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qsgcontext.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 <QtQuick/private/qsgcontext_p.h>
6#include <QtQuick/private/qsgtexture_p.h>
7#include <QtQuick/private/qsgrenderer_p.h>
8#include <QtQuick/private/qquickpixmap_p.h>
9#include <QtQuick/private/qsgadaptationlayer_p.h>
10#include <QtQuick/private/qsginternaltextnode_p.h>
11
12#include <QGuiApplication>
13#include <QScreen>
14#include <QQuickWindow>
15
16#include <private/qqmlglobal_p.h>
17
18#include <QtQuick/private/qsgtexture_p.h>
19#include <QtGui/private/qguiapplication_p.h>
20#include <QtCore/private/qabstractanimation_p.h>
21
22#include <private/qobject_p.h>
23#include <qmutex.h>
24
25/*
26 Comments about this class from Gunnar:
27
28 The QSGContext class is right now two things.. The first is the
29 adaptation layer and central storage ground for all the things
30 in the scene graph, like textures and materials. This part really
31 belongs inside the scene graph coreapi.
32
33 The other part is the QML adaptation classes, like how to implement
34 rectangle nodes. This is not part of the scene graph core API, but
35 more part of the QML adaptation of scene graph.
36
37 If we ever move the scene graph core API into its own thing, this class
38 needs to be split in two. Right now its one because we're lazy when it comes
39 to defining plugin interfaces..
40*/
41
43
44// Used for very high-level info about the renderering and gl context
45// Includes GL_VERSION, type of render loop, atlas size, etc.
46Q_LOGGING_CATEGORY(QSG_LOG_INFO, "qt.scenegraph.general")
47
48// Used to debug the renderloop logic. Primarily useful for platform integrators
49// and when investigating the render loop logic.
50Q_LOGGING_CATEGORY(QSG_LOG_RENDERLOOP, "qt.scenegraph.renderloop")
51
52
53// GLSL shader compilation
54Q_LOGGING_CATEGORY(QSG_LOG_TIME_COMPILATION, "qt.scenegraph.time.compilation")
55
56// polish, animations, sync, render and swap in the render loop
57Q_LOGGING_CATEGORY(QSG_LOG_TIME_RENDERLOOP, "qt.scenegraph.time.renderloop")
58
59// Texture uploads and swizzling
60Q_LOGGING_CATEGORY(QSG_LOG_TIME_TEXTURE, "qt.scenegraph.time.texture")
61
62// Glyph preparation (only for distance fields atm)
63Q_LOGGING_CATEGORY(QSG_LOG_TIME_GLYPH, "qt.scenegraph.time.glyph")
64
65// Timing inside the renderer base class
66Q_LOGGING_CATEGORY(QSG_LOG_TIME_RENDERER, "qt.scenegraph.time.renderer")
67
68// Leak checks
69Q_LOGGING_CATEGORY(lcQsgLeak, "qt.scenegraph.leaks")
70
71// Applicable for render loops that install their own animation driver, such as
72// the 'threaded' loop. This env.var. is documented in the scenegraph docs.
73DEFINE_BOOL_CONFIG_OPTION(useElapsedTimerBasedAnimationDriver, QSG_USE_SIMPLE_ANIMATION_DRIVER);
74
76{
77 static int use = -1;
78 if (use < 0) {
79 use = !qEnvironmentVariableIsEmpty("QSG_FIXED_ANIMATION_STEP") && qgetenv("QSG_FIXED_ANIMATION_STEP") != "no"
80 ? 1 : 0;
81 qCDebug(QSG_LOG_INFO, "Using %s", bool(use) ? "fixed animation steps" : "sg animation driver");
82 }
83 return bool(use);
84}
85
87{
88public:
89 QSGAnimationDriver(QObject *parent)
91 {
92 QScreen *screen = QGuiApplication::primaryScreen();
93 if (screen) {
94 qreal refreshRate = screen->refreshRate();
95 // To work around that some platforms wrongfully return 0 or something
96 // bogus for the refresh rate.
