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+// Copyright (C) 2023 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
+
+/*!
+ \example rhiwindow
+ \title RHI Window Example
+ \examplecategory {Graphics}
+
+ \brief This example shows how to create a minimal QWindow-based
+ application using QRhi.
+
+ \image rhiwindow_example.jpg
+
+ Qt 6.6 starts offering its accelerated 3D API and shader abstraction layer
+ for application use as well. Applications can now use the same 3D graphics
+ classes Qt itself uses to implement the Qt Quick scenegraph or the Qt Quick
+ 3D engine. In earlier Qt versions QRhi and the related classes were all
+ private APIs. From 6.6 on these classes are in a similar category as QPA
+ family of classes: neither fully public nor private, but something
+ in-between, with a more limited compatibility promise compared to public
+ APIs. On the other hand, QRhi and the related classes now come with full
+ documentation similarly to public APIs.
+
+ There are multiple ways to use QRhi, the example here shows the most
+ low-level approach: targeting a QWindow, while not using Qt Quick, Qt Quick
+ 3D, or Widgets in any form, and setting up all the rendering and windowing
+ infrastructure in the application.
+
+ In contrast, when writing a QML application with Qt Quick or Qt Quick 3D,
+ and wanting to add QRhi-based rendering to it, such an application is going
+ to rely on the window and rendering infrastructure Qt Quick has already
+ initialized, and it is likely going to query an existing QRhi instance from
+ the QQuickWindow. There dealing with QRhi::create(), platform/API specifics
+ such as \l{QVulkanInstance}{Vulkan instances}, or correctly handling
+ \l{QExposeEvent}{expose} and resize events for the window are all managed
+ by Qt Quick. Whereas in this example, all that is managed and taken care
+ of by the application itself.
+
+ \note For QWidget-based applications in particular, it should be noted that
+ QWidget::createWindowContainer() allows embedding a QWindow (backed by a
+ native window) into the widget-based user interface. Therefore, the \c
+ HelloWindow class from this example is reusable in QWidget-based
+ applications, assuming the necessary initialization from \c main() is in
+ place as well.
+
+ \section1 3D API Support
+
+ The application supports all the current \l{QRhi::Implementation}{QRhi
+ backends}. When no command-line arguments are specified, platform-specific
+ defaults are used: Direct 3D 11 on Windows, OpenGL on Linux, Metal on
+ macOS/iOS.
+
+ Running with \c{--help} shows the available command-line options:
+
+ \list
+ \li -d or --d3d11 for Direct 3D 11
+ \li -D or --d3d12 for Direct 3D 12
+ \li -m or --metal for Metal
+ \li -v or --vulkan for Vulkan
+ \li -g or --opengl for OpenGL or OpenGL ES
+ \li -n or --null for the \l{QRhi::Null}{Null backend}
+ \endlist
+
+ \section1 Build System Notes
+
+ This application relies solely on the Qt GUI module. It does not use Qt
+ Widgets or Qt Quick.
+
+ In order to access the RHI APIs, which are available to all Qt applications
+ but come with a limited compatibility promise, the \c target_link_libraries
+ CMake command lists \c{Qt6::GuiPrivate}. This is what enables the
+ \c{#include <rhi/qrhi.h>} include statement to compile successfully.
+
+ \section1 Features
+
+ The application features:
+
+ \list
+
+ \li A resizable QWindow,
+
+ \li a swapchain and depth-stencil buffer that properly follows the size of
+ the window,
+
+ \li logic to initialize, render, and tear down at the appropriate time
+ based on events such as \l QExposeEvent and \l QPlatformSurfaceEvent,
+
+ \li rendering a fullscreen textured quad, using a texture the contents of
+ which is generated in a QImage via QPainter (using the raster paint engine,
+ i.e. the generating of the image's pixel data is all CPU-based, that data
+ is then uploaded into a GPU texture),
+
+ \li rendering a triangle with blending and depth testing enabled, using a
+ perspective projection, while applying a model transform that changes on
+ every frame,
+
+ \li an efficient, cross-platform render loop using
+ \l{QWindow::requestUpdate()}{requestUpdate()}.
