aboutsummaryrefslogtreecommitdiffstats
path: root/src/quick/scenegraph/coreapi/qsgrendernode.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/quick/scenegraph/coreapi/qsgrendernode.cpp')
-rw-r--r--src/quick/scenegraph/coreapi/qsgrendernode.cpp338
1 files changed, 228 insertions, 110 deletions
diff --git a/src/quick/scenegraph/coreapi/qsgrendernode.cpp b/src/quick/scenegraph/coreapi/qsgrendernode.cpp
index df3fa16a32..333d62d40b 100644
--- a/src/quick/scenegraph/coreapi/qsgrendernode.cpp
+++ b/src/quick/scenegraph/coreapi/qsgrendernode.cpp
@@ -1,41 +1,5 @@
-/****************************************************************************
-**
-** 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.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
+// Copyright (C) 2016 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#include "qsgrendernode.h"
#include "qsgrendernode_p.h"
@@ -48,6 +12,23 @@ QT_BEGIN_NAMESPACE
targeting the graphics API that is in use by the scenegraph.
\inmodule QtQuick
\since 5.8
+
+ QSGRenderNode allows creating scene graph nodes that perform their own
+ custom rendering via QRhi (the common approach from Qt 6.6 on), directly
+ via a 3D graphics API such as OpenGL, Vulkan, or Metal, or, when the \c
+ software backend is in use, via QPainter.
+
+ QSGRenderNode is the enabler for one of the three ways to integrate custom
+ 2D/3D rendering into a Qt Quick scene. The other two options are to perform
+ the rendering \c before or \c after the Qt Quick scene's own rendering,
+ or to generate a whole separate render pass targeting a dedicated render
+ target (a texture) and then have an item in the scene display the texture.
+ The QSGRenderNode-based approach is similar to the former, in the sense
+ that no additional render passes or render targets are involved, and allows
+ injecting custom rendering commands "inline" with the Qt Quick scene's
+ own rendering.
+
+ \sa {Scene Graph - Custom QSGRenderNode}
*/
QSGRenderNode::QSGRenderNode()
@@ -66,6 +47,13 @@ QSGRenderNode::QSGRenderNode()
deleted. Therefore there is no need to issue additional waits here, unless
the render() implementation is using additional command queues.
+ With QRhi and resources such as QRhiBuffer, QRhiTexture,
+ QRhiGraphicsPipeline, etc., it is often good practice to use smart
+ pointers, such as std::unique_ptr, which can often avoid the need to
+ implement a destructor, and lead to more compact source code. Keep in mind
+ however that implementing releaseResources(), most likely issuing a number
+ of reset() calls on the unique_ptrs, is still important.
+
\sa releaseResources()
*/
QSGRenderNode::~QSGRenderNode()
@@ -78,22 +66,46 @@ QSGRenderNodePrivate::QSGRenderNodePrivate()
, m_clip_list(nullptr)
, m_opacity(1)
{
+ m_projectionMatrix.resize(1);
}
/*!
- This function should return a mask where each bit represents graphics states changed by
- the \l render() function:
- \list
- \li DepthState - depth write mask, depth test enabled, depth comparison function
- \li StencilState - stencil write masks, stencil test enabled, stencil operations,
- stencil comparison functions
- \li ScissorState - scissor enabled, scissor test enabled
- \li ColorState - clear color, color write mask
- \li BlendState - blend enabled, blend function
- \li CullState - front face, cull face enabled
- \li ViewportState - viewport
- \li RenderTargetState - render target
- \endlist
+ When the underlying rendering API is OpenGL, this function should return a
+ mask where each bit represents graphics states changed by the \l render()
+ function:
+
+ \value DepthState depth write mask, depth test enabled, depth comparison function
+ \value StencilState stencil write masks, stencil test enabled, stencil operations,
+ stencil comparison functions
+ \value ScissorState scissor enabled, scissor test enabled
+ \value ColorState clear color, color write mask
+ \value BlendState blend enabled, blend function
+ \value CullState front face, cull face enabled
+ \value ViewportState viewport
+ \value RenderTargetState render target
+
+ With APIs other than OpenGL, the only relevant values are the ones that
+ correspond to dynamic state changes recorded on the command list/buffer.
