310 lines
12 KiB
C++
310 lines
12 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2017 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 "d3d12renderer.h"
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#include <QQuickItem>
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#include <QQuickWindow>
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#include <QSGRendererInterface>
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#include <QFile>
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// ### Qt 6: remove
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#if QT_CONFIG(d3d12)
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D3D12RenderNode::~D3D12RenderNode()
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{
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releaseResources();
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}
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void D3D12RenderNode::releaseResources()
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{
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if (vbPtr) {
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vertexBuffer->Unmap(0, nullptr);
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vbPtr = nullptr;
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}
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if (cbPtr) {
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constantBuffer->Unmap(0, nullptr);
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cbPtr = nullptr;
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}
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constantBuffer = nullptr;
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vertexBuffer = nullptr;
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rootSignature = nullptr;
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pipelineState = nullptr;
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m_device = nullptr;
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}
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void D3D12RenderNode::init()
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{
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QSGRendererInterface *rif = m_window->rendererInterface();
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m_device = static_cast<ID3D12Device *>(rif->getResource(m_window, QSGRendererInterface::DeviceResource));
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Q_ASSERT(m_device);
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D3D12_ROOT_PARAMETER rootParameter;
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rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
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rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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rootParameter.Descriptor.ShaderRegister = 0; // b0
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rootParameter.Descriptor.RegisterSpace = 0;
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D3D12_ROOT_SIGNATURE_DESC desc;
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desc.NumParameters = 1;
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desc.pParameters = &rootParameter;
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desc.NumStaticSamplers = 0;
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desc.pStaticSamplers = nullptr;
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desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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ComPtr<ID3DBlob> signature;
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ComPtr<ID3DBlob> error;
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if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) {
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qWarning("Failed to serialize root signature");
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return;
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}
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if (FAILED(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(),
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IID_PPV_ARGS(&rootSignature)))) {
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qWarning("Failed to create root signature");
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return;
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}
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D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
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};
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QFile f(QStringLiteral(":/scenegraph/rendernode/shader_vert.cso"));
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if (!f.open(QIODevice::ReadOnly)) {
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qWarning("Failed to open file with vertex shader bytecode");
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return;
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}
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QByteArray vshader_cso = f.readAll();
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f.close();
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f.setFileName(QStringLiteral(":/scenegraph/rendernode/shader_frag.cso"));
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if (!f.open(QIODevice::ReadOnly)) {
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qWarning("Failed to open file with fragment shader bytecode");
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return;
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}
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QByteArray fshader_cso = f.readAll();
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D3D12_SHADER_BYTECODE vshader;
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vshader.pShaderBytecode = vshader_cso.constData();
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vshader.BytecodeLength = vshader_cso.size();
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D3D12_SHADER_BYTECODE pshader;
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pshader.pShaderBytecode = fshader_cso.constData();
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pshader.BytecodeLength = fshader_cso.size();
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D3D12_RASTERIZER_DESC rastDesc = {};
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rastDesc.FillMode = D3D12_FILL_MODE_SOLID;
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rastDesc.CullMode = D3D12_CULL_MODE_BACK;
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rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW
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// Enable color write and blending (premultiplied alpha). The latter is
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// needed because the example changes the item's opacity and we pass
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// inheritedOpacity() into the pixel shader. If that wasn't the case,
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// blending could have stayed disabled.
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const D3D12_RENDER_TARGET_BLEND_DESC premulBlendDesc = {
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TRUE, FALSE,
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D3D12_BLEND_ONE, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD,
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D3D12_BLEND_ONE, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD,
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D3D12_LOGIC_OP_NOOP,
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D3D12_COLOR_WRITE_ENABLE_ALL
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};
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D3D12_BLEND_DESC blendDesc = {};
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blendDesc.RenderTarget[0] = premulBlendDesc;
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D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
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psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
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psoDesc.pRootSignature = rootSignature.Get();
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psoDesc.VS = vshader;
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psoDesc.PS = pshader;
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psoDesc.RasterizerState = rastDesc;
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psoDesc.BlendState = blendDesc;
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// No depth. The correct stacking of the item is ensured by the projection matrix.
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// Note that this does not support clipping.
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// If clipping is desired, render() needs to set a different PSO
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// with stencil enabled whenever the RenderState indicates so.
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psoDesc.SampleMask = UINT_MAX;
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psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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psoDesc.NumRenderTargets = 1;
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psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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psoDesc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT; // not in use due to !DepthEnable, but this would be the correct format otherwise
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// We are rendering on the default render target so if the QuickWindow/View
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// has requested samples > 0 then we have to follow suit.
