PySide6.QtQuick.QQuickRhiItem¶
- class QQuickRhiItem¶
The
QQuickRhiItem
class is a portable alternative toQQuickFramebufferObject
that is not tied to OpenGL, but rather allows integrating rendering with the QRhi APIs with Qt Quick. More…Added in version 6.7.
Synopsis¶
Properties¶
Methods¶
def
__init__()
def
alphaBlending()
def
sampleCount()
def
setSampleCount()
Virtual methods¶
def
createRenderer()
Signals¶
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¶
Warning
This section contains snippets that were automatically translated from C++ to Python and may contain errors.
Note
QQuickRhiItem
is in tech preview in Qt 6.7. The API is under development and subject to change.QQuickRhiItem
is effectively the counterpart of QRhiWidget in the world of Qt Quick. Both of these are meant to be subclassed, and they both enable recording QRhi-based rendering that targets an offscreen color buffer. The resulting 2D image is then composited with the rest of the Qt Quick scene.Note
While
QQuickRhiItem
is a public Qt API, the QRhi family of classes in the Qt Gui module, including QShader and QShaderDescription, offer limited compatibility guarantees. There are no source or binary compatibility guarantees for these classes, meaning the API is only guaranteed to work with the Qt version the application was developed against. Source incompatible changes are however aimed to be kept at a minimum and will only be made in minor releases (6.7, 6.8, and so on).qquickrhiitem.h
does not directly include any QRhi-related headers. To use those classes when implementing aQQuickRhiItem
subclass, link toQt::GuiPrivate
(if using CMake), and include the appropriate headers with therhi
prefix, for example#include <rhi/qrhi.h>
.QQuickRhiItem
is a replacement for the legacyQQuickFramebufferObject
class. The latter is inherently tied to OpenGL / OpenGL ES, whereasQQuickRhiItem
works with the QRhi classes, allowing to run the same rendering code with Vulkan, Metal, Direct 3D 11/12, and OpenGL / OpenGL ES. Conceptually and functionally they are very close, and migrating fromQQuickFramebufferObject
toQQuickRhiItem
is straightforward.QQuickFramebufferObject
continues to be available to ensure compatibility for existing application code that works directly with the OpenGL API.Note
QQuickRhiItem
will not be functional when using thesoftware
adaptation of the Qt Quick scene graph.On most platforms, the scene graph rendering, and thus the rendering performed by the
QQuickRhiItem
will occur on a dedicated thread . For this reason, theQQuickRhiItem
class enforces a strict separation between the item implementation (theQQuickItem
subclass) and the actual rendering logic. All item logic, such as properties and UI-related helper functions exposed to QML must be located in theQQuickRhiItem
subclass. Everything that relates to rendering must be located in theQQuickRhiItemRenderer
class. To avoid race conditions and read/write issues from two threads it is important that the renderer and the item never read or write shared variables. Communication between the item and the renderer should primarily happen via the QQuickRhiItem::synchronize() function. This function will be called on the render thread while the GUI thread is blocked. Using queued connections or events for communication between item and renderer is also possible.Applications must subclass both
QQuickRhiItem
andQQuickRhiItemRenderer
. The pure virtualcreateRenderer()
function must be reimplemented to return a new instance of theQQuickRhiItemRenderer
subclass.As with QRhiWidget,
QQuickRhiItem
automatically managed the color buffer, which is a 2D texture (QRhiTexture) normally, or a QRhiRenderBuffer when multisampling is in use. (some 3D APIs differentiate between textures and renderbuffers, while with some others the underlying native resource is the same; renderbuffers are used mainly to allow multisampling with OpenGL ES 3.0)The size of the texture will by default adapt to the size of the item (with the
