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diff --git a/src/quick/scenegraph/qsgopengllayer.cpp b/src/quick/scenegraph/qsgopengllayer.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 "qsgopengllayer_p.h"
+
+#include <private/qqmlglobal_p.h>
+#include <private/qsgrenderer_p.h>
+#include <private/qsgdefaultrendercontext_p.h>
+
+#include <QtGui/QOpenGLFramebufferObject>
+#include <QtGui/QOpenGLFunctions>
+#include <QtGui/private/qopenglextensions_p.h>
+
+#include <QtQuick/private/qsgdepthstencilbuffer_p.h>
+
+#ifdef QSG_DEBUG_FBO_OVERLAY
+DEFINE_BOOL_CONFIG_OPTION(qmlFboOverlay, QML_FBO_OVERLAY)
+#endif
+DEFINE_BOOL_CONFIG_OPTION(qmlFboFlushBeforeDetach, QML_FBO_FLUSH_BEFORE_DETACH)
+
+namespace
+{
+ class BindableFbo : public QSGBindable
+ {
+ public:
+ BindableFbo(QOpenGLFramebufferObject *fbo, QSGDepthStencilBuffer *depthStencil);
+ virtual ~BindableFbo();
+ void bind() const override;
+ private:
+ QOpenGLFramebufferObject *m_fbo;
+ QSGDepthStencilBuffer *m_depthStencil;
+ };
+
+ BindableFbo::BindableFbo(QOpenGLFramebufferObject *fbo, QSGDepthStencilBuffer *depthStencil)
+ : m_fbo(fbo)
+ , m_depthStencil(depthStencil)
+ {
+ }
+
+ BindableFbo::~BindableFbo()
+ {
+ if (qmlFboFlushBeforeDetach())
+ QOpenGLContext::currentContext()->functions()->glFlush();
+ if (m_depthStencil)
+ m_depthStencil->detach();
+ }
+
+ void BindableFbo::bind() const
+ {
+ m_fbo->bind();
+ if (m_depthStencil)
+ m_depthStencil->attach();
+ }
+}
+
+QSGOpenGLLayer::QSGOpenGLLayer(QSGRenderContext *context)
+ : QSGLayer(*(new QSGOpenGLLayerPrivate))
+ , m_item(nullptr)
+ , m_device_pixel_ratio(1)
+ , m_format(GL_RGBA)
+ , m_renderer(nullptr)
+ , m_fbo(nullptr)
+ , m_secondaryFbo(nullptr)
+ , m_transparentTexture(0)
+#ifdef QSG_DEBUG_FBO_OVERLAY
+ , m_debugOverlay(nullptr)
+#endif
+ , m_samples(0)
+ , m_mipmap(false)
+ , m_live(true)
+ , m_recursive(false)
+ , m_dirtyTexture(true)
+ , m_multisamplingChecked(false)
+ , m_multisampling(false)
+ , m_grab(false)
+ , m_mirrorHorizontal(false)
+ , m_mirrorVertical(true)
+{
+ m_context = static_cast<QSGDefaultRenderContext *>(context);
+}
+
+QSGOpenGLLayer::~QSGOpenGLLayer()
+{
+ invalidated();
+}
+
+void QSGOpenGLLayer::invalidated()
+{
+ delete m_renderer;
+ m_renderer = nullptr;
+ delete m_fbo;
+ delete m_secondaryFbo;
+ m_fbo = m_secondaryFbo = nullptr;
+#ifdef QSG_DEBUG_FBO_OVERLAY
+ delete m_debugOverlay;
+ m_debugOverlay = nullptr;
+#endif
+ if (m_transparentTexture) {
+ QOpenGLContext::currentContext()->functions()->glDeleteTextures(1, &m_transparentTexture);
+ m_transparentTexture = 0;
+ }
+}
+
+int QSGOpenGLLayer::textureId() const
+{
+ return m_fbo ? m_fbo->texture() : 0;
+}
+
+int QSGOpenGLLayerPrivate::comparisonKey() const
+{
+ Q_Q(const QSGOpenGLLayer);
+ return q->m_fbo ? q->m_fbo->texture() : 0;
+}
+
+bool QSGOpenGLLayer::hasAlphaChannel() const
+{
+ return m_format != GL_RGB;
+}
+
+bool QSGOpenGLLayer::hasMipmaps() const
+{
