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authorAndy Nichols <andy.nichols@theqtcompany.com>2016-03-15 13:39:41 +0100
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-03-22 09:51:54 +0000
commit90d98e1330bd46b5defafd5d6b86fa8fe157b48d (patch)
tree722e2b1d371c6b58144d51b8167faa9d1c86e7f0 /src/quick/scenegraph/qsgdefaultrendercontext.cpp
parente32fb877ec0662dfda41ce490d77d8bf35a377f1 (diff)
Enable building Qt Quick module with QT_NO_OPENGL defined
Currently the Qt Quick module depends on either the OpenGL or OpenGLES headers being available at build time. Since we are adding support for adaptations that do not depend on OpenGL, it should be possible to build Qt Quick in environments that do not have OpenGL development headers. This does present many challenges though because in some cases GL types, and classes that require OpenGL are part of the public APIs. However since these classes were never available when QT_NO_OPENGL was defined, it should be possible to redefine the function signatures under this scenario, since it's not possible to break binary compatibility if there never were any binaries to break compatibility with. One of the bigger changes that was necessary to facilitate this change is creating interfaces out of QSGContext and QSGRenderContext. Here the default behavior was usage of OpenGL directly, even though subclasses could override all OpenGL usage. Making them interfaces should bring QSGContext and QSGRenderContext more in line with the other classes present in the adaptation layer. Change-Id: Iaa54dc0f6cfd18d2da1d059548abf509bd71f200 Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
Diffstat (limited to 'src/quick/scenegraph/qsgdefaultrendercontext.cpp')
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diff --git a/src/quick/scenegraph/qsgdefaultrendercontext.cpp b/src/quick/scenegraph/qsgdefaultrendercontext.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtQuick module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qsgdefaultrendercontext_p.h"
+
+#include <QtGui/QOpenGLFramebufferObject>
+
+#include <QtQuick/private/qsgbatchrenderer_p.h>
+#include <QtQuick/private/qsgrenderer_p.h>
+#include <QtQuick/private/qsgatlastexture_p.h>
+#include <QtQuick/private/qsgdefaultdistancefieldglyphcache_p.h>
+#include <QtQuick/private/qsgdistancefieldutil_p.h>
+
+QT_BEGIN_NAMESPACE
+
+#define QSG_RENDERCONTEXT_PROPERTY "_q_sgrendercontext"
+
+QSGDefaultRenderContext::QSGDefaultRenderContext(QSGContext *context)
+ : QSGRenderContext(context)
+ , m_gl(nullptr)
+ , m_depthStencilManager(nullptr)
+ , m_maxTextureSize(0)
+ , m_brokenIBOs(false)
+ , m_serializedRender(false)
+ , m_attachToGLContext(true)
+ , m_atlasManager(nullptr)
+{
+
+}
+
+/*!
+ 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.
+ */
+void QSGDefaultRenderContext::initialize(void *context)
+{
+ QOpenGLContext *openglContext = static_cast<QOpenGLContext *>(context);
+
+ QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
+ funcs->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &m_maxTextureSize);
+
+ // Sanity check the surface format, in case it was overridden by the application
+ QSurfaceFormat requested = m_sg->defaultSurfaceFormat();
+ QSurfaceFormat actual = openglContext->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 = openglContext;
+ if (m_attachToGLContext) {
+ Q_ASSERT(!openglContext->property(QSG_RENDERCONTEXT_PROPERTY).isValid());
+ openglContext->setProperty(QSG_RENDERCONTEXT_PROPERTY, QVariant::fromValue(this));
+ }
+ m_sg->renderContextInitialized(this);
+
+#ifdef Q_OS_LINUX
+ const char *vendor = (const char *) funcs->glGetString(GL_VENDOR);
+ if (strstr(vendor, "nouveau"))
+ m_brokenIBOs = true;
+ const char *renderer = (const char *) funcs->glGetString(GL_RENDERER);
+ if (strstr(renderer, "llvmpipe"))
+ m_serializedRender = true;
+ if (strstr(vendor, "Hisilicon Technologies") && strstr(renderer, "Immersion.16"))
+ m_brokenIBOs = true;
+#endif
+
+ emit initialized();
+}
+
+
+void QSGDefaultRenderContext::invalidate()
+{
+ if (!m_gl)
+ return;
+
+ qDeleteAll(m_texturesToDelete);
+ m_texturesToDelete.clear();
+
+ qDeleteAll(m_textures);
+ 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 = nullptr;
+
+ // 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);
+ if (!(*it)->ref.deref())
+ delete *it;
+ }
+ m_fontEnginesToClean.clear();
+
+ delete m_depthStencilManager;
+ m_depthStencilManager = 0;
+
+ delete m_distanceFieldCacheManager;
+ m_distanceFieldCacheManager = 0;
+
+ if (m_gl->property(QSG_RENDERCONTEXT_PROPERTY) == QVariant::fromValue(this))
+ m_gl->setProperty(QSG_RENDERCONTEXT_PROPERTY, QVariant());
+ m_gl = 0;
+
+ QSGRenderContext::invalidate();
+}
+
+static QBasicMutex qsg_framerender_mutex;
+
+void QSGDefaultRenderContext::renderNextFrame(QSGRenderer *renderer, uint fboId)
+{
+ if (m_serializedRender)
+ qsg_framerender_mutex.lock();
+
+ renderer->renderScene(fboId);
+
+ if (m_serializedRender)
+ qsg_framerender_mutex.unlock();
+}
+
+/*!