97 if (refreshRate < 1)
98 refreshRate = 60;
99 m_vsync = 1000.0f / float(refreshRate);
100 } else {
101 m_vsync = 16.67f;
102 }
103 }
104
105 float vsyncInterval() const { return m_vsync; }
106
107 virtual bool isVSyncDependent() const = 0;
108
109protected:
110 float m_vsync = 0;
111};
112
113// default as in default for the threaded render loop
115{
117public:
122
124 : QSGAnimationDriver(parent)
125 , m_time(0)
127 , m_lag(0)
128 , m_bad(0)
129 , m_good(0)
130 {
131 QScreen *screen = QGuiApplication::primaryScreen();
132 if (screen && !qsg_useConsistentTiming()) {
133 if (m_vsync <= 0)
134 m_mode = TimerMode;
135 } else {
136 m_mode = TimerMode;
137 if (qsg_useConsistentTiming())
138 QUnifiedTimer::instance(true)->setConsistentTiming(true);
139 }
140 if (m_mode == VSyncMode)
141 qCDebug(QSG_LOG_INFO, "Animation Driver: using vsync: %.2f ms", m_vsync);
142 else
143 qCDebug(QSG_LOG_INFO, "Animation Driver: using walltime");
144 }
145
147 {
148 m_time = 0;
149 m_timer.start();
150 m_wallTime.start();
151 QAnimationDriver::start();
152 }
153
154 qint64 elapsed() const override
155 {
156 return m_mode == VSyncMode
157 ? qint64(m_time)
158 : qint64(m_time) + m_wallTime.elapsed();
159 }
160
162 {
163 qint64 delta = m_timer.restart();
164
165 if (m_mode == VSyncMode) {
166 // If a frame is skipped, either because rendering was slow or because
167 // the QML was slow, we accept it and continue advancing with a single
168 // vsync tick. The reason for this is that by the time we notice this
169 // on the GUI thread, the temporal distortion has already gone to screen
170 // and by catching up, we will introduce a second distortion which will
171 // worse. We accept that the animation time falls behind wall time because
172 // it comes out looking better.
173 // Only when multiple bad frames are hit in a row, do we consider
174 // switching. A few really bad frames and we switch right away. For frames
175 // just above the vsync delta, we tolerate a bit more since a buffered
176 // driver can have vsync deltas on the form: 4, 21, 21, 2, 23, 16, and
177 // still manage to put the frames to screen at 16 ms intervals. In addition
178 // to that, we tolerate a 25% margin of error on the value of m_vsync
179 // reported from the system as this value is often not precise.
180
181 m_time += m_vsync;
182
183 if (delta > m_vsync * 1.25f) {
184 m_lag += (delta / m_vsync);
185 m_bad++;
186 // We tolerate one bad frame without resorting to timer based. This is
187 // done to cope with a slow loader frame followed by smooth animation.
188 // However, on the second frame with massive lag, we switch.
189 if (m_lag > 10 && m_bad > 2) {
190 m_mode = TimerMode;
191 qCDebug(QSG_LOG_INFO, "animation driver switched to timer mode");
192 m_wallTime.start();
193 }
194 } else {
195 m_lag = 0;
196 m_bad = 0;
197 }
198
199 } else {
200 if (delta < 1.25f * m_vsync) {
201 ++m_good;
202 } else {
203 m_good = 0;
204 }
205
206 // We've been solid for a while, switch back to vsync mode. Tolerance
207 // for switching back is lower than switching to timer mode, as we
208 // want to stay in vsync mode as much as possible.