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const uint samples = qMax(1, m_window->format().samples());
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psoDesc.SampleDesc.Count = samples;
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if (samples > 1) {
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D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msaaInfo = {};
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msaaInfo.Format = psoDesc.RTVFormats[0];
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msaaInfo.SampleCount = samples;
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if (SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msaaInfo, sizeof(msaaInfo)))) {
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if (msaaInfo.NumQualityLevels > 0)
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psoDesc.SampleDesc.Quality = msaaInfo.NumQualityLevels - 1;
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}
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}
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if (FAILED(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)))) {
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qWarning("Failed to create graphics pipeline state");
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return;
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}
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const UINT vertexBufferSize = (2 + 3) * 3 * sizeof(float);
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D3D12_HEAP_PROPERTIES heapProp = {};
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heapProp.Type = D3D12_HEAP_TYPE_UPLOAD;
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D3D12_RESOURCE_DESC bufDesc;
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bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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bufDesc.Alignment = 0;
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bufDesc.Width = vertexBufferSize;
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bufDesc.Height = 1;
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bufDesc.DepthOrArraySize = 1;
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bufDesc.MipLevels = 1;
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bufDesc.Format = DXGI_FORMAT_UNKNOWN;
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bufDesc.SampleDesc.Count = 1;
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bufDesc.SampleDesc.Quality = 0;
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bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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bufDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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if (FAILED(m_device->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
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IID_PPV_ARGS(&vertexBuffer)))) {
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qWarning("Failed to create committed resource (vertex buffer)");
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return;
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}
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vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress();
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vertexBufferView.StrideInBytes = vertexBufferSize / 3;
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vertexBufferView.SizeInBytes = vertexBufferSize;
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bufDesc.Width = 256;
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if (FAILED(m_device->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
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IID_PPV_ARGS(&constantBuffer)))) {
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qWarning("Failed to create committed resource (constant buffer)");
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return;
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}
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const D3D12_RANGE readRange = { 0, 0 };
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if (FAILED(vertexBuffer->Map(0, &readRange, reinterpret_cast<void **>(&vbPtr)))) {
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qWarning("Map failed");
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return;
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}
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if (FAILED(constantBuffer->Map(0, &readRange, reinterpret_cast<void **>(&cbPtr)))) {
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qWarning("Map failed (constant buffer)");
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return;
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}
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float *vp = reinterpret_cast<float *>(vbPtr);
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vp += 2;
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*vp++ = 1.0f; *vp++ = 0.0f; *vp++ = 0.0f;
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vp += 2;
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*vp++ = 0.0f; *vp++ = 1.0f; *vp++ = 0.0f;
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vp += 2;
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*vp++ = 0.0f; *vp++ = 0.0f; *vp++ = 1.0f;
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}
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void D3D12RenderNode::render(const RenderState *state)
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{
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if (!m_device)
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init();
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QSGRendererInterface *rif = m_window->rendererInterface();
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ID3D12GraphicsCommandList *commandList = static_cast<ID3D12GraphicsCommandList *>(
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rif->getResource(m_window, QSGRendererInterface::CommandListResource));
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Q_ASSERT(commandList);
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const int msize = 16 * sizeof(float);
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memcpy(cbPtr, matrix()->constData(), msize);
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memcpy(cbPtr + msize, state->projectionMatrix()->constData(), msize);
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const float opacity = inheritedOpacity();
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memcpy(cbPtr + 2 * msize, &opacity, sizeof(float));
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const QPointF p0(m_width - 1, m_height - 1);
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const QPointF p1(0, 0);
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const QPointF p2(0, m_height - 1);
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float *vp = reinterpret_cast<float *>(vbPtr);
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*vp++ = p0.x();
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*vp++ = p0.y();
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vp += 3;
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*vp++ = p1.x();
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*vp++ = p1.y();
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vp += 3;
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*vp++ = p2.x();
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*vp++ = p2.y();
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commandList->SetPipelineState(pipelineState.Get());
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commandList->SetGraphicsRootSignature(rootSignature.Get());
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commandList->SetGraphicsRootConstantBufferView(0, constantBuffer->GetGPUVirtualAddress());
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commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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commandList->IASetVertexBuffers(0, 1, &vertexBufferView);
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commandList->DrawInstanced(3, 1, 0, 0);
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}
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// No need to reimplement changedStates() because no relevant commands are
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// added to the command list in render().
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QSGRenderNode::RenderingFlags D3D12RenderNode::flags() const
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{
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return BoundedRectRendering | DepthAwareRendering;
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}
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QRectF D3D12RenderNode::rect() const
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{
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return QRect(0, 0, m_width, m_height);
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}
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void D3D12RenderNode::sync(QQuickItem *item)
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{
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m_window = item->window();
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m_width = item->width();
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m_height = item->height();
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}
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#endif // d3d12
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