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#include "metalsquircle.h"
#include <QtCore/QRunnable>
#include <QtQuick/QQuickWindow>
#include <Metal/Metal.h>
class SquircleRenderer : public QObject
{
Q_OBJECT
public:
SquircleRenderer();
~SquircleRenderer();
void setT(qreal t) { m_t = t; }
void setViewportSize(const QSize &size) { m_viewportSize = size; }
void setWindow(QQuickWindow *window) { m_window = window; }
public slots:
void frameStart();
void mainPassRecordingStart();
private:
enum Stage {
VertexStage,
FragmentStage
};
void prepareShader(Stage stage);
using FuncAndLib = QPair<id<MTLFunction>, id<MTLLibrary> >;
FuncAndLib compileShaderFromSource(const QByteArray &src, const QByteArray &entryPoint);
void init(int framesInFlight);
QSize m_viewportSize;
qreal m_t;
QQuickWindow *m_window;
QByteArray m_vert;
QByteArray m_vertEntryPoint;
QByteArray m_frag;
QByteArray m_fragEntryPoint;
bool m_initialized = false;
id<MTLDevice> m_device;
id<MTLBuffer> m_vbuf;
id<MTLBuffer> m_ubuf[3];
FuncAndLib m_vs;
FuncAndLib m_fs;
id<MTLRenderPipelineState> m_pipeline;
};
MetalSquircle::MetalSquircle()
: m_t(0)
, m_renderer(nullptr)
{
connect(this, &QQuickItem::windowChanged, this, &MetalSquircle::handleWindowChanged);
}
void MetalSquircle::setT(qreal t)
{
if (t == m_t)
return;
m_t = t;
emit tChanged();
if (window())
window()->update();
}
void MetalSquircle::handleWindowChanged(QQuickWindow *win)
{
if (win) {
connect(win, &QQuickWindow::beforeSynchronizing, this, &MetalSquircle::sync, Qt::DirectConnection);
connect(win, &QQuickWindow::sceneGraphInvalidated, this, &MetalSquircle::cleanup, Qt::DirectConnection);
// Ensure we start with cleared to black. The squircle's blend mode relies on this.
win->setColor(Qt::black);
}
}
SquircleRenderer::SquircleRenderer()
: m_t(0)
{
m_vbuf = nil;
for (int i = 0; i < 3; ++i)
m_ubuf[i] = nil;
m_vs.first = nil;
m_vs.second = nil;
m_fs.first = nil;
m_fs.second = nil;
}
// 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 MetalSquircle may be gone by the time
// the QRunnable is invoked.
void MetalSquircle::cleanup()
{
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 MetalSquircle::releaseResources()
{
window()->scheduleRenderJob(new CleanupJob(m_renderer), QQuickWindow::BeforeSynchronizingStage);
m_renderer = nullptr;
}
SquircleRenderer::~SquircleRenderer()
{
qDebug("cleanup");
[m_vbuf release];
for (int i = 0; i < 3; ++i)
[m_ubuf[i] release];
[m_vs.first release];
[m_vs.second release];
[m_fs.first release];
[m_fs.second release];
}
void MetalSquircle::sync()
{
if (!m_renderer) {
m_renderer = new SquircleRenderer;
// Initializing resources is done before starting to encode render
// commands, 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->setViewportSize(window()->size() * window()->devicePixelRatio());
m_renderer->setT(m_t);
m_renderer->setWindow(window());
}
void SquircleRenderer::frameStart()
{
QSGRendererInterface *rif = m_window->rendererInterface();
// We are not prepared for anything other than running with the RHI and its Metal backend.
Q_ASSERT(rif->graphicsApi() == QSGRendererInterface::MetalRhi);
m_device = (id<MTLDevice>) rif->getResource(m_window, QSGRendererInterface::DeviceResource);
Q_ASSERT(m_device);
if (m_vert.isEmpty())
prepareShader(VertexStage);
if (m_frag.isEmpty())
prepareShader(FragmentStage);
if (!m_initialized)
init(m_window->graphicsStateInfo().framesInFlight);
}
static const float vertices[] = {
-1, -1,
1, -1,
-1, 1,
1, 1
};
const int UBUF_SIZE = 4;
void SquircleRenderer::mainPassRecordingStart()
{
// This example demonstrates the simple case: prepending some commands to
// the scenegraph's main renderpass. It does not create its own passes,
// rendertargets, etc. so no synchronization is needed.
