qtdeclarative/src/quick/scenegraph/adaptations/software/qsgsoftwarerenderer.cpp

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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtQuick module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
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** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
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** be met: https://www.gnu.org/licenses/gpl-2.0.html and
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** $QT_END_LICENSE$
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****************************************************************************/
#include "qsgsoftwarerenderer_p.h"
#include "qsgsoftwarerenderablenodeupdater_p.h"
#include "qsgsoftwarerenderlistbuilder_p.h"
#include "qsgsoftwarecontext_p.h"
#include "qsgsoftwarerenderablenode_p.h"
#include <QtGui/QPaintDevice>
#include <QtGui/QBackingStore>
#include <QElapsedTimer>
Q_LOGGING_CATEGORY(lcRenderer, "qt.scenegraph.softwarecontext.renderer")
QT_BEGIN_NAMESPACE
QSGSoftwareRenderer::QSGSoftwareRenderer(QSGRenderContext *context)
: QSGAbstractSoftwareRenderer(context)
, m_paintDevice(nullptr)
, m_backingStore(nullptr)
{
}
QSGSoftwareRenderer::~QSGSoftwareRenderer()
{
}
void QSGSoftwareRenderer::setCurrentPaintDevice(QPaintDevice *device)
{
m_paintDevice = device;
m_backingStore = nullptr;
}
QPaintDevice *QSGSoftwareRenderer::currentPaintDevice() const
{
return m_paintDevice;
}
void QSGSoftwareRenderer::setBackingStore(QBackingStore *backingStore)
{
m_backingStore = backingStore;
m_paintDevice = nullptr;
}
QRegion QSGSoftwareRenderer::flushRegion() const
{
return m_flushRegion;
}
void QSGSoftwareRenderer::renderScene(uint)
{
class B : public QSGBindable
{
public:
void bind() const { }
} bindable;
QSGRenderer::renderScene(bindable);
}
void QSGSoftwareRenderer::render()
{
if (!m_paintDevice && !m_backingStore)
return;
// If there is a backingstore, set the current paint device
if (m_backingStore)
m_paintDevice = m_backingStore->paintDevice();
QElapsedTimer renderTimer;
setBackgroundColor(clearColor());
setBackgroundSize(QSize(m_paintDevice->width() / m_paintDevice->devicePixelRatio(),
m_paintDevice->height() / m_paintDevice->devicePixelRatio()));
// Build Renderlist
// The renderlist is created by visiting each node in the tree and when a
// renderable node is reach, we find the coorosponding RenderableNode object
// and append it to the renderlist. At this point the RenderableNode object
// should not need any further updating so it is just a matter of appending
// RenderableNodes
renderTimer.start();
buildRenderList();
qint64 buildRenderListTime = renderTimer.restart();
// Optimize Renderlist
// This is a pass through the renderlist to determine what actually needs to
// be painted. Without this pass the renderlist will simply render each item
// from back to front, with a high potential for overdraw. It would also lead
// to the entire window being flushed every frame. The objective of the
// optimization pass is to only paint dirty nodes that are not occuluded. A
// side effect of this is that additional nodes may need to be marked dirty to
// force a repaint. It is also important that any item that needs to be
// repainted only paints what is needed, via the use of clip regions.
const QRegion updateRegion = optimizeRenderList();
qint64 optimizeRenderListTime = renderTimer.restart();
// If Rendering to a backingstore, prepare it to be updated
if (m_backingStore != nullptr)
m_backingStore->beginPaint(updateRegion);
QPainter painter(m_paintDevice);
painter.setRenderHint(QPainter::Antialiasing);
auto rc = static_cast<QSGSoftwareRenderContext *>(context());
QPainter *prevPainter = rc->m_activePainter;
rc->m_activePainter = &painter;
// Render the contents Renderlist
m_flushRegion = renderNodes(&painter);
qint64 renderTime = renderTimer.elapsed();
if (m_backingStore != nullptr)
m_backingStore->endPaint();
rc->m_activePainter = prevPainter;
qCDebug(lcRenderer) << "render" << m_flushRegion << buildRenderListTime << optimizeRenderListTime << renderTime;
}
QT_END_NAMESPACE