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 <QtQuick/private/qsgcontext_p.h> |
5 | #include <QtQuick/private/qsgtexture_p.h> |
6 | #include <QtQuick/private/qsgrenderer_p.h> |
7 | #include <QtQuick/private/qquickpixmap_p.h> |
8 | #include <QtQuick/private/qsgadaptationlayer_p.h> |
9 | #include <QtQuick/private/qsginternaltextnode_p.h> |
10 | |
11 | #include <QGuiApplication> |
12 | #include <QScreen> |
13 | #include <QQuickWindow> |
14 | |
15 | #include <private/qqmlglobal_p.h> |
16 | |
17 | #include <QtQuick/private/qsgtexture_p.h> |
18 | #include <QtGui/private/qguiapplication_p.h> |
19 | #include <QtCore/private/qabstractanimation_p.h> |
20 | |
21 | #include <private/qobject_p.h> |
22 | #include <qmutex.h> |
23 | |
24 | /* |
25 | Comments about this class from Gunnar: |
26 | |
27 | The QSGContext class is right now two things.. The first is the |
28 | adaptation layer and central storage ground for all the things |
29 | in the scene graph, like textures and materials. This part really |
30 | belongs inside the scene graph coreapi. |
31 | |
32 | The other part is the QML adaptation classes, like how to implement |
33 | rectangle nodes. This is not part of the scene graph core API, but |
34 | more part of the QML adaptation of scene graph. |
35 | |
36 | If we ever move the scene graph core API into its own thing, this class |
37 | needs to be split in two. Right now its one because we're lazy when it comes |
38 | to defining plugin interfaces.. |
39 | */ |
40 | |
41 | QT_BEGIN_NAMESPACE |
42 | |
43 | // Used for very high-level info about the renderering and gl context |
44 | // Includes GL_VERSION, type of render loop, atlas size, etc. |
45 | Q_LOGGING_CATEGORY(QSG_LOG_INFO, "qt.scenegraph.general") |
46 | |
47 | // Used to debug the renderloop logic. Primarily useful for platform integrators |
48 | // and when investigating the render loop logic. |
49 | Q_LOGGING_CATEGORY(QSG_LOG_RENDERLOOP, "qt.scenegraph.renderloop") |
50 | |
51 | |
52 | // GLSL shader compilation |
53 | Q_LOGGING_CATEGORY(QSG_LOG_TIME_COMPILATION, "qt.scenegraph.time.compilation") |
54 | |
55 | // polish, animations, sync, render and swap in the render loop |
56 | Q_LOGGING_CATEGORY(QSG_LOG_TIME_RENDERLOOP, "qt.scenegraph.time.renderloop") |
57 | |
58 | // Texture uploads and swizzling |
59 | Q_LOGGING_CATEGORY(QSG_LOG_TIME_TEXTURE, "qt.scenegraph.time.texture") |
60 | |
61 | // Glyph preparation (only for distance fields atm) |
62 | Q_LOGGING_CATEGORY(QSG_LOG_TIME_GLYPH, "qt.scenegraph.time.glyph") |
63 | |
64 | // Timing inside the renderer base class |
65 | Q_LOGGING_CATEGORY(QSG_LOG_TIME_RENDERER, "qt.scenegraph.time.renderer") |
66 | |
67 | // Leak checks |
68 | Q_LOGGING_CATEGORY(lcQsgLeak, "qt.scenegraph.leaks") |
69 | |
70 | // Applicable for render loops that install their own animation driver, such as |
71 | // the 'threaded' loop. This env.var. is documented in the scenegraph docs. |
72 | DEFINE_BOOL_CONFIG_OPTION(useElapsedTimerBasedAnimationDriver, QSG_USE_SIMPLE_ANIMATION_DRIVER); |
73 | |
74 | bool qsg_useConsistentTiming() |
75 | { |
76 | int use = -1; |
77 | if (use < 0) { |
78 | use = !qEnvironmentVariableIsEmpty(varName: "QSG_FIXED_ANIMATION_STEP") && qgetenv(varName: "QSG_FIXED_ANIMATION_STEP") != "no" |
79 | ? 1 : 0; |
80 | qCDebug(QSG_LOG_INFO, "Using %s", bool(use) ? "fixed animation steps": "sg animation driver"); |
81 | } |
82 | return bool(use); |
83 | } |
84 | |
85 | class QSGAnimationDriver : public QAnimationDriver |
86 | { |
87 | public: |
