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authorLaszlo Agocs <laszlo.agocs@qt.io>2019-08-30 12:52:57 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2019-09-08 09:42:00 +0200
commit1a5c6544c88d6092ca57e780e332a0f302041b06 (patch)
tree8149be4784e57fa1c352b614b4f65ace5824c705 /examples/quick/scenegraph/metaltextureimport/metaltextureimport.mm
parentdd523fcb00921ba5b51c283db809fd6ff083821c (diff)
Add metaltextureimport example
Change-Id: I499c21083faf6096a0dc3b8ee5682dd5cbcd3ce7 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'examples/quick/scenegraph/metaltextureimport/metaltextureimport.mm')
-rw-r--r--examples/quick/scenegraph/metaltextureimport/metaltextureimport.mm424
1 files changed, 424 insertions, 0 deletions
diff --git a/examples/quick/scenegraph/metaltextureimport/metaltextureimport.mm b/examples/quick/scenegraph/metaltextureimport/metaltextureimport.mm
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+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the demonstration applications 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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "metaltextureimport.h"
+#include <QtGui/QScreen>
+#include <QtQuick/QQuickWindow>
+#include <QtQuick/QSGTextureProvider>
+#include <QtQuick/QSGSimpleTextureNode>
+
+#include <Metal/Metal.h>
+
+//! [1]
+class CustomTextureNode : public QSGTextureProvider, public QSGSimpleTextureNode
+{
+ Q_OBJECT
+
+public:
+ CustomTextureNode(QQuickItem *item);
+ ~CustomTextureNode();
+
+ QSGTexture *texture() const override;
+
+ void sync();
+//! [1]
+private slots:
+ void render();
+
+private:
+ enum Stage {
+ VertexStage,
+ FragmentStage
+ };
+ void prepareShader(Stage stage);
+ using FuncAndLib = QPair<id<MTLFunction>, id<MTLLibrary> >;
+ FuncAndLib compileShaderFromSource(const QByteArray &src, const QByteArray &entryPoint);
+
+ QQuickItem *m_item;
+ QQuickWindow *m_window;
+ QSize m_size;
+ qreal m_dpr;
+ id<MTLDevice> m_device = nil;
+ id<MTLTexture> m_texture = nil;
+
+ bool m_initialized = false;
+ QByteArray m_vert;
+ QByteArray m_vertEntryPoint;
+ QByteArray m_frag;
+ QByteArray m_fragEntryPoint;
+ FuncAndLib m_vs;
+ FuncAndLib m_fs;
+ id<MTLBuffer> m_vbuf;
+ id<MTLBuffer> m_ubuf[3];
+ id<MTLRenderPipelineState> m_pipeline;
+
+ float m_t;
+};
+
+CustomTextureItem::CustomTextureItem()
+{
+ setFlag(ItemHasContents, true);
+}
+
+// The beauty of using a true QSGNode: no need for complicated cleanup
+// arrangements, unlike in other examples like metalunderqml, because the
+// scenegraph will handle destroying the node at the appropriate time.
+
+void CustomTextureItem::invalidateSceneGraph() // called on the render thread when the scenegraph is invalidated
+{
+ m_node = nullptr;
+}
+
+void CustomTextureItem::releaseResources() // called on the gui thread if the item is removed from scene
+{
+ m_node = nullptr;
+}
+
+//! [2]
+QSGNode *CustomTextureItem::updatePaintNode(QSGNode *node, UpdatePaintNodeData *)
+{
+ CustomTextureNode *n = static_cast<CustomTextureNode *>(node);
+
+ if (!n && (width() <= 0 || height() <= 0))
+ return nullptr;
+
+ if (!n) {
+ m_node = new CustomTextureNode(this);
+ n = m_node;
+ }
+
+ m_node->sync();
+
+ n->setTextureCoordinatesTransform(QSGSimpleTextureNode::NoTransform);
+ n->setFiltering(QSGTexture::Linear);
+ n->setRect(0, 0, width(), height());
+
+ window()->update(); // ensure getting to beforeRendering() at some point
+
+ return n;
+}
+//! [2]
+
+void CustomTextureItem::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry)
+{
+ QQuickItem::geometryChanged(newGeometry, oldGeometry);
+
+ if (newGeometry.size() != oldGeometry.size())
+ update();
+}
+
+void CustomTextureItem::setT(qreal t)
+{
+ if (t == m_t)
+ return;
+
+ m_t = t;
+ emit tChanged();
+
+ update();
+}
+
+//! [3]
+CustomTextureNode::CustomTextureNode(QQuickItem *item)
+ : m_item(item)
+{
+ m_window = m_item->window();
+ connect(m_window, &QQuickWindow::beforeRendering, this, &CustomTextureNode::render);
+ connect(m_window, &QQuickWindow::screenChanged, this, [this]() {
+ if (m_window->effectiveDevicePixelRatio() != m_dpr)
+ m_item->update();
+ });
+//! [3]
+ m_vs.first = nil;
+ m_vs.second = nil;
+
+ m_fs.first = nil;
