aboutsummaryrefslogtreecommitdiffstats
path: root/examples
diff options
context:
space:
mode:
authorLaszlo Agocs <laszlo.agocs@qt.io>2019-08-16 14:21:15 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2019-08-22 16:10:24 +0200
commit7dcdf3b7ae27cd26b84731941f5b1f380c5b3316 (patch)
tree90f5641dc9d4951c7318328d0a205a30a500f775 /examples
parentef2715251e1785e273873e4000ed08fd99962ab7 (diff)
rendernode example: Add support for Metal
Plus clarify QQuickWindow::begin/endExternalCommands() in combination with QSGRenderNode in the docs. As the example demonstrates, calling these functions is not necessary within render() of a render node. Also fix an issue with resetting the scissor in the renderer after calling render() of a QSGRenderNode. Change-Id: If8c2dab38d62aa444266d37901f062a51e767f68 Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Diffstat (limited to 'examples')
-rw-r--r--examples/quick/scenegraph/rendernode/customrenderitem.cpp16
-rw-r--r--examples/quick/scenegraph/rendernode/doc/src/rendernode.qdoc4
-rw-r--r--examples/quick/scenegraph/rendernode/main.qml1
-rw-r--r--examples/quick/scenegraph/rendernode/metalrenderer.h100
-rw-r--r--examples/quick/scenegraph/rendernode/metalrenderer.mm326
-rw-r--r--examples/quick/scenegraph/rendernode/metalshader.frag28
-rw-r--r--examples/quick/scenegraph/rendernode/metalshader.vert31
-rw-r--r--examples/quick/scenegraph/rendernode/rendernode.pro6
-rw-r--r--examples/quick/scenegraph/rendernode/rendernode.qrc2
9 files changed, 513 insertions, 1 deletions
diff --git a/examples/quick/scenegraph/rendernode/customrenderitem.cpp b/examples/quick/scenegraph/rendernode/customrenderitem.cpp
index 7ba9286afa..67a9cccfc6 100644
--- a/examples/quick/scenegraph/rendernode/customrenderitem.cpp
+++ b/examples/quick/scenegraph/rendernode/customrenderitem.cpp
@@ -53,6 +53,7 @@
#include <QSGRendererInterface>
#include "openglrenderer.h"
+#include "metalrenderer.h"
#include "d3d12renderer.h"
#include "softwarerenderer.h"
@@ -82,6 +83,18 @@ QSGNode *CustomRenderItem::updatePaintNode(QSGNode *node, UpdatePaintNodeData *)
#endif
break;
+ case QSGRendererInterface::MetalRhi:
+#ifdef Q_OS_DARWIN
+ {
+ MetalRenderNode *metalNode = new MetalRenderNode(this);
+ n = metalNode;
+ metalNode->resourceBuilder()->setWindow(window());
+ QObject::connect(window(), &QQuickWindow::beforeRendering,
+ metalNode->resourceBuilder(), &MetalRenderNodeResourceBuilder::build);
+ }
+#endif
+ break;
+
case QSGRendererInterface::Direct3D12: // ### Qt 6: remove
#if QT_CONFIG(d3d12)
n = new D3D12RenderNode(this);
@@ -102,3 +115,6 @@ QSGNode *CustomRenderItem::updatePaintNode(QSGNode *node, UpdatePaintNodeData *)
return n;
}
//! [2]
+
+// This item does not support being moved between windows. If that is desired,
+// itemChange() should be reimplemented as well.
diff --git a/examples/quick/scenegraph/rendernode/doc/src/rendernode.qdoc b/examples/quick/scenegraph/rendernode/doc/src/rendernode.qdoc
index e7864387cc..ba6551fddf 100644
--- a/examples/quick/scenegraph/rendernode/doc/src/rendernode.qdoc
+++ b/examples/quick/scenegraph/rendernode/doc/src/rendernode.qdoc
@@ -38,7 +38,9 @@
Metal, Direct 3D, or OpenGL). This example demonstrates implementing a
custom QQuickItem backed by a QSGRenderNode implementation, where the node
renders a triangle directly via the graphics API. The rest of the scene
- (background, text, rectangles) are standard Qt Quick items.
+ (background, text, rectangles) are standard Qt Quick items. The example has
+ full support for OpenGL and Metal, as well as the software backend of Qt
+ Quick.
