| 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 | |
| 4 | #include "qsgabstractsoftwarerenderer_p.h" |
| 5 | |
| 6 | #include "qsgsoftwarerenderablenodeupdater_p.h" |
| 7 | #include "qsgsoftwarerenderlistbuilder_p.h" |
| 8 | #include "qsgsoftwarecontext_p.h" |
| 9 | #include "qsgsoftwarerenderablenode_p.h" |
| 10 | |
| 11 | #include <QtCore/QLoggingCategory> |
| 12 | #include <QtGui/QWindow> |
| 13 | #include <QtQuick/QSGSimpleRectNode> |
| 14 | |
| 15 | Q_LOGGING_CATEGORY(lc2DRender, "qt.scenegraph.softwarecontext.abstractrenderer" ) |
| 16 | |
| 17 | QT_BEGIN_NAMESPACE |
| 18 | |
| 19 | QSGAbstractSoftwareRenderer::QSGAbstractSoftwareRenderer(QSGRenderContext *context) |
| 20 | : QSGRenderer(context) |
| 21 | , m_background(new QSGSimpleRectNode) |
| 22 | , m_nodeUpdater(new QSGSoftwareRenderableNodeUpdater(this)) |
| 23 | { |
| 24 | // Setup special background node |
| 25 | auto backgroundRenderable = new QSGSoftwareRenderableNode(QSGSoftwareRenderableNode::SimpleRect, m_background); |
| 26 | addNodeMapping(node: m_background, renderableNode: backgroundRenderable); |
| 27 | } |
| 28 | |
| 29 | QSGAbstractSoftwareRenderer::~QSGAbstractSoftwareRenderer() |
| 30 | { |
| 31 | // Cleanup RenderableNodes |
| 32 | delete m_background; |
| 33 | |
| 34 | qDeleteAll(c: m_nodes); |
| 35 | |
| 36 | delete m_nodeUpdater; |
| 37 | } |
| 38 | |
| 39 | QSGSoftwareRenderableNode *QSGAbstractSoftwareRenderer::renderableNode(QSGNode *node) const |
| 40 | { |
| 41 | return m_nodes.value(key: node, defaultValue: nullptr); |
| 42 | } |
| 43 | |
| 44 | // Used by GammaRay |
| 45 | const QVector<QSGSoftwareRenderableNode*> &QSGAbstractSoftwareRenderer::renderableNodes() const |
| 46 | { |
| 47 | return m_renderableNodes; |
| 48 | } |
| 49 | |
| 50 | void QSGAbstractSoftwareRenderer::addNodeMapping(QSGNode *node, QSGSoftwareRenderableNode *renderableNode) |
| 51 | { |
| 52 | m_nodes.insert(key: node, value: renderableNode); |
| 53 | } |
| 54 | |
| 55 | void QSGAbstractSoftwareRenderer::appendRenderableNode(QSGSoftwareRenderableNode *node) |
| 56 | { |
| 57 | m_renderableNodes.append(t: node); |
| 58 | } |
| 59 | |
| 60 | void QSGAbstractSoftwareRenderer::nodeChanged(QSGNode *node, QSGNode::DirtyState state) |
| 61 | { |
| 62 | if (state & QSGNode::DirtyGeometry) { |
| 63 | nodeGeometryUpdated(node); |
| 64 | } |
| 65 | if (state & QSGNode::DirtyMaterial) { |
| 66 | nodeMaterialUpdated(node); |
| 67 | } |
| 68 | if (state & QSGNode::DirtyMatrix) { |
| 69 | nodeMatrixUpdated(node); |
| 70 | } |
| 71 | if (state & QSGNode::DirtyNodeAdded) { |
| 72 | nodeAdded(node); |
| 73 | } |
| 74 | if (state & QSGNode::DirtyNodeRemoved) { |
| 75 | nodeRemoved(node); |
| 76 | } |
| 77 | if (state & QSGNode::DirtyOpacity) { |
| 78 | nodeOpacityUpdated(node); |
| 79 | } |
| 80 | if (state & QSGNode::DirtySubtreeBlocked) { |
| 81 | m_nodeUpdater->updateNodes(node); |
| 82 | } |
| 83 | if (state & QSGNode::DirtyForceUpdate) { |
| 84 | m_nodeUpdater->updateNodes(node); |
