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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-06-09 16:26:05 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2016-06-24 17:56:00 +0000
commit886480688dbebf428eaa387a9f52ceaf7b0ae9d9 (patch)
tree5d4fb385012153419c93a17ba0a7b38648358bf0
parent4412d22c26ba4a187837b0565c66e5b51de85b3c (diff)
D3D12: Reintroduce the single threaded render loop
...and use it by default. Use QSG_RENDER_LOOP=threaded to request the threaded one (but prepare for potential DXGI deadlocks, usually when multiple windows are involved). Change-Id: I1372b4a8f2388e08515899792e2a9c347b31faf8 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
-rw-r--r--src/plugins/scenegraph/d3d12/d3d12.pro2
-rw-r--r--src/plugins/scenegraph/d3d12/qsgd3d12adaptation.cpp11
-rw-r--r--src/plugins/scenegraph/d3d12/qsgd3d12renderloop.cpp1143
-rw-r--r--src/plugins/scenegraph/d3d12/qsgd3d12renderloop_p.h35
-rw-r--r--src/plugins/scenegraph/d3d12/qsgd3d12threadedrenderloop.cpp1187
-rw-r--r--src/plugins/scenegraph/d3d12/qsgd3d12threadedrenderloop_p.h129
6 files changed, 1516 insertions, 991 deletions
diff --git a/src/plugins/scenegraph/d3d12/d3d12.pro b/src/plugins/scenegraph/d3d12/d3d12.pro
index c814c11de0..5d1b7a4946 100644
--- a/src/plugins/scenegraph/d3d12/d3d12.pro
+++ b/src/plugins/scenegraph/d3d12/d3d12.pro
@@ -12,6 +12,7 @@ QMAKE_TARGET_DESCRIPTION = "Quick D3D12 Renderer for Qt."
SOURCES += \
$$PWD/qsgd3d12adaptation.cpp \
$$PWD/qsgd3d12renderloop.cpp \
+ $$PWD/qsgd3d12threadedrenderloop.cpp \
$$PWD/qsgd3d12renderer.cpp \
$$PWD/qsgd3d12context.cpp \
$$PWD/qsgd3d12rendercontext.cpp \
@@ -33,6 +34,7 @@ NO_PCH_SOURCES += \
HEADERS += \
$$PWD/qsgd3d12adaptation_p.h \
$$PWD/qsgd3d12renderloop_p.h \
+ $$PWD/qsgd3d12threadedrenderloop_p.h \
$$PWD/qsgd3d12renderer_p.h \
$$PWD/qsgd3d12context_p.h \
$$PWD/qsgd3d12rendercontext_p.h \
diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12adaptation.cpp b/src/plugins/scenegraph/d3d12/qsgd3d12adaptation.cpp
index 2762177e5d..b93da0ae01 100644
--- a/src/plugins/scenegraph/d3d12/qsgd3d12adaptation.cpp
+++ b/src/plugins/scenegraph/d3d12/qsgd3d12adaptation.cpp
@@ -39,6 +39,7 @@
#include "qsgd3d12adaptation_p.h"
#include "qsgd3d12renderloop_p.h"
+#include "qsgd3d12threadedrenderloop_p.h"
#include "qsgd3d12context_p.h"
QT_BEGIN_NAMESPACE
@@ -68,6 +69,16 @@ QSGContextFactoryInterface::Flags QSGD3D12Adaptation::flags(const QString &) con
QSGRenderLoop *QSGD3D12Adaptation::createWindowManager()
{
+ static bool threaded = false;
+ static bool envChecked = false;
+ if (!envChecked) {
+ envChecked = true;
+ threaded = qgetenv("QSG_RENDER_LOOP") == QByteArrayLiteral("threaded");
+ }
+
+ if (threaded)
+ return new QSGD3D12ThreadedRenderLoop;
+
return new QSGD3D12RenderLoop;
}
diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12renderloop.cpp b/src/plugins/scenegraph/d3d12/qsgd3d12renderloop.cpp
index 067b0d35f6..288a7ce4ad 100644
--- a/src/plugins/scenegraph/d3d12/qsgd3d12renderloop.cpp
+++ b/src/plugins/scenegraph/d3d12/qsgd3d12renderloop.cpp
@@ -42,16 +42,9 @@
#include "qsgd3d12context_p.h"
#include "qsgd3d12rendercontext_p.h"
#include "qsgd3d12shadereffectnode_p.h"
-#include <private/qsgrenderer_p.h>
#include <private/qquickwindow_p.h>
#include <private/qquickprofiler_p.h>
-#include <private/qquickanimatorcontroller_p.h>
-#include <private/qquickprofiler_p.h>
-#include <private/qqmldebugserviceinterfaces_p.h>
-#include <private/qqmldebugconnector_p.h>
#include <QElapsedTimer>
-#include <QQueue>
-#include <QGuiApplication>
QT_BEGIN_NAMESPACE
@@ -64,641 +57,16 @@ QT_BEGIN_NAMESPACE
DECLARE_DEBUG_VAR(loop)
DECLARE_DEBUG_VAR(time)
-/*
- The D3D render loop mostly mirrors the threaded OpenGL render loop.
-
- There are two classes here. QSGD3D12RenderLoop and QSGD3D12RenderThread. All
- communication between the two is based on event passing and we have a number
- of custom events.
-
- Render loop is per process, render thread is per window. The
- QSGD3D12RenderContext and QSGD3D12Engine are per window as well. The former
- is created (but not owned) by QQuickWindow. The D3D device is per process.
-
- In this implementation, the render thread is never blocked and the GUI
- thread will initiate a polishAndSync which will block and wait for the
- render thread to pick it up and release the block only after the render
- thread is done syncing. The reason for this is:
-
- 1. Clear blocking paradigm. We only have one real "block" point
- (polishAndSync()) and all blocking is initiated by GUI and picked up by
- Render at specific times based on events. This makes the execution
- deterministic.
-
- 2. Render does not have to interact with GUI. This is done so that the
- render thread can run its own animation system which stays alive even when
- the GUI thread is blocked doing I/O, object instantiation, QPainter-painting
- or any other non-trivial task.
-
- The render thread has affinity to the GUI thread until a window is shown.
- From that moment and until the window is destroyed, it will have affinity to
- the render thread. (moved back at the end of run for cleanup).
- */
-
-// Passed from the RL to the RT when a window is removed obscured and should be
-// removed from the render loop.
-const QEvent::Type WM_Obscure = QEvent::Type(QEvent::User + 1);
-
-// Passed from the RL to RT when GUI has been locked, waiting for sync.
-const QEvent::Type WM_RequestSync = QEvent::Type(QEvent::User + 2);
-
-// Passed by the RT to itself to trigger another render pass. This is typically
-// a result of QQuickWindow::update().
-const QEvent::Type WM_RequestRepaint = QEvent::Type(QEvent::User + 3);
-
-// Passed by the RL to the RT to maybe release resource if no windows are
-// rendering.
-const QEvent::Type WM_TryRelease = QEvent::Type(QEvent::User + 4);
-
-// Passed by the RL to the RT when a QQuickWindow::grabWindow() is called.
-const QEvent::Type WM_Grab = QEvent::Type(QEvent::User + 5);
-
-// Passed by the window when there is a render job to run.
