diff options
Diffstat (limited to 'examples/quick')
16 files changed, 0 insertions, 569 deletions
diff --git a/examples/quick/scenegraph/rendernode/customrenderitem.cpp b/examples/quick/scenegraph/rendernode/customrenderitem.cpp index 5f51522c47..aae91120a7 100644 --- a/examples/quick/scenegraph/rendernode/customrenderitem.cpp +++ b/examples/quick/scenegraph/rendernode/customrenderitem.cpp @@ -56,9 +56,6 @@ #ifdef Q_OS_MACOS #include "metalrenderer.h" #endif -#if QT_CONFIG(d3d12) -#include "d3d12renderer.h" -#endif #include "softwarerenderer.h" //! [1] @@ -105,14 +102,6 @@ QSGNode *CustomRenderItem::updatePaintNode(QSGNode *node, UpdatePaintNodeData *) #endif break; - case QSGRendererInterface::Direct3D12: // ### Qt 6: remove -#if QT_CONFIG(d3d12) - if (!n) - n = new D3D12RenderNode; - static_cast<D3D12RenderNode *>(n)->sync(this); -#endif - break; - case QSGRendererInterface::Software: if (!n) n = new SoftwareRenderNode; diff --git a/examples/quick/scenegraph/rendernode/d3d12renderer.cpp b/examples/quick/scenegraph/rendernode/d3d12renderer.cpp deleted file mode 100644 index e85811c089..0000000000 --- a/examples/quick/scenegraph/rendernode/d3d12renderer.cpp +++ /dev/null @@ -1,309 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2017 The Qt Company Ltd. -** Contact: https://www.qt.io/licensing/ -** -** This file is part of the examples of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:BSD$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and The Qt Company. For licensing terms -** and conditions see https://www.qt.io/terms-conditions. For further -** information use the contact form at https://www.qt.io/contact-us. -** -** BSD License Usage -** Alternatively, you may use this file under the terms of the BSD license -** as follows: -** -** "Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions are -** met: -** * Redistributions of source code must retain the above copyright -** notice, this list of conditions and the following disclaimer. -** * Redistributions in binary form must reproduce the above copyright -** notice, this list of conditions and the following disclaimer in -** the documentation and/or other materials provided with the -** distribution. -** * Neither the name of The Qt Company Ltd nor the names of its -** contributors may be used to endorse or promote products derived -** from this software without specific prior written permission. -** -** -** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -#include "d3d12renderer.h" -#include <QQuickItem> -#include <QQuickWindow> -#include <QSGRendererInterface> -#include <QFile> - -// ### Qt 6: remove - -#if QT_CONFIG(d3d12) - -D3D12RenderNode::~D3D12RenderNode() -{ - releaseResources(); -} - -void D3D12RenderNode::releaseResources() -{ - if (vbPtr) { - vertexBuffer->Unmap(0, nullptr); - vbPtr = nullptr; - } - if (cbPtr) { - constantBuffer->Unmap(0, nullptr); - cbPtr = nullptr; - } - constantBuffer = nullptr; - vertexBuffer = nullptr; - rootSignature = nullptr; - pipelineState = nullptr; - m_device = nullptr; -} - -void D3D12RenderNode::init() -{ - QSGRendererInterface *rif = m_window->rendererInterface(); - m_device = static_cast<ID3D12Device *>(rif->getResource(m_window, QSGRendererInterface::DeviceResource)); - Q_ASSERT(m_device); - - D3D12_ROOT_PARAMETER rootParameter; - rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; - rootParameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; - rootParameter.Descriptor.ShaderRegister = 0; // b0 - rootParameter.Descriptor.RegisterSpace = 0; - - D3D12_ROOT_SIGNATURE_DESC desc; - desc.NumParameters = 1; - desc.pParameters = &rootParameter; - desc.NumStaticSamplers = 0; - desc.pStaticSamplers = nullptr; - desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; - - ComPtr<ID3DBlob> signature; - ComPtr<ID3DBlob> error; - if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error))) { - qWarning("Failed