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** This file is part of the QtQuick module of the Qt Toolkit.
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#include "qquickframebufferobject.h"
#include <QtGui/QOpenGLFramebufferObject>
#include <QtGui/QOpenGLFunctions>
#include <private/qquickitem_p.h>
#include <private/qsgadaptationlayer_p.h>
#include <qsgtextureprovider.h>
#include <QSGSimpleTextureNode>
#include <QSGRendererInterface>
QT_BEGIN_NAMESPACE
class QQuickFramebufferObjectPrivate : public QQuickItemPrivate
{
Q_DECLARE_PUBLIC(QQuickFramebufferObject)
public:
QQuickFramebufferObjectPrivate()
: followsItemSize(true)
, mirrorVertically(false)
, node(nullptr)
{
}
bool followsItemSize;
bool mirrorVertically;
mutable QSGFramebufferObjectNode *node;
};
/*!
* \class QQuickFramebufferObject
* \inmodule QtQuick
* \since 5.2
*
* \brief The QQuickFramebufferObject class is a convenience class
* for integrating OpenGL rendering using a framebuffer object (FBO)
* with Qt Quick.
*
* On most platforms, the rendering will occur on a \l {Scene Graph and Rendering}{dedicated thread}.
* For this reason, the QQuickFramebufferObject class enforces a strict
* separation between the item implementation and the FBO rendering. All
* item logic, such as properties and UI-related helper functions needed by
* QML should be located in a QQuickFramebufferObject class subclass.
* Everything that relates to rendering must be located in the
* QQuickFramebufferObject::Renderer class.
*
* \warning This class is only functional when Qt Quick is rendering
* via OpenGL, either directly or through the \l{Scene Graph
* Adaptations}{RHI-based rendering path}. It is not compatible with
* other RHI backends, such as, Vulkan or Metal.
*
* To avoid race conditions and read/write issues from two threads
* it is important that the renderer and the item never read or
* write shared variables. Communication between the item and the renderer
* should primarily happen via the
* QQuickFramebufferObject::Renderer::synchronize() function. This function
* will be called on the render thread while the GUI thread is blocked.
*
* Using queued connections or events for communication between item
* and renderer is also possible.
*
* Both the Renderer and the FBO are memory managed internally.
*
* To render into the FBO, the user should subclass the Renderer class
* and reimplement its Renderer::render() function. The Renderer subclass
* is returned from createRenderer().
*
* The size of the FBO will by default adapt to the size of
* the item. If a fixed size is preferred, set textureFollowsItemSize
* to \c false and return a texture of your choosing from
* QQuickFramebufferObject::Renderer::createFramebufferObject().
*
* Starting Qt 5.4, the QQuickFramebufferObject class is a
* \l{QSGTextureProvider}{texture provider}
* and can be used directly in \l {ShaderEffect}{ShaderEffects} and other
* classes that consume texture providers.
*
* \sa {Scene Graph - Rendering FBOs}, {Scene Graph and Rendering}
*/
/*!
* Constructs a new QQuickFramebufferObject with parent \a parent.
*/
QQuickFramebufferObject::QQuickFramebufferObject(QQuickItem *parent) :
QQuickItem(*new QQuickFramebufferObjectPrivate, parent)
{
setFlag(ItemHasContents);
}
/*!
* \property QQuickFramebufferObject::textureFollowsItemSize
*
* This property controls if the size of the FBO's texture should follow
* the dimensions of the QQuickFramebufferObject item. When this property
* is false, the FBO will be created once the first time it is displayed.
* If it is set to true, the FBO will be recreated every time the dimensions
* of the item change.
*
* The default value is \c {true}.
*/
void QQuickFramebufferObject::setTextureFollowsItemSize(bool follows)
{
Q_D(QQuickFramebufferObject);
if (d->followsItemSize == follows)
return;
d->followsItemSize = follows;
emit textureFollowsItemSizeChanged(d->followsItemSize);
}
bool QQuickFramebufferObject::textureFollowsItemSize() const
{
Q_D(const QQuickFramebufferObject);
return d->followsItemSize;
}
/*!
