QRhiTextureRenderTarget Class
Texture render target resource. More...
Header: | #include <rhi/qrhi.h> |
CMake: | find_package(Qt6 REQUIRED COMPONENTS Gui) target_link_libraries(mytarget PRIVATE Qt6::GuiPrivate) |
qmake: | QT += gui-private |
Since: | Qt 6.6 |
Inherits: | QRhiRenderTarget |
Public Types
enum | Flag { PreserveColorContents, PreserveDepthStencilContents, DoNotStoreDepthStencilContents } |
flags | Flags |
Public Functions
virtual bool | create() = 0 |
QRhiTextureRenderTargetDescription | description() const |
QRhiTextureRenderTarget::Flags | flags() const |
virtual QRhiRenderPassDescriptor * | newCompatibleRenderPassDescriptor() = 0 |
void | setDescription(const QRhiTextureRenderTargetDescription &desc) |
void | setFlags(QRhiTextureRenderTarget::Flags f) |
Reimplemented Public Functions
virtual QRhiResource::Type | resourceType() const override |
Detailed Description
A texture render target allows rendering into one or more textures, optionally with a depth texture or depth/stencil renderbuffer.
For multisample rendering the common approach is to use a renderbuffer as the color attachment and set the non-multisample destination texture as the resolve texture
. For more information, read the detailed description of the QRhiColorAttachment class.
Note: Textures used in combination with QRhiTextureRenderTarget must be created with the QRhiTexture::RenderTarget flag.
The simplest example of creating a render target with a texture as its single color attachment:
QRhiTexture *texture = rhi->newTexture(QRhiTexture::RGBA8, size, 1, QRhiTexture::RenderTarget); texture->create(); QRhiTextureRenderTarget *rt = rhi->newTextureRenderTarget({ texture }); rp = rt->newCompatibleRenderPassDescriptor(); rt->setRenderPassDescriptor(rp); rt->create(); // rt can now be used with beginPass()
Note: This is a RHI API with limited compatibility guarantees, see QRhi for details.
Member Type Documentation
enum QRhiTextureRenderTarget::Flag
flags QRhiTextureRenderTarget::Flags
Flag values describing the load/store behavior for the render target. The load/store behavior may be baked into native resources under the hood, depending on the backend, and therefore it needs to be known upfront and cannot be changed without rebuilding (and so releasing and creating new native resources).
Constant | Value | Description |
---|---|---|
QRhiTextureRenderTarget::PreserveColorContents | 1 << 0 | Indicates that the contents of the color attachments is to be loaded when starting a render pass, instead of clearing. This is potentially more expensive, especially on mobile (tiled) GPUs, but allows preserving the existing contents between passes. When doing multisample rendering with a resolve texture set, setting this flag also requests the multisample color data to be stored (written out) to the multisample texture or render buffer. (for non-multisample rendering the color data is always stored, but for MSAA storing the multisample data decreases efficiency for certain GPU architectures, hence defaulting to not writing it out) Note however that this is non-portable: in some cases there is no intermediate multisample texture on the graphics API level, e.g. when using OpenGL ES's GL_EXT_multisampled_render_to_texture as it is all implicit, handled by the OpenGL ES implementation. In that case, PreserveColorContents will likely have no effect. Therefore, avoid relying on this flag when using multisample rendering and the color attachment is using a multisample QRhiTexture (not QRhiRenderBuffer). |
QRhiTextureRenderTarget::PreserveDepthStencilContents | 1 << 1 | Indicates that the contents of the depth texture is to be loaded when starting a render pass, instead clearing. Only applicable when a texture is used as the depth buffer (QRhiTextureRenderTargetDescription::depthTexture() is set) because depth/stencil renderbuffers may not have any physical backing and data may not be written out in the first place. |
QRhiTextureRenderTarget::DoNotStoreDepthStencilContents | 1 << 2 | Indicates that the contents of the depth texture does not need to be written out. Relevant only when a QRhiTexture, not QRhiRenderBuffer, is used as the depth-stencil buffer, because for QRhiRenderBuffer this is implicit. When a depthResolveTexture is set, the flag is not relevant, because the behavior is then as if the flag was set. This enum value is introduced in Qt 6.8. |
The Flags type is a typedef for QFlags<Flag>. It stores an OR combination of Flag values.
Member Function Documentation
[pure virtual]
bool QRhiTextureRenderTarget::create()
Creates the corresponding native graphics resources. If there are already resources present due to an earlier create() with no corresponding destroy(), then destroy() is called implicitly first.
Note: renderPassDescriptor() must be set before calling create(). To obtain a QRhiRenderPassDescriptor compatible with the render target, call newCompatibleRenderPassDescriptor() before create() but after setting all other parameters, such as description() and flags(). To save resources, reuse the same QRhiRenderPassDescriptor with multiple QRhiTextureRenderTarget instances, whenever possible. Sharing the same render pass descriptor is only possible when the render targets have the same number and type of attachments (the actual textures can differ) and the same flags.
Note: resources, such as QRhiTexture instances, referenced in description() must already have create() called on them.
Returns true
when successful, false
when a graphics operation failed. Regardless of the return value, calling destroy() is always safe.
QRhiTextureRenderTargetDescription QRhiTextureRenderTarget::description() const
Returns the render target description.
See also setDescription().
QRhiTextureRenderTarget::Flags QRhiTextureRenderTarget::flags() const
Returns the currently set flags.
See also setFlags().
[pure virtual]
QRhiRenderPassDescriptor *QRhiTextureRenderTarget::newCompatibleRenderPassDescriptor()
Returns a new QRhiRenderPassDescriptor that is compatible with this render target.
The returned value is used in two ways: it can be passed to setRenderPassDescriptor() and QRhiGraphicsPipeline::setRenderPassDescriptor(). A render pass descriptor describes the attachments (color, depth/stencil) and the load/store behavior that can be affected by flags(). A QRhiGraphicsPipeline can only be used in combination with a render target that has a compatible QRhiRenderPassDescriptor set.
Two QRhiTextureRenderTarget instances can share the same render pass descriptor as long as they have the same number and type of attachments. The associated QRhiTexture or QRhiRenderBuffer instances are not part of the render pass descriptor so those can differ in the two QRhiTextureRenderTarget instances.
Note: resources, such as QRhiTexture instances, referenced in description() must already have create() called on them.
See also create().
[override virtual]
QRhiResource::Type QRhiTextureRenderTarget::resourceType() const
Reimplements: QRhiResource::resourceType() const.
Returns the resource type.
void QRhiTextureRenderTarget::setDescription(const QRhiTextureRenderTargetDescription &desc)
Sets the render target description desc.
See also description().
void QRhiTextureRenderTarget::setFlags(QRhiTextureRenderTarget::Flags f)
Sets the flags to f.
See also flags().