/**************************************************************************** ** ** 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 "qquickrendercontrol.h" #include "qquickrendercontrol_p.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE /*! \class QQuickRenderControl \brief The QQuickRenderControl class provides a mechanism for rendering the Qt Quick scenegraph onto an offscreen render target in a fully application-controlled manner. \since 5.4 QQuickWindow and QQuickView and their associated internal render loops render the Qt Quick scene onto a native window. In some cases, for example when integrating with 3rd party OpenGL, Vulkan, Metal, or Direct 3D renderers, it can be useful to get the scene into a texture that can then be used in arbitrary ways by the external rendering engine. Such a mechanism is also essential when integrating with a VR framework. QQuickRenderControl makes this possible in a hardware accelerated manner, unlike the performance-wise limited alternative of using QQuickWindow::grabWindow() When using a QQuickRenderControl, the QQuickWindow does not have to be shown or even created at all. This means there will not be an underlying native window for it. Instead, the QQuickWindow instance is associated with the render control, using the overload of the QQuickWindow constructor, and a texture or image object specified via QQuickWindow::setRenderTarget(). Management of the graphics devices, contexts, image and texture objects is up to the application. The device or context that will be used by Qt Quick must be created before calling initialize(). The creation of the the texture object can be deferred, see below. Qt 5.4 introduces the ability for QOpenGLContext to adopt existing native contexts. Together with QQuickRenderControl this makes it possible to create a QOpenGLContext that shares with an external rendering engine's existing context. This new QOpenGLContext can then be used to render the Qt Quick scene into a texture that is accessible by the other engine's context too. For Vulkan, Metal, and Direct 3D there are no Qt-provided wrappers for device objects, so existing ones can be passed as-is via QQuickWindow::setGraphicsDevice(). Loading and instantiation of the QML components happen by using a QQmlEngine. Once the root object is created, it will need to be parented to the QQuickWindow's contentItem(). Applications will usually have to connect to 4 important signals: \list \li QQuickWindow::sceneGraphInitialized() Emitted at some point after calling QQuickRenderControl::initialize(). Upon this signal, the application is expected to create its framebuffer object and associate it with the QQuickWindow. \li QQuickWindow::sceneGraphInvalidated() When the scenegraph resources are released, the framebuffer object can be destroyed too. \li QQuickRenderControl::renderRequested() Indicates that the scene has to be rendered by calling render(). After making the context current, applications are expected to call render(). \li QQuickRenderControl::sceneChanged() Indicates that the scene has changed meaning that, before rendering, polishing and synchronizing is also necessary. \endlist To send events, for example mouse or keyboard events, to the scene, use QCoreApplication::sendEvent() with the QQuickWindow instance as the receiver. \note In general QQuickRenderControl is supported in combination with all Qt Quick backends. However, some functionality, in particular grab(), may not be available in all cases. \inmodule QtQuick */ QSGContext *QQuickRenderControlPrivate::sg = nullptr; QQuickRenderControlPrivate::QQuickRenderControlPrivate(QQuickRenderControl *renderControl) : q(renderControl), initialized(false), window(nullptr), rhi(nullptr), cb(nullptr), offscreenSurface(nullptr), sampleCount(1) { if (!sg) { qAddPostRoutine(cleanup); sg = QSGContext::createDefaultContext(); } rc = sg->createRenderContext(); } void QQuickRenderControlPrivate::cleanup() { delete sg; sg = nullptr; } /*! Constructs a QQuickRenderControl object, with parent object \a parent. */ QQuickRenderControl::QQuickRenderControl(QObject *parent) : QObject(*(new QQuickRenderControlPrivate(this)), parent) { } /*! Destroys the instance. Releases all scenegraph resources. \sa invalidate() */ QQuickRenderControl::~QQuickRenderControl() { Q_D(QQuickRenderControl); invalidate(); if (d->window) QQuickWindowPrivate::get(d->window)->renderControl = nullptr; // It is likely that the