
The Window device displays the texture routed to it. Assign it as the destination of a video process or the last effect’s texture outlet.
Output modes
The output modes are Single Window, Background and Multi-Window Mapping:
- Single Window opens a conventional output window.
- Background renders behind the score timeline rather than opening a separate presentation window.
- Multi-Window Mapping divides one rendered input among several output windows, useful for multiple displays or projectors.
Swapchain Flag offers No Flag or sRGB. Swapchain Format offers SDR, HDR Extended sRGB Linear, HDR10 and HDR Extended Display P3 Linear. Availability depends on the graphics backend, OS and display. These settings do not convert an arbitrary shader chain into a correctly managed HDR pipeline; see Video formats and color.
Multi-window mapping workflow
- Select Multi-Window Mapping and set the shared input Resolution.
- Add output regions in Input Mapping. Each region selects a rectangle of the incoming texture.
- Use Desktop Layout to place output windows on the actual desktop/screens. Input cropping and desktop placement are separate operations.
- Configure the selected output’s screen, size, position and fullscreen state. Use the lock modes to preserve aspect ratio, keep one input pixel per output pixel, or prevent accidental changes.
- Adjust corner warping and soft-edge blend widths/gamma for overlapping projectors. Rotate each output by 0, 90, 180 or 270 degrees clockwise and mirror horizontally or vertically as needed; mirroring is applied after rotation.
- Use the preview test cards and output identification to check placement before routing performance content.
The device tree exposes global /rendersize and measured /fps. Per-window nodes use an index prefix, such as /0/size, /0/position, /0/fullscreen, /0/screen, /0/source/position and /0/source/size. Source position and size use normalized texture coordinates. Soft edges expose /0/blend/left/width, /0/blend/left/gamma and corresponding right/top/bottom paths.
/fps reports actual rendering; it is not a frame-rate control. Graphics preferences provide VSync and Rate (if no VSync), subject to the output/backend’s scheduling capabilities.
The following properties describe the single-window device:
Window properties
-
/screen: on which screen the window must be shown. -
/position: absolute position of the window on the user’s viewport. -
/size: window size in pixels. -
/rendersize: the resolution at which rendering is done. If it is[0, 0]then the renderer is rescaled to follow the window resolution. -
/fullscreen: show as fullscreen. Double-clicking on the window will also trigger this. -
/fps: measured rendering frame rate.
Mouse input
-
/cursor/scaled: mouse cursor position in the window scaled to[0;1]bounds. -
/cursor/absolute: mouse cursor position in the window in pixels.
Tablet input
-
/tablet/scaled: tablet pen position in the window scaled to[0;1]bounds. -
/tablet/absolute: tablet pen position in the window in pixels. -
/tablet/z: tablet pen height. -
/tablet/pressure: tablet pen pressure. -
/tablet/rotation: tablet pen rotation. -
/tablet/tangential: tablet pen tangential pressure. -
/tablet/tilt_xand/tablet/tilt_y: tablet pen tilt.
The values are extracted directly from Qt’s QTabletEvent.
Keyboard input
-
/key/press/codeand/key/release/code: low-level key press and release codes. -
/key/press/textand/key/release/text: text associated with the corresponding keyboard event. A Shift + G press, for instance, carries the resulting text rather than requiring the score to combine modifier keys itself.