/**************************************************************************** ** ** Copyright (C) 2019 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 "qsgrhilayer_p.h" #include #include #include QSGRhiLayer::QSGRhiLayer(QSGRenderContext *context) : QSGLayer(*(new QSGRhiLayerPrivate)) , m_mipmap(false) , m_live(true) , m_recursive(false) , m_dirtyTexture(true) , m_multisampling(false) , m_grab(false) , m_mirrorHorizontal(false) , m_mirrorVertical(true) { m_context = static_cast(context); m_rhi = m_context->rhi(); Q_ASSERT(m_rhi); } QSGRhiLayer::~QSGRhiLayer() { invalidated(); } void QSGRhiLayer::invalidated() { releaseResources(); delete m_renderer; m_renderer = nullptr; } int QSGRhiLayerPrivate::comparisonKey() const { Q_Q(const QSGRhiLayer); return int(qintptr(q->m_texture)); } bool QSGRhiLayer::hasAlphaChannel() const { return true; } bool QSGRhiLayer::hasMipmaps() const { return m_mipmap; } int QSGRhiLayer::textureId() const { Q_ASSERT_X(false, "QSGRhiLayer::textureId()", "Not implemented for RHI"); return 0; } void QSGRhiLayer::bind() { Q_ASSERT_X(false, "QSGRhiLayer::bind()", "Not implemented for RHI"); } QRhiTexture *QSGRhiLayerPrivate::rhiTexture() const { Q_Q(const QSGRhiLayer); return q->m_texture; } void QSGRhiLayerPrivate::updateRhiTexture(QRhi *rhi, QRhiResourceUpdateBatch *resourceUpdates) { Q_UNUSED(rhi); Q_UNUSED(resourceUpdates); } bool QSGRhiLayer::updateTexture() { // called during the preprocess phase, outside of frame rendering -> good bool doGrab = (m_live || m_grab) && m_dirtyTexture; if (doGrab) grab(); if (m_grab) emit scheduledUpdateCompleted(); m_grab = false; return doGrab; } void QSGRhiLayer::setHasMipmaps(bool mipmap) { if (mipmap == m_mipmap) return; m_mipmap = mipmap; if (m_mipmap && m_texture) markDirtyTexture(); } void QSGRhiLayer::setItem(QSGNode *item) { if (item == m_item) return; m_item = item; if (m_live && !m_item) releaseResources(); markDirtyTexture(); } void QSGRhiLayer::setRect(const QRectF &rect) { if (rect == m_rect) return; m_rect = rect; markDirtyTexture(); } void QSGRhiLayer::setSize(const QSize &size) { if (size == m_size) return; m_size = size; if (m_live && m_size.isNull()) releaseResources(); markDirtyTexture(); } void QSGRhiLayer::setFormat(uint format) { Q_UNUSED(format); } void QSGRhiLayer::setLive(bool live) { if (live == m_live) return; m_live = live; if (m_live && (!m_item || m_size.isNull())) releaseResources(); markDirtyTexture(); } void QSGRhiLayer::scheduleUpdate() { if (m_grab) return; m_grab = true; if (m_dirtyTexture) emit updateRequested(); } void QSGRhiLayer::setRecursive(bool recursive) { m_recursive = recursive; } void QSGRhiLayer::setMirrorHorizontal(bool mirror) { m_mirrorHorizontal = mirror; } void QSGRhiLayer::setMirrorVertical(bool mirror) { m_mirrorVertical = mirror; } void QSGRhiLayer::markDirtyTexture() { m_dirtyTexture = true; if (m_live || m_grab) emit updateRequested(); } void QSGRhiLayer::releaseResources() { delete m_rt; m_rt = nullptr; delete m_rtRp; m_rtRp = nullptr; delete m_ds; m_ds = nullptr; delete m_msaaColorBuffer; m_msaaColorBuffer = nullptr; delete m_texture; m_texture = nullptr; delete m_secondaryTexture; m_secondaryTexture = nullptr; } void QSGRhiLayer::grab() { if (!m_item || m_size.isNull()) { releaseResources(); m_dirtyTexture = false; return; } int effectiveSamples = m_samples; // if no layer.samples was provided use the window's msaa setting if (effectiveSamples <= 1) effectiveSamples = m_context->msaaSampleCount(); const bool needsNewRt = !m_rt || m_rt->pixelSize() != m_size || (m_recursive && !m_secondaryTexture); const bool mipmapSettingChanged = m_texture && m_texture->flags().testFlag(QRhiTexture::MipMapped) != m_mipmap; const bool msaaSettingChanged = (effectiveSamples > 1 && !m_msaaColorBuffer) || (effectiveSamples <= 1 && m_msaaColorBuffer); if (needsNewRt ||mipmapSettingChanged || msaaSettingChanged) { if (effectiveSamples <= 1) { m_multisampling = false; } else { m_multisampling = m_rhi->isFeatureSupported(QRhi::MultisampleRenderBuffer); if (!m_multisampling) qWarning("Layer requested %d samples but multisample renderbuffers are not supported", effectiveSamples); } QRhiTexture::Flags textureFlags = QRhiTexture::RenderTarget | QRhiTexture::UsedAsTransferSource; if (m_mipmap) textureFlags |= QRhiTexture::MipMapped | QRhiTexture::UsedWithGenerateMips; if (m_multisampling) { releaseResources(); m_msaaColorBuffer = m_rhi->newRenderBuffer(QRhiRenderBuffer::Color, m_size, effectiveSamples); if (!m_msaaColorBuffer->build()) { qWarning("Failed to build multisample color buffer for layer of size %dx%d, sample count %d", m_size.width(), m_size.height(), effectiveSamples); releaseResources(); return; } m_texture = m_rhi->newTexture(m_format, m_size, 1, textureFlags); if (!m_texture->build()) { qWarning("Failed to build texture for layer of size %dx%d", m_size.width(), m_size.height()); releaseResources(); return; } m_ds = m_rhi->newRenderBuffer(QRhiRenderBuffer::DepthStencil, m_size, effectiveSamples); if (!m_ds->build()) { qWarning("Failed to build depth-stencil buffer for layer"); releaseResources(); return; } QRhiTextureRenderTargetDescription desc; QRhiColorAttachment color0(m_msaaColorBuffer); color0.setResolveTexture(m_texture); desc.setColorAttachments({ color0 }); desc.setDepthStencilBuffer(m_ds); m_rt = m_rhi->newTextureRenderTarget(desc); m_rtRp = m_rt->newCompatibleRenderPassDescriptor(); if (!m_rtRp) { qWarning("Failed to build render pass descriptor for layer"); releaseResources(); return; } m_rt->setRenderPassDescriptor(m_rtRp); if (!m_rt->build()) { qWarning("Failed to build texture render target for layer"); releaseResources(); return; } } else { releaseResources(); m_texture = m_rhi->newTexture(m_format, m_size, 1, textureFlags); if (!m_texture->build()) { qWarning("Failed to build texture for layer of size %dx%d", m_size.width(), m_size.height()); releaseResources(); return; } m_ds = m_rhi->newRenderBuffer(QRhiRenderBuffer::DepthStencil, m_size); if (!m_ds->build()) { qWarning("Failed to build depth-stencil buffer for layer"); releaseResources(); return; } QRhiColorAttachment color0(m_texture); if (m_recursive) { // Here rt is associated with m_secondaryTexture instead of m_texture. // We will issue a copy to m_texture afterwards. m_secondaryTexture = m_rhi->newTexture(m_format, m_size, 1, textureFlags); if (!m_secondaryTexture->build()) { qWarning("Failed to build texture for layer of size %dx%d", m_size.width(), m_size.height()); releaseResources(); return; } color0.setTexture(m_secondaryTexture); } m_rt = m_rhi->newTextureRenderTarget({ color0, m_ds }); m_rtRp = m_rt->newCompatibleRenderPassDescriptor(); if (!m_rtRp) { qWarning("Failed to build render pass descriptor for layer"); releaseResources(); return; } m_rt->setRenderPassDescriptor(m_rtRp); if (!m_rt->build()) { qWarning("Failed to build texture render target for layer"); releaseResources(); 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 = m_context->createRenderer(); connect(m_renderer, SIGNAL(sceneGraphChanged()), this, SLOT(markDirtyTexture())); } m_renderer->setRootNode(static_cast(root)); root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update. m_renderer->nodeChanged(root, QSGNode::DirtyForceUpdate); // Force render list update. // This