using SceneTexture instead of QSGLayer. blocking the renderer hen

reaching the itemNode is not solved yet
This commit is contained in:
Uwe Rathmann 2023-12-11 09:07:56 +01:00
parent 162534c13c
commit 7615cffdd4
5 changed files with 285 additions and 88 deletions

View File

@ -6,6 +6,7 @@
set(SOURCES
Overlay.h Overlay.cpp
BlurringNode.h BlurringNode.cpp
SceneTexture.h SceneTexture.cpp
main.cpp)
qt_add_resources(SOURCES images.qrc shaders.qrc)

View File

@ -5,10 +5,9 @@
#include "Overlay.h"
#include "BlurringNode.h"
#include "SceneTexture.h"
#include <private/qquickitem_p.h>
#include <private/qquickwindow_p.h>
#include <private/qsgadaptationlayer_p.h>
#include <private/qquickitemchangelistener_p.h>
#include <qpointer.h>
@ -43,22 +42,6 @@ class OverlayPrivate final : public QQuickItemPrivate, public QQuickItemChangeLi
q_func()->update();
}
void setCovering( bool on )
{
if ( on == covering )
return;
if ( grabbedItem )
{
auto sd = QQuickItemPrivate::get( grabbedItem );
sd->refFromEffectItem( on );
sd->derefFromEffectItem( covering );
}
covering = on;
}
void setAttached( bool on )
{
if ( grabbedItem )
@ -67,76 +50,28 @@ class OverlayPrivate final : public QQuickItemPrivate, public QQuickItemChangeLi
if ( on )
{
d->refFromEffectItem( covering );
d->refFromEffectItem( false );
d->addItemChangeListener( this, Geometry );
}
else
{
d->removeItemChangeListener( this, Geometry );
d->derefFromEffectItem( covering );
d->derefFromEffectItem( false );
}
}
}
QSGLayer* createTexture()
QSGRootNode* grabbedNode()
{
auto renderContext = sceneGraphRenderContext();
auto layer = renderContext->sceneGraphContext()->createLayer( renderContext );
layer->setMipmapFiltering( QSGTexture::None );
layer->setHorizontalWrapMode( QSGTexture::ClampToEdge );
layer->setVerticalWrapMode( QSGTexture::ClampToEdge );
layer->setFormat( QSGLayer::RGBA8 );
layer->setHasMipmaps( false );
layer->setMirrorHorizontal( false );
layer->setMirrorVertical( true );
if ( q_func()->window()->format().samples() > 2 )
{
/*
We want to disable multisampling as it doesn't make any sense
in combination with blurring afterwards. Unfortunately
QSGLayer uses the samples from the window when setting samples
below 2 here.
*/
layer->setSamples( 2 );
}
return layer;
return grabbedItem ? get( grabbedItem )->rootNode() : nullptr;
}
void updateTexture( QSGLayer* layer )
QSGTransformNode* grabbedItemNode()
{
Q_Q( Overlay );
const auto pixelRatio = q->window()->effectiveDevicePixelRatio();
layer->setLive( true );
layer->setItem( QQuickItemPrivate::get( grabbedItem )->itemNode() );
const auto rect = QRectF( q->position(), q->size() );
layer->setRect( rect );
QSize textureSize( qCeil( rect.width() ), qCeil( rect.height() ) );
textureSize *= pixelRatio;
const QSize minTextureSize = sceneGraphContext()->minimumFBOSize();
while ( textureSize.width() < minTextureSize.width() )
textureSize.rwidth() *= 2;
while ( textureSize.height() < minTextureSize.height() )
textureSize.rheight() *= 2;
layer->setDevicePixelRatio( pixelRatio );
layer->setSize( textureSize );
layer->setRecursive( false );
layer->setFiltering( q->smooth() ? QSGTexture::Linear : QSGTexture::Nearest );
return grabbedItem ? get( grabbedItem )->itemNode() : nullptr;
}
QPointer< QQuickItem > grabbedItem;
bool covering = false;
Q_DECLARE_PUBLIC(Overlay)
};
@ -176,36 +111,30 @@ void Overlay::geometryChange(
{
Inherited::geometryChange( newGeometry, oldGeometry );
/*
When newGeometry covers the grabbedItem completely we could
set covering to true. TODO ...
*/
if ( d_func()->grabbedItem )
update();
}
QSGNode* Overlay::updatePaintNode( QSGNode* oldNode, UpdatePaintNodeData* )
{
if ( size().isEmpty() )
Q_D( Overlay );
if ( d->grabbedItemNode() == nullptr || size().isEmpty() )
{
delete oldNode;
return nullptr;
}
Q_D( Overlay );
auto node = static_cast< BlurringNode* >( oldNode );
if ( node == nullptr )
{
node = new BlurringNode();
auto layer = d->createTexture();
node->setTexture( layer );
auto texture = new SceneTexture( d->sceneGraphRenderContext() );
texture->setDevicePixelRatio( window()->effectiveDevicePixelRatio() );
connect( layer, &QSGLayer::updateRequested,
this, &QQuickItem::update );
node->setTexture( texture );
}
auto itemNode = static_cast< TransformNode* >( d->itemNode() );
@ -214,12 +143,14 @@ QSGNode* Overlay::updatePaintNode( QSGNode* oldNode, UpdatePaintNodeData* )
{
itemNode->isBlocked = true;
auto layer = static_cast< QSGLayer* >( node->texture() );
auto texture = static_cast< SceneTexture* >( node->texture() );
texture->setFiltering( smooth() ? QSGTexture::Linear : QSGTexture::Nearest );
d->updateTexture( layer );
texture->render( d->grabbedNode(), itemNode,
QRectF( x(), y(), width(), height() ) );
layer->updateTexture();
itemNode->isBlocked = false;
QMetaObject::invokeMethod( this, &QQuickItem::update );
}
node->setRect( QRectF( 0, 0, width(), height() ) );

