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#include "qsgopengllayer_p.h"
#include <private/qqmlglobal_p.h>
#include <private/qsgrenderer_p.h>
#include <private/qsgdefaultrendercontext_p.h>
#include <QtGui/QOpenGLFramebufferObject>
#include <QtGui/QOpenGLFunctions>
#include <QtGui/private/qopenglextensions_p.h>
#include <QtQuick/private/qsgdepthstencilbuffer_p.h>
#ifdef QSG_DEBUG_FBO_OVERLAY
DEFINE_BOOL_CONFIG_OPTION(qmlFboOverlay, QML_FBO_OVERLAY)
#endif
DEFINE_BOOL_CONFIG_OPTION(qmlFboFlushBeforeDetach, QML_FBO_FLUSH_BEFORE_DETACH)
namespace
{
class BindableFbo : public QSGBindable
{
public:
BindableFbo(QOpenGLFramebufferObject *fbo, QSGDepthStencilBuffer *depthStencil);
virtual ~BindableFbo();
void bind() const override;
private:
QOpenGLFramebufferObject *m_fbo;
QSGDepthStencilBuffer *m_depthStencil;
};
BindableFbo::BindableFbo(QOpenGLFramebufferObject *fbo, QSGDepthStencilBuffer *depthStencil)
: m_fbo(fbo)
, m_depthStencil(depthStencil)
{
}
BindableFbo::~BindableFbo()
{
if (qmlFboFlushBeforeDetach())
QOpenGLContext::currentContext()->functions()->glFlush();
if (m_depthStencil)
m_depthStencil->detach();
}
void BindableFbo::bind() const
{
m_fbo->bind();
if (m_depthStencil)
m_depthStencil->attach();
}
}
QSGOpenGLLayer::QSGOpenGLLayer(QSGRenderContext *context)
: QSGLayer(*(new QSGOpenGLLayerPrivate))
, m_item(nullptr)
, m_device_pixel_ratio(1)
, m_format(GL_RGBA)
, m_renderer(nullptr)
, m_fbo(nullptr)
, m_secondaryFbo(nullptr)
, m_transparentTexture(0)
#ifdef QSG_DEBUG_FBO_OVERLAY
, m_debugOverlay(nullptr)
#endif
, m_samples(0)
, m_mipmap(false)
, m_live(true)
, m_recursive(false)
, m_dirtyTexture(true)
, m_multisamplingChecked(false)
, m_multisampling(false)
, m_grab(false)
, m_mirrorHorizontal(false)
, m_mirrorVertical(true)
{
m_context = static_cast<QSGDefaultRenderContext *>(context);
}
QSGOpenGLLayer::~QSGOpenGLLayer()
{
invalidated();
}
void QSGOpenGLLayer::invalidated()
{
delete m_renderer;
m_renderer = nullptr;
delete m_fbo;
delete m_secondaryFbo;
m_fbo = m_secondaryFbo = nullptr;
#ifdef QSG_DEBUG_FBO_OVERLAY
delete m_debugOverlay;
m_debugOverlay = nullptr;
#endif
if (m_transparentTexture) {
QOpenGLContext::currentContext()->functions()->glDeleteTextures(1, &m_transparentTexture);
m_transparentTexture = 0;
}
}
int QSGOpenGLLayer::textureId() const
{
return m_fbo ? m_fbo->texture() : 0;
}
int QSGOpenGLLayerPrivate::comparisonKey() const
{
Q_Q(const QSGOpenGLLayer);
return q->m_fbo ? q->m_fbo->texture() : 0;
}
bool QSGOpenGLLayer::hasAlphaChannel() const
{
return m_format != GL_RGB;
}
bool QSGOpenGLLayer::hasMipmaps() const
{
return m_mipmap;
}
void QSGOpenGLLayer::bind()
{
#ifndef QT_NO_DEBUG
if (!m_recursive && m_fbo && ((m_multisampling && m_secondaryFbo->isBound()) || m_fbo->isBound()))
qWarning("ShaderEffectSource: \'recursive\' must be set to true when rendering recursively.");
#endif
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
if (!m_fbo && m_format == GL_RGBA) {
if (m_transparentTexture == 0) {
funcs->glGenTextures(1, &m_transparentTexture);
funcs->glBindTexture(GL_TEXTURE_2D, m_transparentTexture);
const uint zero = 0;
funcs->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &zero);
} else {
funcs->glBindTexture(GL_TEXTURE_2D, m_transparentTexture);
}
} else {
funcs->glBindTexture(GL_TEXTURE_2D, m_fbo ? m_fbo->texture() : 0);
updateBindOptions();
}
}
