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 "qsgrenderer_p.h" |
5 | #include "qsgnodeupdater_p.h" |
6 | #include <private/qquickprofiler_p.h> |
7 | #include <qtquick_tracepoints_p.h> |
8 | |
9 | #include <QtCore/QElapsedTimer> |
10 | |
11 | QT_BEGIN_NAMESPACE |
12 | |
13 | static QElapsedTimer frameTimer; |
14 | static qint64 preprocessTime; |
15 | static qint64 updatePassTime; |
16 | |
17 | Q_TRACE_POINT(qtquick, QSG_preprocess_entry) |
18 | Q_TRACE_POINT(qtquick, QSG_preprocess_exit) |
19 | Q_TRACE_POINT(qtquick, QSG_update_entry) |
20 | Q_TRACE_POINT(qtquick, QSG_update_exit) |
21 | Q_TRACE_POINT(qtquick, QSG_renderScene_entry) |
22 | Q_TRACE_POINT(qtquick, QSG_renderScene_exit) |
23 | |
24 | #ifndef QT_NO_DEBUG |
25 | bool _q_sg_leak_check = !qEnvironmentVariableIsEmpty(varName: "QML_LEAK_CHECK" ); |
26 | #endif |
27 | |
28 | int qt_sg_envInt(const char *name, int defaultValue) |
29 | { |
30 | if (Q_LIKELY(!qEnvironmentVariableIsSet(name))) |
31 | return defaultValue; |
32 | bool ok = false; |
33 | int value = qEnvironmentVariableIntValue(varName: name, ok: &ok); |
34 | return ok ? value : defaultValue; |
35 | } |
36 | |
37 | /*! |
38 | \class QSGRenderer |
39 | \brief The renderer class is the abstract baseclass used for rendering the |
40 | QML scene graph. |
41 | |
42 | The renderer is not tied to any particular surface. It expects a context to |
43 | be current and will render into that surface according to how the device rect, |
44 | viewport rect and projection transformation are set up. |
45 | |
46 | Rendering is a sequence of steps initiated by calling renderScene(). This will |
47 | effectively draw the scene graph starting at the root node. The QSGNode::preprocess() |
48 | function will be called for all the nodes in the graph, followed by an update |
49 | pass which updates all matrices, opacity, clip states and similar in the graph. |
50 | Because the update pass is called after preprocess, it is safe to modify the graph |
51 | during preprocess. To run a custom update pass over the graph, install a custom |
52 | QSGNodeUpdater using setNodeUpdater(). Once all the graphs dirty states are updated, |
53 | the virtual render() function is called. |
54 | |
55 | The render() function is implemented by QSGRenderer subclasses to render the graph |
56 | in the most optimal way for a given hardware. |
57 | |
58 | The renderer can make use of stencil, depth and color buffers in addition to the |
59 | scissor rect. |
60 | |
61 | \internal |
62 | */ |
63 | |
64 | |
65 | QSGRenderer::QSGRenderer(QSGRenderContext *context) |
66 | : m_current_opacity(1) |
67 | , m_current_determinant(1) |
68 | , m_device_pixel_ratio(1) |
69 | , m_context(context) |
70 | , m_current_uniform_data(nullptr) |
71 | , m_current_resource_update_batch(nullptr) |
72 | , m_rhi(nullptr) |
73 | , m_node_updater(nullptr) |
74 | , m_changed_emitted(false) |
75 | , m_is_rendering(false) |
76 | , m_is_preprocessing(false) |
77 | { |
78 | } |
79 | |
80 | |
81 | QSGRenderer::~QSGRenderer() |
82 | { |
83 | setRootNode(nullptr); |
84 | delete m_node_updater; |
85 | } |
86 | |
87 | /*! |
88 | Returns the node updater that this renderer uses to update states in the |
89 | scene graph. |
90 | |
91 | If no updater is specified a default one is constructed. |
92 | */ |
93 | |
94 | QSGNodeUpdater *QSGRenderer::nodeUpdater() const |
95 | { |
96 | if (!m_node_updater) |
97 | const_cast<QSGRenderer *>(this)->m_node_updater = new QSGNodeUpdater(); |
98 | return m_node_updater; |
99 | } |
100 | |
101 | |
102 | /*! |
103 | Sets the node updater that this renderer uses to update states in the |
