hellovulkanwindow.cpp Example File

hellovulkanwindow/hellovulkanwindow.cpp
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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->vulkanInstance()->deviceFunctions(m_window->device());
 }

 void VulkanRenderer::initSwapChainResources()
 {
     qDebug("initSwapChainResources");
 }

 void VulkanRenderer::releaseSwapChainResources()
 {
     qDebug("releaseSwapChainResources");
 }

 void VulkanRenderer::releaseResources()
 {
     qDebug("releaseResources");
 }

 void VulkanRenderer::startNextFrame()
 {
     m_green += 0.005f;
     if (m_green > 1.0f)
         m_green = 0.0f;

     VkClearColorValue clearColor = {{ 0.0f, m_green, 0.0f, 1.0f }};
     VkClearDepthStencilValue clearDS = { 1.0f, 0 };
     VkClearValue clearValues[2];
     memset(clearValues, 0, sizeof(clearValues));
     clearValues[0].color = clearColor;
     clearValues[1].depthStencil = clearDS;

     VkRenderPassBeginInfo rpBeginInfo;
     memset(&rpBeginInfo, 0, sizeof(rpBeginInfo));
     rpBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
     rpBeginInfo.renderPass = m_window->defaultRenderPass();
     rpBeginInfo.framebuffer = m_window->currentFramebuffer();
     const QSize sz = m_window->swapChainImageSize();
     rpBeginInfo.renderArea.extent.width = sz.width();
     rpBeginInfo.renderArea.extent.height = sz.height();
     rpBeginInfo.clearValueCount = 2;
     rpBeginInfo.pClearValues = clearValues;
     VkCommandBuffer cmdBuf = m_window->currentCommandBuffer();
     m_devFuncs->vkCmdBeginRenderPass(cmdBuf, &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->vkCmdEndRenderPass(cmdBuf);

     m_window->frameReady();
     m_window->requestUpdate(); // render continuously, throttled by the presentation rate
 }