device pixel ratio
taken into account). If the item size changes, the texture is recreated with the correct size. If a fixed size is preferred, setfixedColorBufferWidth
andfixedColorBufferHeight
to non-zero values.QQuickRhiItem
is atexture provider
and can be used directly in ShaderEffects and other classes that consume texture providers.While not a primary use case,
QQuickRhiItem
also allows incorporating rendering code that directly uses a 3D graphics API such as Vulkan, Metal, Direct 3D, or OpenGL. See QRhiCommandBuffer::beginExternal() for details on recording native commands within a QRhi render pass, as well as QRhiTexture::createFrom() for a way to wrap an existing native texture and then use it with QRhi in a subsequent render pass. See alsoQQuickGraphicsConfiguration
regarding configuring the native 3D API environment (e.g. device extensions) and note that theQQuickWindow
can be associated with a custom QVulkanInstance by calling QWindow::setVulkanInstance() early enough.Note
QQuickRhiItem
always uses the same QRhi instance theQQuickWindow
uses (and by extension, the same OpenGL context, Vulkan device, etc.). To choose which underlying 3D graphics API is used, callsetGraphicsApi()
on theQQuickWindow
early enough. Changing it is not possible once the scene graph has initialized, and allQQuickRhiItem
instances in the scene will render using the same 3D API.A simple example¶
Take the following subclass of
QQuickRhiItem
. It is shown here in complete form. It renders a single triangle with a perspective projection, where the triangle is rotated based on theangle
property of the custom item. (meaning it can be driven for example with animations such as NumberAnimation from QML)class ExampleRhiItemRenderer(QQuickRhiItemRenderer): # public def initialize(cb): def synchronize(item): def render(cb): # private m_rhi = None std.unique_ptr<QRhiBuffer> m_vbuf std.unique_ptr<QRhiBuffer> m_ubuf std.unique_ptr<QRhiShaderResourceBindings> m_srb std.unique_ptr<QRhiGraphicsPipeline> m_pipeline m_viewProjection = QMatrix4x4() m_angle = 0.0f class ExampleRhiItem(QQuickRhiItem): Q_OBJECT QML_NAMED_ELEMENT(ExampleRhiItem) Q_PROPERTY(float angle READ angle WRITE setAngle NOTIFY angleChanged) # public QQuickRhiItemRenderer createRenderer() override float angle() { return m_angle; } def setAngle(a): # signals def angleChanged(): # private m_angle = 0.0f QQuickRhiItemRenderer ExampleRhiItem.createRenderer() return ExampleRhiItemRenderer() def setAngle(self, a): if m_angle == a: return m_angle = a angleChanged.emit() update() def synchronize(self, rhiItem): item = ExampleRhiItem(rhiItem) if item.angle() != m_angle: m_angle = item.angle() def getShader(name): f = QFile(name) return f.open(QIODevice.ReadOnly) if QShader.fromSerialized(f.readAll()) else QShader() vertexData = { 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, def initialize(self, cb): if m_rhi != rhi(): m_pipeline.reset() m_rhi = rhi() if not m_pipeline: m_vbuf.reset(m_rhi.newBuffer(QRhiBuffer.Immutable, QRhiBuffer.VertexBuffer, sizeof(vertexData))) m_vbuf.create() m_ubuf.reset(m_rhi.newBuffer(QRhiBuffer.Dynamic, QRhiBuffer.UniformBuffer, 64)) m_ubuf.create() m_srb.reset(m_rhi.newShaderResourceBindings()) m_srb.setBindings({ QRhiShaderResourceBinding.uniformBuffer(0, QRhiShaderResourceBinding.VertexStage, m_ubuf.get()), }) m_srb.create() m_pipeline.reset(m_rhi.newGraphicsPipeline()) m_pipeline.setShaderStages({ { QRhiShaderStage.Vertex, getShader(":/shaders/color.vert.qsb") }, { QRhiShaderStage.Fragment, getShader(":/shaders/color.frag.qsb") } }) inputLayout = QRhiVertexInputLayout() inputLayout.setBindings({ { 5 * sizeof(float) } }) inputLayout.setAttributes({ { 0, 0, QRhiVertexInputAttribute.Float2, 0 }, { 0, 1, QRhiVertexInputAttribute.Float3, 2 * sizeof(float) } }) m_pipeline.setVertexInputLayout(inputLayout) m_pipeline.setShaderResourceBindings(m_srb.get()) m_pipeline.setRenderPassDescriptor(renderTarget().renderPassDescriptor()) m_pipeline.create() resourceUpdates = m_rhi.nextResourceUpdateBatch() resourceUpdates.uploadStaticBuffer(m_vbuf.get(), vertexData) cb.resourceUpdate(resourceUpdates) outputSize = renderTarget().pixelSize() m_viewProjection = m_rhi.clipSpaceCorrMatrix() m_viewProjection.perspective(45.0f, outputSize.width() / (float) outputSize.height(), 0.01f, 1000.0f) m_viewProjection.translate(0, 0, -4) def render(self, cb): resourceUpdates = m_rhi.nextResourceUpdateBatch() modelViewProjection = m_viewProjection modelViewProjection.rotate(m_angle, 0, 1, 0) resourceUpdates.updateDynamicBuffer(m_ubuf.get(), 0, 64, modelViewProjection.constData()) clearColor = QColor.fromRgbF(0.4f, 0.7f, 0.0f, 1.0f) cb.beginPass(renderTarget(), clearColor, { 1.0f, 0 }, resourceUpdates) cb.setGraphicsPipeline(m_pipeline.get()) outputSize = renderTarget().pixelSize() cb.setViewport(QRhiViewport(0, 0, outputSize.width(), outputSize.height())) cb.setShaderResources() QRhiCommandBuffer.VertexInput vbufBinding(m_vbuf.get(), 0) cb.setVertexInput(0, 1, vbufBinding) cb.draw(3) cb.endPass()
It is notable that this simple class is almost exactly the same as the code shown in the QRhiWidget introduction. The vertex and fragment shaders are the same as well. These are provided as Vulkan-style GLSL source code and must be processed first by the Qt shader infrastructure first. This is achieved either by running the
qsb
command-line tool manually, or by using the qt_add_shaders() function in CMake. TheQQuickRhiItem
loads these pre-processed.qsb
files that are shipped with the application. See Qt Shader Tools for more information about Qt’s shader translation infrastructure.color.vert
#version 440 layout(location = 0) in vec4 position; layout(location = 1) in vec3 color; layout(location = 0) out vec3 v_color; layout(std140, binding = 0) uniform buf { mat4 mvp; }; void main() { v_color = color; gl_Position = mvp * position; }
color.frag
#version 440 layout(location = 0) in vec3 v_color; layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4(v_color, 1.0); }
Once exposed to QML (note the
QML_NAMED_ELEMENT
), our custom item can be instantiated in any scene. (after importing the appropriateURI
specified for qt_add_qml_module in the CMake project)ExampleRhiItem { anchors.fill: parent anchors.margins: 10 NumberAnimation on angle { from: 0; to: 360; duration: 5000; loops: Animation.Infinite } }
See Scene Graph - RHI Texture Item for a more complex example.
See also
QQuickRhiItemRenderer
Scene Graph - RHI Texture Item Scene Graph and Rendering- class TextureFormat¶
Note
Properties can be used directly when
from __feature__ import true_property
is used or via accessor functions otherwise.- property alphaBlendingᅟ: bool¶
Controls if blending is always enabled when drawing the quad textured with the content generated by the
QQuickRhiItem
and its renderer.The default value is
false
. This is for performance reasons: if semi-transparency is not involved, because theQQuickRhiItemRenderer
clears to an opaque color and never renders fragments with alpha smaller than 1, then there is no point in enabling blending.If the
QQuickRhiItemRenderer
subclass renders with semi-transparency involved, set this property to true.Note
Under certain conditions blending is still going to happen regardless of the value of this property. For example, if the item’s
opacity
(more precisely, the combined opacity inherited from the parent chain) is smaller than 1, blending will be automatically enabled even when this property is set to false.Note
The Qt Quick scene graph relies on and expect pre-multiplied alpha. For example, if the intention is to clear the background in the renderer to an alpha value of 0.5, then make sure to multiply the red, green, and blue clear color values with 0.5 as well. Otherwise the blending results will be incorrect.
