1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380
|
// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#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::Direct3D11);
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", uint(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", uint(hr));
hr = m_device->CreatePixelShader(fs.constData(), fs.size(), nullptr, &m_ps);
if (FAILED(hr))
qFatal("Failed to create pixel shader: 0x%x", uint(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", uint(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", uint(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", uint(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", uint(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", uint(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", uint(hr));
}
#include "d3d11squircle.moc"
|