qskinny/src/nodes/QskSceneTexture.cpp

490 lines
12 KiB
C++

/******************************************************************************
* QSkinny - Copyright (C) The authors
* SPDX-License-Identifier: BSD-3-Clause
*****************************************************************************/
#include "QskSceneTexture.h"
#include "QskTreeNode.h"
#include <qmath.h>
QSK_QT_PRIVATE_BEGIN
#include <private/qquickwindow_p.h>
#include <private/qsgtexture_p.h>
#define QT_BUILD_QUICK_LIB // suppress Qt5 warnings
#include <private/qsgbatchrenderer_p.h>
#undef QT_BUILD_QUICK_LIB
QSK_QT_PRIVATE_END
/*
With Qt 5.15 Rhi can optionally be enbled by setting "export QSG_RHI=1".
So we need to have a native QOpenGL implementation and one using
the Rhi abstraction layer. For Qt6 we can rely on Rhi.
Once Qt5 support has been dropped we can eliminate this #ifdef jungle
*/
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
#include <qopenglframebufferobject.h>
#endif
static int qskRenderOrderCompare( const QSGNode* rootNode,
const QSGNode* node1, const QSGNode* node2 )
{
if ( rootNode == node1 )
return 1;
if ( rootNode == node2 )
return -1;
for ( auto node = rootNode->firstChild();
node != nullptr; node = node->nextSibling() )
{
const auto ret = qskRenderOrderCompare( node, node1, node2 );
if ( ret )
return ret;
}
return 0;
}
namespace
{
#if QT_VERSION >= QT_VERSION_CHECK( 6, 0, 0 )
inline QSGRendererInterface::RenderMode contextRenderMode(
QSGDefaultRenderContext* context )
{
return context->useDepthBufferFor2D()
? QSGRendererInterface::RenderMode2D
: QSGRendererInterface::RenderMode2DNoDepthBuffer;
}
#endif
class Renderer final : public QSGBatchRenderer::Renderer
{
using Inherited = QSGBatchRenderer::Renderer;
public:
Renderer( QskSceneTexture*, QSGDefaultRenderContext* );
~Renderer() override;
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
inline int textureId() const { return m_fbo ? m_fbo->texture() : 0; }
inline void renderScene()
{
class Bindable : public QSGBindable
{
public:
Bindable( QOpenGLFramebufferObject* fbo ) : m_fbo( fbo ) {}
void bind() const override { m_fbo->bind(); }
private:
QOpenGLFramebufferObject* m_fbo;
};
Inherited::renderScene( Bindable( m_fbo ) );
}
#endif
inline QRhiTexture* rhiTexture() const { return m_rhiTexture; }
inline bool isDirty() const { return m_dirty; }
void setFinalNode( QSGTransformNode* );
void setProjection( const QRectF& );
void setTextureSize( const QSize& );
QSize textureSize() const;
protected:
void nodeChanged( QSGNode*, QSGNode::DirtyState ) override;
void render() override;
private:
void createTarget( const QSize& );
void clearTarget();
void markDirty();
QSGTransformNode* m_finalNode = nullptr;
QskSceneTexture* m_texture = nullptr;
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
QOpenGLFramebufferObject* m_fbo = nullptr;
#endif
#if QT_VERSION < QT_VERSION_CHECK( 6, 4, 0 )
struct RenderTarget
{
QRhiRenderTarget* rt = nullptr;
QRhiRenderPassDescriptor* rpDesc = nullptr;
QRhiCommandBuffer* cb = nullptr;
} m_rt;
#endif
QRhiTexture* m_rhiTexture = nullptr;
bool m_dirty = true;
};
Renderer::Renderer( QskSceneTexture* texture, QSGDefaultRenderContext* context )
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
: Inherited( context )
#else
: Inherited( context, contextRenderMode( context ) )
#endif
, m_texture( texture )
{
setClearColor( Qt::transparent );
connect( this, &QSGRenderer::sceneGraphChanged,
this, &Renderer::markDirty );
}
Renderer::~Renderer()
{
clearTarget();
}
void Renderer::setFinalNode( QSGTransformNode* node )
