| 1 | // Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB). |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
| 3 | |
| 4 | #include "scene3drenderer_p.h" |
| 5 | |
| 6 | #include <Qt3DCore/qaspectengine.h> |
| 7 | #include <Qt3DRender/qrenderaspect.h> |
| 8 | #include <QtCore/qthread.h> |
| 9 | #include <qopenglcontext.h> |
| 10 | #include <qopenglframebufferobject.h> |
| 11 | #include <QtQuick/qquickwindow.h> |
| 12 | #include <rhi/qrhi.h> |
| 13 | |
| 14 | #include <Qt3DRender/private/qrenderaspect_p.h> |
| 15 | #include <Qt3DRender/private/abstractrenderer_p.h> |
| 16 | #include <Qt3DCore/private/qaspectengine_p.h> |
| 17 | #include <Qt3DCore/private/qaspectmanager_p.h> |
| 18 | #include <Qt3DCore/private/qchangearbiter_p.h> |
| 19 | #include <Qt3DCore/private/qservicelocator_p.h> |
| 20 | |
| 21 | #include <scene3ditem_p.h> |
| 22 | #include <scene3dlogging_p.h> |
| 23 | #include <scene3dsgnode_p.h> |
| 24 | |
| 25 | #include <QtQuick/private/qquickwindow_p.h> |
| 26 | |
| 27 | QT_BEGIN_NAMESPACE |
| 28 | |
| 29 | namespace Qt3DRender { |
| 30 | |
| 31 | class ContextSaver |
| 32 | { |
| 33 | public: |
| 34 | explicit ContextSaver(QOpenGLContext *context = QOpenGLContext::currentContext()) |
| 35 | : m_context(context), |
| 36 | m_surface(context ? context->surface() : nullptr) |
| 37 | { |
| 38 | } |
| 39 | |
| 40 | ~ContextSaver() |
| 41 | { |
| 42 | if (m_context && m_context->surface() != m_surface) |
| 43 | m_context->makeCurrent(surface: m_surface); |
| 44 | } |
| 45 | |
| 46 | QOpenGLContext *context() const { return m_context; } |
| 47 | QSurface *surface() const { return m_surface; } |
| 48 | |
| 49 | private: |
| 50 | QOpenGLContext * const m_context; |
| 51 | QSurface * const m_surface; |
| 52 | }; |
| 53 | |
| 54 | /*! |
| 55 | \class Qt3DRender::Scene3DRenderer |
| 56 | \internal |
| 57 | |
| 58 | \brief The Scene3DRenderer class takes care of rendering a Qt3D scene |
| 59 | within a Framebuffer object to be used by the QtQuick 2 renderer. |
| 60 | |
| 61 | The Scene3DRenderer class renders a Qt3D scene as provided by a Scene3DItem. |
| 62 | It owns the aspectEngine even though it doesn't instantiate it. |
| 63 | |
| 64 | The render loop goes as follows: |
| 65 | \list |
| 66 | \li The main thread runs, drives Animations, etc. and causes changes to be |
| 67 | reported to the Qt3D change arbiter. The first change reported will cause |
| 68 | the scene3drenderer to be marked dirty. |
| 69 | \li The QtQuick render thread starts a new frame, synchronizes the scene |
| 70 | graph and emits afterSynchronizing. This will trigger some preparational |
| 71 | steps for rendering and mark the QSGNode dirty if the Scene3DRenderer is |
| 72 | dirty. |
| 73 | \li The QtQuick render loop emits beforeRendering. If we're marked dirty or |
| 74 | if the renderPolicy is set to Always, we'll ask the Qt3D renderer aspect to |
| 75 | render. That call is blocking. If the aspect jobs are not done, yet, the |
| 76 | renderer will exit early and we skip a frame. |
| 77 | \endlist |
| 78 | |
| 79 | The shutdown procedure is a two steps process that goes as follow: |
| 80 | |
| 81 | \list |
| 82 | \li The window is closed |
| 83 | |