+ For example, RSSetViewports, RSSetScissorRects, OMSetBlendState,
+ OMSetDepthStencilState in case of D3D11, or vkCmdSetViewport, vkCmdSetScissor,
+ vkCmdSetBlendConstants, vkCmdSetStencilRef in case of Vulkan, and only when
+ such commands were added to the scenegraph's command list queried via the
+ QSGRendererInterface::CommandList resource enum. States set in pipeline
+ state objects do not need to be reported here. Similarly, draw call related
+ settings (pipeline states, descriptor sets, vertex or index buffer
+ bindings, root signature, descriptor heaps, etc.) are always set again by
+ the scenegraph so render() can freely change them.
+
+ RenderTargetState is no longer supported with APIs like Vulkan. This
+ is by nature. render() is invoked while the Qt Quick scenegraph's main
+ command buffer is recording a renderpass, so there is no possibility of
+ changing the target and starting another renderpass (on that command buffer
+ at least). Therefore returning a value with RenderTargetState set is not
+ sensible.
+
+ \note The \c software backend exposes its QPainter and saves and restores
+ before and after invoking render(). Therefore reporting any changed states
+ from here is not necessary.
The function is called by the renderer so it can reset the states after
rendering this node. This makes the implementation of render() simpler
@@ -102,24 +114,39 @@ QSGRenderNodePrivate::QSGRenderNodePrivate()
The default implementation returns 0, meaning no relevant state was changed
in render().
- With APIs other than OpenGL the relevant states are only those that are set
- via the command list (for example, OMSetRenderTargets, RSSetViewports,
- RSSetScissorRects, OMSetBlendFactor, OMSetStencilRef in case of D3D12), and
- only when such commands were added to the scenegraph's command list queried
- via the QSGRendererInterface::CommandList resource enum. States set in
- pipeline state objects do not need to be reported here. Similarly, draw
- call related settings (root signature, descriptor heaps, etc.) are always
- set again by the scenegraph so render() can freely change them.
-
- The software backend exposes its QPainter and saves and restores before and
- after invoking render(). Therefore reporting any changed states from here
- is not necessary.
-
\note This function may be called before render().
+
+ \note With Qt 6 and QRhi-based rendering the only relevant values are
+ ViewportState and ScissorState. Other values can be returned but are
+ ignored in practice.
*/
QSGRenderNode::StateFlags QSGRenderNode::changedStates() const
{
- return nullptr;
+ return {};
+}
+
+/*!
+ Called from the frame preparation phase. There is a call to this function
+ before each invocation of render().
+
+ Unlike render(), this function is called before the scenegraph starts
+ recording the render pass for the current frame on the underlying command
+ buffer. This is useful when doing rendering with graphics APIs, such as
+ Vulkan, where copy type of operations will need to be recorded before the
+ render pass.
+
+ The default implementation is empty.
+
+ When implementing a QSGRenderNode that uses QRhi to render, query the QRhi
+ object from the QQuickWindow via \l{QQuickWindow::rhi()}. To get a
+ QRhiCommandBuffer for submitting work to, call commandBuffer(). To query
+ information about the active render target, call renderTarget(). See the
+ \l{{Scene Graph - Custom QSGRenderNode}} example for details.
+
+ \since 6.0
+ */
+void QSGRenderNode::prepare()
+{
}
/*!
@@ -149,41 +176,50 @@ QSGRenderNode::StateFlags QSGRenderNode::changedStates() const
QQuickFramebufferObject, QQuickWindow::beforeRendering(), or the
equivalents of those for APIs other than OpenGL.
- Clip information is calculated before the function is called, it is however
- not enabled. Implementations wishing to take clipping into account can set
- up scissoring or stencil based on the information in \a state. Some
- scenegraph backends, software in particular, use no scissor or stencil.
- There the clip region is provided as an ordinary QRegion.
-
- For OpenGL the following states are set on the render thread's context
- before this function is called:
- \list
- \li glDepthMask(false)
- \li glDisable(GL_DEPTH_TEST)
- \li glStencilFunc(GL_EQUAL, state.stencilValue, 0xff) depending on clip
- \li glScissor(state.scissorRect.x(), state.scissorRect.y(),
- state.scissorRect.width(), state.scissorRect.height()) depending on clip
- \li glEnable(GL_BLEND)
- \li glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
- \li glDisable(GL_CULL_FACE)
- \endlist
-
- States that are not listed above, but are included in \l StateFlags, can
- have arbitrary values.
