An error occurred while loading the file. Please try again.
-
Pasi Keranen authored
logAllErrors defaults to false and now also checks all errors with glGetError() and logs them. Added function name to error logging so that users can see what call fails. Change-Id: Ie0c180fc392d375b6244867d3cb4c3ba8058c4f1 Reviewed-by:
Pasi Keränen <pasi.keranen@digia.com>
8520e064
/****************************************************************************
**
** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the QtCanvas3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "canvas3d_p.h"
#include "context3d_p.h"
#include "canvas3dcommon_p.h"
#include "canvasrendernode_p.h"
#include "teximage3d_p.h"
#include "typedarray/typedarray_p.h"
#include "typedarray/uint32array_p.h"
#include "typedarray/arraybuffer_p.h"
#include <QtGui/QGuiApplication>
#include <QtGui/QOffscreenSurface>
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLFramebufferObject>
#include <QtQml/QQmlEngine>
#include <QtQml/QQmlContext>
QT_CANVAS3D_BEGIN_NAMESPACE
/*!
* \qmltype Canvas3D
* \since QtCanvas3D 1.0
* \ingroup qtcanvas3d-qml-types
* \brief Canvas that provides a 3D rendering context.
*
* The Canvas3D is a QML element that, when placed in your Qt Quick 2 scene, allows you to
* get a 3D rendering context and call 3D rendering API calls through that context object.
* Use of the rendering API requires knowledge of OpenGL like rendering APIs.
*
* There are two functions that are called by the Canvas3D implementation:
* \list
* \li initGL is emitted before the first frame is rendered, and usually during that you get
* the 3D context and initialize resources to be used later on during the rendering cycle.
* \li renderGL is emitted for each frame to be rendered, and usually during that you
7172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140
* submit 3D rendering calls to draw whatever 3D content you want to be displayed.
* \endlist
*
* \sa Context3D, {QML Canvas 3D QML Types}
*/
/*!
* \internal
*/
Canvas::Canvas(QQuickItem *parent):
QQuickItem(parent),
m_renderNodeReady(false),
m_logAllCalls(false),
m_logAllErrors(false),
m_mainThread(QThread::currentThread()),
m_contextThread(0),
m_context3D(0),
m_isFirstRender(true),
m_glContext(0),
m_glContextQt(0),
m_contextWindow(0),
m_maxSamples(0),
m_devicePixelRatio(1.0f),
m_isOpenGLES2(false),
m_isSoftwareRendered(false),
m_isContextAttribsSet(false),
m_antialiasFbo(0),
m_renderFbo(0),
m_displayFbo(0),
m_offscreenSurface(0)
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
connect(this, &QQuickItem::windowChanged, this, &Canvas::handleWindowChanged);
connect(this, &Canvas::needRender, this, &Canvas::renderNext, Qt::QueuedConnection);
setAntialiasing(false);
// Set contents to false in case we are in qml designer to make component look nice
m_runningInDesigner = QGuiApplication::applicationDisplayName() == "Qml2Puppet";
setFlag(ItemHasContents, !m_runningInDesigner);
#if (QT_VERSION >= QT_VERSION_CHECK(5, 4, 0))
if (QCoreApplication::testAttribute(Qt::AA_UseSoftwareOpenGL))
m_isSoftwareRendered = true;
#endif
}
/*!
* \qmlsignal void Canvas::initGL()
* Emitted once when Canvas3D is ready and OpenGL state initialization can be done by the client.
*/
/*!
* \qmlsignal void Canvas::renderGL()
* Emitted each time a new frame should be drawn to Canvas3D. Driven by the QML scenegraph loop.
*/
/*!
* \internal
*/
Canvas::~Canvas()
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
shutDown();
}
/*!
