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authorLaszlo Agocs <laszlo.agocs@qt.io>2019-03-22 09:55:03 +0100
committerLaszlo Agocs <laszlo.agocs@qt.io>2019-06-13 10:13:45 +0200
commit53599592e09edd215bfa1eaa7e6f3a9f3fc50ae6 (patch)
tree1083ec3a18030bb6f09de58b2fe0ac1cb8aedc0b /tests/manual/rhi/hellominimalcrossgfxtriangle/hellominimalcrossgfxtriangle.cpp
parentc143161608ded130919006f151bf92c44a0991d0 (diff)
Introduce the Qt graphics abstraction as private QtGui helpers
Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES). All APIs are private for now. Shader conditioning (i.e. generating a QRhiShader in memory or on disk from some shader source code) is done via the tools and APIs provided by qt-labs/qtshadertools. The OpenGL support follows the cross-platform tradition of requiring ES 2.0 only, while optionally using some (ES) 3.x features. It can operate in core profile contexts as well. Task-number: QTBUG-70287 Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Diffstat (limited to 'tests/manual/rhi/hellominimalcrossgfxtriangle/hellominimalcrossgfxtriangle.cpp')
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diff --git a/tests/manual/rhi/hellominimalcrossgfxtriangle/hellominimalcrossgfxtriangle.cpp b/tests/manual/rhi/hellominimalcrossgfxtriangle/hellominimalcrossgfxtriangle.cpp
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@@ -0,0 +1,554 @@
+/****************************************************************************
+**
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, 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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+// This is a compact, minimal, single-file demo of deciding the backend at
+// runtime while using the exact same shaders and rendering code without any
+// branching whatsoever once the QWindow is up and the RHI is initialized.
+
+#include <QGuiApplication>
+#include <QCommandLineParser>
+#include <QWindow>
+#include <QPlatformSurfaceEvent>
+#include <QElapsedTimer>
+
+#include <QtGui/private/qshader_p.h>
+#include <QFile>
+
+#include <QtGui/private/qrhinull_p.h>
+
+#ifndef QT_NO_OPENGL
+#include <QtGui/private/qrhigles2_p.h>
+#include <QOffscreenSurface>
+#endif
+
+#if QT_CONFIG(vulkan)
+#include <QLoggingCategory>
+#include <QtGui/private/qrhivulkan_p.h>
+#endif
+
+#ifdef Q_OS_WIN
+#include <QtGui/private/qrhid3d11_p.h>
+#endif
+
+#ifdef Q_OS_DARWIN
+#include <QtGui/private/qrhimetal_p.h>
+#endif
+
+static float vertexData[] = {
+ // Y up (note clipSpaceCorrMatrix in m_proj), CCW
+ 0.0f, 0.5f, 1.0f, 0.0f, 0.0f,
+ -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
+ 0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
+};
+
+static QShader getShader(const QString &name)
+{
+ QFile f(name);
+ if (f.open(QIODevice::ReadOnly))
+ return QShader::fromSerialized(f.readAll());
+
+ return QShader();
+}
+
+enum GraphicsApi
+{
+ OpenGL,
+ Vulkan,
+ D3D11,
+ Metal,
+ Null
+};
+
+static GraphicsApi graphicsApi;
+
+static QString graphicsApiName()
+{
+ switch (graphicsApi) {
+ case OpenGL:
+ return QLatin1String("OpenGL 2.x");
+ case Vulkan:
+ return QLatin1String("Vulkan");
+ case D3D11:
+ return QLatin1String("Direct3D 11");
+ case Metal:
+ return QLatin1String("Metal");
+ case Null:
+ return QLatin1String("Null");
+ default:
+ break;
+ }
+ return QString();
+}
+
+class Window : public QWindow
+{
+public:
+ Window();
+ ~Window();
+
+ void init();
+ void releaseResources();
+ void resizeSwapChain();
+ void releaseSwapChain();
+ void render();
+
+ void exposeEvent(QExposeEvent *) override;
+ bool event(QEvent *) override;
+
+private:
+ bool m_running = false;
+ bool m_notExposed = false;
+ bool m_newlyExposed = false;
+
+ QRhi *m_r = nullptr;
+ bool m_hasSwapChain = false;
+ QRhiSwapChain *m_sc = nullptr;
+ QRhiRenderBuffer *m_ds = nullptr;
+ QRhiRenderPassDescriptor *m_rp = nullptr;
+ QRhiBuffer *m_vbuf = nullptr;
+ bool m_vbufReady = false;
+ QRhiBuffer *m_ubuf = nullptr;
+ QRhiShaderResourceBindings *m_srb = nullptr;
+ QRhiGraphicsPipeline *m_ps = nullptr;
+ QVector<QRhiResource *> releasePool;
+
+ QMatrix4x4 m_proj;
+ float m_rotation = 0;
+ float m_opacity = 1;
+ int m_opacityDir = -1;
+
+ QElapsedTimer m_timer;
+ qint64 m_elapsedMs;
+ int m_elapsedCount;
+
+#ifndef QT_NO_OPENGL
+ QOffscreenSurface *m_fallbackSurface = nullptr;
+#endif
+};
+
+Window::Window()
+{
+ // Tell the platform plugin what we want.
