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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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** accordance with the commercial license agreement provided with the
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** information use the contact form at https://www.qt.io/contact-us.
**
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** 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
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****************************************************************************/
#ifndef QSGCONTEXT_H
#define QSGCONTEXT_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtCore/QObject>
#include <QtCore/qabstractanimation.h>
#include <QtCore/QMutex>
#include <QtGui/QImage>
#include <QtGui/QSurfaceFormat>
#include <private/qtquickglobal_p.h>
#include <private/qrawfont_p.h>
#include <QtQuick/qsgnode.h>
QT_BEGIN_NAMESPACE
class QSGContextPrivate;
class QSGInternalRectangleNode;
class QSGInternalImageNode;
class QSGPainterNode;
class QSGGlyphNode;
class QSGRenderer;
class QSGDistanceFieldGlyphCache;
class QQuickWindow;
class QSGTexture;
class QSGMaterial;
class QSGRenderLoop;
class QSGLayer;
class QQuickTextureFactory;
class QSGCompressedTextureFactory;
class QSGContext;
class QQuickPaintedItem;
class QSGRendererInterface;
class QSGShaderEffectNode;
class QSGGuiThreadShaderEffectManager;
class QSGRectangleNode;
class QSGImageNode;
class QSGNinePatchNode;
class QSGSpriteNode;
class QSGRenderContext;
class QRhi;
class QRhiRenderTarget;
class QRhiRenderPassDescriptor;
class QRhiCommandBuffer;
Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_TIME_RENDERLOOP)
Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_TIME_COMPILATION)
Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_TIME_TEXTURE)
Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_TIME_GLYPH)
Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_TIME_RENDERER)
Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_INFO)
Q_DECLARE_LOGGING_CATEGORY(QSG_LOG_RENDERLOOP)
class Q_QUICK_PRIVATE_EXPORT QSGContext : public QObject
{
Q_OBJECT
public:
enum AntialiasingMethod {
UndecidedAntialiasing,
VertexAntialiasing,
MsaaAntialiasing
};
explicit QSGContext(QObject *parent = nullptr);
~QSGContext() override;
virtual void renderContextInitialized(QSGRenderContext *renderContext);
virtual void renderContextInvalidated(QSGRenderContext *renderContext);
virtual QSGRenderContext *createRenderContext() = 0;
QSGInternalRectangleNode *createInternalRectangleNode(const QRectF &rect, const QColor &c);
virtual QSGInternalRectangleNode *createInternalRectangleNode() = 0;
virtual QSGInternalImageNode *createInternalImageNode(QSGRenderContext *renderContext) = 0;
virtual QSGPainterNode *createPainterNode(QQuickPaintedItem *item) = 0;
virtual QSGGlyphNode *createGlyphNode(QSGRenderContext *rc, bool preferNativeGlyphNode) = 0;
virtual QSGLayer *createLayer(QSGRenderContext *renderContext) = 0;
virtual QSGGuiThreadShaderEffectManager *createGuiThreadShaderEffectManager();
virtual QSGShaderEffectNode *createShaderEffectNode(QSGRenderContext *renderContext,
QSGGuiThreadShaderEffectManager *mgr);
#if QT_CONFIG(quick_sprite)
virtual QSGSpriteNode *createSpriteNode() = 0;
#endif
virtual QAnimationDriver *createAnimationDriver(QObject *parent);
virtual QSize minimumFBOSize() const;
virtual QSurfaceFormat defaultSurfaceFormat() const = 0;
virtual QSGRendererInterface *rendererInterface(QSGRenderContext *renderContext);
virtual QSGRectangleNode *createRectangleNode() = 0;
virtual QSGImageNode *createImageNode() = 0;
virtual QSGNinePatchNode *createNinePatchNode() = 0;
static QSGContext *createDefaultContext();
static QQuickTextureFactory *createTextureFactoryFromImage(const QImage &image);
static QSGRenderLoop *createWindowManager();
static void setBackend(const QString &backend);
static QString backend();
};
class Q_QUICK_PRIVATE_EXPORT QSGRenderContext : public QObject
{
Q_OBJECT
public:
enum CreateTextureFlags {
CreateTexture_Alpha = 0x1,
CreateTexture_Atlas = 0x2,
CreateTexture_Mipmap = 0x4
};
QSGRenderContext(QSGContext *context);
~QSGRenderContext() override;
QSGContext *sceneGraphContext() const { return m_sg; }
virtual bool isValid() const { return true; }
struct InitParams { };
virtual void initialize(const InitParams *params);
virtual void invalidate();
using RenderPassCallback = void (*)(void *);
virtual void prepareSync(qreal devicePixelRatio);
virtual void beginNextFrame(QSGRenderer *renderer,
RenderPassCallback mainPassRecordingStart,
RenderPassCallback mainPassRecordingEnd,
void *callbackUserData);
virtual void renderNextFrame(QSGRenderer *renderer, uint fboId) = 0;
virtual void endNextFrame(QSGRenderer *renderer);
virtual void beginNextRhiFrame(QSGRenderer *renderer,
QRhiRenderTarget *rt, QRhiRenderPassDescriptor *rp, QRhiCommandBuffer *cb,
RenderPassCallback mainPassRecordingStart,
RenderPassCallback mainPassRecordingEnd,
void *callbackUserData);
virtual void renderNextRhiFrame(QSGRenderer *renderer);
virtual void endNextRhiFrame(QSGRenderer *renderer);
virtual void endSync();
virtual QSGDistanceFieldGlyphCache *distanceFieldGlyphCache(const QRawFont &font);
QSGTexture *textureForFactory(QQuickTextureFactory *factory, QQuickWindow *window);
virtual QSGTexture *createTexture(const QImage &image, uint flags = CreateTexture_Alpha) const = 0;
virtual QSGRenderer *createRenderer() = 0;
virtual QSGTexture *compressedTextureForFactory(const QSGCompressedTextureFactory *) const;
virtual void setAttachToGraphicsContext(bool attach) { Q_UNUSED(attach); }
virtual int maxTextureSize() const = 0;
void registerFontengineForCleanup(QFontEngine *engine);
virtual QRhi *rhi() const;
Q_SIGNALS:
void initialized();
void invalidated();
public Q_SLOTS:
void textureFactoryDestroyed(QObject *o);
protected:
// Hold m_sg with QPointer in the rare case it gets deleted before us.
QPointer<QSGContext> m_sg;
QMutex m_mutex;
QHash<QObject *, QSGTexture *> m_textures;
QSet<QSGTexture *> m_texturesToDelete;
QHash<QString, QSGDistanceFieldGlyphCache *> m_glyphCaches;
QSet<QFontEngine *> m_fontEnginesToClean;
};
QT_END_NAMESPACE
#endif // QSGCONTEXT_H