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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 "d3d11squircle.h"
+#include <QtCore/QRunnable>
+#include <QtQuick/QQuickWindow>
+
+#include <d3d11.h>
+#include <d3dcompiler.h>
+
+class SquircleRenderer : public QObject
+{
+ Q_OBJECT
+public:
+ SquircleRenderer();
+ ~SquircleRenderer();
+
+ void setT(qreal t) { m_t = t; }
+ void setViewportSize(const QSize &size) { m_viewportSize = size; }
+ void setWindow(QQuickWindow *window) { m_window = window; }
+
+public slots:
+ void frameStart();
+ void mainPassRecordingStart();
+
+private:
+ enum Stage {
+ VertexStage,
+ FragmentStage
+ };
+ void prepareShader(Stage stage);
+ QByteArray compileShader(Stage stage,
+ const QByteArray &source,
+ const QByteArray &entryPoint);
+ void init();
+
+ QSize m_viewportSize;
+ qreal m_t;
+ QQuickWindow *m_window;
+
+ ID3D11Device *m_device = nullptr;
+ ID3D11DeviceContext *m_context = nullptr;
+ QByteArray m_vert;
+ QByteArray m_vertEntryPoint;
+ QByteArray m_frag;
+ QByteArray m_fragEntryPoint;
+
+ bool m_initialized = false;
+ ID3D11Buffer *m_vbuf = nullptr;
+ ID3D11Buffer *m_cbuf = nullptr;
+ ID3D11VertexShader *m_vs = nullptr;
+ ID3D11PixelShader *m_ps = nullptr;
+ ID3D11InputLayout *m_inputLayout = nullptr;
+ ID3D11RasterizerState *m_rastState = nullptr;
+ ID3D11DepthStencilState *m_dsState = nullptr;
+ ID3D11BlendState *m_blendState = nullptr;
+};
+
+D3D11Squircle::D3D11Squircle()
+ : m_t(0)
+ , m_renderer(nullptr)
+{
+ connect(this, &QQuickItem::windowChanged, this, &D3D11Squircle::handleWindowChanged);
+}
+
+void D3D11Squircle::setT(qreal t)
+{
+ if (t == m_t)
+ return;
+ m_t = t;
+ emit tChanged();
+ if (window())
+ window()->update();
+}
+
+void D3D11Squircle::handleWindowChanged(QQuickWindow *win)
+{
+ if (win) {
+ connect(win, &QQuickWindow::beforeSynchronizing, this, &D3D11Squircle::sync, Qt::DirectConnection);
+ connect(win, &QQuickWindow::sceneGraphInvalidated, this, &D3D11Squircle::cleanup, Qt::DirectConnection);
+
+ // Ensure we start with cleared to black. The squircle's blend mode relies on this.
+ win->setColor(Qt::black);
+ }
+}
+
+SquircleRenderer::SquircleRenderer()
+ : m_t(0)
+{
+}
+
+// The safe way to release custom graphics resources it to both connect to
+// sceneGraphInvalidated() and implement releaseResources(). To support
+// threaded render loops the latter performs the SquircleRenderer destruction
+// via scheduleRenderJob(). Note that the D3D11Squircle may be gone by the time
+// the QRunnable is invoked.
+
+void D3D11Squircle::cleanup()
+{
+ delete m_renderer;
+ m_renderer = nullptr;
+}
+
+class CleanupJob : public QRunnable
+{
+public:
+ CleanupJob(SquircleRenderer *renderer) : m_renderer(renderer) { }
+ void run() override { delete m_renderer; }
+private:
+ SquircleRenderer *m_renderer;
+};
+
+void D3D11Squircle::releaseResources()
+{
+ window()->scheduleRenderJob(new CleanupJob(m_renderer), QQuickWindow::BeforeSynchronizingStage);
+ m_renderer = nullptr;
+}
+
+SquircleRenderer::~SquircleRenderer()
+{
+ qDebug("cleanup");
+
+ if (m_vs)
+ m_vs->Release();
+
+ if (m_ps)
+ m_ps->Release();
+
+ if (m_vbuf)
+ m_vbuf->Release();
+
+ if (m_cbuf)
+ m_cbuf->Release();
+
+ if (m_inputLayout)
+ m_inputLayout->Release();
+
+ if (m_rastState)
+ m_rastState->Release();
+
+ if (m_dsState)
+ m_dsState->Release();
+
+ if (m_blendState)
+ m_blendState->Release();
+}
+
+void D3D11Squircle::sync()
+{
+ if (!m_renderer) {
+ m_renderer = new SquircleRenderer;
+ connect(window(), &QQuickWindow::beforeRendering, m_renderer, &SquircleRenderer::frameStart, Qt::DirectConnection);
+ connect(window(), &QQuickWindow::beforeRenderPassRecording, m_renderer, &SquircleRenderer::mainPassRecordingStart, Qt::DirectConnection);
+ }
+ m_renderer->setViewportSize(window()->size() * window()->devicePixelRatio());
+ m_renderer->setT(m_t);
+ m_renderer->setWindow(window());
+}
+
+void SquircleRenderer::frameStart()
+{
+ QSGRendererInterface *rif = m_window->rendererInterface();
+
+ // We are not prepared for anything other than running with the RHI and its D3D11 backend.
