/**************************************************************************** ** ** 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 "qsgd3d12layer_p.h" #include "qsgd3d12rendercontext_p.h" #include "qsgd3d12engine_p.h" #include "qsgd3d12renderer_p.h" QT_BEGIN_NAMESPACE // NOTE: Avoid categorized logging. It is slow. #define DECLARE_DEBUG_VAR(variable) \ static bool debug_ ## variable() \ { static bool value = qgetenv("QSG_RENDERER_DEBUG").contains(QT_STRINGIFY(variable)); return value; } DECLARE_DEBUG_VAR(render) QSGD3D12Layer::QSGD3D12Layer(QSGD3D12RenderContext *rc) : QSGLayer(*(new QSGD3D12LayerPrivate)), m_rc(rc) { if (Q_UNLIKELY(debug_render())) qDebug("new layer %p", this); } QSGD3D12Layer::~QSGD3D12Layer() { if (Q_UNLIKELY(debug_render())) qDebug("destroying layer %p", this); cleanup(); } // QSGTexture int QSGD3D12Layer::textureId() const { return m_rt; // not a texture id per se but will do } int QSGD3D12LayerPrivate::comparisonKey() const { Q_Q(const QSGD3D12Layer); return q->m_rt; } QSize QSGD3D12Layer::textureSize() const { return m_size; } bool QSGD3D12Layer::hasAlphaChannel() const { return true; } bool QSGD3D12Layer::hasMipmaps() const { // mipmapped layers are not supported for now return false; } QRectF QSGD3D12Layer::normalizedTextureSubRect() const { return QRectF(m_mirrorHorizontal ? 1 : 0, m_mirrorVertical ? 0 : 1, m_mirrorHorizontal ? -1 : 1, m_mirrorVertical ? 1 : -1); } void QSGD3D12Layer::bind() { if (Q_UNLIKELY(debug_render())) qDebug("layer %p bind rt=%u", this, m_rt); QSGD3D12Engine *engine = m_rc->engine(); Q_ASSERT(m_rt); #ifndef QT_NO_DEBUG // Should not use the color buffer as a texture while it is the current render target. if (!m_recursive && engine->activeRenderTarget() == m_rt && engine->windowSamples() == 1) qWarning("ShaderEffectSource: \'recursive\' must be set to true when rendering recursively."); #endif engine->useRenderTargetAsTexture(m_rt); } // QSGDynamicTexture bool QSGD3D12Layer::updateTexture() { if (Q_UNLIKELY(debug_render())) qDebug("layer %p updateTexture", this); const bool doUpdate = (m_live || m_updateContentPending) && m_dirtyTexture; if (doUpdate) updateContent(); if (m_updateContentPending) { m_updateContentPending = false; emit scheduledUpdateCompleted(); } return doUpdate; } // QSGLayer void QSGD3D12Layer::setItem(QSGNode *item) { if (m_item == item) return; if (m_live && !item) resetRenderTarget(); m_item = item; markDirtyTexture(); } void QSGD3D12Layer::setRect(const QRectF &rect) { if (m_rect == rect) return; m_rect = rect; markDirtyTexture(); } void QSGD3D12Layer::setSize(const QSize &size) { if (m_size == size) return; if (m_live && size.isNull()) resetRenderTarget(); m_size = size; markDirtyTexture(); } void QSGD3D12Layer::scheduleUpdate() { if (m_updateContentPending) return; if (Q_UNLIKELY(debug_render())) qDebug("layer %p scheduleUpdate", this); m_updateContentPending = true; if (m_dirtyTexture) emit updateRequested(); } QImage QSGD3D12Layer::toImage() const { return m_rc->engine()->executeAndWaitReadbackRenderTarget(m_rt); } void QSGD3D12Layer::setLive(bool live) { if (m_live == live) return; if (live && (!m_item || m_size.isNull())) resetRenderTarget(); m_live = live; markDirtyTexture(); } void QSGD3D12Layer::setRecursive(bool recursive) { m_recursive = recursive; } void QSGD3D12Layer::setFormat(uint