aboutsummaryrefslogtreecommitdiffstats
path: root/examples/quick/rendercontrol/rendercontrol_d3d11/window.cpp
blob: c574343a98b1e8ca772e0dccf71985a59f1f5de2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
/****************************************************************************
**
** Copyright (C) 2020 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 "window.h"
#include <QCoreApplication>
#include <QMouseEvent>
#include <QQuickRenderControl>
#include <QQuickWindow>
#include <QQuickItem>
#include <QQmlEngine>
#include <QQmlComponent>
#include <QQuickRenderTarget>
#include <QQuickGraphicsDevice>

#include "quad.vert.inc"
#include "quad.frag.inc"

// In this example the Qt Quick scene will always render at 720p regardless of
// the window size.
const int QML_WIDTH = 1280;
const int QML_HEIGHT = 720;

// Set to 4 or 8 to enable MSAA. This will lead to creating a multisample
// texture, passing in the sample count to Qt Quick (so it sets the graphics
// pipelines up as appropriate), and then doing a resolve to a non-multisample
// texture every time Quick has rendered its content.
const int SAMPLE_COUNT = 1;

// by subclassing QQuickRenderControl we gain the ability to report a QWindow
// to which certain operations, such as the querying of devicePixelRatio()
// should be redirected
class RenderControl : public QQuickRenderControl
{
public:
    RenderControl(QWindow *w) : m_window(w) { }
    QWindow *renderWindow(QPoint *offset) override;

private:
    QWindow *m_window;
};

QWindow *RenderControl::renderWindow(QPoint *offset)
{
    if (offset)
        *offset = QPoint(0, 0);
    return m_window;
}

Window::Window(Engine *engine)
    : m_engine(engine)
{
    setSurfaceType(QSurface::OpenGLSurface);

    m_renderControl = new RenderControl(this);

    // Whenever something changed in the Quick scene, or rendering was
    // requested via others means (e.g. QQuickWindow::update()), it should
    // trigger rendering into the texture when preparing the next frame.
    connect(m_renderControl, &QQuickRenderControl::renderRequested, this, [this] { m_quickDirty = true; });
    connect(m_renderControl, &QQuickRenderControl::sceneChanged, this, [this] { m_quickDirty = true; });

    // Note that on its own this is not sufficient to get MSAA, the render
    // target (the texture in this case) must be set up accordingly as well,
    // and the sample count also needs to be passed to
    // QQuickRenderTarget::fromNativeTexture().
    m_renderControl->setSamples(SAMPLE_COUNT);

    // Create a QQuickWindow that is associated with out render control. Note that this
    // window never gets created or shown, meaning that it will never get an underlying
    // native (platform) window.
    m_quickWindow = new QQuickWindow(m_renderControl);

    m_qmlEngine = new QQmlEngine;
    m_qmlComponent = new QQmlComponent(m_qmlEngine, QUrl(QLatin1String("qrc:/rendercontrol/demo.qml")));
    if (m_qmlComponent->isError()) {
        for (const QQmlError &error : m_qmlComponent->errors())
            qWarning() << error.url() << error.line() << error;
    }

    QObject *rootObject = m_qmlComponent->create();
    if (m_qmlComponent->isError()) {
        for (const QQmlError &error : m_qmlComponent->errors())
            qWarning() << error.url() << error.line() << error;
    }

    QQuickItem *rootItem = qobject_cast<QQuickItem *>(rootObject);
    rootItem->setSize(QSize(QML_WIDTH, QML_HEIGHT));
    m_quickWindow->contentItem()->setSize(rootItem->size());
    m_quickWindow->setGeometry(0, 0, rootItem->width(), rootItem->height());

    rootItem->setParentItem(m_quickWindow->contentItem());
}

Window::~Window()
{
    delete m_qmlComponent;
    delete m_qmlEngine;
    delete m_quickWindow;
    delete m_renderControl;

    releaseResources();

    // Often a no-op (if we already got SurfaceAboutToBeDestroyed), but there
    // are cases when that's not sent.
    m_swapchain.destroy();
}

