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+/****************************************************************************
+**
+** Copyright (C) 2019 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 scenegraph/metalunderqml
+ \title Scene Graph - Metal Under QML
+ \ingroup qtquickexamples
+ \brief Shows how to render directly with Metal under a Qt Quick scene.
+
+ \image metalunderqml-example.jpg
+
+ The Metal Under QML example shows how an application can make use
+ of the \l QQuickWindow::beforeRendering() and \l
+ QQuickWindow::beforeRenderPassRecording() signals to draw custom
+ Metal content under a Qt Quick scene. This signal is emitted at
+ the start of every frame, before the scene graph starts its
+ rendering, thus any Metal draw calls that are made as a response
+ to this signal, will stack under the Qt Quick items. There are two
+ signals, because the custom Metal commands are recorded onto the
+ same command buffer with the same render command encoder that the
+ scene graph uses. beforeRendering() on its own is not sufficient
+ for this because it gets emitted at the start of the frame, before
+ having an
+ \l{https://developer.apple.com/documentation/metal/mtlrendercommandencoder}{MTLRenderCommandEncoder}
+ available. By also connecting to beforeRenderPassRecording(), the
+ application can gain access to the necessary native objects.
+
+ As an alternative, applications that wish to render Metal content
+ on top of the Qt Quick scene, can do so by connecting to the \l
+ QQuickWindow::afterRendering() and \l
+ QQuickWindow::afterRenderPassRecording() signals.
+
+ In this example, we will also see how it is possible to have
+ values that are exposed to QML which affect the Metal
+ rendering. We animate the threshold value using a NumberAnimation
+ in the QML file and this value is used by the Metal shader
+ program that draws the squircles.
+
+ The example is equivalent in most ways to the \l{Scene Graph - OpenGL Under
+ QML}{OpenGL Under QML}, \l{Scene Graph - Direct3D 11 Under QML}{Direct3D 11
+ Under QML}, and \l{Scene Graph - Vulkan Under QML}{Vulkan Under QML}
+ examples, they all render the same custom content, just via different
+ native APIs.
+
+ */