+ Q_ASSERT(rif->graphicsApi() == QSGRendererInterface::Direct3D11Rhi);
+
+ m_device = reinterpret_cast<ID3D11Device *>(rif->getResource(m_window, QSGRendererInterface::DeviceResource));
+ Q_ASSERT(m_device);
+ m_context = reinterpret_cast<ID3D11DeviceContext *>(rif->getResource(m_window, QSGRendererInterface::DeviceContextResource));
+ Q_ASSERT(m_context);
+
+ if (m_vert.isEmpty())
+ prepareShader(VertexStage);
+ if (m_frag.isEmpty())
+ prepareShader(FragmentStage);
+
+ if (!m_initialized)
+ init();
+}
+
+static const float vertices[] = {
+ -1, -1,
+ 1, -1,
+ -1, 1,
+ 1, 1
+};
+
+void SquircleRenderer::mainPassRecordingStart()
+{
+ m_window->beginExternalCommands();
+
+ D3D11_MAPPED_SUBRESOURCE mp;
+ // will copy the entire constant buffer every time -> pass WRITE_DISCARD -> prevent pipeline stalls
+ HRESULT hr = m_context->Map(m_cbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &mp);
+ if (SUCCEEDED(hr)) {
+ float t = m_t;
+ memcpy(mp.pData, &t, 4);
+ m_context->Unmap(m_cbuf, 0);
+ } else {
+ qFatal("Failed to map constant buffer: 0x%x", hr);
+ }
+
+ D3D11_VIEWPORT v;
+ v.TopLeftX = 0;
+ v.TopLeftY = 0;
+ v.Width = m_viewportSize.width();
+ v.Height = m_viewportSize.height();
+ v.MinDepth = 0;
+ v.MaxDepth = 1;
+ m_context->RSSetViewports(1, &v);
+
+ m_context->VSSetShader(m_vs, nullptr, 0);
+ m_context->PSSetShader(m_ps, nullptr, 0);
+ m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ m_context->IASetInputLayout(m_inputLayout);
+ m_context->OMSetDepthStencilState(m_dsState, 0);
+ float blendConstants[] = { 1, 1, 1, 1 };
+ m_context->OMSetBlendState(m_blendState, blendConstants, 0xFFFFFFFF);
+ m_context->RSSetState(m_rastState);
+
+ const UINT stride = 2 * sizeof(float); // vec2
+ const UINT offset = 0;
+ m_context->IASetVertexBuffers(0, 1, &m_vbuf, &stride, &offset);
+ m_context->PSSetConstantBuffers(0, 1, &m_cbuf);
+
+ m_context->Draw(4, 0);
+
+ m_window->endExternalCommands();
+}
+
+void SquircleRenderer::prepareShader(Stage stage)
+{
+ QString filename;
+ if (stage == VertexStage) {
+ filename = QLatin1String(":/scenegraph/d3d11underqml/squircle.vert");
+ } else {
+ Q_ASSERT(stage == FragmentStage);
+ filename = QLatin1String(":/scenegraph/d3d11underqml/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("main");
+ } else {
+ m_frag = contents;
+ Q_ASSERT(!m_frag.isEmpty());
+ m_fragEntryPoint = QByteArrayLiteral("main");
+ }
+}
+
+QByteArray SquircleRenderer::compileShader(Stage stage,
+ const QByteArray &source,
+ const QByteArray &entryPoint)
+{
+ const char *target;
+ switch (stage) {
+ case VertexStage:
+ target = "vs_5_0";
+ break;
+ case FragmentStage:
+ target = "ps_5_0";
+ break;
+ default:
+ qFatal("Unknown shader stage %d", stage);
+ return QByteArray();
+ }
+
+ ID3DBlob *bytecode = nullptr;
+ ID3DBlob *errors = nullptr;
+ HRESULT hr = D3DCompile(source.constData(), source.size(),
+ nullptr, nullptr, nullptr,
+ entryPoint.constData(), target, 0, 0, &bytecode, &errors);
+ if (FAILED(hr) || !bytecode) {
+ qWarning("HLSL shader compilation failed: 0x%x", uint(hr));
+ if (errors) {
+ const QByteArray msg(static_cast<const char *>(errors->GetBufferPointer()),
+ errors->GetBufferSize());
+ errors->Release();
+ qWarning("%s", msg.constData());
+ }
+ return QByteArray();
+ }
+