const QQuickWindow::GraphicsStateInfo &stateInfo(m_window->graphicsStateInfo());
QSGRendererInterface *rif = m_window->rendererInterface();
id<MTLRenderCommandEncoder> encoder = (id<MTLRenderCommandEncoder>) rif->getResource(
m_window, QSGRendererInterface::CommandEncoderResource);
Q_ASSERT(encoder);
m_window->beginExternalCommands();
void *p = [m_ubuf[stateInfo.currentFrameSlot] contents];
float t = m_t;
memcpy(p, &t, 4);
MTLViewport vp;
vp.originX = 0;
vp.originY = 0;
vp.width = m_viewportSize.width();
vp.height = m_viewportSize.height();
vp.znear = 0;
vp.zfar = 1;
[encoder setViewport: vp];
[encoder setFragmentBuffer: m_ubuf[stateInfo.currentFrameSlot] offset: 0 atIndex: 0];
[encoder setVertexBuffer: m_vbuf offset: 0 atIndex: 1];
[encoder setRenderPipelineState: m_pipeline];
[encoder drawPrimitives: MTLPrimitiveTypeTriangleStrip vertexStart: 0 vertexCount: 4 instanceCount: 1 baseInstance: 0];
m_window->endExternalCommands();
}
void SquircleRenderer::prepareShader(Stage stage)
{
QString filename;
if (stage == VertexStage) {
filename = QLatin1String(":/scenegraph/metalunderqml/squircle.vert");
} else {
Q_ASSERT(stage == FragmentStage);
filename = QLatin1String(":/scenegraph/metalunderqml/squircle.frag");
}
QFile f(filename);
if (!f.open(QIODevice::ReadOnly))
qFatal("Failed to read shader %s", qPrintable(filename));
const QByteArray contents = f.readAll();
if (stage == VertexStage) {
m_vert = contents;
Q_ASSERT(!m_vert.isEmpty());
m_vertEntryPoint = QByteArrayLiteral("main0");
} else {
m_frag = contents;
Q_ASSERT(!m_frag.isEmpty());
m_fragEntryPoint = QByteArrayLiteral("main0");
}
}
SquircleRenderer::FuncAndLib SquircleRenderer::compileShaderFromSource(const QByteArray &src, const QByteArray &entryPoint)
{
FuncAndLib fl;
NSString *srcstr = [NSString stringWithUTF8String: src.constData()];
MTLCompileOptions *opts = [[MTLCompileOptions alloc] init];
opts.languageVersion = MTLLanguageVersion1_2;
NSError *err = nil;
fl.second = [m_device newLibraryWithSource: srcstr options: opts error: &err];
[opts release];
// srcstr is autoreleased
if (err) {
const QString msg = QString::fromNSString(err.localizedDescription);
qFatal("%s", qPrintable(msg));
return fl;
}
NSString *name = [NSString stringWithUTF8String: entryPoint.constData()];
fl.first = [fl.second newFunctionWithName: name];
[name release];
return fl;
}
void SquircleRenderer::init(int framesInFlight)
{
qDebug("init");
Q_ASSERT(framesInFlight <= 3);
m_initialized = true;
m_vbuf = [m_device newBufferWithLength: sizeof(vertices) options: MTLResourceStorageModeShared];
void *p = [m_vbuf contents];
memcpy(p, vertices, sizeof(vertices));
for (int i = 0; i < framesInFlight; ++i)
m_ubuf[i] = [m_device newBufferWithLength: UBUF_SIZE options: MTLResourceStorageModeShared];
MTLVertexDescriptor *inputLayout = [MTLVertexDescriptor vertexDescriptor];
inputLayout.attributes[0].format = MTLVertexFormatFloat2;
inputLayout.attributes[0].offset = 0;
inputLayout.attributes[0].bufferIndex = 1; // ubuf is 0, vbuf is 1
inputLayout.layouts[1].stride = 2 * sizeof(float);
MTLRenderPipelineDescriptor *rpDesc = [[MTLRenderPipelineDescriptor alloc] init];
rpDesc.vertexDescriptor = inputLayout;
m_vs = compileShaderFromSource(m_vert, m_vertEntryPoint);
rpDesc.vertexFunction = m_vs.first;
m_fs = compileShaderFromSource(m_frag, m_fragEntryPoint);
rpDesc.fragmentFunction = m_fs.first;
rpDesc.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm;
rpDesc.colorAttachments[0].blendingEnabled = true;
rpDesc.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
rpDesc.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha;
rpDesc.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOne;
rpDesc.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOne;
if (m_device.depth24Stencil8PixelFormatSupported) {
rpDesc.depthAttachmentPixelFormat = MTLPixelFormatDepth24Unorm_Stencil8;
rpDesc.stencilAttachmentPixelFormat = MTLPixelFormatDepth24Unorm_Stencil8;
} else {
rpDesc.depthAttachmentPixelFormat = MTLPixelFormatDepth32Float_Stencil8;
rpDesc.stencilAttachmentPixelFormat = MTLPixelFormatDepth32Float_Stencil8;
}
NSError *err = nil;
m_pipeline = [m_device newRenderPipelineStateWithDescriptor: rpDesc error: &err];
if (!m_pipeline) {
const QString msg = QString::fromNSString(err.localizedDescription);
qFatal("Failed to create render pipeline state: %s", qPrintable(msg));
}
[rpDesc release];
}
#include "metalsquircle.moc"