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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"