* \internal
*/
void Canvas::shutDown()
{
141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
if (!m_glContext)
return;
disconnect(m_contextWindow, 0, this, 0);
disconnect(this, 0, this, 0);
m_glContext->makeCurrent(m_offscreenSurface);
delete m_renderFbo;
delete m_displayFbo;
delete m_antialiasFbo;
delete m_context3D;
m_glContext->doneCurrent();
if (m_logAllCalls) qDebug() << m_contextThread << m_mainThread;
if (m_contextThread && m_contextThread != m_mainThread) {
m_glContext->deleteLater();
m_offscreenSurface->deleteLater();
} else {
delete m_glContext;
delete m_offscreenSurface;
}
m_glContext = 0;
m_glContextQt = 0;
}
/*!
* \qmlproperty bool Canvas3D::logAllCalls
* Specifies if all Canvas3D method calls (including internal ones) are logged to the console.
* Defaults to \c{false}.
*/
void Canvas::setLogAllCalls(bool logCalls)
{
if (m_logAllCalls != logCalls) {
m_logAllCalls = logCalls;
emit logAllCallsChanged(logCalls);
}
}
bool Canvas::logAllCalls() const
{
return m_logAllCalls;
}
/*!
* \qmlproperty bool Canvas3D::logAllErrors
* Specifies if all GL errors are checked and logged to the console. Defaults to \c{false}.
* WARNING! Enabling this flag will have severe negative performance impact due to use of
* \c{glGetError()} after each function call, so only enable it while debugging an issue during
* development.
*/
void Canvas::setLogAllErrors(bool logErrors)
{
if (m_logAllErrors != logErrors) {
m_logAllErrors = logErrors;
emit logAllErrorsChanged(logErrors);
}
}
bool Canvas::logAllErrors() const
{
return m_logAllErrors;
}
/*!
* \qmlsignal Canvas3D::needRender()
* This signal, if emitted, causes a re-rendering cycle to happen. Usually this is needed
* if a value that affects the look of the 3D scene has changed, but no other mechanism
211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280
* triggers the re-render cycle.
*/
/*!
* \fn Canvas::needRender()
* \internal
*/
/*!
* \qmlsignal Canvas3D::textureReady(int id, size size, float devicePixelRatio)
* Emitted when a new texture is ready to inform the render node.
*/
/*!
* \fn Canvas::textureReady(int id, const QSize &size, float devicePixelRatio)
* \internal
*/
/*!
* \qmlproperty float Canvas3D::devicePixelRatio
* Specifies the ratio between logical pixels (used by the Qt Quick) and actual physical
* on-screen pixels (used by the 3D rendering).
*/
float Canvas::devicePixelRatio()
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
QQuickWindow *win = window();
if (win)
return win->devicePixelRatio();
else
return 1.0f;
}
/*!
* \qmlmethod Context3D Canvas3D::getContext(string type)
* Returns the 3D rendering context that allows 3D rendering calls to be made.
* The \a type parameter is ignored for now, but a string is expected to be given.
*/
/*!
* \internal
*/
CanvasContext *Canvas::getContext(const QString &type)
{
QVariantMap map;
return getContext(type, map);
}
/*!
* \qmlmethod Context3D Canvas3D::getContext(string type, ContextAttributes options)
* Returns the 3D rendering context that allows 3D rendering calls to be made.
* The \a type parameter is ignored for now, but a string is expected to be given.
* The \a options parameter is only parsed when the first call to getContext() is
* made and is ignored in subsequent calls if given. If the first call is made without
* giving the \a options parameter, then the context and render target is initialized with
* default configuration.
*
* \sa ContextAttributes, Context3D
*/
/*!
