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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include "declarativerendernode_p.h"
#include "abstractdeclarative_p.h"
#include <QtOpenGL/QOpenGLFramebufferObject>
#include <QtCore/QMutexLocker>
QT_BEGIN_NAMESPACE
DeclarativeRenderNode::DeclarativeRenderNode(AbstractDeclarative *declarative,
const QSharedPointer<QMutex> &nodeMutex)
: QSGGeometryNode(),
m_geometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4),
m_texture(0),
m_declarative(declarative),
m_controller(0),
m_fbo(0),
m_multisampledFBO(0),
m_window(0),
m_samples(0),
m_dirtyFBO(false)
{
m_nodeMutex = nodeMutex;
setMaterial(&m_material);
setOpaqueMaterial(&m_materialO);
setGeometry(&m_geometry);
setFlag(UsePreprocess);
}
DeclarativeRenderNode::~DeclarativeRenderNode()
{
delete m_fbo;
delete m_multisampledFBO;
delete m_texture;
m_nodeMutex.clear();
}
void DeclarativeRenderNode::setSize(const QSize &size)
{
if (size == m_size)
return;
m_size = size;
m_dirtyFBO = true;
markDirty(DirtyGeometry);
}
void DeclarativeRenderNode::update()
{
if (m_dirtyFBO) {
updateFBO();
m_dirtyFBO = false;
}
}
void DeclarativeRenderNode::updateFBO()
{
m_declarative->activateOpenGLContext(m_window);
if (m_fbo)
delete m_fbo;
m_fbo = new QOpenGLFramebufferObject(m_size);
m_fbo->setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
// Multisampled
if (m_multisampledFBO) {
delete m_multisampledFBO;
m_multisampledFBO = 0;
}
if (m_samples > 0) {
QOpenGLFramebufferObjectFormat multisampledFrambufferFormat;
multisampledFrambufferFormat.setSamples(m_samples);
multisampledFrambufferFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
m_multisampledFBO = new QOpenGLFramebufferObject(m_size, multisampledFrambufferFormat);
}
QSGGeometry::updateTexturedRectGeometry(&m_geometry,
QRectF(0, 0,
m_size.width()
/ m_controller->scene()->devicePixelRatio(),
m_size.height()
/ m_controller->scene()->devicePixelRatio()),
QRectF(0, 1, 1, -1));
delete m_texture;
const uint id = m_fbo->texture();
m_texture = QNativeInterface::QSGOpenGLTexture::fromNative(id, m_window, m_size);
m_material.setTexture(m_texture);
m_materialO.setTexture(m_texture);
m_declarative->doneOpenGLContext(m_window);
}
void DeclarativeRenderNode::setQuickWindow(QQuickWindow *window)
{
Q_ASSERT(window);
m_window = window;
}
void DeclarativeRenderNode::setController(Abstract3DController *controller)
{
QMutexLocker locker(m_nodeMutex.data());
m_controller = controller;
if (m_controller) {
connect(m_controller, &QObject::destroyed,
this, &DeclarativeRenderNode::handleControllerDestroyed, Qt::DirectConnection);
}
}
void DeclarativeRenderNode::setSamples(int samples)
{
if (m_samples == samples)
return;
m_samples = samples;
m_dirtyFBO = true;
}
void DeclarativeRenderNode::preprocess()
{
QMutexLocker locker(m_nodeMutex.data());
if (!m_controller)
return;
QOpenGLFramebufferObject *targetFBO;
if (m_samples > 0)
targetFBO = m_multisampledFBO;
else
targetFBO = m_fbo;
m_declarative->activateOpenGLContext(m_window);
targetFBO->bind();
// Render scene here
m_controller->render(targetFBO->handle());
targetFBO->release();
if (m_samples > 0)
QOpenGLFramebufferObject::blitFramebuffer(m_fbo, m_multisampledFBO);
m_declarative->doneOpenGLContext(m_window);
}
// This function is called within m_nodeMutex lock
void DeclarativeRenderNode::handleControllerDestroyed()
{
m_controller = 0;
}
QT_END_NAMESPACE