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-rw-r--r--src/render/renderers/opengl/renderer/renderer.cpp58
1 files changed, 19 insertions, 39 deletions
diff --git a/src/render/renderers/opengl/renderer/renderer.cpp b/src/render/renderers/opengl/renderer/renderer.cpp
index b60eea33d..88dd77f39 100644
--- a/src/render/renderers/opengl/renderer/renderer.cpp
+++ b/src/render/renderers/opengl/renderer/renderer.cpp
@@ -627,34 +627,20 @@ void Renderer::render()
}
}
-void Renderer::doRender(bool scene3dBlocking)
+void Renderer::doRender()
{
Renderer::ViewSubmissionResultData submissionData;
bool hasCleanedQueueAndProceeded = false;
bool preprocessingComplete = false;
bool beganDrawing = false;
+
+ // Blocking until RenderQueue is full
const bool canSubmit = isReadyToSubmit();
// Lock the mutex to protect access to the renderQueue while we look for its state
QMutexLocker locker(m_renderQueue->mutex());
- bool queueIsComplete = m_renderQueue->isFrameQueueComplete();
- bool queueIsEmpty = m_renderQueue->targetRenderViewCount() == 0;
-
- // Scene3D Blocking Mode
- if (scene3dBlocking && !queueIsComplete && !queueIsEmpty) {
- int i = 0;
- // We wait at most 10ms to avoid a case we could never recover from
- while (!queueIsComplete && !queueIsEmpty && i++ < 10) {
- qCDebug(Backend) << Q_FUNC_INFO << "Waiting for ready queue (try:" << i << "/ 10)";
- locker.unlock();
- // Give worker threads a chance to complete the queue
- QThread::msleep(1);
- locker.relock();
- queueIsComplete = m_renderQueue->isFrameQueueComplete();
- // This could become true if we've tried to shutdown
- queueIsEmpty = m_renderQueue->targetRenderViewCount() == 0;
- }
- }
+ const bool queueIsComplete = m_renderQueue->isFrameQueueComplete();
+ const bool queueIsEmpty = m_renderQueue->targetRenderViewCount() == 0;
// When using synchronous rendering (QtQuick)
// We are not sure that the frame queue is actually complete
@@ -751,16 +737,12 @@ void Renderer::doRender(bool scene3dBlocking)
#endif
}
- // Only reset renderQueue and proceed to next frame if the submission
- // succeeded or if we are using a render thread and that is wasn't performed
- // already
-
// If hasCleanedQueueAndProceeded isn't true this implies that something went wrong
// with the rendering and/or the renderqueue is incomplete from some reason
- // (in the case of scene3d the render jobs may be taking too long ....)
// or alternatively it could be complete but empty (RenderQueue of size 0)
- if (!hasCleanedQueueAndProceeded &&
- (m_renderThread || queueIsComplete || queueIsEmpty)) {
+
+
+ if (!hasCleanedQueueAndProceeded) {
// RenderQueue was full but something bad happened when
// trying to render it and therefore proceedToNextFrame was not called
// Note: in this case the renderQueue mutex is still locked
@@ -825,21 +807,19 @@ bool Renderer::canRender() const
bool Renderer::isReadyToSubmit()
{
- // If we are using a render thread, make sure that
- // we've been told to render before rendering
- if (m_renderThread) { // Prevent ouf of order execution
- m_submitRenderViewsSemaphore.acquire(1);
+ // Make sure that we've been told to render before rendering
+ // Prevent ouf of order execution
+ m_submitRenderViewsSemaphore.acquire(1);
- // Check if shutdown has been requested
- if (m_running.load() == 0)
- return false;
+ // Check if shutdown has been requested
+ if (m_running.load() == 0)
+ return false;
- // When using Thread rendering, the semaphore should only
- // be released when the frame queue is complete and there's
- // something to render
- // The case of shutdown should have been handled just before
- Q_ASSERT(m_renderQueue->isFrameQueueComplete());
- }
+ // The semaphore should only
+ // be released when the frame queue is complete and there's
+ // something to render
+ // The case of shutdown should have been handled just before
+ Q_ASSERT(m_renderQueue->isFrameQueueComplete());
return true;
}