-const QEvent::Type WM_PostJob = QEvent::Type(QEvent::User + 6);
-
-class QSGD3D12WindowEvent : public QEvent
-{
-public:
- QSGD3D12WindowEvent(QQuickWindow *c, QEvent::Type type) : QEvent(type), window(c) { }
- QQuickWindow *window;
-};
-
-class QSGD3D12TryReleaseEvent : public QSGD3D12WindowEvent
-{
-public:
- QSGD3D12TryReleaseEvent(QQuickWindow *win, bool destroy)
- : QSGD3D12WindowEvent(win, WM_TryRelease), destroying(destroy) { }
- bool destroying;
-};
-
-class QSGD3D12SyncEvent : public QSGD3D12WindowEvent
-{
-public:
- QSGD3D12SyncEvent(QQuickWindow *c, bool inExpose, bool force)
- : QSGD3D12WindowEvent(c, WM_RequestSync)
- , size(c->size())
- , dpr(c->effectiveDevicePixelRatio())
- , syncInExpose(inExpose)
- , forceRenderPass(force) { }
- QSize size;
- float dpr;
- bool syncInExpose;
- bool forceRenderPass;
-};
-
-class QSGD3D12GrabEvent : public QSGD3D12WindowEvent
-{
-public:
- QSGD3D12GrabEvent(QQuickWindow *c, QImage *result)
- : QSGD3D12WindowEvent(c, WM_Grab), image(result) { }
- QImage *image;
-};
-
-class QSGD3D12JobEvent : public QSGD3D12WindowEvent
-{
-public:
- QSGD3D12JobEvent(QQuickWindow *c, QRunnable *postedJob)
- : QSGD3D12WindowEvent(c, WM_PostJob), job(postedJob) { }
- ~QSGD3D12JobEvent() { delete job; }
- QRunnable *job;
-};
-
-class QSGD3D12EventQueue : public QQueue<QEvent *>
-{
-public:
- void addEvent(QEvent *e) {
- mutex.lock();
- enqueue(e);
- if (waiting)
- condition.wakeOne();
- mutex.unlock();
- }
-
- QEvent *takeEvent(bool wait) {
- mutex.lock();
- if (isEmpty() && wait) {
- waiting = true;
- condition.wait(&mutex);
- waiting = false;
- }
- QEvent *e = dequeue();
- mutex.unlock();
- return e;
- }
-
- bool hasMoreEvents() {
- mutex.lock();
- bool has = !isEmpty();
- mutex.unlock();
- return has;
- }
-
-private:
- QMutex mutex;
- QWaitCondition condition;
- bool waiting = false;
-};
-
-static inline int qsgrl_animation_interval()
-{
- const qreal refreshRate = QGuiApplication::primaryScreen() ? QGuiApplication::primaryScreen()->refreshRate() : 0;
- return refreshRate < 1 ? 16 : int(1000 / refreshRate);
-}
-
-class QSGD3D12RenderThread : public QThread
-{
- Q_OBJECT
-
-public:
- QSGD3D12RenderThread(QSGD3D12RenderLoop *rl, QSGRenderContext *renderContext)
- : renderLoop(rl)
- {
- rc = static_cast<QSGD3D12RenderContext *>(renderContext);
- vsyncDelta = qsgrl_animation_interval();
- }
-
- ~QSGD3D12RenderThread()
- {
- delete rc;
- }
-
- bool event(QEvent *e);
- void run();
-
- void syncAndRender();
- void sync(bool inExpose);
-
- void requestRepaint()
- {
- if (sleeping)
- stopEventProcessing = true;
- if (exposedWindow)
- pendingUpdate |= RepaintRequest;
- }
-
- void processEventsAndWaitForMore();
- void processEvents();
- void postEvent(QEvent *e);
-
- enum UpdateRequest {
- SyncRequest = 0x01,
- RepaintRequest = 0x02,
- ExposeRequest = 0x04 | RepaintRequest | SyncRequest
- };
-
- QSGD3D12Engine *engine = nullptr;
- QSGD3D12RenderLoop *renderLoop;
- QSGD3D12RenderContext *rc;
- QAnimationDriver *rtAnim = nullptr;
- volatile bool active = false;
- uint pendingUpdate = 0;
- bool sleeping = false;
- bool syncResultedInChanges = false;
- float vsyncDelta;
- QMutex mutex;
- QWaitCondition waitCondition;
- QQuickWindow *exposedWindow = nullptr;
- bool stopEventProcessing = false;
- QSGD3D12EventQueue eventQueue;
- QElapsedTimer threadTimer;
- qint64 syncTime;
- qint64 renderTime;
- qint64 sinceLastTime;
-
-public slots:
- void onSceneGraphChanged() {
- syncResultedInChanges = true;
- }
-};
-
-bool QSGD3D12RenderThread::event(QEvent *e)
-{
- switch (e->type()) {
-
- case WM_Obscure:
- Q_ASSERT(!exposedWindow || exposedWindow == static_cast<QSGD3D12WindowEvent *>(e)->window);
- if (Q_UNLIKELY(debug_loop()))
- qDebug() << "RT - WM_Obscure" << exposedWindow;
- mutex.lock();
- if (exposedWindow) {
- QQuickWindowPrivate::get(exposedWindow)->fireAboutToStop();
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - WM_Obscure - window removed");
- exposedWindow = nullptr;
- }
- waitCondition.wakeOne();
- mutex.unlock();
- return true;
-
- case WM_RequestSync: {
- QSGD3D12SyncEvent *wme = static_cast<QSGD3D12SyncEvent *>(e);
- if (sleeping)
- stopEventProcessing = true;
- // One thread+engine for each window. However, the native window may
- // change in some (quite artificial) cases, e.g. due to a hide -
- // destroy - show on the QWindow.
- bool needsWindow = !engine->window();
- if (engine->window() && engine->window() != wme->window->winId()) {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - WM_RequestSync - native window handle changes for active engine");
- engine->waitGPU();
- QQuickWindowPrivate::get(wme->window)->cleanupNodesOnShutdown();
- QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache();
- rc->invalidate();
- engine->releaseResources();
- needsWindow = true;
- // Be nice and emit the rendercontext's initialized() later on at
- // some point so that QQuickWindow::sceneGraphInitialized() behaves
- // in a manner similar to GL.
- rc->setInitializedPending();
- }
- if (needsWindow) {
- // Must only ever get here when there is no window or releaseResources() has been called.
- const int samples = wme->window->format().samples();
- if (Q_UNLIKELY(debug_loop()))
- qDebug() << "RT - WM_RequestSync - initializing D3D12 engine" << wme->window
- << wme->size << wme->dpr << samples;
- engine->attachToWindow(wme->window->winId(), wme->size, wme->dpr, samples);
- }
- exposedWindow = wme->window;
- engine->setWindowSize(wme->size, wme->dpr);
- if (Q_UNLIKELY(debug_loop()))
- qDebug() << "RT - WM_RequestSync" << exposedWindow;
- pendingUpdate |= SyncRequest;
- if (wme->syncInExpose) {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - WM_RequestSync - triggered from expose");
- pendingUpdate |= ExposeRequest;
- }
- if (wme->forceRenderPass) {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - WM_RequestSync - repaint regardless");
- pendingUpdate |= RepaintRequest;
- }
- return true;
- }
-
- case WM_TryRelease: {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - WM_TryRelease");
- mutex.lock();
- renderLoop->lockedForSync = true;
- QSGD3D12TryReleaseEvent *wme = static_cast<QSGD3D12TryReleaseEvent *>(e);
- // Only when no windows are exposed anymore or we are shutting down.
- if (!exposedWindow || wme->destroying) {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - WM_TryRelease - invalidating rc");
- if (wme->window) {
- QQuickWindowPrivate *wd = QQuickWindowPrivate::get(wme->window);
- if (wme->destroying) {
- // QSGNode destruction may release graphics resources in use so wait first.
- engine->waitGPU();
- // Bye bye nodes...
- wd->cleanupNodesOnShutdown();
- QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache();
- }
- rc->invalidate();
- QCoreApplication::processEvents();
- QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);
- if (wme->destroying)
- delete wd->animationController;
- }
- if (wme->destroying)
- active = false;
- if (sleeping)
- stopEventProcessing = true;
- } else {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - WM_TryRelease - not releasing because window is still active");
- }
- waitCondition.wakeOne();
- renderLoop->lockedForSync = false;
- mutex.unlock();
- return true;
- }
-
- case WM_Grab: {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - WM_Grab");
- QSGD3D12GrabEvent *wme = static_cast<QSGD3D12GrabEvent *>(e);
- Q_ASSERT(wme->window);
- Q_ASSERT(wme->window == exposedWindow || !exposedWindow);
- mutex.lock();
- if (wme->window) {
- // Grabbing is generally done by rendering a frame and reading the
- // color buffer contents back, without presenting, and then
- // creating a QImage from the returned data. It is terribly
- // inefficient since it involves a full blocking wait for the GPU.
- // However, our hands are tied by the existing, synchronous APIs of
- // QQuickWindow and such.
- QQuickWindowPrivate *wd = QQuickWindowPrivate::get(wme->window);
- rc->ensureInitializedEmitted();
- wd->syncSceneGraph();
- wd->renderSceneGraph(wme->window->size());
- *wme->image = engine->executeAndWaitReadbackRenderTarget();
- }
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - WM_Grab - waking gui to handle result");
- waitCondition.wakeOne();
- mutex.unlock();
- return true;
- }
-
- case WM_PostJob: {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - WM_PostJob");
- QSGD3D12JobEvent *wme = static_cast<QSGD3D12JobEvent *>(e);
- Q_ASSERT(wme->window == exposedWindow);
- if (exposedWindow) {
- wme->job->run();
- delete wme->job;
- wme->job = nullptr;
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - WM_PostJob - job done");
- }
- return true;
- }
-
- case WM_RequestRepaint:
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - WM_RequestPaint");
- // When GUI posts this event, it is followed by a polishAndSync, so we
- // must not exit the event loop yet.
- pendingUpdate |= RepaintRequest;
- break;
-
- default:
- break;
- }
-
- return QThread::event(e);
-}
-
-void QSGD3D12RenderThread::postEvent(QEvent *e)
-{
- eventQueue.addEvent(e);
-}
-
-void QSGD3D12RenderThread::processEvents()
-{
- while (eventQueue.hasMoreEvents()) {
- QEvent *e = eventQueue.takeEvent(false);
- event(e);
- delete e;
- }
-}
-
-void QSGD3D12RenderThread::processEventsAndWaitForMore()
-{
- stopEventProcessing = false;
- while (!stopEventProcessing) {
- QEvent *e = eventQueue.takeEvent(true);
- event(e);
- delete e;
- }
-}
-
-void QSGD3D12RenderThread::run()
-{
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - run()");
-
- engine = new QSGD3D12Engine;
- rc->setEngine(engine);
-
- rtAnim = rc->sceneGraphContext()->createAnimationDriver(nullptr);
- rtAnim->install();
-
- if (QQmlDebugConnector::service<QQmlProfilerService>())
- QQuickProfiler::registerAnimationCallback();
-
- while (active) {
- if (exposedWindow)
- syncAndRender();
-
- processEvents();
- QCoreApplication::processEvents();
-
- if (pendingUpdate == 0 || !exposedWindow) {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - done drawing, sleep");
- sleeping = true;
- processEventsAndWaitForMore();
- sleeping = false;
- }
- }
-
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - run() exiting");
-
- delete rtAnim;
- rtAnim = nullptr;
-
- rc->moveToThread(renderLoop->thread());
- moveToThread(renderLoop->thread());
-
- rc->setEngine(nullptr);
- delete engine;
- engine = nullptr;
-}
-
-void QSGD3D12RenderThread::sync(bool inExpose)
-{
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - sync");
-
- mutex.lock();
- Q_ASSERT_X(renderLoop->lockedForSync, "QSGD3D12RenderThread::sync()", "sync triggered with gui not locked");
-
- // Recover from device loss.
