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++ // Copyright (C) 2020 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++ #include "qquickgraphicsconfiguration_p.h"
++ #include <QCoreApplication>
++ #include <rhi/qrhi.h>
++
++ QT_BEGIN_NAMESPACE
++
++ /*!
++ \class QQuickGraphicsConfiguration
++ \since 6.0
++ \inmodule QtQuick
++
++ \brief QQuickGraphicsConfiguration controls lower level graphics settings
++ for the QQuickWindow.
++
++ The QQuickGraphicsConfiguration class is a container for low-level graphics
++ settings that can affect how the underlying graphics API, such as Vulkan,
++ is initialized by the Qt Quick scene graph. It can also control certain
++ aspects of the scene graph renderer.
++
++ \note Setting a QQuickGraphicsConfiguration on a QQuickWindow must happen
++ early enough, before the scene graph is initialized for the first time for
++ that window. With on-screen windows this means the call must be done before
++ invoking show() on the QQuickWindow or QQuickView. With QQuickRenderControl
++ the configuration must be finalized before calling
++ \l{QQuickRenderControl::initialize()}{initialize()}.
++
++ \section1 Configuration for External Rendering Engines or XR APIs
++
++ When constructing and showing a QQuickWindow that uses Vulkan to render, a
++ Vulkan instance (\c VkInstance), a physical device (\c VkPhysicalDevice), a
++ device (\c VkDevice) and associated objects (queues, pools) are initialized
++ through the Vulkan API. The same is mostly true when using
++ QQuickRenderControl to redirect the rendering into a custom render target,
++ such as a texture. While QVulkanInstance construction is under the
++ application's control then, the initialization of other graphics objects
++ happen the same way in QQuickRenderControl::initialize() as with an
++ on-screen QQuickWindow.
++
++ For the majority of applications no additional configuration is needed
++ because Qt Quick provides reasonable defaults for many low-level graphics
++ settings, for example which device extensions to enable.
++
++ This will not alway be sufficient, however. In advanced use cases, when
++ integrating direct Vulkan or other graphics API content, or when
++ integrating with an external 3D or VR engine, such as, OpenXR, the
++ application will want to specify its own set of settings when it comes to
++ details, such as which device extensions to enable.
++
++ That is what this class enables. It allows specifying, for example, a list
++ of device extensions that is then picked up by the scene graph when using
++ Vulkan, or graphics APIs where the concept is applicable. Where some
++ concepts are not applicable, the related settings are simply ignored.
++
++ Examples of functions in this category are setDeviceExtensions() and
++ preferredInstanceExtensions(). The latter is useful when the application
++ manages its own \l QVulkanInstance which is then associated with the
++ QQuickWindow via \l QWindow::setVulkanInstance().
++
++ \section1 Qt Quick Scene Graph Renderer Configuration
++
++ Another class of settings are related to the scene graph's renderer. In
++ some cases applications may want to control certain behavior,such as using
++ the depth buffer when rendering 2D content. In Qt 5 such settings were
++ either not controllable at all, or were managed through environment
++ variables. In Qt 6, QQuickGraphicsConfiguration provides a new home for
++ these settings, while keeping support for the legacy environment variables,
++ where applicable.
++
++ An example in this category is setDepthBufferFor2D().
++
++ \section1 Graphics Device Configuration
++
++ When the graphics instance and device objects (for example, the VkInstance
++ and VkDevice with Vulkan, the ID3D11Device with Direct 3D, etc.) are
++ created by Qt when initializing a QQuickWindow, there are settings which
++ applications or libraries will want to control under certain circumstances.
++
++ Before Qt 6.5, some of such settings were available to control via
++ environment variables. For example, \c QSG_RHI_DEBUG_LAYER or \c
++ QSG_RHI_PREFER_SOFTWARE_RENDERER. These are still available and continue to
++ function as before. QQuickGraphicsConfiguration provides C++ setters in
++ addition.
++
++ For example, the following main() function opens a QQuickView while
++ specifying that the Vulkan validation or Direct3D debug layer should be
++ enabled:
++
++ \code
++ int main(int argc, char *argv[])
++ {
++ QGuiApplication app(argc, argv);
++
++ QQuickGraphicsConfiguration config;
++ config.setDebugLayer(true);
++
++ QQuickView *view = new QQuickView;
++ view->setGraphicsConfiguration(config);
++
++ view->setSource(QUrl::fromLocalFile("myqmlfile.qml"));
++ view->show();
++ return app.exec();
++ }
++ \endcode
++
++ \section1 Pipeline Cache Save and Load
++
++ Qt Quick supports storing the graphics/compute pipeline cache to disk, and
++ reloading it in subsequent runs of an application. What exactly the
++ pipeline cache contains, how lookups work, and what exactly gets
++ accelerated all depend on the Qt RHI backend and the underlying native
++ graphics API that is used at run time. Different 3D APIs have different
++ concepts when it comes to shaders, programs, and pipeline state objects,
++ and corresponding cache mechanisms. The high level pipeline cache concept
++ here abstracts all this to storing and retrieving a single binary blob to
++ and from a file.