+ m_fs.second = nil;
+
+ m_vbuf = nil;
+
+ for (int i = 0; i < 3; ++i)
+ m_ubuf[i] = nil;
+
+ m_pipeline = nil;
+
+ qDebug("renderer created");
+}
+
+CustomTextureNode::~CustomTextureNode()
+{
+ [m_pipeline release];
+
+ [m_vbuf release];
+
+ for (int i = 0; i < 3; ++i)
+ [m_ubuf[i] release];
+
+ [m_vs.first release];
+ [m_vs.second release];
+
+ [m_fs.first release];
+ [m_fs.second release];
+
+ delete texture();
+ [m_texture release];
+
+ qDebug("renderer destroyed");
+}
+
+QSGTexture *CustomTextureNode::texture() const
+{
+ return QSGSimpleTextureNode::texture();
+}
+
+static const float vertices[] = {
+ -1, -1,
+ 1, -1,
+ -1, 1,
+ 1, 1
+};
+
+const int UBUF_SIZE = 4;
+
+//! [4]
+void CustomTextureNode::sync()
+{
+ m_dpr = m_window->effectiveDevicePixelRatio();
+ const QSize newSize = m_window->size() * m_dpr;
+ bool needsNew = false;
+
+ if (!texture())
+ needsNew = true;
+
+ if (newSize != m_size) {
+ needsNew = true;
+ m_size = newSize;
+ }
+
+ if (needsNew) {
+ delete texture();
+ [m_texture release];
+
+ QSGRendererInterface *rif = m_window->rendererInterface();
+ m_device = (id<MTLDevice>) rif->getResource(m_window, QSGRendererInterface::DeviceResource);
+ Q_ASSERT(m_device);
+
+ MTLTextureDescriptor *desc = [[MTLTextureDescriptor alloc] init];
+ desc.textureType = MTLTextureType2D;
+ desc.pixelFormat = MTLPixelFormatRGBA8Unorm;
+ desc.width = m_size.width();
+ desc.height = m_size.height();
+ desc.mipmapLevelCount = 1;
+ desc.resourceOptions = MTLResourceStorageModePrivate;
+ desc.storageMode = MTLStorageModePrivate;
+ desc.usage = MTLTextureUsageShaderRead | MTLTextureUsageRenderTarget;
+ m_texture = [m_device newTextureWithDescriptor: desc];
+ [desc release];
+
+ QSGTexture *wrapper = m_window->createTextureFromNativeObject(QQuickWindow::NativeObjectTexture,
+ &m_texture,
+ 0,
+ m_size);
+
+ qDebug() << "Got QSGTexture wrapper" << wrapper << "for an MTLTexture of size" << m_size;
+
+ setTexture(wrapper);
+ }
+//! [4]
+ if (!m_initialized && texture()) {
+ m_initialized = true;
+
+ prepareShader(VertexStage);
+ prepareShader(FragmentStage);
+
+ m_vs = compileShaderFromSource(m_vert, m_vertEntryPoint);
+ m_fs = compileShaderFromSource(m_frag, m_fragEntryPoint);
+
+ const int framesInFlight = m_window->graphicsStateInfo()->framesInFlight;
+
+ m_vbuf = [m_device newBufferWithLength: sizeof(vertices) options: MTLResourceStorageModeShared];
+ void *p = [m_vbuf contents];
+ memcpy(p, vertices, sizeof(vertices));
+
+ for (int i = 0; i < framesInFlight; ++i)
+ m_ubuf[i] = [m_device newBufferWithLength: UBUF_SIZE options: MTLResourceStorageModeShared];
+
+ MTLVertexDescriptor *inputLayout = [MTLVertexDescriptor vertexDescriptor];
+ inputLayout.attributes[0].format = MTLVertexFormatFloat2;
+ inputLayout.attributes[0].offset = 0;
+ inputLayout.attributes[0].bufferIndex = 1; // ubuf is 0, vbuf is 1
+ inputLayout.layouts[1].stride = 2 * sizeof(float);
+
+ MTLRenderPipelineDescriptor *rpDesc = [[MTLRenderPipelineDescriptor alloc] init];
+ rpDesc.vertexDescriptor = inputLayout;
+
+ rpDesc.vertexFunction = m_vs.first;
+ rpDesc.fragmentFunction = m_fs.first;
+
+ rpDesc.colorAttachments[0].pixelFormat = MTLPixelFormatRGBA8Unorm;
+ rpDesc.colorAttachments[0].blendingEnabled = true;
+ rpDesc.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
+ rpDesc.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha;
+ rpDesc.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOne;
+ rpDesc.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOne;
+
+ NSError *err = nil;
+ m_pipeline = [m_device newRenderPipelineStateWithDescriptor: rpDesc error: &err];
+ if (!m_pipeline) {
+ const QString msg = QString::fromNSString(err.localizedDescription);
+ qFatal("Failed to create render pipeline state: %s", qPrintable(msg));
+ }
+ [rpDesc release];
+
+ qDebug("resources initialized");
+ }
+
+//! [5]
+ m_t = float(static_cast<CustomTextureItem *>(m_item)->t());
+//! [5]
+}
+
+// This is hooked up to beforeRendering() so we can start our own render
+// command encoder. If we instead wanted to use the scenegraph's render command
+// encoder (targeting the window), it should be connected to
+// beforeRenderPassRecording() instead.