- if (!engine->hasResources()) {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - sync - device was lost, resetting scenegraph");
- QQuickWindowPrivate::get(exposedWindow)->cleanupNodesOnShutdown();
- QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache();
- rc->invalidate();
- }
-
- if (engine->window()) {
- QQuickWindowPrivate *wd = QQuickWindowPrivate::get(exposedWindow);
- bool hadRenderer = wd->renderer != nullptr;
- // If the scene graph was touched since the last sync() make sure it sends the
- // changed signal.
- if (wd->renderer)
- wd->renderer->clearChangedFlag();
-
- rc->ensureInitializedEmitted();
- wd->syncSceneGraph();
-
- if (!hadRenderer && wd->renderer) {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - created renderer");
- syncResultedInChanges = true;
- connect(wd->renderer, &QSGRenderer::sceneGraphChanged, this,
- &QSGD3D12RenderThread::onSceneGraphChanged, Qt::DirectConnection);
- }
-
- // Process deferred deletes now, directly after the sync as deleteLater
- // on the GUI must now also have resulted in SG changes and the delete
- // is a safe operation.
- QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);
- }
-
- if (!inExpose) {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - sync complete, waking gui");
- waitCondition.wakeOne();
- mutex.unlock();
- }
-}
-
-void QSGD3D12RenderThread::syncAndRender()
-{
- if (Q_UNLIKELY(debug_time())) {
- sinceLastTime = threadTimer.nsecsElapsed();
- threadTimer.start();
- }
- Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphRenderLoopFrame);
-
- QElapsedTimer waitTimer;
- waitTimer.start();
-
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - syncAndRender()");
-
- syncResultedInChanges = false;
- QQuickWindowPrivate *wd = QQuickWindowPrivate::get(exposedWindow);
-
- const bool repaintRequested = (pendingUpdate & RepaintRequest) || wd->customRenderStage;
- const bool syncRequested = pendingUpdate & SyncRequest;
- const bool exposeRequested = (pendingUpdate & ExposeRequest) == ExposeRequest;
- pendingUpdate = 0;
-
- if (syncRequested)
- sync(exposeRequested);
-
-#ifndef QSG_NO_RENDER_TIMING
- if (Q_UNLIKELY(debug_time()))
- syncTime = threadTimer.nsecsElapsed();
-#endif
- Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRenderLoopFrame);
-
- if (!syncResultedInChanges && !repaintRequested) {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - no changes, render aborted");
- int waitTime = vsyncDelta - (int) waitTimer.elapsed();
- if (waitTime > 0)
- msleep(waitTime);
- return;
- }
-
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - rendering started");
-
- if (rtAnim->isRunning()) {
- wd->animationController->lock();
- rtAnim->advance();
- wd->animationController->unlock();
- }
-
- bool canRender = wd->renderer != nullptr;
- // Recover from device loss.
- if (!engine->hasResources()) {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - syncAndRender - device was lost, posting FullUpdateRequest");
- // Cannot do anything here because gui is not locked. Request a new
- // sync+render round on the gui thread and let the sync handle it.
- QCoreApplication::postEvent(exposedWindow, new QEvent(QEvent::Type(QQuickWindowPrivate::FullUpdateRequest)));
- canRender = false;
- }
-
- if (canRender) {
- wd->renderSceneGraph(engine->windowSize());
- if (Q_UNLIKELY(debug_time()))
- renderTime = threadTimer.nsecsElapsed();
- Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRenderLoopFrame);
-
- // The engine is able to have multiple frames in flight. This in effect is
- // similar to BufferQueueingOpenGL. Provide an env var to force the
- // traditional blocking swap behavior, just in case.
- static bool blockOnEachFrame = qEnvironmentVariableIntValue("QT_D3D_BLOCKING_PRESENT") != 0;
-
- if (!wd->customRenderStage || !wd->customRenderStage->swap())
- engine->present();
-
- if (blockOnEachFrame)
- engine->waitGPU();
-
- // The concept of "frame swaps" is quite misleading by default, when
- // blockOnEachFrame is not used, but emit it for compatibility.
- wd->fireFrameSwapped();
- } else {
- Q_QUICK_SG_PROFILE_SKIP(QQuickProfiler::SceneGraphRenderLoopFrame, 1);
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - window not ready, skipping render");
- }
-
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - rendering done");
-
- if (exposeRequested) {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("RT - wake gui after initial expose");
- waitCondition.wakeOne();
- mutex.unlock();
- }
-
- if (Q_UNLIKELY(debug_time()))
- qDebug("Frame rendered with 'd3d12' renderloop in %dms, sync=%d, render=%d, swap=%d - (on render thread)",
- int(threadTimer.elapsed()),
- int((syncTime/1000000)),
- int((renderTime - syncTime) / 1000000),
- int(threadTimer.elapsed() - renderTime / 1000000));
-
- Q_QUICK_SG_PROFILE_END(QQuickProfiler::SceneGraphRenderLoopFrame);
-
- static int devLossTest = qEnvironmentVariableIntValue("QT_D3D_TEST_DEVICE_LOSS");
- if (devLossTest > 0) {
- static QElapsedTimer kt;
- static bool timerRunning = false;
- if (!timerRunning) {
- kt.start();
- timerRunning = true;
- } else if (kt.elapsed() > 5000) {
- --devLossTest;
- kt.restart();
- engine->simulateDeviceLoss();
- }
- }
-}
-
-template<class T> T *windowFor(const QVector<T> &list, QQuickWindow *window)
-{
- for (const T &t : list) {
- if (t.window == window)
- return const_cast<T *>(&t);
- }
- return nullptr;
-}
-
QSGD3D12RenderLoop::QSGD3D12RenderLoop()
{
if (Q_UNLIKELY(debug_loop()))
- qDebug("new d3d12 render loop ctor");
+ qDebug("new d3d12 render loop");
sg = new QSGD3D12Context;
-
- anim = sg->createAnimationDriver(this);
- connect(anim, &QAnimationDriver::started, this, &QSGD3D12RenderLoop::onAnimationStarted);
- connect(anim, &QAnimationDriver::stopped, this, &QSGD3D12RenderLoop::onAnimationStopped);
- anim->install();
}
QSGD3D12RenderLoop::~QSGD3D12RenderLoop()
{
- if (Q_UNLIKELY(debug_loop()))
- qDebug("new d3d12 render loop dtor");
-
delete sg;
}
@@ -712,11 +80,6 @@ void QSGD3D12RenderLoop::hide(QQuickWindow *window)
{
if (Q_UNLIKELY(debug_loop()))
qDebug() << "hide" << window;
-
- if (window->isExposed())
- handleObscurity(windowFor(windows, window));
-
- releaseResources(window);
}
void QSGD3D12RenderLoop::resize(QQuickWindow *window)
@@ -725,7 +88,11 @@ void QSGD3D12RenderLoop::resize(QQuickWindow *window)
return;
if (Q_UNLIKELY(debug_loop()))
- qDebug() << "resize" << window << window->size();
+ qDebug() << "resize" << window;
+
+ WindowData &data(m_windows[window]);
+ if (data.engine)
+ data.engine->setWindowSize(window->size(), window->effectiveDevicePixelRatio());
}
void QSGD3D12RenderLoop::windowDestroyed(QQuickWindow *window)
@@ -733,26 +100,32 @@ void QSGD3D12RenderLoop::windowDestroyed(QQuickWindow *window)
if (Q_UNLIKELY(debug_loop()))
qDebug() << "window destroyed" << window;
- WindowData *w = windowFor(windows, window);
- if (!w)
+ if (!m_windows.contains(window))
return;
- handleObscurity(w);
- handleResourceRelease(w, true);
+ QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window);
+ wd->fireAboutToStop();
- QSGD3D12RenderThread *thread = w->thread;
- while (thread->isRunning())
- QThread::yieldCurrentThread();
+ WindowData &data(m_windows[window]);
+ QSGD3D12Engine *engine = data.engine;
+ QSGD3D12RenderContext *rc = data.rc;
+ m_windows.remove(window);
- Q_ASSERT(thread->thread() == QThread::currentThread());
- delete thread;
+ // QSGNode destruction may release graphics resources in use so wait first.