to serialize root signature"); - return; - } - if (FAILED(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), - IID_PPV_ARGS(&rootSignature)))) { - qWarning("Failed to create root signature"); - return; - } - - D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } - }; - - QFile f(QStringLiteral(":/scenegraph/rendernode/shader_vert.cso")); - if (!f.open(QIODevice::ReadOnly)) { - qWarning("Failed to open file with vertex shader bytecode"); - return; - } - QByteArray vshader_cso = f.readAll(); - f.close(); - f.setFileName(QStringLiteral(":/scenegraph/rendernode/shader_frag.cso")); - if (!f.open(QIODevice::ReadOnly)) { - qWarning("Failed to open file with fragment shader bytecode"); - return; - } - QByteArray fshader_cso = f.readAll(); - D3D12_SHADER_BYTECODE vshader; - vshader.pShaderBytecode = vshader_cso.constData(); - vshader.BytecodeLength = vshader_cso.size(); - D3D12_SHADER_BYTECODE pshader; - pshader.pShaderBytecode = fshader_cso.constData(); - pshader.BytecodeLength = fshader_cso.size(); - - D3D12_RASTERIZER_DESC rastDesc = {}; - rastDesc.FillMode = D3D12_FILL_MODE_SOLID; - rastDesc.CullMode = D3D12_CULL_MODE_BACK; - rastDesc.FrontCounterClockwise = TRUE; // Vertices are given CCW - - // Enable color write and blending (premultiplied alpha). The latter is - // needed because the example changes the item's opacity and we pass - // inheritedOpacity() into the pixel shader. If that wasn't the case, - // blending could have stayed disabled. - const D3D12_RENDER_TARGET_BLEND_DESC premulBlendDesc = { - TRUE, FALSE, - D3D12_BLEND_ONE, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, - D3D12_BLEND_ONE, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, - D3D12_LOGIC_OP_NOOP, - D3D12_COLOR_WRITE_ENABLE_ALL - }; - D3D12_BLEND_DESC blendDesc = {}; - blendDesc.RenderTarget[0] = premulBlendDesc; - - D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; - psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; - psoDesc.pRootSignature = rootSignature.Get(); - psoDesc.VS = vshader; - psoDesc.PS = pshader; - psoDesc.RasterizerState = rastDesc; - psoDesc.BlendState = blendDesc; - // No depth. The correct stacking of the item is ensured by the projection matrix. - // Note that this does not support clipping. - // If clipping is desired, render() needs to set a different PSO - // with stencil enabled whenever the RenderState indicates so. - psoDesc.SampleMask = UINT_MAX; - psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; - psoDesc.NumRenderTargets = 1; - psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; - psoDesc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT; // not in use due to !DepthEnable, but this would be the correct format otherwise - // We are rendering on the default render target so if the QuickWindow/View - // has requested samples > 0 then we have to follow suit. - const uint samples = qMax(1, m_window->format().samples()); - psoDesc.SampleDesc.Count = samples; - if (samples > 1) { - D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS msaaInfo = {}; - msaaInfo.Format = psoDesc.RTVFormats[0]; - msaaInfo.SampleCount = samples; - if (SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &msaaInfo, sizeof(msaaInfo)))) { - if (msaaInfo.NumQualityLevels > 0) - psoDesc.SampleDesc.Quality = msaaInfo.NumQualityLevels - 1; - } - } - - if (FAILED(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)))) { - qWarning("Failed to create graphics pipeline state"); - return; - } - - const UINT vertexBufferSize = (2 + 3) * 3 * sizeof(float); - - D3D12_HEAP_PROPERTIES heapProp = {}; - heapProp.Type = D3D12_HEAP_TYPE_UPLOAD; - - D3D12_RESOURCE_DESC bufDesc; - bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; - bufDesc.Alignment = 0; - bufDesc.Width = vertexBufferSize; - bufDesc.Height = 1; - bufDesc.DepthOrArraySize = 1; - bufDesc.MipLevels = 1; - bufDesc.Format = DXGI_FORMAT_UNKNOWN; - bufDesc.SampleDesc.Count = 1; - bufDesc.SampleDesc.Quality = 0; - bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; - bufDesc.Flags = D3D12_RESOURCE_FLAG_NONE; - - if (FAILED(m_device->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, - D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, - IID_PPV_ARGS(&vertexBuffer)))) { - qWarning("Failed to create committed resource (vertex buffer)"); - return; - } - - vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); - vertexBufferView.StrideInBytes = vertexBufferSize / 3; - vertexBufferView.SizeInBytes = vertexBufferSize; - - bufDesc.Width = 256; - if (FAILED(m_device->CreateCommittedResource(&heapProp, D3D12_HEAP_FLAG_NONE, &bufDesc, - D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, - IID_PPV_ARGS(&constantBuffer)))) { - qWarning("Failed to create committed resource (constant buffer)"); - return; - } - - const D3D12_RANGE readRange = { 0, 0 }; - if (FAILED(vertexBuffer->Map(0, &readRange, reinterpret_cast<void **>(&vbPtr)))) { - qWarning("Map failed"); - return; - } - - if (FAILED(constantBuffer->Map(0, &readRange, reinterpret_cast<void **>(&cbPtr)))) { - qWarning("Map failed (constant buffer)"); - return; - } - - float *vp = reinterpret_cast<float *>(vbPtr); - vp += 2; - *vp++ = 1.0f; *vp++ = 0.0f; *vp++ = 0.0f; - vp += 2; - *vp++ = 0.0f; *vp++ = 1.0f; *vp++ = 0.0f; - vp += 2; - *vp++ = 0.0f; *vp++ = 0.0f; *vp++ = 1.0f; -} - -void D3D12RenderNode::render(const RenderState *state) -{ - if (!m_device) - init(); - - QSGRendererInterface *rif = m_window->rendererInterface(); - ID3D12GraphicsCommandList *commandList = static_cast<ID3D12GraphicsCommandList *>( - rif->getResource(m_window, QSGRendererInterface::CommandListResource)); - Q_ASSERT(commandList); - - const int msize = 16 * sizeof(float); - memcpy(cbPtr, matrix()->constData(), msize); - memcpy(cbPtr + msize, state->projectionMatrix()->constData(), msize); - const float opacity = inheritedOpacity(); - memcpy(cbPtr + 2 * msize, &opacity, sizeof(float)); - - const QPointF p0(m_width - 1, m_height - 1); - const QPointF p1(0, 0); - const QPointF p2(0, m_height - 1); - - float *vp = reinterpret_cast<float *>(vbPtr); - *vp++ = p0.x(); - *vp++ = p0.y(); - vp += 3; - *vp++ = p1.x(); - *vp++ = p1.y(); - vp += 3; - *vp++ = p2.x(); - *vp++ = p2.y(); - - commandList->SetPipelineState(pipelineState.Get()); - commandList->SetGraphicsRootSignature(rootSignature.Get()); - commandList->SetGraphicsRootConstantBufferView(0, constantBuffer->GetGPUVirtualAddress()); - commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - commandList->IASetVertexBuffers(0, 1, &vertexBufferView); - - commandList->DrawInstanced(3, 1, 0, 0); -} - -// No need to reimplement changedStates() because no relevant commands are -// added to the command list in render(). - -QSGRenderNode::RenderingFlags D3D12RenderNode::flags() const -{ - return BoundedRectRendering | DepthAwareRendering; -} - -QRectF D3D12RenderNode::rect() const -{ - return QRect(0, 0, m_width, m_height); -} - -void D3D12RenderNode::sync(QQuickItem *item) -{ - m_window = item->window(); - m_width = item->width(); - m_height = item->height(); -} - -#endif // d3d12 diff --git a/examples/quick/scenegraph/rendernode/d3d12renderer.h b/examples/quick/scenegraph/rendernode/d3d12renderer.h deleted file mode 100644 index 7186b72c04..0000000000 --- a/examples/quick/scenegraph/rendernode/d3d12renderer.h +++ /dev/null @@ -1,95 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2017 The Qt Company Ltd. -** Contact: https://www.qt.io/licensing/ -** -** This file is part of the examples of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:BSD$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and The Qt Company. For licensing terms -** and conditions see https://www.qt.io/terms-conditions. For further -** information use the contact form at https://www.qt.io/contact-us. -** -** BSD