88 | QSGAnimationDriver(QObject *parent) |
89 | : QAnimationDriver(parent) |
90 | { |
91 | QScreen *screen = QGuiApplication::primaryScreen(); |
92 | if (screen) { |
93 | qreal refreshRate = screen->refreshRate(); |
94 | // To work around that some platforms wrongfully return 0 or something |
95 | // bogus for the refresh rate. |
96 | if (refreshRate < 1) |
97 | refreshRate = 60; |
98 | m_vsync = 1000.0f / float(refreshRate); |
99 | } else { |
100 | m_vsync = 16.67f; |
101 | } |
102 | } |
103 | |
104 | float vsyncInterval() const { return m_vsync; } |
105 | |
106 | virtual bool isVSyncDependent() const = 0; |
107 | |
108 | protected: |
109 | float m_vsync = 0; |
110 | }; |
111 | |
112 | // default as in default for the threaded render loop |
113 | class QSGDefaultAnimationDriver : public QSGAnimationDriver |
114 | { |
115 | Q_OBJECT |
116 | public: |
117 | enum Mode { |
118 | VSyncMode, |
119 | TimerMode |
120 | }; |
121 | |
122 | QSGDefaultAnimationDriver(QObject *parent) |
123 | : QSGAnimationDriver(parent) |
124 | , m_time(0) |
125 | , m_mode(VSyncMode) |
126 | , m_lag(0) |
127 | , m_bad(0) |
128 | , m_good(0) |
129 | { |
130 | QScreen *screen = QGuiApplication::primaryScreen(); |
131 | if (screen && !qsg_useConsistentTiming()) { |
132 | if (m_vsync <= 0) |
133 | m_mode = TimerMode; |
134 | } else { |
135 | m_mode = TimerMode; |
136 | if (qsg_useConsistentTiming()) |
137 | QUnifiedTimer::instance(create: true)->setConsistentTiming(true); |
138 | } |
139 | if (m_mode == VSyncMode) |
140 | qCDebug(QSG_LOG_INFO, "Animation Driver: using vsync: %.2f ms", m_vsync); |
141 | else |
142 | qCDebug(QSG_LOG_INFO, "Animation Driver: using walltime"); |
143 | } |
144 | |
145 | void start() override |
146 | { |
147 | m_time = 0; |
148 | m_timer.start(); |
149 | m_wallTime.restart(); |
150 | QAnimationDriver::start(); |
151 | } |
152 | |
153 | qint64 elapsed() const override |
154 | { |
155 | return m_mode == VSyncMode |
156 | ? qint64(m_time) |
157 | : qint64(m_time) + m_wallTime.elapsed(); |
158 | } |
159 | |
160 | void advance() override |
161 | { |
162 | qint64 delta = m_timer.restart(); |
163 | |
164 | if (m_mode == VSyncMode) { |
165 | // If a frame is skipped, either because rendering was slow or because |
166 | // the QML was slow, we accept it and continue advancing with a single |
167 | // vsync tick. The reason for this is that by the time we notice this |
168 | // on the GUI thread, the temporal distortion has already gone to screen |
169 | // and by catching up, we will introduce a second distortion which will |
170 | // worse. We accept that the animation time falls behind wall time because |
171 | // it comes out looking better. |
172 | // Only when multiple bad frames are hit in a row, do we consider |
173 | // switching. A few really bad frames and we switch right away. For frames |
174 | // just above the vsync delta, we tolerate a bit more since a buffered |
175 | // driver can have vsync deltas on the form: 4, 21, 21, 2, 23, 16, and |
176 | // still manage to put the frames to screen at 16 ms intervals. In addition |
177 | // to that, we tolerate a 25% margin of error on the value of m_vsync |
178 | // reported from the system as this value is often not precise. |
179 | |
180 | m_time += m_vsync; |
181 | |
182 | if (delta > m_vsync * 1.25f) { |
183 | m_lag += (delta / m_vsync); |
184 | m_bad++; |
185 | // We tolerate one bad frame without resorting to timer based. This is |
186 | // done to cope with a slow loader frame followed by smooth animation. |
