| /**************************************************************************** |
| ** |
| ** Copyright (C) 2016 The Qt Company Ltd. |
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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 |