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authorGunnar Sletta <gunnar.sletta@digia.com>2013-10-17 14:53:33 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-10-30 08:29:49 +0100
commit906d5c5c40183468f9521277c6244a6c46730de6 (patch)
tree0eb46a8f88d59993ab659e2dc07970d1ce2f0d73 /src/quick/scenegraph/qsgcontext.cpp
parentc084d32d92b2df55532fa1599e590c29bf2b5bfb (diff)
Use one render loop per QQuickWindow
See the task for the full reasoning behind this patch. The threaded renderloop has been refactored to have one window per thread. This is mostly a simplification of the current code path where for loops over multiple windows are turned into if (window). The QSGContext has been split into two classes, QSGRenderContext for which there is one per OpenGLContext. The rest of the patch is name changes and a couple of cleanups in the hopes of simplifying this change. Task-number: QTBUG-33993 Change-Id: I31c81f9694d7da7474a72333169be38de62613c4 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/quick/scenegraph/qsgcontext.cpp')
-rw-r--r--src/quick/scenegraph/qsgcontext.cpp550
1 files changed, 252 insertions, 298 deletions
diff --git a/src/quick/scenegraph/qsgcontext.cpp b/src/quick/scenegraph/qsgcontext.cpp
index bb8e3c4b36..558711ea0e 100644
--- a/src/quick/scenegraph/qsgcontext.cpp
+++ b/src/quick/scenegraph/qsgcontext.cpp
@@ -72,11 +72,8 @@
#include <private/qqmlprofilerservice_p.h>
-DEFINE_BOOL_CONFIG_OPTION(qmlFlashMode, QML_FLASH_MODE)
-DEFINE_BOOL_CONFIG_OPTION(qmlTranslucentMode, QML_TRANSLUCENT_MODE)
DEFINE_BOOL_CONFIG_OPTION(qmlDisableDistanceField, QML_DISABLE_DISTANCEFIELD)
-
/*
Comments about this class from Gunnar:
@@ -94,49 +91,32 @@ DEFINE_BOOL_CONFIG_OPTION(qmlDisableDistanceField, QML_DISABLE_DISTANCEFIELD)
to defining plugin interfaces..
*/
-
QT_BEGIN_NAMESPACE
class QSGContextPrivate : public QObjectPrivate
{
public:
QSGContextPrivate()
- : gl(0)
- , depthStencilBufferManager(0)
- , distanceFieldCacheManager(0)
- #if !defined(QT_OPENGL_ES) || defined(QT_OPENGL_ES_2_ANGLE)
- , distanceFieldAntialiasing(QSGGlyphNode::HighQualitySubPixelAntialiasing)
- #else
- , distanceFieldAntialiasing(QSGGlyphNode::GrayAntialiasing)
- #endif
- , atlasManager(0)
- , flashMode(qmlFlashMode())
+ : antialiasingMethod(QSGContext::UndecidedAntialiasing)
, distanceFieldDisabled(qmlDisableDistanceField())
- , msaa(false)
+ , distanceFieldAntialiasing(
+#if !defined(QT_OPENGL_ES) || defined(QT_OPENGL_ES_2_ANGLE)
+ QSGGlyphNode::HighQualitySubPixelAntialiasing
+#else
+ QSGGlyphNode::GrayAntialiasing
+#endif
+ )
{
- renderAlpha = qmlTranslucentMode() ? 0.5 : 1;
}
~QSGContextPrivate()
{
}
- QOpenGLContext *gl;
-
- QMutex textureMutex;
- QHash<QQuickTextureFactory *, QSGTexture *> textures;
- QSGDepthStencilBufferManager *depthStencilBufferManager;
- QSGDistanceFieldGlyphCacheManager *distanceFieldCacheManager;
-
- QSGDistanceFieldGlyphNode::AntialiasingMode distanceFieldAntialiasing;
-
- QSGAtlasTexture::Manager *atlasManager;
-
- bool flashMode;
- float renderAlpha;
+ QMutex mutex;
+ QSGContext::AntialiasingMethod antialiasingMethod;
bool distanceFieldDisabled;
-
- bool msaa;
+ QSGDistanceFieldGlyphNode::AntialiasingMode distanceFieldAntialiasing;
};
class QSGTextureCleanupEvent : public QEvent
@@ -188,143 +168,158 @@ QSGContext::QSGContext(QObject *parent) :
QSGContext::~QSGContext()
{
- invalidate();
}
-
-
-void QSGContext::invalidate()
+void QSGContext::renderContextInitialized(QSGRenderContext *renderContext)
{
Q_D(QSGContext);
- d->textureMutex.lock();
- qDeleteAll(d->textures.values());
- d->textures.clear();
- d->textureMutex.unlock();
- delete d->depthStencilBufferManager;
- d->depthStencilBufferManager = 0;
- delete d->distanceFieldCacheManager;
- d->distanceFieldCacheManager = 0;
- d->gl = 0;
-
- emit invalidated();
-
- /* The cleanup of the atlas textures is a bit intruiging.