+ return m_mipmap;
+}
+
+
+void QSGOpenGLLayer::bind()
+{
+#ifndef QT_NO_DEBUG
+ if (!m_recursive && m_fbo && ((m_multisampling && m_secondaryFbo->isBound()) || m_fbo->isBound()))
+ qWarning("ShaderEffectSource: \'recursive\' must be set to true when rendering recursively.");
+#endif
+ QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
+ if (!m_fbo && m_format == GL_RGBA) {
+ if (m_transparentTexture == 0) {
+ funcs->glGenTextures(1, &m_transparentTexture);
+ funcs->glBindTexture(GL_TEXTURE_2D, m_transparentTexture);
+ const uint zero = 0;
+ funcs->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &zero);
+ } else {
+ funcs->glBindTexture(GL_TEXTURE_2D, m_transparentTexture);
+ }
+ } else {
+ funcs->glBindTexture(GL_TEXTURE_2D, m_fbo ? m_fbo->texture() : 0);
+ updateBindOptions();
+ }
+}
+
+bool QSGOpenGLLayer::updateTexture()
+{
+ bool doGrab = (m_live || m_grab) && m_dirtyTexture;
+ if (doGrab)
+ grab();
+ if (m_grab)
+ emit scheduledUpdateCompleted();
+ m_grab = false;
+ return doGrab;
+}
+
+void QSGOpenGLLayer::setHasMipmaps(bool mipmap)
+{
+ if (mipmap == m_mipmap)
+ return;
+ m_mipmap = mipmap;
+ if (m_mipmap && m_fbo && !m_fbo->format().mipmap())
+ markDirtyTexture();
+}
+
+
+void QSGOpenGLLayer::setItem(QSGNode *item)
+{
+ if (item == m_item)
+ return;
+ m_item = item;
+
+ if (m_live && !m_item) {
+ delete m_fbo;
+ delete m_secondaryFbo;
+ m_fbo = m_secondaryFbo = nullptr;
+ m_depthStencilBuffer.clear();
+ }
+
+ markDirtyTexture();
+}
+
+void QSGOpenGLLayer::setRect(const QRectF &rect)
+{
+ if (rect == m_rect)
+ return;
+ m_rect = rect;
+ markDirtyTexture();
+}
+
+void QSGOpenGLLayer::setSize(const QSize &size)
+{
+ if (size == m_size)
+ return;
+ m_size = size;
+
+ if (m_live && m_size.isNull()) {
+ delete m_fbo;
+ delete m_secondaryFbo;
+ m_fbo = m_secondaryFbo = nullptr;
+ m_depthStencilBuffer.clear();
+ }
+
+ markDirtyTexture();
+}
+
+void QSGOpenGLLayer::setFormat(GLenum format)
+{
+ if (format == m_format)
+ return;
+ m_format = format;
+ markDirtyTexture();
+}
+
+void QSGOpenGLLayer::setLive(bool live)
+{
+ if (live == m_live)
+ return;
+ m_live = live;
+
+ if (m_live && (!m_item || m_size.isNull())) {
+ delete m_fbo;
+ delete m_secondaryFbo;
+ m_fbo = m_secondaryFbo = nullptr;
+ m_depthStencilBuffer.clear();
+ }
+
+ markDirtyTexture();
+}
+
+void QSGOpenGLLayer::scheduleUpdate()
+{
+ if (m_grab)
+ return;
+ m_grab = true;
+ if (m_dirtyTexture)
+ emit updateRequested();
+}
+
+void QSGOpenGLLayer::setRecursive(bool recursive)
+{
+ m_recursive = recursive;
+}
+
+void QSGOpenGLLayer::setMirrorHorizontal(bool mirror)
+{
+ m_mirrorHorizontal = mirror;
+}
+
+void QSGOpenGLLayer::setMirrorVertical(bool mirror)
+{
+ m_mirrorVertical = mirror;
+}
+
+void QSGOpenGLLayer::markDirtyTexture()
+{
+ m_dirtyTexture = true;
+ if (m_live || m_grab)
+ emit updateRequested();
+}
+
+void QSGOpenGLLayer::grab()
+{
+ if (!m_item || m_size.isNull()) {
+ delete m_fbo;
