def __init__(self, display: Union[str, int], qml_view: QUrl, gl_context: QOpenGLContext): super().__init__() self.qml_view = qml_view self.display = display self.wl_display = Display(display) self.wl_compositor = None self.wl_shm = None self.wl_embedder = None self.views = {} self.fd_notifier = None self.engine = Engine() self.component = None self.qml_view = qml_view self.connected = False self.gl_context = gl_context assert gl_context.isOpenGLES() surface = QOffscreenSurface() surface.setFormat(gl_context.format()) surface.create() gl_context.makeCurrent(surface)
def initialize(self, size: QSize, shareContext: QOpenGLContext) -> None: """ Initialize offscreen renderer. Args: size: The size of the area available for rendering. shareContext: OpenGL context used as a share context. Raises: RuntimeError: If the renderer has already been initialized. """ print(f'QmlOffscreenRenderer.initialize: {size}') if self.initialized: raise RuntimeError('Already initialized') context = QOpenGLContext() context.setShareContext(shareContext) context.setFormat(get_default_format(gles=False)) context.create() assert not context.isOpenGLES(), "We need glGetTexImage from OpenGL" self.size = size # Create offscreen surface with initialized format surface = QOffscreenSurface() surface.setFormat(context.format()) surface.create() self.ctx = RenderContext(context, surface) # Set up quick rendering self._control = control = QQuickRenderControl() self._window = window = QQuickWindow(control) self._cursor = self._window.cursor() # Don't polish/sync/render immediately for better performance, use a timer self._renderTimer = renderTimer = QTimer() renderTimer.setSingleShot(True) renderTimer.setInterval(5) renderTimer.timeout.connect(self._onRenderTimer) self._syncTimer = syncTimer = QTimer() syncTimer.setSingleShot(True) syncTimer.setInterval(5) syncTimer.timeout.connect(self._onSyncTimer) syncTimer.destroyed.connect(self._onSyncTimerDestroyed) # Request to create frame buffer window.sceneGraphInitialized.connect(self._onSceneGraphInitialized) # Request to release frame buffer window.sceneGraphInvalidated.connect(self._onSceneGraphInvalidated) # Only render is needed control.renderRequested.connect(self._onRenderRequested) # Polish, sync & render control.sceneChanged.connect(self._onSceneChanged) self.initialized = True # Attach root item self.rootItem.setParentItem(self._window.contentItem()) self._window.contentItem().forceActiveFocus() self._updateSizes() self.ctx.makeCurrent() self._control.initialize(self.ctx.glContext)