| 84 | \li This triggers the windowsChanged signal which the Scene3DRenderer |
| 85 | uses to perform the necessary cleanups in the QSGRenderThread (destroys |
| 86 | DebugLogger ...) with the shutdown slot (queued connection). |
| 87 | |
| 88 | \li The destroyed signal of the window is also connected to the |
| 89 | Scene3DRenderer. When triggered in the context of the main thread, the |
| 90 | cleanup slot is called. |
| 91 | \endlist |
| 92 | |
| 93 | There is an alternate shutdown procedure in case the QQuickItem is |
| 94 | destroyed with an active window which can happen in the case where the |
| 95 | Scene3D is used with a QtQuick Loader |
| 96 | |
| 97 | In that case the shutdown procedure goes the same except that the destroyed |
| 98 | signal of the window is not called. Therefore the cleanup method is invoked |
| 99 | to properly destroy the aspect engine. |
| 100 | */ |
| 101 | Scene3DRenderer::Scene3DRenderer() |
| 102 | : QObject() |
| 103 | , m_aspectEngine(nullptr) |
| 104 | , m_renderAspect(nullptr) |
| 105 | , m_node(nullptr) |
| 106 | , m_window(nullptr) |
| 107 | , m_needsShutdown(true) |
| 108 | , m_shouldRender(false) |
| 109 | , m_dirtyViews(false) |
| 110 | , m_skipFrame(false) |
| 111 | , m_allowRendering(0) |
| 112 | , m_compositingMode(Scene3DItem::FBO) |
| 113 | { |
| 114 | |
| 115 | } |
| 116 | |
| 117 | void Scene3DRenderer::init(Qt3DCore::QAspectEngine *aspectEngine, |
| 118 | QRenderAspect *renderAspect) |
| 119 | { |
| 120 | m_aspectEngine = aspectEngine; |
| 121 | m_renderAspect = renderAspect; |
| 122 | m_needsShutdown = true; |
| 123 | |
| 124 | // Detect which Rendering backend Qt3D is using |
| 125 | Qt3DRender::QRenderAspectPrivate *aspectPriv = static_cast<QRenderAspectPrivate*>(QRenderAspectPrivate::get(q: m_renderAspect)); |
| 126 | Qt3DRender::Render::AbstractRenderer *renderer = aspectPriv->m_renderer; |
| 127 | |
| 128 | const bool isRHI = renderer->api() == API::RHI; |
| 129 | if (isRHI) |
| 130 | m_quickRenderer = new Scene3DRenderer::RHIRenderer; |
| 131 | else |
| 132 | m_quickRenderer = new Scene3DRenderer::GLRenderer; |
| 133 | m_quickRenderer->initialize(scene3DRenderer: this, renderer); |
| 134 | } |
| 135 | |
| 136 | void Scene3DRenderer::setWindow(QQuickWindow *window) |
| 137 | { |
| 138 | if (window == m_window) |
| 139 | return; |
| 140 | |
| 141 | QObject::disconnect(receiver: m_window); |
| 142 | m_window = window; |
| 143 | |
| 144 | if (m_window) { |
| 145 | QObject::connect(sender: m_window, signal: &QQuickWindow::beforeRendering, context: this, |
| 146 | slot: [this] () { m_quickRenderer->beforeRendering(scene3DRenderer: this); }, type: Qt::DirectConnection); |
| 147 | QObject::connect(sender: m_window, signal: &QQuickWindow::beforeRenderPassRecording, context: this, |
| 148 | slot: [this] () { m_quickRenderer->beforeRenderPassRecording(scene3DRenderer: this); }, type: Qt::DirectConnection); |
| 149 | } else { |
| 150 | shutdown(); |
| 151 | } |
| 152 | } |
| 153 | |
| 154 | Scene3DRenderer::~Scene3DRenderer() |
| 155 | { |
| 156 | qCDebug(Scene3D) << Q_FUNC_INFO << QThread::currentThread(); |
| 157 | shutdown(); |
| 158 | } |
| 159 | |
| 160 | Scene3DSGNode *Scene3DRenderer::sgNode() const |
| 161 | { |
| 162 | return m_node; |
| 163 | } |