+ delete m_secondaryFbo;
+ m_fbo = m_secondaryFbo = nullptr;
+ m_depthStencilBuffer.clear();
+ m_dirtyTexture = false;
+ return;
+ }
+ QSGNode *root = m_item;
+ while (root->firstChild() && root->type() != QSGNode::RootNodeType)
+ root = root->firstChild();
+ if (root->type() != QSGNode::RootNodeType)
+ return;
+
+ if (!m_renderer) {
+ m_renderer = m_context->createRenderer();
+ connect(m_renderer, SIGNAL(sceneGraphChanged()), this, SLOT(markDirtyTexture()));
+ }
+ m_renderer->setDevicePixelRatio(m_device_pixel_ratio);
+ m_renderer->setRootNode(static_cast<QSGRootNode *>(root));
+
+ QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
+ bool deleteFboLater = false;
+
+ int effectiveSamples = m_samples;
+ // By default m_samples is 0. Fall back to the context's setting in this case.
+ if (effectiveSamples == 0)
+ effectiveSamples = m_context->openglContext()->format().samples();
+
+ const bool needsNewFbo = !m_fbo || m_fbo->size() != m_size || m_fbo->format().internalTextureFormat() != m_format;
+ const bool mipmapGotEnabled = m_fbo && !m_fbo->format().mipmap() && m_mipmap;
+ const bool msaaGotEnabled = effectiveSamples > 1 && (!m_secondaryFbo || m_secondaryFbo->format().samples() != effectiveSamples);
+ const bool msaaGotDisabled = effectiveSamples <= 1 && m_secondaryFbo;
+
+ if (needsNewFbo || mipmapGotEnabled || msaaGotEnabled || msaaGotDisabled) {
+ if (!m_multisamplingChecked) {
+ if (effectiveSamples <= 1) {
+ m_multisampling = false;
+ } else {
+ QOpenGLExtensions *e = static_cast<QOpenGLExtensions *>(funcs);
+ m_multisampling = e->hasOpenGLExtension(QOpenGLExtensions::FramebufferMultisample)
+ && e->hasOpenGLExtension(QOpenGLExtensions::FramebufferBlit);
+ }
+ m_multisamplingChecked = true;
+ }
+ if (m_multisampling) {
+ // Don't delete the FBO right away in case it is used recursively.
+ deleteFboLater = true;
+ delete m_secondaryFbo;
+ QOpenGLFramebufferObjectFormat format;
+
+ format.setInternalTextureFormat(m_format);
+ format.setSamples(effectiveSamples);
+ m_secondaryFbo = new QOpenGLFramebufferObject(m_size, format);
+ m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo);
+ } else {
+ QOpenGLFramebufferObjectFormat format;
+ format.setInternalTextureFormat(m_format);
+ format.setMipmap(m_mipmap);
+ if (m_recursive) {
+ deleteFboLater = true;
+ delete m_secondaryFbo;
+ m_secondaryFbo = new QOpenGLFramebufferObject(m_size, format);
+ funcs->glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
+ updateBindOptions(true);
+ m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo);
+ } else {
+ delete m_fbo;
+ delete m_secondaryFbo;
+ m_fbo = new QOpenGLFramebufferObject(m_size, format);
+ m_secondaryFbo = nullptr;
+ funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
+ updateBindOptions(true);
+ m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_fbo);
+ }
+ }
+ }
+
+ if (m_recursive && !m_secondaryFbo) {
+ // m_fbo already created, m_recursive was just set.
