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/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:LGPL$
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** 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
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** 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
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****************************************************************************/
#include "qsgsoftwarecontext_p.h"
#include "qsgsoftwareinternalrectanglenode_p.h"
#include "qsgsoftwareinternalimagenode_p.h"
#include "qsgsoftwarepainternode_p.h"
#include "qsgsoftwarepixmaptexture_p.h"
#include "qsgsoftwareglyphnode_p.h"
#include "qsgsoftwarepublicnodes_p.h"
#include "qsgsoftwarelayer_p.h"
#include "qsgsoftwarerenderer_p.h"
#if QT_CONFIG(quick_sprite)
#include "qsgsoftwarespritenode_p.h"
#endif
#include <QtCore/QCoreApplication>
#include <QtCore/QElapsedTimer>
#include <QtGui/QWindow>
#include <QtQuick/private/qquickwindow_p.h>
// Used for very high-level info about the renderering and gl context
// Includes GL_VERSION, type of render loop, atlas size, etc.
Q_LOGGING_CATEGORY(QSG_RASTER_LOG_INFO, "qt.scenegraph.info")
// Used to debug the renderloop logic. Primarily useful for platform integrators
// and when investigating the render loop logic.
Q_LOGGING_CATEGORY(QSG_RASTER_LOG_RENDERLOOP, "qt.scenegraph.renderloop")
// GLSL shader compilation
Q_LOGGING_CATEGORY(QSG_RASTER_LOG_TIME_COMPILATION, "qt.scenegraph.time.compilation")
// polish, animations, sync, render and swap in the render loop
Q_LOGGING_CATEGORY(QSG_RASTER_LOG_TIME_RENDERLOOP, "qt.scenegraph.time.renderloop")
// Texture uploads and swizzling
Q_LOGGING_CATEGORY(QSG_RASTER_LOG_TIME_TEXTURE, "qt.scenegraph.time.texture")
// Glyph preparation (only for distance fields atm)
Q_LOGGING_CATEGORY(QSG_RASTER_LOG_TIME_GLYPH, "qt.scenegraph.time.glyph")
// Timing inside the renderer base class
Q_LOGGING_CATEGORY(QSG_RASTER_LOG_TIME_RENDERER, "qt.scenegraph.time.renderer")
QT_BEGIN_NAMESPACE
QSGSoftwareRenderContext::QSGSoftwareRenderContext(QSGContext *ctx)
: QSGRenderContext(ctx)
, m_initialized(false)
, m_activePainter(nullptr)
{
}
QSGSoftwareContext::QSGSoftwareContext(QObject *parent)
: QSGContext(parent)
{
}
QSGInternalRectangleNode *QSGSoftwareContext::createInternalRectangleNode()
{
return new QSGSoftwareInternalRectangleNode();
}
QSGInternalImageNode *QSGSoftwareContext::createInternalImageNode(QSGRenderContext *renderContext)
{
Q_UNUSED(renderContext);
return new QSGSoftwareInternalImageNode();
}
QSGPainterNode *QSGSoftwareContext::createPainterNode(QQuickPaintedItem *item)
{
return new QSGSoftwarePainterNode(item);
}
QSGGlyphNode *QSGSoftwareContext::createGlyphNode(QSGRenderContext *rc, bool preferNativeGlyphNode)
{
Q_UNUSED(rc);
Q_UNUSED(preferNativeGlyphNode);
return new QSGSoftwareGlyphNode();
}
QSGLayer *QSGSoftwareContext::createLayer(QSGRenderContext *renderContext)
{
return new QSGSoftwareLayer(renderContext);
}
QSurfaceFormat QSGSoftwareContext::defaultSurfaceFormat() const
{
QSurfaceFormat format = QSurfaceFormat::defaultFormat();
format.setRenderableType(QSurfaceFormat::DefaultRenderableType);
format.setMajorVersion(0);
format.setMinorVersion(0);
return format;
}
void QSGSoftwareRenderContext::initializeIfNeeded()
{
if (m_initialized)
return;
m_initialized = true;
emit initialized();
}
void QSGSoftwareRenderContext::invalidate()
{
m_sg->renderContextInvalidated(this);
emit invalidated();
}
QSGTexture *QSGSoftwareRenderContext::createTexture(const QImage &image, uint flags) const
{
return new QSGSoftwarePixmapTexture(image, flags);
}
QSGRenderer *QSGSoftwareRenderContext::createRenderer()
{
return new QSGSoftwareRenderer(this);
}
void QSGSoftwareRenderContext::renderNextFrame(QSGRenderer *renderer, uint fbo)
{
renderer->renderScene(fbo);
}
int QSGSoftwareRenderContext::maxTextureSize() const
{
return 2048;
}
QSGRendererInterface *QSGSoftwareContext::rendererInterface(QSGRenderContext *renderContext)
{
Q_UNUSED(renderContext);
return this;
}
QSGRectangleNode *QSGSoftwareContext::createRectangleNode()
{
return new QSGSoftwareRectangleNode;
}
QSGImageNode *QSGSoftwareContext::createImageNode()
{
return new QSGSoftwareImageNode;
}
QSGNinePatchNode *QSGSoftwareContext::createNinePatchNode()
{
return new QSGSoftwareNinePatchNode;
}
#if QT_CONFIG(quick_sprite)
QSGSpriteNode *QSGSoftwareContext::createSpriteNode()
{
return new QSGSoftwareSpriteNode;
}
#endif
QSGRendererInterface::GraphicsApi QSGSoftwareContext::graphicsApi() const
{
return Software;
}
QSGRendererInterface::ShaderType QSGSoftwareContext::shaderType() const
{
return UnknownShadingLanguage;
}
QSGRendererInterface::ShaderCompilationTypes QSGSoftwareContext::shaderCompilationType() const
{
return nullptr;
}
QSGRendererInterface::ShaderSourceTypes QSGSoftwareContext::shaderSourceType() const
{
return nullptr;
}
void *QSGSoftwareContext::getResource(QQuickWindow *window, Resource resource) const
{
if (resource == PainterResource && window && window->isSceneGraphInitialized())
return static_cast<QSGSoftwareRenderContext *>(QQuickWindowPrivate::get(window)->context)->m_activePainter;
return nullptr;
}
QT_END_NAMESPACE
#include "moc_qsgsoftwarecontext_p.cpp"