QQuickRenderControl#
The QQuickRenderControl
class provides a mechanism for rendering the Qt Quick scenegraph onto an offscreen render target in a fully application-controlled manner. More…
Synopsis#
Functions#
def
beginFrame
()def
endFrame
()def
initialize
()def
invalidate
()def
polishItems
()def
prepareThread
(targetThread)def
render
()def
samples
()def
setSamples
(sampleCount)def
sync
()def
window
()
Virtual functions#
def
renderWindow
(offset)
Signals#
def
renderRequested
()def
sceneChanged
()
Static functions#
def
renderWindowFor
(win[, offset=None])
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#
QQuickWindow
and QQuickView
and their associated internal render loops render the Qt Quick scene onto a native window. In some cases, for example when integrating with 3rd party OpenGL, Vulkan, Metal, or Direct 3D renderers, it can be useful to get the scene into a texture that can then be used in arbitrary ways by the external rendering engine. Such a mechanism is also essential when integrating with a VR framework. QQuickRenderControl
makes this possible in a hardware accelerated manner, unlike the performance-wise limited alternative of using grabWindow()
When using a QQuickRenderControl
, the QQuickWindow
must not be shown
(it will not be visible on-screen) and there will not be an underlying native window for it. Instead, the QQuickWindow
instance is associated with the render control object, using the overload of the QQuickWindow
constructor, and a texture or image object specified via setRenderTarget()
. The QQuickWindow
object is still essential, because it represents the Qt Quick scene and provides the bulk of the scene management and event delivery mechanisms. It does not however act as a real on-screen window from the windowing system’s perspective.
Management of the graphics devices, contexts, image and texture objects is up to the application. The device or context that will be used by Qt Quick must be created before calling initialize()
. The creation of the the texture object can be deferred, see below. Qt 5.4 introduces the ability for QOpenGLContext
to adopt existing native contexts. Together with QQuickRenderControl
this makes it possible to create a QOpenGLContext
that shares with an external rendering engine’s existing context. This new QOpenGLContext
can then be used to render the Qt Quick scene into a texture that is accessible by the other engine’s context too. For Vulkan, Metal, and Direct 3D there are no Qt-provided wrappers for device objects, so existing ones can be passed as-is via setGraphicsDevice()
.
Loading and instantiation of the QML components happen by using a QQmlEngine
. Once the root object is created, it will need to be parented to the QQuickWindow
‘s contentItem().
Applications will usually have to connect to 4 important signals:
sceneGraphInitialized()
Emitted at some point after callinginitialize()
. Upon this signal, the application is expected to create its framebuffer object and associate it with theQQuickWindow
.
sceneGraphInvalidated()
When the scenegraph resources are released, the framebuffer object can be destroyed too.
renderRequested()
Indicates that the scene has to be rendered by callingrender()
. After making the context current, applications are expected to callrender()
.
sceneChanged()
Indicates that the scene has changed meaning that, before rendering, polishing and synchronizing is also necessary.
To send events, for example mouse or keyboard events, to the scene, use sendEvent()
with the QQuickWindow
instance as the receiver.
For key events it may be also necessary to set the focus manually on the desired item. In practice this involves calling forceActiveFocus()
on the desired item, for example the scene’s root item, once it is associated with the scene (the QQuickWindow
).
Note
In general QQuickRenderControl
is supported in combination with all Qt Quick backends. However, some functionality, in particular grab(), may not be available in all cases.
- class PySide6.QtQuick.QQuickRenderControl([parent=None])#
- Parameters:
parent –
PySide6.QtCore.QObject
Constructs a QQuickRenderControl
object, with parent object parent
.
- PySide6.QtQuick.QQuickRenderControl.beginFrame()#
Specifies the start of a graphics frame. Calls to sync()
or render()
must be enclosed by calls to beginFrame() and endFrame()
.
Unlike the earlier OpenGL-only world of Qt 5, rendering with other graphics APIs requires more well-defined points of starting and ending a frame. When manually driving the rendering loop via QQuickRenderControl
, it now falls to the user of QQuickRenderControl
to specify these points.
A typical update step, including initialization of rendering into an existing texture, could like like the following. The example snippet assumes Direct3D 11 but the same concepts apply other graphics APIs as well.
if (!m_quickInitialized) { m_quickWindow->setGraphicsDevice(QQuickGraphicsDevice::fromDeviceAndContext(m_engine->device(), m_engine->context())); if (!m_renderControl->initialize()) qWarning("Failed to initialize redirected Qt Quick rendering"); m_quickWindow->setRenderTarget(QQuickRenderTarget::fromNativeTexture({ quint64(m_res.texture), 0 }, QSize(QML_WIDTH, QML_HEIGHT), SAMPLE_COUNT)); m_quickInitialized = true; } m_renderControl->polishItems(); m_renderControl->beginFrame(); m_renderControl->sync(); m_renderControl->render(); m_renderControl->endFrame(); // Qt Quick's rendering commands are submitted to the device context here
- PySide6.QtQuick.QQuickRenderControl.endFrame()#
Specifies the end of a graphics frame. Calls to sync()
or render()
must be enclosed by calls to beginFrame()
and endFrame().
