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qsgrendernode.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
7
9
10/*!
11 \class QSGRenderNode
12 \brief The QSGRenderNode class represents a set of custom rendering commands
13 targeting the graphics API that is in use by the scenegraph.
14 \inmodule QtQuick
15 \since 5.8
16
17 QSGRenderNode allows creating scene graph nodes that perform their own
18 custom rendering via QRhi (the common approach from Qt 6.6 on), directly
19 via a 3D graphics API such as OpenGL, Vulkan, or Metal, or, when the \c
20 software backend is in use, via QPainter.
21
22 QSGRenderNode is the enabler for one of the three ways to integrate custom
23 2D/3D rendering into a Qt Quick scene. The other two options are to perform
24 the rendering \c before or \c after the Qt Quick scene's own rendering,
25 or to generate a whole separate render pass targeting a dedicated render
26 target (a texture) and then have an item in the scene display the texture.
27 The QSGRenderNode-based approach is similar to the former, in the sense
28 that no additional render passes or render targets are involved, and allows
29 injecting custom rendering commands "inline" with the Qt Quick scene's
30 own rendering. See \l{Qt Quick Scene Graph} for a further discussion of
31 the three approaches.
32
33 \sa {Scene Graph - Custom QSGRenderNode}
34 */
35
36QSGRenderNode::QSGRenderNode()
37 : QSGNode(RenderNodeType),
38 d(new QSGRenderNodePrivate)
39{
40}
41
42/*!
43 Destructs the render node. Derived classes are expected to perform cleanup
44 similar to releaseResources() in here.
45
46 With QRhi and resources such as QRhiBuffer, QRhiTexture,
47 QRhiGraphicsPipeline, etc., it is often good practice to use smart pointers,
48 such as std::unique_ptr, which can often avoid the need to implement a
49 destructor, and lead to more compact source code. Keep in mind, however,
50 that implementing releaseResources(), likely containing a number of reset()
51 calls on the unique_ptrs, is still important.
52
53 \sa releaseResources()
54 */
55QSGRenderNode::~QSGRenderNode()
56{
57 delete d;
58}
59
60QSGRenderNodePrivate::QSGRenderNodePrivate()
61 : m_matrix(nullptr)
62 , m_clip_list(nullptr)
63 , m_opacity(1)
64{
65 m_projectionMatrix.resize(1);
66}
67
68/*!
69 This function should return a mask where each bit represents graphics states
70 changed by the \l render() function.
71
72 \note With Qt 6 and QRhi-based rendering the only relevant values are
73 ViewportState and ScissorState. Other values can be returned but are
74 ignored in practice.
75
76 \value ViewportState Viewport
77 \value ScissorState Scissor test enabled state, scissor rectangle
78 \value DepthState This value has no effect in Qt 6.
79 \value StencilState This value has no effect in Qt 6.
80 \value ColorState This value has no effect in Qt 6.
81 \value BlendState This value has no effect in Qt 6.
82 \value CullState This value has no effect in Qt 6.
83 \value RenderTargetState This value has no effect in Qt 6.
84
85 \note The \c software backend exposes its QPainter and saves and restores
86 before and after invoking render(). Therefore reporting any changed states
87 from here is not necessary.
88
89 The default implementation returns 0, meaning no relevant state was changed
90 in render().
91
92 \note This function may be called before render().
93 */
94QSGRenderNode::StateFlags QSGRenderNode::changedStates() const
95{
96 return {};
97}
98
99/*!
100 Called from the frame preparation phase. There is a call to this function
101 before each invocation of render().
102
103 Unlike render(), this function is called before the scenegraph starts
104 recording the render pass for the current frame on the underlying command
105 buffer. This is useful when doing rendering with graphics APIs, such as
106 Vulkan, where copy type of operations will need to be recorded before the
107 render pass.
108
109 The default implementation is empty.
110
111 When implementing a QSGRenderNode that uses QRhi to render, query the QRhi
112 object from the QQuickWindow via \l{QQuickWindow::rhi()}. To get a
113 QRhiCommandBuffer for submitting work to, call commandBuffer(). To query
114 information about the active render target, call renderTarget(). See the
115 \l{{Scene Graph - Custom QSGRenderNode}} example for details.
116
117 \since 6.0
118 */
119void QSGRenderNode::prepare()
120{
121}
122
123/*!