-
- \l changedStates() should return which states this function changes. If a
- state is not covered by \l StateFlags, the state should be set to the
- default value according to the OpenGL specification. For other APIs, see
- the documentation for changedStates() for more information.
-
- \note Depth writes are disabled when this function is called (for example,
- glDepthMask(false) in case of OpenGL). Enabling depth writes can lead to
- unexpected results, depending on the scenegraph backend in use, so nodes
- should avoid this.
-
- For APIs other than OpenGL, it will likely be necessary to query certain
- API-specific resources (for example, the graphics device or the command
- list/buffer to add the commands to). This is done via QSGRendererInterface.
+ \note QSGRenderNode can perform significantly better than texture-based
+ approaches (such as, QQuickFramebufferObject), especially on systems where
+ the fragment processing power is limited. This is because it avoids
+ rendering to a texture and then drawing a textured quad. Rather,
+ QSGRenderNode allows recording draw calls in line with the scenegraph's
+ other commands, avoiding an additional render target and the potentially
+ expensive texturing and blending.
+
+ Clip information is calculated before the function is called.
+ Implementations wishing to take clipping into account can set up scissoring
+ or stencil based on the information in \a state. The stencil buffer is
+ filled with the necessary clip shapes, but it is up to the implementation
+ to enable stencil testing.
+
+ Some scenegraph backends, software in particular, use no scissor or
+ stencil. There the clip region is provided as an ordinary QRegion.
+
+ When implementing a QSGRenderNode that uses QRhi to render, query the QRhi
+ object from the QQuickWindow via \l{QQuickWindow::rhi()}. To get a
+ QRhiCommandBuffer for submitting work to, call commandBuffer(). To query
+ information about the active render target, call renderTarget(). See the
+ \l{{Scene Graph - Custom QSGRenderNode}} example for details.
+
+ With Qt 6 and its QRhi-based scene graph renderer, no assumptions should be
+ made about the active (OpenGL) state when this function is called, even
+ when OpenGL is in use. Assume nothing about the pipelines and dynamic
+ states bound on the command list/buffer when this function is called.
+
+ \note Depth writes are expected to be disabled. Enabling depth writes can
+ lead to unexpected results, depending on the scenegraph backend in use and
+ the content in the scene, so exercise caution with this.
+
+ \note In Qt 6, \l changedStates() has limited use. See the documentation
+ for changedStates() for more information.
+
+ With some graphics APIs, including when using QRhi directly, it can be
+ necessary to reimplement prepare() in addition, or alternatively connect to
+ the QQuickWindow::beforeRendering() signal. These are called/emitted before
+ recording the beginning of a renderpass on the command buffer
+ (vkCmdBeginRenderPass with Vulkan, or starting to encode via
+ MTLRenderCommandEncoder in case of Metal. Recording copy operations cannot
+ be done inside render() with such APIs. Rather, do such operations either
+ in prepare() or the slot connected to beforeRendering (with
+ DirectConnection).
\sa QSGRendererInterface, QQuickWindow::rendererInterface()
*/
@@ -236,7 +272,7 @@ void QSGRenderNode::releaseResources()
\value BoundedRectRendering Indicates that the implementation of render()
does not render outside the area reported from rect() in item
coordinates. Such node implementations can lead to more efficient rendering,
- depending on the scenegraph backend. For example, the software backend can
+ depending on the scenegraph backend. For example, the \c software backend can
continue to use the more optimal partial update path when all render nodes
in the scene have this flag set.
@@ -255,7 +291,11 @@ void QSGRenderNode::releaseResources()
transparent pixels. Setting this flag can improve performance in some
cases.
- \sa render(), rect()
+ \value NoExternalRendering Indicates that the implementation of prepare()
+ and render() use the QRhi family of APIs, instead of directly calling a 3D
+ API such as OpenGL, Vulkan, or Metal.
+
+ \sa render(), prepare(), rect(), QRhi
*/
/*!
@@ -267,7 +307,7 @@ void QSGRenderNode::releaseResources()
*/
QSGRenderNode::RenderingFlags QSGRenderNode::flags() const
{
- return nullptr;
+ return {};
}
/*!
@@ -295,6 +335,35 @@ QRectF QSGRenderNode::rect() const
}
/*!