{
if ( node != m_finalNode )
{
m_finalNode = node;
markDirty();
}
}
void Renderer::setProjection( const QRectF& rect )
{
bool flipFramebuffer = true;
bool flipMatrix = false;
if ( const auto rhi = context()->rhi() )
{
flipFramebuffer = rhi->isYUpInFramebuffer();
flipMatrix = !rhi->isYUpInNDC();
}
auto r = rect;
if ( flipFramebuffer )
{
r.moveTop( r.bottom() );
r.setHeight( -r.height() );
}
MatrixTransformFlags matrixFlags;
if ( flipMatrix )
matrixFlags |= QSGAbstractRenderer::MatrixTransformFlipY;
setProjectionMatrixToRect( r, matrixFlags );
}
void Renderer::setTextureSize( const QSize& size )
{
if ( const auto rhi = context()->rhi() )
{
if ( m_rt.rt && m_rt.rt->pixelSize() != size )
clearTarget();
if ( m_rt.rt == nullptr )
createTarget( size );
}
else
{
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
if ( m_fbo && m_fbo->size() != size )
clearTarget();
if ( m_fbo == nullptr )
createTarget( size );
#endif
}
const QRect r( 0, 0, size.width(), size.height() );
setDeviceRect( r );
setViewportRect( r );
}
QSize Renderer::textureSize() const
{
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
if ( m_fbo ) return m_fbo->size();
#else
if( m_rt.rt ) return m_rt.rt->pixelSize();
#endif
return QSize();
}
void Renderer::render()
{
m_dirty = false;
qskTryBlockTrailingNodes( m_finalNode, rootNode(), true, false );
#if 0
static int counter = 0;
qDebug() << ++counter;
QSGNodeDumper::dump( rootNode() );
#endif
Inherited::render();
qskTryBlockTrailingNodes( m_finalNode, rootNode(), false, false );
}
void Renderer::nodeChanged( QSGNode* node, QSGNode::DirtyState state )
{
/*
No need to update the texture for changes of nodes behind
the final node.
Unfortunately QQuickWindow does not update the scene graph in
rendering order and we might be called for relevant nodes after
the texture has already been updated. In these situations we
update the texture twice. Not so good ...
*/
if ( qskRenderOrderCompare( rootNode(), node, m_finalNode ) > 0 )
{
// triggering QSGRenderer::sceneGraphChanged signals
Inherited::nodeChanged( node, state );
}
}
void Renderer::markDirty()
{
if ( !m_dirty )
{
m_dirty = true;
Q_EMIT m_texture->updateRequested();
}
}
void Renderer::createTarget( const QSize& size )
{
if ( const auto rhi = context()->rhi() )
{
auto flags = QRhiTexture::RenderTarget | QRhiTexture::UsedAsTransferSource;
m_rhiTexture = rhi->newTexture( QRhiTexture::RGBA8, size, 1, flags );
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
m_rhiTexture->build();
#else
m_rhiTexture->create();
#endif
QRhiColorAttachment color0( m_rhiTexture );
auto target = rhi->newTextureRenderTarget( { color0 } );
target->setRenderPassDescriptor(
target->newCompatibleRenderPassDescriptor() );
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
target->build();
#else
target->create();
#endif
m_rt.rt = target;
m_rt.rpDesc = target->renderPassDescriptor();
auto defaultContext = qobject_cast< QSGDefaultRenderContext* >( context() );
m_rt.cb = defaultContext->currentFrameCommandBuffer();
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
setRenderTarget( m_rt.rt );
setCommandBuffer( m_rt.cb );
setRenderPassDescriptor( m_rt.rpDesc );
#endif
}
else
{
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
QOpenGLFramebufferObjectFormat format;
format.setInternalTextureFormat( GL_RGBA8 );
format.setSamples( 0 );
format.setAttachment( QOpenGLFramebufferObject::CombinedDepthStencil );
m_fbo = new QOpenGLFramebufferObject( size, format );
#endif
}
}
void Renderer::clearTarget()
{