When this function is called, any graphics commands enqueued by the scenegraph are submitted to the context or command queue, whichever is applicable.
- PySide6.QtQuick.QQuickRenderControl.initialize()#
- Return type:
bool
Initializes the scene graph resources. When using a graphics API, such as Vulkan, Metal, OpenGL, or Direct3D, for Qt Quick rendering, QQuickRenderControl
will set up an appropriate rendering engine when this function is called. This rendering infrastructure exists as long as the QQuickRenderControl
exists.
To control what graphics API Qt Quick uses, call setGraphicsApi()
with one of the QSGRendererInterface
:GraphicsApi constants. That must be done before calling this function.
To prevent the scenegraph from creating its own device and context objects, specify an appropriate QQuickGraphicsDevice
, wrapping existing graphics objects, by calling setGraphicsDevice()
.
To configure which device extensions to enable (for example, for Vulkan), call setGraphicsConfiguration()
before this function.
Note
When using Vulkan, QQuickRenderControl
does not create a QVulkanInstance
automatically. Rather, it is the application’s responsibility to create a suitable QVulkanInstance
and associate it
with the QQuickWindow
. Before initializing the QVulkanInstance
, it is strongly encouraged to query the list of Qt Quick’s desired instance extensions by calling the static function preferredInstanceExtensions()
and to pass the returned list to setExtensions()
.
Returns true
on success, false
otherwise.
Note
This function does not need to be, and must not be, called when using the software
adaptation of Qt Quick.
- PySide6.QtQuick.QQuickRenderControl.invalidate()#
Stop rendering and release resources.
This is the equivalent of the cleanup operations that happen with a real QQuickWindow
when the window becomes hidden.
This function is called from the destructor. Therefore there will typically be no need to call it directly.
Once invalidate() has been called, it is possible to reuse the QQuickRenderControl
instance by calling initialize()
again.
Note
This function does not take QQuickWindow::persistentSceneGraph() or QQuickWindow::persistentGraphics() into account. This means that context-specific resources are always released.
- PySide6.QtQuick.QQuickRenderControl.polishItems()#
This function should be called as late as possible before sync()
. In a threaded scenario, rendering can happen in parallel with this function.
- PySide6.QtQuick.QQuickRenderControl.prepareThread(targetThread)#
- Parameters:
targetThread –
PySide6.QtCore.QThread
Prepares rendering the Qt Quick scene outside the GUI thread.
targetThread
specifies the thread on which synchronization and rendering will happen. There is no need to call this function in a single threaded scenario.
- PySide6.QtQuick.QQuickRenderControl.render()#
Renders the scenegraph using the current context.
- PySide6.QtQuick.QQuickRenderControl.renderRequested()#
This signal is emitted when the scene graph needs to be rendered. It is not necessary to call sync()
.
Note
Avoid triggering rendering directly when this signal is emitted. Instead, prefer deferring it by using a timer for example. This will lead to better performance.
- PySide6.QtQuick.QQuickRenderControl.renderWindow(offset)#
- Parameters:
offset –
PySide6.QtCore.QPoint
- Return type:
Reimplemented in subclasses to return the real window this render control is rendering into.
If offset
is non-null, it is set to the offset of the control inside the window.
Note
While not mandatory, reimplementing this function becomes essential for supporting multiple screens with different device pixel ratios and properly positioning popup windows opened from QML. Therefore providing it in subclasses is highly recommended.
- static PySide6.QtQuick.QQuickRenderControl.renderWindowFor(win[, offset=None])#
- Parameters:
offset –
PySide6.QtCore.QPoint
- Return type:
Returns the real window that win
is being rendered to, if any.
If offset
is non-null, it is set to the offset of the rendering inside its window.
- PySide6.QtQuick.QQuickRenderControl.samples()#
- Return type:
int
Returns the current sample count. 1 or 0 means no multisampling.
See also
- PySide6.QtQuick.QQuickRenderControl.sceneChanged()#
This signal is emitted when the scene graph is updated, meaning that polishItems()
and sync()
needs to be called. If sync()
returns true, then render()
needs to be called.
Note
Avoid triggering polishing, synchronization and rendering directly when this signal is emitted. Instead, prefer deferring it by using a timer for example. This will lead to better performance.
- PySide6.QtQuick.QQuickRenderControl.setSamples(sampleCount)#
- Parameters:
sampleCount – int
Sets the number of samples to use for multisampling. When sampleCount
is 0 or 1, multisampling is disabled.
Note
This function is always used in combination with a multisample render target, which means sampleCount
must match the sample count passed to QQuickRenderTarget::fromNativeTexture(), which in turn must match the sample count of the native texture.
See also
- PySide6.QtQuick.QQuickRenderControl.sync()#
- Return type:
bool
This function is used to synchronize the QML scene with the rendering scene graph.
If a dedicated render thread is used, the GUI thread should be blocked for the duration of this call.
Returns true if the synchronization changed the scene graph.
- PySide6.QtQuick.QQuickRenderControl.window()#
- Return type:
Returns the QQuickWindow
this QQuickRenderControl
is associated with.
Note
A QQuickRenderControl
gets associated with a QQuickWindow
when constructing the QQuickWindow
. The return value from this function is null before that point.