summaryrefslogtreecommitdiffstats
path: root/src/render/renderers/opengl/renderer/renderer.cpp
diff options
context:
space:
mode:
authorAnton Kreuzkamp <anton.kreuzkamp@kdab.com>2019-04-08 16:27:42 +0200
committerAnton Kreuzkamp <anton.kreuzkamp@kdab.com>2019-05-28 10:51:21 +0200
commitf39178a415cb41470775a86e0aa358faa3686d81 (patch)
treea8fc9ece166067387318d295035ef8b5f389e6ee /src/render/renderers/opengl/renderer/renderer.cpp
parentd38db1a6b5027cd69777946e5a2d24e2a404dfa0 (diff)
Scene3D: Revise render loop and synchronization
Before, the Scene3DRenderer marked the sg-node dirty in render, which would then already mark it dirty for the next frame. This only works as long as we always render, which is undesireble in some cases. fa12f14b2 changed rendering to not always happen anymore. Thus, that commit broke rendering under certain circumstances. Now, Scene3DRenderer listens on a signal from the QChangeArbiter about new pending changes. In reaction to this signal, we set an internal dirty-flag in Scene3DRenderer. Only if this flag is set, synchronization and rendering will happen on the Qt3D side. Change-Id: I3b33faa5d60c270bd9b903b0e34c8fa24e2e29fd Task-number: QTBUG-69985 Task-number: QTBUG-72923 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/render/renderers/opengl/renderer/renderer.cpp')
-rw-r--r--src/render/renderers/opengl/renderer/renderer.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/render/renderers/opengl/renderer/renderer.cpp b/src/render/renderers/opengl/renderer/renderer.cpp
index 4e40906a6..614439f0b 100644
--- a/src/render/renderers/opengl/renderer/renderer.cpp
+++ b/src/render/renderers/opengl/renderer/renderer.cpp
@@ -1688,6 +1688,7 @@ bool Renderer::shouldRender()
// Only render if something changed during the last frame, or the last frame
// was not rendered successfully (or render-on-demand is disabled)
return (m_settings->renderPolicy() == QRenderSettings::Always
+ || m_renderThread == nullptr // <==> we use Scene3D
|| m_dirtyBits.marked != 0
|| m_dirtyBits.remaining != 0
|| !m_lastFrameCorrect.load());