* \internal
*/
CanvasContext *Canvas::getContext(const QString &type, const QVariantMap &options)
{
Q_UNUSED(type);
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< "("
<< type << ", " << options
<< ")";
if (!m_isContextAttribsSet) {
281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350
// Accept passed attributes only from first call and ignore for subsequent calls
m_isContextAttribsSet = true;
m_contextAttribs.setFrom(options);
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Attribs:" << m_contextAttribs;
// If we can't do antialiasing, ensure we don't even try to enable it
if (m_maxSamples == 0 || m_isSoftwareRendered)
m_contextAttribs.setAntialias(false);
// Reflect the fact that creation of stencil attachment
// causes the creation of depth attachment as well
if (m_contextAttribs.stencil())
m_contextAttribs.setDepth(true);
// Ensure ignored attributes are left to their default state
m_contextAttribs.setAlpha(false);
m_contextAttribs.setPremultipliedAlpha(false);
m_contextAttribs.setPreserveDrawingBuffer(false);
m_contextAttribs.setPreferLowPowerToHighPerformance(false);
m_contextAttribs.setFailIfMajorPerformanceCaveat(false);
}
if (!m_context3D) {
// Create the context using current context attributes
updateWindowParameters();
QOpenGLFramebufferObjectFormat format;
QOpenGLFramebufferObjectFormat antialiasFboFormat;
// Initialize the swap buffer chain
if (m_contextAttribs.depth() && m_contextAttribs.stencil() && !m_contextAttribs.antialias())
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
else if (m_contextAttribs.depth() && !m_contextAttribs.antialias())
format.setAttachment(QOpenGLFramebufferObject::Depth);
else if (m_contextAttribs.stencil() && !m_contextAttribs.antialias())
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
else
format.setAttachment(QOpenGLFramebufferObject::NoAttachment);
if (m_contextAttribs.antialias()) {
antialiasFboFormat.setSamples(m_maxSamples);
if (antialiasFboFormat.samples() != m_maxSamples) {
qDebug() << "Failed to use " << m_maxSamples << " will use " << antialiasFboFormat.samples();
}
if (m_contextAttribs.depth() && m_contextAttribs.stencil())
antialiasFboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
else if (m_contextAttribs.depth())
antialiasFboFormat.setAttachment(QOpenGLFramebufferObject::Depth);
else
antialiasFboFormat.setAttachment(QOpenGLFramebufferObject::NoAttachment);
}
QSurfaceFormat surfaceFormat = m_glContextQt->format();
if (m_isOpenGLES2) {
surfaceFormat.setMajorVersion(2);
surfaceFormat.setMinorVersion(0);
} else {
surfaceFormat.setSwapBehavior(QSurfaceFormat::SingleBuffer);
surfaceFormat.setSwapInterval(0);
}
if (m_contextAttribs.alpha())
surfaceFormat.setAlphaBufferSize(8);
else
surfaceFormat.setAlphaBufferSize(0);
if (m_contextAttribs.depth())
351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420
surfaceFormat.setDepthBufferSize(24);
if (m_contextAttribs.stencil())
surfaceFormat.setStencilBufferSize(8);
else
surfaceFormat.setStencilBufferSize(-1);
if (m_contextAttribs.antialias())
surfaceFormat.setSamples(antialiasFboFormat.samples());
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Creating QOpenGLContext with surfaceFormat :"
<< surfaceFormat;
m_contextWindow = window();
m_contextThread = QThread::currentThread();
m_glContext = new QOpenGLContext();
m_glContext->setFormat(surfaceFormat);
m_glContext->setShareContext(m_glContextQt);
m_glContext->create();
m_offscreenSurface = new QOffscreenSurface();
m_offscreenSurface->setFormat(m_glContext->format());
m_offscreenSurface->create();
m_glContext->makeCurrent(m_offscreenSurface);
// Initialize OpenGL functions using the created GL context
initializeOpenGLFunctions();
// Create the FBOs
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Creating front and back FBO's with attachment format of :"
<< format.attachment();
m_displayFbo = new QOpenGLFramebufferObject(m_initialisedSize, format);
m_renderFbo = new QOpenGLFramebufferObject(m_initialisedSize, format);
// Clear the FBOs to prevent random junk appearing on the screen
glClearColor(0,0,0,0);
m_displayFbo->bind();
glClear(GL_COLOR_BUFFER_BIT);
m_renderFbo->bind();
glClear(GL_COLOR_BUFFER_BIT);