+
+ \endlist
+
+ \section1 Shaders
+
+ The application uses two sets of vertex and fragment shader pairs:
+
+ \list
+
+ \li one for the fullscreen quad, which uses no vertex inputs and the
+ fragment shader samples a texture (\c quad.vert, \c quad.frag),
+
+ \li and another pair for the triangle, where vertex positions and colors
+ are provided in a vertex buffer and a modelview-projection matrix is
+ provided in a uniform buffer (\c color.vert, \c color.frag).
+
+ \endlist
+
+ The shaders are written as Vulkan-compatible GLSL source code.
+
+ Due to being a Qt GUI module example, this example cannot have a dependency
+ on the \l{Qt Shader Tools} module. This means that CMake helper functions
+ such as \c{qt_add_shaders} are not available for use. Therefore, the
+ example has the pre-processed \c{.qsb} files included in the
+ \c{shaders/prebuilt} folder, and they are simply included within the
+ executable via \c{qt_add_resources}. This approach is not generally
+ recommended for applications, consider rather using \l{Qt Shader Tools
+ Build System Integration}{qt_add_shaders}, which avoids the need to
+ manually generate and manage the \c{.qsb} files.
+
+ To generate the \c{.qsb} files for this example, the command \c{qsb --qt6
+ color.vert -o prebuilt/color.vert.qsb} etc. was used. This leads to
+ compiling to \l{https://www.khronos.org/spir/}{SPIR-V} and than transpiling
+ into GLSL (\c{100 es} and \c 120), HLSL (5.0), and MSL (1.2). All the
+ shader versions are then packed together into a QShader and serialized to
+ disk.
+
+ \section1 API-specific Initialization
+
+ For some of the 3D APIs the main() function has to perform the appropriate
+ API-specific initialiation, e.g. to create a QVulkanInstance when using
+ Vulkan. For OpenGL we have to ensure a depth buffer is available, this is
+ done via QSurfaceFormat. These steps are not in the scope of QRhi since
+ QRhi backends for OpenGL or Vulkan build on the existing Qt facilities such
+ as QOpenGLContext or QVulkanInstance.
+
+ \snippet rhiwindow/main.cpp api-setup
+
+ \note For Vulkan, note how
+ QRhiVulkanInitParams::preferredInstanceExtensions() is taken into account
+ to ensure the appropriate extensions are enabled.
+
+ \c HelloWindow is a subclass of \c RhiWindow, which in turn is a QWindow.
+ \c RhiWindow contains everything needed to manage a resizable window with
+ a\ swapchain (and depth-stencil buffer), and is potentially reusable in
+ other applications as well. \c HelloWindow contains the rendering logic
+ specific to this particular example application.
+
+ In the QWindow subclass constructor the surface type is set based on the
+ selected 3D API.
+
+ \snippet rhiwindow/rhiwindow.cpp rhiwindow-ctor
+
+ Creating and initializing a QRhi object is implemented in
+ RhiWindow::init(). Note that this is invoked only when the window is
+ \c renderable, which is indicated by an \l{QExposeEvent}{expose event}.
+
+ Depending on which 3D API we use, the appropriate InitParams struct needs
+ to be passed to QRhi::create(). With OpenGL for example, a
+ QOffscreenSurface (or some other QSurface) must be created by the
+ application and provided for use to the QRhi. With Vulkan, a successfully
+ initialized QVulkanInstance is required. Others, such as Direct 3D or Metal
+ need no additional information to be able to initialize.
+
+ \snippet rhiwindow/rhiwindow.cpp rhi-init
+
+ Apart from this, everything else, all the rendering code, is fully
+ cross-platform and has no branching or conditions specific to any of the 3D
+ API.
+
+ \section1 Expose Events
+
+ What \c renderable exactly means is platform-specific. For example, on
+ macOS a window that is fully obscured (fully behind some other window) is
+ not renderable, whereas on Windows obscuring has no significance.
+ Fortunately, the application needs no special knowledge about this: Qt's
+ platform plugins abstract the differences behind the expose event. However,
+ the \l{QWindow::exposeEvent()}{exposeEvent()} reimplementation also needs
+ to be aware that an empty output size (e.g. width and height of 0) is also
+ something that should be treated as a non-renderable situation. On Windows
+ for example, this is what is going to happen when minimizing the window.