209 if (m_good > 10 && !qsg_useConsistentTiming()) {
210 m_time = elapsed();
211 m_mode = VSyncMode;
212 m_bad = 0;
213 m_lag = 0;
214 qCDebug(QSG_LOG_INFO, "animation driver switched to vsync mode");
215 }
216 }
217
218 advanceAnimation();
219 }
220
221 bool isVSyncDependent() const override
222 {
223 return true;
224 }
225
226 double m_time;
230 float m_lag;
231 int m_bad;
233};
234
235// Advance based on QElapsedTimer. (so like the TimerMode of QSGDefaultAnimationDriver)
236// Does not depend on vsync-based throttling.
237//
238// NB this is not the same as not installing a QAnimationDriver: the built-in
239// approach in QtCore is to rely on 16 ms timer events which are potentially a
240// lot less accurate.
241//
242// This has the benefits of:
243// - not needing any of the infrastructure for falling back to a
244// QTimer when there are multiple windows,
245// - needing no heuristics trying determine if vsync-based throttling
246// is missing or broken,
247// - being compatible with any kind of temporal drifts in vsync throttling
248// which is reportedly happening in various environments and platforms
249// still,
250// - not being tied to the primary screen's refresh rate, i.e. this is
251// correct even if the window is on some secondary screen with a
252// different refresh rate,
253// - not having to worry about the potential effects of variable refresh
254// rate solutions,
255// - render thread animators work correctly regardless of vsync.
256//
257// On the downside, some animations might appear less smooth (compared to the
258// ideal single window case of QSGDefaultAnimationDriver).
259//
261{
262public:
264 : QSGAnimationDriver(parent)
265 {
266 qCDebug(QSG_LOG_INFO, "Animation Driver: using QElapsedTimer, thread %p %s",
267 QThread::currentThread(),
268 QThread::currentThread() == qGuiApp->thread() ? "(gui/main thread)" : "(render thread)");
269 }
270
272 {
273 m_wallTime.start();
274 QAnimationDriver::start();
275 }
276
277 qint64 elapsed() const override
278 {
279 return m_wallTime.elapsed();
280 }
281
283 {
284 advanceAnimation();
285 }
286
287 bool isVSyncDependent() const override
288 {
289 return false;
290 }
291
292private:
293 QElapsedTimer m_wallTime;
294};
295
296QSGRenderContext::FontKey::FontKey(const QRawFont &font, int quality)
297{
298 QFontEngine *fe = QRawFontPrivate::get(font)->fontEngine;
299 if (fe != nullptr)
300 faceId = fe->faceId();
301 style = font.style();
302 weight = font.weight();
303 renderTypeQuality = quality;
304 if (faceId.filename.isEmpty()) {
305 familyName = font.familyName();
306 styleName = font.styleName();
307 }
308}
309
310/*!
311 \class QSGContext
312
313 \brief The QSGContext holds the scene graph entry points for one QML engine.
314
315 The context is not ready for use until it has a QRhi. Once that happens,
316 the scene graph population can start.
317
318 \internal
319 */
320
321QSGContext::QSGContext(QObject *parent) :
322 QObject(parent)
323{
324}
325
326QSGContext::~QSGContext()
327{
328}
329
330void QSGContext::renderContextInitialized(QSGRenderContext *)
331{
332}
333
334void QSGContext::renderContextInvalidated(QSGRenderContext *)
335{
336}
337
338
339/*!
340 Convenience factory function for creating a colored rectangle with the given geometry.
341 */
342QSGInternalRectangleNode *QSGContext::createInternalRectangleNode(const QRectF &rect, const QColor &c)
343{
344 QSGInternalRectangleNode *node = createInternalRectangleNode();
345 node->setRect(rect);
346 node->setColor(c);
347 node->update();
348 return node;
349}
350
351QSGInternalTextNode *QSGContext::createInternalTextNode(QSGRenderContext *renderContext)
352{
353 return new QSGInternalTextNode(renderContext);
354}
355
356QSGTextNode *QSGContext::createTextNode(QSGRenderContext *renderContext)
357{
358 return createInternalTextNode(renderContext);
359}
360
361/*!
362 Creates a new shader effect helper instance. This function is called on the
363 GUI thread, unlike the others. This is necessary in order to provide
364 adaptable, backend-specific shader effect functionality to the GUI thread too.
