + // No blending, just enable color write. + D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {}; + defaultRenderTargetBlendDesc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + D3D12_BLEND_DESC blendDesc = {}; + blendDesc.RenderTarget[0] = defaultRenderTargetBlendDesc; + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; + psoDesc.pRootSignature = rootSignature.Get(); + psoDesc.VS = vshader; + psoDesc.PS = pshader; + psoDesc.RasterizerState = rastDesc; + psoDesc.BlendState = blendDesc; + psoDesc.DepthStencilState.DepthEnable = TRUE; + psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; + psoDesc.DepthStencilState.StencilEnable = FALSE; + psoDesc.SampleMask = UINT_MAX; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + psoDesc.SampleDesc.Count = 1; + if (FAILED(dev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)))) { + qWarning("Failed to create graphics pipeline state"); + return; + } + + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + commandList->Close(); + + const float vertices[] = { + 0.0f, 0.707f, 0.0f, /* color */ 1.0f, 0.0f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f + }; + const UINT vertexBufferSize = sizeof(vertices); + + D3D12_HEAP_PROPERTIES heapProp = {}; + heapProp.Type = D3D12_HEAP_TYPE_UPLOAD; + + D3D12_RESOURCE_DESC bufDesc; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Alignment = 0; + bufDesc.Width = vertexBufferSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.SampleDesc.Quality = 0; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + bufDesc.Flags = D3D12_RESOURCE_FLAG_NONE; + + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&vertexBuffer)))) { + qWarning("Failed to create committed resource (vertex buffer)"); + return; + } + + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(vertexBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed"); + return; + } + memcpy(p, vertices, vertexBufferSize); + vertexBuffer->Unmap(0, Q_NULLPTR); + + vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); + vertexBufferView.StrideInBytes = (3 + 4) * sizeof(float); + vertexBufferView.SizeInBytes = vertexBufferSize; + + const UINT CB_SIZE = alignedCBSize(128); // 2 * float4x4 + bufDesc.Width = CB_SIZE; + if (FAILED(dev->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_GENERIC_READ, Q_NULLPTR, IID_PPV_ARGS(&constantBuffer)))) { + qWarning("Failed to create committed resource (constant buffer)"); + return; + } + + if (FAILED(constantBuffer->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Map failed (constant buffer)"); + return; + } + cbPtr = p; + + setupProjection(); +} + +void Window::resizeD3D(const QSize &) +{ + setupProjection(); +} + +void Window::setupProjection() +{ + projection.setToIdentity(); + projection.perspective(60.0f, width() / float(height()), 0.1f, 100.0f); +} + +void Window::paintD3D() +{ + modelview.setToIdentity(); + modelview.translate(0, 0, -2); + // our highly sophisticated animation + modelview.rotate(rotationAngle, 0, 0, 1); + rotationAngle += 1; + + memcpy(cbPtr, modelview.constData(), 16 * sizeof(float)); + memcpy(cbPtr + 16 * sizeof(float), projection.constData(), 16 * sizeof(float)); + + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), pipelineState.Get()); + + commandList->SetGraphicsRootSignature(rootSignature.Get()); // invalidates bindings + + commandList->SetGraphicsRootConstantBufferView(0, constantBuffer->GetGPUVirtualAddress()); + + D3D12_VIEWPORT viewport = { 0, 0, float(width()), float(height()), 0, 1 }; + commandList->RSSetViewports(1, &viewport); + D3D12_RECT scissorRect = { 0, 0, width() - 1, height() - 1 }; + commandList->RSSetScissorRects(1, &scissorRect); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = backBufferRenderTargetCPUHandle(); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = depthStencilCPUHandle(); + commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle); + + const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; + commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, Q_NULLPTR); + commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, Q_NULLPTR); + + commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + commandList->IASetVertexBuffers(0, 1, &vertexBufferView); + commandList->DrawInstanced(3, 1, 0, 0); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + commandList->Close(); + + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); +} + +void Window::afterPresent() +{ + waitForGPU(f); +} diff --git a/examples/hellotriangle/window.h b/examples/hellotriangle/window.h new file mode 100644 index 0000000..d50a5a4 --- /dev/null +++ b/examples/hellotriangle/window.h @@ -0,0 +1,70 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include + +class Window : public QD3D12Window +{ +public: + Window(); + ~Window(); + + void initializeD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +private: + void setupProjection(); + + Fence *f; + ComPtr commandList; + ComPtr pipelineState; + ComPtr rootSignature; + ComPtr vertexBuffer; + ComPtr constantBuffer; + D3D12_VERTEX_BUFFER_VIEW vertexBufferView; + + QMatrix4x4 projection; + QMatrix4x4 modelview; + quint8 *cbPtr; + float rotationAngle; +}; diff --git a/examples/hellowindow/hellowindow.pro b/examples/hellowindow/hellowindow.pro new file mode 100644 index 0000000..6922627 --- /dev/null +++ b/examples/hellowindow/hellowindow.pro @@ -0,0 +1,5 @@ +TEMPLATE = app +QT += d3d12window + +SOURCES = main.cpp window.cpp +HEADERS = window.h diff --git a/examples/hellowindow/main.cpp b/examples/hellowindow/main.cpp new file mode 100644 index 0000000..08baaff --- /dev/null +++ b/examples/hellowindow/main.cpp @@ -0,0 +1,51 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include +#include "window.h" + +int main(int argc, char **argv) +{ + QGuiApplication app(argc, argv); + Window window; + window.resize(1024, 768); + window.show(); + return app.exec(); +} diff --git a/examples/hellowindow/window.cpp b/examples/hellowindow/window.cpp new file mode 100644 index 0000000..9682d56 --- /dev/null +++ b/examples/hellowindow/window.cpp @@ -0,0 +1,95 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "window.h" + +Window::Window() + : f(Q_NULLPTR), + green(0) +{ +} + +Window::~Window() +{ + delete f; +} + +void Window::initializeD3D() +{ + f = createFence(); + ID3D12Device *dev = device(); + if (FAILED(dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator(), Q_NULLPTR, IID_PPV_ARGS(&commandList)))) { + qWarning("Failed to create command list"); + return; + } + commandList->Close(); +} + +void Window::resizeD3D(const QSize &size) +{ + qDebug("resize %d %d", size.width(), size.height()); +} + +void Window::paintD3D() +{ + commandAllocator()->Reset(); + commandList->Reset(commandAllocator(), Q_NULLPTR); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); + + green += 0.01f; + if (green > 1.0f) + green = 0.0f; + const float clearColor[] = { 0.0f, green, 0.0f, 1.0f }; + commandList->ClearRenderTargetView(backBufferRenderTargetCPUHandle(), clearColor, 0, Q_NULLPTR); + + transitionResource(backBufferRenderTarget(), commandList.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); + commandList->Close(); + + ID3D12CommandList *commandLists[] = { commandList.Get() }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + + update(); // schedule the next frame by posting an UpdateRequest event +} + +void Window::afterPresent() +{ + waitForGPU(f); +} diff --git a/examples/hellowindow/window.h b/examples/hellowindow/window.h new file mode 100644 index 0000000..9114e00 --- /dev/null +++ b/examples/hellowindow/window.h @@ -0,0 +1,58 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the examples of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include + +class Window : public QD3D12Window +{ +public: + Window(); + ~Window(); + + void initializeD3D() Q_DECL_OVERRIDE; + void resizeD3D(const QSize &size) Q_DECL_OVERRIDE; + void paintD3D() Q_DECL_OVERRIDE; + void afterPresent() Q_DECL_OVERRIDE; + +private: + Fence *f; + ComPtr commandList; + float