/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 http://www.qt.io/terms-conditions. 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These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qquickrendercontrol.h" #include "qquickrendercontrol_p.h" #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE extern Q_GUI_EXPORT QImage qt_gl_read_framebuffer(const QSize &size, bool alpha_format, bool include_alpha); /*! \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 renderers, it might be beneficial to get the scene into a texture that can then be used in arbitrary ways by the external rendering engine. 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 an OpenGL framebuffer object by calling QQuickWindow::setRenderTarget(). Management of the context and framebuffer object is up to the application. The context that will be used by Qt Quick must be created before calling initialize(). The creation of the framebuffer 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. 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. \inmodule QtQuick */ QSGContext *QQuickRenderControlPrivate::sg = 0; QQuickRenderControlPrivate::QQuickRenderControlPrivate() : initialized(0), window(0) { if (!sg) { qAddPostRoutine(cleanup); sg = QSGContext::createDefaultContext(); } rc = new QSGRenderContext(sg); } void QQuickRenderControlPrivate::cleanup() { delete sg; sg = 0; } /*! Constructs a QQuickRenderControl object, with parent object \a parent. */ QQuickRenderControl::QQuickRenderControl(QObject *parent) : QObject(*(new QQuickRenderControlPrivate), parent) { } /*! Destroys the instance. Releases all scenegraph resources. \sa invalidate() */ QQuickRenderControl::~QQuickRenderControl() { Q_D(QQuickRenderControl); invalidate(); if (d->window) QQuickWindowPrivate::get(d->window)->renderControl = 0; // 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; } void QQuickRenderControlPrivate::windowDestroyed() { if (window) { rc->invalidate(); QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete); delete QQuickWindowPrivate::get(window)->animationController; QQuickWindowPrivate::get(window)->animationController = 0; window = 0; } } /*! 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); } /*! Initializes the scene graph resources. The context \a gl has to be the current context. \note Qt Quick does not take ownership of the context. It is up to the application to destroy it after a call to invalidate() or after the QQuickRenderControl instance is destroyed. */ void QQuickRenderControl::initialize(QOpenGLContext *gl) { Q_D(QQuickRenderControl); if (!d->window) { qWarning("QQuickRenderControl::initialize called with no associated window"); return; } if (QOpenGLContext::currentContext() != gl) { qWarning("QQuickRenderControl::initialize called with incorrect current context"); return; } // It is the caller's responsiblity to make a context/surface current. // It cannot be done here since the surface to use may not be the // surface belonging to window. In fact window may not have a native // window/surface at all. d->rc->initialize(gl); d->initialized = 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->flushDelayedTouchEvent(); if (!d->window) return; cd->polishItems(); } /*! 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); cd->syncSceneGraph(); // TODO: find out if the sync actually caused a scenegraph update. return true; } /*! Stop rendering and release resources. Requires a current context. 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. Pay attention however to the fact that this requires the context, that was passed to initialize(), to be the current one at the time of destroying the QQuickRenderControl instance. 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::persistentOpenGLContext() into account. This means that context-specific resources are always released. */ void QQuickRenderControl::invalidate() { Q_D(QQuickRenderControl); if (!d->initialized) return; if (!d->window) return; QQuickWindowPrivate *cd = QQuickWindowPrivate::get(d->window); cd->fireAboutToStop(); cd->cleanupNodesOnShutdown(); // 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); 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. */ /*! Grabs the contents of the scene and returns it as an image. \note Requires the context to be current. */ QImage QQuickRenderControl::grab() { Q_D(QQuickRenderControl); if (!d->window) return QImage(); render(); QImage grabContent = qt_gl_read_framebuffer(d->window->size() * d->window->effectiveDevicePixelRatio(), false, false); 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 0; QQuickRenderControl *rc = QQuickWindowPrivate::get(win)->renderControl; if (rc) return rc->renderWindow(offset); return 0; } QT_END_NAMESPACE