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#include "d3d11squircle.h"
#include <QtCore/QFile>
#include <QtCore/QRunnable>
#include <QtQuick/QQuickWindow>
#include <d3d11.h>
#include <d3dcompiler.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);
QByteArray compileShader(Stage stage,
const QByteArray &source,
const QByteArray &entryPoint);
void init();
QSize m_viewportSize;
qreal m_t;
QQuickWindow *m_window;
ID3D11Device *m_device = nullptr;
ID3D11DeviceContext *m_context = nullptr;
QByteArray m_vert;
QByteArray m_vertEntryPoint;
QByteArray m_frag;
QByteArray m_fragEntryPoint;
bool m_initialized = false;
ID3D11Buffer *m_vbuf = nullptr;
ID3D11Buffer *m_cbuf = nullptr;
ID3D11VertexShader *m_vs = nullptr;
ID3D11PixelShader *m_ps = nullptr;
ID3D11InputLayout *m_inputLayout = nullptr;
ID3D11RasterizerState *m_rastState = nullptr;
ID3D11DepthStencilState *m_dsState = nullptr;
ID3D11BlendState *m_blendState = nullptr;
};
D3D11Squircle::D3D11Squircle()
: m_t(0)
, m_renderer(nullptr)
{
connect(this, &QQuickItem::windowChanged, this, &D3D11Squircle::handleWindowChanged);
}
void D3D11Squircle::setT(qreal t)
{
if (t == m_t)
return;
m_t = t;
emit tChanged();
if (window())
window()->update();
}
void D3D11Squircle::handleWindowChanged(QQuickWindow *win)
{
if (win) {
connect(win, &QQuickWindow::beforeSynchronizing, this, &D3D11Squircle::sync, Qt::DirectConnection);
connect(win, &QQuickWindow::sceneGraphInvalidated, this, &D3D11Squircle::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)
{
}
// The safe way to release custom graphics resources it to both connect to
// sceneGraphInvalidated() and implement releaseResources(). To support
// threaded render loops the latter performs the SquircleRenderer destruction
// via scheduleRenderJob(). Note that the D3D11Squircle may be gone by the time
// the QRunnable is invoked.
void D3D11Squircle::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 D3D11Squircle::releaseResources()
{
window()->scheduleRenderJob(new CleanupJob(m_renderer), QQuickWindow::BeforeSynchronizingStage);
m_renderer = nullptr;
}
SquircleRenderer::~SquircleRenderer()
{
qDebug("cleanup");
if (m_vs)
m_vs->Release();
if (m_ps)
m_ps->Release();
if (m_vbuf)
m_vbuf->Release();
if (m_cbuf)
m_cbuf->Release();
if (m_inputLayout)
m_inputLayout->Release();
if (m_rastState)
m_rastState->Release();
if (m_dsState)
m_dsState->Release();
if (m_blendState)
m_blendState->Release();
}
void D3D11Squircle::sync()
{
if (!m_renderer) {
m_renderer = new SquircleRenderer;
connect(window(), &QQuickWindow::beforeRendering, m_renderer, &SquircleRenderer::frameStart, Qt::DirectConnection);
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 D3D11 backend.
Q_ASSERT(rif->graphicsApi() == QSGRendererInterface::Direct3D11Rhi);
m_device = reinterpret_cast<ID3D11Device *>(rif->getResource(m_window, QSGRendererInterface::DeviceResource));
Q_ASSERT(m_device);
m_context = reinterpret_cast<ID3D11DeviceContext *>(rif->getResource(m_window, QSGRendererInterface::DeviceContextResource));
Q_ASSERT(m_context);
if (m_vert.isEmpty())
prepareShader(VertexStage);
if (m_frag.isEmpty())
prepareShader(FragmentStage);
if (!m_initialized)
init();
}
static const float vertices[] = {
-1, -1,
1, -1,
-1, 1,
1, 1
};
void SquircleRenderer::mainPassRecordingStart()
{
m_window->beginExternalCommands();
D3D11_MAPPED_SUBRESOURCE mp;
// will copy the entire constant buffer every time -> pass WRITE_DISCARD -> prevent pipeline stalls
HRESULT hr = m_context->Map(m_cbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &mp);
if (SUCCEEDED(hr)) {
float t = m_t;
memcpy(mp.pData, &t, 4);
m_context->Unmap(m_cbuf, 0);
} else {
qFatal("Failed to map constant buffer: 0x%x", hr);
}
D3D11_VIEWPORT v;
v.TopLeftX = 0;
v.TopLeftY = 0;
v.Width = m_viewportSize.width();
v.Height = m_viewportSize.height();
v.MinDepth = 0;
v.MaxDepth = 1;
m_context->RSSetViewports(1, &v);
m_context->VSSetShader(m_vs, nullptr, 0);
m_context->PSSetShader(m_ps, nullptr, 0);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_context->IASetInputLayout(m_inputLayout);
m_context->OMSetDepthStencilState(m_dsState, 0);
float blendConstants[] = { 1, 1, 1, 1 };
m_context->OMSetBlendState(m_blendState, blendConstants, 0xFFFFFFFF);
m_context->RSSetState(m_rastState);
const UINT stride = 2 * sizeof(float); // vec2
const UINT offset = 0;
m_context->IASetVertexBuffers(0, 1, &m_vbuf, &stride, &offset);
