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++ // Copyright (C) 2019 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 "qsgrhilayer_p.h"
++
++ #include <private/qqmlglobal_p.h>
++ #include <private/qsgrenderer_p.h>
++
++ QSGRhiLayer::QSGRhiLayer(QSGRenderContext *context)
++ : QSGLayer(*(new QSGTexturePrivate(this)))
++ , m_mipmap(false)
++ , m_live(true)
++ , m_recursive(false)
++ , m_dirtyTexture(true)
++ , m_multisampling(false)
++ , m_grab(false)
++ , m_mirrorHorizontal(false)
++ , m_mirrorVertical(true)
++ {
++ m_context = static_cast<QSGDefaultRenderContext *>(context);
++ m_rhi = m_context->rhi();
++ Q_ASSERT(m_rhi);
++ }
++
++ QSGRhiLayer::~QSGRhiLayer()
++ {
++ invalidated();
++ }
++
++ void QSGRhiLayer::invalidated()
++ {
++ releaseResources();
++
++ delete m_prevTexture;
++ m_prevTexture = nullptr;
++
++ delete m_renderer;
++ m_renderer = nullptr;
++ }
++
++ qint64 QSGRhiLayer::comparisonKey() const
++ {
++ return qint64(m_texture);
++ }
++
++ bool QSGRhiLayer::hasAlphaChannel() const
++ {
++ return true;
++ }
++
++ bool QSGRhiLayer::hasMipmaps() const
++ {
++ return m_mipmap;
++ }
++
++ QRhiTexture *QSGRhiLayer::rhiTexture() const
++ {
++ return m_prevTexture ? m_prevTexture : m_texture;
++ }
++
++ void QSGRhiLayer::commitTextureOperations(QRhi *rhi, QRhiResourceUpdateBatch *resourceUpdates)
++ {
++ Q_UNUSED(rhi);
++ Q_UNUSED(resourceUpdates);
++ }
++
++ bool QSGRhiLayer::updateTexture()
++ {
++ // called during the preprocess phase, outside of frame rendering -> good
++
++ bool doGrab = (m_live || m_grab) && m_dirtyTexture;
++ if (doGrab)
++ grab();
++
++ if (m_grab)
++ emit scheduledUpdateCompleted();
++
++ m_grab = false;
++ return doGrab;
++ }
++
++ void QSGRhiLayer::setHasMipmaps(bool mipmap)
++ {
++ if (mipmap == m_mipmap)
++ return;
++
++ m_mipmap = mipmap;
++ if (m_mipmap && m_texture)
++ markDirtyTexture();
++ }
++
++
++ void QSGRhiLayer::setItem(QSGNode *item)
++ {
++ if (item == m_item)
++ return;
++
++ m_item = item;
++
++ if (m_live && !m_item)
++ releaseResources();
++
++ markDirtyTexture();
++ }
++
++ void QSGRhiLayer::setRect(const QRectF &logicalRect)
++ {
++ if (logicalRect == m_logicalRect)
++ return;
++
++ m_logicalRect = logicalRect;
++ markDirtyTexture();
++ }
++
++ void QSGRhiLayer::setSize(const QSize &pixelSize)
++ {
++ if (pixelSize == m_pixelSize)
++ return;
++
++ const int textureSizeMax = m_rhi->resourceLimit(QRhi::TextureSizeMax);
++ m_pixelSize = pixelSize.boundedTo(QSize(textureSizeMax, textureSizeMax));
++
++ if (Q_UNLIKELY(m_pixelSize != pixelSize)) {
++ qWarning("QSGRhiLayer: Unsupported size requested: [%d, %d]. "
++ "Maximum texture size: %d",
++ pixelSize.width(),
++ pixelSize.height(),
++ textureSizeMax);
++ }
++
++ if (m_live && m_pixelSize.isNull())
++ releaseResources();
++
++ markDirtyTexture();
++ }
++
++ void QSGRhiLayer::setFormat(Format format)
++ {
++ QRhiTexture::Format rhiFormat = QRhiTexture::RGBA8;
++ switch (format) {
++ case RGBA16F:
++ rhiFormat = QRhiTexture::RGBA16F;
++ break;
++ case RGBA32F:
++ rhiFormat = QRhiTexture::RGBA32F;
++ break;
++ default:
++ break;
++ }
++
++ if (rhiFormat == m_format)
++ return;
++
++ if (m_rhi->isTextureFormatSupported(rhiFormat)) {
++ m_format = rhiFormat;
++ markDirtyTexture();
++ } else {