green; +}; diff --git a/features/hlsl.prf b/features/hlsl.prf new file mode 100644 index 0000000..0fa27a7 --- /dev/null +++ b/features/hlsl.prf @@ -0,0 +1,10 @@ +for (SHADER, HLSL_SHADERS) { + INPUT = $$eval($${SHADER}.input) + fxc_$${SHADER}.input = $$INPUT + fxc_$${SHADER}.commands = fxc.exe /nologo /E $$eval($${SHADER}.entry) /T $$eval($${SHADER}.type) /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME} + fxc_$${SHADER}.output = $$eval($${SHADER}.header) + fxc_$${SHADER}.dependency_type = TYPE_C + fxc_$${SHADER}.variable_out = HEADERS + fxc_$${SHADER}.CONFIG += target_predeps + QMAKE_EXTRA_COMPILERS += fxc_$${SHADER} +} diff --git a/qd3d12window.pro b/qd3d12window.pro new file mode 100644 index 0000000..58c33f2 --- /dev/null +++ b/qd3d12window.pro @@ -0,0 +1 @@ +load(qt_parts) diff --git a/src/d3d12window/d3d12window.pro b/src/d3d12window/d3d12window.pro new file mode 100644 index 0000000..380947a --- /dev/null +++ b/src/d3d12window/d3d12window.pro @@ -0,0 +1,14 @@ +TEMPLATE = lib +QT += core-private gui-private +TARGET = QtD3D12Window + +load(qt_module) + +DEFINES += QD3D12_BUILD_DLL + +SOURCES += $$PWD/qd3d12window.cpp + +HEADERS += $$PWD/qd3d12window.h \ + $$PWD/qd3d12windowglobal.h + +LIBS += -ldxgi -ld3d12 diff --git a/src/d3d12window/qd3d12window.cpp b/src/d3d12window/qd3d12window.cpp new file mode 100644 index 0000000..27354a5 --- /dev/null +++ b/src/d3d12window/qd3d12window.cpp @@ -0,0 +1,677 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qd3d12window.h" +#include + +QT_BEGIN_NAMESPACE + +class QD3D12WindowPrivate : public QPaintDeviceWindowPrivate +{ + Q_DECLARE_PUBLIC(QD3D12Window) + +public: + QD3D12WindowPrivate() + : initialized(false), + extraRenderTargetCount(0) + { } + ~QD3D12WindowPrivate(); + + void beginPaint(const QRegion ®ion) Q_DECL_OVERRIDE; + void flush(const QRegion ®ion) Q_DECL_OVERRIDE; + + void initialize(); + void setupRenderTargets(); + void resize(); + void deviceLost(); + DXGI_SAMPLE_DESC makeSampleDesc(DXGI_FORMAT format, int samples); + ID3D12Resource *createOffscreenRenderTarget(D3D12_CPU_DESCRIPTOR_HANDLE viewHandle, + const QSize &size, const float *clearColor, int samples); + ID3D12Resource *createDepthStencil(D3D12_CPU_DESCRIPTOR_HANDLE viewHandle, const QSize &size, int samples); + + bool initialized; + int swapChainBufferCount; + int extraRenderTargetCount; + ComPtr device; + ComPtr commandQueue; + ComPtr swapChain; + ComPtr rtvHeap; + ComPtr dsvHeap; + ComPtr renderTargets[2]; + ComPtr depthStencil; + UINT rtvStride; + UINT dsvStride; + ComPtr commandAllocator; + ComPtr bundleAllocator; +}; + +static void getHardwareAdapter(IDXGIFactory1 *factory, IDXGIAdapter1 **outAdapter) +{ + ComPtr adapter; + + for (int adapterIndex = 0; factory->EnumAdapters1(adapterIndex, &adapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex) { + DXGI_ADAPTER_DESC1 desc; + adapter->GetDesc1(&desc); + + if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) + continue; + + if (SUCCEEDED(D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device), Q_NULLPTR))) { + const QString name = QString::fromUtf16((char16_t *) desc.Description); + qDebug("Using adapter '%s'", qPrintable(name)); + break; + } + } + + *outAdapter = adapter.Detach(); +} + +void QD3D12WindowPrivate::initialize() +{ + Q_Q(QD3D12Window); + + if (initialized) + return; + + swapChainBufferCount = 2; + + HWND hwnd = reinterpret_cast(q->winId()); + + ComPtr debugController; + if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) + debugController->EnableDebugLayer(); + + ComPtr factory; + if (FAILED(CreateDXGIFactory2(0, IID_PPV_ARGS(&factory)))) { + qWarning("Failed to create DXGI"); + return; + } + + ComPtr adapter; + getHardwareAdapter(factory.Get(), &adapter); + + bool warp = true; + if (adapter) { + HRESULT hr = D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device)); + if (SUCCEEDED(hr)) + warp = false; + else + qWarning("Failed to create device: 0x%x", hr); + } else { + qWarning("No usable hardware