blob: b9d3a180cf3d6277c333d50e903fc0b4a6488820 [file] [log] [blame]
/****************************************************************************
**
** 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 "qsgd3d12layer_p.h"
#include "qsgd3d12rendercontext_p.h"
#include "qsgd3d12engine_p.h"
#include "qsgd3d12renderer_p.h"
QT_BEGIN_NAMESPACE
// NOTE: Avoid categorized logging. It is slow.
#define DECLARE_DEBUG_VAR(variable) \
static bool debug_ ## variable() \
{ static bool value = qgetenv("QSG_RENDERER_DEBUG").contains(QT_STRINGIFY(variable)); return value; }
DECLARE_DEBUG_VAR(render)
QSGD3D12Layer::QSGD3D12Layer(QSGD3D12RenderContext *rc)
: QSGLayer(*(new QSGD3D12LayerPrivate)),
m_rc(rc)
{
if (Q_UNLIKELY(debug_render()))
qDebug("new layer %p", this);
}
QSGD3D12Layer::~QSGD3D12Layer()
{
if (Q_UNLIKELY(debug_render()))
qDebug("destroying layer %p", this);
cleanup();
}
// QSGTexture
int QSGD3D12Layer::textureId() const
{
return m_rt; // not a texture id per se but will do
}
int QSGD3D12LayerPrivate::comparisonKey() const
{
Q_Q(const QSGD3D12Layer);
return q->m_rt;
}
QSize QSGD3D12Layer::textureSize() const
{
return m_size;
}
bool QSGD3D12Layer::hasAlphaChannel() const
{
return true;
}
bool QSGD3D12Layer::hasMipmaps() const
{
// mipmapped layers are not supported for now
return false;
}
QRectF QSGD3D12Layer::normalizedTextureSubRect() const
{
return QRectF(m_mirrorHorizontal ? 1 : 0,
m_mirrorVertical ? 0 : 1,
m_mirrorHorizontal ? -1 : 1,
m_mirrorVertical ? 1 : -1);
}
void QSGD3D12Layer::bind()
{
if (Q_UNLIKELY(debug_render()))
qDebug("layer %p bind rt=%u", this, m_rt);
QSGD3D12Engine *engine = m_rc->engine();
Q_ASSERT(m_rt);
#ifndef QT_NO_DEBUG
// Should not use the color buffer as a texture while it is the current render target.
if (!m_recursive && engine->activeRenderTarget() == m_rt && engine->windowSamples() == 1)
qWarning("ShaderEffectSource: \'recursive\' must be set to true when rendering recursively.");
#endif
engine->useRenderTargetAsTexture(m_rt);
}
// QSGDynamicTexture
bool QSGD3D12Layer::updateTexture()
{
if (Q_UNLIKELY(debug_render()))
qDebug("layer %p updateTexture", this);
const bool doUpdate = (m_live || m_updateContentPending) && m_dirtyTexture;
if (doUpdate)
updateContent();
if (m_updateContentPending) {
m_updateContentPending = false;
emit scheduledUpdateCompleted();
}
return doUpdate;
}
// QSGLayer
void QSGD3D12Layer::setItem(QSGNode *item)
{
if (m_item == item)
return;
if (m_live && !item)
resetRenderTarget();
m_item = item;
markDirtyTexture();
}
void QSGD3D12Layer::setRect(const QRectF &rect)
{
if (m_rect == rect)
return;
m_rect = rect;
markDirtyTexture();
}
void QSGD3D12Layer::setSize(const QSize &size)
{
if (m_size == size)
return;
if (m_live && size.isNull())
resetRenderTarget();
m_size = size;
markDirtyTexture();
}
void QSGD3D12Layer::scheduleUpdate()
{
if (m_updateContentPending)
return;
if (Q_UNLIKELY(debug_render()))
qDebug("layer %p scheduleUpdate", this);
m_updateContentPending = true;
if (m_dirtyTexture)
emit updateRequested();
}
QImage QSGD3D12Layer::toImage() const
{
return m_rc->engine()->executeAndWaitReadbackRenderTarget(m_rt);
}
void QSGD3D12Layer::setLive(bool live)
{
if (m_live == live)
return;
if (live && (!m_item || m_size.isNull()))
resetRenderTarget();
m_live = live;
markDirtyTexture();
}