- Access functions:
- property colorBufferFormatᅟ: QQuickRhiItem.TextureFormat¶
This property controls the texture format for the texture used as the color buffer. The default value is TextureFormat::RGBA8.
QQuickRhiItem
supports rendering to a subset of the formats supported by QRhiTexture. Only formats that are reported as supported from QRhi::isTextureFormatSupported() should be specified, rendering will not be functional otherwise.Note
Setting a new format when the item and its renderer are already initialized and have rendered implies that all QRhiGraphicsPipeline objects created by the renderer may become unusable, if the associated QRhiRenderPassDescriptor is now incompatible due to the different texture format. Similarly to changing
sampleCount
dynamically, this means that initialize() or render() implementations must then take care of releasing the existing pipelines and creating new ones.- Access functions:
This property exposes the size, in pixels, of the underlying color buffer (the QRhiTexture or QRhiRenderBuffer). It is provided for use on the GUI (main) thread, in QML bindings or JavaScript.
Note
QQuickRhiItemRenderer
implementations, operating on the scene graph render thread, should not use this property. Those should rather query the size from therender target
.Note
The value becomes available asynchronously from the main thread’s perspective in the sense that the value changes when rendering happens on the render thread. This means that this property is useful mainly in QML bindings. Application code must not assume that the value is up to date already when the
QQuickRhiItem
object is constructed.This is a read-only property.
- Access functions:
- property fixedColorBufferHeightᅟ: int¶
The fixed height, in pixels, of the item’s associated texture. Relevant when a fixed texture size is desired that does not depend on the item’s size. This size has no effect on the geometry of the item (its size and placement within the scene), which means the texture’s content will appear stretched (scaled up) or scaled down onto the item’s area.
For example, setting a size that is exactly twice the item’s (pixel) size effectively performs 2x supersampling (rendering at twice the resolution and then implicitly scaling down when texturing the quad corresponding to the item in the scene).
By default the value is
0
. A value of 0 means that texture’s size follows the item’s size. (texture size
=item size
*device pixel ratio
).- Access functions:
- property fixedColorBufferWidthᅟ: int¶
The fixed width, in pixels, of the item’s associated texture or renderbuffer. Relevant when a fixed color buffer size is desired that does not depend on the item’s size. This size has no effect on the geometry of the item (its size and placement within the scene), which means the texture’s content will appear stretched (scaled up) or scaled down onto the item’s area.
For example, setting a size that is exactly twice the item’s (pixel) size effectively performs 2x supersampling (rendering at twice the resolution and then implicitly scaling down when texturing the quad corresponding to the item in the scene).
By default the value is
0
. A value of 0 means that texture’s size follows the item’s size. (texture size
=item size
*device pixel ratio
).- Access functions:
- property mirrorVerticallyᅟ: bool¶
This property controls if texture UVs are flipped when drawing the textured quad. It has no effect on the contents of the offscreen color buffer and the rendering implemented by the
QQuickRhiItemRenderer
.The default value is
false
.- Access functions:
- property sampleCountᅟ: int¶
This property controls for sample count for multisample antialiasing. By default the value is
1
which means MSAA is disabled.Valid values are 1, 4, 8, and sometimes 16 and 32. QRhi::supportedSampleCounts() can be used to query the supported sample counts at run time, but typically applications should request 1 (no MSAA), 4x (normal MSAA) or 8x (high MSAA).