adapters found"); + } + + if (warp) { + qDebug("Using WARP"); + ComPtr warpAdapter; + factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)); + HRESULT hr = D3D12CreateDevice(warpAdapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&device)); + if (FAILED(hr)) { + qWarning("Failed to create WARP device: 0x%x", hr); + return; + } + } + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + + if (FAILED(device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue)))) { + qWarning("Failed to create command queue"); + return; + } + + DXGI_SWAP_CHAIN_DESC swapChainDesc = {}; + swapChainDesc.BufferCount = swapChainBufferCount; + swapChainDesc.BufferDesc.Width = q->width() * q->devicePixelRatio(); + swapChainDesc.BufferDesc.Height = q->height() * q->devicePixelRatio(); + swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; // D3D12 requires the flip model + swapChainDesc.OutputWindow = hwnd; + swapChainDesc.SampleDesc.Count = 1; // Flip does not support MSAA so no choice here + swapChainDesc.Windowed = TRUE; + + ComPtr baseSwapChain; + HRESULT hr = factory->CreateSwapChain(commandQueue.Get(), &swapChainDesc, &baseSwapChain); + if (FAILED(hr)) { + qWarning("Failed to create swap chain: 0x%x", hr); + return; + } + if (FAILED(baseSwapChain.As(&swapChain))) { + qWarning("Failed to cast swap chain"); + return; + } + + factory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER); + + if (FAILED(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocator)))) { + qWarning("Failed to create command allocator"); + return; + } + + if (FAILED(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_BUNDLE, IID_PPV_ARGS(&bundleAllocator)))) { + qWarning("Failed to create command bundle allocator"); + return; + } + + D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {}; + rtvHeapDesc.NumDescriptors = swapChainBufferCount + extraRenderTargetCount; + rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + if (FAILED(device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&rtvHeap)))) { + qWarning("Failed to create render target view descriptor heap"); + return; + } + rtvStride = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + + D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {}; + dsvHeapDesc.NumDescriptors = 1 + extraRenderTargetCount; + dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV; + if (FAILED(device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&dsvHeap)))) { + qWarning("Failed to create depth stencil heap"); + return; + } + dsvStride = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV); + + setupRenderTargets(); + + initialized = true; + + q->initializeD3D(); +} + +DXGI_SAMPLE_DESC QD3D12WindowPrivate::makeSampleDesc(DXGI_FORMAT format, int samples) +{ + DXGI_SAMPLE_DESC sampleDesc; + sampleDesc.Count = 1; + sampleDesc.Quality = 0; + + if (samples > 1) { + D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msaaInfo = {}; + msaaInfo.Format = format; + msaaInfo.SampleCount = samples; + if (SUCCEEDED(device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msaaInfo, sizeof(msaaInfo)))) { + if (msaaInfo.NumQualityLevels > 0) { + sampleDesc.Count = samples; + sampleDesc.Quality = msaaInfo.NumQualityLevels - 1; + } else { + qWarning("No quality levels for multisampling?"); + } + } else { + qWarning("Failed to query multisample quality levels"); + } + } + + return sampleDesc; +} + +ID3D12Resource *QD3D12WindowPrivate::createOffscreenRenderTarget(D3D12_CPU_DESCRIPTOR_HANDLE viewHandle, + const QSize &size, const float *clearColor, int samples) +{ + D3D12_CLEAR_VALUE clearValue = {}; + clearValue.