Ah, excellent, so I just set up a QQuickWindow with the RenderControl as parent, right?
Just one more question: In the QtMultimedia D3D9 example they set up a QOpenGLContext with an invisble QWindow as current context before creating the EGL Pbuffer. I suppose this is in order to get the correct EGL Config and surface parameters? I suppose I could just as well use a QOffscreenSurface as the hidden QWindow? Is this the best way to do it? It just seems a little backwards to create an offscreen surface first in order to create the offscreen surface I actually want... Or maybe I'm not thinking straight here :-) - Thomas On Thu, Sep 24, 2015 at 4:30 PM, Andrew Knight <andrew.kni...@intopalo.com> wrote: > Hi, > > On 09/24/2015 05:15 PM, Thomas Sevaldrud wrote: > >> This is great, thanks for very useful info! >> >> I'm not sure I understood Andew's part about rendering the Quick Scene >> graph, or I may have been a bit unclear when describing the problem. >> Basically I want to render a Qt Quick scene graph and some custom OpenGL >> graphics into a Direct3D control (D3DImage in WPF). What Andew suggests >> would be the other way around I think? I.e use a D3D texture in the scene >> graph? Or did I misunderstand? >> >> > Yes, that's what I was referring to. Sorry for the misunderstanding. > > As Laszlo suggests I'll try using QQuickRenderControl to render my scene >> into the PBuffer/D3D texture, but I must admit I am a bit confused as to >> how this works too. For instance I'm not sure I understand how to set up >> the QML Engine so that it is associated with the QQuickRenderControl. In >> the QuickRenderControl example from Qt 5.5 it appears that they set up the >> QML Engine in a QQuickWindow with an FBO as render target. In my case I >> need the EGL PBuffer as render target. How would I go about doing that? >> >> > You don't need the QOpenGLFramebufferObject in this case. As Laszlo said, > simply bind the pbuffer and it will become the current render target. The > scene graph will render to the pbuffer and you can use that in your D3D > scene as a normal texture. > > - Thomas >> >> >> >> >> >> >> On Thu, Sep 24, 2015 at 2:48 PM, Andrew Knight < >> andrew.kni...@intopalo.com <mailto:andrew.kni...@intopalo.com>> wrote: >> >> Hi Thomas, >> >> On 09/24/2015 03:11 PM, Thomas Sevaldrud wrote: >> >> Hi, >> >> I have earlier made an implementation of Qt/D3D integration by >> hacking into the ANGLE D3D SwapChain and extracting the >> D3DSurface directly there. >> >> However, this is a bit flakey, and I have had to change this >> code several times when new versions of Qt and ANGLE are released. >> >> So, now I want to do this the supported way through the >> EGL_ANGLE_surface_d3d_texture_2d_share_handle extension. If I >> understand this correctly I can set up a PBuffer-based render >> target which I can query for a D3D texture sharing handle >> using the eglQuerySurfacePointerANGLE extension. >> >> >> Yes, this is possible. >> >> Now, before I start coding, I wonder if anyone has an example >> of using this extension for rendering to a D3D Texture? >> Someone mentioned on the list earlier that there should be an >> example of this in QtMultimedia, but I haven't been able to >> find it. >> >> >> The two places this extension is used are at: >> (D3D11) >> >> http://code.qt.io/cgit/qt/qtmultimedia.git/tree/src/plugins/winrt/qwinrtabstractvideorenderercontrol.cpp#n372 >> >> This one creates a shared texture using D3D and shares it with >> ANGLE. This texture is updated when a video player or camera >> queues a frame. It is bound to the pipeline with a QOpenGLTexture >> object and eglBindTexImage(). >> >> (D3D9) >> >> http://code.qt.io/cgit/qt/qtmultimedia.git/tree/src/plugins/wmf/evrd3dpresentengine.cpp#n451 >> >> This one first creates a pbuffer using EGL, gets the shared >> texture handle from it, and then opens up the texture in D3D. >> >> Both cases are therefore covered, as well as both major D3D versions. >> >> Also, for the PBuffer implementation, should I create a >> PBuffer directly through EGL, or can I use QOffsceenSurface? >> If I understand correctly, QOffscreenSurface will be >> implemented with a PBuffer on Windows? >> To complicate matters even more I want to include a Quick >> scene graph in this as well, but I suppose I can use the new >> QQuickRenderControl class for this when I have the PBuffer >> render target sorted out? >> >> >> I would just render to your D3D texture (by creating it via one of >> the ways described above) and use it in the scene graph by binding >> its content to the currently bound QOpenGLTexture object with >> eglBindTexImage(). You can create a QSGTexture from a >> QOpenGLTexture by passing the texture id to >> QSGEngine::createTextureFromId(). >> >> Best regards, >> Thomas >> >> >> _______________________________________________ >> Interest mailing list >> Interest@qt-project.org <mailto:Interest@qt-project.org> >> http://lists.qt-project.org/mailman/listinfo/interest >> >> >> >> >
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