// Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #ifndef QSGCONTEXT_H #define QSGCONTEXT_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 #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE class QSGContextPrivate; class QSGInternalRectangleNode; class QSGInternalImageNode; class QSGPainterNode; class QSGGlyphNode; class QSGRenderer; class QSGDistanceFieldGlyphCache; class QQuickWindow; class QSGTexture; class QSGMaterial; class QSGRenderLoop; class QSGLayer; class QQuickTextureFactory; class QSGCompressedTextureFactory; class QSGContext; class QQuickPaintedItem; class QSGRendererInterface; class QSGShaderEffectNode; class QSGGuiThreadShaderEffectManager; class QSGRectangleNode; class QSGImageNode; class QSGNinePatchNode; class QSGSpriteNode; class QSGRenderContext; class QSGRenderTarget; class QRhi; class QRhiRenderTarget; class QRhiRenderPassDescriptor; class QRhiCommandBuffer; class QQuickGraphicsConfiguration; Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_TIME_RENDERLOOP) Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_TIME_COMPILATION) Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_TIME_TEXTURE) Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_TIME_GLYPH) Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_TIME_RENDERER) Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_INFO) Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_RENDERLOOP) class Q_QUICK_PRIVATE_EXPORT QSGContext : public QObject { Q_OBJECT public: enum AntialiasingMethod { UndecidedAntialiasing, VertexAntialiasing, MsaaAntialiasing }; explicit QSGContext(QObject *parent = nullptr); ~QSGContext() override; virtual void renderContextInitialized(QSGRenderContext *renderContext); virtual void renderContextInvalidated(QSGRenderContext *renderContext); virtual QSGRenderContext *createRenderContext() = 0; QSGInternalRectangleNode *createInternalRectangleNode(const QRectF &rect, const QColor &c); virtual QSGInternalRectangleNode *createInternalRectangleNode() = 0; virtual QSGInternalImageNode *createInternalImageNode(QSGRenderContext *renderContext) = 0; virtual QSGPainterNode *createPainterNode(QQuickPaintedItem *item) = 0; virtual QSGGlyphNode *createGlyphNode(QSGRenderContext *rc, bool preferNativeGlyphNode, int renderTypeQuality) = 0; virtual QSGLayer *createLayer(QSGRenderContext *renderContext) = 0; virtual QSGGuiThreadShaderEffectManager *createGuiThreadShaderEffectManager(); virtual QSGShaderEffectNode *createShaderEffectNode(QSGRenderContext *renderContext); #if QT_CONFIG(quick_sprite) virtual QSGSpriteNode *createSpriteNode() = 0; #endif virtual QAnimationDriver *createAnimationDriver(QObject *parent); virtual float vsyncIntervalForAnimationDriver(QAnimationDriver *driver); virtual QSize minimumFBOSize() const; virtual QSurfaceFormat defaultSurfaceFormat() const = 0; virtual QSGRendererInterface *rendererInterface(QSGRenderContext *renderContext); virtual QSGRectangleNode *createRectangleNode() = 0; virtual QSGImageNode *createImageNode() = 0; virtual QSGNinePatchNode *createNinePatchNode() = 0; static QSGContext *createDefaultContext(); static QQuickTextureFactory *createTextureFactoryFromImage(const QImage &image); static QSGRenderLoop *createWindowManager(); static void setBackend(const QString &backend); static QString backend(); }; class Q_QUICK_PRIVATE_EXPORT QSGRenderContext : public QObject { Q_OBJECT public: enum CreateTextureFlags { CreateTexture_Alpha = 0x1, CreateTexture_Atlas = 0x2, CreateTexture_Mipmap = 0x4 }; QSGRenderContext(QSGContext *context); ~QSGRenderContext() override; QSGContext *sceneGraphContext() const { return m_sg; } virtual bool isValid() const { return true; } struct InitParams { }; virtual void initialize(const InitParams *params); virtual void invalidate(); using RenderPassCallback = void (*)(void *); virtual void prepareSync(qreal devicePixelRatio, QRhiCommandBuffer *cb, const QQuickGraphicsConfiguration &config); virtual void beginNextFrame(QSGRenderer *renderer, const QSGRenderTarget &renderTarget, RenderPassCallback mainPassRecordingStart, RenderPassCallback mainPassRecordingEnd, void *callbackUserData); virtual void renderNextFrame(QSGRenderer *renderer) = 0; virtual void endNextFrame(QSGRenderer *renderer); virtual void endSync(); virtual void preprocess(); virtual void invalidateGlyphCaches(); virtual QSGDistanceFieldGlyphCache *distanceFieldGlyphCache(const QRawFont &font, int renderTypeQuality); QSGTexture *textureForFactory(QQuickTextureFactory *factory, QQuickWindow *window); virtual QSGTexture *createTexture(const QImage &image, uint flags = CreateTexture_Alpha) const = 0; virtual QSGRenderer *createRenderer(QSGRendererInterface::RenderMode renderMode = QSGRendererInterface::RenderMode2D) = 0; virtual QSGTexture *compressedTextureForFactory(const QSGCompressedTextureFactory *) const; virtual int maxTextureSize() const = 0; void registerFontengineForCleanup(QFontEngine *engine); virtual QRhi *rhi() const; Q_SIGNALS: void initialized(); void invalidated(); void releaseCachedResourcesRequested(); public Q_SLOTS: void textureFactoryDestroyed(QObject *o); protected: // Hold m_sg with QPointer in the rare case it gets deleted before us. QPointer m_sg; QMutex m_mutex; QHash m_textures; QSet m_texturesToDelete; QHash m_glyphCaches; QSet m_fontEnginesToClean; }; QT_END_NAMESPACE #endif // QSGCONTEXT_H