- As part of the cleanup in the threaded render loop, we
- do:
- 1. call this function
- 2. call QCoreApp::sendPostedEvents() to immediately process
- any pending deferred deletes.
- 3. delete the GL context.
- As textures need the atlas manager while cleaning up, the
- manager needs to be cleaned up after the textures, so
- we post a deleteLater here at the very bottom so it gets
- deferred deleted last.
-
- Another alternative would be to use a QPointer in
- QSGAtlasTexture::Texture, but this seemed simpler.
- */
-
- if (d->atlasManager) {
- d->atlasManager->deleteLater();
- d->atlasManager = 0;
+ d->mutex.lock();
+ if (d->antialiasingMethod == UndecidedAntialiasing) {
+ QByteArray aaType = qgetenv("QSG_ANTIALIASING_METHOD");
+ if (aaType == "msaa") {
+ d->antialiasingMethod = MsaaAntialiasing;
+ } else if (aaType == "vertex") {
+ d->antialiasingMethod = VertexAntialiasing;
+ } else {
+ if (renderContext->openglContext()->format().samples() > 0)
+ d->antialiasingMethod = MsaaAntialiasing;
+ else
+ d->antialiasingMethod = VertexAntialiasing;
+ }
}
+ d->mutex.unlock();
}
+void QSGContext::renderContextInvalidated(QSGRenderContext *)
+{
+}
-QSGTexture *QSGContext::textureForFactory(QQuickTextureFactory *factory, QQuickWindow *window)
+/*!
+ Factory function for scene graph backends of the Rectangle element.
+ */
+QSGRectangleNode *QSGContext::createRectangleNode()
{
Q_D(QSGContext);
- if (!factory)
- return 0;
-
- d->textureMutex.lock();
- QSGTexture *texture = d->textures.value(factory);
- if (!texture) {
- if (QQuickDefaultTextureFactory *dtf = qobject_cast<QQuickDefaultTextureFactory *>(factory))
- texture = createTexture(dtf->image());
- else
- texture = factory->createTexture(window);
- d->textures.insert(factory, texture);
- connect(factory, SIGNAL(destroyed(QObject *)), this, SLOT(textureFactoryDestroyed(QObject *)), Qt::DirectConnection);
- }
- d->textureMutex.unlock();
- return texture;
+ return d->antialiasingMethod == MsaaAntialiasing
+ ? new QSGMultisampleAntialiasing::RectangleNode
+ : new QSGDefaultRectangleNode;
}
+/*!
+ Factory function for scene graph backends of the Image element.
+ */
+QSGImageNode *QSGContext::createImageNode()
+{
+ Q_D(QSGContext);
+ return d->antialiasingMethod == MsaaAntialiasing
+ ? new QSGMultisampleAntialiasing::ImageNode
+ : new QSGDefaultImageNode;
+}
-void QSGContext::textureFactoryDestroyed(QObject *o)
+/*!
