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-rw-r--r--examples/quick/scenegraph/rhiunderqml/rhisquircle.cpp224
1 files changed, 224 insertions, 0 deletions
diff --git a/examples/quick/scenegraph/rhiunderqml/rhisquircle.cpp b/examples/quick/scenegraph/rhiunderqml/rhisquircle.cpp
new file mode 100644
index 0000000000..135cf128e3
--- /dev/null
+++ b/examples/quick/scenegraph/rhiunderqml/rhisquircle.cpp
@@ -0,0 +1,224 @@
+// Copyright (C) 2023 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
+
+#include "rhisquircle.h"
+#include <QtQuick/QQuickWindow>
+#include <QtCore/QFile>
+#include <QtCore/QRunnable>
+
+#include <rhi/qrhi.h>
+
+class SquircleRenderer : public QObject
+{
+ Q_OBJECT
+public:
+ void setT(qreal t) { m_t = t; }
+ void setWindow(QQuickWindow *window) { m_window = window; }
+
+public slots:
+ void frameStart();
+ void mainPassRecordingStart();
+
+private:
+ qreal m_t = 0;
+ QQuickWindow *m_window;
+ QShader m_vertexShader;
+ QShader m_fragmentShader;
+ std::unique_ptr<QRhiBuffer> m_vertexBuffer;
+ std::unique_ptr<QRhiBuffer> m_uniformBuffer;
+ std::unique_ptr<QRhiShaderResourceBindings> m_srb;
+ std::unique_ptr<QRhiGraphicsPipeline> m_pipeline;
+};
+
+//! [init]
+RhiSquircle::RhiSquircle()
+{
+ connect(this, &QQuickItem::windowChanged, this, &RhiSquircle::handleWindowChanged);
+}
+
+void RhiSquircle::handleWindowChanged(QQuickWindow *win)
+{
+ if (win) {
+ connect(win, &QQuickWindow::beforeSynchronizing, this, &RhiSquircle::sync, Qt::DirectConnection);
+ connect(win, &QQuickWindow::sceneGraphInvalidated, this, &RhiSquircle::cleanup, Qt::DirectConnection);
+ // Ensure we start with cleared to black. The squircle's blend mode relies on this.
+ win->setColor(Qt::black);
+ }
+}
+//! [init]
+
+// The safe way to release custom graphics resources is to both connect to
+// sceneGraphInvalidated() and implement releaseResources(). To support
+// threaded render loops the latter performs the SquircleRenderer destruction
+// via scheduleRenderJob(). Note that the RhiSquircle may be gone by the time
+// the QRunnable is invoked.
+
+void RhiSquircle::cleanup()
+{
+ // This function is invoked on the render thread, if there is one.
+
+ delete m_renderer;
+ m_renderer = nullptr;
+}
+
+class CleanupJob : public QRunnable
+{
+public:
+ CleanupJob(SquircleRenderer *renderer) : m_renderer(renderer) { }
+ void run() override { delete m_renderer; }
+private:
+ SquircleRenderer *m_renderer;
+};
+
+void RhiSquircle::releaseResources()
+{
+ window()->scheduleRenderJob(new CleanupJob(m_renderer), QQuickWindow::BeforeSynchronizingStage);
+ m_renderer = nullptr;
+}
+
+void RhiSquircle::setT(qreal t)
+{
+ if (t == m_t)
+ return;
+ m_t = t;
+ emit tChanged();
+ if (window())
+ window()->update();
+}
+
+//! [sync]
+void RhiSquircle::sync()
+{
+ // This function is invoked on the render thread, if there is one.
+
+ if (!m_renderer) {
+ m_renderer = new SquircleRenderer;
+ // Initializing resources is done before starting to record the
+ // renderpass, regardless of wanting an underlay or overlay.
+ connect(window(), &QQuickWindow::beforeRendering, m_renderer, &SquircleRenderer::frameStart, Qt::DirectConnection);
+ // Here we want an underlay and therefore connect to
+ // beforeRenderPassRecording. Changing to afterRenderPassRecording
+ // would render the squircle on top (overlay).
+ connect(window(), &QQuickWindow::beforeRenderPassRecording, m_renderer, &SquircleRenderer::mainPassRecordingStart, Qt::DirectConnection);
+ }
+ m_renderer->setT(m_t);
+ m_renderer->setWindow(window());
+}
+//! [sync]
+
+static QShader getShader(const QString &name)
+{
+ QFile f(name);
+ if (f.open(QIODevice::ReadOnly))
+ return QShader::fromSerialized(f.readAll());
+
+ return QShader();
+}
+
+static const float vertices[] = {
+ -1, -1,
+ 1, -1,
+ -1, 1,
+ 1, 1
+};
+
+//! [frame-start]
+void SquircleRenderer::frameStart()
+{
+ // This function is invoked on the render thread, if there is one.