+ Hence the check based on QRhiSwapChain::surfacePixelSize().
+
+ This implementation of expose event handling attempts to be robust, safe,
+ and portable. Qt Quick itself also implements a very similar logic in its
+ render loops.
+
+ \snippet rhiwindow/rhiwindow.cpp expose
+
+ In RhiWindow::render(), which is invoked in response to the
+ \l{QEvent::UpdateRequest}{UpdateRequest} event generated by
+ \l{QWindow::requestUpdate()}{requestUpdate()}, the following check is in
+ place, to prevent attempting to render when the swapchain initialization
+ failed, or when the window became non-renderable.
+
+ \snippet rhiwindow/rhiwindow.cpp render-precheck
+
+ \section1 Swapchain, Depth-Stencil buffer, and Resizing
+
+ To render to the QWindow, a QRhiSwapChain is needed. In addition, a
+ QRhiRenderBuffer acting as the depth-stencil buffer is created as well
+ since the application demonstrates how depth testing can be enabled in a
+ graphics pipeline. With some legacy 3D APIs managing the depth/stencil
+ buffer for a window is part of the corresponding windowing system interface
+ API (EGL, WGL, GLX, etc., meaning the depth/stencil buffer is implicitly
+ managed together with the \c{window surface}), whereas with modern APIs
+ managing the depth-stencil buffer for a window-based render target is no
+ different from offscreen render targets. QRhi abstracts this, but for best
+ performance it still needs to be indicated that the QRhiRenderBuffer is
+ \l{QRhiRenderBuffer::UsedWithSwapChainOnly}{used with together with a
+ QRhiSwapChain}.
+
+ The QRhiSwapChain is associated with the QWindow and the depth/stencil
+ buffer.
+
+ \snippet rhiwindow/rhiwindow.h swapchain-data
+ \codeline
+ \snippet rhiwindow/rhiwindow.cpp swapchain-init
+
+ When the window size changes, the swapchain needs to be resized as well.
+ This is implemented in resizeSwapChain().
+
+ \snippet rhiwindow/rhiwindow.cpp swapchain-resize
+
+ Unlike other QRhiResource subclasses, QRhiSwapChain features slightly
+ different semantics when it comes to its create-function. As the name,
+ \l{QRhiSwapChain::createOrResize()}{createOrResize()}, suggests, this needs
+ to be called whenever it is known that the output window size may be out of
+ sync with what the swapchain was last initialized. The associated
+ QRhiRenderBuffer for depth-stencil gets its
+ \l{QRhiRenderBuffer::pixelSize()}{size} set automatically, and
+ \l{QRhiRenderBuffer::create()}{create()} is called on it implicitly from the
+ swapchain's createOrResize().
+
+ This is also a convenient place to (re)calculate the projection and view
+ matrices since the perspective projection we set up depends on the output
+ aspect ratio.
+
+ \note To eliminate coordinate system differences, the
+ \l{QRhi::clipSpaceCorrMatrix()}{a backend/API-specific "correction" matrix}
+ is queried from QRhi and baked in to the projection matrix. This is what
+ allows the application to work with OpenGL-style vertex data, assuming a
+ coordinate system with the origin at the bottom-left.
+
+ The resizeSwapChain() function is called from RhiWindow::render() when it
+ is discovered that the currently reported size is not the same anymore as
+ what the swapchain was last initialized with.
+
+ See QRhiSwapChain::currentPixelSize() and QRhiSwapChain::surfacePixelSize()
+ for further details.
+
+ High DPI support is built-in: the sizes, as the naming indicates, are
+ always in pixels, taking the window-specific
+ \l{QWindow::devicePixelRatio()}{scale factor} into account. On the QRhi
+ (and 3D API) level there is no concept of high DPI scaling, everything is
+ always in pixels. This means that a QWindow with a size() of 1280x720 and
+ a devicePixelRatio() of 2 is a render target (swapchain) with a (pixel) size
+ of 2560x1440.
