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qsgd3d11rendercontext.cpp
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qsgd3d11rendercontext.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 "qsgd3d11rendercontext_p.h"
#include "qsgd3d11renderer_p.h"
#include "qsgd3d11texture_p.h"
QT_BEGIN_NAMESPACE
// NOTE: Avoid categorized logging. It is slow.
#define DECLARE_DEBUG_VAR(variable) \
static bool debug_ ## variable() \
{ static bool value = qgetenv("QSG_RENDERER_DEBUG").contains(QT_STRINGIFY(variable)); return value; }
DECLARE_DEBUG_VAR(render)
QSGD3D11RenderContext::QSGD3D11RenderContext(QSGContext *ctx)
: QSGRenderContext(ctx)
{
}
bool QSGD3D11RenderContext::isValid() const
{
// The render thread sets an engine when it starts up and resets when it
// quits. The rc is initialized and functional between those two points,
// regardless of any calls to invalidate(). See setEngine().
return m_engine != nullptr;
}
void QSGD3D11RenderContext::initialize(void *)
{
if (m_initialized)
return;
m_initialized = true;
emit initialized();
}
void QSGD3D11RenderContext::invalidate()
{
if (!m_initialized)
return;
m_initialized = false;
if (Q_UNLIKELY(debug_render()))
qDebug("rendercontext invalidate engine %p, %d/%d/%d", m_engine,
m_texturesToDelete.count(), m_textures.count(), m_fontEnginesToClean.count());
qDeleteAll(m_texturesToDelete);
m_texturesToDelete.clear();
qDeleteAll(m_textures);
m_textures.clear();
for (QSet<QFontEngine *>::const_iterator it = m_fontEnginesToClean.constBegin(),
end = m_fontEnginesToClean.constEnd(); it != end; ++it) {
(*it)->clearGlyphCache(m_engine);
if (!(*it)->ref.deref())
delete *it;
}
m_fontEnginesToClean.clear();
m_sg->renderContextInvalidated(this);
emit invalidated();
}
QSGTexture *QSGD3D11RenderContext::createTexture(const QImage &image, uint flags) const
{
Q_ASSERT(m_engine);
QSGD3D11Texture *t = new QSGD3D11Texture(m_engine);
t->create(image, flags);
return t;
}
QSGRenderer *QSGD3D11RenderContext::createRenderer()
{
return new QSGD3D11Renderer(this);
}
int QSGD3D11RenderContext::maxTextureSize() const
{
return 16384; // D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION
}
void QSGD3D11RenderContext::renderNextFrame(QSGRenderer *renderer, uint fbo)
{
static_cast<QSGD3D11Renderer *>(renderer)->renderScene(fbo);
}
void QSGD3D11RenderContext::setEngine(QSGD3D11Engine *engine)
{
if (m_engine == engine)
return;
m_engine = engine;
if (m_engine)
initialize(nullptr);
}
QSGRendererInterface::GraphicsApi QSGD3D11RenderContext::graphicsApi() const
{
return Direct3D12;
}
void *QSGD3D11RenderContext::getResource(QQuickWindow *window, Resource resource) const
{
if (!m_engine) {
qWarning("getResource: No D3D12 engine available yet (window not exposed?)");
return nullptr;
}
// window can be ignored since the rendercontext and engine are both per window
return m_engine->getResource(window, resource);
}
QSGRendererInterface::ShaderType QSGD3D11RenderContext::shaderType() const
{
return HLSL;
}
QSGRendererInterface::ShaderCompilationTypes QSGD3D11RenderContext::shaderCompilationType() const
{
return RuntimeCompilation | OfflineCompilation;
}
QSGRendererInterface::ShaderSourceTypes QSGD3D11RenderContext::shaderSourceType() const
{
return ShaderSourceString | ShaderSourceFile | ShaderByteCode;
}
QT_END_NAMESPACE