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 | |