+ switch (graphicsApi) {
+ case OpenGL:
+#if QT_CONFIG(opengl)
+ setSurfaceType(OpenGLSurface);
+ setFormat(QRhiGles2InitParams::adjustedFormat());
+#endif
+ break;
+ case Vulkan:
+ setSurfaceType(VulkanSurface);
+ break;
+ case D3D11:
+ setSurfaceType(OpenGLSurface); // not a typo
+ break;
+ case Metal:
+#if (QT_VERSION >= QT_VERSION_CHECK(5, 12, 0))
+ setSurfaceType(MetalSurface);
+#endif
+ break;
+ default:
+ break;
+ }
+}
+
+Window::~Window()
+{
+ releaseResources();
+}
+
+void Window::exposeEvent(QExposeEvent *)
+{
+ // initialize and start rendering when the window becomes usable for graphics purposes
+ if (isExposed() && !m_running) {
+ m_running = true;
+ init();
+ resizeSwapChain();
+ }
+
+ // stop pushing frames when not exposed (or size is 0)
+ if ((!isExposed() || (m_hasSwapChain && m_sc->surfacePixelSize().isEmpty())) && m_running)
+ m_notExposed = true;
+
+ // continue when exposed again and the surface has a valid size.
+ // note that the surface size can be (0, 0) even though size() reports a valid one...
+ if (isExposed() && m_running && m_notExposed && !m_sc->surfacePixelSize().isEmpty()) {
+ m_notExposed = false;
+ m_newlyExposed = true;
+ }
+
+ // always render a frame on exposeEvent() (when exposed) in order to update
+ // immediately on window resize.
+ if (isExposed() && !m_sc->surfacePixelSize().isEmpty())
+ render();
+}
+
+bool Window::event(QEvent *e)
+{
+ switch (e->type()) {
+ case QEvent::UpdateRequest:
+ render();
+ break;
+
+ case QEvent::PlatformSurface:
+ // this is the proper time to tear down the swapchain (while the native window and surface are still around)
+ if (static_cast<QPlatformSurfaceEvent *>(e)->surfaceEventType() == QPlatformSurfaceEvent::SurfaceAboutToBeDestroyed)
+ releaseSwapChain();
+ break;
+
+ default:
+ break;
+ }
+
+ return QWindow::event(e);
+}
+
+void Window::init()
+{
+ if (graphicsApi == Null) {
+ QRhiNullInitParams params;
+ m_r = QRhi::create(QRhi::Null, &params);
+ }
+
+#ifndef QT_NO_OPENGL
+ if (graphicsApi == OpenGL) {
+ m_fallbackSurface = QRhiGles2InitParams::newFallbackSurface();
+ QRhiGles2InitParams params;
+ params.fallbackSurface = m_fallbackSurface;
+ params.window = this;
+ m_r = QRhi::create(QRhi::OpenGLES2, &params);
+ }
+#endif
+
+#if QT_CONFIG(vulkan)
+ if (graphicsApi == Vulkan) {
+ QRhiVulkanInitParams params;
+ params.inst = vulkanInstance();
+ params.window = this;
+ m_r = QRhi::create(QRhi::Vulkan, &params);
+ }
+#endif
+
+#ifdef Q_OS_WIN
+ if (graphicsApi == D3D11) {
+ QRhiD3D11InitParams params;
+ m_r = QRhi::create(QRhi::D3D11, &params);
+ }
+#endif
+
+#ifdef Q_OS_DARWIN
+ if (graphicsApi == Metal) {
+ QRhiMetalInitParams params;
+ m_r = QRhi::create(QRhi::Metal, &params);
+ }
+#endif
+
+ if (!m_r)
+ qFatal("Failed to create RHI backend");
+
+ // now onto the backend-independent init
+
+ m_sc = m_r->newSwapChain();
+ // allow depth-stencil, although we do not actually enable depth test/write for the triangle
+ m_ds = m_r->newRenderBuffer(QRhiRenderBuffer::DepthStencil,
+ QSize(), // no need to set the size yet
+ 1,
+ QRhiRenderBuffer::UsedWithSwapChainOnly);
+ releasePool << m_ds;
+ m_sc->setWindow(this);
+ m_sc->setDepthStencil(m_ds);
+ m_rp = m_sc->newCompatibleRenderPassDescriptor();
+ releasePool << m_rp;
+ m_sc->setRenderPassDescriptor(m_rp);
+
+ m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