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Render FBO handle:" << m_renderFbo->handle()
<< " isValid:" << m_renderFbo->isValid();
if (m_contextAttribs.antialias()) {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Creating MSAA buffer with "
<< antialiasFboFormat.samples() << "samples "
<< "and attachment format of :"
<< antialiasFboFormat.attachment();
m_antialiasFbo = new QOpenGLFramebufferObject(m_initialisedSize, antialiasFboFormat);
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Antialias FBO handle:" << m_antialiasFbo->handle()
<< " isValid:" << m_antialiasFbo->isValid();
m_antialiasFbo->bind();
glClear(GL_COLOR_BUFFER_BIT);
}
m_context3D = new CanvasContext(m_glContext, m_offscreenSurface,
m_initialisedSize.width() * m_devicePixelRatio,
m_initialisedSize.height() * m_devicePixelRatio,
m_isOpenGLES2);
m_context3D->setCanvas(this);
m_context3D->setDevicePixelRatio(m_devicePixelRatio);
m_context3D->setContextAttributes(m_contextAttribs);
m_context3D->setLogAllCalls(this->logAllCalls());
421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490
m_context3D->setLogAllErrors(this->logAllErrors());
connect(this, &Canvas::logAllCallsChanged, m_context3D, &CanvasContext::setLogAllCalls);
connect(this, &Canvas::logAllErrorsChanged, m_context3D, &CanvasContext::setLogAllErrors);
emit contextChanged(m_context3D);
}
glFlush();
glFinish();
return m_context3D;
}
/*!
* \internal
*/
void Canvas::handleWindowChanged(QQuickWindow *window)
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << "(" << window << ")";
if (!window)
return;
emit needRender();
}
/*!
* \internal
*/
void Canvas::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry)
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
QQuickItem::geometryChanged(newGeometry, oldGeometry);
m_cachedGeometry = newGeometry;
emit needRender();
}
/*!
* \internal
*/
void Canvas::itemChange(ItemChange change, const ItemChangeData &value)
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << change;
QQuickItem::itemChange(change, value);
emit needRender();
}
/*!
* \internal
*/
CanvasContext *Canvas::context()
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__ << "()";
return m_context3D;
}
/*!
* \internal
*/
void Canvas::updateWindowParameters()
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
// Update the device pixel ratio, window size and bounding box
QQuickWindow *win = window();
if (win) {
qreal pixelRatio = win->devicePixelRatio();
491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560
if (pixelRatio != m_devicePixelRatio) {
m_devicePixelRatio = pixelRatio;
emit devicePixelRatioChanged(pixelRatio);
win->update();
}
}
if (m_context3D) {
if (m_context3D->devicePixelRatio() != m_devicePixelRatio)
m_context3D->setDevicePixelRatio(m_devicePixelRatio);
}
}
/*!
* \internal
*/
void Canvas::ready()
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
connect(window(), &QQuickWindow::sceneGraphInvalidated,
this, &Canvas::shutDown);
update();
}
/*!
* \internal
*/
QSGNode *Canvas::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *data)
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< "("
<< oldNode <<", " << data
<< ")";
updateWindowParameters();
m_initialisedSize = boundingRect().size().toSize() * m_devicePixelRatio;
if (m_logAllCalls) qDebug() << " m_initialisedSize:" << m_initialisedSize
<< " devicePixelRatio:" << m_devicePixelRatio;
if (m_runningInDesigner
|| m_initialisedSize.width() <= 0
|| m_initialisedSize.height() <= 0
|| !window()) {
delete oldNode;
if (m_logAllCalls) qDebug() << " Returns null";
return 0;
}
CanvasRenderNode *node = static_cast<CanvasRenderNode *>(oldNode);
if (!m_glContextQt) {
m_glContextQt = window()->openglContext();
m_isOpenGLES2 = m_glContextQt->isOpenGLES();
if (!m_isOpenGLES2)
m_maxSamples = 4;
ready();
return 0;
}
if (!node) {
node = new CanvasRenderNode(this, window());
/* Set up connections to get the production of FBO textures in sync with vsync on the
* main thread.
*
* When a new texture is ready on the rendering thread, we use a direct connection to
* the texture node to let it know a new texture can be used. The node will then
* emit pendingNewTexture which we bind to QQuickWindow::update to schedule a redraw.