| 164 | |
| 165 | bool Scene3DRenderer::isYUp() const |
| 166 | { |
| 167 | return m_quickRenderer ? m_quickRenderer->isYUp() : true; |
| 168 | } |
| 169 | |
| 170 | // Executed in the QtQuick render thread (which may even be the gui/main with QQuickWidget / RenderControl). |
| 171 | void Scene3DRenderer::shutdown() |
| 172 | { |
| 173 | if (!m_needsShutdown) |
| 174 | return; |
| 175 | m_needsShutdown = false; |
| 176 | |
| 177 | m_quickRenderer->shutdown(sceneRenderer: this); |
| 178 | delete m_quickRenderer; |
| 179 | m_quickRenderer = nullptr; |
| 180 | } |
| 181 | |
| 182 | // Render Thread, GUI locked |
| 183 | void Scene3DRenderer::beforeSynchronize() |
| 184 | { |
| 185 | m_quickRenderer->beforeSynchronize(scene3DRenderer: this); |
| 186 | } |
| 187 | |
| 188 | void Scene3DRenderer::allowRender() |
| 189 | { |
| 190 | m_allowRendering.release(n: 1); |
| 191 | } |
| 192 | |
| 193 | void Scene3DRenderer::setCompositingMode(Scene3DItem::CompositingMode mode) |
| 194 | { |
| 195 | m_compositingMode = mode; |
| 196 | } |
| 197 | |
| 198 | void Scene3DRenderer::setSkipFrame(bool skip) |
| 199 | { |
| 200 | m_skipFrame = skip; |
| 201 | } |
| 202 | |
| 203 | void Scene3DRenderer::setMultisample(bool multisample) |
| 204 | { |
| 205 | m_multisample = multisample; |
| 206 | } |
| 207 | |
| 208 | void Scene3DRenderer::setBoundingSize(const QSize &size) |
| 209 | { |
| 210 | m_boundingRectSize = size; |
| 211 | } |
| 212 | |
| 213 | QOpenGLFramebufferObject *Scene3DRenderer::GLRenderer::createMultisampledFramebufferObject(const QSize &size) |
| 214 | { |
| 215 | QOpenGLFramebufferObjectFormat format; |
| 216 | format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil); |
| 217 | int samples = QSurfaceFormat::defaultFormat().samples(); |
| 218 | if (samples == -1) |
| 219 | samples = 4; |
| 220 | format.setSamples(samples); |
| 221 | return new QOpenGLFramebufferObject(size, format); |
| 222 | } |
| 223 | |
| 224 | QOpenGLFramebufferObject *Scene3DRenderer::GLRenderer::createFramebufferObject(const QSize &size) |
| 225 | { |
| 226 | QOpenGLFramebufferObjectFormat format; |
| 227 | format.setAttachment(QOpenGLFramebufferObject::Depth); |
| 228 | return new QOpenGLFramebufferObject(size, format); |
| 229 | } |
| 230 | |
| 231 | void Scene3DRenderer::GLRenderer::initialize(Scene3DRenderer *scene3DRenderer, |
| 232 | Qt3DRender::Render::AbstractRenderer *renderer) |
| 233 | { |
| 234 | Q_UNUSED(scene3DRenderer); |
| 235 | Q_ASSERT(QOpenGLContext::currentContext()); |
| 236 | m_renderer = renderer; |
| 237 | ContextSaver saver; |
| 238 | Q_ASSERT(renderer->api() == API::OpenGL); |
| 239 | |
| 240 | m_renderer->setRenderDriver(Qt3DRender::Render::AbstractRenderer::Scene3D); |
| 241 | m_renderer->setOpenGLContext(saver.context()); |
| 242 | m_renderer->initialize(); |
| 243 | } |
| 244 | |
| 245 | void Scene3DRenderer::GLRenderer::beforeSynchronize(Scene3DRenderer *scene3DRenderer) |
| 246 | { |
| 247 | // Check size / multisampling |
| 248 | QQuickWindow *window = scene3DRenderer->m_window; |
| 249 | |
| 250 | if (!window) |
| 251 | return; |
| 252 | |
| 253 | // Only render if we are sure aspectManager->processFrame was called prior |
| 254 | // We could otherwise enter a deadlock state |
