- class QSGRenderNode#
The
QSGRenderNode
class represents a set of custom rendering commands targeting the graphics API that is in use by the scenegraph. More…Synopsis#
Methods#
def
__init__()
def
clipList()
def
commandBuffer()
def
matrix()
def
renderTarget()
Virtual methods#
def
changedStates()
def
prepare()
def
rect()
def
render()
Note
This documentation may contain snippets that were automatically translated from C++ to Python. We always welcome contributions to the snippet translation. If you see an issue with the translation, you can also let us know by creating a ticket on https:/bugreports.qt.io/projects/PYSIDE
Detailed Description#
QSGRenderNode
allows creating scene graph nodes that perform their own custom rendering via QRhi (the common approach from Qt 6.6 on), directly via a 3D graphics API such as OpenGL, Vulkan, or Metal, or, when thesoftware
backend is in use, via QPainter.QSGRenderNode
is the enabler for one of the three ways to integrate custom 2D/3D rendering into a Qt Quick scene. The other two options are to perform the renderingbefore
orafter
the Qt Quick scene’s own rendering, or to generate a whole separate render pass targeting a dedicated render target (a texture) and then have an item in the scene display the texture. TheQSGRenderNode
-based approach is similar to the former, in the sense that no additional render passes or render targets are involved, and allows injecting custom rendering commands “inline” with the Qt Quick scene’s own rendering.See also
Scene Graph - Custom QSGRenderNode
- class StateFlag#
(inherits
enum.Flag
) This enum is a bit mask identifying several states.Constant
Description
QSGRenderNode.DepthState
Depth
QSGRenderNode.StencilState
Stencil
QSGRenderNode.ScissorState
Scissor
QSGRenderNode.ColorState
Color
QSGRenderNode.BlendState
Blend
QSGRenderNode.CullState
Cull
QSGRenderNode.ViewportState
View poirt
QSGRenderNode.RenderTargetState
Render target
- class RenderingFlag#
(inherits
enum.Flag
) Possible values for the bitmask returned fromflags()
.Constant
Description
QSGRenderNode.BoundedRectRendering
Indicates that the implementation of
render()
does not render outside the area reported fromrect()
in item coordinates. Such node implementations can lead to more efficient rendering, depending on the scenegraph backend. For example, thesoftware
backend can continue to use the more optimal partial update path when all render nodes in the scene have this flag set.QSGRenderNode.DepthAwareRendering
Indicates that the implementations of
render()
conforms to scenegraph expectations by only generating a Z value of 0 in scene coordinates which is then transformed by the matrices retrieved fromprojectionMatrix()
andmatrix()
, as described in the notes forrender()
. Such node implementations can lead to more efficient rendering, depending on the scenegraph backend. For example, the batching OpenGL renderer can continue to use a more optimal path when all render nodes in the scene have this flag set.QSGRenderNode.OpaqueRendering
Indicates that the implementation of
render()
writes out opaque pixels for the entire area reported fromrect()
. By default the renderers must assume thatrender()
can also output semi or fully transparent pixels. Setting this flag can improve performance in some cases.QSGRenderNode.NoExternalRendering
Indicates that the implementation of
prepare()
andrender()
use the QRhi family of APIs, instead of directly calling a 3D API such as OpenGL, Vulkan, or Metal.