+
+ \snippet rhiwindow/rhiwindow.cpp render-resize
+
+ \section1 Render Loop
+
+ The application renders continuously, throttled by the presentation rate
+ (vsync). This is ensured by calling
+ \l{QWindow::requestUpdate()}{requestUpdate()} from RhiWindow::render() when
+ the currently recorded frame has been submitted.
+
+ \snippet rhiwindow/rhiwindow.cpp request-update
+
+ This eventually leads to getting a \l{QEvent::UpdateRequest}{UpdateRequest}
+ event. This is handled in the reimplementation of event().
+
+ \snippet rhiwindow/rhiwindow.cpp event
+
+ \section1 Resource and Pipeline Setup
+
+ The application records a single render pass that issues two draw calls,
+ with two different graphics pipelines. One is the "background", with the
+ texture containing the QPainter-generated image, then a single triangle is
+ rendered on top with blending enabled.
+
+ The vertex and uniform buffer used with the triangle is created like this.
+ The size of the uniform buffer is 68 bytes since the shader specific a \c
+ mat4 and a \c float member in the uniform block. Watch out for the
+ \l{https://registry.khronos.org/OpenGL/specs/gl/glspec45.core.pdf#page=159}{std140
+ layout rules}. This presents no surprises in this example since the \c
+ float member that follows the \c mat4 has the correct alignment without any
+ additional padding, but it may become relevant in other applications,
+ especially when working with types such as \c vec2 or \c vec3. When in
+ doubt, consider checking the QShaderDescription for the
+ \l{QShader::description()}{QShader}, or, what is often more convenient, run
+ the \c qsb tool on the \c{.qsb} file with the \c{-d} argument to inspect
+ the metadata in human-readable form. The printed information includes,
+ among other things, the uniform block member offsets, sizes, and the total
+ size in bytes of each uniform block.
+
+ \snippet rhiwindow/rhiwindow.cpp render-init-1
+
+ The vertex and fragment shaders both need a uniform buffer at binding point
+ 0. This is ensured by the QRhiShaderResourceBindings object. The graphics
+ pipeline is then setup with the shaders and a number of additional
+ information. The example also relies on a number of convenient defaults,
+ e.g. the primitive topology is
+ \l{QRhiGraphicsPipeline::Triangles}{Triangles}, but that is the default,
+ and therefore it is not explicitly set. See QRhiGraphicsPipeline for
+ further details.
+
+ In addition to specifying the topology and various state, the pipeline must
+ also be associated with:
+
+ \list
+
+ \li The vertex input layout in form of a QRhiVertexInputLayout. This
+ specifies the type and component count for each vertex input location, the
+ total stride in bytes per vertex, and other related data.
+ QRhiVertexInputLayout only holds data, not actual native resources, and is
+ copiable.
+
+ \li A valid and successfully initialized QRhiShaderResourceBindings object.
+ This describes the layout of the resource bindings (uniform buffers,
+ textures, samplers) the shaders expect. This must either by the
+ QRhiShaderResourceBindings used when recording the draw calls, or another
+ that is
+ \l{QRhiShaderResourceBindings::isLayoutCompatible()}{layout-compatible with it}.
+ This simple application takes the former approach.
+
+ \li A valid QRhiRenderPassDescriptor object. This must be retrieved from,
+ or \l{QRhiRenderPassDescriptor::isCompatible()}{be compatible with} the
+ render target. The example uses the former, by creating a
+ QRhiRenderPassDescriptor object via
+ QRhiSwapChain::newCompatibleRenderPassDescriptor().
+
+ \endlist
+
+ \snippet rhiwindow/rhiwindow.cpp render-init-2
+
+ getShader() is a helper function that loads a \c{.qsb} file and
+ deserializes a QShader from it.
+
+ \snippet rhiwindow/rhiwindow.cpp getshader
+
+ The \c{color.vert} shader specifies the following as the vertex inputs:
+
+ \badcode
+ layout(location = 0) in vec4 position;
+ layout(location = 1) in vec3 color;
+ \endcode
+
+ The C++ code however provides vertex data as 2 floats for position, with 3
+ floats for the color interleaved. (\c x, \c y, \c r, \c g, \c b for each
+ vertex) This is why the stride is \c{5 * sizeof(float)} and the inputs for
+ locations 0 and 1 are specified as \c Float2 and \c Float3, respectively.
