/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QSGRENDERER_P_H #define QSGRENDERER_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include "qsgabstractrenderer_p_p.h" #include "qsgnode.h" #include "qsgmaterial.h" #include QT_BEGIN_NAMESPACE class QSGNodeUpdater; class QRhiRenderTarget; class QRhiCommandBuffer; class QRhiRenderPassDescriptor; class QRhiResourceUpdateBatch; Q_QUICK_PRIVATE_EXPORT bool qsg_test_and_clear_fatal_render_error(); Q_QUICK_PRIVATE_EXPORT void qsg_set_fatal_renderer_error(); class Q_QUICK_PRIVATE_EXPORT QSGRenderer : public QSGAbstractRenderer { public: QSGRenderer(QSGRenderContext *context); virtual ~QSGRenderer(); // Accessed by QSGMaterial[Rhi]Shader::RenderState. QMatrix4x4 currentProjectionMatrix() const { return m_current_projection_matrix; } QMatrix4x4 currentModelViewMatrix() const { return m_current_model_view_matrix; } QMatrix4x4 currentCombinedMatrix() const { return m_current_projection_matrix * m_current_model_view_matrix; } qreal currentOpacity() const { return m_current_opacity; } qreal determinant() const { return m_current_determinant; } void setDevicePixelRatio(qreal ratio) { m_device_pixel_ratio = ratio; } qreal devicePixelRatio() const { return m_device_pixel_ratio; } QSGRenderContext *context() const { return m_context; } bool isMirrored() const; void renderScene() override; void prepareSceneInline() override; void renderSceneInline() override; void nodeChanged(QSGNode *node, QSGNode::DirtyState state) override; QSGNodeUpdater *nodeUpdater() const; void setNodeUpdater(QSGNodeUpdater *updater); inline QSGMaterialShader::RenderState state(QSGMaterialShader::RenderState::DirtyStates dirty) const; virtual void setVisualizationMode(const QByteArray &) { } virtual bool hasVisualizationModeWithContinuousUpdate() const { return false; } virtual void releaseCachedResources() { } virtual void invalidatePipelineCacheDependency(QRhiRenderPassDescriptor *) { } void clearChangedFlag() { m_changed_emitted = false; } // Accessed by QSGMaterialShader::RenderState. QByteArray *currentUniformData() const { return m_current_uniform_data; } QRhiResourceUpdateBatch *currentResourceUpdateBatch() const { return m_current_resource_update_batch; } QRhi *currentRhi() const { return m_rhi; } void setRenderTarget(QRhiRenderTarget *rt) { m_rt = rt; } QRhiRenderTarget *renderTarget() const { return m_rt; } void setCommandBuffer(QRhiCommandBuffer *cb) { m_cb = cb; } QRhiCommandBuffer *commandBuffer() const { return m_cb; } void setRenderPassDescriptor(QRhiRenderPassDescriptor *rpDesc) { m_rp_desc = rpDesc; } QRhiRenderPassDescriptor *renderPassDescriptor() const { return m_rp_desc; } void setExternalRenderPassDescriptor(QRhiRenderPassDescriptor *rpDesc) { if (m_external_rp_desc) { // Changes will be rare in practice - one has to construct a // dynamic Quick 3D scene with reparenting involved for that. Play // nice nonetheless and invalidate as soon as possible. if (m_external_rp_desc != rpDesc) invalidatePipelineCacheDependency(m_external_rp_desc); } m_rp_desc = rpDesc; m_external_rp_desc = rpDesc; } void setRenderPassRecordingCallbacks(QSGRenderContext::RenderPassCallback start, QSGRenderContext::RenderPassCallback end, void *userData) { m_renderPassRecordingCallbacks.start = start; m_renderPassRecordingCallbacks.end = end; m_renderPassRecordingCallbacks.userData = userData; } protected: virtual void render() = 0; virtual void prepareInline(); virtual void renderInline(); virtual void preprocess(); void addNodesToPreprocess(QSGNode *node); void removeNodesToPreprocess(QSGNode *node); QMatrix4x4 m_current_projection_matrix; // includes adjustment, where applicable, so can be treated as Y up in NDC always QMatrix4x4 m_current_projection_matrix_native_ndc; // Vulkan has Y down in normalized device coordinates, others Y up... QMatrix4x4 m_current_model_view_matrix; qreal m_current_opacity; qreal m_current_determinant; qreal m_device_pixel_ratio; QSGRenderContext *m_context; QByteArray *m_current_uniform_data; QRhiResourceUpdateBatch *m_current_resource_update_batch; QRhi *m_rhi; QRhiRenderTarget *m_rt; QRhiCommandBuffer *m_cb; QRhiRenderPassDescriptor *m_rp_desc; QRhiRenderPassDescriptor *m_external_rp_desc; struct { QSGRenderContext::RenderPassCallback start = nullptr; QSGRenderContext::RenderPassCallback end = nullptr; void *userData = nullptr; } m_renderPassRecordingCallbacks; private: QSGNodeUpdater *m_node_updater; QSet m_nodes_to_preprocess; QSet m_nodes_dont_preprocess; uint m_changed_emitted : 1; uint m_is_rendering : 1; uint m_is_preprocessing : 1; }; QSGMaterialShader::RenderState QSGRenderer::state(QSGMaterialShader::RenderState::DirtyStates dirty) const { QSGMaterialShader::RenderState s; s.m_dirty = dirty; s.m_data = this; return s; } class Q_QUICK_PRIVATE_EXPORT QSGNodeDumper : public QSGNodeVisitor { public: static void dump(QSGNode *n); QSGNodeDumper() {} void visitNode(QSGNode *n) override; void visitChildren(QSGNode *n) override; private: int m_indent = 0; }; QT_END_NAMESPACE #endif