239 lines
6.8 KiB
C++
239 lines
6.8 KiB
C++
/******************************************************************************
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* QSkinny - Copyright (C) 2016 Uwe Rathmann
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* This file may be used under the terms of the QSkinny License, Version 1.0
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*****************************************************************************/
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#include "QskTextureRenderer.h"
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#include <qopenglcontext.h>
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#include <qopenglframebufferobject.h>
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#include <qopenglpaintdevice.h>
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#include <qimage.h>
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#include <qpainter.h>
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#include <qquickwindow.h>
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QSK_QT_PRIVATE_BEGIN
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#include <private/qsgplaintexture_p.h>
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#include <private/qopenglframebufferobject_p.h>
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#include <private/qquickwindow_p.h>
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QSK_QT_PRIVATE_END
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#if QT_VERSION >= QT_VERSION_CHECK( 6, 0, 0 )
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#include <qquickopenglutils.h>
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#endif
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static GLuint qskTakeTexture( QOpenGLFramebufferObject& fbo )
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{
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/*
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See https://bugreports.qt.io/browse/QTBUG-103929
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As we create a FBO for each update of a node we can't live
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without having this ( ugly ) workaround.
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*/
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class MyFBO
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{
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public:
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virtual ~MyFBO() = default;
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QScopedPointer< QOpenGLFramebufferObjectPrivate > d_ptr;
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};
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static_assert( sizeof( MyFBO ) == sizeof( QOpenGLFramebufferObject ),
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"Bad cast: QOpenGLFramebufferObject does not match" );
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auto& attachment = reinterpret_cast< MyFBO* >( &fbo )->d_ptr->colorAttachments[0];
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auto guard = attachment.guard;
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const auto textureId = fbo.takeTexture();
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if ( guard )
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{
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class MyGuard : public QOpenGLSharedResourceGuard
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{
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public:
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void invalidateTexture() { invalidateResource(); }
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};
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reinterpret_cast< MyGuard* >( guard )->invalidateTexture();
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}
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attachment.guard = guard;
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return textureId;
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}
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bool QskTextureRenderer::isOpenGLWindow( const QQuickWindow* window )
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{
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if ( window == nullptr )
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return false;
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const auto renderer = window->rendererInterface();
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switch( renderer->graphicsApi() )
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{
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case QSGRendererInterface::OpenGL:
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#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
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case QSGRendererInterface::OpenGLRhi:
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#endif
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return true;
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default:
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return false;
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}
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}
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void QskTextureRenderer::setTextureId( QQuickWindow* window,
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quint32 textureId, const QSize& size, QSGTexture* texture )
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{
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auto plainTexture = qobject_cast< QSGPlainTexture* >( texture );
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if ( plainTexture == nullptr )
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return;
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auto rhi = QQuickWindowPrivate::get( window )->rhi;
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#if QT_VERSION >= QT_VERSION_CHECK( 6, 4, 0 )
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const uint nativeFormat = 0;
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plainTexture->setTextureFromNativeTexture(
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rhi, quint64( textureId ), 0, nativeFormat, size, {}, {} );
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#elif QT_VERSION >= QT_VERSION_CHECK( 6, 0, 0 )
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plainTexture->setTextureFromNativeTexture(
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rhi, quint64( textureId ), 0, size, {}, {} );
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#else
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if ( rhi )
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{
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// enabled with: "export QSG_RHI=1"
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plainTexture->setTextureFromNativeObject( rhi,
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QQuickWindow::NativeObjectTexture, &textureId, 0, size, false );
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}
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else
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{
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plainTexture->setTextureId( textureId );
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plainTexture->setTextureSize( size );
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}
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#endif
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}
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quint32 QskTextureRenderer::createPaintedTextureGL(
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QQuickWindow* window, const QSize& size, QskTextureRenderer::PaintHelper* helper )
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{
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/*
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Binding GL_ARRAY_BUFFER/GL_ELEMENT_ARRAY_BUFFER to 0 seems to be enough.
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However - as we do not know what is finally painted and what the
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OpenGL paint engine is doing with better reinitialize everything.
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Hope this has no side effects as the context will leave the function
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in a modified state. Otherwise we could try to change the buffers
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only and reset them, before leaving.
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QQuickFramebufferObject does the FBO rendering early
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( QQuickWindow::beforeRendering ). But so far doing it below updatePaintNode
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seems to work as well. Let's see if we run into issues ...
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*/
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window->beginExternalCommands();
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#if QT_VERSION >= QT_VERSION_CHECK( 6, 0, 0 )
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QQuickOpenGLUtils::resetOpenGLState();
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#else
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window->resetOpenGLState();
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#endif
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auto context = QOpenGLContext::currentContext();
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QOpenGLFramebufferObjectFormat format1;
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format1.setAttachment( QOpenGLFramebufferObject::CombinedDepthStencil );
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format1.setSamples( context->format().samples() );
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QOpenGLFramebufferObject multisampledFbo( size, format1 );
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QOpenGLPaintDevice pd( size );
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pd.setPaintFlipped( true );
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{
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QPainter painter( &pd );
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painter.setCompositionMode( QPainter::CompositionMode_Source );
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painter.fillRect( 0, 0, size.width(), size.height(), Qt::transparent );
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painter.setCompositionMode( QPainter::CompositionMode_SourceOver );
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const auto ratio = window->effectiveDevicePixelRatio();
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painter.scale( ratio, ratio );
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helper->paint( &painter, size / ratio );
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#if 1
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if ( format1.samples() > 0 )
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{
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/*
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Multisampling in the window surface might get lost
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as a side effect of rendering to the FBO.
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weired, needs to be investigated more
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*/
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painter.setRenderHint( QPainter::Antialiasing, true );
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}
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#endif
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}
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QOpenGLFramebufferObjectFormat format2;
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format2.setAttachment( QOpenGLFramebufferObject::NoAttachment );
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QOpenGLFramebufferObject fbo( size, format2 );
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const QRect fboRect( 0, 0, size.width(), size.height() );
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QOpenGLFramebufferObject::blitFramebuffer(
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&fbo, fboRect, &multisampledFbo, fboRect );
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window->endExternalCommands();
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return qskTakeTexture( fbo );
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}
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static QSGTexture* qskCreateTextureRaster( QQuickWindow* window,
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const QSize& size, QskTextureRenderer::PaintHelper* helper )
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{
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const auto ratio = window ? window->effectiveDevicePixelRatio() : 1.0;
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QImage image( size * ratio, QImage::Format_RGBA8888_Premultiplied );
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image.fill( Qt::transparent );
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{
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QPainter painter( &image );
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/*
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setting a devicePixelRatio for the image only works for
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value >= 1.0. So we have to scale manually.
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*/
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painter.scale( ratio, ratio );
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helper->paint( &painter, size );
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}
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return window->createTextureFromImage( image, QQuickWindow::TextureHasAlphaChannel );
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}
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QSGTexture* QskTextureRenderer::createPaintedTexture(
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QQuickWindow* window, const QSize& size, PaintHelper* helper )
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{
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if ( isOpenGLWindow( window ) )
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{
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const auto textureId = createPaintedTextureGL( window, size, helper );
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auto texture = new QSGPlainTexture;
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texture->setHasAlphaChannel( true );
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texture->setOwnsTexture( true );
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setTextureId( window, textureId, size, texture );
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return texture;
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}
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else
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{
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return qskCreateTextureRaster( window, size, helper );
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}
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}
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