* \property QQuickFramebufferObject::mirrorVertically
*
* This property controls if the size of the FBO's contents should be mirrored
* vertically when drawing. This allows easy integration of third-party
* rendering code that does not follow the standard expectations.
*
* The default value is \c {false}.
*
* \since 5.6
*/
void QQuickFramebufferObject::setMirrorVertically(bool enable)
{
Q_D(QQuickFramebufferObject);
if (d->mirrorVertically == enable)
return;
d->mirrorVertically = enable;
emit mirrorVerticallyChanged(d->mirrorVertically);
update();
}
bool QQuickFramebufferObject::mirrorVertically() const
{
Q_D(const QQuickFramebufferObject);
return d->mirrorVertically;
}
/*!
* \internal
*/
void QQuickFramebufferObject::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry)
{
QQuickItem::geometryChanged(newGeometry, oldGeometry);
Q_D(QQuickFramebufferObject);
if (newGeometry.size() != oldGeometry.size() && d->followsItemSize)
update();
}
class QSGFramebufferObjectNode : public QSGTextureProvider, public QSGSimpleTextureNode
{
Q_OBJECT
public:
QSGFramebufferObjectNode()
: window(nullptr)
, fbo(nullptr)
, msDisplayFbo(nullptr)
, renderer(nullptr)
, renderPending(true)
, invalidatePending(false)
, devicePixelRatio(1)
{
qsgnode_set_description(this, QStringLiteral("fbonode"));
}
~QSGFramebufferObjectNode()
{
delete renderer;
delete texture();
delete fbo;
delete msDisplayFbo;
}
void scheduleRender()
{
renderPending = true;
window->update();
}
QSGTexture *texture() const override
{
return QSGSimpleTextureNode::texture();
}
public Q_SLOTS:
void render()
{
if (renderPending) {
renderPending = false;
const bool needsWrap = QSGRendererInterface::isApiRhiBased(window->rendererInterface()->graphicsApi());
if (needsWrap) {
window->beginExternalCommands();
window->resetOpenGLState();
}
fbo->bind();
QOpenGLContext::currentContext()->functions()->glViewport(0, 0, fbo->width(), fbo->height());
renderer->render();
fbo->bindDefault();
if (msDisplayFbo)
QOpenGLFramebufferObject::blitFramebuffer(msDisplayFbo, fbo);
if (needsWrap)
window->endExternalCommands();
markDirty(QSGNode::DirtyMaterial);
emit textureChanged();
}
}
void handleScreenChange()
{
if (window->effectiveDevicePixelRatio() != devicePixelRatio) {
renderer->invalidateFramebufferObject();
quickFbo->update();
}
}
public:
QQuickWindow *window;
QOpenGLFramebufferObject *fbo;
QOpenGLFramebufferObject *msDisplayFbo;
QQuickFramebufferObject::Renderer *renderer;
QQuickFramebufferObject *quickFbo;
bool renderPending;
bool invalidatePending;
qreal devicePixelRatio;
};
static inline bool isOpenGL(QSGRenderContext *rc)
{
QSGRendererInterface *rif = rc->sceneGraphContext()->rendererInterface(rc);
return rif && (rif->graphicsApi() == QSGRendererInterface::OpenGL
|| rif->graphicsApi() == QSGRendererInterface::OpenGLRhi);
}
/*!
* \internal
*/
QSGNode *QQuickFramebufferObject::updatePaintNode(QSGNode *node, UpdatePaintNodeData *)
{
QSGFramebufferObjectNode *n = static_cast<QSGFramebufferObjectNode *>(node);
// We only abort if we never had a node before. This is so that we
// don't recreate the renderer object if the thing becomes tiny. In
// terms of API it would be horrible if the renderer would go away
// that easily so with this logic, the renderer only goes away when
// the scenegraph is invalidated or it is removed from the scene.