+//! [6]
+void CustomTextureNode::render()
+{
+ if (!m_initialized)
+ return;
+
+ // Render to m_texture.
+ MTLRenderPassDescriptor *renderpassdesc = [MTLRenderPassDescriptor renderPassDescriptor];
+ MTLClearColor c = MTLClearColorMake(0, 0, 0, 1);
+ renderpassdesc.colorAttachments[0].loadAction = MTLLoadActionClear;
+ renderpassdesc.colorAttachments[0].storeAction = MTLStoreActionStore;
+ renderpassdesc.colorAttachments[0].clearColor = c;
+ renderpassdesc.colorAttachments[0].texture = m_texture;
+
+ QSGRendererInterface *rif = m_window->rendererInterface();
+ id<MTLCommandBuffer> cb = (id<MTLCommandBuffer>) rif->getResource(m_window, QSGRendererInterface::CommandListResource);
+ Q_ASSERT(cb);
+ id<MTLRenderCommandEncoder> encoder = [cb renderCommandEncoderWithDescriptor: renderpassdesc];
+
+ const QQuickWindow::GraphicsStateInfo *stateInfo = m_window->graphicsStateInfo();
+ void *p = [m_ubuf[stateInfo->currentFrameSlot] contents];
+ memcpy(p, &m_t, 4);
+
+ MTLViewport vp;
+ vp.originX = 0;
+ vp.originY = 0;
+ vp.width = m_size.width();
+ vp.height = m_size.height();
+ vp.znear = 0;
+ vp.zfar = 1;
+ [encoder setViewport: vp];
+
+ [encoder setFragmentBuffer: m_ubuf[stateInfo->currentFrameSlot] offset: 0 atIndex: 0];
+ [encoder setVertexBuffer: m_vbuf offset: 0 atIndex: 1];
+ [encoder setRenderPipelineState: m_pipeline];
+ [encoder drawPrimitives: MTLPrimitiveTypeTriangleStrip vertexStart: 0 vertexCount: 4 instanceCount: 1 baseInstance: 0];
+
+ [encoder endEncoding];
+}
+//! [6]
+
+void CustomTextureNode::prepareShader(Stage stage)
+{
+ QString filename;
+ if (stage == VertexStage) {
+ filename = QLatin1String(":/scenegraph/metaltextureimport/squircle.vert");
+ } else {
+ Q_ASSERT(stage == FragmentStage);
+ filename = QLatin1String(":/scenegraph/metaltextureimport/squircle.frag");
+ }
+ QFile f(filename);
+ if (!f.open(QIODevice::ReadOnly))
+ qFatal("Failed to read shader %s", qPrintable(filename));
+
+ const QByteArray contents = f.readAll();
+
+ if (stage == VertexStage) {
+ m_vert = contents;
+ Q_ASSERT(!m_vert.isEmpty());
+ m_vertEntryPoint = QByteArrayLiteral("main0");
+ } else {
+ m_frag = contents;
+ Q_ASSERT(!m_frag.isEmpty());
+ m_fragEntryPoint = QByteArrayLiteral("main0");
+ }
+}
+
+CustomTextureNode::FuncAndLib CustomTextureNode::compileShaderFromSource(const QByteArray &src, const QByteArray &entryPoint)
+{
+ FuncAndLib fl;
+
+ NSString *srcstr = [NSString stringWithUTF8String: src.constData()];
+ MTLCompileOptions *opts = [[MTLCompileOptions alloc] init];
+ opts.languageVersion = MTLLanguageVersion1_2;
+ NSError *err = nil;
+ fl.second = [m_device newLibraryWithSource: srcstr options: opts error: &err];
+ [opts release];
+ // srcstr is autoreleased
+
+ if (err) {
+ const QString msg = QString::fromNSString(err.localizedDescription);
+ qFatal("%s", qPrintable(msg));
+ return fl;
+ }
+
+ NSString *name = [NSString stringWithUTF8String: entryPoint.constData()];
+ fl.first = [fl.second newFunctionWithName: name];
+ [name release];
+
+ return fl;
+}
+
+#include "metaltextureimport.moc"