365 */
366QSGGuiThreadShaderEffectManager *QSGContext::createGuiThreadShaderEffectManager()
367{
368 return nullptr;
369}
370
371/*!
372 Creates a new shader effect node. The default of returning nullptr is
373 valid as long as the backend does not claim SupportsShaderEffectNode or
374 ignoring ShaderEffect elements is acceptable.
375 */
376QSGShaderEffectNode *QSGContext::createShaderEffectNode(QSGRenderContext *)
377{
378 return nullptr;
379}
380
381/*!
382 Creates a new animation driver.
383 */
384QAnimationDriver *QSGContext::createAnimationDriver(QObject *parent)
385{
386 if (useElapsedTimerBasedAnimationDriver())
387 return new QSGElapsedTimerAnimationDriver(parent);
388
389 return new QSGDefaultAnimationDriver(parent);
390}
391
392/*!
393 \return the vsync rate (such as, 16.68 ms or similar), if applicable, for
394 the \a driver that was created by createAnimationDriver().
395 */
396float QSGContext::vsyncIntervalForAnimationDriver(QAnimationDriver *driver)
397{
398 return static_cast<QSGAnimationDriver *>(driver)->vsyncInterval();
399}
400
401/*!
402 \return true if \a driver relies on vsync-based throttling in some form.
403 */
404bool QSGContext::isVSyncDependent(QAnimationDriver *driver)
405{
406 return static_cast<QSGAnimationDriver *>(driver)->isVSyncDependent();
407}
408
409QSize QSGContext::minimumFBOSize() const
410{
411 return QSize(1, 1);
412}
413
414/*!
415 Returns a pointer to the (presumably) global renderer interface.
416
417 \note This function may be called on the GUI thread in order to get access
418 to QSGRendererInterface::graphicsApi() and other getters.
419
420 \note it is expected that the simple queries (graphicsApi, shaderType,
421 etc.) are available regardless of the render context validity (i.e.
422 scenegraph status). This does not apply to engine-specific getters like
423 getResource(). In the end this means that this function must always return
424 a valid object in subclasses, even when renderContext->isValid() is false.
425 The typical pattern is to implement the QSGRendererInterface in the
426 QSGContext or QSGRenderContext subclass itself, whichever is more suitable.
427 */
428QSGRendererInterface *QSGContext::rendererInterface(QSGRenderContext *renderContext)
429{
430 Q_UNUSED(renderContext);
431 qWarning("QSGRendererInterface not implemented");
432 return nullptr;
433}
434
435/*!
436 \class QSGRenderContext
437 \inmodule QtQuick
438 \internal
439*/
440QSGRenderContext::QSGRenderContext(QSGContext *context)
441 : m_sg(context)
442{
443}
444
445QSGRenderContext::~QSGRenderContext()
446{
447}
448
449void QSGRenderContext::initialize(const InitParams *params)
450{
451 Q_UNUSED(params);
452}
453
454void QSGRenderContext::invalidate()
455{
456}
457
458void QSGRenderContext::prepareSync(qreal devicePixelRatio,
459 QRhiCommandBuffer *cb,
460 const QQuickGraphicsConfiguration &config)
461{
462 Q_UNUSED(devicePixelRatio);
463 Q_UNUSED(cb);
464 Q_UNUSED(config);
465}
466
467void QSGRenderContext::beginNextFrame(QSGRenderer *renderer, const QSGRenderTarget &renderTarget,
468 RenderPassCallback mainPassRecordingStart,
469 RenderPassCallback mainPassRecordingEnd,
470 void *callbackUserData)
471{
472 renderer->setRenderTarget(renderTarget);
473 Q_UNUSED(mainPassRecordingStart);
474 Q_UNUSED(mainPassRecordingEnd);
475 Q_UNUSED(callbackUserData);
476}
477
478void QSGRenderContext::endNextFrame(QSGRenderer *renderer)
479{
480 Q_UNUSED(renderer);
481}
482
483void QSGRenderContext::endSync()
484{
485 qDeleteAll(m_texturesToDelete);
486 m_texturesToDelete.clear();
487}
488
489/*!