+ Q_ASSERT(m_fbo);
+ Q_ASSERT(!m_multisampling);
+
+ m_secondaryFbo = new QOpenGLFramebufferObject(m_size, m_fbo->format());
+ funcs->glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
+ updateBindOptions(true);
+ }
+
+ // Render texture.
+ root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update.
+ m_renderer->nodeChanged(root, QSGNode::DirtyForceUpdate); // Force render list update.
+
+#ifdef QSG_DEBUG_FBO_OVERLAY
+ if (qmlFboOverlay()) {
+ if (!m_debugOverlay)
+ m_debugOverlay = new QSGSimpleRectNode();
+ m_debugOverlay->setRect(QRectF(0, 0, m_size.width(), m_size.height()));
+ m_debugOverlay->setColor(QColor(0xff, 0x00, 0x80, 0x40));
+ root->appendChildNode(m_debugOverlay);
+ }
+#endif
+
+ m_dirtyTexture = false;
+
+ m_renderer->setDeviceRect(m_size);
+ m_renderer->setViewportRect(m_size);
+ QRectF mirrored(m_mirrorHorizontal ? m_rect.right() : m_rect.left(),
+ m_mirrorVertical ? m_rect.bottom() : m_rect.top(),
+ m_mirrorHorizontal ? -m_rect.width() : m_rect.width(),
+ m_mirrorVertical ? -m_rect.height() : m_rect.height());
+ m_renderer->setProjectionMatrixToRect(mirrored, false);
+ m_renderer->setClearColor(Qt::transparent);
+
+ if (m_multisampling) {
+ m_renderer->renderScene(BindableFbo(m_secondaryFbo, m_depthStencilBuffer.data()));
+
+ if (deleteFboLater) {
+ delete m_fbo;
+ QOpenGLFramebufferObjectFormat format;
+ format.setInternalTextureFormat(m_format);
+ format.setAttachment(QOpenGLFramebufferObject::NoAttachment);
+ format.setMipmap(m_mipmap);
+ format.setSamples(0);
+ m_fbo = new QOpenGLFramebufferObject(m_size, format);
+ funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
+ updateBindOptions(true);
+ }
+
+ QRect r(QPoint(), m_size);
+ QOpenGLFramebufferObject::blitFramebuffer(m_fbo, r, m_secondaryFbo, r);
+ } else {
+ if (m_recursive) {
+ m_renderer->renderScene(BindableFbo(m_secondaryFbo, m_depthStencilBuffer.data()));
+
+ if (deleteFboLater) {
+ delete m_fbo;
+ QOpenGLFramebufferObjectFormat format;
+ format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
+ format.setInternalTextureFormat(m_format);
+ format.setMipmap(m_mipmap);
+ m_fbo = new QOpenGLFramebufferObject(m_size, format);
+ funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
+ updateBindOptions(true);
+ }
+ qSwap(m_fbo, m_secondaryFbo);
+ } else {
+ m_renderer->renderScene(BindableFbo(m_fbo, m_depthStencilBuffer.data()));
+ }
+ }
+
+ if (m_mipmap) {
+ funcs->glBindTexture(GL_TEXTURE_2D, textureId());
+ funcs->glGenerateMipmap(GL_TEXTURE_2D);
+ }
+
+ root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip, opacity and render list update.
+
+#ifdef QSG_DEBUG_FBO_OVERLAY
+ if (qmlFboOverlay())
+ root->removeChildNode(m_debugOverlay);
+#endif
+ if (m_recursive)
+ markDirtyTexture(); // Continuously update if 'live' and 'recursive'.
+}
+
+QImage QSGOpenGLLayer::toImage() const
+{
+ if (m_fbo)
+ return m_fbo->toImage();
+
+ return QImage();
+}
+
+QRectF QSGOpenGLLayer::normalizedTextureSubRect() const
+{
+ return QRectF(m_mirrorHorizontal ? 1 : 0,
+ m_mirrorVertical ? 0 : 1,
+ m_mirrorHorizontal ? -1 : 1,
+ m_mirrorVertical ? 1 : -1);
+}
+
+#include "moc_qsgopengllayer_p.cpp"