+ engine->waitGPU();
- for (int i = 0; i < windows.size(); ++i) {
- if (windows.at(i).window == window) {
- windows.removeAt(i);
- break;
- }
- }
+ // Bye bye nodes...
+ wd->cleanupNodesOnShutdown();
+
+ QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache();
+
+ rc->invalidate();
+
+ if (m_windows.isEmpty())
+ QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);
+
+ delete rc;
+ delete engine;
}
void QSGD3D12RenderLoop::exposureChanged(QQuickWindow *window)
@@ -761,76 +134,55 @@ void QSGD3D12RenderLoop::exposureChanged(QQuickWindow *window)
qDebug() << "exposure changed" << window;
if (window->isExposed()) {
- handleExposure(window);
- } else {
- WindowData *w = windowFor(windows, window);
- if (w)
- handleObscurity(w);
+ if (!m_windows.contains(window)) {
+ WindowData data;
+ data.engine = new QSGD3D12Engine;
+ data.rc = static_cast<QSGD3D12RenderContext *>(QQuickWindowPrivate::get(window)->context);
+ data.rc->setEngine(data.engine);
+ m_windows[window] = data;
+
+ const int samples = window->format().samples();
+ const qreal dpr = window->effectiveDevicePixelRatio();
+
+ if (debug_loop())
+ qDebug() << "initializing D3D12 engine" << window << window->size() << dpr << samples;
+
+ data.engine->attachToWindow(window->winId(), window->size(), dpr, samples);
+ }
+ m_windows[window].updatePending = true;
+ renderWindow(window);
+ } else if (m_windows.contains(window)) {
+ QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window);
+ wd->fireAboutToStop();
}
}
QImage QSGD3D12RenderLoop::grab(QQuickWindow *window)
{
- if (Q_UNLIKELY(debug_loop()))
- qDebug() << "grab" << window;
-
- WindowData *w = windowFor(windows, window);
- // Have to support invisible (but created()'ed) windows as well.
- // Unlike with GL, leaving that case for QQuickWindow to handle is not feasible.
- const bool tempExpose = !w;
- if (tempExpose) {
- handleExposure(window);
- w = windowFor(windows, window);
- Q_ASSERT(w);
- }
-
- if (!w->thread->isRunning())
+ if (!m_windows.contains(window))
return QImage();
- if (!window->handle())
- window->create();
-
- QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window);
- wd->polishItems();
-
- QImage result;
- w->thread->mutex.lock();
- lockedForSync = true;
- w->thread->postEvent(new QSGD3D12GrabEvent(window, &result));
- w->thread->waitCondition.wait(&w->thread->mutex);
- lockedForSync = false;
- w->thread->mutex.unlock();
+ m_windows[window].grabOnly = true;
- result.setDevicePixelRatio(window->effectiveDevicePixelRatio());
+ renderWindow(window);
- if (tempExpose)
- handleObscurity(w);
-
- return result;
+ QImage grabbed = m_grabContent;
+ m_grabContent = QImage();
+ return grabbed;
}
void QSGD3D12RenderLoop::update(QQuickWindow *window)
{
- WindowData *w = windowFor(windows, window);
- if (!w)
- return;
-
- if (w->thread == QThread::currentThread()) {
- w->thread->requestRepaint();
+ if (!m_windows.contains(window))
return;
- }
- // We set forceRenderPass because we want to make sure the QQuickWindow
- // actually does a full render pass after the next sync.
- w->forceRenderPass = true;
- scheduleUpdate(w);
+ m_windows[window].updatePending = true;
+ window->requestUpdate();
}
void QSGD3D12RenderLoop::maybeUpdate(QQuickWindow *window)
{
- WindowData *w = windowFor(windows, window);
- if (w)
- scheduleUpdate(w);
+ update(window);
}
// called in response to window->requestUpdate()
@@ -839,14 +191,12 @@ void QSGD3D12RenderLoop::handleUpdateRequest(QQuickWindow *window)
if (Q_UNLIKELY(debug_loop()))
qDebug() << "handleUpdateRequest" << window;
- WindowData *w = windowFor(windows, window);
- if (w)
- polishAndSync(w, false);
+ renderWindow(window);
}
QAnimationDriver *QSGD3D12RenderLoop::animationDriver() const
{
- return anim;
+ return nullptr;
}
QSGContext *QSGD3D12RenderLoop::sceneGraphContext() const
@@ -863,19 +213,14 @@ void QSGD3D12RenderLoop::releaseResources(QQuickWindow *window)
{
if (Q_UNLIKELY(debug_loop()))
qDebug() << "releaseResources" << window;
-
- WindowData *w = windowFor(windows, window);
- if (w)
- handleResourceRelease(w, false);
}
void QSGD3D12RenderLoop::postJob(QQuickWindow *window, QRunnable *job)
{
- WindowData *w = windowFor(windows, window);
- if (w && w->thread && w->thread->exposedWindow)
- w->thread->postEvent(new QSGD3D12JobEvent(window, job));
- else
- delete job;
+ Q_ASSERT(job);
+ Q_ASSERT(window);
+ job->run();
+ delete job;
}
QSurface::SurfaceType QSGD3D12RenderLoop::windowSurfaceType() const
@@ -883,285 +228,153 @@ QSurface::SurfaceType QSGD3D12RenderLoop::windowSurfaceType() const
return QSurface::OpenGLSurface;
}
-bool QSGD3D12RenderLoop::interleaveIncubation() const
-{
- bool somethingVisible = false;
- for (const WindowData &w : windows) {
- if (w.window->isVisible() && w.window->isExposed()) {
- somethingVisible = true;
- break;
- }
- }
- return somethingVisible && anim->isRunning();
-}
-
-int QSGD3D12RenderLoop::flags() const
+void QSGD3D12RenderLoop::renderWindow(QQuickWindow *window)
{
- return SupportsGrabWithoutExpose;
-}
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "renderWindow" << window;
-bool QSGD3D12RenderLoop::event(QEvent *e)
-{
- if (e->type() == QEvent::Timer) {
- QTimerEvent *te = static_cast<QTimerEvent *>(e);
- if (te->timerId() == animationTimer) {
- anim->advance();
- emit timeToIncubate();
- return true;
- }
- }
+ QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window);
+ if (!wd->isRenderable() || !m_windows.contains(window))
+ return;
- return QObject::event(e);
-}
+ WindowData &data(m_windows[window]);
-void QSGD3D12RenderLoop::onAnimationStarted()
-{
- startOrStopAnimationTimer();
+ const bool needsSwap = data.updatePending;
+ data.updatePending = false;
- for (const WindowData &w : qAsConst(windows))
- w.window->requestUpdate();
-}
+ if (!data.grabOnly) {
+ wd->flushFrameSynchronousEvents();
+ if (!m_windows.contains(window))
+ return;
+ }
-void QSGD3D12RenderLoop::onAnimationStopped()
-{
- startOrStopAnimationTimer();
-}
+ QElapsedTimer renderTimer;
+ qint64 renderTime = 0, syncTime = 0, polishTime = 0;
+ const bool profileFrames = debug_time();
+ if (profileFrames)
+ renderTimer.start();
+ Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphPolishFrame);
-void QSGD3D12RenderLoop::startOrStopAnimationTimer()
-{
- int exposedWindowCount = 0;
- const WindowData *exposed = nullptr;
-
- for (int i = 0; i < windows.size(); ++i) {
- const WindowData &w(windows[i]);
- if (w.window->isVisible() && w.window->isExposed()) {
- ++exposedWindowCount;
- exposed = &w;
- }
- }
+ wd->polishItems();
- if (animationTimer && (exposedWindowCount == 1 || !anim->isRunning())) {
- killTimer(animationTimer);
- animationTimer = 0;
- // If animations are running, make sure we keep on animating
- if (anim->isRunning())
- exposed->window->requestUpdate();
- } else if (!animationTimer && exposedWindowCount != 1 && anim->isRunning()) {
- animationTimer = startTimer(qsgrl_animation_interval());
- }
-}
+ if (profileFrames)
+ polishTime = renderTimer.nsecsElapsed();
+ Q_QUICK_SG_PROFILE_SWITCH(QQuickProfiler::SceneGraphPolishFrame,
+ QQuickProfiler::SceneGraphRenderLoopFrame);
-void QSGD3D12RenderLoop::handleExposure(QQuickWindow *window)
-{
- if (Q_UNLIKELY(debug_loop()))
- qDebug() << "handleExposure" << window;
+ emit window->afterAnimating();
- WindowData *w = windowFor(windows, window);
- if (!w) {
+ // The native window may change in some (quite artificial) cases, e.g. due
+ // to a hide - destroy - show on the QWindow.
+ bool needsWindow = !data.engine->window();
+ if (data.engine->window() && data.engine->window() != window->winId()) {
if (Q_UNLIKELY(debug_loop()))
- qDebug("adding window to list");
- WindowData win;
- win.window = window;
- QSGRenderContext *rc = QQuickWindowPrivate::get(window)->context; // will transfer ownership
- win.thread = new QSGD3D12RenderThread(this, rc);
- win.updateDuringSync = false;
- win.forceRenderPass = true; // also covered by polishAndSync(inExpose=true), but doesn't hurt
- windows.append(win);
- w = &windows.last();
- }
-
- // set this early as we'll be rendering shortly anyway and this avoids
- // special casing exposure in polishAndSync.