++
++ \note Storing the cache on disk can lead to improvements, sometimes
++ significant, in subsequent runs of the application.
++
++ When the same shader program and/or pipeline state is encountered as in a
++ previous run, a number of operations are likely skipped, leading to faster
++ shader and material initialization times, which means startup may become
++ faster and lags and "janks" during rendering may be reduced or avoided.
++
++ When running with a graphics API where retrieving and reloading the
++ pipeline cache (or shader/program binaries) is not applicable or not
++ supported, attempting to use a file to save and load the cache has no
++ effect.
++
++ \note In many cases the retrieved data is dependent on and tied to the
++ graphics driver (and possibly the exact version of it). Qt performs the
++ necessary checks automatically, by storing additional metadata in the
++ pipeline cache file. If the data in the file does not match the graphics
++ device and driver version at run time, the contents will be ignored
++ transparently to the application. It is therefore safe to reference a cache
++ that was generated on another device or driver.
++
++ There are exceptions to the driver dependency problem, most notably Direct
++ 3D 11, where the "pipeline cache" is used only to store the results of
++ runtime HLSL->DXBC compilation and is therefore device and vendor
++ independent.
++
++ In some cases it may be desirable to improve the very first run of the
++ application, by "pre-seeding" the cache. This is possible by shipping the
++ cache file saved from a previous run, and referencing it on another machine
++ or device. This way, the application or device has the shader
++ programs/pipelines that have been encountered before in the run that saved
++ the cache file available already during its first run. Shipping and
++ deploying the cache file only makes sense if the device and graphics
++ drivers are the same on the target system, otherwise the cache file is
++ ignored if the device or driver version does not match (with the exception
++ of D3D11), as described above.
++
++ Once the cache contents is loaded, there is still a chance that the
++ application builds graphics and compute pipelines that have not been
++ encountered in previous runs. In this cases the cache is grown, with the
++ pipelines / shader programs added to it. If the application also chooses to
++ save the contents (perhaps to the same file even), then both the old and
++ new pipelines will get stored. Loading from and saving to the same file in
++ every run allows an ever growing cache that stores all encountered
++ pipelines and shader programs.
++
++ In practice the Qt pipeline cache can be expected to map to the following
++ native graphics API features:
++
++ \list
++
++ \li Vulkan -
++ - Saving the pipeline cache effectively stores the blob retrieved from
++ with additional metadata to safely identify the device and the driver
++ since the pipeline cache blob is dependent on the exact driver.
++
++ \li Metal -
++ - With pipeline cache saving enabled, Qt stores all render and compute
++ pipelines encountered into an MTLBinaryArchive. Saving the pipeline cache
++ stores the blob retrieved from the archive, with additional metadata to
++ identify the device. \b{Note:} currently MTLBinaryArchive usage is disabled
++ on macOS and iOS due to various issues on some hardware and OS versions.
++
++ \li OpenGL - There is no native concept of pipelines, the "pipeline cache"
++ stores a collection of program binaries retrieved via
++ The program binaries are packaged into a single blob, with additional
++ metadata to identify the device, driver, and its version that the binaries
++ were retrieved from. Persistent caching of program binaries is not new in
++ Qt: Qt 5 already had similar functionality in QOpenGLShaderProgram, see
++ \l{QOpenGLShaderProgram::}{addCacheableShaderFromSourceCode()}
++ for example. In fact that mechanism is always active in Qt 6 as well when
++ using Qt Quick with OpenGL. However, when using the new, graphics API
++ independent pipeline cache abstraction provided here, the Qt 5 era program
++ binary cache gets automatically disabled, since the same content is
++ packaged in the "pipeline cache" now.
++
++ \li Direct 3D 11 - There is no native concept of pipelines or retrieving
++ binaries for the second phase compilation (where the vendor independent,
++ intermediate bytecode is compiled into the device specific instruction
++ set). Drivers will typically employ their own caching system on that level.