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + if (clearColor) + memcpy(clearValue.Color, clearColor, 4 * sizeof(float)); + + D3D12_HEAP_PROPERTIES heapProp = {}; + heapProp.Type = D3D12_HEAP_TYPE_DEFAULT; + + D3D12_RESOURCE_DESC rtDesc = {}; + rtDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + rtDesc.Width = size.width(); + rtDesc.Height = size.height(); + rtDesc.DepthOrArraySize = 1; + rtDesc.MipLevels = 1; + rtDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + rtDesc.SampleDesc = makeSampleDesc(rtDesc.Format, samples); // MSAA works here, unlike the backbuffer + rtDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; + + ID3D12Resource *resource = Q_NULLPTR; + if (FAILED(device->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &rtDesc, + D3D12_RESOURCE_STATE_RENDER_TARGET, &clearValue, IID_PPV_ARGS(&resource)))) { + qWarning("Failed to create offscreen render target of size %dx%d", size.width(), size.height()); + return Q_NULLPTR; + } + + device->CreateRenderTargetView(resource, Q_NULLPTR, viewHandle); + + return resource; +} + +ID3D12Resource *QD3D12WindowPrivate::createDepthStencil(D3D12_CPU_DESCRIPTOR_HANDLE viewHandle, const QSize &size, int samples) +{ + D3D12_CLEAR_VALUE depthClearValue = {}; + depthClearValue.Format = DXGI_FORMAT_D32_FLOAT; + depthClearValue.DepthStencil.Depth = 1.0f; + depthClearValue.DepthStencil.Stencil = 0; + + D3D12_HEAP_PROPERTIES heapProp = {}; + heapProp.Type = D3D12_HEAP_TYPE_DEFAULT; + + D3D12_RESOURCE_DESC bufDesc = {}; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + bufDesc.Width = size.width(); + bufDesc.Height = size.height(); + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_D32_FLOAT; + bufDesc.SampleDesc = makeSampleDesc(bufDesc.Format, samples); + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + bufDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL; + + ID3D12Resource *resource = Q_NULLPTR; + if (FAILED(device->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_DEPTH_WRITE, &depthClearValue, IID_PPV_ARGS(&resource)))) { + qWarning("Failed to create depth-stencil buffer of size %dx%d", size.width(), size.height()); + return Q_NULLPTR; + } + + D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilDesc = {}; + depthStencilDesc.Format = DXGI_FORMAT_D32_FLOAT; + depthStencilDesc.ViewDimension = bufDesc.SampleDesc.Count <= 1 ? D3D12_DSV_DIMENSION_TEXTURE2D : D3D12_DSV_DIMENSION_TEXTURE2DMS; + + device->CreateDepthStencilView(resource, &depthStencilDesc, viewHandle); + + return resource; +} + +void QD3D12WindowPrivate::setupRenderTargets() +{ + Q_Q(QD3D12Window); + + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle(rtvHeap->GetCPUDescriptorHandleForHeapStart()); + for (int i = 0; i < swapChainBufferCount; ++i) { + if (FAILED(swapChain->GetBuffer(i, IID_PPV_ARGS(&renderTargets[i])))) { + qWarning("Failed to get buffer %d from swap chain", i); + return; + } + device->CreateRenderTargetView(renderTargets[i].Get(), Q_NULLPTR, rtvHandle); + rtvHandle.ptr += rtvStride; + } + + ID3D12Resource *ds = createDepthStencil(dsvHeap->GetCPUDescriptorHandleForHeapStart(), q->size(), 0); + if (ds) + depthStencil.Attach(ds); +} + +void QD3D12WindowPrivate::resize() +{ + Q_Q(QD3D12Window); + + if (!initialized) + return; + + // Clear these, otherwise resizing will fail. + depthStencil = Q_NULLPTR; + for (int i = 0; i < swapChainBufferCount; ++i) + renderTargets[i] = Q_NULLPTR; + + HRESULT hr = swapChain->ResizeBuffers(swapChainBufferCount, q->width(), q->height(), DXGI_FORMAT_R8G8B8A8_UNORM, 0); + if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET) { + deviceLost(); + return; + } else if (FAILED(hr)) { + qWarning("Failed to resize buffers: 0x%x", hr); + return; + } + + setupRenderTargets(); +} + +void QD3D12WindowPrivate::deviceLost() +{ + Q_Q(QD3D12Window); + qWarning("D3D device lost"); + + // Release all resources. This is important because otherwise reinitialization may fail. + + q->releaseD3D(); + + bundleAllocator = Q_NULLPTR; + commandAllocator = Q_NULLPTR; + rtvStride = dsvStride = 0; + depthStencil = Q_NULLPTR; + for (int i = 0; i < swapChainBufferCount; ++i) + renderTargets[i] = Q_NULLPTR; + dsvHeap = Q_NULLPTR; + rtvHeap = Q_NULLPTR; + commandQueue = Q_NULLPTR; + swapChain = Q_NULLPTR; + device = Q_NULLPTR; + + initialized = false; + initialize(); +} + +QD3D12WindowPrivate::~QD3D12WindowPrivate() +{ +} + +void