| 255 | if (!scene3DRenderer->m_allowRendering.tryAcquire(n: std::max(a: scene3DRenderer->m_allowRendering.available(), b: 1))) |
| 256 | return; |
| 257 | |
| 258 | // In the case of OnDemand rendering, we still need to get to this |
| 259 | // point to ensure we have processed jobs for all aspects. |
| 260 | // We also still need to call render() to allow proceeding with the |
| 261 | // next frame. However it won't be performing any 3d rendering at all |
| 262 | // so we do it here and return early. This prevents a costly QtQuick |
| 263 | // SceneGraph update for nothing |
| 264 | if (scene3DRenderer->m_skipFrame) { |
| 265 | scene3DRenderer->m_skipFrame = false; |
| 266 | ContextSaver saver; |
| 267 | m_renderer->render(swapBuffers: false); |
| 268 | return; |
| 269 | } |
| 270 | |
| 271 | scene3DRenderer->m_shouldRender = true; |
| 272 | |
| 273 | m_multisample = scene3DRenderer->multisample(); |
| 274 | const QSize boundingRectSize = scene3DRenderer->boundingSize(); |
| 275 | const QSize currentSize = boundingRectSize * window->effectiveDevicePixelRatio(); |
| 276 | const bool sizeHasChanged = currentSize != m_lastSize; |
| 277 | const bool multisampleHasChanged = m_multisample != m_lastMultisample; |
| 278 | const bool forceRecreate = sizeHasChanged || multisampleHasChanged; |
| 279 | // Store the current size as a comparison |
| 280 | // point for the next frame |
| 281 | m_lastSize = currentSize; |
| 282 | m_lastMultisample = m_multisample; |
| 283 | |
| 284 | // Rebuild FBO if size/multisampling has changed |
| 285 | const bool usesFBO = scene3DRenderer->m_compositingMode == Scene3DItem::FBO; |
| 286 | auto node = scene3DRenderer->m_node; |
| 287 | if (node == nullptr) { |
| 288 | node = new Scene3DSGNode(); |
| 289 | scene3DRenderer->m_node = node; |
| 290 | } |
| 291 | if (usesFBO) { |
| 292 | // Rebuild FBO and textures if never created or a resize has occurred |
| 293 | if ((m_multisampledFBO.isNull() || forceRecreate) && m_multisample) { |
| 294 | m_multisampledFBO.reset(other: createMultisampledFramebufferObject(size: m_lastSize)); |
| 295 | if (m_multisampledFBO->format().samples() == 0 || !QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()) { |
| 296 | m_multisample = false; |
| 297 | m_multisampledFBO.reset(other: nullptr); |
| 298 | } |
| 299 | } |
| 300 | |
| 301 | const bool generateNewTexture = m_finalFBO.isNull() || forceRecreate; |
| 302 | if (generateNewTexture) { |
| 303 | m_finalFBO.reset(other: createFramebufferObject(size: m_lastSize)); |
| 304 | m_textureId = m_finalFBO->texture(); |
| 305 | m_texture.reset(other: QNativeInterface::QSGOpenGLTexture::fromNative(textureId: m_textureId, window, size: m_finalFBO->size(), options: QQuickWindow::TextureHasAlphaChannel)); |
| 306 | } |
| 307 | |
| 308 | // Set texture on node |
| 309 | if (!node->texture() || generateNewTexture) |
| 310 | node->setTexture(m_texture.data()); |
| 311 | } |
| 312 | |
| 313 | // Mark SGNodes as dirty so that QQuick will trigger some rendering |
| 314 | if (node) |
| 315 | node->markDirty(bits: QSGNode::DirtyMaterial); |
| 316 | } |
| 317 | |
| 318 | void Scene3DRenderer::GLRenderer::beforeRendering(Scene3DRenderer *scene3DRenderer) |
