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/****************************************************************************
**
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the documentation of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:FDL$
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**
** GNU Free Documentation License Usage
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** Documentation License version 1.3 as published by the Free Software
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** this file. Please review the following information to ensure
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****************************************************************************/

/*!
    \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.

  */