+ Factory function for scene graph backends of the Text elements which supports native
+ text rendering. Used in special cases where native look and feel is a main objective.
+*/
+QSGGlyphNode *QSGContext::createNativeGlyphNode(QSGRenderContext *rc)
{
+#if defined(QT_OPENGL_ES) && !defined(QT_OPENGL_ES_2_ANGLE)
Q_D(QSGContext);
- QQuickTextureFactory *f = static_cast<QQuickTextureFactory *>(o);
+ if (d->distanceFieldDisabled)
+ return new QSGDefaultGlyphNode;
+ else
+ return createGlyphNode(rc);
+#else
+ Q_UNUSED(rc);
+ return new QSGDefaultGlyphNode;
+#endif
+}
- d->textureMutex.lock();
- QSGTexture *t = d->textures.take(f);
- d->textureMutex.unlock();
+/*!
+ Factory function for scene graph backends of the Text elements;
+ */
+QSGGlyphNode *QSGContext::createGlyphNode(QSGRenderContext *rc)
+{
+ Q_D(QSGContext);
- if (t) {
- if (t->thread() == thread())
- t->deleteLater();
- else
- QCoreApplication::postEvent(this, new QSGTextureCleanupEvent(t));
+ if (d->distanceFieldDisabled) {
+ return createNativeGlyphNode(rc);
+ } else {
+ QSGDistanceFieldGlyphNode *node = new QSGDistanceFieldGlyphNode(rc);
+ node->setPreferredAntialiasingMode(d->distanceFieldAntialiasing);
+ return node;
}
}
-
-QOpenGLContext *QSGContext::glContext() const
+QSurfaceFormat QSGContext::defaultSurfaceFormat() const
{
- Q_D(const QSGContext);
- return d->gl;
+ QSurfaceFormat format;
+ format.setDepthBufferSize(24);
+ format.setStencilBufferSize(8);
+ if (QQuickWindow::hasDefaultAlphaBuffer())
+ format.setAlphaBufferSize(8);
+ format.setSwapBehavior(QSurfaceFormat::DoubleBuffer);
+ return format;
}
/*!
- Initializes the scene graph context with the GL context \a context. This also
- emits the ready() signal so that the QML graph can start building scene graph nodes.
+ Returns the minimum supported framebuffer object size.
*/
-void QSGContext::initialize(QOpenGLContext *context)
+
+QSize QSGContext::minimumFBOSize() const
{
- Q_D(QSGContext);
+#ifdef Q_OS_MAC
+ return QSize(33, 33);
+#else
+ return QSize(1, 1);
+#endif
+}
- QByteArray aaType = qgetenv("QSG_ANTIALIASING_METHOD");
- if (aaType == "msaa") {
- d->msaa = true;
- } else if (aaType == "vertex") {
- d->msaa = false;
- } else {
- if (context->format().samples() > 0)
- d->msaa = true;
- else
- d->msaa = false;
- }
- // Sanity check the surface format, in case it was overridden by the application
- QSurfaceFormat requested = defaultSurfaceFormat();
- QSurfaceFormat actual = context->format();
- if (requested.depthBufferSize() > 0 && actual.depthBufferSize() <= 0)
- qWarning("QSGContext::initialize: depth buffer support missing, expect rendering errors");
- if (requested.stencilBufferSize() > 0 && actual.stencilBufferSize() <= 0)
- qWarning("QSGContext::initialize: stencil buffer support missing, expect rendering errors");
- d->atlasManager = new QSGAtlasTexture::Manager();
+/*!
+ Sets whether or not the scene graph should use the distance field technique to render text
+ */
+void QSGContext::setDistanceFieldEnabled(bool enabled)
+{
+ d_func()->distanceFieldDisabled = !enabled;
+}
- Q_ASSERT(!d->gl);
- d->gl = context;
- emit initialized();
+/*!
+ Returns true if the scene graph uses the distance field technique to render text
+ */
+bool QSGContext::isDistanceFieldEnabled() const
+{
+ return !d_func()->distanceFieldDisabled;
}
+
+
/*!
