/**************************************************************************** ** ** 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. */