390 lines
14 KiB
C++
390 lines
14 KiB
C++
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/****************************************************************************
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**
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** Copyright (C) 2020 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "window.h"
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#include <QCoreApplication>
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#include <QMouseEvent>
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#include <QQuickRenderControl>
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#include <QQuickWindow>
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#include <QQuickItem>
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#include <QQmlEngine>
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#include <QQmlComponent>
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#include <QQuickRenderTarget>
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#include <QQuickGraphicsDevice>
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#include "quad.vert.inc"
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#include "quad.frag.inc"
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// In this example the Qt Quick scene will always render at 720p regardless of
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// the window size.
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const int QML_WIDTH = 1280;
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const int QML_HEIGHT = 720;
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// Set to 4 or 8 to enable MSAA. This will lead to creating a multisample
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// texture, passing in the sample count to Qt Quick (so it sets the graphics
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// pipelines up as appropriate), and then doing a resolve to a non-multisample
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// texture every time Quick has rendered its content.
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const int SAMPLE_COUNT = 1;
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// by subclassing QQuickRenderControl we gain the ability to report a QWindow
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// to which certain operations, such as the querying of devicePixelRatio()
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// should be redirected
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class RenderControl : public QQuickRenderControl
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{
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public:
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RenderControl(QWindow *w) : m_window(w) { }
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QWindow *renderWindow(QPoint *offset) override;
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private:
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QWindow *m_window;
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};
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QWindow *RenderControl::renderWindow(QPoint *offset)
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{
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if (offset)
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*offset = QPoint(0, 0);
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return m_window;
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}
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Window::Window(Engine *engine)
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: m_engine(engine)
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{
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setSurfaceType(QSurface::OpenGLSurface);
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m_renderControl = new RenderControl(this);
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// Whenever something changed in the Quick scene, or rendering was
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// requested via others means (e.g. QQuickWindow::update()), it should
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// trigger rendering into the texture when preparing the next frame.
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connect(m_renderControl, &QQuickRenderControl::renderRequested, this, [this] { m_quickDirty = true; });
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connect(m_renderControl, &QQuickRenderControl::sceneChanged, this, [this] { m_quickDirty = true; });
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// Note that on its own this is not sufficient to get MSAA, the render
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// target (the texture in this case) must be set up accordingly as well,
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// and the sample count also needs to be passed to
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// QQuickRenderTarget::fromNativeTexture().
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m_renderControl->setSamples(SAMPLE_COUNT);
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// Create a QQuickWindow that is associated with out render control. Note that this
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// window never gets created or shown, meaning that it will never get an underlying
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// native (platform) window.
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m_quickWindow = new QQuickWindow(m_renderControl);
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m_qmlEngine = new QQmlEngine;
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m_qmlComponent = new QQmlComponent(m_qmlEngine, QUrl(QLatin1String("qrc:/rendercontrol/demo.qml")));
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if (m_qmlComponent->isError()) {
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for (const QQmlError &error : m_qmlComponent->errors())
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qWarning() << error.url() << error.line() << error;
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}
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QObject *rootObject = m_qmlComponent->create();
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if (m_qmlComponent->isError()) {
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for (const QQmlError &error : m_qmlComponent->errors())
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qWarning() << error.url() << error.line() << error;
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}
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QQuickItem *rootItem = qobject_cast<QQuickItem *>(rootObject);
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rootItem->setSize(QSize(QML_WIDTH, QML_HEIGHT));
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m_quickWindow->contentItem()->setSize(rootItem->size());
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m_quickWindow->setGeometry(0, 0, rootItem->width(), rootItem->height());
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rootItem->setParentItem(m_quickWindow->contentItem());
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}
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Window::~Window()
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{
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delete m_qmlComponent;
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delete m_qmlEngine;
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delete m_quickWindow;
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delete m_renderControl;
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releaseResources();
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// Often a no-op (if we already got SurfaceAboutToBeDestroyed), but there
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// are cases when that's not sent.
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m_swapchain.destroy();
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}
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// Expose (and UpdateRequest) are all the events we need: resize and screen dpr
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// changes are handled implicitly since every render() checks for size changes
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// so no separate event handlers are needed for that.
