summaryrefslogtreecommitdiffstats
path: root/examples/quick/scenegraph/rendernode/d3d12renderer.h
Commit message (Collapse)AuthorAgeFilesLines
* Fix outdated BSD license headerKai Koehne2017-10-171-2/+12
| | | | | Change-Id: Icc08925454445fc9497fb3bfd2c26efe90605983 Reviewed-by: Jani Heikkinen <jani.heikkinen@qt.io>
* Fix building examples with namespaced QtKai Koehne2017-06-081-2/+2
| | | | | Change-Id: I065715a523028a91ee3a841140734ad6eba240c2 Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
* Use d3d12 feature in rendernode exampleLaszlo Agocs2016-10-111-2/+2
| | | | | | | | Migrate the example away from config_d3d12 and make the feature public. Task-number: QTBUG-56327 Change-Id: I88809b8c41282cd75952d085cfd539a5d80f3f38 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
* Add optional flags and rect to QSGRenderNodeLaszlo Agocs2016-08-021-0/+2
| | | | | | | | | | | | Having rendernodes triggering fullscreen updates with the software backend is not ideal. Therefore, introduce the option of reporting that the rendernode is well-behaving, meaning it only writes inside the reported bounding rectangle. Similarly, the OpenGL batch renderer can keep using the depth buffer when the rendernode is known to behave like the renderer expects. Change-Id: I6acc434432c2504776f26e8917b5434b44be293d Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
* Refactor the rendernode exampleLaszlo Agocs2016-05-311-10/+13
| | | | | | | | By removing the Renderer abstraction it becomes easier to follow and understand. Change-Id: Iddacb461d51a75864983850660c5480985b3524f Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* Make rendernode suitable for public consumptionLaszlo Agocs2016-04-201-0/+77
For non-OpenGL APIs the primary (and likely the only) way to add custom rendering into the Qt Quick scene is via the render node. Other approaches,like the before/afterRendering signals, QQuickFramebufferObject, remain OpenGL-only. (although QQuickFramebufferObject may get a multi-API replacement based on QSGRenderNode at a later time) Note that this is not a generic 3D content integration enabler. It targets creating 2D and 2.5D Quick items with custom rendering via the graphics API in use. Make QSGRenderNode public, enhance the docs a bit and add a releaseResources(). Add a QSGRendererInterface with a query function in QQuickWindow and QSGEngine. The scenegraph adaptation can then return a custom implementation of the interface. This will be necessary to query API-specific values, f.ex. the ID3D12Device and ID3D12CommandList when running with the d3d12 backend. The interface allows querying the API and void* resources. Resources that we know about in advance are enum-based to prevent the QPlatformNativeInterface-like ugliness of string keys. Support is there in the batch renderer already, fix this up according to the new public API, and implement the corresponding bits for the D3D12 renderer. For D3D12, fix also an issue with QSGNode destruction where graphics resources in use were attempted to be final-released without a proper wait. The semantics of changedStates() in QSGRenderNode is changed so that it can be called at any time, including before render(). This is very useful since we can implement some state restoring in a more efficient manner. Added a new example as well. Documentation for QSGRenderNode is heavily expanded. Change-Id: I4c4a261c55791d0e38743a784bc4c05a53b3462d Reviewed-by: Andy Nichols <andy.nichols@qt.io>