must not be moved. The flag must be reset only after the // nodeChanged otherwise we end up with constantly updating even when the // layer contents do not change. m_dirtyTexture = false; m_renderer->setDevicePixelRatio(m_dpr); m_renderer->setDeviceRect(m_size); m_renderer->setViewportRect(m_size); QRectF mirrored; if (m_rhi->isYUpInFramebuffer()) { mirrored = QRectF(m_mirrorHorizontal ? m_rect.right() : m_rect.left(), m_mirrorVertical ? m_rect.bottom() : m_rect.top(), m_mirrorHorizontal ? -m_rect.width() : m_rect.width(), m_mirrorVertical ? -m_rect.height() : m_rect.height()); } else { mirrored = QRectF(m_mirrorHorizontal ? m_rect.right() : m_rect.left(), m_mirrorVertical ? m_rect.top() : m_rect.bottom(), m_mirrorHorizontal ? -m_rect.width() : m_rect.width(), m_mirrorVertical ? m_rect.height() : -m_rect.height()); } QSGAbstractRenderer::MatrixTransformFlags matrixFlags; if (!m_rhi->isYUpInNDC()) matrixFlags |= QSGAbstractRenderer::MatrixTransformFlipY; m_renderer->setProjectionMatrixToRect(mirrored, matrixFlags); m_renderer->setClearColor(Qt::transparent); m_renderer->setRenderTarget(m_rt); m_renderer->setCommandBuffer(m_context->currentFrameCommandBuffer()); m_renderer->setRenderPassDescriptor(m_rtRp); QRhiResourceUpdateBatch *resourceUpdates = nullptr; // render with our own "sub-renderer" (this will just add a render pass to the command buffer) if (m_multisampling) { m_context->renderNextRhiFrame(m_renderer); } else { if (m_recursive) { m_context->renderNextRhiFrame(m_renderer); if (!resourceUpdates) resourceUpdates = m_rhi->nextResourceUpdateBatch(); resourceUpdates->copyTexture(m_texture, m_secondaryTexture); } else { m_context->renderNextRhiFrame(m_renderer); } } if (m_mipmap) { if (!resourceUpdates) resourceUpdates = m_rhi->nextResourceUpdateBatch(); // going to be expensive - if done every frame - but the user asked for it... resourceUpdates->generateMips(m_texture); } // Do not defer committing the resource updates to the main pass - with // multiple layers there can be dependencies, so the texture should be // usable once we return. m_context->currentFrameCommandBuffer()->resourceUpdate(resourceUpdates); root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip, opacity and render list update. if (m_recursive) markDirtyTexture(); // Continuously update if 'live' and 'recursive'. } QImage QSGRhiLayer::toImage() const { if (!m_texture) return QImage(); QRhiCommandBuffer *cb = m_context->currentFrameCommandBuffer(); QRhiResourceUpdateBatch *resourceUpdates = m_rhi->nextResourceUpdateBatch(); QRhiReadbackResult result; QRhiReadbackDescription readbackDesc(m_texture); resourceUpdates->readBackTexture(readbackDesc, &result); cb->resourceUpdate(resourceUpdates); // Inefficient but what can you do. We need the results right away. This is // not something that occurs in a normal rendering process anyway. (used by // QQuickItem's grabToImage). m_rhi->finish(); if (result.data.isEmpty()) { qWarning("Layer grab failed"); return QImage(); } // There is no room for negotiation here, the texture is RGBA8, and the // readback happens with GL_RGBA on GL, so RGBA8888 is the only option. // Also, Quick is always premultiplied alpha. const QImage::Format imageFormat = QImage::Format_RGBA8888_Premultiplied; const uchar *p = reinterpret_cast(result.data.constData()); return QImage(p, result.pixelSize.width(), result.pixelSize.height(), imageFormat).mirrored(); } QRectF QSGRhiLayer::normalizedTextureSubRect() const { return QRectF(m_mirrorHorizontal ? 1 : 0, m_mirrorVertical ? 0 : 1, m_mirrorHorizontal ? -1 : 1, m_mirrorVertical ? 1 : -1); } #include "moc_qsgrhilayer_p.cpp"