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Diffstat (limited to 'examples/gui/doc')
-rw-r--r-- | examples/gui/doc/images/analogclock-window-example.png | bin | 14556 -> 0 bytes | |||
-rw-r--r-- | examples/gui/doc/images/analogclockwindow-viewport.png | bin | 29668 -> 0 bytes | |||
-rw-r--r-- | examples/gui/doc/images/rhiwindow_example.jpg | bin | 0 -> 47775 bytes | |||
-rw-r--r-- | examples/gui/doc/src/analogclockwindow.qdoc | 138 | ||||
-rw-r--r-- | examples/gui/doc/src/rasterwindow.qdoc | 29 | ||||
-rw-r--r-- | examples/gui/doc/src/rhiwindow.qdoc | 445 |
6 files changed, 448 insertions, 164 deletions
diff --git a/examples/gui/doc/images/analogclock-window-example.png b/examples/gui/doc/images/analogclock-window-example.png Binary files differdeleted file mode 100644 index f5e92e400a..0000000000 --- a/examples/gui/doc/images/analogclock-window-example.png +++ /dev/null diff --git a/examples/gui/doc/images/analogclockwindow-viewport.png b/examples/gui/doc/images/analogclockwindow-viewport.png Binary files differdeleted file mode 100644 index 31ce0c3c6e..0000000000 --- a/examples/gui/doc/images/analogclockwindow-viewport.png +++ /dev/null diff --git a/examples/gui/doc/images/rhiwindow_example.jpg b/examples/gui/doc/images/rhiwindow_example.jpg Binary files differnew file mode 100644 index 0000000000..ca1e44bada --- /dev/null +++ b/examples/gui/doc/images/rhiwindow_example.jpg diff --git a/examples/gui/doc/src/analogclockwindow.qdoc b/examples/gui/doc/src/analogclockwindow.qdoc deleted file mode 100644 index f13f7261aa..0000000000 --- a/examples/gui/doc/src/analogclockwindow.qdoc +++ /dev/null @@ -1,138 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2016 The Qt Company Ltd. -** Contact: https://www.qt.io/licensing/ -** -** This file is part of the documentation of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:FDL$ -** 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. -** -** GNU Free Documentation License Usage -** Alternatively, this file may be used under the terms of the GNU Free -** Documentation License version 1.3 as published by the Free Software -** Foundation and appearing in the file included in the packaging of -** this file. Please review the following information to ensure -** the GNU Free Documentation License version 1.3 requirements -** will be met: https://www.gnu.org/licenses/fdl-1.3.html. -** $QT_END_LICENSE$ -** -****************************************************************************/ - -/*! - \example analogclock - \title Analog Clock Window Example - - \brief The Analog Clock Window example shows how to draw the contents of - a custom window. - - \image analogclock-window-example.png Screenshot of the Analog - Clock Window example - - This example demonstrates how the transformation and scaling - features of QPainter can be used to make drawing easier. - - \section1 AnalogClockWindow Class Definition - - The \c AnalogClockWindow class provides a clock with hour and - minute hands that is automatically updated every few seconds. We - make use of the RasterWindow from the \l {Raster Window Example} - and reimplement the \c render function to draw the clock face: - - \snippet analogclock/main.cpp 5 - - \section1 AnalogClock Class Implementation - - \snippet analogclock/main.cpp 6 - - We set a title on the window and resize to a reasonable size. Then - we start a timer which we will use to redraw the clock every - second. - - \snippet analogclock/main.cpp 7 - - The timerEvent function is called every second as a result of - our startTimer call. Making use of the convenience in the base - class, we schedule the window to be repainted. - - Checking the timer's id is not strictly needed as we only have - one active timer in this instance, but it is good practice to do - so. - - \snippet analogclock/main.cpp 14 - \snippet analogclock/main.cpp 8 - - Before we set up the painter and draw the clock, we first define - two lists of \l {QPoint}s and two \l{QColor}s that will be used - for the hour and minute hands. The minute hand's color has an - alpha component of 191, meaning that it's 75% opaque. - - \snippet analogclock/main.cpp 9 - - We call QPainter::setRenderHint() with QPainter::Antialiasing to - turn on antialiasing. This makes drawing of diagonal lines much - smoother. - - \snippet analogclock/main.cpp 10 - - The translation moves the origin to the center of the window, and - the scale operation ensures that the following drawing operations - are scaled to fit within the window. We use a scale factor that - let's us use x and y coordinates between -100 and 100, and that - ensures that these lie within the length of the window's shortest - side. - - To make our code simpler, we will draw a fixed size clock face that will - be positioned and scaled so that it lies in the center of the window. - - We also determine the length of the window's shortest side so that we - can fit the clock face inside the window. - - The painter takes care of all the transformations made during the - rendering, and ensures that everything is drawn correctly. Letting - the painter handle transformations is often easier than performing - manual calculations. - - \image analogclockwindow-viewport.png - - We draw the hour hand first, using a formula that rotates the coordinate - system counterclockwise by a number of degrees determined by the current - hour and minute. This means that the hand will be shown rotated clockwise - by the required amount. - - \snippet analogclock/main.cpp 11 - - We set the pen to be Qt::NoPen because we don't want any outline, - and we use a solid brush with the color appropriate for - displaying hours. Brushes are used when filling in polygons and - other geometric shapes. - - \snippet analogclock/main.cpp 2 - - We save and restore the transformation matrix before and after the - rotation because we want to place the minute hand without having to - take into account any previous rotations. - - \snippet analogclock/main.cpp 12 - - We draw markers around the edge of the clock for each hour. We - draw each marker then rotate the coordinate system so that the - painter is ready for the next one. - - \snippet analogclock/main.cpp 13 - \snippet analogclock/main.cpp 3 - - The minute hand is rotated in a similar way to the hour hand. - - \snippet analogclock/main.cpp 4 - - Again, we draw markers around the edge of the clock, but this - time to indicate minutes. We skip multiples of 5 to avoid drawing - minute markers on top of hour markers. -*/ diff --git a/examples/gui/doc/src/rasterwindow.qdoc b/examples/gui/doc/src/rasterwindow.qdoc index 0c52a62b8e..d30b4d7643 100644 --- a/examples/gui/doc/src/rasterwindow.qdoc +++ b/examples/gui/doc/src/rasterwindow.qdoc @@ -1,33 +1,10 @@ -/**************************************************************************** -** -** Copyright (C) 2016 The Qt Company Ltd. -** Contact: https://www.qt.io/licensing/ -** -** This file is part of the documentation of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:FDL$ -** 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. -** -** GNU Free Documentation License Usage -** Alternatively, this file may be used under the terms of the GNU Free -** Documentation License version 1.3 as published by the Free Software -** Foundation and appearing in the file included in the packaging of -** this file. Please review the following information to ensure -** the GNU Free Documentation License version 1.3 requirements -** will be met: https://www.gnu.org/licenses/fdl-1.3.html. -** $QT_END_LICENSE$ -** -****************************************************************************/ +// Copyright (C) 2016 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only /*! \example rasterwindow \title Raster Window Example + \examplecategory {Graphics} \brief This example shows how to create a minimal QWindow based application using QPainter for rendering. diff --git a/examples/gui/doc/src/rhiwindow.qdoc b/examples/gui/doc/src/rhiwindow.qdoc new file mode 100644 index 0000000000..3ee33c8002 --- /dev/null +++ b/examples/gui/doc/src/rhiwindow.qdoc @@ -0,0 +1,445 @@ +// 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 + */ |