Hello Vulkan Window Example▲
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*/
#include
"hellovulkanwindow.h"
#include <QVulkanFunctions>
QVulkanWindowRenderer *
VulkanWindow::
createRenderer()
{
return
new
VulkanRenderer(this
);
}
VulkanRenderer::
VulkanRenderer(QVulkanWindow *
w)
:
m_window(w)
{
}
void
VulkanRenderer::
initResources()
{
qDebug("initResources"
);
m_devFuncs =
m_window-&
gt;vulkanInstance()-&
gt;deviceFunctions(m_window-&
gt;device());
}
void
VulkanRenderer::
initSwapChainResources()
{
qDebug("initSwapChainResources"
);
}
void
VulkanRenderer::
releaseSwapChainResources()
{
qDebug("releaseSwapChainResources"
);
}
void
VulkanRenderer::
releaseResources()
{
qDebug("releaseResources"
);
}
void
VulkanRenderer::
startNextFrame()
{
m_green +=
0.005
f;
if
(m_green &
gt; 1.0
f)
m_green =
0.0
f;
VkClearColorValue clearColor =
{{
0.0
f, m_green, 0.0
f, 1.0
f }}
;
VkClearDepthStencilValue clearDS =
{
1.0
f, 0
}
;
VkClearValue clearValues[2
];
memset(clearValues, 0
, sizeof
(clearValues));
clearValues[0
].color =
clearColor;
clearValues[1
].depthStencil =
clearDS;
VkRenderPassBeginInfo rpBeginInfo;
memset(&
amp;rpBeginInfo, 0
, sizeof
(rpBeginInfo));
rpBeginInfo.sType =
VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
rpBeginInfo.renderPass =
m_window-&
gt;defaultRenderPass();
rpBeginInfo.framebuffer =
m_window-&
gt;currentFramebuffer();
const
QSize sz =
m_window-&
gt;swapChainImageSize();
rpBeginInfo.renderArea.extent.width =
sz.width();
rpBeginInfo.renderArea.extent.height =
sz.height();
rpBeginInfo.clearValueCount =
2
;
rpBeginInfo.pClearValues =
clearValues;
VkCommandBuffer cmdBuf =
m_window-&
gt;currentCommandBuffer();
m_devFuncs-&
gt;vkCmdBeginRenderPass(cmdBuf, &
amp;rpBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
// Do nothing else. We will just clear to green, changing the component on
// every invocation. This also helps verifying the rate to which the thread
// is throttled to. (The elapsed time between startNextFrame calls should
// typically be around 16 ms. Note that rendering is 2 frames ahead of what
// is displayed.)
m_devFuncs-&
gt;vkCmdEndRenderPass(cmdBuf);
m_window-&
gt;frameReady();
m_window-&
gt;requestUpdate(); // render continuously, throttled by the presentation rate
}