124 \fn void QSGRenderNode::render(const RenderState *state)
125
126 This function is called by the renderer and should paint this node with
127 directly invoking commands via QRhi or directly via the underlying graphics
128 API (OpenGL, Direct3D, etc.).
129
130 The effective opacity can be retrieved with \l inheritedOpacity().
131
132 The projection matrix is available through \a state, while the model-view
133 matrix can be fetched with \l matrix(). The combined matrix is then the
134 projection matrix times the model-view matrix. The correct stacking of the
135 items in the scene is ensured by the projection matrix.
136
137 When using the provided matrices, the coordinate system for vertex data
138 follows the usual QQuickItem conventions: top-left is (0, 0), bottom-right
139 is the corresponding QQuickItem's width() and height() minus one. For
140 example, assuming a two float (x-y) per vertex coordinate layout, a
141 triangle covering half of the item can be specified as (width - 1, height - 1),
142 (0, 0), (0, height - 1) using counter-clockwise direction.
143
144 \note QSGRenderNode is provided as a means to implement custom 2D or 2.5D Qt
145 Quick items. It is not intended for integrating true 3D content into the Qt
146 Quick scene. That use case is better supported by the other methods for
147 integrating custom rendering.
148
149 \note QSGRenderNode can perform significantly better than texture-based
150 approaches (such as, QQuickRhiItem), especially on systems where
151 the fragment processing power is limited. This is because it avoids
152 rendering to a texture and then drawing a textured quad. Rather,
153 QSGRenderNode allows recording draw calls in line with the scenegraph's
154 other commands, avoiding an additional render target and the potentially
155 expensive texturing and blending.
156
157 Clip information is calculated before the function is called.
158 Implementations wishing to take clipping into account can set up scissoring
159 or stencil based on the information in \a state. The stencil buffer is
160 filled with the necessary clip shapes, but it is up to the implementation
161 to enable stencil testing.
162
163 Some scenegraph backends, software in particular, use no scissor or
164 stencil. There the clip region is provided as an ordinary QRegion.
165
166 When implementing a QSGRenderNode that uses QRhi to render, query the QRhi
167 object from the QQuickWindow via \l{QQuickWindow::rhi()}. To get a
168 QRhiCommandBuffer for submitting work to, call commandBuffer(). To query
169 information about the active render target, call renderTarget(). See the
170 \l{{Scene Graph - Custom QSGRenderNode}} example for details.
171
172 With Qt 6 and its QRhi-based scene graph renderer, no assumptions should be
173 made about the active (OpenGL) state when this function is called, even
174 when OpenGL is in use. Assume nothing about the pipelines and dynamic
175 states bound on the command list/buffer when this function is called.
176
177 \note Depth writes are expected to be disabled. Enabling depth writes can
178 lead to unexpected results, depending on the scenegraph backend in use and
179 the content in the scene, so exercise caution with this.
180
181 \note In Qt 6, \l changedStates() has limited use. See the documentation
182 for changedStates() for more information.
183
184 With some graphics APIs, including when using QRhi directly, it can be
185 necessary to reimplement prepare() in addition, or alternatively connect to
186 the QQuickWindow::beforeRendering() signal. These are called/emitted before
187 recording the beginning of a renderpass on the command buffer
188 (vkCmdBeginRenderPass with Vulkan, or starting to encode via
189 MTLRenderCommandEncoder in case of Metal. Recording copy operations cannot
190 be done inside render() with such APIs. Rather, do such operations either
191 in prepare() or the slot connected to beforeRendering (with
192 DirectConnection).
193
194 \sa QSGRendererInterface, QQuickWindow::rendererInterface()
195 */
196
197/*!
198 This function is called when all custom graphics resources allocated by
199 this node have to be freed immediately. In case the node does not directly
200 allocate graphics resources (buffers, textures, render targets, fences,
201 etc.) through the graphics API that is in use, there is nothing to do here.
202
203 Failing to release all custom resources can lead to incorrect behavior in
204 graphics device loss scenarios on some systems since subsequent
205 reinitialization of the graphics system may fail.
206
207 \note Some scenegraph backends may choose not to call this function.
208 Therefore it is expected that QSGRenderNode implementations perform cleanup
209 both in their destructor and in releaseResources().
210
211 Unlike with the destructor, it is expected that render() can reinitialize
212 all resources it needs when called after a call to releaseResources().
213
214 With OpenGL, the scenegraph's OpenGL context will be current both when
215 calling the destructor and this function.
216 */
217void QSGRenderNode::releaseResources()
218{
219}
220
221/*!
222 \enum QSGRenderNode::StateFlag
223
224 This enum contains the possible values for use in the bitmask returned from changedStates().
225
226 \value ViewportState Viewport
227 \value ScissorState Scissor test enabled state, scissor rectangle
228 \value DepthState This value has no effect in Qt 6.
