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-rw-r--r--src/render/backend/commandthread.cpp108
1 files changed, 87 insertions, 21 deletions
diff --git a/src/render/backend/commandthread.cpp b/src/render/backend/commandthread.cpp
index 9e764f0dd..387fc1113 100644
--- a/src/render/backend/commandthread.cpp
+++ b/src/render/backend/commandthread.cpp
@@ -38,7 +38,13 @@
****************************************************************************/
#include "commandthread_p.h"
+#include <Qt3DRender/private/glcommands_p.h>
+#include <Qt3DRender/private/offscreensurfacehelper_p.h>
+#include <Qt3DRender/private/graphicscontext_p.h>
+#include <Qt3DRender/private/shadercache_p.h>
#include <QOpenGLContext>
+#include <QOffscreenSurface>
+#include <QDebug>
QT_BEGIN_NAMESPACE
@@ -51,6 +57,13 @@ CommandThread::CommandThread(Renderer *renderer)
, m_renderer(renderer)
, m_waitForStartSemaphore(0)
, m_initializedSemaphore(0)
+ , m_commandRequestedSemaphore(0)
+ , m_commandExecutionSemaphore(0)
+ , m_mainContext(nullptr)
+ , m_shaderCache(nullptr)
+ , m_offsreenSurfaceHelper(nullptr)
+ , m_currentCommand(nullptr)
+ , m_running(0)
{
}
@@ -58,8 +71,13 @@ CommandThread::~CommandThread()
{
}
+void CommandThread::setShaderCache(ShaderCache *shaderCache)
+{
+ m_shaderCache = shaderCache;
+}
+
// Called by RenderThread or MainThread (Scene3d)
-void CommandThread::initialize(QOpenGLContext *mainContext)
+void CommandThread::initialize(QOpenGLContext *mainContext, OffscreenSurfaceHelper *offsreenSurfaceHelper)
{
// Start the thread
start();
@@ -68,36 +86,58 @@ void CommandThread::initialize(QOpenGLContext *mainContext)
m_waitForStartSemaphore.acquire();
m_mainContext = mainContext;
- Q_ASSERT(m_mainContext);
+ m_offsreenSurfaceHelper = offsreenSurfaceHelper;
+ Q_ASSERT(m_mainContext && offsreenSurfaceHelper);
+ m_running.fetchAndStoreOrdered(1);
// Allow thread to proceed
m_initializedSemaphore.release();
}
-// Called by RenderThread of MainThread (Scene3D)
+// Called by RenderThread or MainThread (Scene3D)
void CommandThread::shutdown()
{
- // Tell thread to exit event loop
- QThread::quit();
+ m_running.fetchAndStoreOrdered(0);
+
+ // Unblock thread
+ m_commandRequestedSemaphore.release(1);
// Wait for thread to exit
wait();
// Reset semaphores (in case we ever want to restart)
- m_waitForStartSemaphore.release(m_waitForStartSemaphore.available());
- m_initializedSemaphore.release(m_initializedSemaphore.available());
+ m_waitForStartSemaphore.acquire(m_waitForStartSemaphore.available());
+ m_initializedSemaphore.acquire(m_initializedSemaphore.available());
+ m_commandRequestedSemaphore.acquire(m_commandRequestedSemaphore.available());
+ m_commandExecutionSemaphore.acquire(m_commandExecutionSemaphore.available());
m_localContext.reset();
}
// Any thread can call this, this is a blocking command
-void CommandThread::executeCommand(Command *command)
+void CommandThread::executeCommand(GLCommand *command)
{
if (!isRunning())
return;
- QMetaObject::invokeMethod(this,
- "executeCommandInternal",
- Qt::BlockingQueuedConnection,
- Q_ARG(Command*, command));
+
+ // We lock to prevent any other call to executeCommand to be executed
+ // before we have received the result of our command
+ m_blockingCallerMutex.lock();
+
+ // Store command to be executed
+ m_currentCommand = command;
+
+ // Allow thread to proceed and execute command
+ m_commandRequestedSemaphore.release();
+
+ // Wait for thread to be done
+ m_commandExecutionSemaphore.acquire();
+
+ // Reset command
+ m_currentCommand = nullptr;
+
+ // Unlock blocking semaphore so that other calls to executeCommand
+ // can proceed
+ m_blockingCallerMutex.unlock();
}
void CommandThread::run()
@@ -108,18 +148,44 @@ void CommandThread::run()
// Wait for initialize to be completed
m_initializedSemaphore.acquire();
+ Q_ASSERT(m_mainContext && m_shaderCache);
+
// Initialize shared context and resources for the thread
m_localContext.reset(new QOpenGLContext());
m_localContext->setShareContext(m_mainContext);
-
- // Launch exec loop
- QThread::exec();
-}
-
-// Executed in the Command Thread
-void CommandThread::executeCommandInternal(Command *command)
-{
- command->execute(m_renderer, m_localContext.data());
+ m_localContext->create();
+
+ // Initialize GraphicsContext
+ m_graphicsContext.reset(new GraphicsContext());
+ m_graphicsContext->setShaderCache(m_shaderCache);
+ m_graphicsContext->setOpenGLContext(m_localContext.data());
+
+ bool initialized = false;
+ while (true) {
+
+ // Wait for command
+ m_commandRequestedSemaphore.acquire();
+
+ // Are we still running?
+ if (!m_running.load()) {
+ m_graphicsContext->doneCurrent();
+ // to prevent executeCommand being locked
+ m_commandExecutionSemaphore.release();
+ break;
+ }
+
+ if (Q_UNLIKELY(!initialized)) {
+ QOffscreenSurface *offscreenSurface = m_offsreenSurfaceHelper->offscreenSurface();
+ Q_ASSERT(offscreenSurface);
+ m_graphicsContext->makeCurrent(offscreenSurface);
+ initialized = true;
+ }
+
+ m_currentCommand->execute(m_renderer, m_graphicsContext.data());
+
+ // Allow caller to proceed as we are done with the command
+ m_commandExecutionSemaphore.release();
+ }
}
} // Render