| 319 | { |
| 320 | Q_UNUSED(scene3DRenderer); |
| 321 | } |
| 322 | |
| 323 | void Scene3DRenderer::GLRenderer::beforeRenderPassRecording(Scene3DRenderer *scene3DRenderer) |
| 324 | { |
| 325 | // When this is fired, beforeRendering was fired and the RenderPass for QtQuick was |
| 326 | // started -> meaning the window was cleared but actual draw commands have yet to be |
| 327 | // recorded. |
| 328 | // When using the GL Renderer and FBO, that's the state we want to be in. |
| 329 | |
| 330 | QMutexLocker l(&scene3DRenderer->m_windowMutex); |
| 331 | // Lock to ensure the window doesn't change while we are rendering |
| 332 | if (!scene3DRenderer->m_window || !scene3DRenderer->m_shouldRender) |
| 333 | return; |
| 334 | // Reset flag for next frame |
| 335 | scene3DRenderer->m_shouldRender = false; |
| 336 | ContextSaver saver; |
| 337 | |
| 338 | // Create and bind FBO if using the FBO compositing mode |
| 339 | const bool usesFBO = scene3DRenderer->m_compositingMode == Scene3DItem::FBO; |
| 340 | if (usesFBO) { |
| 341 | // Bind FBO |
| 342 | if (m_multisample) //Only try to use MSAA when available |
| 343 | m_multisampledFBO->bind(); |
| 344 | else |
| 345 | m_finalFBO->bind(); |
| 346 | } |
| 347 | |
| 348 | // Render Qt3D Scene |
| 349 | // Qt3D takes care of resetting the GL state to default values |
| 350 | m_renderer->render(swapBuffers: usesFBO); |
| 351 | |
| 352 | // We may have called doneCurrent() so restore the context if the rendering surface was changed |
| 353 | // Note: keep in mind that the ContextSave also restores the surface when destroyed |
| 354 | if (saver.context()->surface() != saver.surface()) |
| 355 | saver.context()->makeCurrent(surface: saver.surface()); |
| 356 | |
| 357 | if (usesFBO) { |
| 358 | if (m_multisample) { |
| 359 | // Blit multisampled FBO with non multisampled FBO with texture attachment |
| 360 | const QRect dstRect(QPoint(0, 0), m_finalFBO->size()); |
| 361 | const QRect srcRect(QPoint(0, 0), m_multisampledFBO->size()); |
| 362 | QOpenGLFramebufferObject::blitFramebuffer(target: m_finalFBO.data(), targetRect: dstRect, |
| 363 | source: m_multisampledFBO.data(), sourceRect: srcRect, |
| 364 | GL_COLOR_BUFFER_BIT, |
| 365 | GL_NEAREST, |
| 366 | readColorAttachmentIndex: 0, drawColorAttachmentIndex: 0, |
| 367 | restorePolicy: QOpenGLFramebufferObject::DontRestoreFramebufferBinding); |
| 368 | } |
| 369 | |
| 370 | // Restore QtQuick FBO |
| 371 | QOpenGLFramebufferObject::bindDefault(); |
| 372 | |
| 373 | // Only show the node once Qt3D has rendered to it |
| 374 | // Avoids showing garbage on the first frame |
| 375 | if (scene3DRenderer->m_node) |
| 376 | scene3DRenderer->m_node->show(); |
| 377 | } |
| 378 | } |
| 379 | |
| 380 | void Scene3DRenderer::GLRenderer::shutdown(Scene3DRenderer *sceneRenderer) |
| 381 | { |
| 382 | // Shutdown the Renderer Aspect while the OpenGL context |
| 383 | // is still valid |
| 384 | if (sceneRenderer->m_renderAspect) |
| 385 | m_renderer->shutdown(); |
| 386 | |
| 387 | m_finalFBO.reset(); |
| 388 | m_multisampledFBO.reset(); |
| 389 | } |
| 390 | |
| 391 | void Scene3DRenderer::RHIRenderer::initialize(Scene3DRenderer *scene3DRenderer, |
| 392 | Qt3DRender::Render::AbstractRenderer *renderer) |
