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qsgmaterial.cpp
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1// Copyright (C) 2016 The Qt Company Ltd.
2// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
3// Qt-Security score:significant reason:default
4
5#include "qsgmaterial.h"
7
9
10/*!
11 \group qtquick-scenegraph-materials
12 \title Qt Quick Scene Graph Material Classes
13 \brief classes used to define materials in the Qt Quick Scene Graph.
14
15 This page lists the material classes in \l {Qt Quick}'s
16 \l{Qt Quick Scene Graph}{scene graph}.
17 */
18
19#ifndef QT_NO_DEBUG
20static int qt_material_count = 0;
21
23{
24 qCDebug(lcQsgLeak, "Number of leaked materials: %i", qt_material_count);
26}
27#endif
28
29/*!
30 \class QSGMaterialType
31 \brief The QSGMaterialType class is used as a unique type token in combination with QSGMaterial.
32 \inmodule QtQuick
33 \ingroup qtquick-scenegraph-materials
34
35 It serves no purpose outside the QSGMaterial::type() function.
36
37 \note All classes with QSG prefix should be used solely on the scene graph's
38 rendering thread. See \l {Scene Graph and Rendering} for more information.
39 */
40
41/*!
42 \class QSGMaterial
43 \brief The QSGMaterial class encapsulates rendering state for a shader program.
44 \inmodule QtQuick
45 \ingroup qtquick-scenegraph-materials
46
47 QSGMaterial and QSGMaterialShader subclasses form a tight relationship. For
48 one scene graph (including nested graphs), there is one unique
49 QSGMaterialShader instance which encapsulates the shaders the scene graph
50 uses to render that material, such as a shader to flat coloring of
51 geometry. Each QSGGeometryNode can have a unique QSGMaterial containing the
52 how the shader should be configured when drawing that node, such as the
53 actual color to used to render the geometry.
54
55 QSGMaterial has two virtual functions that both need to be implemented. The
56 function type() should return a unique instance for all instances of a
57 specific subclass. The createShader() function should return a new instance
58 of QSGMaterialShader, specific to that subclass of QSGMaterial.
59
60 A minimal QSGMaterial implementation could look like this:
61 \code
62 class Material : public QSGMaterial
63 {
64 public:
65 QSGMaterialType *type() const override { static QSGMaterialType type; return &type; }
66 QSGMaterialShader *createShader(QSGRendererInterface::RenderMode) const override { return new Shader; }
67 };
68 \endcode
69
70 See the \l{Scene Graph - Custom Material}{Custom Material example} for an introduction
71 on implementing a QQuickItem subclass backed by a QSGGeometryNode and a custom
72 material.
73
74 \note createShader() is called only once per QSGMaterialType, to reduce
75 redundant work with shader preparation. If a QSGMaterial is backed by
76 multiple sets of vertex and fragment shader combinations, the implementation
77 of type() must return a different, unique QSGMaterialType pointer for each
78 combination of shaders.
79
80 \note All classes with QSG prefix should be used solely on the scene graph's
81 rendering thread. See \l {Scene Graph and Rendering} for more information.
82
83 \sa QSGMaterialShader, {Scene Graph - Custom Material}, {Scene Graph - Two Texture Providers}, {Scene Graph - Graph}
84 */
85
86/*!
87 \internal
88 */
89
90QSGMaterial::QSGMaterial()
91{
92 Q_UNUSED(m_reserved);
93#ifndef QT_NO_DEBUG
94 if (lcQsgLeak().isDebugEnabled()) {
95 ++qt_material_count;
96 static bool atexit_registered = false;
97 if (!atexit_registered) {
98 atexit(qt_print_material_count);
99 atexit_registered = true;
100 }
101 }
102#endif
103}
104
105
106/*!
107 \internal
108 */
109
110QSGMaterial::~QSGMaterial()
111{
112#ifndef QT_NO_DEBUG
113 if (lcQsgLeak().isDebugEnabled()) {
114 --qt_material_count;
115 if (qt_material_count < 0)
116 qCDebug(lcQsgLeak, "Material destroyed after qt_print_material_count() was called.");
117 }
118#endif
119}
120
121
122
123/*!
124 \enum QSGMaterial::Flag
125
126 \value Blending Set this flag to true if the material requires blending to be
127 enabled during rendering.
128
129 \value RequiresDeterminant Set this flag to true if the material relies on
130 the determinant of the matrix of the geometry nodes for rendering.
131
132 \value RequiresFullMatrixExceptTranslate Set this flag to true if the material
133 relies on the full matrix of the geometry nodes for rendering, except the translation part.
134
135 \value RequiresFullMatrix Set this flag to true if the material relies on
136 the full matrix of the geometry nodes for rendering.