++ Instead, the Qt Quick "pipeline cache" is used to speed up cases where the
++ shaders contain HLSL source code that needs to be compiled into the
++ intermediate bytecode format first. This can present significant
++ performance improvements in application and libraries that compose shader
++ code at run time, because in subsequent runs the potentially expensive,
++ uncached calls to
++ can be avoided if the bytecode is already available for the encountered
++ HLSL shader. A good example is Qt Quick 3D, where the runtime-generated
++ shaders for materials imply having to deal with HLSL source code. Saving
++ and reloading the Qt Quick pipeline cache can therefore bring considerable
++ improvements in scenes with one or more \l{View3D} items in
++ them. A counterexample may be Qt Quick itself: as most built-in shaders for
++ 2D content ship with DirectX bytecode generated at build time, the cache is
++ not going to present any significant improvements.
++
++ \endlist
++
++ All this is independent from the shader processing performed by the
++ \l [QtShaderTools]{Qt Shader Tools} module and its command-line tools such
++ as \c qsb. As an example, take Vulkan. Having the Vulkan-compatible GLSL
++ source code compiled to SPIR-V either at offline or build time (directly
++ via qsb or CMake) is good, because the expensive compilation from source
++ form is avoided at run time. SPIR-V is however a vendor-independent
++ intermediate format. At runtime, when constructing graphics or compute
++ pipelines, there is likely another round of compilation happening, this
++ time from the intermediate format to the vendor-specific instruction set of
++ the GPU (and this may be dependent on certain state in the graphics
++ pipeline and the render targets as well). The pipeline cache helps with
++ this latter phase.
++
++ \note Many graphics API implementation employ their own persistent disk
++ cache transparently to the applications. Using the pipeline cache feature
++ of Qt Quick will likely provide improvements in this case, but the gains
++ might be smaller.
++
++ Call setPipelineCacheSaveFile() and setPipelineCacheLoadFile() to control
++ which files a QQuickWindow or QQuickView saves and loads the pipeline cache
++ to/from.
++
++ To get an idea of the effects of enabling disk storage of the pipeline
++ cache, enable the most important scenegraph and graphics logs either via
++ the environment variable \c{QSG_INFO=1}, or both the
++ \c{qt.scenegraph.general} and \c{qt.rhi.general} logging categories. When
++ closing the QQuickWindow, there is log message like the following:
++
++ \badcode
++ Total time spent on pipeline creation during the lifetime of the QRhi was 123 ms
++ \endcode
++
++ This gives an approximate idea of how much time was spent in graphics and
++ compute pipeline creation (which may include various stages of shader
++ compilation) during the lifetime of the window.
++
++ When loading from a pipeline cache file is enabled, this is confirmed with
++ a message:
++
++ \badcode
++ Attempting to seed pipeline cache from 'filename'
++ \endcode
++
++ Similarly, to check if saving of the cache is successfully enabled, look
++ for a message such as this:
++
++ \badcode
++ Writing pipeline cache contents to 'filename'
++ \endcode
++
++ \section1 The Automatic Pipeline Cache
++
++ When no filename is provided for save and load, the automatic pipeline
++ caching strategy is used. This involves storing data to the
++ application-specific cache location of the system (\l
++ QStandardPaths::CacheLocation).
++
++ This can be disabled by one of the following means:
++
++ \list
++
++ \li Set the application attribute Qt::AA_DisableShaderDiskCache.
++ (completely disables the automatic storage)
++
++ \li Set the environment variable QT_DISABLE_SHADER_DISK_CACHE to a non-zero
++ value. (completely disables the automatic storage)
++
++ \li Set the environment variable QSG_RHI_DISABLE_SHADER_DISK_CACHE to a
++ non-zero value. (completely disables the automatic storage)
++
++ \li Call setAutomaticPiplineCache() with the enable argument set to false.
++ (completely disables the automatic storage)
++
++ \li Set a filename by calling setPipelineCacheLoadFile(). (only disables
++ loading from the automatic storage, prefering the specified file instead)
++
++ \li Set a filename by calling setPipelineCacheSaveFile(). (only disables
++ writing to the automatic storage, prefering the specified file instead)
++
++ \endlist
++
++ The first two are existing mechanisms that are used since Qt 5.9 to control
++ the OpenGL program binary cache. For compatibility and familiarity the same
++ attribute and environment variable are supported for Qt 6's enhanced
++ pipeline cache.
++
++ The automatic pipeline cache uses a single file per application, but a
++ different one for each RHI backend (graphics API). This means that changing
++ to another graphics API in the next run of the application will not lead to
++ losing the pipeline cache generated in the previous run. Applications with
++ multiple QQuickWindow instances shown simultaneously may however not
++ benefit 100% since the automatic cache can only store the data collected
++ from one RHI object at a time. (and with the default \c threaded render
++ loop each window has its own RHI as rendering operates independently on
++ dedicated threads). To fully benefit from the disk cache in application
++ with multiple windows, prefer setting the filename explicitly, per-window
++ via setPipelineCacheSaveFile().