| 393 | { |
| 394 | QQuickWindow *window = scene3DRenderer->m_window; |
| 395 | Q_ASSERT(window); |
| 396 | Q_ASSERT(renderer->api() == API::RHI); |
| 397 | |
| 398 | // Retrieve RHI context |
| 399 | QSGRendererInterface *rif = window->rendererInterface(); |
| 400 | const bool isRhi = QSGRendererInterface::isApiRhiBased(api: rif->graphicsApi()); |
| 401 | Q_ASSERT(isRhi); |
| 402 | if (isRhi) { |
| 403 | m_rhi = static_cast<QRhi *>(rif->getResource(window, resource: QSGRendererInterface::RhiResource)); |
| 404 | if (!m_rhi) |
| 405 | qFatal(msg: "No QRhi from QQuickWindow, this cannot happen" ); |
| 406 | m_renderer = renderer; |
| 407 | m_renderer->setRenderDriver(Qt3DRender::Render::AbstractRenderer::Scene3D); |
| 408 | m_renderer->setRHIContext(m_rhi); |
| 409 | m_renderer->initialize(); |
| 410 | } |
| 411 | } |
| 412 | |
| 413 | void Scene3DRenderer::RHIRenderer::beforeSynchronize(Scene3DRenderer *scene3DRenderer) |
| 414 | { |
| 415 | // Check size / multisampling |
| 416 | QQuickWindow *window = scene3DRenderer->m_window; |
| 417 | |
| 418 | if (!window) |
| 419 | return; |
| 420 | |
| 421 | // Only render if we are sure aspectManager->processFrame was called prior |
| 422 | // We could otherwise enter a deadlock state |
| 423 | if (!scene3DRenderer->m_allowRendering.tryAcquire(n: std::max(a: scene3DRenderer->m_allowRendering.available(), b: 1))) |
| 424 | return; |
| 425 | |
| 426 | // In the case of OnDemand rendering, we still need to get to this |
| 427 | // point to ensure we have processed jobs for all aspects. |
| 428 | // We also still need to call render() to allow proceeding with the |
| 429 | // next frame. However it won't be performing any 3d rendering at all |
| 430 | // so we do it here and return early. This prevents a costly QtQuick |
| 431 | // SceneGraph update for nothing |
| 432 | if (scene3DRenderer->m_skipFrame) { |
| 433 | scene3DRenderer->m_skipFrame = false; |
| 434 | m_renderer->render(swapBuffers: false); |
| 435 | return; |
| 436 | } |
| 437 | |
| 438 | scene3DRenderer->m_shouldRender = true; |
| 439 | |
| 440 | const QSize boundingRectSize = scene3DRenderer->boundingSize(); |
| 441 | const QSize currentSize = boundingRectSize * window->effectiveDevicePixelRatio(); |
| 442 | const bool sizeHasChanged = currentSize != m_lastSize; |
| 443 | const bool multisampleHasChanged = scene3DRenderer->multisample() != m_lastMultisample; |
| 444 | // Store the current size and multisample as a comparison point for the next frame |
| 445 | m_lastMultisample = scene3DRenderer->multisample(); |
| 446 | m_lastSize = currentSize; |
| 447 | |
| 448 | const bool forceRecreate = sizeHasChanged || multisampleHasChanged; |
| 449 | const bool usesFBO = scene3DRenderer->m_compositingMode == Scene3DItem::FBO; |
| 450 | // Not sure how we could support underlay rendering properly given Qt3D RHI will render into its own |
| 451 | // RHI RenderPasses prior to QtQuick and beginning a new RenderPass clears the screen |
| 452 | Q_ASSERT(usesFBO); |
| 453 | const bool generateNewTexture = m_texture.isNull() || forceRecreate; |
| 454 | const int samples = m_lastMultisample ? 4 : 1; |
| 455 | |
| 456 | if (generateNewTexture) { |
| 457 | releaseRHIResources(); |