void QSGD3D12Layer::setRecursive(bool recursive)
{
m_recursive = recursive;
}
void QSGD3D12Layer::setFormat(uint format)
{
Q_UNUSED(format);
}
void QSGD3D12Layer::setHasMipmaps(bool mipmap)
{
// mipmapped layers are not supported for now
Q_UNUSED(mipmap);
}
void QSGD3D12Layer::setDevicePixelRatio(qreal ratio)
{
m_dpr = ratio;
}
void QSGD3D12Layer::setMirrorHorizontal(bool mirror)
{
m_mirrorHorizontal = mirror;
}
void QSGD3D12Layer::setMirrorVertical(bool mirror)
{
m_mirrorVertical = mirror;
}
void QSGD3D12Layer::markDirtyTexture()
{
if (Q_UNLIKELY(debug_render()))
qDebug("layer %p markDirtyTexture", this);
m_dirtyTexture = true;
if (m_live || m_updateContentPending)
emit updateRequested();
}
void QSGD3D12Layer::invalidated()
{
cleanup();
}
void QSGD3D12Layer::cleanup()
{
if (!m_renderer && !m_rt)
return;
if (Q_UNLIKELY(debug_render()))
qDebug("layer %p cleanup renderer=%p rt=%u", this, m_renderer, m_rt);
delete m_renderer;
m_renderer = nullptr;
resetRenderTarget();
}
void QSGD3D12Layer::resetRenderTarget()
{
if (!m_rt)
return;
if (Q_UNLIKELY(debug_render()))
qDebug("layer %p resetRenderTarget rt=%u", this, m_rt);
m_rc->engine()->releaseRenderTarget(m_rt);
m_rt = 0;
if (m_secondaryRT) {
m_rc->engine()->releaseRenderTarget(m_secondaryRT);
m_secondaryRT = 0;
}
}
void QSGD3D12Layer::updateContent()
{
if (Q_UNLIKELY(debug_render()))
qDebug("layer %p updateContent", this);
if (!m_item || m_size.isNull()) {
resetRenderTarget();
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_rc->createRenderer();
static_cast<QSGD3D12Renderer *>(m_renderer)->turnToLayerRenderer();
connect(m_renderer, &QSGRenderer::sceneGraphChanged, this, &QSGD3D12Layer::markDirtyTexture);
}
m_renderer->setDevicePixelRatio(m_dpr);
m_renderer->setRootNode(static_cast<QSGRootNode *>(root));
QSGD3D12Engine *engine = m_rc->engine();
const uint sampleCount = engine->windowSamples();
const QVector4D clearColor;
if (!m_rt || m_rtSize != m_size) {
if (m_rt)
resetRenderTarget();
m_rt = engine->genRenderTarget();
m_rtSize = m_size;
if (Q_UNLIKELY(debug_render()))
qDebug("new render target for layer %p, size=%dx%d, samples=%d",
this, m_size.width(), m_size.height(), sampleCount);
engine->createRenderTarget(m_rt, m_rtSize, clearColor, sampleCount);
// For multisampling the resolving via an extra non-ms color buffer is
// handled internally in the engine, no need to worry about it here.
}
if (m_recursive && !m_secondaryRT && sampleCount == 1) {
m_secondaryRT = engine->genRenderTarget();
engine->createRenderTarget(m_secondaryRT, m_rtSize, clearColor, sampleCount);
}
m_dirtyTexture = false;
m_renderer->setDeviceRect(m_size);
m_renderer->setViewportRect(m_size);
// Note that the handling of vertical mirroring differs from OpenGL here
// due to y running top-bottom with D3D as opposed to bottom-top with GL.
// The common parts of Quick follow OpenGL so vertical mirroring is
// typically enabled.
QRectF mirrored(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());
m_renderer->setProjectionMatrixToRect(mirrored);
m_renderer->setClearColor(Qt::transparent);
if (!m_recursive || sampleCount > 1) {
m_renderer->renderScene(m_rt);
} else {
m_renderer->renderScene(m_secondaryRT);
qSwap(m_rt, m_secondaryRT);
}
if (m_recursive)
markDirtyTexture(); // Continuously update if 'live' and 'recursive'.
}
QT_END_NAMESPACE