// Copyright (C) 2019 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #include "qsgrhilayer_p.h" #include #include QSGRhiLayer::QSGRhiLayer(QSGRenderContext *context) : QSGLayer(*(new QSGTexturePrivate(this))) , m_mipmap(false) , m_live(true) , m_recursive(false) , m_dirtyTexture(true) , m_multisampling(false) , m_grab(false) , m_mirrorHorizontal(false) , m_mirrorVertical(true) { m_context = static_cast(context); m_rhi = m_context->rhi(); Q_ASSERT(m_rhi); } QSGRhiLayer::~QSGRhiLayer() { invalidated(); } void QSGRhiLayer::invalidated() { releaseResources(); delete m_prevTexture; m_prevTexture = nullptr; delete m_renderer; m_renderer = nullptr; } qint64 QSGRhiLayer::comparisonKey() const { return qint64(m_texture); } bool QSGRhiLayer::hasAlphaChannel() const { return true; } bool QSGRhiLayer::hasMipmaps() const { return m_mipmap; } QRhiTexture *QSGRhiLayer::rhiTexture() const { return m_prevTexture ? m_prevTexture : m_texture; } void QSGRhiLayer::commitTextureOperations(QRhi *rhi, QRhiResourceUpdateBatch *resourceUpdates) { Q_UNUSED(rhi); Q_UNUSED(resourceUpdates); } bool QSGRhiLayer::updateTexture() { // called during the preprocess phase, outside of frame rendering -> good bool doGrab = (m_live || m_grab) && m_dirtyTexture; if (doGrab) grab(); if (m_grab) emit scheduledUpdateCompleted(); m_grab = false; return doGrab; } void QSGRhiLayer::setHasMipmaps(bool mipmap) { if (mipmap == m_mipmap) return; m_mipmap = mipmap; if (m_mipmap && m_texture) markDirtyTexture(); } void QSGRhiLayer::setItem(QSGNode *item) { if (item == m_item) return; m_item = item; if (m_live && !m_item) releaseResources(); markDirtyTexture(); } void QSGRhiLayer::setRect(const QRectF &logicalRect) { if (logicalRect == m_logicalRect) return; m_logicalRect = logicalRect; markDirtyTexture(); } void QSGRhiLayer::setSize(const QSize &pixelSize) { if (pixelSize == m_pixelSize) return; const int textureSizeMax = m_rhi->resourceLimit(QRhi::TextureSizeMax); m_pixelSize = pixelSize.boundedTo(QSize(textureSizeMax, textureSizeMax)); if (Q_UNLIKELY(m_pixelSize != pixelSize)) { qWarning("QSGRhiLayer: Unsupported size requested: [%d, %d]. " "Maximum texture size: %d", pixelSize.width(), pixelSize.height(), textureSizeMax); } if (m_live && m_pixelSize.isNull()) releaseResources(); markDirtyTexture(); } void QSGRhiLayer::setFormat(Format format) { QRhiTexture::Format rhiFormat = QRhiTexture::RGBA8; switch (format) { case RGBA16F: rhiFormat = QRhiTexture::RGBA16F; break; case RGBA32F: rhiFormat = QRhiTexture::RGBA32F; break; default: break; } if (rhiFormat == m_format) return; if (m_rhi->isTextureFormatSupported(rhiFormat)) { m_format = rhiFormat; markDirtyTexture(); } else { qWarning("QSGRhiLayer: Attempted to set unsupported texture format %d", int(rhiFormat)); } } void QSGRhiLayer::setLive(bool live) { if (live == m_live) return; m_live = live; if (m_live && (!m_item || m_pixelSize.isNull())) releaseResources(); markDirtyTexture(); } void QSGRhiLayer::scheduleUpdate() { if (m_grab) return; m_grab = true; if (m_dirtyTexture) emit updateRequested(); } void QSGRhiLayer::setRecursive(bool recursive) { m_recursive = recursive; } void QSGRhiLayer::setMirrorHorizontal(bool mirror) { m_mirrorHorizontal = mirror; } void QSGRhiLayer::setMirrorVertical(bool mirror) { m_mirrorVertical = mirror; } void QSGRhiLayer::markDirtyTexture() { m_dirtyTexture = true; if (m_live || m_grab) emit updateRequested(); } void QSGRhiLayer::releaseResources() { delete m_rt; m_rt = nullptr; delete m_rtRp; m_rtRp = nullptr; m_ds.clear(); delete m_msaaColorBuffer; m_msaaColorBuffer = nullptr; if (m_prevTexture != m_texture) delete m_texture; m_texture = nullptr; delete m_secondaryTexture; m_secondaryTexture = nullptr; } void