[Interest] Qt/D3D integration through ANGLE PBuffer

Thomas Sevaldrud thomas at silentwings.no
Thu Sep 24 14:11:01 CEST 2015


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.

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.

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?

Best regards,
Thomas
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