// Copyright (C) 2016 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 #ifndef QSGRENDERER_P_H #define QSGRENDERER_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include "qsgabstractrenderer_p_p.h" #include "qsgnode.h" #include "qsgmaterial.h" #include QT_BEGIN_NAMESPACE class QSGNodeUpdater; class QRhiRenderTarget; class QRhiCommandBuffer; class QRhiRenderPassDescriptor; class QRhiResourceUpdateBatch; Q_QUICK_PRIVATE_EXPORT bool qsg_test_and_clear_fatal_render_error(); Q_QUICK_PRIVATE_EXPORT void qsg_set_fatal_renderer_error(); class Q_QUICK_PRIVATE_EXPORT QSGRenderTarget { public: QSGRenderTarget() { } QSGRenderTarget(QRhiRenderTarget *rt, QRhiRenderPassDescriptor *rpDesc, QRhiCommandBuffer *cb) : rt(rt), rpDesc(rpDesc), cb(cb) { } explicit QSGRenderTarget(QPaintDevice *paintDevice) : paintDevice(paintDevice) { } QRhiRenderTarget *rt = nullptr; // Store the rp descriptor obj separately, it can (even if often it won't) // be different from rt->renderPassDescriptor(); e.g. one user is the 2D // integration in Quick 3D which will use a different, but compatible rp. QRhiRenderPassDescriptor *rpDesc = nullptr; QRhiCommandBuffer *cb = nullptr; QPaintDevice *paintDevice = nullptr; }; class Q_QUICK_PRIVATE_EXPORT QSGRenderer : public QSGAbstractRenderer { public: QSGRenderer(QSGRenderContext *context); virtual ~QSGRenderer(); // Accessed by QSGMaterial[Rhi]Shader::RenderState. QMatrix4x4 currentProjectionMatrix() const { return m_current_projection_matrix; } QMatrix4x4 currentModelViewMatrix() const { return m_current_model_view_matrix; } QMatrix4x4 currentCombinedMatrix() const { return m_current_projection_matrix * m_current_model_view_matrix; } qreal currentOpacity() const { return m_current_opacity; } qreal determinant() const { return m_current_determinant; } void setDevicePixelRatio(qreal ratio) { m_device_pixel_ratio = ratio; } qreal devicePixelRatio() const { return m_device_pixel_ratio; } QSGRenderContext *context() const { return m_context; } bool isMirrored() const; void renderScene() override; void prepareSceneInline() override; void renderSceneInline() override; void nodeChanged(QSGNode *node, QSGNode::DirtyState state) override; QSGNodeUpdater *nodeUpdater() const; void setNodeUpdater(QSGNodeUpdater *updater); inline QSGMaterialShader::RenderState state(QSGMaterialShader::RenderState::DirtyStates dirty) const; virtual void setVisualizationMode(const QByteArray &) { } virtual bool hasVisualizationModeWithContinuousUpdate() const { return false; } virtual void releaseCachedResources() { } void clearChangedFlag() { m_changed_emitted = false; } // Accessed by QSGMaterialShader::RenderState. QByteArray *currentUniformData() const { return m_current_uniform_data; } QRhiResourceUpdateBatch *currentResourceUpdateBatch() const { return m_current_resource_update_batch; } QRhi *currentRhi() const { return m_rhi; } void setRenderTarget(const QSGRenderTarget &rt) { m_rt = rt; } const QSGRenderTarget &renderTarget() const { return m_rt; } void setRenderPassRecordingCallbacks(QSGRenderContext::RenderPassCallback start, QSGRenderContext::RenderPassCallback end, void *userData) { m_renderPassRecordingCallbacks.start = start; m_renderPassRecordingCallbacks.end = end; m_renderPassRecordingCallbacks.userData = userData; } protected: virtual void render() = 0; virtual void prepareInline(); virtual void renderInline(); virtual void preprocess(); void addNodesToPreprocess(QSGNode *node); void removeNodesToPreprocess(QSGNode *node); QMatrix4x4 m_current_projection_matrix; // includes adjustment, where applicable, so can be treated as Y up in NDC always QMatrix4x4 m_current_projection_matrix_native_ndc; // Vulkan has Y down in normalized device coordinates, others Y up... QMatrix4x4 m_current_model_view_matrix; qreal m_current_opacity; qreal m_current_determinant; qreal m_device_pixel_ratio; QSGRenderContext *m_context; QByteArray *m_current_uniform_data; QRhiResourceUpdateBatch *m_current_resource_update_batch; QRhi *m_rhi; QSGRenderTarget m_rt; struct { QSGRenderContext::RenderPassCallback start = nullptr; QSGRenderContext::RenderPassCallback end = nullptr; void *userData = nullptr; } m_renderPassRecordingCallbacks; private: QSGNodeUpdater *m_node_updater; QSet m_nodes_to_preprocess; QSet m_nodes_dont_preprocess; uint m_changed_emitted : 1; uint m_is_rendering : 1; uint m_is_preprocessing : 1; }; QSGMaterialShader::RenderState QSGRenderer::state(QSGMaterialShader::RenderState::DirtyStates dirty) const { QSGMaterialShader::RenderState s; s.m_dirty = dirty; s.m_data = this; return s; } class Q_QUICK_PRIVATE_EXPORT QSGNodeDumper : public QSGNodeVisitor { public: static void dump(QSGNode *n); QSGNodeDumper() {} void visitNode(QSGNode *n) override; void visitChildren(QSGNode *n) override; private: int m_indent = 0; }; #ifndef QT_NO_DEBUG extern bool _q_sg_leak_check; #endif QT_END_NAMESPACE #endif