bool QSGOpenGLLayer::updateTexture()
{
bool doGrab = (m_live || m_grab) && m_dirtyTexture;
if (doGrab)
grab();
if (m_grab)
emit scheduledUpdateCompleted();
m_grab = false;
return doGrab;
}
void QSGOpenGLLayer::setHasMipmaps(bool mipmap)
{
if (mipmap == m_mipmap)
return;
m_mipmap = mipmap;
if (m_mipmap && m_fbo && !m_fbo->format().mipmap())
markDirtyTexture();
}
void QSGOpenGLLayer::setItem(QSGNode *item)
{
if (item == m_item)
return;
m_item = item;
if (m_live && !m_item) {
delete m_fbo;
delete m_secondaryFbo;
m_fbo = m_secondaryFbo = nullptr;
m_depthStencilBuffer.clear();
}
markDirtyTexture();
}
void QSGOpenGLLayer::setRect(const QRectF &rect)
{
if (rect == m_rect)
return;
m_rect = rect;
markDirtyTexture();
}
void QSGOpenGLLayer::setSize(const QSize &size)
{
if (size == m_size)
return;
m_size = size;
if (m_live && m_size.isNull()) {
delete m_fbo;
delete m_secondaryFbo;
m_fbo = m_secondaryFbo = nullptr;
m_depthStencilBuffer.clear();
}
markDirtyTexture();
}
void QSGOpenGLLayer::setFormat(GLenum format)
{
if (format == m_format)
return;
m_format = format;
markDirtyTexture();
}
void QSGOpenGLLayer::setLive(bool live)
{
if (live == m_live)
return;
m_live = live;
if (m_live && (!m_item || m_size.isNull())) {
delete m_fbo;
delete m_secondaryFbo;
m_fbo = m_secondaryFbo = nullptr;
m_depthStencilBuffer.clear();
}
markDirtyTexture();
}
void QSGOpenGLLayer::scheduleUpdate()
{
if (m_grab)
return;
m_grab = true;
if (m_dirtyTexture)
emit updateRequested();
}
void QSGOpenGLLayer::setRecursive(bool recursive)
{
m_recursive = recursive;
}
void QSGOpenGLLayer::setMirrorHorizontal(bool mirror)
{
m_mirrorHorizontal = mirror;
}
void QSGOpenGLLayer::setMirrorVertical(bool mirror)
{
m_mirrorVertical = mirror;
}
void QSGOpenGLLayer::markDirtyTexture()
{
m_dirtyTexture = true;
if (m_live || m_grab)
emit updateRequested();
}
void QSGOpenGLLayer::grab()
{
if (!m_item || m_size.isNull()) {
delete m_fbo;
delete m_secondaryFbo;
m_fbo = m_secondaryFbo = nullptr;
m_depthStencilBuffer.clear();
m_dirtyTexture = false;
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->setDevicePixelRatio(m_device_pixel_ratio);
m_renderer->setRootNode(static_cast<QSGRootNode *>(root));
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
bool deleteFboLater = false;
int effectiveSamples = m_samples;
// By default m_samples is 0. Fall back to the context's setting in this case.
if (effectiveSamples == 0)
effectiveSamples = m_context->openglContext()->format().samples();
const bool needsNewFbo = !m_fbo || m_fbo->size() != m_size || m_fbo->format().internalTextureFormat() != m_format;
const bool mipmapGotEnabled = m_fbo && !m_fbo->format().mipmap() && m_mipmap;
const bool msaaGotEnabled = effectiveSamples > 1 && (!m_secondaryFbo || m_secondaryFbo->format().samples() != effectiveSamples);
const bool msaaGotDisabled = effectiveSamples <= 1 && m_secondaryFbo;
if (needsNewFbo || mipmapGotEnabled || msaaGotEnabled || msaaGotDisabled) {
if (!m_multisamplingChecked) {
if (effectiveSamples <= 1) {
m_multisampling = false;
} else {
QOpenGLExtensions *e = static_cast<QOpenGLExtensions *>(funcs);
m_multisampling = e->hasOpenGLExtension(QOpenGLExtensions::FramebufferMultisample)
&& e->hasOpenGLExtension(QOpenGLExtensions::FramebufferBlit);
}
m_multisamplingChecked = true;
}
if (m_multisampling) {
// Don't delete the FBO right away in case it is used recursively.