++ qWarning("QSGRhiLayer: Attempted to set unsupported texture format %d", int(rhiFormat));
++ }
++ }
++
++ void QSGRhiLayer::setLive(bool live)
++ {
++ if (live == m_live)
++ return;
++
++ m_live = live;
++
++ if (m_live && (!m_item || m_pixelSize.isNull()))
++ releaseResources();
++
++ markDirtyTexture();
++ }
++
++ void QSGRhiLayer::scheduleUpdate()
++ {
++ if (m_grab)
++ return;
++
++ m_grab = true;
++ if (m_dirtyTexture)
++ emit updateRequested();
++ }
++
++ void QSGRhiLayer::setRecursive(bool recursive)
++ {
++ m_recursive = recursive;
++ }
++
++ void QSGRhiLayer::setMirrorHorizontal(bool mirror)
++ {
++ m_mirrorHorizontal = mirror;
++ }
++
++ void QSGRhiLayer::setMirrorVertical(bool mirror)
++ {
++ m_mirrorVertical = mirror;
++ }
++
++ void QSGRhiLayer::markDirtyTexture()
++ {
++ m_dirtyTexture = true;
++ if (m_live || m_grab)
++ emit updateRequested();
++ }
++
++ void QSGRhiLayer::releaseResources()
++ {
++ delete m_rt;
++ m_rt = nullptr;
++
++ delete m_rtRp;
++ m_rtRp = nullptr;
++
++ m_ds.clear();
++
++ delete m_msaaColorBuffer;
++ m_msaaColorBuffer = nullptr;
++
++ if (m_prevTexture != m_texture)
++ delete m_texture;
++
++ m_texture = nullptr;
++
++ delete m_secondaryTexture;
++ m_secondaryTexture = nullptr;
++ }
++
++ void QSGRhiLayer::clearMainTexture()
++ {
++ std::unique_ptr<QRhiTextureRenderTarget> tempRt(m_rhi->newTextureRenderTarget({ m_texture }));
++ std::unique_ptr<QRhiRenderPassDescriptor> tempRp(tempRt->newCompatibleRenderPassDescriptor());
++ tempRt->setRenderPassDescriptor(tempRp.get());
++ if (tempRt->create()) {
++ m_context->currentFrameCommandBuffer()->beginPass(tempRt.get(), Qt::transparent, { 1.0f, 0 });
++ m_context->currentFrameCommandBuffer()->endPass();
++ // Keep the objects alive until a later frame, because the current frame
++ // is only going to be submitted (endFrame) by the scenegraph at a
++ // later point.
++ tempRt.release()->deleteLater();
++ tempRp.release()->deleteLater();
++ } else {
++ qWarning("Failed to clear layer main texture in recursive mode");
++ }
++ }
++
++ void QSGRhiLayer::grab()
++ {
++ if (!m_item || m_pixelSize.isEmpty()) {
++ releaseResources();
++ m_dirtyTexture = false;
++ return;
++ }
++
++ int effectiveSamples = m_samples;
++ // if no layer.samples was provided use the window's msaa setting
++ if (effectiveSamples <= 1)
++ effectiveSamples = m_context->msaaSampleCount();
++
++ const bool needsNewRt = !m_rt || m_rt->pixelSize() != m_pixelSize || (m_recursive && !m_secondaryTexture) || (m_texture && m_texture->format() != m_format);
++ const bool mipmapSettingChanged = m_texture && m_texture->flags().testFlag(QRhiTexture::MipMapped) != m_mipmap;
++ const bool msaaSettingChanged = (effectiveSamples > 1 && !m_msaaColorBuffer) || (effectiveSamples <= 1 && m_msaaColorBuffer);
++
++ if (needsNewRt ||mipmapSettingChanged || msaaSettingChanged) {
++ if (effectiveSamples <= 1) {
++ m_multisampling = false;
++ } else {
++ m_multisampling = m_rhi->isFeatureSupported(QRhi::MultisampleRenderBuffer);
++ if (!m_multisampling)
++ qWarning("Layer requested %d samples but multisample renderbuffers are not supported", effectiveSamples);
++ }
++
++ QRhiTexture::Flags textureFlags = QRhiTexture::RenderTarget | QRhiTexture::UsedAsTransferSource;
++ if (m_mipmap)