187 | // However, on the second frame with massive lag, we switch. |
188 | if (m_lag > 10 && m_bad > 2) { |
189 | m_mode = TimerMode; |
190 | qCDebug(QSG_LOG_INFO, "animation driver switched to timer mode"); |
191 | m_wallTime.restart(); |
192 | } |
193 | } else { |
194 | m_lag = 0; |
195 | m_bad = 0; |
196 | } |
197 | |
198 | } else { |
199 | if (delta < 1.25f * m_vsync) { |
200 | ++m_good; |
201 | } else { |
202 | m_good = 0; |
203 | } |
204 | |
205 | // We've been solid for a while, switch back to vsync mode. Tolerance |
206 | // for switching back is lower than switching to timer mode, as we |
207 | // want to stay in vsync mode as much as possible. |
208 | if (m_good > 10 && !qsg_useConsistentTiming()) { |
209 | m_time = elapsed(); |
210 | m_mode = VSyncMode; |
211 | m_bad = 0; |
212 | m_lag = 0; |
213 | qCDebug(QSG_LOG_INFO, "animation driver switched to vsync mode"); |
214 | } |
215 | } |
216 | |
217 | advanceAnimation(); |
218 | } |
219 | |
220 | bool isVSyncDependent() const override |
221 | { |
222 | return true; |
223 | } |
224 | |
225 | double m_time; |
226 | Mode m_mode; |
227 | QElapsedTimer m_timer; |
228 | QElapsedTimer m_wallTime; |
229 | float m_lag; |
230 | int m_bad; |
231 | int m_good; |
232 | }; |
233 | |
234 | // Advance based on QElapsedTimer. (so like the TimerMode of QSGDefaultAnimationDriver) |
235 | // Does not depend on vsync-based throttling. |
236 | // |
237 | // NB this is not the same as not installing a QAnimationDriver: the built-in |
238 | // approach in QtCore is to rely on 16 ms timer events which are potentially a |
239 | // lot less accurate. |
240 | // |
241 | // This has the benefits of: |
242 | // - not needing any of the infrastructure for falling back to a |
243 | // QTimer when there are multiple windows, |
244 | // - needing no heuristics trying determine if vsync-based throttling |
245 | // is missing or broken, |
246 | // - being compatible with any kind of temporal drifts in vsync throttling |
247 | // which is reportedly happening in various environments and platforms |
248 | // still, |
249 | // - not being tied to the primary screen's refresh rate, i.e. this is |
250 | // correct even if the window is on some secondary screen with a |
251 | // different refresh rate, |
252 | // - not having to worry about the potential effects of variable refresh |
253 | // rate solutions, |
254 | // - render thread animators work correctly regardless of vsync. |
255 | // |
256 | // On the downside, some animations might appear less smooth (compared to the |
257 | // ideal single window case of QSGDefaultAnimationDriver). |
258 | // |
259 | class QSGElapsedTimerAnimationDriver : public QSGAnimationDriver |
260 | { |
261 | public: |
262 | QSGElapsedTimerAnimationDriver(QObject *parent) |
263 | : QSGAnimationDriver(parent) |
264 | { |
265 | qCDebug(QSG_LOG_INFO, "Animation Driver: using QElapsedTimer, thread %p %s", |
266 | QThread::currentThread(), |
267 | QThread::currentThread() == qGuiApp->thread() ? "(gui/main thread)": "(render thread)"); |
268 | } |
269 | |
270 | void start() override |
271 | { |
272 | m_wallTime.restart(); |
273 | QAnimationDriver::start(); |
274 | } |
275 | |
276 | qint64 elapsed() const override |
277 | { |
278 | return m_wallTime.elapsed(); |
279 | } |
280 | |
281 | void advance() override |
282 | { |
283 | advanceAnimation(); |
284 | } |
285 | |
286 | bool isVSyncDependent() const override |
287 | { |
288 | return false; |
289 | } |
290 | |
291 | private: |
