/**************************************************************************** ** ** 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); }