++ textureFlags |= QRhiTexture::MipMapped | QRhiTexture::UsedWithGenerateMips;
++
++ // Not the same as m_context->useDepthBufferFor2D(), only the env.var
++ // is to be checked here. Consider a layer with a non-offscreen View3D
++ // in it. That still needs a depth buffer, even when the 2D content
++ // renders without relying on it (i.e. RenderMode2DNoDepthBuffer does
++ // not imply not having a depth/stencil attachment for the render
++ // target! The env.var serves as a hard switch, on the other hand, and
++ // that will likely break 3D for instance but that's fine)
++ static bool depthBufferEnabled = qEnvironmentVariableIsEmpty("QSG_NO_DEPTH_BUFFER");
++
++ if (m_recursive && m_texture) {
++ if (m_prevTexture != m_texture)
++ delete m_prevTexture;
++ m_prevTexture = m_texture;
++ }
++
++ releaseResources();
++
++ if (m_multisampling) {
++ m_msaaColorBuffer = m_rhi->newRenderBuffer(QRhiRenderBuffer::Color, m_pixelSize, effectiveSamples);
++ if (!m_msaaColorBuffer->create()) {
++ qWarning("Failed to build multisample color buffer for layer of size %dx%d, sample count %d",
++ m_pixelSize.width(), m_pixelSize.height(), effectiveSamples);
++ releaseResources();
++ return;
++ }
++ m_texture = m_rhi->newTexture(m_format, m_pixelSize, 1, textureFlags);
++ if (!m_texture->create()) {
++ qWarning("Failed to build texture for layer of size %dx%d", m_pixelSize.width(), m_pixelSize.height());
++ releaseResources();
++ return;
++ }
++ if (depthBufferEnabled) {
++ m_ds = m_context->getDepthStencilBuffer(m_pixelSize, effectiveSamples);
++ if (!m_ds) {
++ releaseResources();
++ return;
++ }
++ }
++ QRhiTextureRenderTargetDescription desc;
++ QRhiColorAttachment color0(m_msaaColorBuffer);
++ if (m_recursive) {
++ m_secondaryTexture = m_rhi->newTexture(m_format, m_pixelSize, 1, textureFlags);
++ if (!m_secondaryTexture->create()) {
++ qWarning("Failed to build secondary texture for layer of size %dx%d", m_pixelSize.width(), m_pixelSize.height());
++ releaseResources();
++ return;
++ }
++ color0.setResolveTexture(m_secondaryTexture);
++ if (!m_prevTexture)
++ clearMainTexture();
++ } else {
++ color0.setResolveTexture(m_texture);
++ }
++ desc.setColorAttachments({ color0 });
++ if (depthBufferEnabled)
++ desc.setDepthStencilBuffer(m_ds->ds);
++ m_rt = m_rhi->newTextureRenderTarget(desc);
++ m_rtRp = m_rt->newCompatibleRenderPassDescriptor();
++ if (!m_rtRp) {
++ qWarning("Failed to build render pass descriptor for layer");
++ releaseResources();
++ return;
++ }
++ m_rt->setRenderPassDescriptor(m_rtRp);
++ if (!m_rt->create()) {
++ qWarning("Failed to build texture render target for layer");
++ releaseResources();
++ return;
++ }
++ } else {
++ m_texture = m_rhi->newTexture(m_format, m_pixelSize, 1, textureFlags);
++ if (!m_texture->create()) {
++ qWarning("Failed to build texture for layer of size %dx%d", m_pixelSize.width(), m_pixelSize.height());
++ releaseResources();
++ return;
++ }
++ if (depthBufferEnabled) {
++ m_ds = m_context->getDepthStencilBuffer(m_pixelSize, 1);
++ if (!m_ds) {
++ releaseResources();
++ return;
++ }
++ }
++ QRhiColorAttachment color0(m_texture);
++ if (m_recursive) {
++ // Here rt is associated with m_secondaryTexture instead of m_texture.
++ // We will issue a copy to m_texture afterwards.