// Expose (and UpdateRequest) are all the events we need: resize and screen dpr
// changes are handled implicitly since every render() checks for size changes
// so no separate event handlers are needed for that.

void Window::exposeEvent(QExposeEvent *)
{
    if (isExposed()) {
        // initialize if this is the first expose
        if (!m_swapchain.swapchain)
            m_swapchain = m_engine->createSwapchain(this);
        // must always render and present a frame on expose
        if (!size().isEmpty())
            render();
    }
}

// Input is severly limited in this example: there is no mapping or projection
// of any kind, so it all behaves as if the Qt Quick content was covering the
// entire window. The example only cares about button down/up, not the position
// so this is acceptable here.

void Window::mousePressEvent(QMouseEvent *e)
{
    QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
    QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
}

void Window::mouseReleaseEvent(QMouseEvent *e)
{
    QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
    QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
}

bool Window::event(QEvent *e)
{
    switch (e->type()) {
    case QEvent::UpdateRequest:
        render();
        break;

    case QEvent::PlatformSurface:
        // trying to be nice, not strictly required for D3D
        if (static_cast<QPlatformSurfaceEvent *>(e)->surfaceEventType() == QPlatformSurfaceEvent::SurfaceAboutToBeDestroyed)
            m_swapchain.destroy();
        break;

    default:
        break;
    }

    return QWindow::event(e);
}

bool Window::initResources()
{
    ID3D11Device *dev = m_engine->device();

    // vertex and pixel shader to render a textured quad

    HRESULT hr = dev->CreateVertexShader(g_quad_vs_main, sizeof(g_quad_vs_main), nullptr, &m_res.vertexShader);
    if (FAILED(hr)) {
        qWarning("Failed to create vertex shader: %s", qPrintable(comErrorMessage(hr)));
        return false;
    }

    hr = dev->CreatePixelShader(g_quad_ps_main, sizeof(g_quad_ps_main), nullptr, &m_res.pixelShader);
    if (FAILED(hr)) {
        qWarning("Failed to create pixel shader: %s", qPrintable(comErrorMessage(hr)));
        return false;
    }

    // texture into which Qt Quick will render and which we will then sample

    D3D11_TEXTURE2D_DESC texDesc = {};
    texDesc.Width = QML_WIDTH;
    texDesc.Height = QML_HEIGHT;
    texDesc.MipLevels = 1;
    texDesc.ArraySize = 1;
    texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    if (SAMPLE_COUNT > 1) {
        texDesc.SampleDesc.Count = SAMPLE_COUNT;
        texDesc.SampleDesc.Quality = UINT(D3D11_STANDARD_MULTISAMPLE_PATTERN);
    } else {
        texDesc.SampleDesc.Count = 1;
    }
    // we have to use BIND_SHADER_RESOURCE even if the texture is MSAA because
    // an SRV may still get created internally by Qt Quick
    texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
    texDesc.Usage = D3D11_USAGE_DEFAULT;

    hr = dev->CreateTexture2D(&texDesc, nullptr, &m_res.texture);
    if (FAILED(hr)) {
        qWarning("Failed to create texture: %s", qPrintable(comErrorMessage(hr)));
        return false;
    }

    if (SAMPLE_COUNT > 1) {
        texDesc.SampleDesc.Count = 1;
        texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
        hr = dev->CreateTexture2D(&texDesc, nullptr, &m_res.resolveTexture);
        if (FAILED(hr)) {
            qWarning("Failed to create resolve texture: %s", qPrintable(comErrorMessage(hr)));
            return false;
        }
    }

    D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
    srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
    srvDesc.Texture2D.MipLevels = 1;

    hr = dev->CreateShaderResourceView(SAMPLE_COUNT > 1 ? m_res.resolveTexture : m_res.texture, &srvDesc, &m_res.textureSrv);
    if (FAILED(hr)) {
        qWarning("Failed to create srv: %s", qPrintable(comErrorMessage(hr)));
        return false;
    }

    D3D11_SAMPLER_DESC sampDesc = {};
    sampDesc.Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
    sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
    sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
    sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
    sampDesc.MaxAnisotropy = 1.0f;

    hr = dev->CreateSamplerState(&sampDesc, &m_res.sampler);
    if (FAILED(hr)) {
        qWarning("Failed to create sampler state: %s", qPrintable(comErrorMessage(hr)));
        return false;
    }

    m_res.valid = true;
    return true;
}

void Window::releaseResources()
{
    RELEASE(m_res.vertexShader);
    RELEASE(m_res.pixelShader);
    RELEASE(m_res.texture);
    RELEASE(m_res.resolveTexture);
    RELEASE(m_res.textureSrv);
    RELEASE(m_res.sampler);

    m_res.valid = false;
}

void Window::render()
{
    if (!isExposed() || !m_swapchain.swapchain || !m_swapchain.tex || !m_swapchain.rtv)
        return;

    // if the window got resized, the swapchain buffers must be resized as well
    if (m_swapchain.pixelSize != m_engine->swapchainSizeForWindow(this))
        m_engine->resizeSwapchain(&m_swapchain, this);

    if (!m_res.valid) {
        if (!initResources())
            return;
    }

    // get some content into m_res.texture from Qt Quick
    updateQuick();

    // now onto our own drawing, targeting the window
    ID3D11DeviceContext1 *ctx = m_engine->context();
    const QSize viewSize = m_swapchain.pixelSize;

    const float clearColor[] = { 0.4f, 0.7f, 0.0f, 1.0f };
    ctx->ClearRenderTargetView(m_swapchain.rtv, clearColor);
    ctx->ClearDepthStencilView(m_swapchain.dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);

    ctx->OMSetRenderTargets(1, &m_swapchain.rtv, m_swapchain.dsv);

    const D3D11_VIEWPORT viewport = { 0.0f, 0.0f, float(viewSize.width()), float(viewSize.height()),
                                      0.f, 1.0f };
    ctx->RSSetViewports(1, &viewport);

    // draw a textured quad

    ctx->VSSetShader(m_res.vertexShader, nullptr, 0);
    ctx->PSSetShader(m_res.pixelShader, nullptr, 0);

    ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    ctx->IASetInputLayout(nullptr);
    ctx->OMSetDepthStencilState(nullptr, 0);
    ctx->OMSetBlendState(nullptr, nullptr, 0xffffffff);
    ctx->RSSetState(nullptr);

    ctx->PSSetShaderResources(0, 1, &m_res.textureSrv);
    ctx->PSSetSamplers(0, 1, &m_res.sampler);

    ctx->Draw(6, 0);

    m_swapchain.swapchain->Present(1, 0);

    requestUpdate(); // will lead to eventually getting a QEvent::UpdateRequest
}

void Window::updateQuick()
{
    if (!m_quickDirty)
        return;

    m_quickDirty = false;

    if (!m_quickInitialized) {
        // In addition to setGraphicsApi(), we need a call to
        // setGraphicsDevice to tell Qt Quick what ID3D11Device(Context) to use
        // (i.e. we want it to use ours, not to create new ones).
        m_quickWindow->setGraphicsDevice(QQuickGraphicsDevice::fromDeviceAndContext(m_engine->device(), m_engine->context()));

        // Now we can kick off the scenegraph.
        if (!m_renderControl->initialize())
            qWarning("Failed to initialize redirected Qt Quick rendering");

        // Redirect Qt Quick's output.
        m_quickWindow->setRenderTarget(QQuickRenderTarget::fromNativeTexture({ quint64(m_res.texture), 0 },
                                                                             QSize(QML_WIDTH, QML_HEIGHT),
                                                                             SAMPLE_COUNT));

        m_quickInitialized = true;
    }

    m_renderControl->polishItems();

    m_renderControl->beginFrame();
    m_renderControl->sync();
    m_renderControl->render();
    m_renderControl->endFrame(); // Qt Quick's rendering commands are submitted to the device context here

    if (SAMPLE_COUNT > 1)
        m_engine->context()->ResolveSubresource(m_res.resolveTexture, 0, m_res.texture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
}