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@ -0,0 +1,219 @@
/******************************************************************************
* QSkinny - Copyright (C) 2016 Uwe Rathmann
* SPDX-License-Identifier: BSD-3-Clause
*****************************************************************************/
#include "SceneTexture.h"
#include <private/qsgbatchrenderer_p.h>
namespace
{
class Renderer : public QSGBatchRenderer::Renderer
{
using Inherited = QSGBatchRenderer::Renderer;
public:
Renderer( QSGDefaultRenderContext* context )
: Inherited( context, renderMode( context ) )
{
setClearColor( Qt::transparent );
}
~Renderer() override
{
clearTarget();
}
void setFinalNode( QSGTransformNode* node )
{
/*
we need to find a way how to block all nodes
that are rendered behing m_finalNode TODO ...
*/
m_finalNode = node;
}
QRhiTexture* texture() const { return m_rhiTexture; }
void setProjection( const QRectF& rect )
{
const auto rhi = context()->rhi();
auto r = rect;
if ( rhi->isYUpInFramebuffer() )
{
r.moveTop( r.bottom() );
r.setHeight( -r.height() );
}
MatrixTransformFlags matrixFlags;
if ( !rhi->isYUpInNDC() )
matrixFlags |= QSGAbstractRenderer::MatrixTransformFlipY;
setProjectionMatrixToRect( r, matrixFlags );
}
void setTextureSize( const QSize& size )
{
if ( m_rt.rt && m_rt.rt->pixelSize() != size )
clearTarget();
if ( m_rt.rt == nullptr )
createTarget( size );
const QRect r( 0, 0, size.width(), size.height() );
setDeviceRect( r );
setViewportRect( r );
}
void renderScene() override
{
Inherited::renderScene();
}
private:
void createTarget( const QSize& size )
{
const auto rhi = context()->rhi();
auto flags = QRhiTexture::RenderTarget | QRhiTexture::UsedAsTransferSource;
m_rhiTexture = rhi->newTexture( QRhiTexture::RGBA8, size, 1, flags );
m_rhiTexture->create();
QRhiColorAttachment color0( m_rhiTexture );
auto target = rhi->newTextureRenderTarget( { color0 } );
target->setRenderPassDescriptor(
target->newCompatibleRenderPassDescriptor() );
target->create();
m_rt.rt = target;
m_rt.rpDesc = target->renderPassDescriptor();
auto defaultContext = qobject_cast< QSGDefaultRenderContext* >( context() );
m_rt.cb = defaultContext->currentFrameCommandBuffer();
}
void clearTarget()
{
delete m_rt.rt;
m_rt.rt = nullptr;
delete m_rt.rpDesc;
m_rt.rpDesc = nullptr;
delete m_rhiTexture;
m_rhiTexture = nullptr;
}
void nodeChanged( QSGNode* node, QSGNode::DirtyState state ) override
{
Inherited::nodeChanged( node, state );
}
private:
inline QSGRendererInterface::RenderMode renderMode(
QSGDefaultRenderContext* context ) const
{
return context->useDepthBufferFor2D()
? QSGRendererInterface::RenderMode2D
: QSGRendererInterface::RenderMode2DNoDepthBuffer;
}
QRhiTexture* m_rhiTexture = nullptr;
QSGTransformNode* m_finalNode = nullptr;
};
};
class SceneTexturePrivate final : public QSGTexturePrivate
{
public:
SceneTexturePrivate( SceneTexture* texture )
: QSGTexturePrivate( texture )
{
}
QRectF rect;
qreal devicePixelRatio = 1.0;
Renderer* renderer = nullptr;
QSGDefaultRenderContext* context = nullptr;
};
SceneTexture::SceneTexture( QSGRenderContext* context )
: Inherited(*( new SceneTexturePrivate(this) ) )
{
d_func()->context = static_cast< QSGDefaultRenderContext* >( context );
}
SceneTexture::~SceneTexture()
{
delete d_func()->renderer;
}
QSize SceneTexture::textureSize() const
{
Q_D( const SceneTexture );
QSize size( qCeil( d->rect.width() ), qCeil( d->rect.height() ) );
size *= d->devicePixelRatio;
const QSize minSize = d->context->sceneGraphContext()->minimumFBOSize();
while ( size.width() < minSize.width() )
size.rwidth() *= 2;
while ( size.height() < minSize.height() )
size.rheight() *= 2;
return size;
}
qint64 SceneTexture::comparisonKey() const
{
return qint64( rhiTexture() );
}
QRhiTexture* SceneTexture::rhiTexture() const
{
Q_D( const SceneTexture );
return d->renderer ? d->renderer->texture() : nullptr;
}
void SceneTexture::render( QSGRootNode* rootNode,
QSGTransformNode* finalNode, const QRectF& rect )
{
Q_D( SceneTexture );
d->rect = rect;
const auto pixelSize = textureSize();
if ( d->renderer == nullptr )
{
d->renderer = new Renderer( d->context );
d->renderer->setDevicePixelRatio( d->devicePixelRatio );
}
d->renderer->setRootNode( rootNode );
d->renderer->setFinalNode( finalNode );
d->renderer->setProjection( d->rect );
d->renderer->setTextureSize( pixelSize );
d->renderer->renderScene();
}
void SceneTexture::setDevicePixelRatio( qreal ratio )
{
d_func()->devicePixelRatio = ratio;
}
QRectF SceneTexture::normalizedTextureSubRect() const
{
return QRectF( 0, 1, 1, -1 );
}

