/**************************************************************************** ** ** 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 "qsgcontextplugin_p.h" #include #include #include #include // Built-in adaptations #include #if QT_CONFIG(opengl) #include #endif #include #include QT_BEGIN_NAMESPACE Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_INFO) QSGContextPlugin::QSGContextPlugin(QObject *parent) : QObject(parent) { } QSGContextPlugin::~QSGContextPlugin() { } #if QT_CONFIG(library) Q_GLOBAL_STATIC_WITH_ARGS(QFactoryLoader, loader, (QSGContextFactoryInterface_iid, QLatin1String("/scenegraph"))) #endif struct QSGAdaptationBackendData { QSGAdaptationBackendData(); ~QSGAdaptationBackendData(); Q_DISABLE_COPY(QSGAdaptationBackendData) bool tried = false; QSGContextFactoryInterface *factory = nullptr; QString name; QSGContextFactoryInterface::Flags flags; QVector builtIns; QString quickWindowBackendRequest; }; QSGAdaptationBackendData::QSGAdaptationBackendData() : flags(nullptr) { // Fill in the table with the built-in adaptations. builtIns.append(new QSGSoftwareAdaptation); } QSGAdaptationBackendData::~QSGAdaptationBackendData() { qDeleteAll(builtIns); } Q_GLOBAL_STATIC(QSGAdaptationBackendData, qsg_adaptation_data) // This only works when the backend is loaded (contextFactory() was called), // otherwise the return value is 0. // // Note that the default (OpenGL) implementation always results in 0, custom flags // can only be returned from the other (either compiled-in or plugin-based) backends. QSGContextFactoryInterface::Flags qsg_backend_flags() { return qsg_adaptation_data()->flags; } QSGAdaptationBackendData *contextFactory() { QSGAdaptationBackendData *backendData = qsg_adaptation_data(); if (!backendData->tried) { backendData->tried = true; const QStringList args = QGuiApplication::arguments(); QString requestedBackend = backendData->quickWindowBackendRequest; // empty or set via QQuickWindow::setBackend() for (int index = 0; index < args.count(); ++index) { if (args.at(index).startsWith(QLatin1String("--device="))) { requestedBackend = args.at(index).mid(9); break; } } if (requestedBackend.isEmpty()) requestedBackend = qEnvironmentVariable("QMLSCENE_DEVICE"); // A modern alternative. Scenegraph adaptations can represent backends // for different graphics APIs as well, instead of being specific to // some device or platform. if (requestedBackend.isEmpty()) requestedBackend = qEnvironmentVariable("QT_QUICK_BACKEND"); // If this platform does not support OpenGL, and no backend has been set // default to the software renderer if (requestedBackend.isEmpty() && !QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::OpenGL)) { requestedBackend = QString::fromLocal8Bit("software"); } if (!requestedBackend.isEmpty()) { qCDebug(QSG_LOG_INFO, "Loading backend %s", qUtf8Printable(requestedBackend)); // First look for a built-in adaptation. for (QSGContextFactoryInterface *builtInBackend : qAsConst(backendData->builtIns)) { if (builtInBackend->keys().contains(requestedBackend)) { backendData->factory = builtInBackend; backendData->name = requestedBackend; backendData->flags = backendData->factory->flags(requestedBackend); break; } } #if QT_CONFIG(library) // Then try the plugins. if (!backendData->factory) { const int index = loader()->indexOf(requestedBackend); if (index != -1) backendData->factory = qobject_cast(loader()->instance(index)); if (backendData->factory) { backendData->name = requestedBackend; backendData->flags = backendData->factory->flags(requestedBackend); } if (!backendData->factory) { qWarning("Could not create scene graph context for backend '%s'" " - check that plugins are installed correctly in %s", qPrintable(requestedBackend), qPrintable(QLibraryInfo::location(QLibraryInfo::PluginsPath))); } } #endif // library } } return backendData; } /*! \fn QSGContext *QSGContext::createDefaultContext() Creates a default scene graph context for the current hardware. This may load a device-specific plugin. */ QSGContext *QSGContext::createDefaultContext() { QSGAdaptationBackendData *backendData = contextFactory(); if (backendData->factory) return backendData->factory->create(backendData->name); #if QT_CONFIG(opengl) return new QSGDefaultContext(); #else return nullptr; #endif } /*! Calls into the scene graph adaptation if available and creates a texture factory. The primary purpose of this function is to reimplement hardware specific asynchronous texture frameskip-less uploads that can happen on the image providers thread. */ QQuickTextureFactory *QSGContext::createTextureFactoryFromImage(const QImage &image) { QSGAdaptationBackendData *backendData = contextFactory(); if (backendData->factory) return backendData->factory->createTextureFactoryFromImage(image); return nullptr; } /*! Calls into the scene graph adaptation if available and creates a hardware specific window manager. */ QSGRenderLoop *QSGContext::createWindowManager() { QSGAdaptationBackendData *backendData = contextFactory(); if (backendData->factory) return backendData->factory->createWindowManager(); return nullptr; } void QSGContext::setBackend(const QString &backend) { QSGAdaptationBackendData *backendData = qsg_adaptation_data(); if (backendData->tried) qWarning("Scenegraph already initialized, setBackend() request ignored"); backendData->quickWindowBackendRequest = backend; } QString QSGContext::backend() { QSGAdaptationBackendData *backendData = qsg_adaptation_data(); if (backendData->tried) return backendData->name; return backendData->quickWindowBackendRequest; } QT_END_NAMESPACE #include "moc_qsgcontextplugin_p.cpp"