/**************************************************************************** ** ** 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 #include #include #include #include #include #include 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.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 } // Qt3DRender QT_END_NAMESPACE