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void Window::exposeEvent(QExposeEvent *)
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{
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if (isExposed()) {
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// initialize if this is the first expose
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if (!m_swapchain.swapchain)
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m_swapchain = m_engine->createSwapchain(this);
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// must always render and present a frame on expose
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if (!size().isEmpty())
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render();
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}
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}
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// Input is severly limited in this example: there is no mapping or projection
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// of any kind, so it all behaves as if the Qt Quick content was covering the
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// entire window. The example only cares about button down/up, not the position
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// so this is acceptable here.
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void Window::mousePressEvent(QMouseEvent *e)
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{
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QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
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QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
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}
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void Window::mouseReleaseEvent(QMouseEvent *e)
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{
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QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
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QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
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}
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bool Window::event(QEvent *e)
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{
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switch (e->type()) {
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case QEvent::UpdateRequest:
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render();
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break;
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case QEvent::PlatformSurface:
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// trying to be nice, not strictly required for D3D
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if (static_cast<QPlatformSurfaceEvent *>(e)->surfaceEventType() == QPlatformSurfaceEvent::SurfaceAboutToBeDestroyed)
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m_swapchain.destroy();
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break;
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default:
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break;
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}
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return QWindow::event(e);
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}
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bool Window::initResources()
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{
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ID3D11Device *dev = m_engine->device();
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// vertex and pixel shader to render a textured quad
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HRESULT hr = dev->CreateVertexShader(g_quad_vs_main, sizeof(g_quad_vs_main), nullptr, &m_res.vertexShader);
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if (FAILED(hr)) {
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qWarning("Failed to create vertex shader: %s", qPrintable(comErrorMessage(hr)));
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return false;
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}
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hr = dev->CreatePixelShader(g_quad_ps_main, sizeof(g_quad_ps_main), nullptr, &m_res.pixelShader);
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if (FAILED(hr)) {
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qWarning("Failed to create pixel shader: %s", qPrintable(comErrorMessage(hr)));
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return false;
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}
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// texture into which Qt Quick will render and which we will then sample
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D3D11_TEXTURE2D_DESC texDesc = {};
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texDesc.Width = QML_WIDTH;
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texDesc.Height = QML_HEIGHT;
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texDesc.MipLevels = 1;
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texDesc.ArraySize = 1;
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texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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if (SAMPLE_COUNT > 1) {
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texDesc.SampleDesc.Count = SAMPLE_COUNT;
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texDesc.SampleDesc.Quality = UINT(D3D11_STANDARD_MULTISAMPLE_PATTERN);
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} else {
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texDesc.SampleDesc.Count = 1;
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}
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// we have to use BIND_SHADER_RESOURCE even if the texture is MSAA because
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// an SRV may still get created internally by Qt Quick
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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texDesc.Usage = D3D11_USAGE_DEFAULT;
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hr = dev->CreateTexture2D(&texDesc, nullptr, &m_res.texture);
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if (FAILED(hr)) {
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qWarning("Failed to create texture: %s", qPrintable(comErrorMessage(hr)));
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return false;
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}
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if (SAMPLE_COUNT > 1) {
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texDesc.SampleDesc.Count = 1;
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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hr = dev->CreateTexture2D(&texDesc, nullptr, &m_res.resolveTexture);
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if (FAILED(hr)) {
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qWarning("Failed to create resolve texture: %s", qPrintable(comErrorMessage(hr)));
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return false;
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}
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}
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = 1;
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hr = dev->CreateShaderResourceView(SAMPLE_COUNT > 1 ? m_res.resolveTexture : m_res.texture, &srvDesc, &m_res.textureSrv);
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if (FAILED(hr)) {
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qWarning("Failed to create srv: %s", qPrintable(comErrorMessage(hr)));
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return false;
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}
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D3D11_SAMPLER_DESC sampDesc = {};