| 458 | |
| 459 | // Depth / Stencil |
| 460 | m_rhiDepthRenderBuffer = m_rhi->newRenderBuffer(type: QRhiRenderBuffer::DepthStencil, pixelSize: m_lastSize, sampleCount: samples); |
| 461 | m_rhiDepthRenderBuffer->create(); |
| 462 | |
| 463 | // Color Attachment or Color Resolutin texture (if using MSAA) |
| 464 | m_rhiTexture = m_rhi->newTexture(format: QRhiTexture::RGBA8, pixelSize: m_lastSize, sampleCount: 1, flags: QRhiTexture::RenderTarget|QRhiTexture::UsedAsTransferSource); |
| 465 | m_rhiTexture->create(); |
| 466 | |
| 467 | // Color Attachment description |
| 468 | QRhiTextureRenderTargetDescription renderTargetDesc; |
| 469 | renderTargetDesc.setDepthStencilBuffer(m_rhiDepthRenderBuffer); |
| 470 | if (samples > 1) { |
| 471 | m_rhiMSAARenderBuffer = m_rhi->newRenderBuffer(type: QRhiRenderBuffer::Color, pixelSize: m_lastSize, sampleCount: samples, flags: {}, backingFormatHint: m_rhiTexture->format()); |
| 472 | m_rhiMSAARenderBuffer->create(); |
| 473 | QRhiColorAttachment att; |
| 474 | att.setRenderBuffer(m_rhiMSAARenderBuffer); |
| 475 | att.setResolveTexture(m_rhiTexture); |
| 476 | renderTargetDesc.setColorAttachments({ att }); |
| 477 | } else { |
| 478 | renderTargetDesc.setColorAttachments({ m_rhiTexture }); |
| 479 | } |
| 480 | |
| 481 | m_rhiRenderTarget = m_rhi->newTextureRenderTarget(desc: renderTargetDesc); |
| 482 | m_rhiRenderTargetPassDescriptor = m_rhiRenderTarget->newCompatibleRenderPassDescriptor(); |
| 483 | m_rhiRenderTarget->setRenderPassDescriptor(m_rhiRenderTargetPassDescriptor); |
| 484 | m_rhiRenderTarget->create(); |
| 485 | |
| 486 | // Create QSGTexture from QRhiTexture |
| 487 | auto *windowPriv = QQuickWindowPrivate::get(c: window); |
| 488 | m_texture.reset(other: windowPriv->createTextureFromNativeTexture(nativeObjectHandle: m_rhiTexture->nativeTexture().object, |
| 489 | nativeLayoutOrState: 0, size: m_lastSize, options: QQuickWindow::TextureHasAlphaChannel)); |
| 490 | |
| 491 | // Set the Default RenderTarget to use on the RHI Renderer |
| 492 | // Note: this will release all pipelines using previousRenderTarget |
| 493 | m_renderer->setDefaultRHIRenderTarget(m_rhiRenderTarget); |
| 494 | } |
| 495 | |
| 496 | Scene3DSGNode *node = scene3DRenderer->m_node; |
| 497 | if (node == nullptr) { |
| 498 | node = new Scene3DSGNode(); |
| 499 | scene3DRenderer->m_node = node; |
| 500 | } |
| 501 | |
| 502 | // Set texture on node |
| 503 | if (!node->texture() || generateNewTexture) |
| 504 | node->setTexture(m_texture.data()); |
| 505 | |
| 506 | // Mark SGNodes as dirty so that QQuick will trigger some rendering |
| 507 | node->markDirty(bits: QSGNode::DirtyMaterial); |
| 508 | } |
| 509 | |
| 510 | void Scene3DRenderer::RHIRenderer::beforeRendering(Scene3DRenderer *scene3DRenderer) |
| 511 | { |
| 512 | // This is fired before QtQuick starts its RenderPass but after a RHI Command Buffer |
| 513 | // has been created and after the RHI Frame has begun |
| 514 | |
| 515 | // This means the swap chain has been set up and that we only need to record commands |
| 516 | |
| 517 | // On the Qt3D side this also means we shouldn't be calling m_rhi->beginFrame/endFrame |
| 518 | // and we should only be rendering using the provided swap chain |