++
++ \sa QQuickWindow::setGraphicsConfiguration(), QQuickWindow, QQuickRenderControl
++ */
++
++ /*!
++ Constructs a default QQuickGraphicsConfiguration that does not specify any
++ additional settings for the scene graph to take into account.
++ */
++ QQuickGraphicsConfiguration::QQuickGraphicsConfiguration()
++ : d(new QQuickGraphicsConfigurationPrivate)
++ {
++ }
++
++ /*!
++ \internal
++ */
++ void QQuickGraphicsConfiguration::detach()
++ {
++ qAtomicDetach(d);
++ }
++
++ /*!
++ \internal
++ */
++ QQuickGraphicsConfiguration::QQuickGraphicsConfiguration(const QQuickGraphicsConfiguration &other)
++ : d(other.d)
++ {
++ d->ref.ref();
++ }
++
++ /*!
++ \internal
++ */
++ QQuickGraphicsConfiguration &QQuickGraphicsConfiguration::operator=(const QQuickGraphicsConfiguration &other)
++ {
++ qAtomicAssign(d, other.d);
++ return *this;
++ }
++
++ /*!
++ Destructor.
++ */
++ QQuickGraphicsConfiguration::~QQuickGraphicsConfiguration()
++ {
++ if (!d->ref.deref())
++ delete d;
++ }
++
++ /*!
++ \return the list of Vulkan instance extensions Qt Quick prefers to
++ have enabled on the VkInstance.
++
++ In most cases Qt Quick is responsible for creating a QVulkanInstance. This
++ function is not relevant then. On the other hand, when using
++ QQuickRenderControl in combination with Vulkan-based rendering, it is the
++ application's responsibility to create a QVulkanInstance and associate it
++ with the (offscreen) QQuickWindow. In this case, it is expected that the
++ application queries the list of instance extensions to enable, and passes
++ them to QVulkanInstance::setExtensions() before calling
++ QVulkanInstance::create().
++
++ \since 6.1
++ */
++ QByteArrayList QQuickGraphicsConfiguration::preferredInstanceExtensions()
++ {
++ #if QT_CONFIG(vulkan)
++ return QRhiVulkanInitParams::preferredInstanceExtensions();
++ #else
++ return {};
++ #endif
++ }
++
++ /*!
++ Sets the list of additional \a extensions to enable on the graphics device
++ (such as, the \c VkDevice).
++
++ When rendering with a graphics API where the concept is not applicable, \a
++ extensions will be ignored.
++
++ \note The list specifies additional, extra extensions. Qt Quick always
++ enables extensions that are required by the scene graph.
++ */
++ void QQuickGraphicsConfiguration::setDeviceExtensions(const QByteArrayList &extensions)
++ {
++ if (d->deviceExtensions != extensions) {
++ detach();
++ d->deviceExtensions = extensions;
++ }
++ }
++
++ /*!
++ \return the list of the requested additional device extensions.
++ */
++ QByteArrayList QQuickGraphicsConfiguration::deviceExtensions() const
++ {
++ return d->deviceExtensions;
++ }
++
++ /*!
++ Sets the usage of depth buffer for 2D content to \a enable. When disabled,
++ the Qt Quick scene graph never writes into the depth buffer.
++
++ By default the value is true, unless the \c{QSG_NO_DEPTH_BUFFER}
++ environment variable is set.
++
++ The default value of true is the most optimal setting for the vast majority
++ of scenes. Disabling depth buffer usage reduces the efficiency of the scene
++ graph's batching.
++
++ There are cases however, when allowing the 2D content write to the depth
++ buffer is not ideal. Consider a 3D scene as an "overlay" on top the 2D
++ scene, rendered via Qt Quick 3D using a \l View3D with
++ \l{View3D::renderMode}{renderMode} set to \c Overlay. In this case, having
++ the depth buffer filled by 2D content can cause unexpected results. This is
++ because the way the 2D scene graph renderer generates and handles depth
++ values is not necessarily compatible with how a 3D scene works. This may end
++ up in depth value clashes, collisions, and unexpected depth test
++ failures. Therefore, the robust approach here is to call this function with
++ \a enable set to false, and disable depth buffer writes for the 2D content
++ in the QQuickWindow.
++
++ \note This flag is not fully identical to setting the
++ \c{QSG_NO_DEPTH_BUFFER} environment variable. This flag does not control the
++ depth-stencil buffers' presence. It is rather relevant for the rendering
++ pipeline. To force not having depth/stencil attachments at all, set
++ \c{QSG_NO_DEPTH_BUFFER} and \c{QSG_NO_STENCIL_BUFFER}. Be aware however
++ that such a QQuickWindow, and any Item layers in it, may then become
++ incompatible with items, such as View3D with certain operating modes,
++ because 3D content requires a depth buffer. Calling this function is always
++ safe, but can mean that resources, such as depth buffers, are created even
++ though they are not actively used.