- w->thread->exposedWindow = window;
-
- if (w->window->size().isEmpty()
- || (w->window->isTopLevel() && !w->window->geometry().intersects(w->window->screen()->availableGeometry()))) {
-#ifndef QT_NO_DEBUG
- qWarning().noquote().nospace() << "QSGD3D12RenderLoop: expose event received for window "
- << w->window << " with invalid geometry: " << w->window->geometry()
- << " on " << w->window->screen();
-#endif
+ qDebug("sync - native window handle changes for active engine");
+ data.engine->waitGPU();
+ wd->cleanupNodesOnShutdown();
+ QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache();
+ data.rc->invalidate();
+ data.engine->releaseResources();
+ needsWindow = true;
+ // Be nice and emit the rendercontext's initialized() later on so that
+ // QQuickWindow::sceneGraphInitialized() behaves in a manner similar to GL.
+ data.rc->setInitializedPending();
+ }
+ if (needsWindow) {
+ // Must only ever get here when there is no window or releaseResources() has been called.
+ const int samples = window->format().samples();
+ const qreal dpr = window->effectiveDevicePixelRatio();
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "sync - reinitializing D3D12 engine" << window << window->size() << dpr << samples;
+ data.engine->attachToWindow(window->winId(), window->size(), dpr, samples);
}
- if (!w->window->handle())
- w->window->create();
-
- // Start render thread if it is not running
- if (!w->thread->isRunning()) {
+ // Recover from device loss.
+ if (!data.engine->hasResources()) {
if (Q_UNLIKELY(debug_loop()))
- qDebug("starting render thread");
- // Push a few things to the render thread.
- QQuickAnimatorController *controller = QQuickWindowPrivate::get(w->window)->animationController;
- if (controller->thread() != w->thread)
- controller->moveToThread(w->thread);
- if (w->thread->thread() == QThread::currentThread()) {
- w->thread->rc->moveToThread(w->thread);
- w->thread->moveToThread(w->thread);
- }
-
- w->thread->active = true;
- w->thread->start();
-
- if (!w->thread->isRunning())
- qFatal("Render thread failed to start, aborting application.");
+ qDebug("sync - device was lost, resetting scenegraph");
+ wd->cleanupNodesOnShutdown();
+ QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache();
+ data.rc->invalidate();
+ data.rc->setInitializedPending();
}
- polishAndSync(w, true);
-
- startOrStopAnimationTimer();
-}
-
-void QSGD3D12RenderLoop::handleObscurity(WindowData *w)
-{
- if (Q_UNLIKELY(debug_loop()))
- qDebug() << "handleObscurity" << w->window;
+ data.rc->ensureInitializedEmitted();
- if (w->thread->isRunning()) {
- w->thread->mutex.lock();
- w->thread->postEvent(new QSGD3D12WindowEvent(w->window, WM_Obscure));
- w->thread->waitCondition.wait(&w->thread->mutex);
- w->thread->mutex.unlock();
- }
-
- startOrStopAnimationTimer();
-}
+ wd->syncSceneGraph();
-void QSGD3D12RenderLoop::scheduleUpdate(WindowData *w)
-{
- if (!QCoreApplication::instance())
- return;
+ if (profileFrames)
+ syncTime = renderTimer.nsecsElapsed();
+ Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRenderLoopFrame);
- if (!w || !w->thread->isRunning())
- return;
+ wd->renderSceneGraph(window->size());
- QThread *current = QThread::currentThread();
- if (current != QCoreApplication::instance()->thread() && (current != w->thread || !lockedForSync)) {
- qWarning() << "Updates can only be scheduled from GUI thread or from QQuickItem::updatePaintNode()";
- return;
- }
+ if (profileFrames)
+ renderTime = renderTimer.nsecsElapsed();
+ Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRenderLoopFrame);
- if (current == w->thread) {
- w->updateDuringSync = true;
- return;
+ if (data.grabOnly) {
+ m_grabContent = data.engine->executeAndWaitReadbackRenderTarget();
+ data.grabOnly = false;
}
- w->window->requestUpdate();
-}
+ // The engine is able to have multiple frames in flight. This in effect is
+ // similar to BufferQueueingOpenGL. Provide an env var to force the
+ // traditional blocking swap behavior, just in case.
+ static bool blockOnEachFrame = qEnvironmentVariableIntValue("QT_D3D_BLOCKING_PRESENT") != 0;
-void QSGD3D12RenderLoop::handleResourceRelease(WindowData *w, bool destroying)
-{
- if (Q_UNLIKELY(debug_loop()))
- qDebug() << "handleResourceRelease" << (destroying ? "destroying" : "hide/releaseResources") << w->window;
-
- w->thread->mutex.lock();
- if (w->thread->isRunning() && w->thread->active) {
- QQuickWindow *window = w->window;
-
- // Note that window->handle() is typically null by this time because
- // the platform window is already destroyed. This should not be a
- // problem for the D3D cleanup.
-
- w->thread->postEvent(new QSGD3D12TryReleaseEvent(window, destroying));
- w->thread->waitCondition.wait(&w->thread->mutex);
-
- // Avoid a shutdown race condition.
- // If SG is invalidated and 'active' becomes false, the thread's run()
- // method will exit. handleExposure() relies on QThread::isRunning() (because it
- // potentially needs to start the thread again) and our mutex cannot be used to
- // track the thread stopping, so we wait a few nanoseconds extra so the thread
- // can exit properly.
- if (!w->thread->active)
- w->thread->wait();
+ if (needsSwap && window->isVisible()) {
+ data.engine->present();
+ if (blockOnEachFrame)
+ data.engine->waitGPU();
+ // The concept of "frame swaps" is quite misleading by default, when
+ // blockOnEachFrame is not used, but emit it for compatibility.
+ wd->fireFrameSwapped();
+ } else {
+ if (blockOnEachFrame)
+ data.engine->waitGPU();
}
- w->thread->mutex.unlock();
-}
-void QSGD3D12RenderLoop::polishAndSync(WindowData *w, bool inExpose)
-{
- if (Q_UNLIKELY(debug_loop()))
- qDebug() << "polishAndSync" << (inExpose ? "(in expose)" : "(normal)") << w->window;
-
- QQuickWindow *window = w->window;
- if (!w->thread || !w->thread->exposedWindow) {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("polishAndSync - not exposed, abort");
- return;
- }
+ qint64 swapTime = 0;
+ if (profileFrames)
+ swapTime = renderTimer.nsecsElapsed();
+ Q_QUICK_SG_PROFILE_END(QQuickProfiler::SceneGraphRenderLoopFrame);
- // Flush pending touch events.
- QQuickWindowPrivate::get(window)->flushFrameSynchronousEvents();
- // The delivery of the event might have caused the window to stop rendering
- w = windowFor(windows, window);
- if (!w || !w->thread || !w->thread->exposedWindow) {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("polishAndSync - removed after touch event flushing, abort");
- return;
+ if (Q_UNLIKELY(debug_time())) {
+ static QTime lastFrameTime = QTime::currentTime();
+ qDebug("Frame rendered with 'd3d12' renderloop in %dms, polish=%d, sync=%d, render=%d, swap=%d, frameDelta=%d",
+ int(swapTime / 1000000),
+ int(polishTime / 1000000),
+ int((syncTime - polishTime) / 1000000),
+ int((renderTime - syncTime) / 1000000),
+ int((swapTime - renderTime) / 10000000),
+ int(lastFrameTime.msecsTo(QTime::currentTime())));
+ lastFrameTime = QTime::currentTime();
}
- QElapsedTimer timer;
- qint64 polishTime = 0;
- qint64 waitTime = 0;
- qint64 syncTime = 0;
- if (Q_UNLIKELY(debug_time()))
- timer.start();
- Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphPolishAndSync);
-
- QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window);
- wd->polishItems();
-
- if (Q_UNLIKELY(debug_time()))
- polishTime = timer.nsecsElapsed();
- Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphPolishAndSync);
-
- w->updateDuringSync = false;
-
- emit window->afterAnimating();
-
- if (Q_UNLIKELY(debug_loop()))
- qDebug("polishAndSync - lock for sync");
- w->thread->mutex.lock();
- lockedForSync = true;
- w->thread->postEvent(new QSGD3D12SyncEvent(window, inExpose, w->forceRenderPass));
- w->forceRenderPass = false;
-
- if (Q_UNLIKELY(debug_loop()))
- qDebug("polishAndSync - wait for sync");
- if (Q_UNLIKELY(debug_time()))
- waitTime = timer.nsecsElapsed();
- Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphPolishAndSync);
- w->thread->waitCondition.wait(&w->thread->mutex);
- lockedForSync = false;
- w->thread->mutex.unlock();
- if (Q_UNLIKELY(debug_loop()))
- qDebug("polishAndSync - unlock after sync");
-
- if (Q_UNLIKELY(debug_time()))
- syncTime = timer.nsecsElapsed();
- Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphPolishAndSync);
+ // Might have been set during syncSceneGraph()
+ if (data.updatePending)
+ maybeUpdate(window);
- if (!animationTimer && anim->isRunning()) {
- if (Q_UNLIKELY(debug_loop()))
- qDebug("polishAndSync - advancing animations");
- anim->advance();
- // We need to trigger another sync to keep animations running...