License Usage -** Alternatively, you may use this file under the terms of the BSD license -** as follows: -** -** "Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions are -** met: -** * Redistributions of source code must retain the above copyright -** notice, this list of conditions and the following disclaimer. -** * Redistributions in binary form must reproduce the above copyright -** notice, this list of conditions and the following disclaimer in -** the documentation and/or other materials provided with the -** distribution. -** * Neither the name of The Qt Company Ltd nor the names of its -** contributors may be used to endorse or promote products derived -** from this software without specific prior written permission. -** -** -** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -#ifndef D3D12RENDERER_H -#define D3D12RENDERER_H - -#include <qsgrendernode.h> -#include <QQuickItem> - -#if QT_CONFIG(d3d12) - -#include <d3d12.h> -#include <wrl/client.h> - -using namespace Microsoft::WRL; - -class D3D12RenderNode : public QSGRenderNode -{ -public: - ~D3D12RenderNode(); - - void render(const RenderState *state) override; - void releaseResources() override; - RenderingFlags flags() const override; - QRectF rect() const override; - - void sync(QQuickItem *item); - -private: - void init(); - - QQuickWindow *m_window = nullptr; - int m_width = 0; - int m_height = 0; - - ID3D12Device *m_device = nullptr; - ComPtr<ID3D12PipelineState> pipelineState; - ComPtr<ID3D12RootSignature> rootSignature; - ComPtr<ID3D12Resource> vertexBuffer; - ComPtr<ID3D12Resource> constantBuffer; - D3D12_VERTEX_BUFFER_VIEW vertexBufferView; - quint8 *vbPtr = nullptr; - quint8 *cbPtr = nullptr; -}; - -#endif // d3d12 - -#endif diff --git a/examples/quick/scenegraph/rendernode/main.qml b/examples/quick/scenegraph/rendernode/main.qml index 153a71e097..2c407796cf 100644 --- a/examples/quick/scenegraph/rendernode/main.qml +++ b/examples/quick/scenegraph/rendernode/main.qml @@ -143,7 +143,6 @@ Item { var apiStr; switch (api) { case GraphicsInfo.OpenGL: apiStr = "OpenGL (direct)"; break; - case GraphicsInfo.Direct3D12: apiStr = "Direct3D 12 (direct)"; break; case GraphicsInfo.Software: apiStr = "Software (QPainter)"; break; case GraphicsInfo.OpenGLRhi: apiStr = "OpenGL (RHI)"; break; case GraphicsInfo.MetalRhi: apiStr = "Metal (RHI)"; break; diff --git a/examples/quick/scenegraph/rendernode/rendernode.pro b/examples/quick/scenegraph/rendernode/rendernode.pro index 897b0b1f08..5155ed12b0 100644 --- a/examples/quick/scenegraph/rendernode/rendernode.pro +++ b/examples/quick/scenegraph/rendernode/rendernode.pro @@ -17,12 +17,6 @@ INSTALLS += target OTHER_FILES += \ main.qml -qtConfig(d3d12) { - HEADERS += d3d12renderer.h - SOURCES += d3d12renderer.cpp - LIBS += -ld3d12 -} - macos { HEADERS += metalrenderer.h SOURCES += metalrenderer.mm diff --git a/examples/quick/scenegraph/rendernode/rendernode.qrc b/examples/quick/scenegraph/rendernode/rendernode.qrc index 5907eab62c..a93fd0270f 100644 --- a/examples/quick/scenegraph/rendernode/rendernode.qrc +++ b/examples/quick/scenegraph/rendernode/rendernode.qrc @@ -1,8 +1,6 @@ <RCC> <qresource prefix="/scenegraph/rendernode"> <file>main.qml</file> - <file>shader_vert.cso</file> - <file>shader_frag.cso</file> <file>metalshader.vert</file> <file>metalshader.frag</file> </qresource> diff --git a/examples/quick/scenegraph/rendernode/shader_frag.cso b/examples/quick/scenegraph/rendernode/shader_frag.cso Binary files differdeleted file mode 100644 index 686c6af3fc..0000000000 --- a/examples/quick/scenegraph/rendernode/shader_frag.cso +++ /dev/null diff --git a/examples/quick/scenegraph/rendernode/shader_vert.cso b/examples/quick/scenegraph/rendernode/shader_vert.cso Binary files differdeleted file mode 100644 index fa13be5160..0000000000 --- a/examples/quick/scenegraph/rendernode/shader_vert.cso +++ /dev/null diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/blur.frag b/examples/quick/shadereffects/content/shaders/+hlsl/blur.frag deleted file mode 100644 index 481a238d2a..0000000000 --- a/examples/quick/shadereffects/content/shaders/+hlsl/blur.frag +++ /dev/null @@ -1,18 +0,0 @@ -cbuffer ConstantBuffer : register(b0) -{ - float4x4 qt_Matrix; - float qt_Opacity; - float2 delta; -}; - -Texture2D source : register(t0); -SamplerState sourceSampler : register(s0); - -float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET -{ - return (0.0538 * source.Sample(sourceSampler, coord - 3.182 * delta) - + 0.3229 * source.Sample(sourceSampler, coord - 1.364 * delta) - + 0.2466 * source.Sample(sourceSampler, coord) - + 0.3229 * source.Sample(sourceSampler, coord + 1.364 * delta) - + 0.0538 * source.Sample(sourceSampler, coord + 3.182 * delta)) * qt_Opacity; -} diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/colorize.frag b/examples/quick/shadereffects/content/shaders/+hlsl/colorize.frag deleted file mode 100644 index d6e65b6b10..0000000000 --- a/examples/quick/shadereffects/content/shaders/+hlsl/colorize.frag +++ /dev/null @@ -1,17 +0,0 @@ -cbuffer ConstantBuffer : register(b0) -{ - float4x4 qt_Matrix; - float qt_Opacity; - float4 tint; -}; - -Texture2D source : register(t0); -SamplerState sourceSampler : register(s0); - -float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET -{ - float4 c = source.Sample(sourceSampler, coord); - float lo = min(min(c.x, c.y), c.z); - float hi = max(max(c.x, c.y), c.z); - return float4(lerp(float3(lo, lo, lo), float3(hi, hi, hi), tint.xyz), c.w) * qt_Opacity; -} diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/genie.vert b/examples/quick/shadereffects/content/shaders/+hlsl/genie.vert deleted file mode 100644 index 40876e7996..0000000000 --- a/examples/quick/shadereffects/content/shaders/+hlsl/genie.vert +++ /dev/null @@ -1,31 +0,0 @@ -cbuffer ConstantBuffer : register(b0) -{ - float4x4 qt_Matrix; - float qt_Opacity; - float bend; - float minimize; - float side; - float width; - float height; -}; - -struct PSInput -{ - float4 position : SV_POSITION; - float2 coord : TEXCOORD0; -}; - -PSInput main(float4 position : POSITION, float2 coord : TEXCOORD0) -{ - PSInput result; - result.coord = coord; - - float4 pos = position; - pos.y = lerp(position.y, height, minimize); - float t = pos.y / height; - t = (3.0 - 2.0 * t) * t * t; - pos.x = lerp(position.x, side * width, t * bend); - result.position = mul(qt_Matrix, pos); - - return result; -} diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/outline.frag b/examples/quick/shadereffects/content/shaders/+hlsl/outline.frag deleted file mode 100644 index b6e7e51f35..0000000000 --- a/examples/quick/shadereffects/content/shaders/+hlsl/outline.frag +++ /dev/null @@ -1,21 +0,0 @@ -cbuffer ConstantBuffer : register(b0) -{ - float4x4 qt_Matrix; - float qt_Opacity; - float2 delta; -}; - -Texture2D source : register(t0); -SamplerState sourceSampler : register(s0); - -float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET -{ - float4 tl = source.Sample(sourceSampler, coord - delta); - float4 tr = source.Sample(sourceSampler, coord + float2(delta.x, -delta.y)); - float4 bl = source.Sample(sourceSampler, coord - float2(delta.x, -delta.y)); - float4 br = source.Sample(sourceSampler, coord + delta); - float4 gx = (tl + bl) - (tr + br); - float4 gy = (tl + tr) - (bl + br); - return float4(0.0, 0.0, 0.0, - clamp(dot(sqrt(gx * gx + gy * gy), float4(1.0, 1.0, 1.0, 1.0)), 0.0, 1.0) * qt_Opacity); -} diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/shadow.frag b/examples/quick/shadereffects/content/shaders/+hlsl/shadow.frag deleted file mode 100644 index a86a25e007..0000000000 --- a/examples/quick/shadereffects/content/shaders/+hlsl/shadow.frag +++ /dev/null @@ -1,20 +0,0 @@ -cbuffer ConstantBuffer : register(b0) -{ - float4x4 qt_Matrix; - float