| 519 | |
| 520 | // Therefore, if a QRenderSurfaceSelector is used in the FrameGraph to render to another surface, |
| 521 | // this will not be supported with Scene3D/RHI |
| 522 | |
| 523 | |
| 524 | QMutexLocker l(&scene3DRenderer->m_windowMutex); |
| 525 | // Lock to ensure the window doesn't change while we are rendering |
| 526 | if (!scene3DRenderer->m_window || !scene3DRenderer->m_shouldRender) |
| 527 | return; |
| 528 | // Reset flag for next frame |
| 529 | scene3DRenderer->m_shouldRender = false; |
| 530 | |
| 531 | // TO DO: We need to check what we do about 3DViews and Composition Mode as those are not |
| 532 | // directly applicable with RHI |
| 533 | |
| 534 | // Retrieve Command Buffer used by QtQuick |
| 535 | QRhiCommandBuffer *cb = nullptr; |
| 536 | QSGRendererInterface *rif = scene3DRenderer->m_window ->rendererInterface(); |
| 537 | QRhiSwapChain *swapchain = static_cast<QRhiSwapChain *>(rif->getResource(window: scene3DRenderer->m_window, resource: QSGRendererInterface::RhiSwapchainResource)); |
| 538 | if (swapchain) { |
| 539 | cb = swapchain->currentFrameCommandBuffer(); |
| 540 | } else { |
| 541 | cb = static_cast<QRhiCommandBuffer *>(rif->getResource(window: scene3DRenderer->m_window, resource: QSGRendererInterface::RhiRedirectCommandBuffer)); |
| 542 | } |
| 543 | |
| 544 | Q_ASSERT(cb); |
| 545 | // Tell Qt3D renderer to use provided command buffer |
| 546 | m_renderer->setRHICommandBuffer(cb); |
| 547 | m_renderer->render(swapBuffers: false); |
| 548 | |
| 549 | // Only show the node once Qt3D has rendered to it |
| 550 | // Avoids showing garbage on the first frame |
| 551 | if (scene3DRenderer->m_node) |
| 552 | scene3DRenderer->m_node->show(); |
| 553 | } |
| 554 | |
| 555 | void Scene3DRenderer::RHIRenderer::beforeRenderPassRecording(Scene3DRenderer *scene3DRenderer) |
| 556 | { |
| 557 | Q_UNUSED(scene3DRenderer); |
| 558 | } |
| 559 | |
| 560 | void Scene3DRenderer::RHIRenderer::shutdown(Scene3DRenderer *scene3DRenderer) |
| 561 | { |
| 562 | if (scene3DRenderer->m_renderAspect) |
| 563 | m_renderer->shutdown(); |
| 564 | |
| 565 | releaseRHIResources(); |
| 566 | } |
| 567 | |
| 568 | bool Scene3DRenderer::RHIRenderer::isYUp() const |
| 569 | { |
| 570 | return m_rhi->isYUpInFramebuffer(); |
| 571 | } |
| 572 | |
| 573 | void Scene3DRenderer::RHIRenderer::releaseRHIResources() |
| 574 | { |
| 575 | delete m_rhiRenderTarget; |
| 576 | m_rhiRenderTarget = nullptr; |
| 577 | |
| 578 | delete m_rhiTexture; |
| 579 | m_rhiTexture = nullptr; |
| 580 | |
| 581 | delete m_rhiDepthRenderBuffer; |
| 582 | m_rhiDepthRenderBuffer = nullptr; |
| 583 | |
| 584 | delete m_rhiMSAARenderBuffer; |
| 585 | m_rhiMSAARenderBuffer = nullptr; |
| 586 | |
| 587 | delete m_rhiColorRenderBuffer; |
| 588 | m_rhiColorRenderBuffer = nullptr; |
| 589 | |
| 590 | delete m_rhiRenderTargetPassDescriptor; |
| 591 | m_rhiRenderTargetPassDescriptor = nullptr; |
| 592 | } |
| 593 | |
| 594 | Scene3DRenderer::QuickRenderer::QuickRenderer() {} |
| 595 | Scene3DRenderer::QuickRenderer::~QuickRenderer() {} |
| 596 | |
| 597 | } // namespace Qt3DRender |
| 598 | |
| 599 | QT_END_NAMESPACE |
| 600 | |
| 601 | #include "moc_scene3drenderer_p.cpp" |
| 602 | |