deleteFboLater = true;
delete m_secondaryFbo;
QOpenGLFramebufferObjectFormat format;
format.setInternalTextureFormat(m_format);
format.setSamples(effectiveSamples);
m_secondaryFbo = new QOpenGLFramebufferObject(m_size, format);
m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo);
} else {
QOpenGLFramebufferObjectFormat format;
format.setInternalTextureFormat(m_format);
format.setMipmap(m_mipmap);
if (m_recursive) {
deleteFboLater = true;
delete m_secondaryFbo;
m_secondaryFbo = new QOpenGLFramebufferObject(m_size, format);
funcs->glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
updateBindOptions(true);
m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo);
} else {
delete m_fbo;
delete m_secondaryFbo;
m_fbo = new QOpenGLFramebufferObject(m_size, format);
m_secondaryFbo = nullptr;
funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
updateBindOptions(true);
m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_fbo);
}
}
}
if (m_recursive && !m_secondaryFbo) {
// m_fbo already created, m_recursive was just set.
Q_ASSERT(m_fbo);
Q_ASSERT(!m_multisampling);
m_secondaryFbo = new QOpenGLFramebufferObject(m_size, m_fbo->format());
funcs->glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
updateBindOptions(true);
}
// Render texture.
root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update.
m_renderer->nodeChanged(root, QSGNode::DirtyForceUpdate); // Force render list update.
#ifdef QSG_DEBUG_FBO_OVERLAY
if (qmlFboOverlay()) {
if (!m_debugOverlay)
m_debugOverlay = new QSGSimpleRectNode();
m_debugOverlay->setRect(QRectF(0, 0, m_size.width(), m_size.height()));
m_debugOverlay->setColor(QColor(0xff, 0x00, 0x80, 0x40));
root->appendChildNode(m_debugOverlay);
}
#endif
m_dirtyTexture = false;
m_renderer->setDeviceRect(m_size);
m_renderer->setViewportRect(m_size);
QRectF mirrored(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());
m_renderer->setProjectionMatrixToRect(mirrored);
m_renderer->setClearColor(Qt::transparent);
if (m_multisampling) {
m_renderer->renderScene(BindableFbo(m_secondaryFbo, m_depthStencilBuffer.data()));
if (deleteFboLater) {
delete m_fbo;
QOpenGLFramebufferObjectFormat format;
format.setInternalTextureFormat(m_format);
format.setAttachment(QOpenGLFramebufferObject::NoAttachment);
format.setMipmap(m_mipmap);
format.setSamples(0);
m_fbo = new QOpenGLFramebufferObject(m_size, format);
funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
updateBindOptions(true);
}
QRect r(QPoint(), m_size);
QOpenGLFramebufferObject::blitFramebuffer(m_fbo, r, m_secondaryFbo, r);
} else {
if (m_recursive) {
m_renderer->renderScene(BindableFbo(m_secondaryFbo, m_depthStencilBuffer.data()));
if (deleteFboLater) {
delete m_fbo;
QOpenGLFramebufferObjectFormat format;
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
format.setInternalTextureFormat(m_format);
format.setMipmap(m_mipmap);
m_fbo = new QOpenGLFramebufferObject(m_size, format);
funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
updateBindOptions(true);
}
qSwap(m_fbo, m_secondaryFbo);
} else {
m_renderer->renderScene(BindableFbo(m_fbo, m_depthStencilBuffer.data()));
}
}
if (m_mipmap) {
funcs->glBindTexture(GL_TEXTURE_2D, textureId());
funcs->glGenerateMipmap(GL_TEXTURE_2D);
}
root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip, opacity and render list update.
#ifdef QSG_DEBUG_FBO_OVERLAY
if (qmlFboOverlay())
root->removeChildNode(m_debugOverlay);
#endif
if (m_recursive)
markDirtyTexture(); // Continuously update if 'live' and 'recursive'.
}
QImage QSGOpenGLLayer::toImage() const
{
if (m_fbo)
return m_fbo->toImage();
return QImage();
}
QRectF QSGOpenGLLayer::normalizedTextureSubRect() const
{
return QRectF(m_mirrorHorizontal ? 1 : 0,
m_mirrorVertical ? 0 : 1,
m_mirrorHorizontal ? -1 : 1,
m_mirrorVertical ? 1 : -1);
}
#include "moc_qsgopengllayer_p.cpp"