++ */
++ void QQuickGraphicsConfiguration::setDepthBufferFor2D(bool enable)
++ {
++ if (d->flags.testFlag(QQuickGraphicsConfigurationPrivate::UseDepthBufferFor2D) != enable) {
++ detach();
++ d->flags.setFlag(QQuickGraphicsConfigurationPrivate::UseDepthBufferFor2D, enable);
++ }
++ }
++
++ /*!
++ \return true if depth buffer usage is enabled for 2D content.
++
++ By default the value is true, unless the \c{QSG_NO_DEPTH_BUFFER}
++ environment variable is set.
++ */
++ bool QQuickGraphicsConfiguration::isDepthBufferEnabledFor2D() const
++ {
++ return d->flags.testFlag(QQuickGraphicsConfigurationPrivate::UseDepthBufferFor2D);
++ }
++
++ /*!
++ Enables the graphics API implementation's debug or validation layers, if
++ available.
++
++ In practice this is supported with Vulkan and Direct 3D 11, assuming the
++ necessary support (validation layers, Windows SDK) is installed and
++ available at runtime. When \a enable is true, Qt will attempt to enable the
++ standard validation layer on the VkInstance, or set
++ \c{D3D11_CREATE_DEVICE_DEBUG} on the graphics device.
++
++ For Metal on \macos, set the environment variable
++ \c{METAL_DEVICE_WRAPPER_TYPE=1} instead before launching the application.
++
++ Calling this function with \a enable set to true is equivalent to setting
++ the environment variable \c{QSG_RHI_DEBUG_LAYER} to a non-zero value.
++
++ The default value is false.
++
++ \note Enabling debug or validation layers may have a non-insignificant
++ performance impact. Shipping applications to production with the flag
++ enabled is strongly discouraged.
++
++ \note Be aware that due to differences in the design of the underlying
++ graphics APIs, this setting cannot always be a per-QQuickWindow setting,
++ even though each QQuickWindow has their own QQuickGraphicsConfiguration.
++ With Vulkan in particular, the instance object (VkInstance) is only created
++ once and then used by all windows in the application. Therefore, enabling
++ the validation layer is something that affects all windows. This also means
++ that attempting to enable validation via a window that only gets shown after
++ some other windows have already started rendering has no effect with Vulkan.
++ Other APIs, such as D3D11, expose the debug layer concept as a per-device
++ (ID3D11Device) setting, and so it is controlled on a true per-window basis
++ (assuming the scenegraph render loop uses a dedicated graphics
++ device/context for each QQuickWindow).
++
++ \since 6.5
++
++ \sa isDebugLayerEnabled()
++ */
++ void QQuickGraphicsConfiguration::setDebugLayer(bool enable)
++ {
++ if (d->flags.testFlag(QQuickGraphicsConfigurationPrivate::EnableDebugLayer) != enable) {
++ detach();
++ d->flags.setFlag(QQuickGraphicsConfigurationPrivate::EnableDebugLayer, enable);
++ }
++ }
++
++ /*!
++ \return true if the debug/validation layers are to be enabled.
++
++ By default the value is false.
++
++ \sa setDebugLayer()
++ */
++ bool QQuickGraphicsConfiguration::isDebugLayerEnabled() const
++ {
++ return d->flags.testFlag(QQuickGraphicsConfigurationPrivate::EnableDebugLayer);
++ }
++
++ /*!
++ Where applicable, \a enable controls inserting debug markers and object
++ names into the graphics command stream.
++
++ Some frameworks, such as Qt Quick 3D, have the ability to annotate the
++ graphics objects they create (buffers, textures) with names and also
++ indicate the beginning and end of render passes in the command buffer. These
++ are then visible in frame captures made with tools like
++ \l{https://renderdoc.org/}{RenderDoc} or XCode.
++
++ Graphics APIs where this can be expected to be supported are Vulkan (if
++ VK_EXT_debug_utils is available), Direct 3D 11, and Metal.
++
++ Calling this function with \a enable set to true is equivalent to setting
++ the environment variable \c{QSG_RHI_PROFILE} to a non-zero
++ value.
++
++ The default value is false.
++
++ \note Enabling debug markers may have a performance impact. Shipping
++ applications to production with the flag enabled is not recommended.
++
++ \since 6.5
++
++ \sa isDebugMarkersEnabled()
++ */
++ void QQuickGraphicsConfiguration::setDebugMarkers(bool enable)
++ {
++ if (d->flags.testFlag(QQuickGraphicsConfigurationPrivate::EnableDebugMarkers) != enable) {
++ detach();
++ d->flags.setFlag(QQuickGraphicsConfigurationPrivate::EnableDebugMarkers, enable);
++ }
++ }
++
++ /*!
