1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
|
/****************************************************************************
**
** 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 <QtQuick/private/qsgcontext_p.h>
#include <QtQuick/private/qsgtexture_p.h>
#include <QtQuick/private/qquickpixmapcache_p.h>
#include <QtQuick/private/qsgadaptationlayer_p.h>
#include <QGuiApplication>
#include <QScreen>
#include <QQuickWindow>
#include <private/qqmlglobal_p.h>
#include <QtQuick/private/qsgtexture_p.h>
#include <QtGui/private/qguiapplication_p.h>
#include <QtCore/private/qabstractanimation_p.h>
#include <private/qobject_p.h>
#include <qmutex.h>
/*
Comments about this class from Gunnar:
The QSGContext class is right now two things.. The first is the
adaptation layer and central storage ground for all the things
in the scene graph, like textures and materials. This part really
belongs inside the scene graph coreapi.
The other part is the QML adaptation classes, like how to implement
rectangle nodes. This is not part of the scene graph core API, but
more part of the QML adaptation of scene graph.
If we ever move the scene graph core API into its own thing, this class
needs to be split in two. Right now its one because we're lazy when it comes
to defining plugin interfaces..
*/
QT_BEGIN_NAMESPACE
// Used for very high-level info about the renderering and gl context
// Includes GL_VERSION, type of render loop, atlas size, etc.
Q_LOGGING_CATEGORY(QSG_LOG_INFO, "qt.scenegraph.general")
// Used to debug the renderloop logic. Primarily useful for platform integrators
// and when investigating the render loop logic.
Q_LOGGING_CATEGORY(QSG_LOG_RENDERLOOP, "qt.scenegraph.renderloop")
// GLSL shader compilation
Q_LOGGING_CATEGORY(QSG_LOG_TIME_COMPILATION, "qt.scenegraph.time.compilation")
// polish, animations, sync, render and swap in the render loop
Q_LOGGING_CATEGORY(QSG_LOG_TIME_RENDERLOOP, "qt.scenegraph.time.renderloop")
// Texture uploads and swizzling
Q_LOGGING_CATEGORY(QSG_LOG_TIME_TEXTURE, "qt.scenegraph.time.texture")
// Glyph preparation (only for distance fields atm)
Q_LOGGING_CATEGORY(QSG_LOG_TIME_GLYPH, "qt.scenegraph.time.glyph")
// Timing inside the renderer base class
Q_LOGGING_CATEGORY(QSG_LOG_TIME_RENDERER, "qt.scenegraph.time.renderer")
bool qsg_useConsistentTiming()
{
int use = -1;
if (use < 0) {
use = !qEnvironmentVariableIsEmpty("QSG_FIXED_ANIMATION_STEP") && qgetenv("QSG_FIXED_ANIMATION_STEP") != "no"
? 1 : 0;
qCDebug(QSG_LOG_INFO, "Using %s", bool(use) ? "fixed animation steps" : "sg animation driver");
}
return bool(use);
}
class QSGAnimationDriver : public QAnimationDriver
{
Q_OBJECT
public:
enum Mode {
VSyncMode,
TimerMode
};
QSGAnimationDriver(QObject *parent)
: QAnimationDriver(parent)
, m_time(0)
, m_vsync(0)
, m_mode(VSyncMode)
, m_lag(0)
, m_bad(0)
, m_good(0)
{
QScreen *screen = QGuiApplication::primaryScreen();
if (screen && !qsg_useConsistentTiming()) {
m_vsync = 1000.0 / screen->refreshRate();
if (m_vsync <= 0)
m_mode = TimerMode;
} else {
m_mode = TimerMode;
if (qsg_useConsistentTiming())
QUnifiedTimer::instance(true)->setConsistentTiming(true);
}
if (m_mode == VSyncMode)
qCDebug(QSG_LOG_INFO, "Animation Driver: using vsync: %.2f ms", m_vsync);
else
qCDebug(QSG_LOG_INFO, "Animation Driver: using walltime");
}
void start() override
{
m_time = 0;
m_timer.start();
m_wallTime.restart();
QAnimationDriver::start();
}
qint64 elapsed() const override
{
return m_mode == VSyncMode
? qint64(m_time)
: qint64(m_time) + m_wallTime.elapsed();
}
void advance() override
{
qint64 delta = m_timer.restart();
if (m_mode == VSyncMode) {
// If a frame is skipped, either because rendering was slow or because
// the QML was slow, we accept it and continue advancing with a single
// vsync tick. The reason for this is that by the time we notice this
// on the GUI thread, the temporal distortion has already gone to screen
// and by catching up, we will introduce a second distortion which will
// worse. We accept that the animation time falls behind wall time because
// it comes out looking better.
// Only when multiple bad frames are hit in a row, do we consider
// switching. A few really bad frames and we switch right away. For frames
// just above the vsync delta, we tolerate a bit more since a buffered
// driver can have vsync deltas on the form: 4, 21, 21, 2, 23, 16, and
// still manage to put the frames to screen at 16 ms intervals. In addition
// to that, we tolerate a 25% margin of error on the value of m_vsync
// reported from the system as this value is often not precise.
m_time += m_vsync;
if (delta > m_vsync * 1.25) {
m_lag += (delta / m_vsync);
m_bad++;
// We tolerate one bad frame without resorting to timer based. This is
// done to cope with a slow loader frame followed by smooth animation.