104 | scene graph. |
105 | |
106 | This will delete and override any existing node updater |
107 | */ |
108 | void QSGRenderer::setNodeUpdater(QSGNodeUpdater *updater) |
109 | { |
110 | if (m_node_updater) |
111 | delete m_node_updater; |
112 | m_node_updater = updater; |
113 | } |
114 | |
115 | bool QSGRenderer::isMirrored() const |
116 | { |
117 | QMatrix4x4 matrix = projectionMatrix(); |
118 | // Mirrored relative to the usual Qt coordinate system with origin in the top left corner. |
119 | return matrix(0, 0) * matrix(1, 1) - matrix(0, 1) * matrix(1, 0) > 0; |
120 | } |
121 | |
122 | void QSGRenderer::renderScene() |
123 | { |
124 | if (!rootNode()) |
125 | return; |
126 | |
127 | Q_TRACE_SCOPE(QSG_renderScene); |
128 | m_is_rendering = true; |
129 | |
130 | bool profileFrames = QSG_LOG_TIME_RENDERER().isDebugEnabled(); |
131 | if (profileFrames) |
132 | frameTimer.start(); |
133 | Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphRendererFrame); |
134 | |
135 | // The QML Profiler architecture is extremely fragile: we have to record a |
136 | // hardcoded number of data points for each event, otherwise the view will |
137 | // show weird things in Creator. So record a dummy Binding data point, even |
138 | // though it is meaningless for our purposes. |
139 | Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRendererFrame, |
140 | QQuickProfiler::SceneGraphRendererBinding); |
141 | |
142 | qint64 renderTime = 0; |
143 | |
144 | preprocess(); |
145 | |
146 | Q_TRACE(QSG_render_entry); |
147 | render(); |
148 | if (profileFrames) |
149 | renderTime = frameTimer.nsecsElapsed(); |
150 | Q_TRACE(QSG_render_exit); |
151 | Q_QUICK_SG_PROFILE_END(QQuickProfiler::SceneGraphRendererFrame, |
152 | QQuickProfiler::SceneGraphRendererRender); |
153 | |
154 | m_is_rendering = false; |
155 | m_changed_emitted = false; |
156 | |
157 | qCDebug(QSG_LOG_TIME_RENDERER, |
158 | "time in renderer: total=%dms, preprocess=%d, updates=%d, rendering=%d" , |
159 | int(renderTime / 1000000), |
160 | int(preprocessTime / 1000000), |
161 | int((updatePassTime - preprocessTime) / 1000000), |
162 | int((renderTime - updatePassTime) / 1000000)); |
163 | } |
164 | |
165 | void QSGRenderer::prepareSceneInline() |
166 | { |
167 | if (!rootNode()) |
168 | return; |
169 | |
170 | Q_ASSERT(!m_is_rendering); |
171 | m_is_rendering = true; |
172 | |
173 | preprocess(); |
174 | |
175 | prepareInline(); |
176 | } |
177 | |
178 | void QSGRenderer::renderSceneInline() |
179 | { |
180 | Q_ASSERT(m_is_rendering); |
181 | |
182 | renderInline(); |
183 | |
184 | m_is_rendering = false; |
185 | m_changed_emitted = false; |
186 | } |
187 | |
188 | /*! |
189 | Updates internal data structures and emits the sceneGraphChanged() signal. |
190 | |
191 | If \a flags contains the QSGNode::DirtyNodeRemoved flag, the node might be |
192 | in the process of being destroyed. It is then not safe to downcast the node |
193 | pointer. |
194 | */ |
195 | |
196 | void QSGRenderer::nodeChanged(QSGNode *node, QSGNode::DirtyState state) |
197 | { |
198 | if (state & QSGNode::DirtyNodeAdded) |
199 | addNodesToPreprocess(node); |
200 | if (state & QSGNode::DirtyNodeRemoved) |
201 | removeNodesToPreprocess(node); |
202 | if (state & QSGNode::DirtyUsePreprocess) { |
203 | if (node->flags() & QSGNode::UsePreprocess) |
204 | m_nodes_to_preprocess.insert(value: node); |
205 | else |
206 | m_nodes_to_preprocess.remove(value: node); |
207 | } |
208 | |
209 | if (!m_changed_emitted && !m_is_rendering) { |
210 | // Premature overoptimization to avoid excessive signal emissions |