The custom item behaves like any other Qt Quick item, meaning it
participates and stacking and clipping as usual, which is a big difference
diff --git a/examples/quick/scenegraph/rendernode/main.qml b/examples/quick/scenegraph/rendernode/main.qml
index c89d6136c7..153a71e097 100644
--- a/examples/quick/scenegraph/rendernode/main.qml
+++ b/examples/quick/scenegraph/rendernode/main.qml
@@ -146,6 +146,7 @@ Item {
case GraphicsInfo.Direct3D12: apiStr = "Direct3D 12 (direct)"; break;
case GraphicsInfo.Software: apiStr = "Software (QPainter)"; break;
case GraphicsInfo.OpenGLRhi: apiStr = "OpenGL (RHI)"; break;
+ case GraphicsInfo.MetalRhi: apiStr = "Metal (RHI)"; break;
// the example has no other QSGRenderNode subclasses
default: apiStr = "<UNSUPPORTED>"; break;
}
diff --git a/examples/quick/scenegraph/rendernode/metalrenderer.h b/examples/quick/scenegraph/rendernode/metalrenderer.h
new file mode 100644
index 0000000000..77c9892313
--- /dev/null
+++ b/examples/quick/scenegraph/rendernode/metalrenderer.h
@@ -0,0 +1,100 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef METALRENDERER_H
+#define METALRENDERER_H
+
+#include <qsgrendernode.h>
+
+#ifdef Q_OS_DARWIN
+
+QT_BEGIN_NAMESPACE
+
+class QQuickItem;
+class QQuickWindow;
+
+QT_END_NAMESPACE
+
+class MetalRenderNodeResourceBuilder : public QObject
+{
+ Q_OBJECT
+
+public:
+ void setWindow(QQuickWindow *w) { m_window = w; }
+
+public slots:
+ void build();
+
+private:
+ QQuickWindow *m_window = nullptr;
+};
+
+class MetalRenderNode : public QSGRenderNode
+{
+public:
+ MetalRenderNode(QQuickItem *item);
+ ~MetalRenderNode();
+
+ void render(const RenderState *state) override;
+ void releaseResources() override;
+ StateFlags changedStates() const override;
+ RenderingFlags flags() const override;
+ QRectF rect() const override;
+
+ MetalRenderNodeResourceBuilder *resourceBuilder() { return &m_resourceBuilder; }
+
+private:
+ QQuickItem *m_item;
+ MetalRenderNodeResourceBuilder m_resourceBuilder;
+};
+
+#endif // Q_OS_DARWIN
+
+#endif
diff --git a/examples/quick/scenegraph/rendernode/metalrenderer.mm b/examples/quick/scenegraph/rendernode/metalrenderer.mm
new file mode 100644
index 0000000000..4cb973abee
--- /dev/null
+++ b/examples/quick/scenegraph/rendernode/metalrenderer.mm
@@ -0,0 +1,326 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "metalrenderer.h"
+#include <QQuickItem>
+#include <QQuickWindow>
+
+#include <Metal/Metal.h>
+
+using FuncAndLib = QPair<id<MTLFunction>, id<MTLLibrary> >;
+
+const int MAX_FRAMES_IN_FLIGHT = 3;
+
+struct {
+ id<MTLDevice> dev = nil;
+ QByteArray vsSource;
+ FuncAndLib vs;
+ QByteArray fsSource;
+ FuncAndLib fs;
+ id<MTLBuffer> vbuf[MAX_FRAMES_IN_FLIGHT];
+ id<MTLBuffer> ubuf[MAX_FRAMES_IN_FLIGHT];
+ id<MTLDepthStencilState> stencilEnabledDsState = nil;
+ id<MTLRenderPipelineState> pipeline = nil;
+} g;
+
+static FuncAndLib 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 = [g.dev 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;
+}
+
+const int VERTEX_SIZE = 6 * sizeof(float);
+
+static float colors[] = {
+ 1.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f
+};
+
+void MetalRenderNodeResourceBuilder::build()
+{
+ if (!g.dev) {
+ QSGRendererInterface *rif = m_window->rendererInterface();
+ Q_ASSERT(rif->graphicsApi() == QSGRendererInterface::MetalRhi);
+
+ g.dev = (id<MTLDevice>) rif->getResource(m_window, QSGRendererInterface::DeviceResource);
+ Q_ASSERT(g.dev);
+ }
+
+ if (g.vsSource.isEmpty()) {
+ const QString filename = QLatin1String(":/scenegraph/rendernode/metalshader.vert");
+ QFile f(filename);
+ if (!f.open(QIODevice::ReadOnly | QIODevice::Text))
+ qFatal("Failed to read shader %s", qPrintable(filename));
+ g.vsSource = f.readAll();
+ g.vs = compileShaderFromSource(g.vsSource, QByteArrayLiteral("main0"));
+ }
+
+ if (g.fsSource.isEmpty()) {
+ const QString filename = QLatin1String(":/scenegraph/rendernode/metalshader.frag");
+ QFile f(filename);
+ if (!f.open(QIODevice::ReadOnly | QIODevice::Text))
+ qFatal("Failed to read shader %s", qPrintable(filename));
+ g.fsSource = f.readAll();
+ g.fs = compileShaderFromSource(g.fsSource, QByteArrayLiteral("main0"));
+ }
+
+ const int framesInFlight = m_window->graphicsStateInfo()->framesInFlight;
+
+ // For simplicity's sake we use shared mode (something like host visible +
+ // host coherent) for everything.