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@ -0,0 +1,41 @@
/******************************************************************************
* QSkinny - Copyright (C) 2016 Uwe Rathmann
* SPDX-License-Identifier: BSD-3-Clause
*****************************************************************************/
#pragma once
#include <qsgtexture.h>
class SceneTexturePrivate;
class QSGRenderContext;
class QSGRootNode;
class QSGTransformNode;
class SceneTexture : public QSGTexture
{
using Inherited = QSGTexture;
public:
SceneTexture( QSGRenderContext* );
~SceneTexture();
void setDevicePixelRatio( qreal );
void render( QSGRootNode*, QSGTransformNode*, const QRectF& );
QSize textureSize() const override;
qint64 comparisonKey() const override;
QRhiTexture* rhiTexture() const override;
QRectF normalizedTextureSubRect() const override;
private:
// nops to satisfy the QSGTexture API
bool hasAlphaChannel() const override { return true; }
bool hasMipmaps() const override { return false; }
void commitTextureOperations( QRhi*, QRhiResourceUpdateBatch* ) override {}
Q_DECLARE_PRIVATE( SceneTexture )
};

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@ -137,8 +137,13 @@ class MainView : public QskControl
m_background = new BackgroundItem( this );
m_overlay = new OverlayBox( m_background );
(void )new ButtonBox( m_overlay );
#if 0
auto box = new QskBox( m_background );
box->setGeometry( 50, 50, 400, 200 );
box->setFillGradient( Qt::darkBlue );
#endif
}
protected: