/**************************************************************************** ** ** 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 "qsgrenderer_p.h" #include "qsgnodeupdater_p.h" #include #include #include QT_BEGIN_NAMESPACE static QElapsedTimer frameTimer; static qint64 preprocessTime; static qint64 updatePassTime; int qt_sg_envInt(const char *name, int defaultValue) { if (Q_LIKELY(!qEnvironmentVariableIsSet(name))) return defaultValue; bool ok = false; int value = qgetenv(name).toInt(&ok); return ok ? value : defaultValue; } /*! \class QSGRenderer \brief The renderer class is the abstract baseclass used for rendering the QML scene graph. The renderer is not tied to any particular surface. It expects a context to be current and will render into that surface according to how the device rect, viewport rect and projection transformation are set up. Rendering is a sequence of steps initiated by calling renderScene(). This will effectively draw the scene graph starting at the root node. The QSGNode::preprocess() function will be called for all the nodes in the graph, followed by an update pass which updates all matrices, opacity, clip states and similar in the graph. Because the update pass is called after preprocess, it is safe to modify the graph during preprocess. To run a custom update pass over the graph, install a custom QSGNodeUpdater using setNodeUpdater(). Once all the graphs dirty states are updated, the virtual render() function is called. The render() function is implemented by QSGRenderer subclasses to render the graph in the most optimal way for a given hardware. The renderer can make use of stencil, depth and color buffers in addition to the scissor rect. \internal */ QSGRenderer::QSGRenderer(QSGRenderContext *context) : m_current_opacity(1) , m_current_determinant(1) , m_device_pixel_ratio(1) , m_context(context) , m_current_uniform_data(nullptr) , m_current_resource_update_batch(nullptr) , m_rhi(nullptr) , m_rt(nullptr) , m_cb(nullptr) , m_rp_desc(nullptr) , m_external_rp_desc(nullptr) , m_node_updater(nullptr) , m_changed_emitted(false) , m_is_rendering(false) , m_is_preprocessing(false) { } QSGRenderer::~QSGRenderer() { setRootNode(nullptr); delete m_node_updater; } /*! Returns the node updater that this renderer uses to update states in the scene graph. If no updater is specified a default one is constructed. */ QSGNodeUpdater *QSGRenderer::nodeUpdater() const { if (!m_node_updater) const_cast(this)->m_node_updater = new QSGNodeUpdater(); return m_node_updater; } /*! Sets the node updater that this renderer uses to update states in the scene graph. This will delete and override any existing node updater */ void QSGRenderer::setNodeUpdater(QSGNodeUpdater *updater) { if (m_node_updater) delete m_node_updater; m_node_updater = updater; } bool QSGRenderer::isMirrored() const { QMatrix4x4 matrix = projectionMatrix(); // Mirrored relative to the usual Qt coordinate system with origin in the top left corner. return matrix(0, 0) * matrix(1, 1) - matrix(0, 1) * matrix(1, 0) > 0; } void QSGRenderer::renderScene() { if (!rootNode()) return; Q_TRACE_SCOPE(QSG_renderScene); m_is_rendering = true; bool profileFrames = QSG_LOG_TIME_RENDERER().isDebugEnabled(); if (profileFrames) frameTimer.start(); Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphRendererFrame); // The QML Profiler architecture is extremely fragile: we have to record a // hardcoded number of data points for each event, otherwise the view will // show weird things in Creator. So record a dummy Binding data point, even // though it is meaningless for our purposes. Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRendererFrame, QQuickProfiler::SceneGraphRendererBinding); qint64 renderTime = 0; preprocess(); Q_TRACE(QSG_render_entry); render(); if (profileFrames) renderTime = frameTimer.nsecsElapsed(); Q_TRACE(QSG_render_exit); Q_QUICK_SG_PROFILE_END(QQuickProfiler::SceneGraphRendererFrame, QQuickProfiler::SceneGraphRendererRender); m_is_rendering = false; m_changed_emitted = false; qCDebug(QSG_LOG_TIME_RENDERER, "time in renderer: total=%dms, preprocess=%d, updates=%d, rendering=%d", int(renderTime / 1000000), int(preprocessTime / 1000000), int((updatePassTime - preprocessTime) / 1000000), int((renderTime - updatePassTime) / 1000000)); } void QSGRenderer::prepareSceneInline() { if (!rootNode()) return; Q_ASSERT(!m_is_rendering); m_is_rendering = true; preprocess(); prepareInline(); } void QSGRenderer::renderSceneInline() { Q_ASSERT(m_is_rendering); renderInline(); m_is_rendering = false; m_changed_emitted = false; } /*! Updates internal data structures and emits the sceneGraphChanged() signal. If \a flags contains the QSGNode::DirtyNodeRemoved flag, the node might be in the process of being destroyed. It is then not safe to downcast the node pointer. */ void QSGRenderer::nodeChanged(QSGNode *node, QSGNode::DirtyState state) { if (state & QSGNode::DirtyNodeAdded) addNodesToPreprocess(node); if (state & QSGNode::DirtyNodeRemoved) removeNodesToPreprocess(node); if (state & QSGNode::DirtyUsePreprocess) { if (node->flags() & QSGNode::UsePreprocess) m_nodes_to_preprocess.insert(node); else m_nodes_to_preprocess.remove(node); } if (!m_changed_emitted && !m_is_rendering) { // Premature overoptimization to avoid excessive signal emissions m_changed_emitted = true; emit sceneGraphChanged(); } } void QSGRenderer::preprocess() { Q_TRACE(QSG_preprocess_entry); m_is_preprocessing = true; QSGRootNode *root = rootNode(); Q_ASSERT(root); // We need to take a copy here, in case any of the preprocess calls deletes a node that // is in the preprocess list and thus, changes the m_nodes_to_preprocess behind our backs // For the default case, when this does not happen, the cost is negligible. QSet items = m_nodes_to_preprocess; m_context->preprocess(); for (QSet::const_iterator it = items.constBegin(); it != items.constEnd(); ++it) { QSGNode *n = *it; // If we are currently preprocessing, check this node hasn't been // deleted or something. we don't want a use-after-free! if (m_nodes_dont_preprocess.contains(n)) // skip continue; if (!nodeUpdater()->isNodeBlocked(n, root)) { n->preprocess(); } } bool profileFrames = QSG_LOG_TIME_RENDERER().isDebugEnabled(); if (profileFrames) preprocessTime = frameTimer.nsecsElapsed(); Q_TRACE(QSG_preprocess_exit); Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRendererFrame, QQuickProfiler::SceneGraphRendererPreprocess); Q_TRACE(QSG_update_entry); nodeUpdater()->updateStates(root); if (profileFrames) updatePassTime = frameTimer.nsecsElapsed(); Q_TRACE(QSG_update_exit); Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRendererFrame, QQuickProfiler::SceneGraphRendererUpdate); m_is_preprocessing = false; m_nodes_dont_preprocess.clear(); } void QSGRenderer::addNodesToPreprocess(QSGNode *node) { for (QSGNode *c = node->firstChild(); c; c = c->nextSibling()) addNodesToPreprocess(c); if (node->flags() & QSGNode::UsePreprocess) m_nodes_to_preprocess.insert(node); } void QSGRenderer::removeNodesToPreprocess(QSGNode *node) { for (QSGNode *c = node->firstChild(); c; c = c->nextSibling()) removeNodesToPreprocess(c); if (node->flags() & QSGNode::UsePreprocess) { m_nodes_to_preprocess.remove(node); // If preprocessing *now*, mark the node as gone. if (m_is_preprocessing) m_nodes_dont_preprocess.insert(node); } } void QSGRenderer::prepareInline() { } void QSGRenderer::renderInline() { } /*! \class QSGNodeDumper \brief The QSGNodeDumper class provides a way of dumping a scene grahp to the console. This class is solely for debugging purposes. \internal */ void QSGNodeDumper::dump(QSGNode *n) { QSGNodeDumper dump; dump.visitNode(n); } void QSGNodeDumper::visitNode(QSGNode *n) { qDebug() << QByteArray(m_indent * 2, ' ').constData() << n; QSGNodeVisitor::visitNode(n); } void QSGNodeDumper::visitChildren(QSGNode *n) { ++m_indent; QSGNodeVisitor::visitChildren(n); --m_indent; } QT_END_NAMESPACE