++ \return true if debug markers are enabled.
++
++ By default the value is false.
++
++ \sa setDebugMarkers()
++ */
++ bool QQuickGraphicsConfiguration::isDebugMarkersEnabled() const
++ {
++ return d->flags.testFlag(QQuickGraphicsConfigurationPrivate::EnableDebugMarkers);
++ }
++
++ /*!
++ When enabled, GPU timing data is collected from command buffers on
++ platforms and 3D APIs where this is supported. This data is then printed in
++ the renderer logs that can be enabled via \c{QSG_RENDER_TIMING} environment
++ variable or logging categories such as \c{qt.scenegraph.time.renderloop},
++ and may also be made visible to other modules, such as Qt Quick 3D's
++ \l DebugView item.
++
++ By default this is disabled, because collecting the data may involve
++ additional work, such as inserting timestamp queries in the command stream,
++ depending on the underlying graphics API. To enable, either call this
++ function with \a enable set to true, or set the \c{QSG_RHI_PROFILE}
++ environment variable to a non-zero value.
++
++ Graphics APIs where this can be expected to be supported are Direct 3D 11,
++ Direct 3D 12, Vulkan (as long as the underlying Vulkan implementation
++ supports timestamp queries), Metal, and OpenGL with a core or compatibility
++ profile context for version 3.3 or newer. Timestamps are not supported with
++ OpenGL ES.
++
++ \since 6.6
++
++ \sa timestampsEnabled(), setDebugMarkers()
++ */
++ void QQuickGraphicsConfiguration::setTimestamps(bool enable)
++ {
++ if (d->flags.testFlag(QQuickGraphicsConfigurationPrivate::EnableTimestamps) != enable) {
++ detach();
++ d->flags.setFlag(QQuickGraphicsConfigurationPrivate::EnableTimestamps, enable);
++ }
++ }
++
++ /*!
++ \return true if GPU timing collection is enabled.
++
++ By default the value is false.
++
++ \since 6.6
++ \sa setTimestamps()
++ */
++ bool QQuickGraphicsConfiguration::timestampsEnabled() const
++ {
++ return d->flags.testFlag(QQuickGraphicsConfigurationPrivate::EnableTimestamps);
++ }
++
++ /*!
++ Requests choosing an adapter or physical device that uses software-based
++ rasterization. Applicable only when the underlying API has support for
++ enumerating adapters (for example, Direct 3D or Vulkan), and is ignored
++ otherwise.
++
++ If the graphics API implementation has no such graphics adapter or physical
++ device available, the request is ignored. With Direct 3D it can be expected
++ that a
++ rasterizer is always available. With Vulkan, the flag only has an effect if
++ Mesa's \c lavapipe, or some other physical device reporting
++ \c{VK_PHYSICAL_DEVICE_TYPE_CPU} is available.
++
++ Calling this function with \a enable set to true is equivalent to setting
++ the environment variable \c{QSG_RHI_PREFER_SOFTWARE_RENDERER} to a non-zero
++ value.
++
++ The default value is false.
++
++ \since 6.5
++
++ \sa prefersSoftwareDevice()
++ */
++ void QQuickGraphicsConfiguration::setPreferSoftwareDevice(bool enable)
++ {
++ if (d->flags.testFlag(QQuickGraphicsConfigurationPrivate::PreferSoftwareDevice) != enable) {
++ detach();
++ d->flags.setFlag(QQuickGraphicsConfigurationPrivate::PreferSoftwareDevice, enable);
++ }
++ }
++
++ /*!
++ \return true if a software rasterizer-based graphics device is prioritized.
++
++ By default the value is false.
++
++ \sa setPreferSoftwareDevice()
++ */
++ bool QQuickGraphicsConfiguration::prefersSoftwareDevice() const
++ {
++ return d->flags.testFlag(QQuickGraphicsConfigurationPrivate::PreferSoftwareDevice);
++ }
++
++ /*!
++ Changes the usage of the automatic pipeline cache based on \a enable.
++
++ The default value is true, unless certain application attributes or
++ environment variables are set. See \l{The Automatic Pipeline Cache} for
++ more information.
++
++ \since 6.5
++
++ \sa isAutomaticPipelineCacheEnabled()
++ */
++ void QQuickGraphicsConfiguration::setAutomaticPipelineCache(bool enable)
++ {
++ if (d->flags.testFlag(QQuickGraphicsConfigurationPrivate::AutoPipelineCache) != enable) {
++ detach();
++ d->flags.setFlag(QQuickGraphicsConfigurationPrivate::AutoPipelineCache, enable);
++ }
++ }
++
++ /*!