| 85 | } |
| 86 | QSGRenderer::nodeChanged(node, state); |
| 87 | } |
| 88 | |
| 89 | QRegion QSGAbstractSoftwareRenderer::renderNodes(QPainter *painter) |
| 90 | { |
| 91 | QRegion dirtyRegion; |
| 92 | // If there are no nodes, do nothing |
| 93 | if (m_renderableNodes.isEmpty()) |
| 94 | return dirtyRegion; |
| 95 | |
| 96 | auto iterator = m_renderableNodes.begin(); |
| 97 | // First node is the background and needs to painted without blending |
| 98 | auto backgroundNode = *iterator; |
| 99 | dirtyRegion += backgroundNode->renderNode(painter, /*force opaque painting*/ forceOpaquePainting: true); |
| 100 | iterator++; |
| 101 | |
| 102 | for (; iterator != m_renderableNodes.end(); ++iterator) { |
| 103 | auto node = *iterator; |
| 104 | dirtyRegion += node->renderNode(painter); |
| 105 | } |
| 106 | |
| 107 | return dirtyRegion; |
| 108 | } |
| 109 | |
| 110 | void QSGAbstractSoftwareRenderer::buildRenderList() |
| 111 | { |
| 112 | // Clear the previous renderlist |
| 113 | m_renderableNodes.clear(); |
| 114 | // Add the background renderable (always first) |
| 115 | m_renderableNodes.append(t: renderableNode(node: m_background)); |
| 116 | // Build the renderlist |
| 117 | QSGSoftwareRenderListBuilder(this).visitChildren(node: rootNode()); |
| 118 | } |
| 119 | |
| 120 | QRegion QSGAbstractSoftwareRenderer::optimizeRenderList() |
| 121 | { |
| 122 | // Iterate through the renderlist from front to back |
| 123 | // Objective is to update the dirty status and rects. |
| 124 | for (auto i = m_renderableNodes.rbegin(); i != m_renderableNodes.rend(); ++i) { |
| 125 | auto node = *i; |
| 126 | // Track the original version of isDirty() as it can change if |
| 127 | // when we subtract dirty regions but still need to mark the previously |
| 128 | // dirty region as dirty. |
| 129 | const bool wasDirty = node->isDirty(); |
| 130 | if (!m_dirtyRegion.isEmpty()) { |
| 131 | // See if the current dirty regions apply to the current node |
| 132 | node->addDirtyRegion(dirtyRegion: m_dirtyRegion, forceDirty: true); |
| 133 | } |
| 134 | |
| 135 | if (!m_obscuredRegion.isEmpty()) { |
| 136 | // Don't try to paint things that are covered by opaque objects |
| 137 | node->subtractDirtyRegion(dirtyRegion: m_obscuredRegion); |
| 138 | } |
| 139 | |
| 140 | // Keep up with obscured regions |
| 141 | if (node->isOpaque()) { |
| 142 | m_obscuredRegion += node->boundingRectMin(); |
| 143 | } |
| 144 | |
| 145 | if (node->isDirty()) { |
| 146 | // Don't paint things outside of the rendering area |
| 147 | if (!m_background->rect().toRect().contains(r: node->boundingRectMax(), /*proper*/ true)) { |
| 148 | // Some part(s) of node is(are) outside of the rendering area |
| 149 | QRegion renderArea(m_background->rect().toRect()); |
| 150 | QRegion outsideRegions = node->dirtyRegion().subtracted(r: renderArea); |
| 151 | if (!outsideRegions.isEmpty()) |
| 152 | node->subtractDirtyRegion(dirtyRegion: outsideRegions); |
| 153 | } |
| 154 | |
