/**************************************************************************** ** ** Copyright (C) 2018 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the plugins of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:GPL$ ** 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 General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) 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.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-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qwaylandquickhardwarelayer_p.h" #include #include #include #include QT_BEGIN_NAMESPACE class QWaylandQuickHardwareLayerPrivate : public QObjectPrivate { Q_DECLARE_PUBLIC(QWaylandQuickHardwareLayer) public: QtWayland::HardwareLayerIntegration *layerIntegration(); QWaylandQuickItem *m_waylandItem = nullptr; int m_stackingLevel = 0; QMatrix4x4 m_matrixFromRenderThread; static QtWayland::HardwareLayerIntegration *s_hardwareLayerIntegration; }; QtWayland::HardwareLayerIntegration *QWaylandQuickHardwareLayerPrivate::s_hardwareLayerIntegration = nullptr; QtWayland::HardwareLayerIntegration *QWaylandQuickHardwareLayerPrivate::layerIntegration() { if (!s_hardwareLayerIntegration) { QStringList keys = QtWayland::HardwareLayerIntegrationFactory::keys(); QString environmentKey = QString::fromLocal8Bit(qgetenv("QT_WAYLAND_HARDWARE_LAYER_INTEGRATION").constData()); if (!environmentKey.isEmpty()) { if (keys.contains(environmentKey)) { s_hardwareLayerIntegration = QtWayland::HardwareLayerIntegrationFactory::create(environmentKey, QStringList()); } else { qWarning() << "Unknown hardware layer integration:" << environmentKey << "Valid layer integrations are" << keys; } } else if (!keys.isEmpty()) { s_hardwareLayerIntegration = QtWayland::HardwareLayerIntegrationFactory::create(keys.first(), QStringList()); } else { qWarning() << "No wayland hardware layer integrations found"; } } return s_hardwareLayerIntegration; } /*! * \qmltype WaylandHardwareLayer * \inqmlmodule QtWayland.Compositor * \preliminary * \brief Makes a parent WaylandQuickItem use hardware layers for rendering. * * This item needs to be a descendant of a WaylandQuickItem or a derivative, * (i.e. ShellSurfaceItem or similar) * * The Surface of the parent WaylandQuickItem will be drawn in a hardware specific way instead * of the regular way using the QtQuick scene graph. On some platforms, the WaylandQuickItem's * current buffer and the scene graph can be blended in a separate step. This makes it possible for * clients to update continuously without triggering a full redraw of the compositor scene graph for * each frame. * * The preferred hardware layer integration may be overridden by setting the * QT_WAYLAND_HARDWARE_LAYER_INTEGRATION environment variable. */ QWaylandQuickHardwareLayer::QWaylandQuickHardwareLayer(QObject *parent) : QObject(*new QWaylandQuickHardwareLayerPrivate(), parent) { } QWaylandQuickHardwareLayer::~QWaylandQuickHardwareLayer() { Q_D(QWaylandQuickHardwareLayer); if (d->layerIntegration()) d->layerIntegration()->remove(this); } /*! * \qmlproperty int QtWaylandCompositor::WaylandHardwareLayer::stackingLevel * * This property holds the stacking level of this hardware layer relative to other hardware layers, * and can be used to sort hardware layers. I.e. a layer with a higher level is rendered on top of * one with a lower level. * * Layers with level 0 will be drawn in an implementation defined order on top of the compositor * scene graph. * * Layers with a level below 0 are drawn beneath the compositor scene graph, if supported by the * hardware layer integration. */ int QWaylandQuickHardwareLayer::stackingLevel() const { Q_D(const QWaylandQuickHardwareLayer); return d->m_stackingLevel; } void QWaylandQuickHardwareLayer::setStackingLevel(int level) { Q_D(QWaylandQuickHardwareLayer); if (level == d->m_stackingLevel) return; d->m_stackingLevel = level; emit stackingLevelChanged(); } QWaylandQuickItem *QWaylandQuickHardwareLayer::waylandItem() const { Q_D(const QWaylandQuickHardwareLayer); return d->m_waylandItem; } void QWaylandQuickHardwareLayer::classBegin() { Q_D(QWaylandQuickHardwareLayer); for (QObject *p = parent(); p != nullptr; p = p->parent()) { if (auto *waylandItem = qobject_cast(p)) { d->m_waylandItem = waylandItem; break; } } } void QWaylandQuickHardwareLayer::componentComplete() { Q_D(QWaylandQuickHardwareLayer); Q_ASSERT(d->m_waylandItem); if (auto integration = d->layerIntegration()) integration->add(this); else qWarning() << "No hardware layer integration. WaylandHarwareLayer has no effect."; } void QWaylandQuickHardwareLayer::disableSceneGraphPainting() { waylandItem()->setPaintEnabled(false); } QT_END_NAMESPACE