137
138 \value NoBatching Set this flag to true if the material uses shaders that are
139 incompatible with the \l{Qt Quick Scene Graph Default Renderer}{scene graph's batching
140 mechanism}. This is relevant in certain advanced usages, such as, directly
141 manipulating \c{gl_Position.z} in the vertex shader. Such solutions are often tied to
142 a specific scene structure, and are likely not safe to use with arbitrary contents in
143 a scene. Thus this flag should only be set after appropriate investigation, and will
144 never be needed for the vast majority of materials. Setting this flag can lead to
145 reduced performance due to having to issue more draw calls. This flag was introduced
146 in Qt 6.3.
147
148 \value CustomCompileStep In Qt 6 this flag is identical to NoBatching. Prefer using
149 NoBatching instead.
150
151 \omitvalue MultiView2
152 \omitvalue MultiView3
153 \omitvalue MultiView4
154 */
155
156/*!
157 \fn QSGMaterial::Flags QSGMaterial::flags() const
158
159 Returns the material's flags.
160 */
161
162
163
164/*!
165 Sets the flags \a flags on this material if \a on is true;
166 otherwise clears the attribute.
167*/
168
169void QSGMaterial::setFlag(Flags flags, bool on)
170{
171 if (on)
172 m_flags |= flags;
173 else
174 m_flags &= ~flags;
175}
176
177
178
179/*!
180 Compares this material to \a other and returns 0 if they are equal; -1 if
181 this material should sort before \a other and 1 if \a other should sort
182 before.
183
184 The scene graph can reorder geometry nodes to minimize state changes.
185 The compare function is called during the sorting process so that
186 the materials can be sorted to minimize state changes in each
187 call to QSGMaterialShader::updateState().
188
189 The this pointer and \a other is guaranteed to have the same type().
190 */
191
192int QSGMaterial::compare(const QSGMaterial *other) const
193{
194 Q_ASSERT(other && type() == other->type());
195 const qintptr diff = qintptr(this) - qintptr(other);
196 return diff < 0 ? -1 : (diff > 0 ? 1 : 0);
197}
198
199
200
201/*!
202 \fn QSGMaterialType *QSGMaterial::type() const
203
204 This function is called by the scene graph to query an identifier that is
205 unique to the QSGMaterialShader instantiated by createShader().
206
207 For many materials, the typical approach will be to return a pointer to a
208 static, and so globally available, QSGMaterialType instance. The
209 QSGMaterialType is an opaque object. Its purpose is only to serve as a
210 type-safe, simple way to generate unique material identifiers.
211 \code
212 QSGMaterialType *type() const override
213 {
214 static QSGMaterialType type;
215 return &type;
216 }
217 \endcode
218 */
219
220
221
222/*!
223 \fn QSGMaterialShader *QSGMaterial::createShader(QSGRendererInterface::RenderMode renderMode) const
224
225 This function returns a new instance of a the QSGMaterialShader
226 implementation used to render geometry for a specific implementation
227 of QSGMaterial.
228
229 The function will be called only once for each combination of material type and \a renderMode
230 and will be cached internally.
231
232 For most materials, the \a renderMode can be ignored. A few materials may need
233 custom handling for specific render modes. For instance if the material implements
234 antialiasing in a way that needs to account for perspective transformations when
235 RenderMode3D is in use.
236*/
237
238/*!
239 \return The number of views in case of the material is used in multiview
240 rendering.
241
242 \note The return value is valid only when called from createShader(), and
243 afterwards. The value is not necessarily up-to-date before createShader()
244 is invokved by the scene graph.
245
246 Normally the return value is \c 1. A view count greater than 2 implies a
247 \e{multiview render pass}. Materials that support multiview are expected to
248 query viewCount() in createShader(), or in their QSGMaterialShader
249 constructor, and ensure the appropriate shaders are picked. The vertex
250 shader is then expected to use
251 \c{gl_ViewIndex} to index the modelview-projection matrix array as there
252 are multiple matrices in multiview mode. (one for each view)
253
254 As an example, take the following simple vertex shader:
255
256 \badcode
257 #version 440
258
259 layout(location = 0) in vec4 vertexCoord;
260 layout(location = 1) in vec4 vertexColor;
261
262 layout(location = 0) out vec4 color;
263
264 layout(std140, binding = 0) uniform buf {
265 mat4 matrix[2];
266 float opacity;
267 };
268
269 void main()
270 {
271 gl_Position = matrix[gl_ViewIndex] * vertexCoord;
272 color = vertexColor * opacity;
273 }
274 \endcode
275
276 This shader is prepared to handle 2 views, and 2 views only. It is not
277 compatible with other view counts. When conditioning the shader, the \c qsb
278 tool has to be invoked with \c{--view-count 2} or, if using the CMake
279 integration,
280 \c{VIEW_COUNT 2} must be specified in the \c{qt_add_shaders()} command.
281
282 \note A line with \c{#extension GL_EXT_multiview : require} is injected
283 automatically by \c qsb whenever a view count of 2 or greater is set.