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sampDesc.Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
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sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.MaxAnisotropy = 1.0f;
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hr = dev->CreateSamplerState(&sampDesc, &m_res.sampler);
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if (FAILED(hr)) {
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qWarning("Failed to create sampler state: %s", qPrintable(comErrorMessage(hr)));
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return false;
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}
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m_res.valid = true;
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return true;
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}
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void Window::releaseResources()
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{
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RELEASE(m_res.vertexShader);
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RELEASE(m_res.pixelShader);
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RELEASE(m_res.texture);
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RELEASE(m_res.resolveTexture);
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RELEASE(m_res.textureSrv);
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RELEASE(m_res.sampler);
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m_res.valid = false;
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}
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void Window::render()
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{
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if (!isExposed() || !m_swapchain.swapchain || !m_swapchain.tex || !m_swapchain.rtv)
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return;
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// if the window got resized, the swapchain buffers must be resized as well
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if (m_swapchain.pixelSize != m_engine->swapchainSizeForWindow(this))
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m_engine->resizeSwapchain(&m_swapchain, this);
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if (!m_res.valid) {
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if (!initResources())
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return;
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}
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// get some content into m_res.texture from Qt Quick
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updateQuick();
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// now onto our own drawing, targeting the window
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ID3D11DeviceContext1 *ctx = m_engine->context();
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const QSize viewSize = m_swapchain.pixelSize;
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const float clearColor[] = { 0.4f, 0.7f, 0.0f, 1.0f };
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ctx->ClearRenderTargetView(m_swapchain.rtv, clearColor);
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ctx->ClearDepthStencilView(m_swapchain.dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
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ctx->OMSetRenderTargets(1, &m_swapchain.rtv, m_swapchain.dsv);
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const D3D11_VIEWPORT viewport = { 0.0f, 0.0f, float(viewSize.width()), float(viewSize.height()),
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0.f, 1.0f };
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ctx->RSSetViewports(1, &viewport);
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// draw a textured quad
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ctx->VSSetShader(m_res.vertexShader, nullptr, 0);
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ctx->PSSetShader(m_res.pixelShader, nullptr, 0);
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ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->IASetInputLayout(nullptr);
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ctx->OMSetDepthStencilState(nullptr, 0);
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ctx->OMSetBlendState(nullptr, nullptr, 0xffffffff);
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ctx->RSSetState(nullptr);
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ctx->PSSetShaderResources(0, 1, &m_res.textureSrv);
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ctx->PSSetSamplers(0, 1, &m_res.sampler);
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ctx->Draw(6, 0);
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m_swapchain.swapchain->Present(1, 0);
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requestUpdate(); // will lead to eventually getting a QEvent::UpdateRequest
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}
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void Window::updateQuick()
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{
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if (!m_quickDirty)
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return;
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m_quickDirty = false;
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if (!m_quickInitialized) {
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// In addition to setSceneGraphBackend, we need a call to
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// setGraphicsDevice to tell Qt Quick what ID3D11Device(Context) to use
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// (i.e. we want it to use ours, not to create new ones).
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m_quickWindow->setGraphicsDevice(QQuickGraphicsDevice::fromDeviceAndContext(m_engine->device(), m_engine->context()));
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// Now we can kick off the scenegraph.
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if (!m_renderControl->initialize())
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qWarning("Failed to initialize redirected Qt Quick rendering");
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// Redirect Qt Quick's output. (note that the QSGTexture::NativeTexture
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// struct is expected to contain a pointer to the native object, even
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// if the native object type is a pointer, such as ID3D11Texture2D*)
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m_quickWindow->setRenderTarget(QQuickRenderTarget::fromNativeTexture({ &m_res.texture, 0 },
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QSize(QML_WIDTH, QML_HEIGHT),
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SAMPLE_COUNT));
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m_quickInitialized = true;
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}
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m_renderControl->polishItems();
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m_renderControl->beginFrame();
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m_renderControl->sync();
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m_renderControl->render();
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m_renderControl->endFrame(); // Qt Quick's rendering commands are submitted to the device context here
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if (SAMPLE_COUNT > 1)
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m_engine->context()->ResolveSubresource(m_res.resolveTexture, 0, m_res.texture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
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}
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