+ QByteArray result;
+ result.resize(bytecode->GetBufferSize());
+ memcpy(result.data(), bytecode->GetBufferPointer(), result.size());
+ bytecode->Release();
+
+ return result;
+}
+
+void SquircleRenderer::init()
+{
+ qDebug("init");
+ m_initialized = true;
+
+ const QByteArray vs = compileShader(VertexStage, m_vert, m_vertEntryPoint);
+ const QByteArray fs = compileShader(FragmentStage, m_frag, m_fragEntryPoint);
+
+ HRESULT hr = m_device->CreateVertexShader(vs.constData(), vs.size(), nullptr, &m_vs);
+ if (FAILED(hr))
+ qFatal("Failed to create vertex shader: 0x%x", hr);
+
+ hr = m_device->CreatePixelShader(fs.constData(), fs.size(), nullptr, &m_ps);
+ if (FAILED(hr))
+ qFatal("Failed to create pixel shader: 0x%x", hr);
+
+ D3D11_BUFFER_DESC bufDesc;
+ memset(&bufDesc, 0, sizeof(bufDesc));
+ bufDesc.ByteWidth = sizeof(vertices);
+ bufDesc.Usage = D3D11_USAGE_DEFAULT;
+ bufDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ hr = m_device->CreateBuffer(&bufDesc, nullptr, &m_vbuf);
+ if (FAILED(hr))
+ qFatal("Failed to create buffer: 0x%x", hr);
+
+ m_context->UpdateSubresource(m_vbuf, 0, nullptr, vertices, 0, 0);
+
+ bufDesc.ByteWidth = 256;
+ bufDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ bufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ hr = m_device->CreateBuffer(&bufDesc, nullptr, &m_cbuf);
+ if (FAILED(hr))
+ qFatal("Failed to create buffer: 0x%x", hr);
+
+ D3D11_INPUT_ELEMENT_DESC inputDesc;
+ memset(&inputDesc, 0, sizeof(inputDesc));
+ // the output from SPIRV-Cross uses TEXCOORD<location> as the semantic
+ inputDesc.SemanticName = "TEXCOORD";
+ inputDesc.SemanticIndex = 0;
+ inputDesc.Format = DXGI_FORMAT_R32G32_FLOAT; // vec2
+ inputDesc.InputSlot = 0;
+ inputDesc.AlignedByteOffset = 0;
+ inputDesc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ hr = m_device->CreateInputLayout(&inputDesc, 1, vs.constData(), vs.size(), &m_inputLayout);
+ if (FAILED(hr))
+ qFatal("Failed to create input layout: 0x%x", hr);
+
+ D3D11_RASTERIZER_DESC rastDesc;
+ memset(&rastDesc, 0, sizeof(rastDesc));
+ rastDesc.FillMode = D3D11_FILL_SOLID;
+ rastDesc.CullMode = D3D11_CULL_NONE;
+ hr = m_device->CreateRasterizerState(&rastDesc, &m_rastState);
+ if (FAILED(hr))
+ qFatal("Failed to create rasterizer state: 0x%x", hr);
+
+ D3D11_DEPTH_STENCIL_DESC dsDesc;
+ memset(&dsDesc, 0, sizeof(dsDesc));
+ hr = m_device->CreateDepthStencilState(&dsDesc, &m_dsState);
+ if (FAILED(hr))
+ qFatal("Failed to create depth/stencil state: 0x%x", hr);
+
+ D3D11_BLEND_DESC blendDesc;
+ memset(&blendDesc, 0, sizeof(blendDesc));
+ blendDesc.IndependentBlendEnable = true;
+ D3D11_RENDER_TARGET_BLEND_DESC blend;
+ memset(&blend, 0, sizeof(blend));
+ blend.BlendEnable = true;
+ blend.SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ blend.DestBlend = D3D11_BLEND_ONE;
+ blend.BlendOp = D3D11_BLEND_OP_ADD;
+ blend.SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
+ blend.DestBlendAlpha = D3D11_BLEND_ONE;
+ blend.BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ blend.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ blendDesc.RenderTarget[0] = blend;
+ hr = m_device->CreateBlendState(&blendDesc, &m_blendState);
+ if (FAILED(hr))
+ qFatal("Failed to create blend state: 0x%x", hr);
+}
+
+#include "d3d11squircle.moc"