if (!n && (width() <= 0 || height() <= 0))
return nullptr;
Q_D(QQuickFramebufferObject);
if (!n) {
if (!isOpenGL(d->sceneGraphRenderContext()))
return nullptr;
if (!d->node)
d->node = new QSGFramebufferObjectNode;
n = d->node;
}
if (!n->renderer) {
n->window = window();
n->renderer = createRenderer();
n->renderer->data = n;
n->quickFbo = this;
connect(window(), SIGNAL(beforeRendering()), n, SLOT(render()));
connect(window(), SIGNAL(screenChanged(QScreen*)), n, SLOT(handleScreenChange()));
}
n->renderer->synchronize(this);
QSize minFboSize = d->sceneGraphContext()->minimumFBOSize();
QSize desiredFboSize(qMax<int>(minFboSize.width(), width()),
qMax<int>(minFboSize.height(), height()));
n->devicePixelRatio = window()->effectiveDevicePixelRatio();
desiredFboSize *= n->devicePixelRatio;
if (n->fbo && ((d->followsItemSize && n->fbo->size() != desiredFboSize) || n->invalidatePending)) {
delete n->texture();
delete n->fbo;
n->fbo = nullptr;
delete n->msDisplayFbo;
n->msDisplayFbo = nullptr;
n->invalidatePending = false;
}
if (!n->fbo) {
n->fbo = n->renderer->createFramebufferObject(desiredFboSize);
GLuint displayTexture = n->fbo->texture();
if (n->fbo->format().samples() > 0) {
n->msDisplayFbo = new QOpenGLFramebufferObject(n->fbo->size());
displayTexture = n->msDisplayFbo->texture();
}
QSGTexture *wrapper = window()->createTextureFromNativeObject(QQuickWindow::NativeObjectTexture,
&displayTexture, 0,
n->fbo->size(),
QQuickWindow::TextureHasAlphaChannel);
n->setTexture(wrapper);
}
n->setTextureCoordinatesTransform(d->mirrorVertically ? QSGSimpleTextureNode::MirrorVertically : QSGSimpleTextureNode::NoTransform);
n->setFiltering(d->smooth ? QSGTexture::Linear : QSGTexture::Nearest);
n->setRect(0, 0, width(), height());
n->scheduleRender();
return n;
}
/*!
\reimp
*/
bool QQuickFramebufferObject::isTextureProvider() const
{
return true;
}
/*!
\reimp
*/
QSGTextureProvider *QQuickFramebufferObject::textureProvider() const
{
// When Item::layer::enabled == true, QQuickItem will be a texture
// provider. In this case we should prefer to return the layer rather
// than the fbo texture.
if (QQuickItem::isTextureProvider())
return QQuickItem::textureProvider();
Q_D(const QQuickFramebufferObject);
QQuickWindow *w = window();
if (!w || !w->openglContext() || QThread::currentThread() != w->openglContext()->thread()) {
qWarning("QQuickFramebufferObject::textureProvider: can only be queried on the rendering thread of an exposed window");
return nullptr;
}
if (!isOpenGL(d->sceneGraphRenderContext()))
return nullptr;
if (!d->node)
d->node = new QSGFramebufferObjectNode;
return d->node;
}
/*!
\reimp
*/
void QQuickFramebufferObject::releaseResources()
{
// When release resources is called on the GUI thread, we only need to
// forget about the node. Since it is the node we returned from updatePaintNode
// it will be managed by the scene graph.
Q_D(QQuickFramebufferObject);
d->node = nullptr;
}
void QQuickFramebufferObject::invalidateSceneGraph()
{
Q_D(QQuickFramebufferObject);
d->node = nullptr;
}
/*!
* \class QQuickFramebufferObject::Renderer
* \inmodule QtQuick
* \since 5.2
*
* The QQuickFramebufferObject::Renderer class is used to implement the
* rendering logic of a QQuickFramebufferObject.
*/
/*!
* Constructs a new renderer.
*
* This function is called during the scene graph sync phase when the
* GUI thread is blocked.
*/
QQuickFramebufferObject::Renderer::Renderer()
: data(nullptr)
{
}
/*!
