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-rw-r--r--examples/quick/scenegraph/rendernode/d3d12renderer.cpp34
1 files changed, 23 insertions, 11 deletions
diff --git a/examples/quick/scenegraph/rendernode/d3d12renderer.cpp b/examples/quick/scenegraph/rendernode/d3d12renderer.cpp
index d35f82a76a..9916769241 100644
--- a/examples/quick/scenegraph/rendernode/d3d12renderer.cpp
+++ b/examples/quick/scenegraph/rendernode/d3d12renderer.cpp
@@ -42,11 +42,9 @@
#include <QQuickItem>
#include <QQuickWindow>
#include <QSGRendererInterface>
+#include <QFile>
-#ifdef HAS_D3D12
-
-#include "vs_shader.hlslh"
-#include "ps_shader.hlslh"
+#if QT_CONFIG(d3d12)
D3D12RenderNode::D3D12RenderNode(QQuickItem *item)
: m_item(item)
@@ -78,7 +76,7 @@ void D3D12RenderNode::releaseResources()
void D3D12RenderNode::init()
{
QSGRendererInterface *rif = m_item->window()->rendererInterface();
- m_device = static_cast<ID3D12Device *>(rif->getResource(m_item->window(), QSGRendererInterface::Device));
+ m_device = static_cast<ID3D12Device *>(rif->getResource(m_item->window(), QSGRendererInterface::DeviceResource));
Q_ASSERT(m_device);
D3D12_ROOT_PARAMETER rootParameter;
@@ -111,12 +109,25 @@ void D3D12RenderNode::init()
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
};
+ QFile f(QStringLiteral(":/scenegraph/rendernode/shader_vert.cso"));
+ if (!f.open(QIODevice::ReadOnly)) {
+ qWarning("Failed to open file with vertex shader bytecode");
+ return;
+ }
+ QByteArray vshader_cso = f.readAll();
+ f.close();
+ f.setFileName(QStringLiteral(":/scenegraph/rendernode/shader_frag.cso"));
+ if (!f.open(QIODevice::ReadOnly)) {
+ qWarning("Failed to open file with fragment shader bytecode");
+ return;
+ }
+ QByteArray fshader_cso = f.readAll();
D3D12_SHADER_BYTECODE vshader;
- vshader.pShaderBytecode = g_VS_Simple;
- vshader.BytecodeLength = sizeof(g_VS_Simple);
+ vshader.pShaderBytecode = vshader_cso.constData();
+ vshader.BytecodeLength = vshader_cso.size();
D3D12_SHADER_BYTECODE pshader;
- pshader.pShaderBytecode = g_PS_Simple;
- pshader.BytecodeLength = sizeof(g_PS_Simple);
+ pshader.pShaderBytecode = fshader_cso.constData();
+ pshader.BytecodeLength = fshader_cso.size();
D3D12_RASTERIZER_DESC rastDesc = {};
rastDesc.FillMode = D3D12_FILL_MODE_SOLID;
@@ -235,7 +246,8 @@ void D3D12RenderNode::render(const RenderState *state)
init();
QSGRendererInterface *rif = m_item->window()->rendererInterface();
- ID3D12GraphicsCommandList *commandList = static_cast<ID3D12GraphicsCommandList *>(rif->getResource(m_item->window(), QSGRendererInterface::CommandList));
+ ID3D12GraphicsCommandList *commandList = static_cast<ID3D12GraphicsCommandList *>(
+ rif->getResource(m_item->window(), QSGRendererInterface::CommandListResource));
Q_ASSERT(commandList);
const int msize = 16 * sizeof(float);
@@ -280,4 +292,4 @@ QRectF D3D12RenderNode::rect() const
return QRect(0, 0, m_item->width(), m_item->height());
}
-#endif // HAS_D3D12
+#endif // d3d12