QtD3D12Window is a Qt 5.6 module providing a QD3D12Window class similar to QOpenGLWindow, a handy qmake rule for offline HLSL shader compilation via fxc, and a number of basic examples.
In the .pro file, add:
QT += d3d12window
Then use it like QOpenGLWindow:
class Window : public QD3D12Window
{
public:
void initializeD3D() { create command list etc. }
void resizeD3D(const QSize &size) { ... }
void paintD3D() { populate and execute command list }
void afterPresent() { wait as necessary }
};
Use QWidget::createWindowContainer() to embed into widget-based UIs.
To use the qmake rule to generate headers from shaders at build time, copy hlsl.prf to mkspecs/features folder of the Qt SDK.
VSPS = shader.hlsl
vshader.input = VSPS
vshader.header = shader_vs.h
vshader.entry = VS_MyShader
vshader.type = vs_5_0
pshader.input = VSPS
pshader.header = shader_ps.h
pshader.entry = PS_MyShader
pshader.type = ps_5_0
HLSL_SHADERS = vshader pshader
load(hlsl)
Examples in order of increasing complexity:
-
hellowindow - Bringing up a window and clearing the backbuffer
-
hellodevicereset - Handle device removed errors and make the application able to survive a driver update, shader timeout, etc.
-
hellotriangle - Basic rendering, shader and pipeline setup, constant buffers
-
hellotexture - Texturing, mipmaps
-
hellooffscreen - Rendering into offscreen render targets, then using them from the pixel shader
hellooffscreen_opengl - OpenGL version, for comparing performance, overhead, etc.
-
hellomultisample - Rendering with MSAA
-
hellocompressedtexture - Compressed textures loaded from DDS files
-
hellogpumipmap - Mipmap generation via compute shaders