cleanup in windowDestroyed() is not called since // the standard pattern is to destroy the rendercontrol before the QQuickWindow. // Do it here. d->windowDestroyed(); delete d->rc; d->resetRhi(); } void QQuickRenderControlPrivate::windowDestroyed() { if (window) { QQuickWindowPrivate *cd = QQuickWindowPrivate::get(window); cd->cleanupNodesOnShutdown(); rc->invalidate(); QQuickWindowPrivate::get(window)->animationController.reset(); #if QT_CONFIG(quick_shadereffect) QSGRhiShaderEffectNode::cleanupMaterialTypeCache(); #endif window = nullptr; } } /*! Prepares rendering the Qt Quick scene outside the GUI thread. \a targetThread specifies the thread on which synchronization and rendering will happen. There is no need to call this function in a single threaded scenario. */ void QQuickRenderControl::prepareThread(QThread *targetThread) { Q_D(QQuickRenderControl); d->rc->moveToThread(targetThread); QQuickWindowPrivate::get(d->window)->animationController->moveToThread(targetThread); } /*! Sets the number of samples to use for multisampling. When \a sampleCount is 0 or 1, multisampling is disabled. \note This function is always used in combination with a multisample render target, which means \a sampleCount must match the sample count passed to QQuickRenderTarget::fromNativeTexture(), which in turn must match the sample count of the native texture. \since 6.0 \sa initialize(), QQuickRenderTarget */ void QQuickRenderControl::setSamples(int sampleCount) { Q_D(QQuickRenderControl); d->sampleCount = qMax(1, sampleCount); } /*! \return the current sample count. 1 or 0 means no multisampling. \since 6.0 */ int QQuickRenderControl::samples() const { Q_D(const QQuickRenderControl); return d->sampleCount; } /*! Initializes the scene graph resources. When using a graphics API, such as Vulkan, Metal, OpenGL, or Direct3D, for Qt Quick rendering, QQuickRenderControl will set up an appropriate rendering engine when this function is called. This rendering infrastructure exists as long as the QQuickRenderControl exists. To control what graphics API Qt Quick uses, call QQuickWindow::setGraphicsApi() with one of the QSGRendererInterface:GraphicsApi constants. That must be done before calling this function. To prevent the scenegraph from creating its own device and context objects, specify an appropriate QQuickGraphicsDevice, wrapping existing graphics objects, by calling QQuickWindow::setGraphicsDevice(). To configure which device extensions to enable (for example, for Vulkan), call QQuickWindow::setGraphicsConfiguration() before this function. \note When using Vulkan, QQuickRenderControl does not create a QVulkanInstance automatically. Rather, it is the application's responsibility to create a suitable QVulkanInstance and \l{QWindow::setVulkanInstance()}{associate it} with the QQuickWindow. Returns \c true on success, \c false otherwise. \note This function does not need to be, and must not be, called when using the \c software adaptation of Qt Quick. \since 6.0 \sa QQuickRenderTarget, QQuickGraphicsDevice */ bool QQuickRenderControl::initialize() { Q_D(QQuickRenderControl); if (!d->window) { qWarning("QQuickRenderControl::initialize called with no associated window"); return false; } if (!d->initRhi()) return false; QQuickWindowPrivate *wd = QQuickWindowPrivate::get(d->window); wd->rhi = d->rhi; QSGDefaultRenderContext *renderContext = qobject_cast(d->rc); if (renderContext) { QSGDefaultRenderContext::InitParams params; params.rhi = d->rhi; params.sampleCount = d->sampleCount; params.initialSurfacePixelSize = d->window->size() * d->window->effectiveDevicePixelRatio(); params.maybeSurface = d->window; renderContext->initialize(¶ms); } else { qWarning("QRhi is only compatible with default adaptation"); return false; } return true; } /*! This function should be called as late as possible before sync(). In a threaded scenario, rendering can happen in parallel with this function. */ void QQuickRenderControl::polishItems() { Q_D(QQuickRenderControl); if (!d->window) return; QQuickWindowPrivate *cd = QQuickWindowPrivate::get(d->window); cd->flushFrameSynchronousEvents(); if (!d->window) return; cd->polishItems(); emit d->window->afterAnimating(); } /*! This function is used to synchronize the QML scene with the rendering scene graph. If a dedicated render thread is used, the GUI thread should be blocked for the duration of this call. \return \e true if the synchronization changed the scene graph. */ bool QQuickRenderControl::sync() { Q_D(QQuickRenderControl); if (!d->window) return false; QQuickWindowPrivate *cd = QQuickWindowPrivate::get(d->window); // we may not have a d->rhi (software backend) hence the check is important if (d->rhi) { if (!d->rhi->isRecordingFrame()) { qWarning("QQuickRenderControl can only sync when beginFrame() has been called"); return false; } if (!d->cb) { qWarning("QQuickRenderControl cannot be used with QRhi when no QRhiCommandBuffer is provided"); return false; } cd->setCustomCommandBuffer(d->cb); } cd->syncSceneGraph(); d->rc->endSync(); return true; } /*! Stop rendering and release resources. This is the equivalent of the cleanup operations that happen with a real QQuickWindow when the window becomes hidden. This function is called from the destructor. Therefore there will typically be no need to call it directly. Once invalidate() has been called, it is possible to reuse the QQuickRenderControl instance by calling initialize() again. \note This function does not take QQuickWindow::persistentSceneGraph() or QQuickWindow::persistentGraphics() into account. This means that context-specific resources are always released. */ void QQuickRenderControl::invalidate() { Q_D(QQuickRenderControl); if (!d->window) return; QQuickWindowPrivate *cd = QQuickWindowPrivate::get(d->window); cd->fireAboutToStop(); cd->cleanupNodesOnShutdown(); if (!d->initialized) return; // We must invalidate since the context can potentially be destroyed by the // application right after returning from this function. Invalidating is // also essential to allow a subsequent initialize() to succeed. d->rc->invalidate(); d->initialized = false; } /*! Renders the scenegraph using the current context. */ void QQuickRenderControl::render() { Q_D(QQuickRenderControl); if (!d->window) return; QQuickWindowPrivate *cd = QQuickWindowPrivate::get(d->window); // we may not have a d->rhi (software backend) hence the check is important if (d->rhi) { if (!d->rhi->isRecordingFrame()) { qWarning("QQuickRenderControl can only render when beginFrame() has been called"); return; } if (!d->cb) { qWarning("QQuickRenderControl cannot be used with QRhi when no QRhiCommandBuffer is provided"); return; } cd->setCustomCommandBuffer(d->cb); } cd->renderSceneGraph(d->window->size()); } /*! \fn void QQuickRenderControl::renderRequested() This signal is emitted when the scene graph needs to be rendered. It is not necessary to call sync(). \note Avoid triggering rendering directly when this signal is emitted. Instead, prefer deferring it by using a timer for example. This will lead to better performance. */ /*! \fn void QQuickRenderControl::sceneChanged() This signal is emitted when the scene graph is updated, meaning that polishItems() and sync() needs to be called. If sync() returns true, then render() needs to be called. \note Avoid triggering polishing, synchronization and rendering directly when this signal is emitted. Instead, prefer deferring it by using a timer for example. This will lead to better performance. */ QImage QQuickRenderControlPrivate::grab() { if (!window) return QImage(); QImage grabContent; if (rhi) { // As documented by QQuickWindow::grabWindow(): Nothing to do here, we // do not support "grabbing" with an application-provided render target // in Qt 6. (with the exception of the software backend because that // does not support custom render targets, so the grab implementation // here is still valuable) #if QT_CONFIG(thread) } else if (window->rendererInterface()->graphicsApi() == QSGRendererInterface::Software) { QQuickWindowPrivate *cd = QQuickWindowPrivate::get(window); cd->polishItems(); cd->syncSceneGraph(); QSGSoftwareRenderer *softwareRenderer = static_cast(cd->renderer); if (softwareRenderer) { const qreal dpr = window->effectiveDevicePixelRatio(); const QSize imageSize = window->size() * dpr; grabContent = QImage(imageSize, QImage::Format_ARGB32_Premultiplied); grabContent.setDevicePixelRatio(dpr); QPaintDevice *prevDev = softwareRenderer->currentPaintDevice(); softwareRenderer->setCurrentPaintDevice(&grabContent); softwareRenderer->markDirty(); rc->endSync(); q->render(); softwareRenderer->setCurrentPaintDevice(prevDev); } #endif } else { qWarning("QQuickRenderControl: grabs are not supported with the current Qt Quick backend"); } return grabContent; } void QQuickRenderControlPrivate::update() { Q_Q(QQuickRenderControl); emit q->renderRequested(); } void