Note
Setting a new value implies that all QRhiGraphicsPipeline objects created by the renderer must use the same sample count from then on. Existing QRhiGraphicsPipeline objects created with a different sample count must not be used anymore. When the value changes, all color and depth-stencil buffers are destroyed and recreated automatically, and
initialize()
is invoked again. However, whenisAutoRenderTargetEnabled()
isfalse
, it will be up to the application to manage this with regards to the depth-stencil buffer or additional color buffers.Changing the sample count from the default 1 to a higher value implies that
colorTexture()
becomesNone
andmsaaColorBuffer()
starts returning a valid object. Switching back to 1 (or 0), implies the opposite: in the next call to initialize() msaaColorBuffer() is going to returnNone
, whereas colorTexture() becomes once again valid. In addition,resolveTexture()
returns a valid (non-multisample) QRhiTexture whenever the sample count is greater than 1 (i.e., MSAA is in use).See also
- Access functions:
- __init__([parent=None])¶
- Parameters:
parent –
QQuickItem
Constructs a new
QQuickRhiItem
with the givenparent
.- alphaBlending()¶
- Return type:
bool
See also
Getter of property
alphaBlendingᅟ
.- alphaBlendingChanged()¶
Notification signal of property
alphaBlendingᅟ
.- autoRenderTargetChanged()¶
- colorBufferFormat()¶
- Return type:
See also
Getter of property
colorBufferFormatᅟ
.- colorBufferFormatChanged()¶
Notification signal of property
colorBufferFormatᅟ
.- abstract createRenderer()¶
- Return type:
Reimplement this function to create and return a new instance of a
QQuickRhiItemRenderer
subclass.This function will be called on the rendering thread while the GUI thread is blocked.
Getter of property
effectiveColorBufferSizeᅟ
.- effectiveColorBufferSizeChanged()¶
Notification signal of property
effectiveColorBufferSizeᅟ
.- fixedColorBufferHeight()¶
- Return type:
int
See also
Getter of property
fixedColorBufferHeightᅟ
.- fixedColorBufferHeightChanged()¶
Notification signal of property
fixedColorBufferHeightᅟ
.- fixedColorBufferWidth()¶
- Return type:
int
See also
Getter of property
fixedColorBufferWidthᅟ
.- fixedColorBufferWidthChanged()¶
Notification signal of property
fixedColorBufferWidthᅟ
.- isAutoRenderTargetEnabled()¶
- Return type:
bool
Returns the current automatic depth-stencil buffer and render target management setting.
By default this value is
true
.See also
- isMirrorVerticallyEnabled()¶
- Return type:
bool
Getter of property
mirrorVerticallyᅟ
.- mirrorVerticallyChanged()¶
Notification signal of property
mirrorVerticallyᅟ
.- sampleCount()¶
- Return type:
int
See also
Getter of property
sampleCountᅟ
.- sampleCountChanged()¶
Notification signal of property
sampleCountᅟ
.- setAlphaBlending(enable)¶
- Parameters:
enable – bool
See also
Setter of property
alphaBlendingᅟ
.- setAutoRenderTarget(enabled)¶
- Parameters:
enabled – bool
Controls if a depth-stencil QRhiRenderBuffer and a QRhiTextureRenderTarget is created and maintained automatically by the item. The default value is
true
. Call this function early on, for example from the derived class’ constructor, withenabled
set tofalse
to disable this.In automatic mode, the size and sample count of the depth-stencil buffer follows the color buffer texture’s settings. In non-automatic mode, renderTarget() and depthStencilBuffer() always return
None
and it is then up to the application’s implementation of initialize() to take care of setting up and managing these objects.- setColorBufferFormat(format)¶
- Parameters:
format –
TextureFormat
See also
Setter of property
colorBufferFormatᅟ
.- setFixedColorBufferHeight(height)¶
- Parameters:
height – int
See also
Setter of property
fixedColorBufferHeightᅟ
.- setFixedColorBufferWidth(width)¶
- Parameters:
width – int
See also
Setter of property
fixedColorBufferWidthᅟ
.- setMirrorVertically(enable)¶
- Parameters:
enable – bool
Setter of property
mirrorVerticallyᅟ
.- setSampleCount(samples)¶
- Parameters:
samples – int
See also
Setter of property
sampleCountᅟ
.