format) { Q_UNUSED(format); } void QSGD3D12Layer::setHasMipmaps(bool mipmap) { // mipmapped layers are not supported for now Q_UNUSED(mipmap); } void QSGD3D12Layer::setDevicePixelRatio(qreal ratio) { m_dpr = ratio; } void QSGD3D12Layer::setMirrorHorizontal(bool mirror) { m_mirrorHorizontal = mirror; } void QSGD3D12Layer::setMirrorVertical(bool mirror) { m_mirrorVertical = mirror; } void QSGD3D12Layer::markDirtyTexture() { if (Q_UNLIKELY(debug_render())) qDebug("layer %p markDirtyTexture", this); m_dirtyTexture = true; if (m_live || m_updateContentPending) emit updateRequested(); } void QSGD3D12Layer::invalidated() { cleanup(); } void QSGD3D12Layer::cleanup() { if (!m_renderer && !m_rt) return; if (Q_UNLIKELY(debug_render())) qDebug("layer %p cleanup renderer=%p rt=%u", this, m_renderer, m_rt); delete m_renderer; m_renderer = nullptr; resetRenderTarget(); } void QSGD3D12Layer::resetRenderTarget() { if (!m_rt) return; if (Q_UNLIKELY(debug_render())) qDebug("layer %p resetRenderTarget rt=%u", this, m_rt); m_rc->engine()->releaseRenderTarget(m_rt); m_rt = 0; if (m_secondaryRT) { m_rc->engine()->releaseRenderTarget(m_secondaryRT); m_secondaryRT = 0; } } void QSGD3D12Layer::updateContent() { if (Q_UNLIKELY(debug_render())) qDebug("layer %p updateContent", this); if (!m_item || m_size.isNull()) { resetRenderTarget(); 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_rc->createRenderer(); static_cast(m_renderer)->turnToLayerRenderer(); connect(m_renderer, &QSGRenderer::sceneGraphChanged, this, &QSGD3D12Layer::markDirtyTexture); } m_renderer->setDevicePixelRatio(m_dpr); m_renderer->setRootNode(static_cast(root)); QSGD3D12Engine *engine = m_rc->engine(); const uint sampleCount = engine->windowSamples(); const QVector4D clearColor; if (!m_rt || m_rtSize != m_size) { if (m_rt) resetRenderTarget(); m_rt = engine->genRenderTarget(); m_rtSize = m_size; if (Q_UNLIKELY(debug_render())) qDebug("new render target for layer %p, size=%dx%d, samples=%d", this, m_size.width(), m_size.height(), sampleCount); engine->createRenderTarget(m_rt, m_rtSize, clearColor, sampleCount); // For multisampling the resolving via an extra non-ms color buffer is // handled internally in the engine, no need to worry about it here. } if (m_recursive && !m_secondaryRT && sampleCount == 1) { m_secondaryRT = engine->genRenderTarget(); engine->createRenderTarget(m_secondaryRT, m_rtSize, clearColor, sampleCount); } m_dirtyTexture = false; m_renderer->setDeviceRect(m_size); m_renderer->setViewportRect(m_size); // Note that the handling of vertical mirroring differs from OpenGL here // due to y running top-bottom with D3D as opposed to bottom-top with GL. // The common parts of Quick follow OpenGL so vertical mirroring is // typically enabled. QRectF mirrored(m_mirrorHorizontal ? m_rect.right() : m_rect.left(), m_mirrorVertical ? m_rect.top() : m_rect.bottom(), m_mirrorHorizontal ? -m_rect.width() : m_rect.width(), m_mirrorVertical ? m_rect.height() : -m_rect.height()); m_renderer->setProjectionMatrixToRect(mirrored); m_renderer->setClearColor(Qt::transparent); if (!m_recursive || sampleCount > 1) { m_renderer->renderScene(m_rt); } else { m_renderer->renderScene(m_secondaryRT); qSwap(m_rt, m_secondaryRT); } if (m_recursive) markDirtyTexture(); // Continuously update if 'live' and 'recursive'. } QT_END_NAMESPACE