+
+ for (int i = 0; i < framesInFlight; ++i) {
+ // Have multiple versions for vertex too since we'll just memcpy new
+ // vertices based on item width and height on every render(). This could
+ // be optimized further however.
+ if (!g.vbuf[i]) {
+ g.vbuf[i] = [g.dev newBufferWithLength: VERTEX_SIZE + sizeof(colors) options: MTLResourceStorageModeShared];
+ char *p = (char *) [g.vbuf[i] contents];
+ memcpy(p + VERTEX_SIZE, colors, sizeof(colors));
+ }
+
+ if (!g.ubuf[i])
+ g.ubuf[i] = [g.dev newBufferWithLength: 256 options: MTLResourceStorageModeShared];
+ }
+
+ if (!g.stencilEnabledDsState) {
+ MTLDepthStencilDescriptor *dsDesc = [[MTLDepthStencilDescriptor alloc] init];
+ dsDesc.frontFaceStencil = [[MTLStencilDescriptor alloc] init];
+ dsDesc.frontFaceStencil.stencilFailureOperation = MTLStencilOperationKeep;
+ dsDesc.frontFaceStencil.depthFailureOperation = MTLStencilOperationKeep;
+ dsDesc.frontFaceStencil.depthStencilPassOperation = MTLStencilOperationKeep;
+ dsDesc.frontFaceStencil.stencilCompareFunction = MTLCompareFunctionEqual;
+ dsDesc.frontFaceStencil.readMask = 0xFF;
+ dsDesc.frontFaceStencil.writeMask = 0xFF;
+
+ dsDesc.backFaceStencil = [[MTLStencilDescriptor alloc] init];
+ dsDesc.backFaceStencil.stencilFailureOperation = MTLStencilOperationKeep;
+ dsDesc.backFaceStencil.depthFailureOperation = MTLStencilOperationKeep;
+ dsDesc.backFaceStencil.depthStencilPassOperation = MTLStencilOperationKeep;
+ dsDesc.backFaceStencil.stencilCompareFunction = MTLCompareFunctionEqual;
+ dsDesc.backFaceStencil.readMask = 0xFF;
+ dsDesc.backFaceStencil.writeMask = 0xFF;
+
+ g.stencilEnabledDsState = [g.dev newDepthStencilStateWithDescriptor: dsDesc];
+ [dsDesc release];
+ }
+
+ if (!g.pipeline) {
+ 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 and 2
+ inputLayout.attributes[1].format = MTLVertexFormatFloat3;
+ inputLayout.attributes[1].offset = 0;
+ inputLayout.attributes[1].bufferIndex = 2;
+ inputLayout.layouts[1].stride = 2 * sizeof(float);
+ inputLayout.layouts[2].stride = 3 * sizeof(float);
+
+ MTLRenderPipelineDescriptor *rpDesc = [[MTLRenderPipelineDescriptor alloc] init];
+ rpDesc.vertexDescriptor = inputLayout;
+
+ rpDesc.vertexFunction = g.vs.first;
+ rpDesc.fragmentFunction = g.fs.first;
+
+ rpDesc.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm;
+ rpDesc.colorAttachments[0].blendingEnabled = true;
+ rpDesc.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorOne;
+ rpDesc.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
+ rpDesc.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
+ rpDesc.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
+
+ if (g.dev.depth24Stencil8PixelFormatSupported) {
