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authorLiang Qi <liang.qi@qt.io>2018-08-14 09:03:57 +0200
committerLiang Qi <liang.qi@qt.io>2018-08-15 10:36:00 +0000
commit1a350077ff6aae315b87f220276f3fba8038d93d (patch)
tree80feddff8b66cbd2272b94f84ca869d0460a1cdf /src/plugins/platforms/cocoa/qcocoaglcontext.mm
parent540525bceb23d63198f89a0987c4a6042b323ce0 (diff)
Revert "macOS: Don't call [NSOpenGLContext update] for every frame"
This reverts commit 823acb069d92b68b36f1b2bb59575bb0595275b4. It caused some test failures in qtdeclarative and etc. Task-number: QTBUG-69891 Change-Id: I2e4038a46de254834e6389c63f6dad0c2e523b8e Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
Diffstat (limited to 'src/plugins/platforms/cocoa/qcocoaglcontext.mm')
-rw-r--r--src/plugins/platforms/cocoa/qcocoaglcontext.mm132
1 files changed, 38 insertions, 94 deletions
diff --git a/src/plugins/platforms/cocoa/qcocoaglcontext.mm b/src/plugins/platforms/cocoa/qcocoaglcontext.mm
index cba9e90a78..4d0fa2e28e 100644
--- a/src/plugins/platforms/cocoa/qcocoaglcontext.mm
+++ b/src/plugins/platforms/cocoa/qcocoaglcontext.mm
@@ -41,8 +41,6 @@
#include "qcocoawindow.h"
#include "qcocoahelpers.h"
#include <qdebug.h>
-#include <QtCore/qscopedvaluerollback.h>
-#include <QtCore/qatomic.h>
#include <QtCore/private/qcore_mac_p.h>
#include <QtPlatformHeaders/qcocoanativecontext.h>
#include <dlfcn.h>
@@ -322,6 +320,9 @@ void QCocoaGLContext::updateSurfaceFormat()
QCocoaGLContext::~QCocoaGLContext()
{
+ if (m_currentWindow && m_currentWindow.data()->handle())
+ static_cast<QCocoaWindow *>(m_currentWindow.data()->handle())->setCurrentContext(0);
+
[m_context release];
}
@@ -330,14 +331,6 @@ bool QCocoaGLContext::makeCurrent(QPlatformSurface *surface)
qCDebug(lcQpaOpenGLContext) << "Making" << m_context << "current"
<< "in" << QThread::currentThread() << "for" << surface;
- // No need to make context current if it already is. This also ensures
- // that we only lock the context once, meaning we don't need to keep
- // track of how many times we've locked it to undo it in doneCurrent().
- // Note that we're not using QOpenGLContext::currentContext() here, as
- // that has already been updated to match context() before this call.
- if ([NSOpenGLContext currentContext] == m_context)
- return true;
-
Q_ASSERT(surface->surface()->supportsOpenGL());
if (surface->surface()->surfaceClass() == QSurface::Offscreen) {
@@ -345,14 +338,11 @@ bool QCocoaGLContext::makeCurrent(QPlatformSurface *surface)
return true;
}
- if (!setDrawable(surface))
+ QWindow *window = static_cast<QCocoaWindow *>(surface)->window();
+ if (!setActiveWindow(window)) {
+ qCDebug(lcQpaOpenGLContext) << "Failed to activate window, skipping makeCurrent";
return false;
-
- // The context may be owned and used by a dedicated render thread, but
- // we will get notifications that trigger update() on the main thread,
- // so we need to guard against concurrent uses of the context. We hold
- // this lock until swapBuffer() or doneCurrent() gets called.
- CGLLockContext(m_context.CGLContextObj);
+ }
[m_context makeCurrentContext];
@@ -373,74 +363,43 @@ bool QCocoaGLContext::makeCurrent(QPlatformSurface *surface)
}
}
+ update();
return true;
}
-/*!
- Sets the drawable object of the NSOpenGLContext, which is the
- frame buffer that is the target of OpenGL drawing operations.
-*/
-bool QCocoaGLContext::setDrawable(QPlatformSurface *surface)
+bool QCocoaGLContext::setActiveWindow(QWindow *window)
{
- Q_ASSERT(surface->surface()->surfaceClass() == QSurface::Window);
- NSView *view = static_cast<QCocoaWindow *>(surface)->view();
-
- if (view == m_context.view)
+ if (window == m_currentWindow.data())
return true;
- m_observers.clear();
+ Q_ASSERT(window->handle());
+ QCocoaWindow *cocoaWindow = static_cast<QCocoaWindow *>(window->handle());
+ NSView *view = cocoaWindow->view();
if ((m_context.view = view) != view) {
- qCInfo(lcQpaOpenGLContext) << "Failed to set" << view << "as drawable for" << m_context;
+ qCDebug(lcQpaOpenGLContext) << "Associating" << view << "with" << m_context << "failed";
return false;
}
- qCInfo(lcQpaOpenGLContext) << "Set drawable for" << m_context << "to" << m_context.view;
-
- auto updateCallback = [&]() { update(); };
+ qCDebug(lcQpaOpenGLContext) << m_context << "now associated with" << m_context.view;
- if (view.layer) {
- m_observers.append(QMacScopedObserver(view, NSViewFrameDidChangeNotification, updateCallback));
- m_observers.append(QMacScopedObserver(view.window, NSWindowDidChangeScreenNotification, updateCallback));
- } else {
- m_observers.append(QMacScopedObserver(view, NSViewGlobalFrameDidChangeNotification, updateCallback));
- }
+ if (m_currentWindow && m_currentWindow.data()->handle())
+ static_cast<QCocoaWindow *>(m_currentWindow.data()->handle())->setCurrentContext(0);
- m_observers.append(QMacScopedObserver([NSApplication sharedApplication],
- NSApplicationDidChangeScreenParametersNotification, updateCallback));
+ m_currentWindow = window;
+ cocoaWindow->setCurrentContext(this);
return true;
}
-// NSOpenGLContext is not re-entrant, which means that even when using separate
-// contexts per thread, per view, and window, calls into the API will still deadlock.
