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/****************************************************************************
**
** 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
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