m_context->PSSetConstantBuffers(0, 1, &m_cbuf);
m_context->Draw(4, 0);
m_window->endExternalCommands();
}
void SquircleRenderer::prepareShader(Stage stage)
{
QString filename;
if (stage == VertexStage) {
filename = QLatin1String(":/scenegraph/d3d11underqml/squircle.vert");
} else {
Q_ASSERT(stage == FragmentStage);
filename = QLatin1String(":/scenegraph/d3d11underqml/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("main");
} else {
m_frag = contents;
Q_ASSERT(!m_frag.isEmpty());
m_fragEntryPoint = QByteArrayLiteral("main");
}
}
QByteArray SquircleRenderer::compileShader(Stage stage,
const QByteArray &source,
const QByteArray &entryPoint)
{
const char *target;
switch (stage) {
case VertexStage:
target = "vs_5_0";
break;
case FragmentStage:
target = "ps_5_0";
break;
default:
qFatal("Unknown shader stage %d", stage);
return QByteArray();
}
ID3DBlob *bytecode = nullptr;
ID3DBlob *errors = nullptr;
HRESULT hr = D3DCompile(source.constData(), source.size(),
nullptr, nullptr, nullptr,
entryPoint.constData(), target, 0, 0, &bytecode, &errors);
if (FAILED(hr) || !bytecode) {
qWarning("HLSL shader compilation failed: 0x%x", uint(hr));
if (errors) {
const QByteArray msg(static_cast<const char *>(errors->GetBufferPointer()),
errors->GetBufferSize());
errors->Release();
qWarning("%s", msg.constData());
}
return QByteArray();
}
QByteArray result;
result.resize(bytecode->GetBufferSize());
memcpy(result.data(), bytecode->GetBufferPointer(), result.size());
bytecode->Release();
return result;
}
void SquircleRenderer::init()
{
qDebug("init");
m_initialized = true;
const QByteArray vs = compileShader(VertexStage, m_vert, m_vertEntryPoint);
const QByteArray fs = compileShader(FragmentStage, m_frag, m_fragEntryPoint);
HRESULT hr = m_device->CreateVertexShader(vs.constData(), vs.size(), nullptr, &m_vs);
if (FAILED(hr))
qFatal("Failed to create vertex shader: 0x%x", hr);
hr = m_device->CreatePixelShader(fs.constData(), fs.size(), nullptr, &m_ps);
if (FAILED(hr))
qFatal("Failed to create pixel shader: 0x%x", hr);
D3D11_BUFFER_DESC bufDesc;
memset(&bufDesc, 0, sizeof(bufDesc));
bufDesc.ByteWidth = sizeof(vertices);
bufDesc.Usage = D3D11_USAGE_DEFAULT;
bufDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
hr = m_device->CreateBuffer(&bufDesc, nullptr, &m_vbuf);
if (FAILED(hr))
qFatal("Failed to create buffer: 0x%x", hr);
m_context->UpdateSubresource(m_vbuf, 0, nullptr, vertices, 0, 0);
bufDesc.ByteWidth = 256;
bufDesc.Usage = D3D11_USAGE_DYNAMIC;
bufDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
hr = m_device->CreateBuffer(&bufDesc, nullptr, &m_cbuf);
if (FAILED(hr))
qFatal("Failed to create buffer: 0x%x", hr);
D3D11_INPUT_ELEMENT_DESC inputDesc;
memset(&inputDesc, 0, sizeof(inputDesc));
// the output from SPIRV-Cross uses TEXCOORD<location> as the semantic
inputDesc.SemanticName = "TEXCOORD";
inputDesc.SemanticIndex = 0;
inputDesc.Format = DXGI_FORMAT_R32G32_FLOAT; // vec2
inputDesc.InputSlot = 0;
inputDesc.AlignedByteOffset = 0;
inputDesc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
hr = m_device->CreateInputLayout(&inputDesc, 1, vs.constData(), vs.size(), &m_inputLayout);
if (FAILED(hr))
qFatal("Failed to create input layout: 0x%x", hr);
D3D11_RASTERIZER_DESC rastDesc;
memset(&rastDesc, 0, sizeof(rastDesc));
rastDesc.FillMode = D3D11_FILL_SOLID;
rastDesc.CullMode = D3D11_CULL_NONE;
hr = m_device->CreateRasterizerState(&rastDesc, &m_rastState);
if (FAILED(hr))
qFatal("Failed to create rasterizer state: 0x%x", hr);
D3D11_DEPTH_STENCIL_DESC dsDesc;
memset(&dsDesc, 0, sizeof(dsDesc));
hr = m_device->CreateDepthStencilState(&dsDesc, &m_dsState);
if (FAILED(hr))
qFatal("Failed to create depth/stencil state: 0x%x", hr);
D3D11_BLEND_DESC blendDesc;
memset(&blendDesc, 0, sizeof(blendDesc));
blendDesc.IndependentBlendEnable = true;
D3D11_RENDER_TARGET_BLEND_DESC blend;
memset(&blend, 0, sizeof(blend));
blend.BlendEnable = true;
blend.SrcBlend = D3D11_BLEND_SRC_ALPHA;
blend.DestBlend = D3D11_BLEND_ONE;
blend.BlendOp = D3D11_BLEND_OP_ADD;
blend.SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blend.DestBlendAlpha = D3D11_BLEND_ONE;
blend.BlendOpAlpha = D3D11_BLEND_OP_ADD;
blend.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blendDesc.RenderTarget[0] = blend;
hr = m_device->CreateBlendState(&blendDesc, &m_blendState);
if (FAILED(hr))
qFatal("Failed to create blend state: 0x%x", hr);
}
#include "d3d11squircle.moc"