aboutsummaryrefslogtreecommitdiffstats
path: root/examples/quick/scenegraph/d3d11underqml/doc/src/d3d11underqml.qdoc
blob: 944d9de611619cf727c9b5801aa6afd8d632f72f (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
// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only

/*!
    \example scenegraph/d3d11underqml
    \title Scene Graph - Direct3D 11 Under QML
    \ingroup qtquickexamples
    \brief Shows how to render directly with Direct3D 11 under a Qt Quick scene.

    \image d3d11underqml-example.jpg

    The Direct3D 11 Under QML example shows how an application can make use
    of the \l QQuickWindow::beforeRendering() signal to draw custom
    D3D11 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 D3D11 draw calls that are made as a response
    to this signal, will stack under the Qt Quick items.

    As an alternative, applications that wish to render D3D11 content
    on top of the Qt Quick scene, can do so by connecting to the \l
    QQuickWindow::afterRendering() signal.

    In this example, we will also see how it is possible to have
    values that are exposed to QML which affect the D3D11
    rendering. We animate the threshold value using a NumberAnimation
    in the QML file and this value is used by the HLSL 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 - Metal Under QML}{Metal 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.

  */