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-rw-r--r--src/render/renderers/opengl/renderer/commandthread.cpp204
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diff --git a/src/render/renderers/opengl/renderer/commandthread.cpp b/src/render/renderers/opengl/renderer/commandthread.cpp
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--- a/src/render/renderers/opengl/renderer/commandthread.cpp
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-/****************************************************************************
-**
-** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the Qt3D 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 The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/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.LGPL3 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-3.0.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 (at your option) the GNU General
-** Public license version 3 or any later version approved by the KDE Free
-** Qt Foundation. The licenses are as published by the Free Software
-** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-2.0.html and
-** https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#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
-
-namespace Qt3DRender {
-
-namespace Render {
-
-CommandThread::CommandThread(Renderer *renderer)
- : QThread()
- , 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)
-{
-}
-
-CommandThread::~CommandThread()
-{
- Q_ASSERT(!isRunning());
-}
-
-void CommandThread::setShaderCache(ShaderCache *shaderCache)
-{
- m_shaderCache = shaderCache;
-}
-
-// Called by RenderThread or MainThread (Scene3d)
-void CommandThread::initialize(QOpenGLContext *mainContext, OffscreenSurfaceHelper *offsreenSurfaceHelper)
-{
- // Start the thread
- start();
-
- // Wait for thread to be started
- m_waitForStartSemaphore.acquire();
-
- m_mainContext = mainContext;
- m_offsreenSurfaceHelper = offsreenSurfaceHelper;
- Q_ASSERT(m_mainContext && offsreenSurfaceHelper);
-
- // Initialize shared context and resources for the thread. This must be
- // done here since some platforms do not allow context sharing to be set up
- // with contexts created on different threads. (Windows with WGL, in
- // particular; resource sharing works fine later on, what matters is the
- // thread the wglShareLists call is made on)
- m_localContext.reset(new QOpenGLContext());
- m_localContext->setFormat(m_mainContext->format());
- m_localContext->setShareContext(m_mainContext);
- if (!m_localContext->create())
- qWarning("CommandThread: Failed to create local context");
- m_localContext->moveToThread(this);
-
- m_running.fetchAndStoreOrdered(1);
-
- // Allow thread to proceed
- m_initializedSemaphore.release();
-}
-
-// Called by RenderThread or MainThread (Scene3D)
-void CommandThread::shutdown()
-{
- 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.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(GLCommand *command)
-{
- if (!isRunning())
- return;
-
- // 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()
-{
- // Allow initialize to proceed
- m_waitForStartSemaphore.release();
-
- // Wait for initialize to be completed
- m_initializedSemaphore.acquire();
-
- Q_ASSERT(m_mainContext && m_shaderCache);
-
- // 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.loadRelaxed()) {
- 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
-
-} // Qt3DRender
-
-QT_END_NAMESPACE