+ releasePool << m_vbuf;
+ m_vbuf->build();
+ m_vbufReady = false;
+
+ m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
+ releasePool << m_ubuf;
+ m_ubuf->build();
+
+ m_srb = m_r->newShaderResourceBindings();
+ releasePool << m_srb;
+ m_srb->setBindings({
+ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf)
+ });
+ m_srb->build();
+
+ m_ps = m_r->newGraphicsPipeline();
+ releasePool << m_ps;
+
+ QRhiGraphicsPipeline::TargetBlend premulAlphaBlend;
+ premulAlphaBlend.enable = true;
+ m_ps->setTargetBlends({ premulAlphaBlend });
+
+ const QShader vs = getShader(QLatin1String(":/color.vert.qsb"));
+ if (!vs.isValid())
+ qFatal("Failed to load shader pack (vertex)");
+ const QShader fs = getShader(QLatin1String(":/color.frag.qsb"));
+ if (!fs.isValid())
+ qFatal("Failed to load shader pack (fragment)");
+
+ m_ps->setShaderStages({
+ { QRhiGraphicsShaderStage::Vertex, vs },
+ { QRhiGraphicsShaderStage::Fragment, fs }
+ });
+
+ QRhiVertexInputLayout inputLayout;
+ inputLayout.setBindings({
+ { 5 * sizeof(float) }
+ });
+ inputLayout.setAttributes({
+ { 0, 0, QRhiVertexInputAttribute::Float2, 0 },
+ { 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
+ });
+
+ m_ps->setVertexInputLayout(inputLayout);
+ m_ps->setShaderResourceBindings(m_srb);
+ m_ps->setRenderPassDescriptor(m_rp);
+
+ m_ps->build();
+}
+
+void Window::releaseResources()
+{
+ qDeleteAll(releasePool);
+ releasePool.clear();
+
+ delete m_sc; // native swapchain is likely released already
+ m_sc = nullptr;
+
+ delete m_r;
+
+#ifndef QT_NO_OPENGL
+ delete m_fallbackSurface;
+#endif
+}
+
+void Window::resizeSwapChain()
+{
+ const QSize outputSize = m_sc->surfacePixelSize();
+
+ m_ds->setPixelSize(outputSize);
+ m_ds->build(); // == m_ds->release(); m_ds->build();
+
+ m_hasSwapChain = m_sc->buildOrResize();
+
+ m_elapsedMs = 0;
+ m_elapsedCount = 0;
+
+ m_proj = m_r->clipSpaceCorrMatrix();
+ m_proj.perspective(45.0f, outputSize.width() / (float) outputSize.height(), 0.01f, 100.0f);
+ m_proj.translate(0, 0, -4);
+}
+
+void Window::releaseSwapChain()
+{
+ if (m_hasSwapChain) {
+ m_hasSwapChain = false;
+ m_sc->release();
+ }
+}
+
+void Window::render()
+{
+ if (!m_hasSwapChain || m_notExposed)
+ return;
+
+ // If the window got resized or got newly exposed, resize the swapchain.
+ // (the newly-exposed case is not actually required by some
+ // platforms/backends, but f.ex. Vulkan on Windows seems to need it)
+ if (m_sc->currentPixelSize() != m_sc->surfacePixelSize() || m_newlyExposed) {
+ resizeSwapChain();
+ if (!m_hasSwapChain)
+ return;
+ m_newlyExposed = false;
+ }
+
+ // Start a new frame. This is where we block when too far ahead of
+ // GPU/present, and that's what throttles the thread to the refresh rate.
+ // (except for OpenGL where it happens either in endFrame or somewhere else
+ // depending on the GL implementation)
+ QRhi::FrameOpResult r = m_r->beginFrame(m_sc);
+ if (r == QRhi::FrameOpSwapChainOutOfDate) {
+ resizeSwapChain();
+ if (!m_hasSwapChain)
+ return;
+ r = m_r->beginFrame(m_sc);
+ }
+ if (r != QRhi::FrameOpSuccess) {
+ requestUpdate();
+ return;
+ }
+
+ if (m_elapsedCount)
+ m_elapsedMs += m_timer.elapsed();
+ m_timer.restart();
+ m_elapsedCount += 1;
+ if (m_elapsedMs >= 4000) {
+ qDebug("%f", m_elapsedCount / 4.0f);
+ m_elapsedMs = 0;
+ m_elapsedCount = 0;
+ }
+
+ // Set up buffer updates.
+ QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
+ if (!m_vbufReady) {
+ m_vbufReady = true;
+ u->uploadStaticBuffer(m_vbuf, vertexData);
+ }
+ m_rotation += 1.0f;
+ QMatrix4x4 mvp = m_proj;
+ mvp.rotate(m_rotation, 0, 1, 0);
+ u->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
+ m_opacity += m_opacityDir * 0.005f;
+ if (m_opacity < 0.0f || m_opacity > 1.0f) {
+ m_opacityDir *= -1;
+ m_opacity = qBound(0.0f, m_opacity, 1.0f);
+ }
+ u->updateDynamicBuffer(m_ubuf, 64, 4, &m_opacity);
+
+ QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
+ const QSize outputSizeInPixels = m_sc->currentPixelSize();
+
+ // Apply buffer updates, clear, start the renderpass (where applicable).
+ cb->beginPass(m_sc->currentFrameRenderTarget(), QColor::fromRgbF(0.4f, 0.7f, 0.0f, 1.0f), { 1.0f, 0 }, u);
+
+ cb->setGraphicsPipeline(m_ps);
+ cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
+ cb->setShaderResources();
+
+ const QRhiCommandBuffer::VertexInput vbufBinding(m_vbuf, 0);
+ cb->setVertexInput(0, 1, &vbufBinding);
+ cb->draw(3);
+
+ cb->endPass();
+
+ // Submit.
+ m_r->endFrame(m_sc);
+
+ requestUpdate(); // render continuously, throttled by the presentation rate (due to beginFrame above)
+}
+
+int main(int argc, char **argv)
+{
+ QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
+ QGuiApplication app(argc, argv);
+
+ // Defaults.
+#if defined(Q_OS_WIN)
+ graphicsApi = D3D11;
+#elif defined(Q_OS_DARWIN)
+ graphicsApi = Metal;
+#elif QT_CONFIG(vulkan)
+ graphicsApi = Vulkan;
+#else
+ graphicsApi = OpenGL;
+#endif
+
+ // Allow overriding via the command line.
+ QCommandLineParser cmdLineParser;
+ cmdLineParser.addHelpOption();
+ QCommandLineOption glOption({ "g", "opengl" }, QLatin1String("OpenGL (2.x)"));
+ cmdLineParser.addOption(glOption);
+ QCommandLineOption vkOption({ "v", "vulkan" }, QLatin1String("Vulkan"));
+ cmdLineParser.addOption(vkOption);
+ QCommandLineOption d3dOption({ "d", "d3d11" }, QLatin1String("Direct3D 11"));
+ cmdLineParser.addOption(d3dOption);
+ QCommandLineOption mtlOption({ "m", "metal" }, QLatin1String("Metal"));
+ cmdLineParser.addOption(mtlOption);
+ QCommandLineOption nullOption({ "n", "null" }, QLatin1String("Null"));
+ cmdLineParser.addOption(nullOption);
+ cmdLineParser.process(app);
+ if (cmdLineParser.isSet(glOption))
+ graphicsApi = OpenGL;
+ if (cmdLineParser.isSet(vkOption))
+ graphicsApi = Vulkan;
+ if (cmdLineParser.isSet(d3dOption))
+ graphicsApi = D3D11;
+ if (cmdLineParser.isSet(mtlOption))
+ graphicsApi = Metal;
+ if (cmdLineParser.isSet(nullOption))
+ graphicsApi = Null;
+
+ // Vulkan setup.
+#if QT_CONFIG(vulkan)
+ QVulkanInstance inst;
+ if (graphicsApi == Vulkan) {
+ if (!inst.create()) {
+ qWarning("Failed to create Vulkan instance, switching to OpenGL");
+ graphicsApi = OpenGL;
+ }
+ }
+#endif
+
+ // Create and show the window.
+ Window w;
+#if QT_CONFIG(vulkan)
+ if (graphicsApi == Vulkan)
+ w.setVulkanInstance(&inst);
+#endif
+ w.resize(1280, 720);
+ w.setTitle(graphicsApiName());
+ w.show();
+
+ // Window::event() will not get invoked when the
+ // PlatformSurfaceAboutToBeDestroyed event is sent during the QWindow
+ // destruction. That happens only when exiting via app::quit() instead of
+ // the more common QWindow::close(). Take care of it: if the
+ // QPlatformWindow is still around (there was no close() yet), get rid of
+ // the swapchain while it's not too late.
+ if (w.handle())
+ w.releaseSwapChain();
+
+ return app.exec();
+}