/**************************************************************************** ** ** 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 "qsgsoftwarelayer_p.h" #include "qsgsoftwarecontext_p.h" #include "qsgsoftwarepixmaprenderer_p.h" QT_BEGIN_NAMESPACE QSGSoftwareLayer::QSGSoftwareLayer(QSGRenderContext *renderContext) : m_item(0) , m_context(renderContext) , m_renderer(0) , m_device_pixel_ratio(1) , m_mirrorHorizontal(false) , m_mirrorVertical(true) , m_live(true) , m_grab(true) , m_recursive(false) , m_dirtyTexture(true) { } QSGSoftwareLayer::~QSGSoftwareLayer() { invalidated(); } int QSGSoftwareLayer::textureId() const { return 0; } QSize QSGSoftwareLayer::textureSize() const { return m_pixmap.size(); } bool QSGSoftwareLayer::hasAlphaChannel() const { return m_pixmap.hasAlphaChannel(); } bool QSGSoftwareLayer::hasMipmaps() const { return false; } void QSGSoftwareLayer::bind() { } bool QSGSoftwareLayer::updateTexture() { bool doGrab = (m_live || m_grab) && m_dirtyTexture; if (doGrab) grab(); if (m_grab) emit scheduledUpdateCompleted(); m_grab = false; return doGrab; } void QSGSoftwareLayer::setItem(QSGNode *item) { if (item == m_item) return; m_item = item; if (m_live && !m_item) m_pixmap = QPixmap(); markDirtyTexture(); } void QSGSoftwareLayer::setRect(const QRectF &rect) { if (rect == m_rect) return; m_rect = rect; markDirtyTexture(); } void QSGSoftwareLayer::setSize(const QSize &size) { if (size == m_size) return; m_size = size; if (m_live && m_size.isNull()) m_pixmap = QPixmap(); markDirtyTexture(); } void QSGSoftwareLayer::scheduleUpdate() { if (m_grab) return; m_grab = true; if (m_dirtyTexture) { emit updateRequested(); } } QImage QSGSoftwareLayer::toImage() const { return m_pixmap.toImage(); } void QSGSoftwareLayer::setLive(bool live) { if (live == m_live) return; m_live = live; if (m_live && (!m_item || m_size.isNull())) m_pixmap = QPixmap(); markDirtyTexture(); } void QSGSoftwareLayer::setRecursive(bool recursive) { m_recursive = recursive; } void QSGSoftwareLayer::setFormat(uint) { } void QSGSoftwareLayer::setHasMipmaps(bool) { } void QSGSoftwareLayer::setDevicePixelRatio(qreal ratio) { m_device_pixel_ratio = ratio; } void QSGSoftwareLayer::setMirrorHorizontal(bool mirror) { if (m_mirrorHorizontal == mirror) return; m_mirrorHorizontal = mirror; markDirtyTexture(); } void QSGSoftwareLayer::setMirrorVertical(bool mirror) { if (m_mirrorVertical == mirror) return; m_mirrorVertical = mirror; markDirtyTexture(); } void QSGSoftwareLayer::markDirtyTexture() { m_dirtyTexture = true; if (m_live || m_grab) { emit updateRequested(); } } void QSGSoftwareLayer::invalidated() { delete m_renderer; m_renderer = 0; } void QSGSoftwareLayer::grab() { if (!m_item || m_size.isNull()) { m_pixmap = QPixmap(); 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 = new QSGSoftwarePixmapRenderer(m_context); connect(m_renderer, SIGNAL(sceneGraphChanged()), this, SLOT(markDirtyTexture())); } m_renderer->setDevicePixelRatio(m_device_pixel_ratio); m_renderer->setRootNode(static_cast(root)); if (m_pixmap.size() != m_size) { m_pixmap = QPixmap(m_size); m_pixmap.setDevicePixelRatio(m_device_pixel_ratio); // This fill here is wasteful, but necessary because it is the only way // to force a QImage based pixmap to have an alpha channel. m_pixmap.fill(Qt::transparent); } // Render texture. root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update. m_renderer->nodeChanged(root, QSGNode::DirtyForceUpdate); // Force render list update. m_dirtyTexture = false; m_renderer->setDeviceRect(m_size); m_renderer->setViewportRect(m_size); QRect mirrored(m_mirrorHorizontal ? m_rect.right() * m_device_pixel_ratio : m_rect.left() * m_device_pixel_ratio, m_mirrorVertical ? m_rect.top() * m_device_pixel_ratio : m_rect.bottom() * m_device_pixel_ratio, m_mirrorHorizontal ? -m_rect.width() * m_device_pixel_ratio : m_rect.width() * m_device_pixel_ratio, m_mirrorVertical ? m_rect.height() * m_device_pixel_ratio : -m_rect.height() * m_device_pixel_ratio); m_renderer->setProjectionRect(mirrored); m_renderer->setClearColor(Qt::transparent); m_renderer->renderScene(); m_renderer->render(&m_pixmap); root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip, opacity and render list update. if (m_recursive) markDirtyTexture(); // Continuously update if 'live' and 'recursive'. } QT_END_NAMESPACE #include "moc_qsgsoftwarelayer_p.cpp"