229 \value StencilState This value has no effect in Qt 6.
230 \value ColorState This value has no effect in Qt 6.
231 \value BlendState This value has no effect in Qt 6.
232 \value CullState This value has no effect in Qt 6.
233 \value RenderTargetState This value has no effect in Qt 6.
234 */
235
236/*!
237 \enum QSGRenderNode::RenderingFlag
238
239 Possible values for the bitmask returned from flags().
240
241 \value BoundedRectRendering Indicates that the implementation of render()
242 does not render outside the area reported from rect() in item
243 coordinates. Such node implementations can lead to more efficient rendering,
244 depending on the scenegraph backend. For example, the \c software backend can
245 continue to use the more optimal partial update path when all render nodes
246 in the scene have this flag set.
247
248 \value DepthAwareRendering Indicates that the implementations of render()
249 conforms to scenegraph expectations by only generating a Z value of 0 in
250 scene coordinates which is then transformed by the matrices retrieved from
251 RenderState::projectionMatrix() and matrix(), as described in the notes for
252 render(). Such node implementations can lead to more efficient rendering,
253 depending on the scenegraph backend. For example, the batching OpenGL
254 renderer can continue to use a more optimal path when all render nodes in
255 the scene have this flag set.
256
257 \value OpaqueRendering Indicates that the implementation of render() writes
258 out opaque pixels for the entire area reported from rect(). By default the
259 renderers must assume that render() can also output semi or fully
260 transparent pixels. Setting this flag can improve performance in some
261 cases.
262
263 \value NoExternalRendering Indicates that the implementations of prepare()
264 and render() exclusively use the QRhi family of APIs, instead of
265 directly calling a 3D API such as OpenGL, Vulkan, or Metal.
266
267 \sa render(), prepare(), rect(), QRhi
268 */
269
270/*!
271 \return flags describing the behavior of this render node.
272
273 The default implementation returns 0.
274
275 \sa RenderingFlag, rect()
276 */
277QSGRenderNode::RenderingFlags QSGRenderNode::flags() const
278{
279 return {};
280}
281
282/*!
283 \return the bounding rectangle in item coordinates for the area render()
284 touches. The value is only in use when flags() includes
285 BoundedRectRendering, ignored otherwise.
286
287 Reporting the rectangle in combination with BoundedRectRendering is
288 particularly important with the \c software backend because otherwise
289 having a rendernode in the scene would trigger fullscreen updates, skipping
290 all partial update optimizations.
291
292 For rendernodes covering the entire area of a corresponding QQuickItem the
293 return value will be (0, 0, item->width(), item->height()).
294
295 \note Nodes are also free to render outside the boundaries specified by the
296 item's width and height, since the scenegraph nodes are not bounded by the
297 QQuickItem geometry, as long as this is reported correctly from this function.
298
299 \sa flags()
300*/
301QRectF QSGRenderNode::rect() const
302{
303 return QRectF();
304}
305
306/*!
307 \return pointer to the current projection matrix.
308
309 In render() this is the same matrix that is returned from
310 RenderState::projectionMatrix(). This getter exists so that prepare() also
311 has a way to query the projection matrix.
312
313 When working with a modern graphics API, or Qt's own graphics abstraction
314 layer, it is more than likely that one will want to load
315 \c{*projectionMatrix() * *matrix()} into a uniform buffer. That is however
316 something that needs to be done in prepare(), so outside the recording of a
317 render pass. That is why both matrices are queriable directly from the
318 QSGRenderNode, both in prepare() and render().
319
320 \since 6.5
321 */
322const QMatrix4x4 *QSGRenderNode::projectionMatrix() const
323{
324 return &d->m_projectionMatrix[0];
325}
326
327/*!
328 \internal
329 */
330const QMatrix4x4 *QSGRenderNode::projectionMatrix(qsizetype index) const
331{
332 return &d->m_projectionMatrix[index];
333}
334
335/*!
336 \return pointer to the current model-view matrix.
337 */
338const QMatrix4x4 *QSGRenderNode::matrix() const
339{
340 return d->m_matrix;
341}
342
343/*!
344 \return the current clip list.
345 */
346const QSGClipNode *QSGRenderNode::clipList() const
347{
348 return d->m_clip_list;
349}
350
351/*!
352 \return the current effective opacity.
353 */
354qreal QSGRenderNode::inheritedOpacity() const
355{
356 return d->m_opacity;
357}
358
359/*!
360 \return the current render target.