++ m_secondaryTexture = m_rhi->newTexture(m_format, m_pixelSize, 1, textureFlags);
++ if (!m_secondaryTexture->create()) {
++ qWarning("Failed to build texture for layer of size %dx%d", m_pixelSize.width(), m_pixelSize.height());
++ releaseResources();
++ return;
++ }
++ color0.setTexture(m_secondaryTexture);
++ if (!m_prevTexture)
++ clearMainTexture();
++ }
++ QRhiTextureRenderTargetDescription desc({ color0 });
++ if (depthBufferEnabled)
++ desc.setDepthStencilBuffer(m_ds->ds);
++ m_rt = m_rhi->newTextureRenderTarget(desc);
++ m_rtRp = m_rt->newCompatibleRenderPassDescriptor();
++ if (!m_rtRp) {
++ qWarning("Failed to build render pass descriptor for layer");
++ releaseResources();
++ return;
++ }
++ m_rt->setRenderPassDescriptor(m_rtRp);
++ if (!m_rt->create()) {
++ qWarning("Failed to build texture render target for layer");
++ releaseResources();
++ return;
++ }
++ }
++ }
++
++ QSGNode *root = m_item;
++ while (root->firstChild() && root->type() != QSGNode::RootNodeType)
++ root = root->firstChild();
++ if (root->type() != QSGNode::RootNodeType)
++ return;
++
++ if (!m_renderer) {
++ const bool useDepth = m_context->useDepthBufferFor2D();
++ const QSGRendererInterface::RenderMode renderMode = useDepth ? QSGRendererInterface::RenderMode2D
++ : QSGRendererInterface::RenderMode2DNoDepthBuffer;
++ m_renderer = m_context->createRenderer(renderMode);
++ connect(m_renderer, SIGNAL(sceneGraphChanged()), this, SLOT(markDirtyTexture()));
++ }
++ m_renderer->setRootNode(static_cast<QSGRootNode *>(root));
++ root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update.
++ m_renderer->nodeChanged(root, QSGNode::DirtyForceUpdate); // Force render list update.
++
++ // This must not be moved. The flag must be reset only after the
++ // nodeChanged otherwise we end up with constantly updating even when the
++ // layer contents do not change.
++ m_dirtyTexture = false;
++
++ // The texture is essentially a virtual screen with a dpr == m_pixelSize / m_logicalRect
++ // For automatic texture sizes this factor will be equal to m_dpr.
++ // If the texture size is manually set, we need to know the actual ratio. This only
++ // works correctly for uniform rects, but this is already the prerequisite everywhere this
++ // factor is used.
++ if (m_logicalRect.isValid() && !m_pixelSize.isNull()) {
++ qreal actualDpr = std::max(m_pixelSize.width() / m_logicalRect.width(),
++ m_pixelSize.height() / m_logicalRect.height());
++ m_renderer->setDevicePixelRatio(actualDpr);
++ } else {
++ m_renderer->setDevicePixelRatio(m_dpr);
++ }
++ m_renderer->setDeviceRect(m_pixelSize);
++ m_renderer->setViewportRect(m_pixelSize);
++
++ QRectF mirrored; // in logical coordinates (no dpr) since this gets passed to setProjectionMatrixToRect()
++
++ // In the unlikely event of back/front face culling used by a custom
++ // material or effect in the layer, the default front face setting may be
++ // wrong. Rather, it needs to invert based on what the vertex shader does,
++ // and so on the rect (and so matrix) generated here.
