/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "renderthread_p.h" #include #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { RenderThread::RenderThread(Renderer *renderer) : QThread(), m_renderer(renderer), m_semaphore(0) { } // Called by Renderer in the context of the Aspect Thread void RenderThread::waitForStart( Priority priority ) { qCDebug(Render::Backend) << "Starting Render thread and then going to sleep until it is ready for us..."; start( priority ); m_semaphore.acquire(); qCDebug(Render::Backend) << "Render thread is now ready & calling thread is now awake again"; } // RenderThread context void RenderThread::run() { // We lock the renderer's mutex here before returning control to the calling // thread (the Aspect Thread). This is // to ensure that the Renderer's initialize() waitCondition is reached before // other threads try to wake it up. This is guaranteed by having the // Renderer::setSurface() function try to lock the renderer's mutex too. // That function will block until the mutex is unlocked by the wait condition // in the initialize() call below. QMutexLocker locker(m_renderer->mutex()); // Now we have ensured we will reach the wait condition as described above, // return control to the aspect thread that created us. m_semaphore.release(); // This call to Renderer::initialize() waits for a surface to be set on the // renderer in the context of the Aspect Thread m_renderer->initialize(); locker.unlock(); // Enter the main OpenGL submission loop. m_renderer->render(); // Clean up any OpenGL resources m_renderer->shutdown(); qCDebug(Render::Backend) << "Exiting RenderThread"; } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE