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39 | |
40 | #include "qsgrendererinterface.h" |
41 | |
42 | QT_BEGIN_NAMESPACE |
43 | |
44 | /*! |
45 | \class QSGRendererInterface |
46 | \brief An interface providing access to some of the graphics API specific internals |
47 | of the scenegraph. |
48 | \inmodule QtQuick |
49 | \since 5.8 |
50 | |
51 | Renderer interfaces allow accessing graphics API specific functionality in |
52 | the scenegraph. Such internals are not typically exposed. However, when |
53 | integrating custom rendering via QSGRenderNode for example, it may become |
54 | necessary to query certain values, for instance the graphics device (e.g. |
55 | the Direct3D or Vulkan device) that is used by the scenegraph. |
56 | |
57 | QSGRendererInterface's functions have varying availability. API and |
58 | language queries, such as, graphicsApi() or shaderType() are always |
59 | available, meaning it is sufficient to construct a QQuickWindow or |
60 | QQuickView, and the graphics API or shading language in use can be queried |
61 | right after via QQuickWindow::rendererInterface(). This guarantees that |
62 | utilities like the GraphicsInfo QML type are able to report the correct |
63 | values as early as possible, without having conditional property values - |
64 | depending on for instance shaderType() - evaluate to unexpected values. |
65 | |
66 | Engine-specific accessors, like getResource(), are however available only |
67 | after the scenegraph is initialized. Additionally, there may be |
68 | backend-specific limitations on when such functions can be called. The only |
69 | way that is guaranteed to succeed is calling them when the rendering of a |
70 | node (i.e. the preparation of the command list for the next frame) is |
71 | active. In practice this typically means QSGRenderNode::render(). |
72 | */ |
73 | |
74 | /*! |
75 | \enum QSGRendererInterface::GraphicsApi |
76 | \value Unknown An unknown graphics API is in use |
77 | \value Software The Qt Quick 2D Renderer is in use |
78 | \value OpenGL OpenGL ES 2.0 or higher |
79 | \value Direct3D12 Direct3D 12 |
80 | \value OpenVG OpenVG via EGL |
81 | \value OpenGLRhi OpenGL ES 2.0 or higher via a graphics abstraction layer |
82 | \value Direct3D11Rhi Direct3D 11 via a graphics abstraction layer |
83 | \value VulkanRhi Vulkan 1.0 via a graphics abstraction layer |
84 | \value MetalRhi Metal via a graphics abstraction layer |
85 | \value NullRhi Null (no output) via a graphics abstraction layer |
86 | */ |
87 | |
88 | /*! |
89 | \enum QSGRendererInterface::Resource |
90 | |
91 | \value DeviceResource The resource is a pointer to the graphics device, |
92 | when applicable. For example, a \c{VkDevice *}, \c{MTLDevice *} or |
93 | \c{ID3D11Device *}. Note that with Vulkan the returned value is a pointer |
94 | to the VkDevice, not the handle itself. This is because Vulkan handles may |
95 | not be pointers, and may use a different size from the architecture's |
96 | pointer size so merely casting to/from \c{void *} is wrong. |
97 | |
98 | \value CommandQueueResource The resource is a pointer to the graphics |
99 | command queue used by the scenegraph, when applicable. For example, a |
100 | \c{VkQueue *} or \c{MTLCommandQueue *}. Note that with Vulkan the returned |
101 | value is a pointer to the VkQueue, not the handle itself. |
102 | |
103 | \value CommandListResource The resource is a pointer to the command list or |
104 | buffer used by the scenegraph, when applicable. For example, a |
105 | \c{VkCommandBuffer *} or \c{MTLCommandBuffer *}. This object has limited |
106 | validity, and is only valid while the scene graph is preparing the next |
107 | frame. Note that with Vulkan the returned value is a pointer to the |
108 | VkCommandBuffer, not the handle itself. |
109 | |
110 | \value PainterResource The resource is a pointer to the active QPainter |
111 | used by the scenegraph, when running with the software backend. |
112 | |
113 | \value RhiResource The resource is a pointer to the QRhi instance used by |
114 | the scenegraph, when applicable. |
115 | |
116 | \value PhysicalDeviceResource The resource is a pointer to the pysical |
117 | device object used by the scenegraph, when applicable. For example, a |
118 | \c{VkPhysicalDevice *}. Note that with Vulkan the returned value is a |
119 | pointer to the VkPhysicalDevice, not the handle itself. |
120 | |
121 | \value OpenGLContextResource The resource is a pointer to the |
122 | QOpenGLContext used by the scenegraph (on the render thread), when |
123 | applicable. |
124 | |
125 | \value DeviceContextResource The resource is a pointer to the device |
126 | context used by the scenegraph, when applicable. For example, a |
127 | \c{ID3D11DeviceContext *}. |
128 | |
129 | \value CommandEncoderResource The resource is a pointer to the currently |
130 | active render command encoder object used by the scenegraph, when |
131 | applicable. For example, a \c{MTLRenderCommandEncoder *}. This object has |
132 | limited validity, and is only valid while the scene graph is recording a |
133 | render pass for the next frame. |
134 | |
135 | \value VulkanInstanceResource The resource is a pointer to the |
136 | QVulkanInstance used by the scenegraph, when applicable. |
137 | */ |
138 | |
139 | /*! |
140 | \enum QSGRendererInterface::ShaderType |
141 | \value UnknownShadingLanguage Not yet known due to no window and scenegraph associated |
142 | \value GLSL GLSL or GLSL ES |
143 | \value HLSL HLSL |
144 | \value RhiShader Consumes QShader instances containing shader |
145 | variants for multiple target languages and bytecode formats |
146 | */ |
147 | |
148 | /*! |
149 | \enum QSGRendererInterface::ShaderCompilationType |
150 | \value RuntimeCompilation Runtime compilation of shader source code is supported |
151 | \value OfflineCompilation Pre-compiled bytecode supported |
152 | */ |
153 | |
154 | /*! |
155 | \enum QSGRendererInterface::ShaderSourceType |
156 | |
157 | \value ShaderSourceString Shader source can be provided as a string in |
158 | the corresponding properties of ShaderEffect |
159 | |
160 | \value ShaderSourceFile Local or resource files containing shader source |
161 | code are supported |
162 | |
163 | \value ShaderByteCode Local or resource files containing shader bytecode are |
164 | supported |
165 | */ |
166 | |
167 | QSGRendererInterface::~QSGRendererInterface() |
168 | { |
169 | } |
170 | |
171 | /*! |
172 | \fn QSGRendererInterface::GraphicsApi QSGRendererInterface::graphicsApi() const |
173 | |
174 | Returns the graphics API that is in use by the Qt Quick scenegraph. |
175 | |
176 | \note This function can be called on any thread. |
177 | */ |
178 | |
179 | /*! |
180 | Queries a graphics \a resource in \a window. Returns null when the resource in question is |
181 | not supported or not available. |
182 | |
183 | When successful, the returned pointer is either a direct pointer to an |
184 | interface (and can be cast, for example, to \c{ID3D12Device *}) or a |
185 | pointer to an opaque handle that needs to be dereferenced first (for |
186 | example, \c{VkDevice dev = *static_cast<VkDevice *>(result)}). The latter |
187 | is necessary since such handles may have sizes different from a pointer. |
188 | |
189 | \note The ownership of the returned pointer is never transferred to the caller. |
190 | |
191 | \note This function must only be called on the render thread. |
192 | */ |
193 | void *QSGRendererInterface::getResource(QQuickWindow *window, Resource resource) const |
194 | { |
195 | Q_UNUSED(window); |
196 | Q_UNUSED(resource); |
197 | return nullptr; |
198 | } |
199 | |
200 | /*! |
201 | Queries a graphics resource. \a resource is a backend-specific key. This |
202 | allows supporting any future resources that are not listed in the |
203 | Resource enum. |
204 | |
205 | \note The ownership of the returned pointer is never transferred to the caller. |
206 | |
207 | \note This function must only be called on the render thread. |
208 | */ |
209 | void *QSGRendererInterface::getResource(QQuickWindow *window, const char *resource) const |
210 | { |
211 | Q_UNUSED(window); |
212 | Q_UNUSED(resource); |
213 | return nullptr; |
214 | } |
215 | |
216 | /*! |
217 | \return true if \a api is based on a graphics abstraction layer (QRhi) |
218 | instead of directly calling the native graphics API. |
219 | |
220 | \note This function can be called on any thread. |
221 | */ |
222 | bool QSGRendererInterface::isApiRhiBased(GraphicsApi api) |
223 | { |
224 | switch (api) { |
225 | case OpenGLRhi: |
226 | Q_FALLTHROUGH(); |
227 | case Direct3D11Rhi: |
228 | Q_FALLTHROUGH(); |
229 | case VulkanRhi: |
230 | Q_FALLTHROUGH(); |
231 | case MetalRhi: |
232 | Q_FALLTHROUGH(); |
233 | case NullRhi: |
234 | return true; |
235 | default: |
236 | return false; |
237 | } |
238 | } |
239 | |
240 | /*! |
241 | \fn QSGRendererInterface::ShaderType QSGRendererInterface::shaderType() const |
242 | |
243 | \return the shading language supported by the Qt Quick backend the |
244 | application is using. |
245 | |
246 | \note This function can be called on any thread. |
247 | |
248 | \sa QtQuick::GraphicsInfo |
249 | */ |
250 | |
251 | /*! |
252 | \fn QSGRendererInterface::ShaderCompilationTypes QSGRendererInterface::shaderCompilationType() const |
253 | |
254 | \return a bitmask of the shader compilation approaches supported by the Qt |
255 | Quick backend the application is using. |
256 | |
257 | \note This function can be called on any thread. |
258 | |
259 | \sa QtQuick::GraphicsInfo |
260 | */ |
261 | |
262 | /*! |
263 | \fn QSGRendererInterface::ShaderSourceTypes QSGRendererInterface::shaderSourceType() const |
264 | |
265 | \return a bitmask of the supported ways of providing shader sources in ShaderEffect items. |
266 | |
267 | \note This function can be called on any thread. |
268 | |
269 | \sa QtQuick::GraphicsInfo |
270 | */ |
271 | |
272 | QT_END_NAMESPACE |
273 | |