292 | QElapsedTimer m_wallTime; |
293 | }; |
294 | |
295 | QSGRenderContext::FontKey::FontKey(const QRawFont &font, int quality) |
296 | { |
297 | QFontEngine *fe = QRawFontPrivate::get(font)->fontEngine; |
298 | if (fe != nullptr) |
299 | faceId = fe->faceId(); |
300 | style = font.style(); |
301 | weight = font.weight(); |
302 | renderTypeQuality = quality; |
303 | if (faceId.filename.isEmpty()) { |
304 | familyName = font.familyName(); |
305 | styleName = font.styleName(); |
306 | } |
307 | } |
308 | |
309 | /*! |
310 | \class QSGContext |
311 | |
312 | \brief The QSGContext holds the scene graph entry points for one QML engine. |
313 | |
314 | The context is not ready for use until it has a QRhi. Once that happens, |
315 | the scene graph population can start. |
316 | |
317 | \internal |
318 | */ |
319 | |
320 | QSGContext::QSGContext(QObject *parent) : |
321 | QObject(parent) |
322 | { |
323 | } |
324 | |
325 | QSGContext::~QSGContext() |
326 | { |
327 | } |
328 | |
329 | void QSGContext::renderContextInitialized(QSGRenderContext *) |
330 | { |
331 | } |
332 | |
333 | void QSGContext::renderContextInvalidated(QSGRenderContext *) |
334 | { |
335 | } |
336 | |
337 | |
338 | /*! |
339 | Convenience factory function for creating a colored rectangle with the given geometry. |
340 | */ |
341 | QSGInternalRectangleNode *QSGContext::createInternalRectangleNode(const QRectF &rect, const QColor &c) |
342 | { |
343 | QSGInternalRectangleNode *node = createInternalRectangleNode(); |
344 | node->setRect(rect); |
345 | node->setColor(c); |
346 | node->update(); |
347 | return node; |
348 | } |
349 | |
350 | QSGInternalTextNode *QSGContext::createInternalTextNode(QSGRenderContext *renderContext) |
351 | { |
352 | return new QSGInternalTextNode(renderContext); |
353 | } |
354 | |
355 | QSGTextNode *QSGContext::createTextNode(QSGRenderContext *renderContext) |
356 | { |
357 | return createInternalTextNode(renderContext); |
358 | } |
359 | |
360 | /*! |
361 | Creates a new shader effect helper instance. This function is called on the |
362 | GUI thread, unlike the others. This is necessary in order to provide |
363 | adaptable, backend-specific shader effect functionality to the GUI thread too. |
364 | */ |
365 | QSGGuiThreadShaderEffectManager *QSGContext::createGuiThreadShaderEffectManager() |
366 | { |
367 | return nullptr; |
368 | } |
369 | |
370 | /*! |
371 | Creates a new shader effect node. The default of returning nullptr is |
372 | valid as long as the backend does not claim SupportsShaderEffectNode or |
373 | ignoring ShaderEffect elements is acceptable. |
374 | */ |
375 | QSGShaderEffectNode *QSGContext::createShaderEffectNode(QSGRenderContext *) |
376 | { |
377 | return nullptr; |
378 | } |
379 | |
380 | /*! |
381 | Creates a new animation driver. |
382 | */ |
383 | QAnimationDriver *QSGContext::createAnimationDriver(QObject *parent) |
384 | { |
385 | if (useElapsedTimerBasedAnimationDriver()) |
386 | return new QSGElapsedTimerAnimationDriver(parent); |
387 | |
388 | return new QSGDefaultAnimationDriver(parent); |
389 | } |
390 | |
391 | /*! |
392 | \return the vsync rate (such as, 16.68 ms or similar), if applicable, for |
393 | the \a driver that was created by createAnimationDriver(). |
394 | */ |
395 | float QSGContext::vsyncIntervalForAnimationDriver(QAnimationDriver *driver) |
396 | { |
397 | return static_cast<QSGAnimationDriver *>(driver)->vsyncInterval(); |
398 | } |
399 | |
400 | /*! |
401 | \return true if \a driver relies on vsync-based throttling in some form. |