211 | m_changed_emitted = true; |
212 | emit sceneGraphChanged(); |
213 | } |
214 | } |
215 | |
216 | void QSGRenderer::preprocess() |
217 | { |
218 | Q_TRACE(QSG_preprocess_entry); |
219 | |
220 | m_is_preprocessing = true; |
221 | |
222 | QSGRootNode *root = rootNode(); |
223 | Q_ASSERT(root); |
224 | |
225 | // We need to take a copy here, in case any of the preprocess calls deletes a node that |
226 | // is in the preprocess list and thus, changes the m_nodes_to_preprocess behind our backs |
227 | // For the default case, when this does not happen, the cost is negligible. |
228 | QSet<QSGNode *> items = m_nodes_to_preprocess; |
229 | |
230 | m_context->preprocess(); |
231 | |
232 | for (QSet<QSGNode *>::const_iterator it = items.constBegin(); |
233 | it != items.constEnd(); ++it) { |
234 | QSGNode *n = *it; |
235 | |
236 | // If we are currently preprocessing, check this node hasn't been |
237 | // deleted or something. we don't want a use-after-free! |
238 | if (m_nodes_dont_preprocess.contains(value: n)) // skip |
239 | continue; |
240 | if (!nodeUpdater()->isNodeBlocked(n, root)) { |
241 | n->preprocess(); |
242 | } |
243 | } |
244 | |
245 | bool profileFrames = QSG_LOG_TIME_RENDERER().isDebugEnabled(); |
246 | if (profileFrames) |
247 | preprocessTime = frameTimer.nsecsElapsed(); |
248 | Q_TRACE(QSG_preprocess_exit); |
249 | Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRendererFrame, |
250 | QQuickProfiler::SceneGraphRendererPreprocess); |
251 | Q_TRACE(QSG_update_entry); |
252 | |
253 | nodeUpdater()->updateStates(n: root); |
254 | |
255 | if (profileFrames) |
256 | updatePassTime = frameTimer.nsecsElapsed(); |
257 | Q_TRACE(QSG_update_exit); |
258 | Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRendererFrame, |
259 | QQuickProfiler::SceneGraphRendererUpdate); |
260 | |
261 | m_is_preprocessing = false; |
262 | m_nodes_dont_preprocess.clear(); |
263 | } |
264 | |
265 | |
266 | |
267 | void QSGRenderer::addNodesToPreprocess(QSGNode *node) |
268 | { |
269 | for (QSGNode *c = node->firstChild(); c; c = c->nextSibling()) |
270 | addNodesToPreprocess(node: c); |
271 | if (node->flags() & QSGNode::UsePreprocess) |
272 | m_nodes_to_preprocess.insert(value: node); |
273 | } |
274 | |
275 | void QSGRenderer::removeNodesToPreprocess(QSGNode *node) |
276 | { |
277 | for (QSGNode *c = node->firstChild(); c; c = c->nextSibling()) |
278 | removeNodesToPreprocess(node: c); |
279 | if (node->flags() & QSGNode::UsePreprocess) { |
280 | m_nodes_to_preprocess.remove(value: node); |
281 | |
282 | // If preprocessing *now*, mark the node as gone. |
283 | if (m_is_preprocessing) |
284 | m_nodes_dont_preprocess.insert(value: node); |
285 | } |
286 | } |
287 | |
288 | void QSGRenderer::prepareInline() |
289 | { |
290 | } |
291 | |
292 | void QSGRenderer::renderInline() |
293 | { |
294 | } |
295 | |
296 | |
297 | /*! |
298 | \class QSGNodeDumper |
299 | \brief The QSGNodeDumper class provides a way of dumping a scene grahp to the console. |
300 | |
301 | This class is solely for debugging purposes. |
302 | |
303 | \internal |
304 | */ |
305 | |
306 | void QSGNodeDumper::dump(QSGNode *n) |
307 | { |
308 | QSGNodeDumper dump; |
309 | dump.visitNode(n); |
310 | } |
311 | |
312 | void QSGNodeDumper::visitNode(QSGNode *n) |
313 | { |
314 | qDebug() << QByteArray(m_indent * 2, ' ').constData() << n; |
315 | QSGNodeVisitor::visitNode(n); |
316 | } |
317 | |
318 | void QSGNodeDumper::visitChildren(QSGNode *n) |
319 | { |
320 | ++m_indent; |
321 | QSGNodeVisitor::visitChildren(n); |
322 | --m_indent; |
323 | } |
324 | |
325 | |
326 | QT_END_NAMESPACE |
327 | |