*
* When the scene graph starts rendering the next frame, the prepareNode() function
561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630
* is used to update the node with the new texture. Once it completes, it emits
* textureInUse() which we connect to the FBO rendering thread's renderNext() to have
* it start producing content into its current "back buffer".
*
* This FBO rendering pipeline is throttled by vsync on the scene graph rendering thread.
*/
connect(this, &Canvas::textureReady,
node, &CanvasRenderNode::newTexture,
Qt::DirectConnection);
connect(node, &CanvasRenderNode::pendingNewTexture,
window(), &QQuickWindow::update,
Qt::QueuedConnection);
connect(window(), &QQuickWindow::beforeRendering,
node, &CanvasRenderNode::prepareNode,
Qt::DirectConnection);
connect(node, &CanvasRenderNode::textureInUse,
this, &Canvas::renderNext,
Qt::QueuedConnection);
// Get the production of FBO textures started..
emit needRender();
update();
}
node->setRect(boundingRect());
emit needRender();
m_renderNodeReady = true;
return node;
}
/*!
* \internal
*/
void Canvas::bindCurrentRenderTarget()
{
if (m_context3D->currentFramebuffer() == 0) {
// Bind default framebuffer
if (m_antialiasFbo) {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Binding current FBO to antialias FBO:"
<< m_antialiasFbo->handle();
m_antialiasFbo->bind();
} else {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Binding current FBO to render FBO:"
<< m_renderFbo->handle();
m_renderFbo->bind();
}
} else {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Binding current FBO to current context FBO:"
<< m_context3D->currentFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, m_context3D->currentFramebuffer());
}
}
/*!
* \internal
*/
void Canvas::renderNext()
{
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__;
631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700
updateWindowParameters();
// Don't try to do anything before the render node has been created
if (!m_renderNodeReady) {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Render node not ready, returning";
return;
}
if (!m_glContext) {
// Call the initialize function from QML/JavaScript until it calls the getContext()
// that in turn creates the buffers.
// Allow the JavaScript code to call the getContext() to create the context object and FBOs
emit initGL();
if (!m_isContextAttribsSet) {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Context attributes not set, returning";
return;
}
if (!m_glContext) {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " QOpenGLContext not created, returning";
return;
}
}
// We have a GL context, make it current
m_glContext->makeCurrent(m_offscreenSurface);
// Bind the correct render target FBO
bindCurrentRenderTarget();
// Ensure we have correct clip rect set in the context
QRect viewport = m_context3D->glViewportRect();
glViewport(viewport.x(), viewport.y(), viewport.width(), viewport.height());
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " viewport set to " << viewport;
// Check that we're complete component before drawing
if (!isComponentComplete()) {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Component is not complete, skipping drawing";
return;
}
// Check if any images are loaded and need to be notified while the correct
// GL context is current.
QQmlEngine *engine = QQmlEngine::contextForObject(this)->engine();
CanvasTextureImageFactory::factory(engine)->notifyLoadedImages();
// Call render in QML JavaScript side
emit renderGL();
// Resolve MSAA
if (m_contextAttribs.antialias()) {
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
<< " Resolving MSAA from FBO:" << m_antialiasFbo->handle()
<< " to FBO:" << m_renderFbo->handle();
QOpenGLFramebufferObject::blitFramebuffer(m_renderFbo, m_antialiasFbo);
}
// We need to flush the contents to the FBO before posting
// the texture to the other thread, otherwise, we might
// get unexpected results.
glFlush();
glFinish();
qSwap(m_renderFbo, m_displayFbo);
if (m_logAllCalls) qDebug() << "Canvas3D::" << __FUNCTION__
701702703704705706707708709710711712
<< " Displaying texture: " << m_displayFbo->texture()
<< " From FBO: " << m_displayFbo->handle();
// Rebind default FBO
QOpenGLFramebufferObject::bindDefault();
// Notify the render node of new texture
emit textureReady(m_displayFbo->texture(), m_initialisedSize, m_devicePixelRatio);
}
QT_CANVAS3D_END_NAMESPACE