+ \return pointer to the current projection matrix.
+
+ In render() this is the same matrix that is returned from
+ RenderState::projectionMatrix(). This getter exists so that prepare() also
+ has a way to query the projection matrix.
+
+ When working with a modern graphics API, or Qt's own graphics abstraction
+ layer, it is more than likely that one will want to load
+ \c{*projectionMatrix() * *matrix()} into a uniform buffer. That is however
+ something that needs to be done in prepare(), so outside the recording of a
+ render pass. That is why both matrices are queriable directly from the
+ QSGRenderNode, both in prepare() and render().
+
+ \since 6.5
+ */
+const QMatrix4x4 *QSGRenderNode::projectionMatrix() const
+{
+ return &d->m_projectionMatrix[0];
+}
+
+/*!
+ \internal
+ */
+const QMatrix4x4 *QSGRenderNode::projectionMatrix(int index) const
+{
+ return &d->m_projectionMatrix[index];
+}
+
+/*!
\return pointer to the current model-view matrix.
*/
const QMatrix4x4 *QSGRenderNode::matrix() const
@@ -318,6 +387,59 @@ qreal QSGRenderNode::inheritedOpacity() const
return d->m_opacity;
}
+/*!
+ \return the current render target.
+
+ This is provided mainly to enable prepare() and render() implementations
+ that use QRhi accessing the QRhiRenderTarget's
+ \l{QRhiRenderPassDescriptor}{renderPassDescriptor} or
+ \l{QRhiRenderTarget::pixelSize()}{pixel size}.
+
+ To build a QRhiGraphicsPipeline, which implies having to provide a
+ QRhiRenderPassDescriptor, query the renderPassDescriptor from the render
+ target. Be aware however that the render target may change over the
+ lifetime of the custom QQuickItem and the QSGRenderNode. For example,
+ consider what happens when dynamically setting \c{layer.enabled: true} on
+ the item or an ancestor of it: this triggers rendering into a texture, not
+ directly to the window, which means the QSGRenderNode is going to work with
+ a different render target from then on. The new render target may then have
+ a different pixel format, which can make already built graphics pipelines
+ incompatible. This can be handled with logic such as the following:
+
+ \code
+ if (m_pipeline && renderTarget()->renderPassDescriptor()->serializedFormat() != m_renderPassFormat) {
+ delete m_pipeline;
+ m_pipeline = nullptr;
+ }
+ if (!m_pipeline) {
+ // Build a new QRhiGraphicsPipeline.
+ // ...
+ // Store the serialized format for fast and simple comparisons later on.
+ m_renderPassFormat = renderTarget()->renderPassDescriptor()->serializedFormat();
+ }
+ \endcode
+
+ \since 6.6
+
+ \sa commandBuffer()
+ */
+QRhiRenderTarget *QSGRenderNode::renderTarget() const
+{
+ return d->m_rt.rt;
+}
+
+/*!
+ \return the current command buffer.
+
+ \since 6.6
+
+ \sa renderTarget()
+ */
+QRhiCommandBuffer *QSGRenderNode::commandBuffer() const
+{
+ return d->m_rt.cb;
+}
+
QSGRenderNode::RenderState::~RenderState()
{
}
@@ -335,12 +457,8 @@ QSGRenderNode::RenderState::~RenderState()
/*!
\fn const QMatrix4x4 *QSGRenderNode::RenderState::scissorRect() const
- \return the current scissor rectangle when clipping is active.
-
- \note Be aware of the differences between graphics APIs: for some the
- scissor rect is only active when scissoring is enabled (for example,
- OpenGL), while for others the scissor rect is equal to the viewport rect
- when there is no need to scissor away anything (for example, Direct3D 12).
+ \return the current scissor rectangle when clipping is active. x and y are
+ the bottom left coordinates.
*/
/*!
@@ -375,7 +493,7 @@ QSGRenderNode::RenderState::~RenderState()
\return the current clip region or null for backends where clipping is
implemented via stencil or scissoring.
- The software backend uses no projection, scissor or stencil, meaning most
+ The \c software backend uses no projection, scissor or stencil, meaning most
of the render state is not in use. However, the clip region that can be set
on the QPainter still has to be communicated since reconstructing this
manually in render() is not reasonable. It can therefore be queried via