qtdeclarative/src/plugins/scenegraph/softwarecontext/renderer.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.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** 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
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "renderer.h"
#include "renderablenodeupdater.h"
#include "renderlistbuilder.h"
#include "context.h"
#include "renderablenode.h"
#include <QtGui/QWindow>
#include <QtQuick/QSGSimpleRectNode>
#include <QElapsedTimer>
Q_LOGGING_CATEGORY(lcRenderer, "qt.scenegraph.softwarecontext.renderer")
QT_BEGIN_NAMESPACE
namespace SoftwareContext {
Renderer::Renderer(QSGRenderContext *context)
: AbstractSoftwareRenderer(context)
{
}
Renderer::~Renderer()
{
}
void Renderer::renderScene(GLuint)
{
class B : public QSGBindable
{
public:
void bind() const { }
} bindable;
QSGRenderer::renderScene(bindable);
}
void Renderer::render()
{
QElapsedTimer renderTimer;
QWindow *currentWindow = static_cast<RenderContext*>(m_context)->currentWindow;
if (!m_backingStore)
m_backingStore.reset(new QBackingStore(currentWindow));
if (m_backingStore->size() != currentWindow->size()) {
m_backingStore->resize(currentWindow->size());
}
setBackgroundColor(clearColor());
setBackgroundSize(currentWindow->size());
const QRect rect(0, 0, currentWindow->width(), currentWindow->height());
m_backingStore->beginPaint(rect);
QPaintDevice *device = m_backingStore->paintDevice();
#ifndef QTQUICK2D_DEBUG_FLUSH
QPainter painter(device);
#else
if (m_outputBuffer.size() != m_backingStore->size()) {
m_outputBuffer = QImage(m_backingStore->size(), QImage::Format_ARGB32_Premultiplied);
m_outputBuffer.fill(Qt::transparent);
}
QPainter painter(&m_outputBuffer);
#endif
painter.setRenderHint(QPainter::Antialiasing);
// 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.
optimizeRenderList();
qint64 optimizeRenderListTime = renderTimer.restart();
// Render the contents Renderlist
QRegion dirtyRegion = renderNodes(&painter);
qint64 renderTime = renderTimer.elapsed();
qCDebug(lcRenderer) << "render" << dirtyRegion << buildRenderListTime << optimizeRenderListTime << renderTime;
#ifdef QTQUICK2D_DEBUG_FLUSH
// Keep up with the last 5 flushes
if (m_previousFlushes.count() == 5)
m_previousFlushes.pop_front();
m_previousFlushes.append(dirtyRegion);
QPainter backingStorePainter(device);
backingStorePainter.drawImage(QRect(0, 0, m_backingStore->size().width(), m_backingStore->size().height()), m_outputBuffer, m_outputBuffer.rect());
QPen pen(Qt::NoPen);
QBrush brush(QColor(255, 0, 0, 50));
backingStorePainter.setPen(pen);
backingStorePainter.setBrush(brush);
for (auto region : qAsConst(m_previousFlushes)) {
backingStorePainter.drawRects(region.rects());
}
m_backingStore->endPaint();
m_backingStore->flush(rect);
#else
m_backingStore->endPaint();
// Flush the updated regions to the window
m_backingStore->flush(dirtyRegion);
#endif
}
} // namespace
QT_END_NAMESPACE