284
285 Developers are encouraged to use the automatically injected preprocessor
286 variable \c{QSHADER_VIEW_COUNT} to simplify the handling of the different
287 number of views. For example, if there is a need to support both
288 non-multiview and multiview with a view count of 2 in the same source file,
289 the following could be done:
290
291 \badcode
292 #version 440
293
294 layout(location = 0) in vec4 vertexCoord;
295 layout(location = 1) in vec4 vertexColor;
296
297 layout(location = 0) out vec4 color;
298
299 layout(std140, binding = 0) uniform buf {
300 #if QSHADER_VIEW_COUNT >= 2
301 mat4 matrix[QSHADER_VIEW_COUNT];
302 #else
303 mat4 matrix;
304 #endif
305 float opacity;
306 };
307
308 void main()
309 {
310 #if QSHADER_VIEW_COUNT >= 2
311 gl_Position = matrix[gl_ViewIndex] * vertexCoord;
312 #else
313 gl_Position = matrix * vertexCoord;
314 #endif
315 color = vertexColor * opacity;
316 }
317 \endcode
318
319 The same source file can now be run through \c qsb or \c{qt_add_shaders()}
320 twice, once without specify the view count, and once with the view count
321 set to 2. The material can then pick the appropriate .qsb file based on
322 viewCount() at run time.
323
324 With CMake, this could looks similar to the following. With this example
325 the corresponding QSGMaterialShader is expected to choose between
326 \c{:/shaders/example.vert.qsb} and \c{:/shaders/multiview/example.vert.qsb}
327 based on the value of viewCount(). (same goes for the fragment shader)
328
329 \badcode
330 qt_add_shaders(application "application_shaders"
331 PREFIX
332 /
333 FILES
334 shaders/example.vert
335 shaders/example.frag
336 )
337
338 qt_add_shaders(application "application_multiview_shaders"
339 GLSL
340 330,300es
341 HLSL
342 61
343 MSL
344 12
345 VIEW_COUNT
346 2
347 PREFIX
348 /
349 FILES
350 shaders/example.vert
351 shaders/example.frag
352 OUTPUTS
353 shaders/multiview/example.vert
354 shaders/multiview/example.frag
355 )
356 \endcode
357
358 \note The fragment shader should be treated the same way the vertex shader
359 is, even though the fragment shader code cannot have any dependency on the
360 view count (\c{gl_ViewIndex}), for maximum portability. There are two
361 reasons for including fragment shaders too in the multiview set. One is that
362 mixing different shader versions within the same graphics pipeline can be
363 problematic, depending on the underlying graphics API: with D3D12 for
364 example, mixing HLSL shaders for shader model 5.0 and 6.1 would generate an
365 error. The other is that having \c QSHADER_VIEW_COUNT defined in fragment
366 shaders can be very useful, for example when sharing a uniform buffer layout
367 between the vertex and fragment stages.
368
369 \note For OpenGL the minimum GLSL version for vertex shaders relying on
370 \c{gl_ViewIndex} is \c 330. Lower versions may be accepted at build time,
371 but may lead to an error at run time, depending on the OpenGL implementation.
372
373 As a convenience, there is also a \c MULTIVIEW option for qt_add_shaders().
374 This first runs the \c qsb tool normally, then overrides \c VIEW_COUNT to
375 \c 2, sets \c GLSL, \c HLSL, \c MSL to some suitable defaults, and runs \c
376 qsb again, this time outputting .qsb files with a suffix added. The material
377 implementation can then use the \l QSGMaterialShader::setShaderFileName()
378 overload taking a \c viewCount argument, that automatically picks the
379 correct .qsb file.
380
381 The following is therefore mostly equivalent to the example call shown
382 above, except that no manually managed output files need to be specified.
383 Note that there can be cases when the automatically chosen shading language
384 versions are not sufficient, in which case applications should continue
385 specify everything explicitly.
386
387 \badcode
388 qt_add_shaders(application "application_multiview_shaders"
389 MULTIVIEW
390 PREFIX
391 /
392 FILES
393 shaders/example.vert
394 shaders/example.frag
395 )
396 \endcode
397
398 See \l QRhi::MultiView, \l QRhiColorAttachment::setMultiViewCount(), and
399 \l QRhiGraphicsPipeline::setMultiViewCount() for further, lower-level details
400 on multiview support in Qt. The Qt Quick scene graph renderer is prepared to
401 recognize multiview render targets, when specified via \l
402 QQuickRenderTarget::fromRhiRenderTarget() or the 3D API specific functions,
403 such as \l{QQuickRenderTarget::}{fromVulkanImage()} with an \c arraySize
404 argument greater than 1. The renderer will then propagate the view count to
405 graphics pipelines and the materials.
406
407 \since 6.8
408 */
409int QSGMaterial::viewCount() const
410{
411 if (m_flags.testFlag(MultiView4))
412 return 4;
413 if (m_flags.testFlag(MultiView3))
414 return 3;
415 if (m_flags.testFlag(MultiView2))
416 return 2;
417 return 1;
418}
419
420QT_END_NAMESPACE
Combined button and popup list for selecting options.
static QT_BEGIN_NAMESPACE int qt_material_count
\group qtquick-scenegraph-materials \title Qt Quick Scene Graph Material Classes
static void qt_print_material_count()