402 | */ |
403 | bool QSGContext::isVSyncDependent(QAnimationDriver *driver) |
404 | { |
405 | return static_cast<QSGAnimationDriver *>(driver)->isVSyncDependent(); |
406 | } |
407 | |
408 | QSize QSGContext::minimumFBOSize() const |
409 | { |
410 | return QSize(1, 1); |
411 | } |
412 | |
413 | /*! |
414 | Returns a pointer to the (presumably) global renderer interface. |
415 | |
416 | \note This function may be called on the GUI thread in order to get access |
417 | to QSGRendererInterface::graphicsApi() and other getters. |
418 | |
419 | \note it is expected that the simple queries (graphicsApi, shaderType, |
420 | etc.) are available regardless of the render context validity (i.e. |
421 | scenegraph status). This does not apply to engine-specific getters like |
422 | getResource(). In the end this means that this function must always return |
423 | a valid object in subclasses, even when renderContext->isValid() is false. |
424 | The typical pattern is to implement the QSGRendererInterface in the |
425 | QSGContext or QSGRenderContext subclass itself, whichever is more suitable. |
426 | */ |
427 | QSGRendererInterface *QSGContext::rendererInterface(QSGRenderContext *renderContext) |
428 | { |
429 | Q_UNUSED(renderContext); |
430 | qWarning(msg: "QSGRendererInterface not implemented"); |
431 | return nullptr; |
432 | } |
433 | |
434 | QSGRenderContext::QSGRenderContext(QSGContext *context) |
435 | : m_sg(context) |
436 | { |
437 | } |
438 | |
439 | QSGRenderContext::~QSGRenderContext() |
440 | { |
441 | } |
442 | |
443 | void QSGRenderContext::initialize(const InitParams *params) |
444 | { |
445 | Q_UNUSED(params); |
446 | } |
447 | |
448 | void QSGRenderContext::invalidate() |
449 | { |
450 | } |
451 | |
452 | void QSGRenderContext::prepareSync(qreal devicePixelRatio, |
453 | QRhiCommandBuffer *cb, |
454 | const QQuickGraphicsConfiguration &config) |
455 | { |
456 | Q_UNUSED(devicePixelRatio); |
457 | Q_UNUSED(cb); |
458 | Q_UNUSED(config); |
459 | } |
460 | |
461 | void QSGRenderContext::beginNextFrame(QSGRenderer *renderer, const QSGRenderTarget &renderTarget, |
462 | RenderPassCallback mainPassRecordingStart, |
463 | RenderPassCallback mainPassRecordingEnd, |
464 | void *callbackUserData) |
465 | { |
466 | renderer->setRenderTarget(renderTarget); |
467 | Q_UNUSED(mainPassRecordingStart); |
468 | Q_UNUSED(mainPassRecordingEnd); |
469 | Q_UNUSED(callbackUserData); |
470 | } |
471 | |
472 | void QSGRenderContext::endNextFrame(QSGRenderer *renderer) |
473 | { |
474 | Q_UNUSED(renderer); |
475 | } |
476 | |
477 | void QSGRenderContext::endSync() |
478 | { |
479 | qDeleteAll(c: m_texturesToDelete); |
480 | m_texturesToDelete.clear(); |
481 | } |
482 | |
483 | /*! |
484 | Do necessary preprocessing before the frame |
485 | */ |
486 | void QSGRenderContext::preprocess() |
487 | { |
488 | } |
489 | |
490 | /*! |
491 | Factory function for curve atlases that can be used to provide geometry for the curve |
492 | renderer for a given font. |
493 | */ |
494 | QSGCurveGlyphAtlas *QSGRenderContext::curveGlyphAtlas(const QRawFont &font) |
495 | { |
496 | Q_UNUSED(font); |
497 | return nullptr; |
498 | } |
499 | |
500 | /*! |
501 | Factory function for scene graph backends of the distance-field glyph cache. |
502 | */ |
503 | QSGDistanceFieldGlyphCache *QSGRenderContext::distanceFieldGlyphCache(const QRawFont &, int) |
504 | { |
505 | return nullptr; |
506 | } |
507 | |
508 | void QSGRenderContext::invalidateGlyphCaches() |
509 | { |