QQuickRenderControlPrivate::maybeUpdate() { Q_Q(QQuickRenderControl); emit q->sceneChanged(); } /*! \fn QWindow *QQuickRenderControl::renderWindow(QPoint *offset) Reimplemented in subclasses to return the real window this render control is rendering into. If \a offset in non-null, it is set to the offset of the control inside the window. \note While not mandatory, reimplementing this function becomes essential for supporting multiple screens with different device pixel ratios and properly positioning popup windows opened from QML. Therefore providing it in subclasses is highly recommended. */ /*! Returns the real window that \a win is being rendered to, if any. If \a offset in non-null, it is set to the offset of the rendering inside its window. */ QWindow *QQuickRenderControl::renderWindowFor(QQuickWindow *win, QPoint *offset) { if (!win) return nullptr; QQuickRenderControl *rc = QQuickWindowPrivate::get(win)->renderControl; if (rc) return rc->renderWindow(offset); return nullptr; } /*! \return the QQuickWindow this QQuickRenderControl is associated with. \note A QQuickRenderControl gets associated with a QQuickWindow when constructing the QQuickWindow. The return value from this function is null before that point. \since 6.0 */ QQuickWindow *QQuickRenderControl::window() const { Q_D(const QQuickRenderControl); return d->window; } /*! Specifies the start of a graphics frame. Calls to sync() or render() must be enclosed by calls to beginFrame() and endFrame(). Unlike the earlier OpenGL-only world of Qt 5, rendering with other graphics APIs requires more well-defined points of starting and ending a frame. When manually driving the rendering loop via QQuickRenderControl, it now falls to the user of QQuickRenderControl to specify these points. A typical update step, including initialization of rendering into an existing texture, could like like the following. The example snippet assumes Direct3D 11 but the same concepts apply other graphics APIs as well. \badcode if (!m_quickInitialized) { m_quickWindow->setGraphicsDevice(QQuickGraphicsDevice::fromDeviceAndContext(m_engine->device(), m_engine->context())); if (!m_renderControl->initialize()) qWarning("Failed to initialize redirected Qt Quick rendering"); m_quickWindow->setRenderTarget(QQuickRenderTarget::fromNativeTexture({ quint64(m_res.texture), 0 }, QSize(QML_WIDTH, QML_HEIGHT), SAMPLE_COUNT)); m_quickInitialized = true; } m_renderControl->polishItems(); m_renderControl->beginFrame(); m_renderControl->sync(); m_renderControl->render(); m_renderControl->endFrame(); // Qt Quick's rendering commands are submitted to the device context here \endcode \since 6.0 \sa endFrame(), initialize(), sync(), render(), QQuickGraphicsDevice, QQuickRenderTarget */ void QQuickRenderControl::beginFrame() { Q_D(QQuickRenderControl); if (!d->rhi || d->rhi->isRecordingFrame()) return; emit d->window->beforeFrameBegin(); d->rhi->beginOffscreenFrame(&d->cb); } /*! Specifies the end of a graphics frame. Calls to sync() or render() must be enclosed by calls to beginFrame() and endFrame(). When this function is called, any graphics commands enqueued by the scenegraph are submitted to the context or command queue, whichever is applicable. \since 6.0 \sa beginFrame(), initialize(), sync(), render(), QQuickGraphicsDevice, QQuickRenderTarget */ void QQuickRenderControl::endFrame() { Q_D(QQuickRenderControl); if (!d->rhi || !d->rhi->isRecordingFrame()) return; d->rhi->endOffscreenFrame(); d->cb = nullptr; emit d->window->afterFrameEnd(); } bool QQuickRenderControlPrivate::initRhi() { // initialize() - invalidate() - initialize() uses the QRhi the first // initialize() created, so if already exists, we are done if (rhi) return true; QSGRhiSupport *rhiSupport = QSGRhiSupport::instance(); // sanity check for Vulkan #if QT_CONFIG(vulkan) if (rhiSupport->rhiBackend() == QRhi::Vulkan && !window->vulkanInstance()) { qWarning("QQuickRenderControl: No QVulkanInstance set for QQuickWindow, cannot initialize"); return false; } #endif // for OpenGL if (!offscreenSurface) offscreenSurface = rhiSupport->maybeCreateOffscreenSurface(window); rhi = rhiSupport->createRhi(window, offscreenSurface); if (!rhi) { qWarning("QQuickRenderControl: Failed to initialize QRhi"); return false; } return true; } void QQuickRenderControlPrivate::resetRhi() { delete rhi; rhi = nullptr; delete offscreenSurface; offscreenSurface = nullptr; } QT_END_NAMESPACE #include "moc_qquickrendercontrol.cpp"