diff options
Diffstat (limited to 'examples/quick/scenegraph/rendernode/d3d12renderer.cpp')
-rw-r--r-- | examples/quick/scenegraph/rendernode/d3d12renderer.cpp | 309 |
1 files changed, 0 insertions, 309 deletions
diff --git a/examples/quick/scenegraph/rendernode/d3d12renderer.cpp b/examples/quick/scenegraph/rendernode/d3d12renderer.cpp deleted file mode 100644 index e85811c089..0000000000 --- a/examples/quick/scenegraph/rendernode/d3d12renderer.cpp +++ /dev/null @@ -1,309 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2017 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 "d3d12renderer.h" -#include <QQuickItem> -#include <QQuickWindow> -#include <QSGRendererInterface> -#include <QFile> - -// ### Qt 6: remove - -#if QT_CONFIG(d3d12) - -D3D12RenderNode::~D3D12RenderNode() -{ - releaseResources(); -} - -void D3D12RenderNode::releaseResources() -{ - if (vbPtr) { - vertexBuffer->Unmap(0, nullptr); - vbPtr = nullptr; - } - if (cbPtr) { - constantBuffer->Unmap(0, nullptr); - cbPtr = nullptr; - } - constantBuffer = nullptr; - vertexBuffer = nullptr; - rootSignature = nullptr; - pipelineState = nullptr; - m_device = nullptr; -} - -void D3D12RenderNode::init() -{ - QSGRendererInterface *rif = m_window->rendererInterface(); - m_device = static_cast<ID3D12Device *>(rif->getResource(m_window, QSGRendererInterface::DeviceResource)); - Q_ASSERT(m_device); - - D3D12_ROOT_PARAMETER rootParameter; - rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; - rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; - rootParameter.Descriptor.ShaderRegister = 0; // b0 - rootParameter.Descriptor.RegisterSpace = 0; - - D3D12_ROOT_SIGNATURE_DESC desc; - desc.NumParameters = 1; - desc.pParameters = &rootParameter; - desc.NumStaticSamplers = 0; - desc.pStaticSamplers = nullptr; - desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; - - ComPtr<ID3DBlob> signature; - ComPtr<ID3DBlob> error; - if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { - qWarning("Failed to serialize root signature"); - return; - } - if (FAILED(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), - IID_PPV_ARGS(&rootSignature)))) { - qWarning("Failed to create root signature"); - return; - } - - D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "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 = vshader_cso.constData(); - vshader.BytecodeLength = vshader_cso.size(); - D3D12_SHADER_BYTECODE pshader; - pshader.pShaderBytecode = fshader_cso.constData(); - pshader.BytecodeLength = fshader_cso.size(); - - D3D12_RASTERIZER_DESC rastDesc = {}; - rastDesc.FillMode = D3D12_FILL_MODE_SOLID; - rastDesc.CullMode = D3D12_CULL_MODE_BACK; - rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW - - // 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] = premulBlendDesc; - - D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; - psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; - psoDesc.pRootSignature = rootSignature.Get(); - psoDesc.VS = vshader; - psoDesc.PS = pshader; - psoDesc.RasterizerState = rastDesc; - psoDesc.BlendState = blendDesc; - // No depth. The correct stacking of the item is ensured by the projection matrix. - // Note that this does not support clipping. - // If clipping is desired, render() needs to set a different PSO - // with stencil enabled whenever the RenderState indicates so. - psoDesc.SampleMask = UINT_MAX; - psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; - psoDesc.NumRenderTargets = 1; - psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; - psoDesc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT; // not in use due to !DepthEnable, but this would be the correct format otherwise - // We are rendering on the default render target so if the QuickWindow/View - // has requested samples > 0 then we have to follow suit. - const uint samples = qMax(1, m_window->format().samples()); - psoDesc.SampleDesc.Count = samples; - if (samples > 1) { - D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msaaInfo = {}; - msaaInfo.Format = psoDesc.RTVFormats[0]; - msaaInfo.SampleCount = samples; - if (SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msaaInfo, sizeof(msaaInfo)))) { - if (msaaInfo.NumQualityLevels > 0) - psoDesc.SampleDesc.Quality = msaaInfo.NumQualityLevels - 1; - } - } - - if (FAILED(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)))) { - qWarning("Failed to create graphics pipeline state"); - return; - } - - const UINT vertexBufferSize = (2 + 3) * 3 * sizeof(float); - - D3D12_HEAP_PROPERTIES heapProp = {}; - heapProp.Type = D3D12_HEAP_TYPE_UPLOAD; - - D3D12_RESOURCE_DESC bufDesc; - bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; - bufDesc.Alignment = 0; - bufDesc.Width = vertexBufferSize; - bufDesc.Height = 1; - bufDesc.DepthOrArraySize = 1; - bufDesc.MipLevels = 1; - bufDesc.Format = DXGI_FORMAT_UNKNOWN; - bufDesc.SampleDesc.Count = 1; - bufDesc.SampleDesc.Quality = 0; - bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; - bufDesc.Flags = D3D12_RESOURCE_FLAG_NONE; - - if (FAILED(m_device->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, - D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, - IID_PPV_ARGS(&vertexBuffer)))) { - qWarning("Failed to create committed resource (vertex buffer)"); - return; - } - - vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); - vertexBufferView.StrideInBytes = vertexBufferSize / 3; - vertexBufferView.SizeInBytes = vertexBufferSize; - - bufDesc.Width = 256; - if (FAILED(m_device->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, - D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, - IID_PPV_ARGS(&constantBuffer)))) { - qWarning("Failed to create committed resource (constant buffer)"); - return; - } - - const D3D12_RANGE readRange = { 0, 0 }; - if (FAILED(vertexBuffer->Map(0, &readRange, reinterpret_cast<void **>(&vbPtr)))) { - qWarning("Map failed"); - return; - } - - if (FAILED(constantBuffer->Map(0, &readRange, reinterpret_cast<void **>(&cbPtr)))) { - 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) -{ - if (!m_device) - init(); - - QSGRendererInterface *rif = m_window->rendererInterface(); - ID3D12GraphicsCommandList *commandList = static_cast<ID3D12GraphicsCommandList *>( - rif->getResource(m_window, QSGRendererInterface::CommandListResource)); - Q_ASSERT(commandList); - - 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_width - 1, m_height - 1); - const QPointF p1(0, 0); - const QPointF p2(0, m_height - 1); - - float *vp = reinterpret_cast<float *>(vbPtr); - *vp++ = p0.x(); - *vp++ = p0.y(); - vp += 3; - *vp++ = p1.x(); - *vp++ = p1.y(); - vp += 3; - *vp++ = p2.x(); - *vp++ = p2.y(); - - commandList->SetPipelineState(pipelineState.Get()); - commandList->SetGraphicsRootSignature(rootSignature.Get()); - commandList->SetGraphicsRootConstantBufferView(0, constantBuffer->GetGPUVirtualAddress()); - commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - commandList->IASetVertexBuffers(0, 1, &vertexBufferView); - - commandList->DrawInstanced(3, 1, 0, 0); -} - -// No need to reimplement changedStates() because no relevant commands are -// added to the command list in render(). - -QSGRenderNode::RenderingFlags D3D12RenderNode::flags() const -{ - return BoundedRectRendering | DepthAwareRendering; -} - -QRectF D3D12RenderNode::rect() const -{ - return QRect(0, 0, m_width, m_height); -} - -void D3D12RenderNode::sync(QQuickItem *item) -{ - m_window = item->window(); - m_width = item->width(); - m_height = item->height(); -} - -#endif // d3d12 |