* \fn QQuickFramebufferObject::Renderer *QQuickFramebufferObject::createRenderer() const
*
* Reimplement this function to create a renderer used to render into the FBO.
*
* This function will be called on the rendering thread while the GUI thread is
* blocked.
*/
/*!
* The Renderer is automatically deleted when the scene graph resources
* for the QQuickFramebufferObject item is cleaned up.
*
* This function is called on the rendering thread.
*/
QQuickFramebufferObject::Renderer::~Renderer()
{
}
/*!
* Returns the framebuffer object currently being rendered to.
*/
QOpenGLFramebufferObject *QQuickFramebufferObject::Renderer::framebufferObject() const
{
return data ? ((QSGFramebufferObjectNode *) data)->fbo : nullptr;
}
/*!
* \fn void QQuickFramebufferObject::Renderer::render()
*
* This function is called when the FBO should be rendered into. The framebuffer
* is bound at this point and the \c glViewport has been set up to match
* the FBO size.
*
* The FBO will be automatically unbound after the function returns.
*
* \note Do not assume that the OpenGL state is all set to the defaults when
* this function is invoked, or that it is maintained between calls. Both the Qt
* Quick renderer and the custom rendering code uses the same OpenGL
* context. This means that the state might have been modified by Quick before
* invoking this function.
*
* \note It is recommended to call QQuickWindow::resetOpenGLState() before
* returning. This resets OpenGL state used by the Qt Quick renderer and thus
* avoids interference from the state changes made by the rendering code in this
* function.
*/
/*!
* This function is called as a result of QQuickFramebufferObject::update().
*
* Use this function to update the renderer with changes that have occurred
* in the item. \a item is the item that instantiated this renderer. The function
* is called once before the FBO is created.
*
* \e {For instance, if the item has a color property which is controlled by
* QML, one should call QQuickFramebufferObject::update() and use
* synchronize() to copy the new color into the renderer so that it can be
* used to render the next frame.}
*
* This function is the only place when it is safe for the renderer and the
* item to read and write each others members.
*/
void QQuickFramebufferObject::Renderer::synchronize(QQuickFramebufferObject *item)
{
Q_UNUSED(item);
}
/*!
* Call this function during synchronize() to invalidate the current FBO. This
* will result in a new FBO being created with createFramebufferObject().
*/
void QQuickFramebufferObject::Renderer::invalidateFramebufferObject()
{
if (data)
((QSGFramebufferObjectNode *) data)->invalidatePending = true;
}
/*!
* This function is called when a new FBO is needed. This happens on the
* initial frame. If QQuickFramebufferObject::textureFollowsItemSize is set to true,
* it is called again every time the dimensions of the item changes.
*
* The returned FBO can have any attachment. If the QOpenGLFramebufferObjectFormat
* indicates that the FBO should be multisampled, the internal implementation
* of the Renderer will allocate a second FBO and blit the multisampled FBO
* into the FBO used to display the texture.
*
* \note Some hardware has issues with small FBO sizes. \a size takes that into account, so
* be cautious when overriding the size with a fixed size. A minimal size of 64x64 should
* always work.
*
* \note \a size takes the device pixel ratio into account, meaning that it is
* already multiplied by the correct scale factor. When moving the window
* containing the QQuickFramebufferObject item to a screen with different
* settings, the FBO is automatically recreated and this function is invoked
* with the correct size.
*/
QOpenGLFramebufferObject *QQuickFramebufferObject::Renderer::createFramebufferObject(const QSize &size)
{
return new QOpenGLFramebufferObject(size);
}
/*!
* Call this function when the FBO should be rendered again.
*
* This function can be called from render() to force the FBO to be rendered
* again before the next frame.
*
* \note This function should be used from inside the renderer. To update
* the item on the GUI thread, use QQuickFramebufferObject::update().
*/
void QQuickFramebufferObject::Renderer::update()
{
if (data)
((QSGFramebufferObjectNode *) data)->scheduleRender();
}
#include "qquickframebufferobject.moc"
#include "moc_qquickframebufferobject.cpp"
QT_END_NAMESPACE