- w->window->requestUpdate();
- emit timeToIncubate();
- } else if (w->updateDuringSync) {
- w->window->requestUpdate();
+ // Simulate device loss if requested.
+ static int devLossTest = qEnvironmentVariableIntValue("QT_D3D_TEST_DEVICE_LOSS");
+ if (devLossTest > 0) {
+ static QElapsedTimer kt;
+ static bool timerRunning = false;
+ if (!timerRunning) {
+ kt.start();
+ timerRunning = true;
+ } else if (kt.elapsed() > 5000) {
+ --devLossTest;
+ kt.restart();
+ data.engine->simulateDeviceLoss();
+ }
}
-
- if (Q_UNLIKELY(debug_time()))
- qDebug().nospace()
- << "Frame prepared with 'd3d12' renderloop"
- << ", polish=" << (polishTime / 1000000)
- << ", lock=" << (waitTime - polishTime) / 1000000
- << ", blockedForSync=" << (syncTime - waitTime) / 1000000
- << ", animations=" << (timer.nsecsElapsed() - syncTime) / 1000000
- << " - (on gui thread) " << window;
-
- Q_QUICK_SG_PROFILE_END(QQuickProfiler::SceneGraphPolishAndSync);
}
-#include "qsgd3d12renderloop.moc"
+int QSGD3D12RenderLoop::flags() const
+{
+ return SupportsGrabWithoutExpose;
+}
QT_END_NAMESPACE
diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12renderloop_p.h b/src/plugins/scenegraph/d3d12/qsgd3d12renderloop_p.h
index 732f8dd5d2..fbd9d66d4a 100644
--- a/src/plugins/scenegraph/d3d12/qsgd3d12renderloop_p.h
+++ b/src/plugins/scenegraph/d3d12/qsgd3d12renderloop_p.h
@@ -58,12 +58,9 @@ QT_BEGIN_NAMESPACE
class QSGD3D12Engine;
class QSGD3D12Context;
class QSGD3D12RenderContext;
-class QSGD3D12RenderThread;
class QSGD3D12RenderLoop : public QSGRenderLoop
{
- Q_OBJECT
-
public:
QSGD3D12RenderLoop();
~QSGD3D12RenderLoop();
@@ -91,37 +88,23 @@ public:
void postJob(QQuickWindow *window, QRunnable *job) override;
QSurface::SurfaceType windowSurfaceType() const override;
- bool interleaveIncubation() const override;
int flags() const override;
- bool event(QEvent *e) override;
+private:
+ void renderWindow(QQuickWindow *window);
-public Q_SLOTS:
- void onAnimationStarted();
- void onAnimationStopped();
+ QSGD3D12Context *sg;
-private:
struct WindowData {
- QQuickWindow *window;
- QSGD3D12RenderThread *thread;
- uint updateDuringSync : 1;
- uint forceRenderPass : 1;
+ QSGD3D12RenderContext *rc = nullptr;
+ QSGD3D12Engine *engine = nullptr;
+ bool updatePending = false;
+ bool grabOnly = false;
};
- void startOrStopAnimationTimer();
- void handleExposure(QQuickWindow *window);
- void handleObscurity(WindowData *w);
- void scheduleUpdate(WindowData *w);
- void handleResourceRelease(WindowData *w, bool destroying);
- void polishAndSync(WindowData *w, bool inExpose);
-
- QSGD3D12Context *sg;
- QAnimationDriver *anim;
- int animationTimer = 0;
- bool lockedForSync = false;
- QVector<WindowData> windows;
+ QHash<QQuickWindow *, WindowData> m_windows;
- friend class QSGD3D12RenderThread;
+ QImage m_grabContent;
};
QT_END_NAMESPACE
diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12threadedrenderloop.cpp b/src/plugins/scenegraph/d3d12/qsgd3d12threadedrenderloop.cpp
new file mode 100644
index 0000000000..9f32a6d8bf
--- /dev/null
+++ b/src/plugins/scenegraph/d3d12/qsgd3d12threadedrenderloop.cpp
@@ -0,0 +1,1187 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtQuick 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 "qsgd3d12threadedrenderloop_p.h"
+#include "qsgd3d12engine_p.h"
+#include "qsgd3d12context_p.h"
+#include "qsgd3d12rendercontext_p.h"
+#include "qsgd3d12shadereffectnode_p.h"
+#include <private/qsgrenderer_p.h>
+#include <private/qquickwindow_p.h>
+#include <private/qquickprofiler_p.h>
+#include <private/qquickanimatorcontroller_p.h>
+#include <private/qquickprofiler_p.h>
+#include <private/qqmldebugserviceinterfaces_p.h>
+#include <private/qqmldebugconnector_p.h>
+#include <QElapsedTimer>
+#include <QQueue>
+#include <QGuiApplication>
+
+QT_BEGIN_NAMESPACE
+
+// NOTE: Avoid categorized logging. It is slow.
+
+#define DECLARE_DEBUG_VAR(variable) \
+ static bool debug_ ## variable() \
+ { static bool value = qgetenv("QSG_RENDERER_DEBUG").contains(QT_STRINGIFY(variable)); return value; }
+
+DECLARE_DEBUG_VAR(loop)
+DECLARE_DEBUG_VAR(time)
+
+
+// NOTE: The threaded renderloop is not currently safe to use in practice as it
+// is prone to deadlocks, in particular when multiple windows are active. This
+// is because DXGI's limitation of relying on the gui message pump in certain
+// cases. See
+// https://msdn.microsoft.com/en-us/library/windows/desktop/ee417025(v=vs.85).aspx#multithreading_and_dxgi
+//
+// This means that if swap chain functions like create, release, and
+// potentially even Present, are called outside the gui thread, then the
+// application must ensure the gui thread does not ever block and wait for the
+// render thread - since on the render thread a DXGI call may be in turn
+// waiting for the gui thread to deliver a window message...
+//
+// Ensuring this is impossible with the current design where the gui thread
+// must block at certain points, waiting for the render thread. Qt moves out
+// rendering from the main thread, in order to make application's life easier,
+// whereas the typical DXGI-compatible model would require moving work, but not
+// windowing and presenting, out to additional threads.
+
+
+/*
+ The D3D render loop mostly mirrors the threaded OpenGL render loop.
+
+ There are two classes here. QSGD3D12ThreadedRenderLoop and
+ QSGD3D12RenderThread. All communication between the two is based on event
+ passing and we have a number of custom events.
+
+ Render loop is per process, render thread is per window. The
+ QSGD3D12RenderContext and QSGD3D12Engine are per window as well. The former
+ is created (but not owned) by QQuickWindow. The D3D device is per process.
+
+ In this implementation, the render thread is never blocked and the GUI
+ thread will initiate a polishAndSync which will block and wait for the
+ render thread to pick it up and release the block only after the render
+ thread is done syncing. The reason for this is:
+
+ 1. Clear blocking paradigm. We only have one real "block" point
+ (polishAndSync()) and all blocking is initiated by GUI and picked up by
+ Render at specific times based on events. This makes the execution
+ deterministic.
+
+ 2. Render does not have to interact with GUI. This is done so that the
+ render thread can run its own animation system which stays alive even when
+ the GUI thread is blocked doing I/O, object instantiation, QPainter-painting
+ or any other non-trivial task.
+
+ The render thread has affinity to the GUI thread until a window is shown.
+ From that moment and until the window is destroyed, it will have affinity to
+ the render thread. (moved back at the end of run for cleanup).
+ */
+
+// Passed from the RL to the RT when a window is removed obscured and should be
+// removed from the render loop.
+const QEvent::Type WM_Obscure = QEvent::Type(QEvent::User + 1);
+
+// Passed from the RL to RT when GUI has been locked, waiting for sync.
+const QEvent::Type WM_RequestSync = QEvent::Type(QEvent::User + 2);
+
+// Passed by the RT to itself to trigger another render pass. This is typically
+// a result of QQuickWindow::update().
+const QEvent::Type WM_RequestRepaint = QEvent::Type(QEvent::User + 3);
+
+// Passed by the RL to the RT to maybe release resource if no windows are
+// rendering.
+const QEvent::Type WM_TryRelease = QEvent::Type(QEvent::User + 4);
+
+// Passed by the RL to the RT when a QQuickWindow::grabWindow() is called.
+const QEvent::Type WM_Grab = QEvent::Type(QEvent::User + 5);
+
+// Passed by the window when there is a render job to run.