| 155 | // Get the dirty region's to pass to the next nodes |
| 156 | if (node->isOpaque()) { |
| 157 | // if isOpaque, subtract node's dirty rect from m_dirtyRegion |
| 158 | m_dirtyRegion -= node->boundingRectMin(); |
| 159 | } else { |
| 160 | // if isAlpha, add node's dirty rect to m_dirtyRegion |
| 161 | m_dirtyRegion += node->dirtyRegion(); |
| 162 | } |
| 163 | } |
| 164 | |
| 165 | if (wasDirty) { |
| 166 | // If this node started out dirty, make sure its previous region is |
| 167 | // added to the dirty region so that it gets cleared properly. |
| 168 | QRegion prevDirty = node->previousDirtyRegion(); |
| 169 | if (!prevDirty.isNull()) |
| 170 | m_dirtyRegion += prevDirty; |
| 171 | } |
| 172 | } |
| 173 | |
| 174 | if (m_obscuredRegion.contains(r: m_background->rect().toAlignedRect())) { |
| 175 | m_isOpaque = true; |
| 176 | } else { |
| 177 | m_isOpaque = false; |
| 178 | } |
| 179 | |
| 180 | // Empty dirtyRegion (for second pass) |
| 181 | m_dirtyRegion = QRegion(); |
| 182 | m_obscuredRegion = QRegion(); |
| 183 | |
| 184 | // Iterate through the renderlist from back to front |
| 185 | // Objective is to make sure all non-opaque items are painted when an item under them is dirty |
| 186 | for (auto j = m_renderableNodes.begin(); j != m_renderableNodes.end(); ++j) { |
| 187 | auto node = *j; |
| 188 | |
| 189 | if ((!node->isOpaque() || node->boundingRectMax() != node->boundingRectMin()) && !m_dirtyRegion.isEmpty()) { |
| 190 | // Blended nodes need to be updated |
| 191 | // QTBUG-113745: Also nodes with floating point boundary rectangles need to |
| 192 | // be updated. The reason is that m_obscuredRegion contains only the rounded |
| 193 | // down bounding rectangle (node->boundingRectMin()) and thus not the whole |
| 194 | // node. As a result up to 1 pixel would be overpainted when it should not. |
| 195 | node->addDirtyRegion(dirtyRegion: m_dirtyRegion, forceDirty: true); |
| 196 | } |
| 197 | |
| 198 | m_dirtyRegion += node->dirtyRegion(); |
| 199 | } |
| 200 | |
| 201 | QRegion updateRegion = m_dirtyRegion; |
| 202 | |
| 203 | // Empty dirtyRegion |
| 204 | m_dirtyRegion = QRegion(); |
| 205 | m_obscuredRegion = QRegion(); |
| 206 | |
| 207 | return updateRegion; |
| 208 | } |
| 209 | |
| 210 | void QSGAbstractSoftwareRenderer::setBackgroundColor(const QColor &color) |
| 211 | { |
| 212 | if (m_background->color() == color) |
| 213 | return; |
| 214 | m_background->setColor(color); |
| 215 | renderableNode(node: m_background)->markMaterialDirty(); |
| 216 | } |
| 217 | |
| 218 | void QSGAbstractSoftwareRenderer::setBackgroundRect(const QRect &rect, qreal devicePixelRatio) |
| 219 | { |
| 220 | if (m_background->rect().toRect() == rect && m_devicePixelRatio == devicePixelRatio) |
| 221 | return; |
| 222 | m_background->setRect(rect); |
| 223 | m_devicePixelRatio = devicePixelRatio; |
| 224 | renderableNode(node: m_background)->markGeometryDirty(); |
| 225 | // Invalidate the whole scene when the background is resized |
| 226 | markDirty(); |