510 | |
511 | } |
512 | |
513 | void QSGRenderContext::registerFontengineForCleanup(QFontEngine *engine) |
514 | { |
515 | engine->ref.ref(); |
516 | m_fontEnginesToClean[engine]++; |
517 | } |
518 | |
519 | void QSGRenderContext::unregisterFontengineForCleanup(QFontEngine *engine) |
520 | { |
521 | m_fontEnginesToClean[engine]--; |
522 | Q_ASSERT(m_fontEnginesToClean.value(engine) >= 0); |
523 | } |
524 | |
525 | QRhi *QSGRenderContext::rhi() const |
526 | { |
527 | return nullptr; |
528 | } |
529 | |
530 | /*! |
531 | Factory function for the scene graph renderers. |
532 | |
533 | The renderers are used for the toplevel renderer and once for every |
534 | QQuickShaderEffectSource used in the QML scene. |
535 | */ |
536 | |
537 | QSGTexture *QSGRenderContext::textureForFactory(QQuickTextureFactory *factory, QQuickWindow *window) |
538 | { |
539 | if (!factory) |
540 | return nullptr; |
541 | |
542 | m_mutex.lock(); |
543 | QSGTexture *texture = m_textures.value(key: factory); |
544 | m_mutex.unlock(); |
545 | |
546 | if (!texture) { |
547 | texture = factory->createTexture(window); |
548 | |
549 | m_mutex.lock(); |
550 | m_textures.insert(key: factory, value: texture); |
551 | m_mutex.unlock(); |
552 | |
553 | connect(sender: factory, SIGNAL(destroyed(QObject*)), receiver: this, SLOT(textureFactoryDestroyed(QObject*)), Qt::DirectConnection); |
554 | } |
555 | return texture; |
556 | } |
557 | |
558 | void QSGRenderContext::textureFactoryDestroyed(QObject *o) |
559 | { |
560 | m_mutex.lock(); |
561 | m_texturesToDelete << m_textures.take(key: o); |
562 | m_mutex.unlock(); |
563 | } |
564 | |
565 | /*! |
566 | Return the texture corresponding to a texture factory. |
567 | |
568 | This may optionally manipulate the texture in some way; for example by returning |
569 | an atlased texture. |
570 | |
571 | This function is not a replacement for textureForFactory; both should be used |
572 | for a single texture (this might atlas, while the other might cache). |
573 | */ |
574 | QSGTexture *QSGRenderContext::compressedTextureForFactory(const QSGCompressedTextureFactory *) const |
575 | { |
576 | return nullptr; |
577 | } |
578 | |
579 | QT_END_NAMESPACE |
580 | |
581 | #include "qsgcontext.moc" |
582 | #include "moc_qsgcontext_p.cpp" |
583 |
Definitions
- QSG_LOG_INFO
- QSG_LOG_RENDERLOOP
- QSG_LOG_TIME_COMPILATION
- QSG_LOG_TIME_RENDERLOOP
- QSG_LOG_TIME_TEXTURE
- QSG_LOG_TIME_GLYPH
- QSG_LOG_TIME_RENDERER
- lcQsgLeak
- useElapsedTimerBasedAnimationDriver
- qsg_useConsistentTiming
- QSGAnimationDriver
- QSGAnimationDriver
- vsyncInterval
- QSGDefaultAnimationDriver
- Mode
- QSGDefaultAnimationDriver
- start
- elapsed
- advance
- isVSyncDependent
- QSGElapsedTimerAnimationDriver
- QSGElapsedTimerAnimationDriver
- start
- elapsed
- advance
- isVSyncDependent
- FontKey
- QSGContext
- ~QSGContext
- renderContextInitialized
- renderContextInvalidated
- createInternalRectangleNode
- createInternalTextNode
- createTextNode
- createGuiThreadShaderEffectManager
- createShaderEffectNode
- createAnimationDriver
- vsyncIntervalForAnimationDriver
- isVSyncDependent
- minimumFBOSize
- rendererInterface
- QSGRenderContext
- ~QSGRenderContext
- initialize
- invalidate
- prepareSync
- beginNextFrame
- endNextFrame
- endSync
- preprocess
- curveGlyphAtlas
- distanceFieldGlyphCache
- invalidateGlyphCaches
- registerFontengineForCleanup
- unregisterFontengineForCleanup
- rhi
- textureForFactory
- textureFactoryDestroyed
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