- Returns if the scene graph context is ready or not, meaning that it has a valid
- GL context.
+ Creates a new animation driver.
*/
-bool QSGContext::isReady() const
+
+QAnimationDriver *QSGContext::createAnimationDriver(QObject *parent)
+{
+ return new QAnimationDriver(parent);
+}
+
+QSGRenderContext::QSGRenderContext(QSGContext *context)
+ : m_gl(0)
+ , m_sg(context)
+ , m_atlasManager(0)
+ , m_depthStencilManager(0)
+ , m_distanceFieldCacheManager(0)
{
- Q_D(const QSGContext);
- return d->gl;
}
+QSGRenderContext::~QSGRenderContext()
+{
+ invalidate();
+}
-void QSGContext::renderNextFrame(QSGRenderer *renderer, GLuint fboId)
+void QSGRenderContext::renderNextFrame(QSGRenderer *renderer, GLuint fboId)
{
if (fboId) {
QSGBindableFboId bindable(fboId);
@@ -336,36 +331,14 @@ void QSGContext::renderNextFrame(QSGRenderer *renderer, GLuint fboId)
}
/*!
- Factory function for scene graph backends of the Rectangle element.
- */
-QSGRectangleNode *QSGContext::createRectangleNode()
-{
- Q_D(QSGContext);
- return d->msaa ? new QSGMultisampleAntialiasing::RectangleNode
- : new QSGDefaultRectangleNode;
-}
-
-/*!
- Factory function for scene graph backends of the Image element.
- */
-QSGImageNode *QSGContext::createImageNode()
-{
- Q_D(QSGContext);
- return d->msaa ? new QSGMultisampleAntialiasing::ImageNode
- : new QSGDefaultImageNode;
-}
-
-/*!
Factory function for scene graph backends of the distance-field glyph cache.
*/
-QSGDistanceFieldGlyphCache *QSGContext::distanceFieldGlyphCache(const QRawFont &font)
+QSGDistanceFieldGlyphCache *QSGRenderContext::distanceFieldGlyphCache(const QRawFont &font)
{
- Q_D(QSGContext);
-
- if (!d->distanceFieldCacheManager)
- d->distanceFieldCacheManager = new QSGDistanceFieldGlyphCacheManager;
+ if (!m_distanceFieldCacheManager)
+ m_distanceFieldCacheManager = new QSGDistanceFieldGlyphCacheManager;
- QSGDistanceFieldGlyphCache *cache = d->distanceFieldCacheManager->cache(font);
+ QSGDistanceFieldGlyphCache *cache = m_distanceFieldCacheManager->cache(font);
if (!cache) {
QPlatformIntegration *platformIntegration = QGuiApplicationPrivate::platformIntegration();
if (platformIntegration != 0
@@ -387,125 +360,114 @@ QSGDistanceFieldGlyphCache *QSGContext::distanceFieldGlyphCache(const QRawFont &
QPlatformSharedGraphicsCache::Alpha8);
cache = new QSGSharedDistanceFieldGlyphCache(keyName,
- sharedGraphicsCache,
- d->distanceFieldCacheManager,
- glContext(),
- font);
+ sharedGraphicsCache,
+ m_distanceFieldCacheManager,
+ font);
}
}
}
if (!cache)
- cache = new QSGDefaultDistanceFieldGlyphCache(d->distanceFieldCacheManager, glContext(), font);
- d->distanceFieldCacheManager->insertCache(font, cache);
+ cache = new QSGDefaultDistanceFieldGlyphCache(m_distanceFieldCacheManager, font);
+ m_distanceFieldCacheManager->insertCache(font, cache);
}
+
return cache;
}
-/*!
- Factory function for scene graph backends of the Text elements which supports native
- text rendering. Used in special cases where native look and feel is a main objective.