- __init__()#
When the underlying rendering API is OpenGL, this function should return a mask where each bit represents graphics states changed by the
render()
function:DepthState
depth write mask, depth test enabled, depth comparison function
With APIs other than OpenGL, the only relevant values are the ones that correspond to dynamic state changes recorded on the command list/buffer. For example, RSSetViewports, RSSetScissorRects, OMSetBlendState, OMSetDepthStencilState in case of D3D11, or vkCmdSetViewport, vkCmdSetScissor, vkCmdSetBlendConstants, vkCmdSetStencilRef in case of Vulkan, and only when such commands were added to the scenegraph’s command list queried via the QSGRendererInterface::CommandList resource enum. States set in pipeline state objects do not need to be reported here. Similarly, draw call related settings (pipeline states, descriptor sets, vertex or index buffer bindings, root signature, descriptor heaps, etc.) are always set again by the scenegraph so
render()
can freely change them.RenderTargetState
is no longer supported with APIs like Vulkan. This is by nature.render()
is invoked while the Qt Quick scenegraph’s main command buffer is recording a renderpass, so there is no possibility of changing the target and starting another renderpass (on that command buffer at least). Therefore returning a value withRenderTargetState
set is not sensible.Note
The
software
backend exposes its QPainter and saves and restores before and after invokingrender()
. Therefore reporting any changed states from here is not necessary.The function is called by the renderer so it can reset the states after rendering this node. This makes the implementation of
render()
simpler since it does not have to query and restore these states.The default implementation returns 0, meaning no relevant state was changed in
render()
.Note
This function may be called before
render()
.Note
With Qt 6 and QRhi-based rendering the only relevant values are
ViewportState
andScissorState
. Other values can be returned but are ignored in practice.- clipList()#
- Return type:
Returns the current clip list.
- commandBuffer()#
- Return type:
QRhiCommandBuffer
Returns the current command buffer.
See also
- inheritedOpacity()#
- Return type:
float
Returns the current effective opacity.
- matrix()#
- Return type:
Returns pointer to the current model-view matrix.
- prepare()#
Called from the frame preparation phase. There is a call to this function before each invocation of
render()
.Unlike
render()
, this function is called before the scenegraph starts recording the render pass for the current frame on the underlying command buffer. This is useful when doing rendering with graphics APIs, such as Vulkan, where copy type of operations will need to be recorded before the render pass.The default implementation is empty.
When implementing a
QSGRenderNode
that uses QRhi to render, query the QRhi object from theQQuickWindow
viarhi()
. To get a QRhiCommandBuffer for submitting work to, callcommandBuffer()
. To query information about the active render target, callrenderTarget()
. See the {Scene Graph - Custom QSGRenderNode} example for details.- projectionMatrix()#
- Return type:
Returns pointer to the current projection matrix.
In
render()
this is the same matrix that is returned fromprojectionMatrix()
. This getter exists so thatprepare()
also has a way to query the projection matrix.When working with a modern graphics API, or Qt’s own graphics abstraction layer, it is more than likely that one will want to load
*projectionMatrix() * *matrix()
into a uniform buffer. That is however something that needs to be done inprepare()
, so outside the recording of a render pass. That is why both matrices are queriable directly from theQSGRenderNode
, both inprepare()
andrender()
.Returns the bounding rectangle in item coordinates for the area
render()
touches. The value is only in use whenflags()
includesBoundedRectRendering
, ignored otherwise.Reporting the rectangle in combination with
BoundedRectRendering
is particularly important with thesoftware
backend because otherwise having a rendernode in the scene would trigger fullscreen updates, skipping all partial update optimizations.For rendernodes covering the entire area of a corresponding
QQuickItem
the return value will be (0, 0, item->width(), item->height()).Note
Nodes are also free to render outside the boundaries specified by the item’s width and height, since the scenegraph nodes are not bounded by the
QQuickItem
geometry, as long as this is reported correctly from this function.See also
flags()
- releaseResources()#
This function is called when all custom graphics resources allocated by this node have to be freed immediately. In case the node does not directly allocate graphics resources (buffers, textures, render targets, fences, etc.) through the graphics API that is in use, there is nothing to do here.
Failing to release all custom resources can lead to incorrect behavior in graphics device loss scenarios on some systems since subsequent reinitialization of the graphics system may fail.
Note
Some scenegraph backends may choose not to call this function. Therefore it is expected that
QSGRenderNode
implementations perform cleanup both in their destructor and in releaseResources().Unlike with the destructor, it is expected that
render()
can reinitialize all resources it needs when called after a call to releaseResources().With OpenGL, the scenegraph’s OpenGL context will be current both when calling the destructor and this function.
- abstract render(state)#
- Parameters:
state –
RenderState
This function is called by the renderer and should paint this node with directly invoking commands in the graphics API (OpenGL, Direct3D, etc.) currently in use.