+ Returns a shared pointer to a depth stencil buffer that can be used with \a fbo.
+*/
+QSharedPointer<QSGDepthStencilBuffer> QSGDefaultRenderContext::depthStencilBufferForFbo(QOpenGLFramebufferObject *fbo)
+{
+ if (!m_gl)
+ return QSharedPointer<QSGDepthStencilBuffer>();
+ QSGDepthStencilBufferManager *manager = depthStencilBufferManager();
+ QSGDepthStencilBuffer::Format format;
+ format.size = fbo->size();
+ format.samples = fbo->format().samples();
+ format.attachments = QSGDepthStencilBuffer::DepthAttachment | QSGDepthStencilBuffer::StencilAttachment;
+ QSharedPointer<QSGDepthStencilBuffer> buffer = manager->bufferForFormat(format);
+ if (buffer.isNull()) {
+ buffer = QSharedPointer<QSGDepthStencilBuffer>(new QSGDefaultDepthStencilBuffer(m_gl, format));
+ manager->insertBuffer(buffer);
+ }
+ return buffer;
+}
+
+/*!
+ Returns a pointer to the context's depth/stencil buffer manager. This is useful for custom
+ implementations of \l depthStencilBufferForFbo().
+*/
+QSGDepthStencilBufferManager *QSGDefaultRenderContext::depthStencilBufferManager()
+{
+ if (!m_gl)
+ return 0;
+ if (!m_depthStencilManager)
+ m_depthStencilManager = new QSGDepthStencilBufferManager(m_gl);
+ return m_depthStencilManager;
+}
+
+QSGTexture *QSGDefaultRenderContext::createTexture(const QImage &image, uint flags) const
+{
+ bool atlas = flags & CreateTexture_Atlas;
+ bool mipmap = flags & CreateTexture_Mipmap;
+ bool alpha = flags & CreateTexture_Alpha;
+
+ // The atlas implementation is only supported from the render thread and
+ // does not support mipmaps.
+ if (!mipmap && atlas && openglContext() && QThread::currentThread() == openglContext()->thread()) {
+ QSGTexture *t = m_atlasManager->create(image, alpha);
+ if (t)
+ return t;
+ }
+
+ QSGPlainTexture *texture = new QSGPlainTexture();
+ texture->setImage(image);
+ if (texture->hasAlphaChannel() && !alpha)
+ texture->setHasAlphaChannel(false);
+
+ return texture;
+}
+
+QSGRenderer *QSGDefaultRenderContext::createRenderer()
+{
+ return new QSGBatchRenderer::Renderer(this);
+}
+
+/*!
+ Compile \a shader, optionally using \a vertexCode and \a fragmentCode as
+ replacement for the source code supplied by \a shader.
+
+ If \a vertexCode or \a fragmentCode is supplied, the caller is responsible
+ for setting up attribute bindings.
+
+ \a material is supplied in case the implementation needs to take the
+ material flags into account.
+ */
+void QSGDefaultRenderContext::compileShader(QSGMaterialShader *shader, QSGMaterial *material, const char *vertexCode, const char *fragmentCode)
+{
+ Q_UNUSED(material);
+ if (vertexCode || fragmentCode) {
+ Q_ASSERT_X((material->flags() & QSGMaterial::CustomCompileStep) == 0,
+ "QSGRenderContext::compile()",
+ "materials with custom compile step cannot have custom vertex/fragment code");
+ QOpenGLShaderProgram *p = shader->program();
+ p->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexCode ? vertexCode : shader->vertexShader());
+ p->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentCode ? fragmentCode : shader->fragmentShader());
+ p->link();
+ if (!p->isLinked())
+ qWarning() << "shader compilation failed:" << endl << p->log();
+ } else {
+ shader->compile();
+ }
+}
+
+void QSGDefaultRenderContext::initializeShader(QSGMaterialShader *shader)
+{
+ shader->program()->bind();
+ shader->initialize();
+}
+
+void QSGDefaultRenderContext::setAttachToGLContext(bool attach)
+{
+ Q_ASSERT(!isValid());
+ m_attachToGLContext = attach;
+}
+
+QSGDefaultRenderContext *QSGDefaultRenderContext::from(QOpenGLContext *context)
+{
+ return qobject_cast<QSGDefaultRenderContext *>(context->property(QSG_RENDERCONTEXT_PROPERTY).value<QObject *>());
+}
+
+QT_END_NAMESPACE
+
+
+QSGDistanceFieldGlyphCache *QSGDefaultRenderContext::distanceFieldGlyphCache(const QRawFont &font)
+{
+ if (!m_distanceFieldCacheManager)
+ m_distanceFieldCacheManager = new QSGDistanceFieldGlyphCacheManager;
+
+ QSGDistanceFieldGlyphCache *cache = m_distanceFieldCacheManager->cache(font);
+ if (!cache) {
+ cache = new QSGDefaultDistanceFieldGlyphCache(m_distanceFieldCacheManager, openglContext(), font);
+ m_distanceFieldCacheManager->insertCache(font, cache);
+ }
+
+ return cache;
+}