+
+ QRhi *rhi = m_window->rhi();
+ if (!rhi) {
+ qWarning("QQuickWindow is not using QRhi for rendering");
+ return;
+ }
+ QRhiSwapChain *swapChain = m_window->swapChain();
+ if (!swapChain) {
+ qWarning("No QRhiSwapChain?");
+ return;
+ }
+ QRhiResourceUpdateBatch *resourceUpdates = rhi->nextResourceUpdateBatch();
+
+ if (!m_pipeline) {
+ m_vertexShader = getShader(QLatin1String(":/scenegraph/rhiunderqml/squircle_rhi.vert.qsb"));
+ if (!m_vertexShader.isValid())
+ qWarning("Failed to load vertex shader; rendering will be incorrect");
+
+ m_fragmentShader = getShader(QLatin1String(":/scenegraph/rhiunderqml/squircle_rhi.frag.qsb"));
+ if (!m_fragmentShader.isValid())
+ qWarning("Failed to load fragment shader; rendering will be incorrect");
+
+ m_vertexBuffer.reset(rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertices)));
+ m_vertexBuffer->create();
+ resourceUpdates->uploadStaticBuffer(m_vertexBuffer.get(), vertices);
+
+ const quint32 UBUF_SIZE = 4 + 4; // 2 floats
+ m_uniformBuffer.reset(rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, UBUF_SIZE));
+ m_uniformBuffer->create();
+
+ float yDir = rhi->isYUpInNDC() ? 1.0f : -1.0f;
+ resourceUpdates->updateDynamicBuffer(m_uniformBuffer.get(), 4, 4, &yDir);
+
+ m_srb.reset(rhi->newShaderResourceBindings());
+ const auto visibleToAll = QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage;
+ m_srb->setBindings({
+ QRhiShaderResourceBinding::uniformBuffer(0, visibleToAll, m_uniformBuffer.get())
+ });
+ m_srb->create();
+
+ QRhiVertexInputLayout inputLayout;
+ inputLayout.setBindings({
+ { 2 * sizeof(float) }
+ });
+ inputLayout.setAttributes({
+ { 0, 0, QRhiVertexInputAttribute::Float2, 0 }
+ });
+
+ m_pipeline.reset(rhi->newGraphicsPipeline());
+ m_pipeline->setTopology(QRhiGraphicsPipeline::TriangleStrip);
+ QRhiGraphicsPipeline::TargetBlend blend;
+ blend.enable = true;
+ blend.srcColor = QRhiGraphicsPipeline::SrcAlpha;
+ blend.srcAlpha = QRhiGraphicsPipeline::SrcAlpha;
+ blend.dstColor = QRhiGraphicsPipeline::One;
+ blend.dstAlpha = QRhiGraphicsPipeline::One;
+ m_pipeline->setTargetBlends({ blend });
+ m_pipeline->setShaderStages({
+ { QRhiShaderStage::Vertex, m_vertexShader },
+ { QRhiShaderStage::Fragment, m_fragmentShader }
+ });
+ m_pipeline->setVertexInputLayout(inputLayout);
+ m_pipeline->setShaderResourceBindings(m_srb.get());
+ m_pipeline->setRenderPassDescriptor(swapChain->currentFrameRenderTarget()->renderPassDescriptor());
+ m_pipeline->create();
+ }
+
+ float t = m_t;
+ resourceUpdates->updateDynamicBuffer(m_uniformBuffer.get(), 0, 4, &t);
+
+ swapChain->currentFrameCommandBuffer()->resourceUpdate(resourceUpdates);
+}
+//! [frame-start]
+
+//! [frame-render]
+void SquircleRenderer::mainPassRecordingStart()
+{
+ // This function is invoked on the render thread, if there is one.
+
+ QRhi *rhi = m_window->rhi();
+ QRhiSwapChain *swapChain = m_window->swapChain();
+ if (!rhi || !swapChain)
+ return;
+
+ const QSize outputPixelSize = swapChain->currentFrameRenderTarget()->pixelSize();
+ QRhiCommandBuffer *cb = m_window->swapChain()->currentFrameCommandBuffer();
+ cb->setViewport({ 0.0f, 0.0f, float(outputPixelSize.width()), float(outputPixelSize.height()) });
+ cb->setGraphicsPipeline(m_pipeline.get());
+ cb->setShaderResources();
+ const QRhiCommandBuffer::VertexInput vbufBinding(m_vertexBuffer.get(), 0);
+ cb->setVertexInput(0, 1, &vbufBinding);
+ cb->draw(4);
+}
+//! [frame-render]
+
+#include "rhisquircle.moc"