The effective opacity can be retrieved with
inheritedOpacity()
.The projection matrix is available through
state
, while the model-view matrix can be fetched withmatrix()
. The combined matrix is then the projection matrix times the model-view matrix. The correct stacking of the items in the scene is ensured by the projection matrix.When using the provided matrices, the coordinate system for vertex data follows the usual
QQuickItem
conventions: top-left is (0, 0), bottom-right is the correspondingQQuickItem
‘s width() and height() minus one. For example, assuming a two float (x-y) per vertex coordinate layout, a triangle covering half of the item can be specified as (width - 1, height - 1), (0, 0), (0, height - 1) using counter-clockwise direction.Note
QSGRenderNode
is provided as a means to implement custom 2D or 2.5D Qt Quick items. It is not intended for integrating true 3D content into the Qt Quick scene. That use case is better supported byQQuickFramebufferObject
,beforeRendering()
, or the equivalents of those for APIs other than OpenGL.Note
QSGRenderNode
can perform significantly better than texture-based approaches (such as,QQuickFramebufferObject
), especially on systems where the fragment processing power is limited. This is because it avoids rendering to a texture and then drawing a textured quad. Rather,QSGRenderNode
allows recording draw calls in line with the scenegraph’s other commands, avoiding an additional render target and the potentially expensive texturing and blending.Clip information is calculated before the function is called. Implementations wishing to take clipping into account can set up scissoring or stencil based on the information in
state
. The stencil buffer is filled with the necessary clip shapes, but it is up to the implementation to enable stencil testing.Some scenegraph backends, software in particular, use no scissor or stencil. There the clip region is provided as an ordinary QRegion.
When implementing a
QSGRenderNode
that uses QRhi to render, query the QRhi object from theQQuickWindow
viarhi()
. To get a QRhiCommandBuffer for submitting work to, callcommandBuffer()
. To query information about the active render target, callrenderTarget()
. See the {Scene Graph - Custom QSGRenderNode} example for details.With Qt 6 and its QRhi-based scene graph renderer, no assumptions should be made about the active (OpenGL) state when this function is called, even when OpenGL is in use. Assume nothing about the pipelines and dynamic states bound on the command list/buffer when this function is called.
Note
Depth writes are expected to be disabled. Enabling depth writes can lead to unexpected results, depending on the scenegraph backend in use and the content in the scene, so exercise caution with this.
Note
In Qt 6,
changedStates()
has limited use. See the documentation forchangedStates()
for more information.With some graphics APIs, including when using QRhi directly, it can be necessary to reimplement
prepare()
in addition, or alternatively connect to thebeforeRendering()
signal. These are called/emitted before recording the beginning of a renderpass on the command buffer (vkCmdBeginRenderPass with Vulkan, or starting to encode via MTLRenderCommandEncoder in case of Metal. Recording copy operations cannot be done inside render() with such APIs. Rather, do such operations either inprepare()
or the slot connected to beforeRendering (with DirectConnection).See also
- renderTarget()#
- Return type:
QRhiRenderTarget
Returns the current render target.
This is provided mainly to enable
prepare()
andrender()
implementations that use QRhi accessing the QRhiRenderTarget’s renderPassDescriptor or pixel size.To build a QRhiGraphicsPipeline, which implies having to provide a QRhiRenderPassDescriptor, query the renderPassDescriptor from the render target. Be aware however that the render target may change over the lifetime of the custom
QQuickItem
and theQSGRenderNode
. For example, consider what happens when dynamically settinglayer.enabled: true
on the item or an ancestor of it: this triggers rendering into a texture, not directly to the window, which means theQSGRenderNode
is going to work with a different render target from then on. The new render target may then have a different pixel format, which can make already built graphics pipelines incompatible. This can be handled with logic such as the following:if (m_pipeline && renderTarget()->renderPassDescriptor()->serializedFormat() != m_renderPassFormat) { delete m_pipeline; m_pipeline = nullptr; } if (!m_pipeline) { // Build a new QRhiGraphicsPipeline. // ... // Store the serialized format for fast and simple comparisons later on. m_renderPassFormat = renderTarget()->renderPassDescriptor()->serializedFormat(); }
See also