+ rpDesc.depthAttachmentPixelFormat = MTLPixelFormatDepth24Unorm_Stencil8;
+ rpDesc.stencilAttachmentPixelFormat = MTLPixelFormatDepth24Unorm_Stencil8;
+ } else {
+ rpDesc.depthAttachmentPixelFormat = MTLPixelFormatDepth32Float_Stencil8;
+ rpDesc.stencilAttachmentPixelFormat = MTLPixelFormatDepth32Float_Stencil8;
+ }
+
+ NSError *err = nil;
+ g.pipeline = [g.dev newRenderPipelineStateWithDescriptor: rpDesc error: &err];
+ if (!g.pipeline) {
+ const QString msg = QString::fromNSString(err.localizedDescription);
+ qFatal("Failed to create render pipeline state: %s", qPrintable(msg));
+ }
+ [rpDesc release];
+ }
+}
+
+MetalRenderNode::MetalRenderNode(QQuickItem *item)
+ : m_item(item)
+{
+ g.vs.first = g.fs.first = nil;
+ g.vs.second = g.fs.second = nil;
+
+ for (int i = 0; i < MAX_FRAMES_IN_FLIGHT; ++i) {
+ g.vbuf[i] = nil;
+ g.ubuf[i] = nil;
+ }
+}
+
+MetalRenderNode::~MetalRenderNode()
+{
+ releaseResources();
+}
+
+void MetalRenderNode::releaseResources()
+{
+ [g.stencilEnabledDsState release];
+ g.stencilEnabledDsState = nil;
+
+ [g.pipeline release];
+ g.pipeline = nil;
+
+ [g.vs.first release];
+ [g.vs.second release];
+
+ [g.fs.first release];
+ [g.fs.second release];
+
+ g.vs.first = g.fs.first = nil;
+ g.vs.second = g.fs.second = nil;
+
+ for (int i = 0; i < MAX_FRAMES_IN_FLIGHT; ++i) {
+ [g.vbuf[i] release];
+ g.vbuf[i] = nil;
+ [g.ubuf[i] release];
+ g.ubuf[i] = nil;
+ }
+}
+
+void MetalRenderNode::render(const RenderState *state)
+{
+ QQuickWindow *window = m_item->window();
+ const QQuickWindow::GraphicsStateInfo *stateInfo = window->graphicsStateInfo();
+ id<MTLBuffer> vbuf = g.vbuf[stateInfo->currentFrameSlot];
+ id<MTLBuffer> ubuf = g.ubuf[stateInfo->currentFrameSlot];
+
+ QPointF p0(m_item->width() - 1, m_item->height() - 1);
+ QPointF p1(0, 0);
+ QPointF p2(0, m_item->height() - 1);
+
+ float vertices[6] = { float(p0.x()), float(p0.y()),
+ float(p1.x()), float(p1.y()),
+ float(p2.x()), float(p2.y()) };
+ char *p = (char *) [vbuf contents];
+ memcpy(p, vertices, VERTEX_SIZE);
+
+ const QMatrix4x4 mvp = *state->projectionMatrix() * *matrix();
+ const float opacity = inheritedOpacity();
+
+ p = (char *) [ubuf contents];
+ memcpy(p, mvp.constData(), 64);
+ memcpy(p + 64, &opacity, 4);
+
+ QSGRendererInterface *rif = window->rendererInterface();
+ id<MTLRenderCommandEncoder> encoder = (id<MTLRenderCommandEncoder>) rif->getResource(
+ window, QSGRendererInterface::CommandEncoderResource);
+ Q_ASSERT(encoder);
+
+ [encoder setVertexBuffer: vbuf offset: 0 atIndex: 1];
+ [encoder setVertexBuffer: vbuf offset: VERTEX_SIZE atIndex: 2];
+
+ [encoder setVertexBuffer: ubuf offset: 0 atIndex: 0];
+ [encoder setFragmentBuffer: ubuf offset: 0 atIndex: 0];
+
+ // Clip support.