++ \return true if the automatic pipeline cache is enabled.
++
++ By default this is true, unless certain application attributes or
++ environment variables are set. See \l{The Automatic Pipeline Cache} for
++ more information.
++
++ \since 6.5
++
++ \sa setAutomaticPipelineCache()
++ */
++ bool QQuickGraphicsConfiguration::isAutomaticPipelineCacheEnabled() const
++ {
++ return d->flags.testFlag(QQuickGraphicsConfigurationPrivate::AutoPipelineCache);
++ }
++
++ /*!
++ Sets the \a filename where the QQuickWindow is expected to store its
++ graphics/compute pipeline cache contents. The default value is empty, which
++ means pipeline cache loading is disabled.
++
++ See \l{Pipeline Cache Save and Load} for a discussion on pipeline caches.
++
++ Persistently storing the pipeline cache can lead to performance
++ improvements in future runs of the application since expensive shader
++ compilation and pipeline construction steps may be avoided.
++
++ If and when the writing of the file happens is not defined. It will likely
++ happen at some point when tearing down the scenegraph due to closing the
++ window. Therefore, applications should not assume availability of the file
++ until the QQuickWindow is fully destructed. QQuickGraphicsConfiguration
++ only stores the filename, it does not perform any actual I/O and graphics
++ operations on its own.
++
++ When running with a graphics API where retrieving the pipeline cache (or
++ shader/program binaries) is not applicable or not supported, calling this
++ function has no effect.
++
++ Calling this function is mostly equivalent to setting the environment
++ variable \c{QSG_RHI_PIPELINE_CACHE_SAVE} to \a filename, with one important
++ difference: this function controls the pipeline cache storage for the
++ associated QQuickWindow only. Applications with multiple QQuickWindow or
++ QQuickView instances can therefore store and later reload the cache contents
++ via files dedicated to each window. The environment variable does not allow
++ this.
++
++ \since 6.5
++
++ \sa pipelineCacheLoadFile(), pipelineCacheSaveFile()
++ */
++ void QQuickGraphicsConfiguration::setPipelineCacheSaveFile(const QString &filename)
++ {
++ if (d->pipelineCacheSaveFile != filename) {
++ detach();
++ d->pipelineCacheSaveFile = filename;
++ }
++ }
++
++ /*!
++ \return the currently set filename for storing the pipeline cache.
++
++ By default the value is an empty string.
++ */
++ QString QQuickGraphicsConfiguration::pipelineCacheSaveFile() const
++ {
++ return d->pipelineCacheSaveFile;
++ }
++
++ /*!
++ Sets the \a filename where the QQuickWindow is expected to load the initial
++ contents of its graphics/compute pipeline cache from. The default value is
++ empty, which means pipeline cache loading is disabled.
++
++ See \l{Pipeline Cache Save and Load} for a discussion on pipeline caches.
++
++ Persistently storing the pipeline cache can lead to performance
++ improvements in future runs of the application since expensive shader
++ compilation and pipeline construction steps may be avoided.
++
++ If and when the loading of the file's contents happens is not defined, apart
++ from that it will happen at some point during the initialization of the
++ scenegraph of the QQuickWindow. Therefore, the file must continue to exist
++ after calling this function. QQuickGraphicsConfiguration only stores the
++ filename, it cannot perform any actual I/O and graphics operations on its
++ own. The real work is going to happen later on, possibly on another thread.
++
++ When running with a graphics API where retrieving and reloading the
++ pipeline cache (or shader/program binaries) is not applicable or not
++ supported, calling this function has no effect.
++
++ Calling this function is mostly equivalent to setting the environment
++ variable \c{QSG_RHI_PIPELINE_CACHE_LOAD} to \a filename, with one important
++ difference: this function controls the pipeline cache storage for the
++ associated QQuickWindow only. Applications with multiple QQuickWindow or
++ QQuickView instances can therefore store and later reload the cache contents
++ via files dedicated to each window. The environment variable does not allow
++ this.
++
++ \note If the data in the file does not match the graphics device and driver
++ version at run time, the contents will be ignored, transparently to the
++ application. This applies to a number of graphics APIs, and the necessary
++ checks are taken care of by Qt. There are exceptions, most notably Direct
++ 3D 11, where the "pipeline cache" is used only to store the results of
++ runtime HLSL->DXBC compilation and is therefore device and vendor
++ independent.
++
++ \warning The serialized pipeline cache data is assumed to be trusted
++ content. Application developers are advised to never pass in data from
++ untrusted sources.