QD3D12WindowPrivate::beginPaint(const QRegion ®ion) +{ + Q_UNUSED(region); + + initialize(); +} + +void QD3D12WindowPrivate::flush(const QRegion ®ion) +{ + Q_Q(QD3D12Window); + Q_UNUSED(region); + + HRESULT hr = swapChain->Present(1, 0); + if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET) { + deviceLost(); + return; + } else if (FAILED(hr)) { + qWarning("Present failed: 0x%x", hr); + return; + } + + q->afterPresent(); +} + +QD3D12Window::QD3D12Window(QWindow *parent) + : QPaintDeviceWindow(*(new QD3D12WindowPrivate), parent) +{ + setSurfaceType(QSurface::OpenGLSurface); +} + +void QD3D12Window::setExtraRenderTargetCount(int count) +{ + Q_D(QD3D12Window); + if (d->initialized) { + qWarning("setExtraRenderTargetCount: Already initialized, request ignored."); + return; + } + d->extraRenderTargetCount = qMax(0, count); +} + +void QD3D12Window::paintEvent(QPaintEvent *event) +{ + Q_UNUSED(event); + + paintD3D(); +} + +void QD3D12Window::resizeEvent(QResizeEvent *event) +{ + Q_UNUSED(event); + Q_D(QD3D12Window); + + if (!isExposed() || size().isEmpty()) + return; + + d->resize(); + resizeD3D(size()); + paintD3D(); + afterPresent(); +} + +ID3D12Device *QD3D12Window::device() const +{ + Q_D(const QD3D12Window); + return d->device.Get(); +} + +ID3D12CommandQueue *QD3D12Window::commandQueue() const +{ + Q_D(const QD3D12Window); + return d->commandQueue.Get(); +} + +ID3D12CommandAllocator *QD3D12Window::commandAllocator() const +{ + Q_D(const QD3D12Window); + return d->commandAllocator.Get(); +} + +ID3D12CommandAllocator *QD3D12Window::bundleAllocator() const +{ + Q_D(const QD3D12Window); + return d->bundleAllocator.Get(); +} + +QD3D12Window::Fence *QD3D12Window::createFence() const +{ + Q_D(const QD3D12Window); + Fence *f = new Fence; + if (FAILED(d->device->CreateFence(f->value, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&f->fence)))) { + qWarning("Failed to create fence"); + return f; + } + f->event = CreateEvent(Q_NULLPTR, FALSE, FALSE, Q_NULLPTR); + return f; +} + +void QD3D12Window::waitForGPU(Fence *f) const +{ + Q_D(const QD3D12Window); + const UINT64 newValue = f->value.fetchAndAddAcquire(1) + 1; + d->commandQueue->Signal(f->fence.Get(), newValue); + if (f->fence->GetCompletedValue() < newValue) { + if (FAILED(f->fence->SetEventOnCompletion(newValue, f->event))) { + qWarning("SetEventOnCompletion failed"); + return; + } + WaitForSingleObject(f->event, INFINITE); + } +} + +void QD3D12Window::transitionResource(ID3D12Resource *resource, ID3D12GraphicsCommandList *commandList, + D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after) const +{ + D3D12_RESOURCE_BARRIER barrier; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = resource; + barrier.Transition.StateBefore = before; + barrier.Transition.StateAfter = after; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + + commandList->ResourceBarrier(1, &barrier); +} + +void QD3D12Window::uavBarrier(ID3D12Resource *resource, ID3D12GraphicsCommandList *commandList) const +{ + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV; + barrier.UAV.pResource = resource; + + commandList->ResourceBarrier(1, &barrier); +} + +ID3D12Resource *QD3D12Window::backBufferRenderTarget() const +{ + Q_D(const QD3D12Window); + return d->renderTargets[d->swapChain->GetCurrentBackBufferIndex()].Get(); +} + +D3D12_CPU_DESCRIPTOR_HANDLE QD3D12Window::backBufferRenderTargetCPUHandle() const +{ + Q_D(const QD3D12Window); + const int frameIndex = d->swapChain->GetCurrentBackBufferIndex(); + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle(d->rtvHeap->GetCPUDescriptorHandleForHeapStart()); + rtvHandle.ptr += frameIndex * d->rtvStride; + return rtvHandle; +} + +D3D12_CPU_DESCRIPTOR_HANDLE QD3D12Window::depthStencilCPUHandle() const +{ + Q_D(const QD3D12Window); + return d->dsvHeap->GetCPUDescriptorHandleForHeapStart(); +} + +D3D12_CPU_DESCRIPTOR_HANDLE QD3D12Window::extraRenderTargetCPUHandle(int idx) const +{ + Q_D(const QD3D12Window); + Q_ASSERT(idx >= 0 && idx < d->extraRenderTargetCount); + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle(d->rtvHeap->GetCPUDescriptorHandleForHeapStart()); + rtvHandle.ptr += (d->swapChainBufferCount + idx) * d->rtvStride; + return rtvHandle; +} + +D3D12_CPU_DESCRIPTOR_HANDLE QD3D12Window::extraDepthStencilCPUHandle(int idx) const +{ + Q_D(const QD3D12Window); + Q_ASSERT(idx >= 0 && idx < d->extraRenderTargetCount); + D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle(d->dsvHeap->GetCPUDescriptorHandleForHeapStart()); + dsvHandle.ptr += (1 + idx) * d->dsvStride; + return dsvHandle; +} + +ID3D12Resource *QD3D12Window::createExtraRenderTargetAndView(D3D12_CPU_DESCRIPTOR_HANDLE viewHandle, + const QSize &size, + const float *clearColor, + int samples) +{ + Q_D(QD3D12Window); + return d->createOffscreenRenderTarget(viewHandle, size, clearColor, samples); +} + +ID3D12Resource *QD3D12Window::createExtraDepthStencilAndView(D3D12_CPU_DESCRIPTOR_HANDLE viewHandle, + const QSize &size, + int samples) +{ + Q_D(QD3D12Window); + return d->createDepthStencil(viewHandle, size, samples); +} + +quint32 QD3D12Window::alignedCBSize(quint32 size) const +{ + return (size + D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT - 1) & ~(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT - 1); +} + +quint32 QD3D12Window::alignedTexturePitch(quint32 rowPitch) const +{ + return (rowPitch + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1); +} + +quint32 QD3D12Window::alignedTextureOffset(quint32 offset) const +{ + return (offset + D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT - 1) & ~(D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT - 1); +} + +QImage QD3D12Window::readbackRGBA8888(ID3D12Resource *rt, D3D12_RESOURCE_STATES rtState, ID3D12GraphicsCommandList *commandList) +{ + ComPtr readbackBuf; + + D3D12_RESOURCE_DESC rtDesc = rt->GetDesc(); + UINT64 textureByteSize = 0; + D3D12_PLACED_SUBRESOURCE_FOOTPRINT textureLayout = {}; + device()->GetCopyableFootprints(&rtDesc, 0, 1, 0, &textureLayout, Q_NULLPTR, Q_NULLPTR, &textureByteSize); + + D3D12_HEAP_PROPERTIES heapProp = {}; + heapProp.Type = D3D12_HEAP_TYPE_READBACK; + + D3D12_RESOURCE_DESC bufDesc = {}; + bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + bufDesc.Width = textureByteSize; + bufDesc.Height = 1; + bufDesc.DepthOrArraySize = 1; + bufDesc.MipLevels = 1; + bufDesc.Format = DXGI_FORMAT_UNKNOWN; + bufDesc.SampleDesc.Count = 1; + bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + + if (FAILED(device()->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, + D3D12_RESOURCE_STATE_COPY_DEST, Q_NULLPTR, IID_PPV_ARGS(&readbackBuf)))) { + qWarning("Failed to create committed resource (readback buffer)"); + return QImage(); + } + + D3D12_TEXTURE_COPY_LOCATION dstLoc; + dstLoc.pResource = readbackBuf.Get(); + dstLoc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + dstLoc.PlacedFootprint = textureLayout; + D3D12_TEXTURE_COPY_LOCATION srcLoc; + srcLoc.pResource = rt; + srcLoc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + srcLoc.SubresourceIndex = 0; + + transitionResource(rt, commandList, rtState, D3D12_RESOURCE_STATE_COPY_SOURCE); + commandList->CopyTextureRegion(&dstLoc, 0, 0, 0, &srcLoc, Q_NULLPTR); + transitionResource(rt, commandList, D3D12_RESOURCE_STATE_COPY_SOURCE, rtState); + commandList->Close(); + + ID3D12CommandList *commandLists[] = { commandList }; + commandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); + QScopedPointer f(createFence()); + waitForGPU(f.data()); + + QImage img(rtDesc.Width, rtDesc.Height, QImage::Format_RGBA8888); + quint8 *p = Q_NULLPTR; + D3D12_RANGE readRange = { 0, 0 }; + if (FAILED(readbackBuf->Map(0, &readRange, reinterpret_cast(&p)))) { + qWarning("Mapping the readback buffer failed"); + return QImage(); + } + for (UINT y = 0; y < rtDesc.Height; ++y) { + quint8 *dst = img.scanLine(y); + memcpy(dst, p, rtDesc.Width * 4); + p += textureLayout.Footprint.RowPitch; + } + readbackBuf->Unmap(0, Q_NULLPTR); + + return img; +} + +void