// However, on the second frame with massive lag, we switch.
if (m_lag > 10 && m_bad > 2) {
m_mode = TimerMode;
qCDebug(QSG_LOG_INFO, "animation driver switched to timer mode");
m_wallTime.restart();
}
} else {
m_lag = 0;
m_bad = 0;
}
} else {
if (delta < 1.25 * m_vsync) {
++m_good;
} else {
m_good = 0;
}
// We've been solid for a while, switch back to vsync mode. Tolerance
// for switching back is lower than switching to timer mode, as we
// want to stay in vsync mode as much as possible.
if (m_good > 10 && !qsg_useConsistentTiming()) {
m_time = elapsed();
m_mode = VSyncMode;
m_bad = 0;
m_lag = 0;
qCDebug(QSG_LOG_INFO, "animation driver switched to vsync mode");
}
}
advanceAnimation();
}
double m_time;
double m_vsync;
Mode m_mode;
QElapsedTimer m_timer;
QElapsedTimer m_wallTime;
double m_lag;
int m_bad;
int m_good;
};
/*!
\class QSGContext
\brief The QSGContext holds the scene graph entry points for one QML engine.
The context is not ready for use until it has a QOpenGLContext. Once that happens,
the scene graph population can start.
\internal
*/
QSGContext::QSGContext(QObject *parent) :
QObject(parent)
{
}
QSGContext::~QSGContext()
{
}
void QSGContext::renderContextInitialized(QSGRenderContext *)
{
}
void QSGContext::renderContextInvalidated(QSGRenderContext *)
{
}
/*!
Convenience factory function for creating a colored rectangle with the given geometry.
*/
QSGInternalRectangleNode *QSGContext::createInternalRectangleNode(const QRectF &rect, const QColor &c)
{
QSGInternalRectangleNode *node = createInternalRectangleNode();
node->setRect(rect);
node->setColor(c);
node->update();
return node;
}
/*!
Creates a new shader effect helper instance. This function is called on the
gui thread, unlike the others. This is necessary in order to provide
adaptable, backend-specific shader effect functionality to the gui thread too.
*/
QSGGuiThreadShaderEffectManager *QSGContext::createGuiThreadShaderEffectManager()
{
return nullptr;
}
/*!
Creates a new shader effect node. The default of returning nullptr is
valid as long as the backend does not claim SupportsShaderEffectNode or
ignoring ShaderEffect elements is acceptable.
*/
QSGShaderEffectNode *QSGContext::createShaderEffectNode(QSGRenderContext *, QSGGuiThreadShaderEffectManager *)
{
return nullptr;
}
/*!
Creates a new animation driver.
*/
QAnimationDriver *QSGContext::createAnimationDriver(QObject *parent)
{
return new QSGAnimationDriver(parent);
}
QSize QSGContext::minimumFBOSize() const
{
return QSize(1, 1);
}
/*!
Returns a pointer to the (presumably) global renderer interface.
\note This function may be called on the gui thread in order to get access
to QSGRendererInterface::graphicsApi() and other getters.
\note it is expected that the simple queries (graphicsApi, shaderType,
etc.) are available regardless of the render context validity (i.e.
scenegraph status). This does not apply to engine-specific getters like
getResource(). In the end this means that this function must always return
a valid object in subclasses, even when renderContext->isValid() is false.
The typical pattern is to implement the QSGRendererInterface in the
QSGContext or QSGRenderContext subclass itself, whichever is more suitable.
*/
QSGRendererInterface *QSGContext::rendererInterface(QSGRenderContext *renderContext)
{
Q_UNUSED(renderContext);
qWarning("QSGRendererInterface not implemented");
return nullptr;
}
QSGRenderContext::QSGRenderContext(QSGContext *context)
: m_sg(context)
{
}
QSGRenderContext::~QSGRenderContext()
{
}
void QSGRenderContext::initialize(void *context)
{
Q_UNUSED(context);
}
void QSGRenderContext::invalidate()
{
}
void QSGRenderContext::endSync()
{
qDeleteAll(m_texturesToDelete);
m_texturesToDelete.clear();
}
/*!
Factory function for scene graph backends of the distance-field glyph cache.
*/
QSGDistanceFieldGlyphCache *QSGRenderContext::distanceFieldGlyphCache(const QRawFont &)
{
return nullptr;
}
void QSGRenderContext::registerFontengineForCleanup(QFontEngine *engine)
{
engine->ref.ref();
m_fontEnginesToClean << engine;
}
/*!
Factory function for the scene graph renderers.
The renderers are used for the toplevel renderer and once for every
QQuickShaderEffectSource used in the QML scene.
*/
QSGTexture *QSGRenderContext::textureForFactory(QQuickTextureFactory *factory, QQuickWindow *window)
{
if (!factory)
return 0;
m_mutex.lock();
QSGTexture *texture = m_textures.value(factory);
m_mutex.unlock();
if (!texture) {
texture = factory->createTexture(window);
m_mutex.lock();
m_textures.insert(factory, texture);
m_mutex.unlock();
connect(factory, SIGNAL(destroyed(QObject*)), this, SLOT(textureFactoryDestroyed(QObject*)), Qt::DirectConnection);
}
return texture;
}
void QSGRenderContext::textureFactoryDestroyed(QObject *o)
{
m_mutex.lock();
m_texturesToDelete << m_textures.take(static_cast<QQuickTextureFactory *>(o));
m_mutex.unlock();
}
/*!
Return the texture corresponding to a texture factory.
This may optionally manipulate the texture in some way; for example by returning
an atlased texture.
This function is not a replacement for textureForFactory; both should be used
for a single texture (this might atlas, while the other might cache).
*/
QSGTexture *QSGRenderContext::compressedTextureForFactory(const QSGCompressedTextureFactory *) const
{
return nullptr;
}
#include "qsgcontext.moc"
#include "moc_qsgcontext_p.cpp"
QT_END_NAMESPACE
|