++ bool frontFaceSwap = false;
++
++ if (m_rhi->isYUpInFramebuffer()) { // basically OpenGL
++ mirrored = QRectF(m_mirrorHorizontal ? m_logicalRect.right() : m_logicalRect.left(),
++ m_mirrorVertical ? m_logicalRect.bottom() : m_logicalRect.top(),
++ m_mirrorHorizontal ? -m_logicalRect.width() : m_logicalRect.width(),
++ m_mirrorVertical ? -m_logicalRect.height() : m_logicalRect.height());
++ if (m_mirrorHorizontal)
++ frontFaceSwap = !frontFaceSwap;
++ if (m_mirrorVertical)
++ frontFaceSwap = !frontFaceSwap;
++ } else { // APIs other than OpenGL
++ mirrored = QRectF(m_mirrorHorizontal ? m_logicalRect.right() : m_logicalRect.left(),
++ m_mirrorVertical ? m_logicalRect.top() : m_logicalRect.bottom(),
++ m_mirrorHorizontal ? -m_logicalRect.width() : m_logicalRect.width(),
++ m_mirrorVertical ? m_logicalRect.height() : -m_logicalRect.height());
++ if (m_mirrorHorizontal)
++ frontFaceSwap = !frontFaceSwap;
++ if (!m_mirrorVertical)
++ frontFaceSwap = !frontFaceSwap;
++ }
++
++ QSGAbstractRenderer::MatrixTransformFlags matrixFlags;
++ if (!m_rhi->isYUpInNDC())
++ matrixFlags |= QSGAbstractRenderer::MatrixTransformFlipY;
++
++ m_renderer->setProjectionMatrixToRect(mirrored, matrixFlags);
++ m_renderer->setInvertFrontFace(frontFaceSwap);
++ m_renderer->setClearColor(Qt::transparent);
++ m_renderer->setRenderTarget({ m_rt, m_rtRp, m_context->currentFrameCommandBuffer() });
++
++ QRhiResourceUpdateBatch *resourceUpdates = nullptr;
++
++ // render with our own "sub-renderer" (this will just add a render pass to the command buffer)
++ if (m_recursive) {
++ m_context->renderNextFrame(m_renderer);
++ if (!resourceUpdates)
++ resourceUpdates = m_rhi->nextResourceUpdateBatch();
++ resourceUpdates->copyTexture(m_texture, m_secondaryTexture);
++ if (m_prevTexture) {
++ delete m_prevTexture;
++ m_prevTexture = nullptr;
++ }
++ } else {
++ m_context->renderNextFrame(m_renderer);
++ }
++
++ if (m_mipmap) {
++ if (!resourceUpdates)
++ resourceUpdates = m_rhi->nextResourceUpdateBatch();
++ // going to be expensive - if done every frame - but the user asked for it...
++ resourceUpdates->generateMips(m_texture);
++ }
++
++ // Do not defer committing the resource updates to the main pass - with
++ // multiple layers there can be dependencies, so the texture should be
++ // usable once we return.
++ m_context->currentFrameCommandBuffer()->resourceUpdate(resourceUpdates);
++
++ root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip, opacity and render list update.
++
++ if (m_recursive)
++ markDirtyTexture(); // Continuously update if 'live' and 'recursive'.
++ }
++
++ QImage QSGRhiLayer::toImage() const
++ {
++ if (!m_texture)
++ return QImage();
++
++ QRhiCommandBuffer *cb = m_context->currentFrameCommandBuffer();
++ QRhiResourceUpdateBatch *resourceUpdates = m_rhi->nextResourceUpdateBatch();
++ QRhiReadbackResult result;
++ QRhiReadbackDescription readbackDesc(m_texture);
++ resourceUpdates->readBackTexture(readbackDesc, &result);
++
++ cb->resourceUpdate(resourceUpdates);
++
++ // Inefficient but what can you do. We need the results right away. This is
++ // not something that occurs in a normal rendering process anyway. (used by
++ // QQuickItem's grabToImage).
++ m_rhi->finish();
++
++ if (result.data.isEmpty()) {
++ qWarning("Layer grab failed");
++ return QImage();
++ }
++
++ // There is little room for negotiation here, the texture is one of the formats from setFormat.
++ // Also, Quick is always premultiplied alpha.
++ QImage::Format imageFormat = QImage::Format_RGBA8888_Premultiplied;
++ if (m_format == QRhiTexture::RGBA16F)
++ imageFormat = QImage::Format_RGBA16FPx4_Premultiplied;
++ else if (m_format == QRhiTexture::RGBA32F)
++ imageFormat = QImage::Format_RGBA32FPx4_Premultiplied;
++
++ const uchar *p = reinterpret_cast<const uchar *>(result.data.constData());
++ return QImage(p, result.pixelSize.width(), result.pixelSize.height(), imageFormat).flipped();
++ }
++
++ QRectF QSGRhiLayer::normalizedTextureSubRect() const
++ {
++ return QRectF(m_mirrorHorizontal ? 1 : 0,
++ m_mirrorVertical ? 0 : 1,
++ m_mirrorHorizontal ? -1 : 1,
++ m_mirrorVertical ? 1 : -1);
++ }
++
++ #include "moc_qsgrhilayer_p.cpp"