if ( const auto rhi = context()->rhi() )
{
delete m_rt.rt;
m_rt.rt = nullptr;
delete m_rt.rpDesc;
m_rt.rpDesc = nullptr;
delete m_rhiTexture;
m_rhiTexture = nullptr;
}
else
{
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
delete m_fbo;
m_fbo = nullptr;
#endif
}
}
}
class QskSceneTexturePrivate final : public QSGTexturePrivate
{
public:
QskSceneTexturePrivate( const QQuickWindow* window, QskSceneTexture* texture )
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
: QSGTexturePrivate()
#else
: QSGTexturePrivate( texture )
#endif
, devicePixelRatio( window->effectiveDevicePixelRatio() )
{
Q_UNUSED( texture );
// Qt5 needs the extra const_cast
auto dw = QQuickWindowPrivate::get( const_cast< QQuickWindow* >( window ) );
context = dynamic_cast< QSGDefaultRenderContext* >( dw->context );
}
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
int comparisonKey() const override
{
if ( renderer )
{
if ( renderer->textureId() )
return renderer->textureId();
if ( renderer->rhiTexture() )
return int( qintptr( renderer->rhiTexture() ) );
}
return int( qintptr( this ) );
}
QRhiTexture *rhiTexture() const override
{ return renderer ? renderer->rhiTexture() : nullptr; }
#endif
QSize pixelSize() const
{
QSize size( qCeil( rect.width() ), qCeil( rect.height() ) );
size *= devicePixelRatio;
const QSize minSize = context->sceneGraphContext()->minimumFBOSize();
while ( size.width() < minSize.width() )
size.rwidth() *= 2;
while ( size.height() < minSize.height() )
size.rheight() *= 2;
return size;
}
QRectF rect;
const qreal devicePixelRatio;
Renderer* renderer = nullptr;
QSGDefaultRenderContext* context = nullptr;
};
QskSceneTexture::QskSceneTexture( const QQuickWindow* window )
: Inherited( *new QskSceneTexturePrivate( window, this ) )
{
Q_ASSERT( d_func()->context );
}
QskSceneTexture::~QskSceneTexture()
{
delete d_func()->renderer;
}
QSize QskSceneTexture::textureSize() const
{
Q_D( const QskSceneTexture );
return d->renderer ? d->renderer->textureSize() : QSize();
}
void QskSceneTexture::render( const QSGRootNode* rootNode,
const QSGTransformNode* finalNode, const QRectF& rect )
{
Q_D( QskSceneTexture );
d->rect = rect;
if ( d->renderer == nullptr )
{
d->renderer = new Renderer( this, d->context );
d->renderer->setDevicePixelRatio( d->devicePixelRatio );
}
d->renderer->setRootNode( const_cast< QSGRootNode* >( rootNode ) );
d->renderer->setFinalNode( const_cast< QSGTransformNode* >( finalNode ) );
d->renderer->setProjection( d->rect );
d->renderer->setTextureSize( d->pixelSize() );
d->renderer->renderScene();
}
bool QskSceneTexture::isDirty() const
{
Q_D( const QskSceneTexture );
return d->renderer ? d->renderer->isDirty() : true;
}
QRectF QskSceneTexture::normalizedTextureSubRect() const
{
return QRectF( 0, 1, 1, -1 );
}
bool QskSceneTexture::hasAlphaChannel() const
{
return false;
}
bool QskSceneTexture::hasMipmaps() const
{
return false;
}
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
void QskSceneTexture::bind()
{
if ( d_func()->rhiTexture() == nullptr )
{
auto funcs = QOpenGLContext::currentContext()->functions();
funcs->glBindTexture( GL_TEXTURE_2D, textureId() );
updateBindOptions();
}
}
int QskSceneTexture::textureId() const
{
Q_D( const QskSceneTexture );
return d->renderer ? d->renderer->textureId() : 0;
}
#else
qint64 QskSceneTexture::comparisonKey() const
{
return qint64( rhiTexture() );
}
QRhiTexture* QskSceneTexture::rhiTexture() const
{
Q_D( const QskSceneTexture );
return d->renderer ? d->renderer->rhiTexture() : nullptr;
}
#endif
#include "moc_QskSceneTexture.cpp"