PySide6.QtQuick.QQuickRenderTarget¶
- class QQuickRenderTarget¶
The
QQuickRenderTarget
class provides an opaque container for native graphics resources specifying a render target, and associated metadata. More…Synopsis¶
Methods¶
def
__init__()
def
depthTexture()
def
isNull()
def
__ne__()
def
__eq__()
Static functions¶
Note
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Detailed Description¶
See also
- class Flag¶
(inherits
enum.Flag
) Flags for the staticQQuickRenderTarget
constructor functions.Constant
Description
QQuickRenderTarget.Flag.MultisampleResolve
Indicates that the
sampleCount
argument is not the number of samples for the provided texture (and that the texture is still a non-multisample texture), but rather the desired samples for multisample antialiasing. Triggers automatically creating and managing an intermediate multisample texture (or texture array) as the color buffer, transparently to the application. The samples are resolved into the provided texture at the end of the render pass automatically. When this flag is not set, and thesampleCount
argument is greater than 1, it implies the provided texture is multisample. The flag has no effect is thesampleCount
is 1 (indicating that multisampling is not involved).Added in version 6.8.
- __init__()¶
Constructs a default
QQuickRenderTarget
that does not reference any native objects.- __init__(other)
- Parameters:
other –
QQuickRenderTarget
- depthTexture()¶
- Return type:
QRhiTexture
Returns the currently set depth texture or, in most cases,
None
.The value is only non-null when
setDepthTexture()
was called.See also
- devicePixelRatio()¶
- Return type:
float
Returns the device pixel ratio for the render target. This is the ratio between device pixels and device independent pixels.
The default device pixel ratio is 1.0.
See also
- static fromOpenGLRenderBuffer(renderbufferId, pixelSize[, sampleCount=1])¶
- Parameters:
renderbufferId – int
pixelSize –
QSize
sampleCount – int
- Return type:
Returns a new
QQuickRenderTarget
referencing an OpenGL renderbuffer object specified byrenderbufferId
.The renderbuffer will be used as the color attachment for the internal framebuffer object. This function is provided to allow targeting renderbuffers that are created by the application with some external buffer underneath, such as an EGLImageKHR. Once the application has called glEGLImageTargetRenderbufferStorageOES , the renderbuffer can be passed to this function.
pixelSize
specifies the size of the image, in pixels.sampleCount
specifies the number of samples. 0 or 1 means no multisampling, while a value like 4 or 8 states that the native object is a multisample renderbuffer.Note
the resulting
QQuickRenderTarget
does not own any native resources, it merely contains references and the associated metadata of the size and sample count. It is the caller’s responsibility to ensure that the native resource exists as long as necessary.See also
- static fromOpenGLTexture(textureId, pixelSize[, sampleCount=1])¶
- Parameters:
textureId – int
pixelSize –
QSize
sampleCount – int
- Return type:
This is an overloaded function.
Returns a new
QQuickRenderTarget
referencing an OpenGL texture object specified bytextureId
. The texture is assumed to have a format of GL_RGBA (GL_RGBA8).pixelSize
specifies the size of the image, in pixels. Currently only 2D textures are supported.sampleCount
specifies the number of samples. 0 or 1 means no multisampling, while a value like 4 or 8 states that the native object is a multisample texture.The texture is used as the first color attachment of the render target used by the Qt Quick scenegraph. A depth-stencil buffer, if applicable, is created and used automatically.
The OpenGL object name
textureId
must be a valid name in the rendering context used by the Qt Quick scenegraph.Note
the resulting
QQuickRenderTarget
does not own any native resources, it merely contains references and the associated metadata of the size and sample count. It is the caller’s responsibility to ensure that the native resource exists as long as necessary.See also
- static fromOpenGLTexture(textureId, format, pixelSize[, sampleCount=1])
- Parameters:
textureId – int
format – int
pixelSize –
QSize
sampleCount – int
- Return type:
Returns a new
QQuickRenderTarget
referencing an OpenGL texture object specified bytextureId
.format
specifies the native internal format of the texture. Only texture formats that are supported by Qt’s rendering infrastructure should be used.pixelSize
specifies the size of the image, in pixels. Currently only 2D textures are supported.sampleCount
specifies the number of samples. 0 or 1 means no multisampling, while a value like 4 or 8 states that the native object is a multisample texture.The texture is used as the first color attachment of the render target used by the Qt Quick scenegraph. A depth-stencil buffer, if applicable, is created and used automatically.
The OpenGL object name
textureId
must be a valid name in the rendering context used by the Qt Quick scenegraph.Note
the resulting
QQuickRenderTarget
does not own any native resources, it merely contains references and the associated metadata of the size and sample count. It is the caller’s responsibility to ensure that the native resource exists as long as necessary.See also
- static fromOpenGLTexture(textureId, format, pixelSize, sampleCount, arraySize, flags)
- Parameters:
- Return type:
This is an overloaded function.