QD3D12Window::initializeD3D() +{ +} + +void QD3D12Window::releaseD3D() +{ +} + +void QD3D12Window::resizeD3D(const QSize &) +{ +} + +void QD3D12Window::paintD3D() +{ +} + +void QD3D12Window::afterPresent() +{ +} + +QD3D12Window::Fence::~Fence() +{ + if (event) + CloseHandle(event); +} + +QT_END_NAMESPACE diff --git a/src/d3d12window/qd3d12window.h b/src/d3d12window/qd3d12window.h new file mode 100644 index 0000000..0fc455f --- /dev/null +++ b/src/d3d12window/qd3d12window.h @@ -0,0 +1,127 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef QD3D12WINDOW_H +#define QD3D12WINDOW_H + +#include +#include +#include +#include + +#define WIN32_LEAN_AND_MEAN +#include +#include +#include +#include + +using namespace Microsoft::WRL; + +QT_BEGIN_NAMESPACE + +class QD3D12WindowPrivate; + +class QD3D12_EXPORT QD3D12Window : public QPaintDeviceWindow +{ + Q_OBJECT + Q_DECLARE_PRIVATE(QD3D12Window) + +public: + struct QD3D12_EXPORT Fence { + Fence() : event(Q_NULLPTR) { } + ~Fence(); + ComPtr fence; + HANDLE event; + QAtomicInt value; + private: + Q_DISABLE_COPY(Fence) + }; + + QD3D12Window(QWindow *parent = Q_NULLPTR); + + void setExtraRenderTargetCount(int count); + + virtual void initializeD3D(); + virtual void releaseD3D(); + virtual void resizeD3D(const QSize &size); + virtual void paintD3D(); + virtual void afterPresent(); + + ID3D12Device *device() const; + ID3D12CommandQueue *commandQueue() const; + ID3D12CommandAllocator *commandAllocator() const; + ID3D12CommandAllocator *bundleAllocator() const; + + Fence *createFence() const; + void waitForGPU(Fence *f) const; + + void transitionResource(ID3D12Resource *resource, ID3D12GraphicsCommandList *commandList, + D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after) const; + void uavBarrier(ID3D12Resource *resource, ID3D12GraphicsCommandList *commandList) const; + + ID3D12Resource *backBufferRenderTarget() const; + D3D12_CPU_DESCRIPTOR_HANDLE backBufferRenderTargetCPUHandle() const; + + D3D12_CPU_DESCRIPTOR_HANDLE depthStencilCPUHandle() const; + + D3D12_CPU_DESCRIPTOR_HANDLE extraRenderTargetCPUHandle(int idx) const; + D3D12_CPU_DESCRIPTOR_HANDLE extraDepthStencilCPUHandle(int idx) const; + + ID3D12Resource *createExtraRenderTargetAndView(D3D12_CPU_DESCRIPTOR_HANDLE viewHandle, + const QSize &size, + const float *clearColor = Q_NULLPTR, + int samples = 0); + ID3D12Resource *createExtraDepthStencilAndView(D3D12_CPU_DESCRIPTOR_HANDLE viewHandle, + const QSize &size, + int samples = 0); + + quint32 alignedCBSize(quint32 size) const; + quint32 alignedTexturePitch(quint32 rowPitch) const; + quint32 alignedTextureOffset(quint32 offset) const; + + QImage readbackRGBA8888(ID3D12Resource *rt, D3D12_RESOURCE_STATES rtState, ID3D12GraphicsCommandList *commandList); + +protected: + void paintEvent(QPaintEvent *event) Q_DECL_OVERRIDE; + void resizeEvent(QResizeEvent *) Q_DECL_OVERRIDE; + +private: + Q_DISABLE_COPY(QD3D12Window) +}; + +QT_END_NAMESPACE + +#endif diff --git a/src/d3d12window/qd3d12windowglobal.h b/src/d3d12window/qd3d12windowglobal.h new file mode 100644 index 0000000..8fdc923 --- /dev/null +++ b/src/d3d12window/qd3d12windowglobal.h @@ -0,0 +1,52 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtD3D12Window module +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef QD3D12WINDOWGLOBAL_H +#define QD3D12WINDOWGLOBAL_H + +#include + +QT_BEGIN_NAMESPACE + +#if defined(QD3D12_BUILD_DLL) +#define QD3D12_EXPORT Q_DECL_EXPORT +#else +#define QD3D12_EXPORT Q_DECL_IMPORT +#endif + +QT_END_NAMESPACE + +#endif // QD3D12WINDOWGLOBAL_H diff --git a/src/src.pro b/src/src.pro new file mode 100644 index 0000000..0baa931 --- /dev/null +++ b/src/src.pro @@ -0,0 +1,2 @@ +TEMPLATE = subdirs +SUBDIRS += d3d12window diff --git a/sync.profile b/sync.profile new file mode 100644 index 0000000..b5b52c8 --- /dev/null +++ b/sync.profile @@ -0,0 +1,6 @@ +%modules = ( + "QtD3D12Window" => "$basedir/src/d3d12window", +); +%dependencies = ( + "qtbase" => "refs/heads/stable", +); -- cgit v1.2.3