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Diffstat (limited to 'examples/quick/scenegraph/rendernode/d3d12renderer.cpp')
-rw-r--r--examples/quick/scenegraph/rendernode/d3d12renderer.cpp42
1 files changed, 29 insertions, 13 deletions
diff --git a/examples/quick/scenegraph/rendernode/d3d12renderer.cpp b/examples/quick/scenegraph/rendernode/d3d12renderer.cpp
index 3694c6ae75..bc03720407 100644
--- a/examples/quick/scenegraph/rendernode/d3d12renderer.cpp
+++ b/examples/quick/scenegraph/rendernode/d3d12renderer.cpp
@@ -83,7 +83,7 @@ void D3D12RenderNode::init()
D3D12_ROOT_PARAMETER rootParameter;
rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
- rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+ rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParameter.Descriptor.ShaderRegister = 0; // b0
rootParameter.Descriptor.RegisterSpace = 0;
@@ -123,11 +123,19 @@ void D3D12RenderNode::init()
rastDesc.CullMode = D3D12_CULL_MODE_BACK;
rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW
- // No blending, just enable color write.
- D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc = {};
- defaultRenderTargetBlendDesc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+ // Enable color write and blending (premultiplied alpha). The latter is
+ // needed because the example changes the item's opacity and we pass
+ // inheritedOpacity() into the pixel shader. If that wasn't the case,
+ // blending could have stayed disabled.
+ const D3D12_RENDER_TARGET_BLEND_DESC premulBlendDesc = {
+ TRUE, FALSE,
+ D3D12_BLEND_ONE, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD,
+ D3D12_BLEND_ONE, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD,
+ D3D12_LOGIC_OP_NOOP,
+ D3D12_COLOR_WRITE_ENABLE_ALL
+ };
D3D12_BLEND_DESC blendDesc = {};
- blendDesc.RenderTarget[0] = defaultRenderTargetBlendDesc;
+ blendDesc.RenderTarget[0] = premulBlendDesc;
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
@@ -177,7 +185,7 @@ void D3D12RenderNode::init()
}
vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress();
- vertexBufferView.StrideInBytes = (2 + 3) * sizeof(float);
+ vertexBufferView.StrideInBytes = vertexBufferSize / 3;
vertexBufferView.SizeInBytes = vertexBufferSize;
bufDesc.Width = 256;
@@ -198,6 +206,14 @@ void D3D12RenderNode::init()
qWarning("Map failed (constant buffer)");
return;
}
+
+ float *vp = reinterpret_cast<float *>(vbPtr);
+ vp += 2;
+ *vp++ = 1.0f; *vp++ = 0.0f; *vp++ = 0.0f;
+ vp += 2;
+ *vp++ = 0.0f; *vp++ = 1.0f; *vp++ = 0.0f;
+ vp += 2;
+ *vp++ = 0.0f; *vp++ = 0.0f; *vp++ = 1.0f;
}
void D3D12RenderNode::render(const RenderState *state)
@@ -212,6 +228,8 @@ void D3D12RenderNode::render(const RenderState *state)
const int msize = 16 * sizeof(float);
memcpy(cbPtr, matrix()->constData(), msize);
memcpy(cbPtr + msize, state->projectionMatrix()->constData(), msize);
+ const float opacity = inheritedOpacity();
+ memcpy(cbPtr + 2 * msize, &opacity, sizeof(float));
const QPointF p0(m_item->width() - 1, m_item->height() - 1);
const QPointF p1(0, 0);
@@ -220,15 +238,12 @@ void D3D12RenderNode::render(const RenderState *state)
float *vp = reinterpret_cast<float *>(vbPtr);
*vp++ = p0.x();
*vp++ = p0.y();
- *vp++ = 1.0f; *vp++ = 0.0f; *vp++ = 0.0f;
-
+ vp += 3;
*vp++ = p1.x();
*vp++ = p1.y();
- *vp++ = 0.0f; *vp++ = 1.0f; *vp++ = 0.0f;
-
+ vp += 3;
*vp++ = p2.x();
*vp++ = p2.y();
- *vp++ = 0.0f; *vp++ = 0.0f; *vp++ = 1.0f;
commandList->SetPipelineState(pipelineState.Get());
commandList->SetGraphicsRootSignature(rootSignature.Get());
@@ -237,8 +252,9 @@ void D3D12RenderNode::render(const RenderState *state)
commandList->IASetVertexBuffers(0, 1, &vertexBufferView);
commandList->DrawInstanced(3, 1, 0, 0);
-
- // we won't implement changedStates() since no viewport/scissor/stencil/blend related commands were added
}
+// No need to reimplement changedStates() because no relevant commands are
+// added to the command list in render().
+
#endif // HAS_D3D12