Returns a new
QQuickRenderTarget
referencing an OpenGL 2D texture or texture array object specified bytextureId
.format
specifies the native internal format of the texture. Only texture formats that are supported by Qt’s rendering infrastructure should be used.pixelSize
specifies the size of the image, in pixels. Currently only 2D textures and 2D texture arrays are supported.sampleCount
specifies the number of samples. 0 or 1 means no multisampling, while a value like 4 or 8 states that the native object is a multisample texture, except whenflags
containsMultisampleResolve
. In that case,textureId
is assumed to be a non-multisample 2D texture or 2D texture array, andsampleCount
defines the number of samples desired. The resultingQQuickRenderTarget
will use an intermediate, automatically created multisample texture (or texture array) as its color attachment, and will resolve the samples intotextureId
. This is the recommended approach to perform MSAA when the native OpenGL texture is not already multisample.When
arraySize
is greater than 1, it implies multiview rendering ( GL_OVR_multiview , QRhiColorAttachment::setMultiViewCount()), which can be relevant with VR/AR especially. In this casearraySize
is the number of views, typically2
. SeeviewCount()
for details on enabling multiview rendering within the Qt Quick scenegraph.A depth-stencil buffer, if applicable, is created and used automatically. When the color buffer is multisample, the depth-stencil buffer will automatically be multisample too. For multiview rendering, the depth-stencil texture will automatically be made an array with a matching
arraySize
.The OpenGL object name
textureId
must be a valid 2D texture name in the rendering context used by the Qt Quick scenegraph. WhenarraySize
is greater than 1,textureId
must be a valid 2D texture array name.Note
the resulting
QQuickRenderTarget
does not own any native resources, it merely contains references and the associated metadata of the size and sample count. It is the caller’s responsibility to ensure that the native resource exists as long as necessary.Note
The implementation of this overload is not compatible with OpenGL ES 2.0 or 3.0, and requires OpenGL ES 3.1 at minimum. (or OpenGL 3.0 on desktop)
- static fromPaintDevice(device)¶
- Parameters:
device –
QPaintDevice
- Return type:
Returns a new
QQuickRenderTarget
referencing a paint device object specified bydevice
.This option of redirecting rendering to a QPaintDevice is available only when running with the
software
backend of Qt Quick.Note
The
QQuickRenderTarget
does not take ownship ofdevice
, it is the caller’s responsibility to ensure the object exists as long as necessary.See also
- static fromRhiRenderTarget(renderTarget)¶
- Parameters:
renderTarget –
QRhiRenderTarget
- Return type:
Returns a new
QQuickRenderTarget
referencing an existingrenderTarget
.renderTarget
will in most cases be a QRhiTextureRenderTarget, which allows directing the Qt Quick scene’s rendering into a QRhiTexture.Note
the resulting
QQuickRenderTarget
does not ownrenderTarget
and any underlying native resources, it merely contains references and the associated metadata of the size and sample count. It is the caller’s responsibility to ensure that the referenced resources exists as long as necessary.See also
- isNull()¶
- Return type:
bool
Returns true if this
QQuickRenderTarget
is default constructed, referencing no native objects.- mirrorVertically()¶
- Return type:
bool
Returns Returns whether the render target is mirrored vertically.
The default value is
false
.See also
- __ne__(rhs)¶
- Parameters:
rhs –
QQuickRenderTarget
- Return type:
bool
Returns true if
a
andb
refer to a different set of native objects, or the associated data (size, sample count) does not match.- __eq__(rhs)¶
- Parameters:
rhs –
QQuickRenderTarget
- Return type:
bool
Returns true if
a
andb
refer to the same set of native objects and have matching associated data (size, sample count).- setDepthTexture(texture)¶
- Parameters:
texture –
QRhiTexture
Requests using the given
texture
as the depth or depth-stencil buffer. Ownership oftexture
is not taken.The request is only taken into account when relevant. For example, calling this function has no effect with
fromRhiRenderTarget()
,fromPaintDevice()
, orfromOpenGLRenderBuffer()
.Normally a depth-stencil buffer is created automatically, transparently to the user of
QQuickRenderTarget
. Therefore, there is no need to call this function in most cases when working withQQuickRenderTarget
. In special circumstances, it can however become essential to be able to provide a texture to render depth (or depth and stencil) data into, instead of letting Qt Quick create its own intermediate textures or buffers. An example of this is OpenXR and its extensions such as XR_KHR_composition_layer_depth . In order to “submit the depth buffer” to the XR compositor, one has to, in practice, retrieve an already created depth (depth-stencil) texture from OpenXR (from the XrSwapchain) and use that texture as the render target for depth data. That would not be possible without this function.Note
The
texture
is always expected to be a non-multisample 2D texture or texture array (for multiview). If MSAA is involved, the samples are resolved intotexture
at the end of the render pass, regardless of having theMultisampleResolve
flag set or not. MSAA is only supported for depth (depth-stencil) textures when the underlying 3D API supports this, and this support is not universally available. See the relevant QRhi feature flag for details. When this is not supported and multisampling is requested in combination with a custom depth texture,texture
is not going to be touched during rendering and a warning is printed.Note
When it comes to OpenGL and OpenGL ES, using depth textures is not functional on OpenGL ES 2.0 and requires at least OpenGL ES 3.0. Multisample (MSAA) support is not available without at least OpenGL ES 3.1, or OpenGL 3.0 on desktop.
See also
- setDevicePixelRatio(ratio)¶
- Parameters:
ratio – float
Sets the device pixel ratio for this render target to
ratio
. This is the ratio between device pixels and device independent pixels.Note that the specified device pixel ratio value will be ignored if
renderWindow()
is re-implemented to return a valid QWindow.See also
- setMirrorVertically(enable)¶
- Parameters:
enable – bool
Sets the size of the render target contents should be mirrored vertically to
enable
when drawing. This allows easy integration of third-party rendering code that does not follow the standard expectations.