qt_Opacity; - float2 offset; - float2 delta; - float darkness; -}; - -Texture2D source : register(t0); -SamplerState sourceSampler : register(s0); -Texture2D shadow : register(t1); -SamplerState shadowSampler : register(s1); - -float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET -{ - float4 fg = source.Sample(sourceSampler, coord); - float4 bg = shadow.Sample(shadowSampler, coord + delta); - return (fg + float4(0.0, 0.0, 0.0, darkness * bg.a) * (1.0 - fg.a)) * qt_Opacity; -} diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/wobble.frag b/examples/quick/shadereffects/content/shaders/+hlsl/wobble.frag deleted file mode 100644 index c28612a2fd..0000000000 --- a/examples/quick/shadereffects/content/shaders/+hlsl/wobble.frag +++ /dev/null @@ -1,17 +0,0 @@ -cbuffer ConstantBuffer : register(b0) -{ - float4x4 qt_Matrix; - float qt_Opacity; - float amplitude; - float frequency; - float time; -}; - -Texture2D source : register(t0); -SamplerState sourceSampler : register(s0); - -float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET -{ - float2 p = sin(time + frequency * coord); - return source.Sample(sourceSampler, coord + amplitude * float2(p.y, -p.x)) * qt_Opacity; -} diff --git a/examples/quick/shadereffects/doc/src/shadereffects.qdoc b/examples/quick/shadereffects/doc/src/shadereffects.qdoc index d35989c262..d217c956ad 100644 --- a/examples/quick/shadereffects/doc/src/shadereffects.qdoc +++ b/examples/quick/shadereffects/doc/src/shadereffects.qdoc @@ -59,21 +59,6 @@ Direct 3D, or OpenGL. Qt automatically selects the file under the \c qsb selector, for example \c{shaders/+qsb/wobble.frag}, when present. - On the traditional code path, which can mean using OpenGL or Direct3D 12, - file selectors are used to select the correct variant at runtime. Based on - the Qt Quick backend in use, Qt will automatically select either - \c{shaders/wobble.frag} with the GLSL source code or - \c{shaders/+hlsl/wobble.frag} with the HLSL source code. - - \note For simplicity shader source code is used in all variants of the - files. However, with the Direct3D backend of Qt Quick pre-compiled shaders - are also supported. For example, try the following commands in the - \c{content/shaders/+hlsl} directory: \c{move wobble.frag wobble.frag.src} - followed by \c{fxc /E main /T ps_5_0 /Fo wobble.frag wobble.frag.src}. Now - \c wobble.frag contains Direct3D bytecode and that is what gets shipped - with the application instead of the shader source. Further changes are not - necessary, the application will function like before. - You can use any custom property on the ShaderEffect in your shader. This makes animated shader code very easy: \snippet shadereffects/shadereffects.qml properties diff --git a/examples/quick/shadereffects/shadereffects.qrc b/examples/quick/shadereffects/shadereffects.qrc index 762ad0d037..72ad2d9054 100644 --- a/examples/quick/shadereffects/shadereffects.qrc +++ b/examples/quick/shadereffects/shadereffects.qrc @@ -5,22 +5,16 @@ <file>content/qt-logo.png</file> <file>content/Slider.qml</file> <file>content/shaders/wobble.frag</file> - <file>content/shaders/+hlsl/wobble.frag</file> <file>content/shaders/+qsb/wobble.frag</file> <file>content/shaders/blur.frag</file> - <file>content/shaders/+hlsl/blur.frag</file> <file>content/shaders/+qsb/blur.frag</file> <file>content/shaders/shadow.frag</file> - <file>content/shaders/+hlsl/shadow.frag</file> <file>content/shaders/+qsb/shadow.frag</file> <file>content/shaders/outline.frag</file> - <file>content/shaders/+hlsl/outline.frag</file> <file>content/shaders/+qsb/outline.frag</file> <file>content/shaders/colorize.frag</file> - <file>content/shaders/+hlsl/colorize.frag</file> <file>content/shaders/+qsb/colorize.frag</file> <file>content/shaders/genie.vert</file> - <file>content/shaders/+hlsl/genie.vert</file> <file>content/shaders/+qsb/genie.vert</file> </qresource> </RCC> |