| 227 | } |
| 228 | |
| 229 | QColor QSGAbstractSoftwareRenderer::backgroundColor() |
| 230 | { |
| 231 | return m_background->color(); |
| 232 | } |
| 233 | |
| 234 | QRect QSGAbstractSoftwareRenderer::backgroundRect() |
| 235 | { |
| 236 | return m_background->rect().toRect(); |
| 237 | } |
| 238 | |
| 239 | void QSGAbstractSoftwareRenderer::nodeAdded(QSGNode *node) |
| 240 | { |
| 241 | qCDebug(lc2DRender, "nodeAdded %p" , (void*)node); |
| 242 | |
| 243 | m_nodeUpdater->updateNodes(node); |
| 244 | } |
| 245 | |
| 246 | void QSGAbstractSoftwareRenderer::nodeRemoved(QSGNode *node) |
| 247 | { |
| 248 | qCDebug(lc2DRender, "nodeRemoved %p" , (void*)node); |
| 249 | |
| 250 | auto renderable = renderableNode(node); |
| 251 | // remove mapping |
| 252 | if (renderable != nullptr) { |
| 253 | // Need to mark this region dirty in the other nodes |
| 254 | QRegion dirtyRegion = renderable->previousDirtyRegion(wasRemoved: true); |
| 255 | if (dirtyRegion.isEmpty()) |
| 256 | dirtyRegion = renderable->boundingRectMax(); |
| 257 | m_dirtyRegion += dirtyRegion; |
| 258 | m_nodes.remove(key: node); |
| 259 | delete renderable; |
| 260 | } |
| 261 | |
| 262 | // Remove all children nodes as well |
| 263 | for (QSGNode *child = node->firstChild(); child; child = child->nextSibling()) { |
| 264 | nodeRemoved(node: child); |
| 265 | } |
| 266 | |
| 267 | m_nodeUpdater->updateNodes(node, isNodeRemoved: true); |
| 268 | } |
| 269 | |
| 270 | void QSGAbstractSoftwareRenderer::nodeGeometryUpdated(QSGNode *node) |
| 271 | { |
| 272 | qCDebug(lc2DRender, "nodeGeometryUpdated" ); |
| 273 | |
| 274 | // Mark node as dirty |
| 275 | auto renderable = renderableNode(node); |
| 276 | if (renderable != nullptr) { |
| 277 | renderable->markGeometryDirty(); |
| 278 | } else { |
| 279 | m_nodeUpdater->updateNodes(node); |
| 280 | } |
| 281 | } |
| 282 | |
| 283 | void QSGAbstractSoftwareRenderer::nodeMaterialUpdated(QSGNode *node) |
| 284 | { |
| 285 | qCDebug(lc2DRender, "nodeMaterialUpdated" ); |
| 286 | |
| 287 | // Mark node as dirty |
| 288 | auto renderable = renderableNode(node); |
| 289 | if (renderable != nullptr) { |
| 290 | renderable->markMaterialDirty(); |
| 291 | } else { |
| 292 | m_nodeUpdater->updateNodes(node); |
| 293 | } |
| 294 | } |
| 295 | |
| 296 | void QSGAbstractSoftwareRenderer::nodeMatrixUpdated(QSGNode *node) |
| 297 | { |
| 298 | qCDebug(lc2DRender, "nodeMaterialUpdated" ); |
| 299 | |
| 300 | // Update children nodes |
| 301 | m_nodeUpdater->updateNodes(node); |
| 302 | } |
| 303 | |
| 304 | void QSGAbstractSoftwareRenderer::nodeOpacityUpdated(QSGNode *node) |
| 305 | { |
| 306 | qCDebug(lc2DRender, "nodeOpacityUpdated" ); |
| 307 | |
| 308 | // Update children nodes |
| 309 | m_nodeUpdater->updateNodes(node); |
| 310 | } |
| 311 | |
| 312 | void QSGAbstractSoftwareRenderer::markDirty() |
| 313 | { |
| 314 | m_dirtyRegion = QRegion(m_background->rect().toRect()); |
| 315 | } |
| 316 | |
| 317 | QT_END_NAMESPACE |
| 318 | |