-*/
-QSGGlyphNode *QSGContext::createNativeGlyphNode()
+#define QSG_RENDERCONTEXT_PROPERTY "_q_sgrendercontext"
+
+QSGRenderContext *QSGRenderContext::from(QOpenGLContext *context)
{
-#if defined(QT_OPENGL_ES) && !defined(QT_OPENGL_ES_2_ANGLE)
- Q_D(QSGContext);
- if (d->distanceFieldDisabled)
- return new QSGDefaultGlyphNode;
- else
- return createGlyphNode();
-#else
- return new QSGDefaultGlyphNode;
-#endif
+ return qobject_cast<QSGRenderContext *>(context->property(QSG_RENDERCONTEXT_PROPERTY).value<QObject *>());
}
-/*!
- Factory function for scene graph backends of the Text elements;
- */
-QSGGlyphNode *QSGContext::createGlyphNode()
+void QSGRenderContext::registerFontengineForCleanup(QFontEngine *engine)
{
- Q_D(QSGContext);
-
- if (d->distanceFieldDisabled) {
- return createNativeGlyphNode();
- } else {
- QSGDistanceFieldGlyphNode *node = new QSGDistanceFieldGlyphNode(this);
- node->setPreferredAntialiasingMode(d->distanceFieldAntialiasing);
- return node;
- }
+ m_fontEnginesToClean << engine;
}
/*!
- Factory function for the scene graph renderers.
-
- The renderers are used for the toplevel renderer and once for every
- QQuickShaderEffectSource used in the QML scene.
+ Initializes the scene graph render context with the GL context \a context. This also
+ emits the ready() signal so that the QML graph can start building scene graph nodes.
*/
-QSGRenderer *QSGContext::createRenderer()
+void QSGRenderContext::initialize(QOpenGLContext *context)
{
- return new QSGBatchRenderer::Renderer(this);
-}
-
+ // Sanity check the surface format, in case it was overridden by the application
+ QSurfaceFormat requested = m_sg->defaultSurfaceFormat();
+ QSurfaceFormat actual = context->format();
+ if (requested.depthBufferSize() > 0 && actual.depthBufferSize() <= 0)
+ qWarning("QSGContext::initialize: depth buffer support missing, expect rendering errors");
+ if (requested.stencilBufferSize() > 0 && actual.stencilBufferSize() <= 0)
+ qWarning("QSGContext::initialize: stencil buffer support missing, expect rendering errors");
+ if (!m_atlasManager)
+ m_atlasManager = new QSGAtlasTexture::Manager();
+ Q_ASSERT_X(!m_gl, "QSGRenderContext::initialize", "already initialized!");
+ m_gl = context;
+ m_gl->setProperty(QSG_RENDERCONTEXT_PROPERTY, QVariant::fromValue(this));
+ m_sg->renderContextInitialized(this);
-QSurfaceFormat QSGContext::defaultSurfaceFormat() const
-{
- QSurfaceFormat format;
- format.setDepthBufferSize(24);
- format.setStencilBufferSize(8);
- if (QQuickWindow::hasDefaultAlphaBuffer())
- format.setAlphaBufferSize(8);
- format.setSwapBehavior(QSurfaceFormat::DoubleBuffer);
- return format;
+ emit initialized();
}
-
-/*!
- Factory function for texture objects.
-
- If \a image is a valid image, the QSGTexture::setImage function
- will be called with \a image as argument.
- */
-
-QSGTexture *QSGContext::createTexture(const QImage &image) const
+void QSGRenderContext::invalidate()
{
- Q_D(const QSGContext);
- QSGTexture *at = d->atlasManager->create(image);
- if (at)
- return at;
- return createTextureNoAtlas(image);
-}
+ if (!m_gl)
+ return;
+
+ qDeleteAll(m_textures.values());
+ m_textures.clear();
+
+ /* The cleanup of the atlas textures is a bit intriguing.
+ As part of the cleanup in the threaded render loop, we
+ do:
+ 1. call this function
+ 2. call QCoreApp::sendPostedEvents() to immediately process
+ any pending deferred deletes.