QSGRhiLayer::clearMainTexture() { std::unique_ptr tempRt(m_rhi->newTextureRenderTarget({ m_texture })); std::unique_ptr tempRp(tempRt->newCompatibleRenderPassDescriptor()); tempRt->setRenderPassDescriptor(tempRp.get()); if (tempRt->create()) { m_context->currentFrameCommandBuffer()->beginPass(tempRt.get(), Qt::transparent, { 1.0f, 0 }); m_context->currentFrameCommandBuffer()->endPass(); } else { qWarning("Failed to clear layer main texture in recursive mode"); } } void QSGRhiLayer::grab() { if (!m_item || m_pixelSize.isEmpty()) { releaseResources(); m_dirtyTexture = false; return; } int effectiveSamples = m_samples; // if no layer.samples was provided use the window's msaa setting if (effectiveSamples <= 1) effectiveSamples = m_context->msaaSampleCount(); const bool needsNewRt = !m_rt || m_rt->pixelSize() != m_pixelSize || (m_recursive && !m_secondaryTexture) || (m_texture && m_texture->format() != m_format); const bool mipmapSettingChanged = m_texture && m_texture->flags().testFlag(QRhiTexture::MipMapped) != m_mipmap; const bool msaaSettingChanged = (effectiveSamples > 1 && !m_msaaColorBuffer) || (effectiveSamples <= 1 && m_msaaColorBuffer); if (needsNewRt ||mipmapSettingChanged || msaaSettingChanged) { if (effectiveSamples <= 1) { m_multisampling = false; } else { m_multisampling = m_rhi->isFeatureSupported(QRhi::MultisampleRenderBuffer); if (!m_multisampling) qWarning("Layer requested %d samples but multisample renderbuffers are not supported", effectiveSamples); } QRhiTexture::Flags textureFlags = QRhiTexture::RenderTarget | QRhiTexture::UsedAsTransferSource; if (m_mipmap) textureFlags |= QRhiTexture::MipMapped | QRhiTexture::UsedWithGenerateMips; // Not the same as m_context->useDepthBufferFor2D(), only the env.var // is to be checked here. Consider a layer with a non-offscreen View3D // in it. That still needs a depth buffer, even when the 2D content // renders without relying on it (i.e. RenderMode2DNoDepthBuffer does // not imply not having a depth/stencil attachment for the render // target! The env.var serves as a hard switch, on the other hand, and // that will likely break 3D for instance but that's fine) static bool depthBufferEnabled = qEnvironmentVariableIsEmpty("QSG_NO_DEPTH_BUFFER"); if (m_recursive && m_texture) { if (m_prevTexture != m_texture) delete m_prevTexture; m_prevTexture = m_texture; } releaseResources(); if (m_multisampling) { m_msaaColorBuffer = m_rhi->newRenderBuffer(QRhiRenderBuffer::Color, m_pixelSize, effectiveSamples); if (!m_msaaColorBuffer->create()) { qWarning("Failed to build multisample color buffer for layer of size %dx%d, sample count %d", m_pixelSize.width(), m_pixelSize.height(), effectiveSamples); releaseResources(); return; } m_texture = m_rhi->newTexture(m_format, m_pixelSize, 1, textureFlags); if (!m_texture->create()) { qWarning("Failed to build texture for layer of size %dx%d", m_pixelSize.width(), m_pixelSize.height()); releaseResources(); return; } if (depthBufferEnabled) { m_ds = m_context->getDepthStencilBuffer(m_pixelSize, effectiveSamples); if (!m_ds) { releaseResources(); return; } } QRhiTextureRenderTargetDescription desc; QRhiColorAttachment color0(m_msaaColorBuffer); if (m_recursive) { m_secondaryTexture = m_rhi->newTexture(m_format, m_pixelSize, 1, textureFlags); if (!m_secondaryTexture->create()) { qWarning("Failed to build secondary texture for layer of size %dx%d", m_pixelSize.width(), m_pixelSize.height()); releaseResources(); return; } color0.setResolveTexture(m_secondaryTexture); if (!m_prevTexture) clearMainTexture(); } else { color0.setResolveTexture(m_texture); } desc.setColorAttachments({ color0 }); if (depthBufferEnabled) desc.setDepthStencilBuffer(m_ds->ds); m_rt = m_rhi->newTextureRenderTarget(desc); m_rtRp = m_rt->newCompatibleRenderPassDescriptor(); if (!m_rtRp) { qWarning("Failed to build render pass descriptor for layer"); releaseResources(); return; } m_rt->setRenderPassDescriptor(m_rtRp); if (!m_rt->create()) { qWarning("Failed to build texture render target for layer"); releaseResources(); return; } } else { m_texture = m_rhi->newTexture(m_format, m_pixelSize, 1, textureFlags); if (!m_texture->create()) { qWarning("Failed to build texture for layer of size %dx%d", m_pixelSize.width(), m_pixelSize.height()); releaseResources(); return; } if (depthBufferEnabled) { m_ds = m_context->getDepthStencilBuffer(m_pixelSize, 1); if (!m_ds) { releaseResources(); return; } } QRhiColorAttachment color0(m_texture); if (m_recursive) { // Here rt is associated with m_secondaryTexture instead of m_texture. // We will issue a copy to m_texture afterwards. m_secondaryTexture = m_rhi->newTexture(m_format, m_pixelSize, 1, textureFlags); if (!m_secondaryTexture->create()) { qWarning("Failed to build texture for layer of size %dx%d", m_pixelSize.width(), m_pixelSize.height()); releaseResources(); return; } color0.setTexture(m_secondaryTexture); if (!m_prevTexture) clearMainTexture(); } QRhiTextureRenderTargetDescription desc({ color0 }); if (depthBufferEnabled) desc.setDepthStencilBuffer(m_ds->ds); m_rt = m_rhi->newTextureRenderTarget(desc); m_rtRp = m_rt->newCompatibleRenderPassDescriptor(); if (!m_rtRp) { qWarning("Failed to build render pass descriptor for layer"); releaseResources(); return; } m_rt->setRenderPassDescriptor(m_rtRp); if (!m_rt->create()) { qWarning("Failed to build texture render target for layer"); releaseResources(); return; } } } QSGNode *root = m_item; while (root->firstChild() && root->type() != QSGNode::RootNodeType) root = root->firstChild(); if (root->type() != QSGNode::RootNodeType) return; if (!m_renderer) { const bool useDepth = m_context->useDepthBufferFor2D(); const QSGRendererInterface::RenderMode renderMode = useDepth ? QSGRendererInterface::RenderMode2D : QSGRendererInterface::RenderMode2DNoDepthBuffer; m_renderer = m_context->createRenderer(renderMode); connect(m_renderer, SIGNAL(sceneGraphChanged()), this, SLOT(markDirtyTexture())); } m_renderer->setRootNode(static_cast(root)); root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update. m_renderer->nodeChanged(root, QSGNode::DirtyForceUpdate); // Force render list update. // This must not be moved. The flag must be reset only after the // nodeChanged otherwise we end up with constantly updating even when the // layer contents do not change. m_dirtyTexture = false; // The texture is essentially a virtual screen with a dpr == m_pixelSize / m_logicalRect // For automatic texture sizes this factor will be equal to m_dpr. // If the texture size is manually set, we need to know the actual ratio. This only // works correctly for uniform rects, but this is already the prerequisite everywhere this // factor is used. if (m_logicalRect.isValid() && !m_pixelSize.isNull()) { qreal actualDpr = std::max(m_pixelSize.width() / m_logicalRect.width(), m_pixelSize.height() / m_logicalRect.height()); m_renderer->setDevicePixelRatio(actualDpr); } else { m_renderer->setDevicePixelRatio(m_dpr); } m_renderer->setDeviceRect(m_pixelSize); m_renderer->setViewportRect(m_pixelSize); QRectF mirrored; // in logical coordinates (no dpr) since this gets passed to setProjectionMatrixToRect() // In the unlikely event of back/front face culling used by a custom // material or effect in the layer, the default front face setting may be // wrong. Rather, it needs to invert based on what the vertex shader does, // and so on the rect (and so matrix) generated here. bool frontFaceSwap = false; if (m_rhi->isYUpInFramebuffer()) { // basically OpenGL mirrored = QRectF(m_mirrorHorizontal ? m_logicalRect.right() : m_logicalRect.left(), m_mirrorVertical ? m_logicalRect.bottom() : m_logicalRect.top(), m_mirrorHorizontal ? -m_logicalRect.width() : m_logicalRect.width(), m_mirrorVertical ? -m_logicalRect.height() : m_logicalRect.height()); if (m_mirrorHorizontal) frontFaceSwap = !frontFaceSwap; if (m_mirrorVertical) frontFaceSwap = !frontFaceSwap; } else { // APIs other than OpenGL mirrored = QRectF(m_mirrorHorizontal ? m_logicalRect.right() : m_logicalRect.left(), m_mirrorVertical ? m_logicalRect.top() : m_logicalRect.bottom(), m_mirrorHorizontal ? -m_logicalRect.width() : m_logicalRect.width(), m_mirrorVertical ? m_logicalRect.height() : -m_logicalRect.height()); if (m_mirrorHorizontal) frontFaceSwap = !frontFaceSwap; if (!m_mirrorVertical) frontFaceSwap = !frontFaceSwap; } QSGAbstractRenderer::MatrixTransformFlags matrixFlags; if (!m_rhi->isYUpInNDC()) matrixFlags |= QSGAbstractRenderer::MatrixTransformFlipY; m_renderer->setProjectionMatrixToRect(mirrored, matrixFlags); m_renderer->setInvertFrontFace(frontFaceSwap); m_renderer->setClearColor(Qt::transparent); m_renderer->setRenderTarget({ m_rt, m_rtRp, m_context->currentFrameCommandBuffer() }); QRhiResourceUpdateBatch *resourceUpdates = nullptr; // render with our own "sub-renderer" (this will just add a render pass to the command buffer) if (m_recursive) { m_context->renderNextFrame(m_renderer); if (!resourceUpdates) resourceUpdates = m_rhi->nextResourceUpdateBatch(); resourceUpdates->copyTexture(m_texture, m_secondaryTexture); if (m_prevTexture) { delete m_prevTexture; m_prevTexture = nullptr; } } else { m_context->renderNextFrame(m_renderer); } if (m_mipmap) { if (!resourceUpdates) resourceUpdates = m_rhi->nextResourceUpdateBatch(); // going to be expensive - if done every frame - but the user asked for it... resourceUpdates->generateMips(m_texture); } // Do not defer committing the resource updates to the main pass - with // multiple layers there can be dependencies, so the texture should be // usable once we return. m_context->currentFrameCommandBuffer()->resourceUpdate(resourceUpdates); root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip, opacity and render list update. if (m_recursive) markDirtyTexture(); // Continuously update if 'live' and 'recursive'. } QImage QSGRhiLayer::toImage() const { if (!m_texture) return QImage(); QRhiCommandBuffer *cb = m_context->currentFrameCommandBuffer(); QRhiResourceUpdateBatch *resourceUpdates = m_rhi->nextResourceUpdateBatch(); QRhiReadbackResult result; QRhiReadbackDescription readbackDesc(m_texture); resourceUpdates->readBackTexture(readbackDesc, &result); cb->resourceUpdate(resourceUpdates); // Inefficient but what can you do. We need the results right away. This is // not something that occurs in a normal rendering process anyway. (used by // QQuickItem's grabToImage). m_rhi->finish(); if (result.data.isEmpty()) { qWarning("Layer grab failed"); return QImage(); } // There is little room for negotiation here, the texture is one of the formats from setFormat. // Also, Quick is always premultiplied alpha. QImage::Format imageFormat = QImage::Format_RGBA8888_Premultiplied; if (m_format == QRhiTexture::RGBA16F) imageFormat = QImage::Format_RGBA16FPx4_Premultiplied; else if (m_format == QRhiTexture::RGBA32F) imageFormat = QImage::Format_RGBA32FPx4_Premultiplied; const uchar *p = reinterpret_cast(result.data.constData()); return QImage(p, result.pixelSize.width(), result.pixelSize.height(), imageFormat).flipped(); } QRectF QSGRhiLayer::normalizedTextureSubRect() const { return QRectF(m_mirrorHorizontal ? 1 : 0, m_mirrorVertical ? 0 : 1, m_mirrorHorizontal ? -1 : 1, m_mirrorVertical ? 1 : -1); } #include "moc_qsgrhilayer_p.cpp"