+ This is valid, and the \c z and \c w of the \c vec4 position will get set
+ automatically.
+
+ \section1 Rendering
+
+ Recording a frame is started by calling \l{QRhi::beginFrame()} and finished
+ by calling \l{QRhi::endFrame()}.
+
+ \snippet rhiwindow/rhiwindow.cpp beginframe
+
+ Some of the resources (buffers, textures) have static data in the
+ application, meaning the content never changes. The vertex buffer's content
+ is provided in the initialization step for example, and is not changed
+ afterwards. These data update operations are recorded in \c
+ m_initialUpdates. When not yet done, the commands on this resource update
+ batch are merged into the per-frame batch.
+
+ \snippet rhiwindow/rhiwindow.cpp render-1
+
+ Having a per-frame resource update batch is necessary since the uniform
+ buffer contents with the modelview-projection matrix and the opacity
+ changes on every frame.
+
+ \snippet rhiwindow/rhiwindow.cpp render-rotation
+
+ \snippet rhiwindow/rhiwindow.cpp render-opacity
+
+ To begin recording the render pass, a QRhiCommandBuffer is queried, and the
+ output size is determined, which will be useful for setting up the viewport
+ and resizing our fullscreen texture, if needed.
+
+ \snippet rhiwindow/rhiwindow.cpp render-cb
+
+ Starting a render pass implies clearing the render target's color and
+ depth-stencil buffers (unless the render target flags indicate otherwise,
+ but that is only an option for texture-based render targets). Here we
+ specify black for color, 1.0f for depth, and 0 for stencil (unused). The
+ last argument, \c resourceUpdates, is what ensures that the data update
+ commands recorded on the batch get committed. Alternatively, we could have
+ used QRhiCommandBuffer::resourceUpdate() instead. The render pass targets a
+ swapchain, hence calling
+ \l{QRhiSwapChain::currentFrameRenderTarget()}{currentFrameRenderTarget()}
+ to get a valid QRhiRenderTarget.
+
+ \snippet rhiwindow/rhiwindow.cpp render-pass
+
+ Recording the draw call for the triangle is straightforward: set the
+ pipeline, set the shader resources, set the vertex/index buffer(s), and
+ record the draw call. Here we use a non-indexed draw with just 3 vertices.
+
+ \snippet rhiwindow/rhiwindow.cpp render-pass-record
+
+ The \l{QRhiCommandBuffer::setShaderResources()}{setShaderResources()} call
+ has no arguments given, which implies using \c m_colorTriSrb since that was
+ associated with the active QRhiGraphicsPipeline (\c m_colorPipeline).
+
+ We will not dive into the details of the rendering of the fullscreen
+ background image. See the example source code for that. It is however worth
+ noting a common pattern for "resizing" a texture or buffer resource. There
+ is no such thing as changing the size of an existing native resource, so
+ changing a texture or buffer size must be followed by a call to create(),
+ to release and recreate the underlying native resources. To ensure that the
+ QRhiTexture always has the required size, the application implements the
+ following logic. Note that \c m_texture stays valid for the entire lifetime
+ of the window, which means object references to it, e.g. in a
+ QRhiShaderResourceBindings, continue to be valid all the time. It is only
+ the underlying native resources that come and go over time.
+
+ Note also that we set a device pixel ratio on the image that matches
+ the window that we're drawing into. This ensures that the drawing code
+ can be DPR-agnostic, producing the same layout regardless of the DPR,
+ while also taking advantage of the additional pixels for improved fidelity.
+
+ \snippet rhiwindow/rhiwindow.cpp ensure-texture
+
+ Once a QImage is generated and the QPainter-based drawing into it has
+ finished, we use
+ \l{QRhiResourceUpdateBatch::uploadTexture()}{uploadTexture()} to record a
+ texture upload on the resource update batch:
+
+ \snippet rhiwindow/rhiwindow.cpp ensure-texture-2
+
+ \sa QRhi, QRhiSwapChain, QWindow, QRhiCommandBuffer, QRhiResourceUpdateBatch, QRhiBuffer, QRhiTexture
+ */