+ 3. delete the GL context.
+
+ As textures need the atlas manager while cleaning up, the
+ manager needs to be cleaned up after the textures, so
+ we post a deleteLater here at the very bottom so it gets
+ deferred deleted last.
+
+ Another alternative would be to use a QPointer in
+ QSGAtlasTexture::Texture, but this seemed simpler.
+ */
+ m_atlasManager->invalidate();
+ m_atlasManager->deleteLater();
+ m_atlasManager = 0;
+
+ // The following piece of code will read/write to the font engine's caches,
+ // potentially from different threads. However, this is safe because this
+ // code is only called from QQuickWindow's shutdown which is called
+ // only when the GUI is blocked, and multiple threads will call it in
+ // sequence. (see qsgdefaultglyphnode_p.cpp's init())
+ for (QSet<QFontEngine *>::const_iterator it = m_fontEnginesToClean.constBegin(),
+ end = m_fontEnginesToClean.constEnd(); it != end; ++it) {
+ (*it)->clearGlyphCache(m_gl);
+ }
-QSGTexture *QSGContext::createTextureNoAtlas(const QImage &image) const
-{
- QSGPlainTexture *t = new QSGPlainTexture();
- if (!image.isNull())
- t->setImage(image);
- return t;
-}
+ delete m_depthStencilManager;
+ m_depthStencilManager = 0;
-/*!
- Returns the minimum supported framebuffer object size.
- */
-
-QSize QSGContext::minimumFBOSize() const
-{
-#ifdef Q_OS_MAC
- return QSize(33, 33);
-#else
- return QSize(1, 1);
-#endif
-}
+ delete m_distanceFieldCacheManager;
+ m_distanceFieldCacheManager = 0;
+ m_gl->setProperty(QSG_RENDERCONTEXT_PROPERTY, QVariant());
+ m_gl = 0;
+ m_sg->renderContextInvalidated(this);
+ emit invalidated();
+}
/*!
Returns a shared pointer to a depth stencil buffer that can be used with \a fbo.
*/
-QSharedPointer<QSGDepthStencilBuffer> QSGContext::depthStencilBufferForFbo(QOpenGLFramebufferObject *fbo)
+QSharedPointer<QSGDepthStencilBuffer> QSGRenderContext::depthStencilBufferForFbo(QOpenGLFramebufferObject *fbo)
{
- Q_D(QSGContext);
- if (!d->gl)
+ if (!m_gl)
return QSharedPointer<QSGDepthStencilBuffer>();
QSGDepthStencilBufferManager *manager = depthStencilBufferManager();
QSGDepthStencilBuffer::Format format;
@@ -514,7 +476,7 @@ QSharedPointer<QSGDepthStencilBuffer> QSGContext::depthStencilBufferForFbo(QOpen
format.attachments = QSGDepthStencilBuffer::DepthAttachment | QSGDepthStencilBuffer::StencilAttachment;
QSharedPointer<QSGDepthStencilBuffer> buffer = manager->bufferForFormat(format);
if (buffer.isNull()) {
- buffer = QSharedPointer<QSGDepthStencilBuffer>(new QSGDefaultDepthStencilBuffer(d->gl, format));
+ buffer = QSharedPointer<QSGDepthStencilBuffer>(new QSGDefaultDepthStencilBuffer(m_gl, format));
manager->insertBuffer(buffer);
}
return buffer;
@@ -524,89 +486,81 @@ QSharedPointer<QSGDepthStencilBuffer> QSGContext::depthStencilBufferForFbo(QOpen
Returns a pointer to the context's depth/stencil buffer manager. This is useful for custom
implementations of \l depthStencilBufferForFbo().
