- class QQuickRhiItemRenderer¶
A
QQuickRhiItemRenderer
implements the rendering logic of aQQuickRhiItem
. More…Added in version 6.7.
Synopsis¶
Methods¶
def
__init__()
def
colorTexture()
def
renderTarget()
def
resolveTexture()
def
rhi()
def
update()
Virtual methods¶
def
initialize()
def
render()
def
synchronize()
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¶
Note
QQuickRhiItem
andQQuickRhiItemRenderer
are in tech preview in Qt 6.7. The API is under development and subject to change.See also
QQuickRhiItem
QRhi
- __init__()¶
Constructs a new renderer.
This function is called on the rendering thread during the scene graph sync phase when the GUI thread is blocked.
See also
- colorTexture()¶
- Return type:
QRhiTexture
Returns the texture serving as the color buffer for the item.
Must only be called from
initialize()
andrender()
.Unlike the depth-stencil buffer and the QRhiRenderTarget, this texture is always available and is managed by the
QQuickRhiItem
, independent of the value ofisAutoRenderTargetEnabled
.Note
When
sampleCount
is larger than 1, and so multisample antialiasing is enabled, the return value isNone
. Instead, query the QRhiRenderBuffer by callingmsaaColorBuffer()
.Note
The backing texture size and sample count can also be queried via the QRhiRenderTarget returned from
renderTarget()
. This can be more convenient and compact than querying from the QRhiTexture or QRhiRenderBuffer, because it works regardless of multisampling is in use or not.- depthStencilBuffer()¶
- Return type:
QRhiRenderBuffer
Returns the depth-stencil buffer used by the item’s rendering.
Must only be called from
initialize()
andrender()
.Available only when
isAutoRenderTargetEnabled
istrue
. Otherwise the returned value isNone
and it is up the reimplementation ofinitialize()
to create and manage a depth-stencil buffer and a QRhiTextureRenderTarget.See also
- abstract initialize(cb)¶
- Parameters:
cb –
QRhiCommandBuffer
Called when the item is initialized for the first time, when the associated texture’s size, format, or sample count changes, or when the QRhi or texture change for any reason. The function is expected to maintain (create if not yet created, adjust and rebuild if the size has changed) the graphics resources used by the rendering code in
render()
.To query the QRhi, QRhiTexture, and other related objects, call
rhi()
,colorTexture()
,depthStencilBuffer()
, andrenderTarget()
.When the item size changes, the QRhi object, the color buffer texture, and the depth stencil buffer objects are all the same instances (so the getters return the same pointers) as before, but the color and depth/stencil buffers will likely have been rebuilt, meaning the size and the underlying native texture resource may be different than in the last invocation.
Reimplementations should also be prepared that the QRhi object and the color buffer texture may change between invocations of this function. For example, when the item is reparented so that it belongs to a new
QQuickWindow
, the the QRhi and all related resources managed by theQQuickRhiItem
will be different instances than before in the subsequent call to this function. Is is then important that all existing QRhi resources previously created by the subclass are destroyed because they belong to the previous QRhi that should not be used anymore.When
isAutoRenderTargetEnabled
istrue
, which is the default, a depth-stencil QRhiRenderBuffer and a QRhiTextureRenderTarget associated with thecolorTexture()
(ormsaaColorBuffer()
) and the depth-stencil buffer are created and managed automatically. Reimplementations of initialize() andrender()
can query those objects viadepthStencilBuffer()
andrenderTarget()
. WhenisAutoRenderTargetEnabled
is set tofalse
, these objects are no longer created and managed automatically. Rather, it will be up the the initialize() implementation to create buffers and set up the render target as it sees fit. When manually managing additional color or depth-stencil attachments for the render target, their size and sample count must always follow the size and sample count ofcolorTexture()
(ormsaaColorBuffer()
), otherwise rendering or 3D API validation errors may occur.The subclass-created graphics resources are expected to be released in the destructor implementation of the subclass.
cb
is the QRhiCommandBuffer for the current frame. The function is called with a frame being recorded, but without an active render pass. The command buffer is provided primarily to allow enqueuing resource updates without deferring torender()
.This function is called on the render thread, if there is one.
See also
- msaaColorBuffer()¶
- Return type:
QRhiRenderBuffer
Returns the renderbuffer serving as the multisample color buffer for the item.
Must only be called from
initialize()
andrender()
.When
sampleCount
is larger than 1, and so multisample antialising is enabled, the returned QRhiRenderBuffer has a matching sample count and serves as the color buffer. Graphics pipelines used to render into this buffer must be created with the same sample count, and the depth-stencil buffer’s sample count must match as well. The multisample content is expected to be resolved into the texture returned fromresolveTexture()
. WhenisAutoRenderTargetEnabled
istrue
,renderTarget()
is set up automatically to do this, by setting up msaaColorBuffer() as the renderbuffer of color attachment 0 andresolveTexture()
as its resolveTexture.When MSAA is not in use, the return value is
None
. UsecolorTexture()
instead then.Depending on the underlying 3D graphics API, there may be no practical difference between multisample textures and color renderbuffers with a sample count larger than 1 (QRhi may just map both to the same native resource type). Some older APIs however may differentiate between textures and renderbuffers. In order to support OpenGL ES 3.0, where multisample renderbuffers are available, but multisample textures are not,
QQuickRhiItem
always performs MSAA by using a multisample QRhiRenderBuffer as the color attachment (and never a multisample QRhiTexture).Note
The backing texture size and sample count can also be queried via the QRhiRenderTarget returned from
renderTarget()
. This can be more convenient and compact than querying from the QRhiTexture or QRhiRenderBuffer, because it works regardless of multisampling is in use or not.- abstract render(cb)¶
- Parameters:
cb –
QRhiCommandBuffer
Called when the backing color buffer’s contents needs updating.
There is always at least one call to
initialize()
before this function is called.To request updates, call
update()
when calling from QML or from C++ code on the main/GUI thread (e.g. when in a property setter), orupdate()
when calling from within aQQuickRhiItemRenderer
callback. CallingQQuickRhiItemRenderer
‘supdate()
from within render() will lead to triggering updates continuously.cb
is the QRhiCommandBuffer for the current frame. The function is called with a frame being recorded, but without an active render pass.This function is called on the render thread, if there is one.
See also
- renderTarget()¶
- Return type:
QRhiRenderTarget
Returns the render target object that must be used with QRhiCommandBuffer::beginPass() in reimplementations of
render()
.Must only be called from
initialize()
andrender()
.Available only when
isAutoRenderTargetEnabled
istrue
. Otherwise the returned value isNone
and it is up the reimplementation ofinitialize()
to create and manage a depth-stencil buffer and a QRhiTextureRenderTarget.When creating graphics pipelines, a QRhiRenderPassDescriptor is needed. This can be queried from the returned QRhiTextureRenderTarget by calling renderPassDescriptor().
Note
The returned QRhiTextureRenderTarget always reports a devicePixelRatio() of
1
. This is because only swapchains and the associated window have a concept of device pixel ratio, not textures, and the render target here always refers to a texture. If the on-screen scale factor is relevant for rendering, query and store it via the item’swindow()->effectiveDevicePixelRatio()
insynchronize()
. When doing so, always prefer usingeffectiveDevicePixelRatio()
over the base class’ devicePixelRatio().- resolveTexture()¶
- Return type:
QRhiTexture
Returns the non-multisample texture to which the multisample content is resolved.
The result is
None
when multisample antialiasing is not enabled.Must only be called from
initialize()
andrender()
.With MSAA enabled, this is the texture that gets used by the item’s underlying scene graph node when texturing a quad in the main render pass of Qt Quick. However, the
QQuickRhiItemRenderer
‘s rendering must target the (multisample) QRhiRenderBuffer returned frommsaaColorBuffer()
. WhenisAutoRenderTargetEnabled
istrue
, this is taken care of by the QRhiRenderTarget returned fromrenderTarget()
. Otherwise, it is up to the subclass code to correctly configure a render target object with both the color buffer and resolve textures.See also
- rhi()¶
- Return type:
QRhi
Returns the current QRhi object.
Must only be called from
initialize()
andrender()
.- abstract synchronize(item)¶
- Parameters:
item –
QQuickRhiItem
This function is called on the render thread, if there is one, while the main/GUI thread is blocked. It is called from
item
:meth:` <PySide6.QtQuick.QQuickItem.updatePaintNode>` ‘s synchronize step, and allows reading and writing data belonging to the main and render threads. Typically property values stored in theQQuickRhiItem
are copied into theQQuickRhiItemRenderer
, so that they can be safely read afterwards inrender()
when the render and main threads continue to work in parallel.See also
- update()¶
Call this function when the content of the offscreen color buffer should be updated. (i.e. to request that
render()
is called again; the call will happen at a later point, and note that updates are typically throttled to the presentation rate)This function can be called from
render()
to schedule an update.Note
This function should be used from inside the renderer. To update the item on the GUI thread, use
update()
.