+const QEvent::Type WM_PostJob = QEvent::Type(QEvent::User + 6);
+
+class QSGD3D12WindowEvent : public QEvent
+{
+public:
+ QSGD3D12WindowEvent(QQuickWindow *c, QEvent::Type type) : QEvent(type), window(c) { }
+ QQuickWindow *window;
+};
+
+class QSGD3D12TryReleaseEvent : public QSGD3D12WindowEvent
+{
+public:
+ QSGD3D12TryReleaseEvent(QQuickWindow *win, bool destroy)
+ : QSGD3D12WindowEvent(win, WM_TryRelease), destroying(destroy) { }
+ bool destroying;
+};
+
+class QSGD3D12SyncEvent : public QSGD3D12WindowEvent
+{
+public:
+ QSGD3D12SyncEvent(QQuickWindow *c, bool inExpose, bool force)
+ : QSGD3D12WindowEvent(c, WM_RequestSync)
+ , size(c->size())
+ , dpr(c->effectiveDevicePixelRatio())
+ , syncInExpose(inExpose)
+ , forceRenderPass(force) { }
+ QSize size;
+ float dpr;
+ bool syncInExpose;
+ bool forceRenderPass;
+};
+
+class QSGD3D12GrabEvent : public QSGD3D12WindowEvent
+{
+public:
+ QSGD3D12GrabEvent(QQuickWindow *c, QImage *result)
+ : QSGD3D12WindowEvent(c, WM_Grab), image(result) { }
+ QImage *image;
+};
+
+class QSGD3D12JobEvent : public QSGD3D12WindowEvent
+{
+public:
+ QSGD3D12JobEvent(QQuickWindow *c, QRunnable *postedJob)
+ : QSGD3D12WindowEvent(c, WM_PostJob), job(postedJob) { }
+ ~QSGD3D12JobEvent() { delete job; }
+ QRunnable *job;
+};
+
+class QSGD3D12EventQueue : public QQueue<QEvent *>
+{
+public:
+ void addEvent(QEvent *e) {
+ mutex.lock();
+ enqueue(e);
+ if (waiting)
+ condition.wakeOne();
+ mutex.unlock();
+ }
+
+ QEvent *takeEvent(bool wait) {
+ mutex.lock();
+ if (isEmpty() && wait) {
+ waiting = true;
+ condition.wait(&mutex);
+ waiting = false;
+ }
+ QEvent *e = dequeue();
+ mutex.unlock();
+ return e;
+ }
+
+ bool hasMoreEvents() {
+ mutex.lock();
+ bool has = !isEmpty();
+ mutex.unlock();
+ return has;
+ }
+
+private:
+ QMutex mutex;
+ QWaitCondition condition;
+ bool waiting = false;
+};
+
+static inline int qsgrl_animation_interval()
+{
+ const qreal refreshRate = QGuiApplication::primaryScreen() ? QGuiApplication::primaryScreen()->refreshRate() : 0;
+ return refreshRate < 1 ? 16 : int(1000 / refreshRate);
+}
+
+class QSGD3D12RenderThread : public QThread
+{
+ Q_OBJECT
+
+public:
+ QSGD3D12RenderThread(QSGD3D12ThreadedRenderLoop *rl, QSGRenderContext *renderContext)
+ : renderLoop(rl)
+ {
+ rc = static_cast<QSGD3D12RenderContext *>(renderContext);
+ vsyncDelta = qsgrl_animation_interval();
+ }
+
+ ~QSGD3D12RenderThread()
+ {
+ delete rc;
+ }
+
+ bool event(QEvent *e);
+ void run();
+
+ void syncAndRender();
+ void sync(bool inExpose);
+
+ void requestRepaint()
+ {
+ if (sleeping)
+ stopEventProcessing = true;
+ if (exposedWindow)
+ pendingUpdate |= RepaintRequest;
+ }
+
+ void processEventsAndWaitForMore();
+ void processEvents();
+ void postEvent(QEvent *e);
+
+ enum UpdateRequest {
+ SyncRequest = 0x01,
+ RepaintRequest = 0x02,
+ ExposeRequest = 0x04 | RepaintRequest | SyncRequest
+ };
+
+ QSGD3D12Engine *engine = nullptr;
+ QSGD3D12ThreadedRenderLoop *renderLoop;
+ QSGD3D12RenderContext *rc;
+ QAnimationDriver *rtAnim = nullptr;
+ volatile bool active = false;
+ uint pendingUpdate = 0;
+ bool sleeping = false;
+ bool syncResultedInChanges = false;
+ float vsyncDelta;
+ QMutex mutex;
+ QWaitCondition waitCondition;
+ QQuickWindow *exposedWindow = nullptr;
+ bool stopEventProcessing = false;
+ QSGD3D12EventQueue eventQueue;
+ QElapsedTimer threadTimer;
+ qint64 syncTime;
+ qint64 renderTime;
+ qint64 sinceLastTime;
+
+public slots:
+ void onSceneGraphChanged() {
+ syncResultedInChanges = true;
+ }
+};
+
+bool QSGD3D12RenderThread::event(QEvent *e)
+{
+ switch (e->type()) {
+
+ case WM_Obscure:
+ Q_ASSERT(!exposedWindow || exposedWindow == static_cast<QSGD3D12WindowEvent *>(e)->window);
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "RT - WM_Obscure" << exposedWindow;
+ mutex.lock();
+ if (exposedWindow) {
+ QQuickWindowPrivate::get(exposedWindow)->fireAboutToStop();
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - WM_Obscure - window removed");
+ exposedWindow = nullptr;
+ }
+ waitCondition.wakeOne();
+ mutex.unlock();
+ return true;
+
+ case WM_RequestSync: {
+ QSGD3D12SyncEvent *wme = static_cast<QSGD3D12SyncEvent *>(e);
+ if (sleeping)
+ stopEventProcessing = true;
+ // One thread+engine for each window. However, the native window may
+ // change in some (quite artificial) cases, e.g. due to a hide -
+ // destroy - show on the QWindow.
+ bool needsWindow = !engine->window();
+ if (engine->window() && engine->window() != wme->window->winId()) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - WM_RequestSync - native window handle changes for active engine");
+ engine->waitGPU();
+ QQuickWindowPrivate::get(wme->window)->cleanupNodesOnShutdown();
+ QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache();
+ rc->invalidate();
+ engine->releaseResources();
+ needsWindow = true;
+ // Be nice and emit the rendercontext's initialized() later on at
+ // some point so that QQuickWindow::sceneGraphInitialized() behaves
+ // in a manner similar to GL.
+ rc->setInitializedPending();
+ }
+ if (needsWindow) {
+ // Must only ever get here when there is no window or releaseResources() has been called.
+ const int samples = wme->window->format().samples();
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "RT - WM_RequestSync - initializing D3D12 engine" << wme->window
+ << wme->size << wme->dpr << samples;
+ engine->attachToWindow(wme->window->winId(), wme->size, wme->dpr, samples);
+ }
+ exposedWindow = wme->window;
+ engine->setWindowSize(wme->size, wme->dpr);
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "RT - WM_RequestSync" << exposedWindow;
+ pendingUpdate |= SyncRequest;
+ if (wme->syncInExpose) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - WM_RequestSync - triggered from expose");
+ pendingUpdate |= ExposeRequest;
+ }
+ if (wme->forceRenderPass) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - WM_RequestSync - repaint regardless");
+ pendingUpdate |= RepaintRequest;
+ }
+ return true;
+ }
+
+ case WM_TryRelease: {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - WM_TryRelease");
+ mutex.lock();
+ renderLoop->lockedForSync = true;
+ QSGD3D12TryReleaseEvent *wme = static_cast<QSGD3D12TryReleaseEvent *>(e);
+ // Only when no windows are exposed anymore or we are shutting down.
+ if (!exposedWindow || wme->destroying) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - WM_TryRelease - invalidating rc");
+ if (wme->window) {
+ QQuickWindowPrivate *wd = QQuickWindowPrivate::get(wme->window);
+ if (wme->destroying) {
+ // QSGNode destruction may release graphics resources in use so wait first.
+ engine->waitGPU();
+ // Bye bye nodes...
+ wd->cleanupNodesOnShutdown();
+ QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache();
+ }
+ rc->invalidate();
+ QCoreApplication::processEvents();
+ QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);
+ if (wme->destroying)
+ delete wd->animationController;
+ }
+ if (wme->destroying)
+ active = false;
+ if (sleeping)
+ stopEventProcessing = true;
+ } else {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - WM_TryRelease - not releasing because window is still active");
+ }
+ waitCondition.wakeOne();
+ renderLoop->lockedForSync = false;
+ mutex.unlock();
+ return true;
+ }
+
+ case WM_Grab: {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - WM_Grab");
+ QSGD3D12GrabEvent *wme = static_cast<QSGD3D12GrabEvent *>(e);
+ Q_ASSERT(wme->window);
+ Q_ASSERT(wme->window == exposedWindow || !exposedWindow);
+ mutex.lock();
+ if (wme->window) {
+ // Grabbing is generally done by rendering a frame and reading the
+ // color buffer contents back, without presenting, and then
+ // creating a QImage from the returned data. It is terribly
+ // inefficient since it involves a full blocking wait for the GPU.
+ // However, our hands are tied by the existing, synchronous APIs of
+ // QQuickWindow and such.
