/**************************************************************************** ** ** 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 "qsgd3d12rendercontext_p.h" #include "qsgd3d12renderer_p.h" #include "qsgd3d12texture_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) QSGD3D12RenderContext::QSGD3D12RenderContext(QSGContext *ctx) : QSGRenderContext(ctx) { } bool QSGD3D12RenderContext::isValid() const { // The render thread sets an engine when it starts up and resets when it // quits. The rc is initialized and functional between those two points, // regardless of any calls to invalidate(). See setEngine(). return m_engine != nullptr; } void QSGD3D12RenderContext::initialize(void *) { if (m_initialized) return; m_initialized = true; emit initialized(); } void QSGD3D12RenderContext::invalidate() { if (!m_initialized) return; m_initialized = false; if (Q_UNLIKELY(debug_render())) qDebug("rendercontext invalidate engine %p, %d/%d/%d", m_engine, m_texturesToDelete.count(), m_textures.count(), m_fontEnginesToClean.count()); qDeleteAll(m_texturesToDelete); m_texturesToDelete.clear(); qDeleteAll(m_textures); m_textures.clear(); for (QSet::const_iterator it = m_fontEnginesToClean.constBegin(), end = m_fontEnginesToClean.constEnd(); it != end; ++it) { (*it)->clearGlyphCache(m_engine); if (!(*it)->ref.deref()) delete *it; } m_fontEnginesToClean.clear(); m_sg->renderContextInvalidated(this); emit invalidated(); } QSGTexture *QSGD3D12RenderContext::createTexture(const QImage &image, uint flags) const { Q_ASSERT(m_engine); QSGD3D12Texture *t = new QSGD3D12Texture(m_engine); t->create(image, flags); return t; } QSGRenderer *QSGD3D12RenderContext::createRenderer() { return new QSGD3D12Renderer(this); } int QSGD3D12RenderContext::maxTextureSize() const { return 16384; // D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION } void QSGD3D12RenderContext::renderNextFrame(QSGRenderer *renderer, uint fbo) { static_cast(renderer)->renderScene(fbo); } void QSGD3D12RenderContext::setEngine(QSGD3D12Engine *engine) { if (m_engine == engine) return; m_engine = engine; if (m_engine) initialize(nullptr); } QSGRendererInterface::GraphicsApi QSGD3D12RenderContext::graphicsApi() const { return Direct3D12; } void *QSGD3D12RenderContext::getResource(QQuickWindow *window, Resource resource) const { if (!m_engine) { qWarning("getResource: No D3D12 engine available yet (window not exposed?)"); return nullptr; } // window can be ignored since the rendercontext and engine are both per window return m_engine->getResource(window, resource); } QSGRendererInterface::ShaderType QSGD3D12RenderContext::shaderType() const { return HLSL; } QSGRendererInterface::ShaderCompilationTypes QSGD3D12RenderContext::shaderCompilationType() const { return RuntimeCompilation | OfflineCompilation; } QSGRendererInterface::ShaderSourceTypes QSGD3D12RenderContext::shaderSourceType() const { return ShaderSourceString | ShaderSourceFile | ShaderByteCode; } QT_END_NAMESPACE