+ if (state->scissorEnabled()) {
+ const QRect r = state->scissorRect(); // bottom-up
+ MTLScissorRect s;
+ s.x = r.x();
+ s.y = (window->height() * window->effectiveDevicePixelRatio()) - (r.y() + r.height());
+ s.width = r.width();
+ s.height = r.height();
+ [encoder setScissorRect: s];
+ }
+ if (state->stencilEnabled()) {
+ [encoder setDepthStencilState: g.stencilEnabledDsState];
+ [encoder setStencilReferenceValue: state->stencilValue()];
+ }
+
+ [encoder setRenderPipelineState: g.pipeline];
+ [encoder drawPrimitives: MTLPrimitiveTypeTriangle vertexStart: 0 vertexCount: 3 instanceCount: 1 baseInstance: 0];
+}
+
+QSGRenderNode::StateFlags MetalRenderNode::changedStates() const
+{
+ return BlendState | ScissorState | StencilState;
+}
+
+QSGRenderNode::RenderingFlags MetalRenderNode::flags() const
+{
+ return BoundedRectRendering | DepthAwareRendering;
+}
+
+QRectF MetalRenderNode::rect() const
+{
+ return QRect(0, 0, m_item->width(), m_item->height());
+}
diff --git a/examples/quick/scenegraph/rendernode/metalshader.frag b/examples/quick/scenegraph/rendernode/metalshader.frag
new file mode 100644
index 0000000000..907faa537f
--- /dev/null
+++ b/examples/quick/scenegraph/rendernode/metalshader.frag
@@ -0,0 +1,28 @@
+#include <metal_stdlib>
+#include <simd/simd.h>
+
+using namespace metal;
+
+struct buf
+{
+ float4x4 matrix;
+ float opacity;
+};
+
+struct main0_out
+{
+ float4 fragColor [[color(0)]];
+};
+
+struct main0_in
+{
+ float4 v_color [[user(locn0)]];
+};
+
+fragment main0_out main0(main0_in in [[stage_in]], constant buf& ubuf [[buffer(0)]])
+{
+ main0_out out = {};
+ out.fragColor = in.v_color * ubuf.opacity;
+ return out;
+}
+
diff --git a/examples/quick/scenegraph/rendernode/metalshader.vert b/examples/quick/scenegraph/rendernode/metalshader.vert
new file mode 100644
index 0000000000..12b721f524
--- /dev/null
+++ b/examples/quick/scenegraph/rendernode/metalshader.vert
@@ -0,0 +1,31 @@
+#include <metal_stdlib>
+#include <simd/simd.h>
+
+using namespace metal;
+
+struct buf
+{
+ float4x4 matrix;
+ float opacity;
+};
+
+struct main0_out
+{
+ float4 v_color [[user(locn0)]];
+ float4 gl_Position [[position]];
+};
+
+struct main0_in
+{
+ float4 pos [[attribute(0)]];
+ float4 color [[attribute(1)]];
+};
+
+vertex main0_out main0(main0_in in [[stage_in]], constant buf& ubuf [[buffer(0)]])
+{
+ main0_out out = {};
+ out.v_color = in.color;
+ out.gl_Position = ubuf.matrix * in.pos;
+ return out;
+}
+
diff --git a/examples/quick/scenegraph/rendernode/rendernode.pro b/examples/quick/scenegraph/rendernode/rendernode.pro
index 76e498042b..897b0b1f08 100644
--- a/examples/quick/scenegraph/rendernode/rendernode.pro
+++ b/examples/quick/scenegraph/rendernode/rendernode.pro
@@ -22,3 +22,9 @@ qtConfig(d3d12) {
SOURCES += d3d12renderer.cpp
LIBS += -ld3d12
}
+
+macos {
+ HEADERS += metalrenderer.h
+ SOURCES += metalrenderer.mm
+ LIBS += -framework Metal -framework AppKit
+}
diff --git a/examples/quick/scenegraph/rendernode/rendernode.qrc b/examples/quick/scenegraph/rendernode/rendernode.qrc
index 049adcf8a6..5907eab62c 100644
--- a/examples/quick/scenegraph/rendernode/rendernode.qrc
+++ b/examples/quick/scenegraph/rendernode/rendernode.qrc
@@ -3,5 +3,7 @@
<file>main.qml</file>
<file>shader_vert.cso</file>
<file>shader_frag.cso</file>
+ <file>metalshader.vert</file>
+ <file>metalshader.frag</file>
</qresource>
</RCC>