490 Do necessary preprocessing before the frame
491*/
492void QSGRenderContext::preprocess()
493{
494}
495
496/*!
497 Factory function for curve atlases that can be used to provide geometry for the curve
498 renderer for a given font.
499*/
500QSGCurveGlyphAtlas *QSGRenderContext::curveGlyphAtlas(const QRawFont &font)
501{
502 Q_UNUSED(font);
503 return nullptr;
504}
505
506/*!
507 Factory function for scene graph backends of the distance-field glyph cache.
508 */
509QSGDistanceFieldGlyphCache *QSGRenderContext::distanceFieldGlyphCache(const QRawFont &, int)
510{
511 return nullptr;
512}
513
514void QSGRenderContext::invalidateGlyphCaches()
515{
516
517}
518
519void QSGRenderContext::flushGlyphCaches()
520{
521
522}
523
524void QSGRenderContext::registerFontengineForCleanup(QFontEngine *engine)
525{
526 engine->ref.ref();
527 m_fontEnginesToClean[engine]++;
528}
529
530void QSGRenderContext::unregisterFontengineForCleanup(QFontEngine *engine)
531{
532 m_fontEnginesToClean[engine]--;
533 Q_ASSERT(m_fontEnginesToClean.value(engine) >= 0);
534}
535
536QRhi *QSGRenderContext::rhi() const
537{
538 return nullptr;
539}
540
541/*!
542 Factory function for the scene graph renderers.
543
544 The renderers are used for the toplevel renderer and once for every
545 QQuickShaderEffectSource used in the QML scene.
546 */
547
548QSGTexture *QSGRenderContext::textureForFactory(QQuickTextureFactory *factory, QQuickWindow *window)
549{
550 if (!factory)
551 return nullptr;
552
553 m_mutex.lock();
554 QSGTexture *texture = m_textures.value(factory);
555 m_mutex.unlock();
556
557 if (!texture) {
558 texture = factory->createTexture(window);
559
560 m_mutex.lock();
561 m_textures.insert(factory, texture);
562 m_mutex.unlock();
563
564 connect(factory, SIGNAL(destroyed(QObject*)), this, SLOT(textureFactoryDestroyed(QObject*)), Qt::DirectConnection);
565 }
566 return texture;
567}
568
569void QSGRenderContext::textureFactoryDestroyed(QObject *o)
570{
571 m_mutex.lock();
572 m_texturesToDelete << m_textures.take(o);
573 m_mutex.unlock();
574}
575
576/*!
577 Return the texture corresponding to a texture factory.
578
579 This may optionally manipulate the texture in some way; for example by returning
580 an atlased texture.
581
582 This function is not a replacement for textureForFactory; both should be used
583 for a single texture (this might atlas, while the other might cache).
584*/
585QSGTexture *QSGRenderContext::compressedTextureForFactory(const QSGCompressedTextureFactory *) const
586{
587 return nullptr;
588}
589
590QT_END_NAMESPACE
591
592#include "qsgcontext.moc"
593#include "moc_qsgcontext_p.cpp"
QSGAnimationDriver(QObject *parent)
float vsyncInterval() const
virtual bool isVSyncDependent() const =0
qint64 elapsed() const override
Returns the number of milliseconds since the animations was started.
void advance() override
Advances the animation.
QSGDefaultAnimationDriver(QObject *parent)
bool isVSyncDependent() const override
QSGElapsedTimerAnimationDriver(QObject *parent)
bool isVSyncDependent() const override
qint64 elapsed() const override
Returns the number of milliseconds since the animations was started.
void advance() override
Advances the animation.
Combined button and popup list for selecting options.
bool qsg_useConsistentTiming()