-// Note that this is different from the use of CGLLockContext and CGLUnlockContext
-// to prevent concurrent access to the _same_ context from two different threads.
-// The latter is expected due to NSOpenGLContext not being thread-safe, while the
-// former is working around bugs in NSOpenGLContext that make it not re-entrant.
-// For more information see https://openradar.appspot.com/37064579
+// NSOpenGLContext is not re-entrant (https://openradar.appspot.com/37064579)
static QMutex s_contextMutex;
void QCocoaGLContext::update()
{
- // Updating the context may result in a call to [NSSurface setFrame:], which
- // will recurse back here through NSViewGlobalFrameDidChangeNotification. We
- // could use a recursive mutex to prevent a deadlock, but since they are slower
- // we opt for a manual recursion check.
- static QAtomicPointer<void> updatingThread = nullptr;
- if (updatingThread == QThread::currentThreadId())
- return;
-
- // Guard against concurrent access to the context in the case where there
- // is a dedicated render thread operating on the context. See makeCurrent().
- CGLLockContext(m_context.CGLContextObj);
-
QMutexLocker locker(&s_contextMutex);
- QScopedValueRollback<QAtomicPointer<void>> rollback(updatingThread, QThread::currentThreadId());
qCInfo(lcQpaOpenGLContext) << "Updating" << m_context << "for" << m_context.view;
[m_context update];
-
- CGLUnlockContext(m_context.CGLContextObj);
}
void QCocoaGLContext::swapBuffers(QPlatformSurface *surface)
@@ -451,52 +410,37 @@ void QCocoaGLContext::swapBuffers(QPlatformSurface *surface)
if (surface->surface()->surfaceClass() == QSurface::Offscreen)
return; // Nothing to do
- if (!setDrawable(surface)) {
- qCWarning(lcQpaOpenGLContext) << "Can't flush" << m_context
- << "without" << surface << "as drawable";
+ QWindow *window = static_cast<QCocoaWindow *>(surface)->window();
+ if (!setActiveWindow(window)) {
+ qCWarning(lcQpaOpenGLContext) << "Failed to activate window, skipping swapBuffers";
return;
}
QMutexLocker locker(&s_contextMutex);
[m_context flushBuffer];
-
- // We're done flushing, and should release the lock we have on the
- // context. To ensure that we're not leaving the context current
- // without a lock held on it, we need to couple this with actually
- // clearing the context. This should not be a performance hit for the
- // case where the same context is made current and then cleared, and
- // QOpenGLContext::swapBuffers is documented as requiring makeCurrent
- // again before beginning a new frame, so the user can't expect the
- // context to be current after a call to swapBuffers(). We explicitly
- // go via QOpenGLContext for this, instead of calling our platform
- // method directly, as that will ensure QOpenGLContext records the
- // fact that there is no longer a current context. We then end up
- // in QCocoaGLContext::doneCurrent, where we clear the lock.
- context()->doneCurrent();
}
void QCocoaGLContext::doneCurrent()
{
- auto currentContext = QOpenGLContext::currentContext();
- if (!currentContext)
- return;
-
- // QOpenGLContext::doneCurrent() clears the current context, but can
- // be called on any context, not necessarily the current one. Since
- // we rely on unlocking the context lock we must propagate the call
- // to the right context.
- if (context() != currentContext) {
- currentContext->doneCurrent();
- return;
- }
-
- Q_ASSERT([NSOpenGLContext currentContext] == m_context);
-
qCDebug(lcQpaOpenGLContext) << "Clearing current context"
<< [NSOpenGLContext currentContext] << "in" << QThread::currentThread();
+ if (m_currentWindow && m_currentWindow.data()->handle())
+ static_cast<QCocoaWindow *>(m_currentWindow.data()->handle())->setCurrentContext(nullptr);
+
+ m_currentWindow.clear();
+
[NSOpenGLContext clearCurrentContext];
- CGLUnlockContext(m_context.CGLContextObj);
+}
+
+void QCocoaGLContext::windowWasHidden()
+{
+ // If the window is hidden, we need to unset the m_currentWindow
+ // variable so that succeeding makeCurrent's will not abort prematurely
+ // because of the optimization in setActiveWindow.
+ // Doing a full doneCurrent here is not preferable, because the GL context
+ // might be rendering in a different thread at this time.
+ m_currentWindow.clear();
}
QSurfaceFormat QCocoaGLContext::format() const