/**************************************************************************** ** ** 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 QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { CommandThread::CommandThread(Renderer *renderer) : QThread() , m_renderer(renderer) , m_waitForStartSemaphore(0) , m_initializedSemaphore(0) { } CommandThread::~CommandThread() { } // Called by RenderThread or MainThread (Scene3d) void CommandThread::initialize(QOpenGLContext *mainContext) { // Start the thread start(); // Wait for thread to be started m_waitForStartSemaphore.acquire(); m_mainContext = mainContext; Q_ASSERT(m_mainContext); // Allow thread to proceed m_initializedSemaphore.release(); } // Called by RenderThread of MainThread (Scene3D) void CommandThread::shutdown() { // Tell thread to exit event loop QThread::quit(); // 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_localContext.reset(); } // Any thread can call this, this is a blocking command void CommandThread::executeCommand(Command *command) { if (!isRunning()) return; QMetaObject::invokeMethod(this, "executeCommandInternal", Qt::BlockingQueuedConnection, Q_ARG(Command *, command)); } void CommandThread::run() { // Allow initialize to proceed m_waitForStartSemaphore.release(); // Wait for initialize to be completed m_initializedSemaphore.acquire(); // 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()); } } // Render } // Qt3DRender QT_END_NAMESPACE