*/
-QSGDepthStencilBufferManager *QSGContext::depthStencilBufferManager()
+QSGDepthStencilBufferManager *QSGRenderContext::depthStencilBufferManager()
{
- Q_D(QSGContext);
- if (!d->gl)
+ if (!m_gl)
return 0;
- if (!d->depthStencilBufferManager)
- d->depthStencilBufferManager = new QSGDepthStencilBufferManager(d->gl);
- return d->depthStencilBufferManager;
+ if (!m_depthStencilManager)
+ m_depthStencilManager = new QSGDepthStencilBufferManager(m_gl);
+ return m_depthStencilManager;
}
/*!
- Sets whether the scene graph should render with flashing update rectangles or not
- */
-
-void QSGContext::setFlashModeEnabled(bool enabled)
-{
- d_func()->flashMode = enabled;
-}
-
+ Factory function for texture objects.
-/*!
- Returns true if the scene graph should be rendered with flashing update rectangles
+ If \a image is a valid image, the QSGTexture::setImage function
+ will be called with \a image as argument.
*/
-bool QSGContext::isFlashModeEnabled() const
+
+QSGTexture *QSGRenderContext::createTexture(const QImage &image) const
{
- return d_func()->flashMode;
+ QSGTexture *t = m_atlasManager->create(image);
+ if (t)
+ return t;
+ return createTextureNoAtlas(image);
}
-
-/*!
- Sets the toplevel opacity for rendering. This value will be multiplied into all
- drawing calls where possible.
-
- The default value is 1. Any other value will cause artifacts and is primarily
- useful for debugging.
- */
-void QSGContext::setRenderAlpha(qreal renderAlpha)
+QSGTexture *QSGRenderContext::createTextureNoAtlas(const QImage &image) const
{
- d_func()->renderAlpha = renderAlpha;
+ QSGPlainTexture *t = new QSGPlainTexture();
+ if (!image.isNull())
+ t->setImage(image);
+ return t;
}
-
/*!
- Returns the toplevel opacity used for rendering.
-
- The default value is 1.
+ Factory function for the scene graph renderers.
- \sa setRenderAlpha()
+ The renderers are used for the toplevel renderer and once for every
+ QQuickShaderEffectSource used in the QML scene.
*/
-qreal QSGContext::renderAlpha() const
+QSGRenderer *QSGRenderContext::createRenderer()
{
- return d_func()->renderAlpha;
+ return new QSGBatchRenderer::Renderer(this);
}
-
-/*!
- Sets whether or not the scene graph should use the distance field technique to render text
- */
-void QSGContext::setDistanceFieldEnabled(bool enabled)
+QSGTexture *QSGRenderContext::textureForFactory(QQuickTextureFactory *factory, QQuickWindow *window)
{
- d_func()->distanceFieldDisabled = !enabled;
-}
-
+ if (!factory)
+ return 0;
-/*!
- Returns true if the scene graph uses the distance field technique to render text
- */
-bool QSGContext::isDistanceFieldEnabled() const
-{
- return !d_func()->distanceFieldDisabled;
-}
+ m_mutex.lock();
+ QSGTexture *texture = m_textures.value(factory);
+ m_mutex.unlock();
+ if (!texture) {
+ if (QQuickDefaultTextureFactory *dtf = qobject_cast<QQuickDefaultTextureFactory *>(factory))
+ texture = createTexture(dtf->image());
+ else
+ texture = factory->createTexture(window);
+ m_mutex.lock();
+ m_textures.insert(factory, texture);
+ m_mutex.unlock();
-/*!
- Creates a new animation driver.
- */
+ connect(factory, SIGNAL(destroyed(QObject *)), this, SLOT(textureFactoryDestroyed(QObject *)), Qt::DirectConnection);
+ }
+ return texture;
+}
-QAnimationDriver *QSGContext::createAnimationDriver(QObject *parent)
+void QSGRenderContext::textureFactoryDestroyed(QObject *o)
{
- return new QAnimationDriver(parent);
+ m_mutex.lock();
+ QSGTexture *t = m_textures.take(static_cast<QQuickTextureFactory *>(o));
+ m_mutex.unlock();
+ if (t)
+ t->deleteLater();
}
-
QT_END_NAMESPACE