361
362 This is provided mainly to enable prepare() and render() implementations
363 that use QRhi accessing the QRhiRenderTarget's
364 \l{QRhiRenderPassDescriptor}{renderPassDescriptor} or
365 \l{QRhiRenderTarget::pixelSize()}{pixel size}.
366
367 To build a QRhiGraphicsPipeline, which implies having to provide a
368 QRhiRenderPassDescriptor, query the renderPassDescriptor from the render
369 target. Be aware however that the render target may change over the
370 lifetime of the custom QQuickItem and the QSGRenderNode. For example,
371 consider what happens when dynamically setting \c{layer.enabled: true} on
372 the item or an ancestor of it: this triggers rendering into a texture, not
373 directly to the window, which means the QSGRenderNode is going to work with
374 a different render target from then on. The new render target may then have
375 a different pixel format, which can make already built graphics pipelines
376 incompatible. This can be handled with logic such as the following:
377
378 \code
379 if (m_pipeline && renderTarget()->renderPassDescriptor()->serializedFormat() != m_renderPassFormat) {
380 delete m_pipeline;
381 m_pipeline = nullptr;
382 }
383 if (!m_pipeline) {
384 // Build a new QRhiGraphicsPipeline.
385 // ...
386 // Store the serialized format for fast and simple comparisons later on.
387 m_renderPassFormat = renderTarget()->renderPassDescriptor()->serializedFormat();
388 }
389 \endcode
390
391 \since 6.6
392
393 \sa commandBuffer()
394 */
395QRhiRenderTarget *QSGRenderNode::renderTarget() const
396{
397 return d->m_rt.rt;
398}
399
400/*!
401 \return the current command buffer.
402
403 \since 6.6
404
405 \sa renderTarget()
406 */
407QRhiCommandBuffer *QSGRenderNode::commandBuffer() const
408{
409 return d->m_rt.cb;
410}
411
412QSGRenderNode::RenderState::~RenderState()
413{
414}
415
416/*!
417 \class QSGRenderNode::RenderState
418 \brief Provides information about the projection matrix and clipping.
419 \inmodule QtQuick
420
421 The render state contains information for the renderer when invoking
422 commands to the scenegraph backends.
423
424 \sa QSGRenderNode::render()
425 */
426
427/*!
428 \fn const QMatrix4x4 *QSGRenderNode::RenderState::projectionMatrix() const
429
430 \return pointer to the current projection matrix.
431
432 The model-view matrix can be retrieved with QSGRenderNode::matrix().
433 Typically \c{projection * modelview} is the matrix that is then used in the
434 vertex shader to transform the vertices.
435 */
436
437/*!
438 \fn const QMatrix4x4 *QSGRenderNode::RenderState::scissorRect() const
439
440 \return the current scissor rectangle when clipping is active. x and y are
441 the bottom left coordinates.
442 */
443
444/*!
445 \fn const QMatrix4x4 *QSGRenderNode::RenderState::scissorEnabled() const
446
447 \return the current state of scissoring.
448
449 \note Only relevant for graphics APIs that have a dedicated on/off state of
450 scissoring.
451 */
452
453/*!
454 \fn const QMatrix4x4 *QSGRenderNode::RenderState::stencilValue() const
455
456 \return the current stencil reference value when clipping is active.
457 */
458
459/*!
460 \fn const QMatrix4x4 *QSGRenderNode::RenderState::stencilEnabled() const
461
462 \return the current state of stencil testing.
463
464 \note With graphics APIs where stencil testing is enabled in pipeline state
465 objects, instead of individual state-setting commands, it is up to the
466 implementation of render() to enable stencil testing with operations
467 \c KEEP, comparison function \c EQUAL, and a read and write mask of \c 0xFF.
468 */
469
470/*!
471 \fn const QRegion *QSGRenderNode::RenderState::clipRegion() const
472
473 \return the current clip region or null for backends where clipping is
474 implemented via stencil or scissoring.
475
476 The \c software backend uses no projection, scissor or stencil, meaning most
477 of the render state is not in use. However, the clip region that can be set
478 on the QPainter still has to be communicated since reconstructing this
479 manually in render() is not reasonable. It can therefore be queried via
480 this function. The region is in world coordinates and can be passed
481 to QPainter::setClipRegion() with Qt::ReplaceClip. This must be done before
482 calling QPainter::setTransform() since the clip region is already mapped to
483 the transform provided in QSGRenderNode::matrix().
484 */
485
486/*!
487 \return pointer to a \a state value.
488
489 Reserved for future use.
490 */
491void *QSGRenderNode::RenderState::get(const char *state) const
492{
493 Q_UNUSED(state);
494 return nullptr;
495}
496
497QT_END_NAMESPACE
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