++
++ \since 6.5
++
++ \sa pipelineCacheLoadFile(), setPipelineCacheSaveFile()
++ */
++ void QQuickGraphicsConfiguration::setPipelineCacheLoadFile(const QString &filename)
++ {
++ if (d->pipelineCacheLoadFile != filename) {
++ detach();
++ d->pipelineCacheLoadFile = filename;
++ }
++ }
++
++ /*!
++ \return the currently set filename for loading the pipeline cache.
++
++ By default the value is an empty string.
++ */
++ QString QQuickGraphicsConfiguration::pipelineCacheLoadFile() const
++ {
++ return d->pipelineCacheLoadFile;
++ }
++
++ QQuickGraphicsConfigurationPrivate::QQuickGraphicsConfigurationPrivate()
++ : ref(1)
++ {
++ // Defaults based on env.vars. NB! many of these variables are documented
++ // and should be considered (semi-)public API. Changing the env.var. names
++ // is therefore not allowed.
++
++ flags = {};
++
++ static const bool useDepthBufferFor2D = qEnvironmentVariableIsEmpty("QSG_NO_DEPTH_BUFFER");
++ if (useDepthBufferFor2D)
++ flags |= UseDepthBufferFor2D;
++
++ static const bool enableDebugLayer = qEnvironmentVariableIntValue("QSG_RHI_DEBUG_LAYER");
++ if (enableDebugLayer)
++ flags |= EnableDebugLayer;
++
++ static const bool enableProfilingRelated = qEnvironmentVariableIntValue("QSG_RHI_PROFILE");
++ if (enableProfilingRelated)
++ flags |= EnableDebugMarkers | EnableTimestamps;
++
++ static const bool preferSoftwareDevice = qEnvironmentVariableIntValue("QSG_RHI_PREFER_SOFTWARE_RENDERER");
++ if (preferSoftwareDevice)
++ flags |= PreferSoftwareDevice;
++
++ // here take the existing QOpenGL disk cache attribute and env.var. into account as well
++ static const bool autoPipelineCache = !QCoreApplication::instance()->testAttribute(Qt::AA_DisableShaderDiskCache)
++ && !qEnvironmentVariableIntValue("QT_DISABLE_SHADER_DISK_CACHE")
++ && !qEnvironmentVariableIntValue("QSG_RHI_DISABLE_DISK_CACHE");
++ if (autoPipelineCache)
++ flags |= AutoPipelineCache;
++
++ static const QString pipelineCacheSaveFileEnv = qEnvironmentVariable("QSG_RHI_PIPELINE_CACHE_SAVE");
++ pipelineCacheSaveFile = pipelineCacheSaveFileEnv;
++
++ static const QString pipelineCacheLoadFileEnv = qEnvironmentVariable("QSG_RHI_PIPELINE_CACHE_LOAD");
++ pipelineCacheLoadFile = pipelineCacheLoadFileEnv;
++ }
++
++ QQuickGraphicsConfigurationPrivate::QQuickGraphicsConfigurationPrivate(const QQuickGraphicsConfigurationPrivate &other)
++ : ref(1),
++ deviceExtensions(other.deviceExtensions),
++ flags(other.flags),
++ pipelineCacheSaveFile(other.pipelineCacheSaveFile),
++ pipelineCacheLoadFile(other.pipelineCacheLoadFile)
++ {
++ }
++
++ #ifndef QT_NO_DEBUG_STREAM
++ QDebug operator<<(QDebug dbg, const QQuickGraphicsConfiguration &config)
++ {
++ QDebugStateSaver saver(dbg);
++ const QQuickGraphicsConfigurationPrivate *cd = QQuickGraphicsConfigurationPrivate::get(&config);
++ dbg.nospace() << "QQuickGraphicsConfiguration("
++ << "flags=0x" << Qt::hex << cd->flags << Qt::dec
++ << " flag-isDepthBufferEnabledFor2D=" << config.isDepthBufferEnabledFor2D()
++ << " flag-isDebugLayerEnabled=" << config.isDebugLayerEnabled()
++ << " flag-isDebugMarkersEnabled=" << config.isDebugMarkersEnabled()
++ << " flag-prefersSoftwareDevice=" << config.prefersSoftwareDevice()
++ << " flag-isAutomaticPipelineCacheEnabled=" << config.isAutomaticPipelineCacheEnabled()
++ << " pipelineCacheSaveFile=" << cd->pipelineCacheSaveFile
++ << " piplineCacheLoadFile=" << cd->pipelineCacheLoadFile
++ << " extra-device-extension-requests=" << cd->deviceExtensions
++ << ')';
++ return dbg;
++ }
++ #endif // QT_NO_DEBUG_STREAM
++
++ QT_END_NAMESPACE