+ QQuickWindowPrivate *wd = QQuickWindowPrivate::get(wme->window);
+ rc->ensureInitializedEmitted();
+ wd->syncSceneGraph();
+ wd->renderSceneGraph(wme->window->size());
+ *wme->image = engine->executeAndWaitReadbackRenderTarget();
+ }
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - WM_Grab - waking gui to handle result");
+ waitCondition.wakeOne();
+ mutex.unlock();
+ return true;
+ }
+
+ case WM_PostJob: {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - WM_PostJob");
+ QSGD3D12JobEvent *wme = static_cast<QSGD3D12JobEvent *>(e);
+ Q_ASSERT(wme->window == exposedWindow);
+ if (exposedWindow) {
+ wme->job->run();
+ delete wme->job;
+ wme->job = nullptr;
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - WM_PostJob - job done");
+ }
+ return true;
+ }
+
+ case WM_RequestRepaint:
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - WM_RequestPaint");
+ // When GUI posts this event, it is followed by a polishAndSync, so we
+ // must not exit the event loop yet.
+ pendingUpdate |= RepaintRequest;
+ break;
+
+ default:
+ break;
+ }
+
+ return QThread::event(e);
+}
+
+void QSGD3D12RenderThread::postEvent(QEvent *e)
+{
+ eventQueue.addEvent(e);
+}
+
+void QSGD3D12RenderThread::processEvents()
+{
+ while (eventQueue.hasMoreEvents()) {
+ QEvent *e = eventQueue.takeEvent(false);
+ event(e);
+ delete e;
+ }
+}
+
+void QSGD3D12RenderThread::processEventsAndWaitForMore()
+{
+ stopEventProcessing = false;
+ while (!stopEventProcessing) {
+ QEvent *e = eventQueue.takeEvent(true);
+ event(e);
+ delete e;
+ }
+}
+
+void QSGD3D12RenderThread::run()
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - run()");
+
+ engine = new QSGD3D12Engine;
+ rc->setEngine(engine);
+
+ rtAnim = rc->sceneGraphContext()->createAnimationDriver(nullptr);
+ rtAnim->install();
+
+ if (QQmlDebugConnector::service<QQmlProfilerService>())
+ QQuickProfiler::registerAnimationCallback();
+
+ while (active) {
+ if (exposedWindow)
+ syncAndRender();
+
+ processEvents();
+ QCoreApplication::processEvents();
+
+ if (pendingUpdate == 0 || !exposedWindow) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - done drawing, sleep");
+ sleeping = true;
+ processEventsAndWaitForMore();
+ sleeping = false;
+ }
+ }
+
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - run() exiting");
+
+ delete rtAnim;
+ rtAnim = nullptr;
+
+ rc->moveToThread(renderLoop->thread());
+ moveToThread(renderLoop->thread());
+
+ rc->setEngine(nullptr);
+ delete engine;
+ engine = nullptr;
+}
+
+void QSGD3D12RenderThread::sync(bool inExpose)
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - sync");
+
+ mutex.lock();
+ Q_ASSERT_X(renderLoop->lockedForSync, "QSGD3D12RenderThread::sync()", "sync triggered with gui not locked");
+
+ // Recover from device loss.
+ if (!engine->hasResources()) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - sync - device was lost, resetting scenegraph");
+ QQuickWindowPrivate::get(exposedWindow)->cleanupNodesOnShutdown();
+ QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache();
+ rc->invalidate();
+ }
+
+ if (engine->window()) {
+ QQuickWindowPrivate *wd = QQuickWindowPrivate::get(exposedWindow);
+ bool hadRenderer = wd->renderer != nullptr;
+ // If the scene graph was touched since the last sync() make sure it sends the
+ // changed signal.
+ if (wd->renderer)
+ wd->renderer->clearChangedFlag();
+
+ rc->ensureInitializedEmitted();
+ wd->syncSceneGraph();
+
+ if (!hadRenderer && wd->renderer) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - created renderer");
+ syncResultedInChanges = true;
+ connect(wd->renderer, &QSGRenderer::sceneGraphChanged, this,
+ &QSGD3D12RenderThread::onSceneGraphChanged, Qt::DirectConnection);
+ }
+
+ // Process deferred deletes now, directly after the sync as deleteLater
+ // on the GUI must now also have resulted in SG changes and the delete
+ // is a safe operation.
+ QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);
+ }
+
+ if (!inExpose) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - sync complete, waking gui");
+ waitCondition.wakeOne();
+ mutex.unlock();
+ }
+}
+
+void QSGD3D12RenderThread::syncAndRender()
+{
+ if (Q_UNLIKELY(debug_time())) {
+ sinceLastTime = threadTimer.nsecsElapsed();
+ threadTimer.start();
+ }
+ Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphRenderLoopFrame);
+
+ QElapsedTimer waitTimer;
+ waitTimer.start();
+
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - syncAndRender()");
+
+ syncResultedInChanges = false;
+ QQuickWindowPrivate *wd = QQuickWindowPrivate::get(exposedWindow);
+
+ const bool repaintRequested = (pendingUpdate & RepaintRequest) || wd->customRenderStage;
+ const bool syncRequested = pendingUpdate & SyncRequest;
+ const bool exposeRequested = (pendingUpdate & ExposeRequest) == ExposeRequest;
+ pendingUpdate = 0;
+
+ if (syncRequested)
+ sync(exposeRequested);
+
+#ifndef QSG_NO_RENDER_TIMING
+ if (Q_UNLIKELY(debug_time()))
+ syncTime = threadTimer.nsecsElapsed();
+#endif
+ Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRenderLoopFrame);
+
+ if (!syncResultedInChanges && !repaintRequested) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - no changes, render aborted");
+ int waitTime = vsyncDelta - (int) waitTimer.elapsed();
+ if (waitTime > 0)
+ msleep(waitTime);
+ return;
+ }
+
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - rendering started");
+
+ if (rtAnim->isRunning()) {
+ wd->animationController->lock();
+ rtAnim->advance();
+ wd->animationController->unlock();
+ }
+
+ bool canRender = wd->renderer != nullptr;
+ // Recover from device loss.
+ if (!engine->hasResources()) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - syncAndRender - device was lost, posting FullUpdateRequest");
+ // Cannot do anything here because gui is not locked. Request a new
+ // sync+render round on the gui thread and let the sync handle it.
+ QCoreApplication::postEvent(exposedWindow, new QEvent(QEvent::Type(QQuickWindowPrivate::FullUpdateRequest)));
+ canRender = false;
+ }
+
+ if (canRender) {
+ wd->renderSceneGraph(engine->windowSize());
+ if (Q_UNLIKELY(debug_time()))
+ renderTime = threadTimer.nsecsElapsed();
+ Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRenderLoopFrame);
+
+ // The engine is able to have multiple frames in flight. This in effect is
+ // similar to BufferQueueingOpenGL. Provide an env var to force the
+ // traditional blocking swap behavior, just in case.
+ static bool blockOnEachFrame = qEnvironmentVariableIntValue("QT_D3D_BLOCKING_PRESENT") != 0;
+
+ if (!wd->customRenderStage || !wd->customRenderStage->swap())
+ engine->present();
+
+ if (blockOnEachFrame)
+ engine->waitGPU();
+
+ // The concept of "frame swaps" is quite misleading by default, when
+ // blockOnEachFrame is not used, but emit it for compatibility.
+ wd->fireFrameSwapped();
+ } else {
+ Q_QUICK_SG_PROFILE_SKIP(QQuickProfiler::SceneGraphRenderLoopFrame, 1);
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - window not ready, skipping render");
+ }
+
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - rendering done");
+
+ if (exposeRequested) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("RT - wake gui after initial expose");
+ waitCondition.wakeOne();
+ mutex.unlock();
+ }
+
+ if (Q_UNLIKELY(debug_time()))
+ qDebug("Frame rendered with 'd3d12' renderloop in %dms, sync=%d, render=%d, swap=%d - (on render thread)",
+ int(threadTimer.elapsed()),
+ int((syncTime/1000000)),
+ int((renderTime - syncTime) / 1000000),
+ int(threadTimer.elapsed() - renderTime / 1000000));
+
+ Q_QUICK_SG_PROFILE_END(QQuickProfiler::SceneGraphRenderLoopFrame);
+
+ static int devLossTest = qEnvironmentVariableIntValue("QT_D3D_TEST_DEVICE_LOSS");
+ if (devLossTest > 0) {
+ static QElapsedTimer kt;
+ static bool timerRunning = false;
+ if (!timerRunning) {
+ kt.start();
+ timerRunning = true;
+ } else if (kt.elapsed() > 5000) {
+ --devLossTest;
+ kt.restart();
+ engine->simulateDeviceLoss();
+ }
+ }
+}
+
+template<class T> T *windowFor(const QVector<T> &list, QQuickWindow *window)
+{
+ for (const T &t : list) {
+ if (t.window == window)
+ return const_cast<T *>(&t);
+ }
+ return nullptr;
+}
+
+QSGD3D12ThreadedRenderLoop::QSGD3D12ThreadedRenderLoop()
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("d3d12 THREADED render loop ctor");
+
+ sg = new QSGD3D12Context;
+
+ anim = sg->createAnimationDriver(this);
+ connect(anim, &QAnimationDriver::started, this, &QSGD3D12ThreadedRenderLoop::onAnimationStarted);
+ connect(anim, &QAnimationDriver::stopped, this, &QSGD3D12ThreadedRenderLoop::onAnimationStopped);
+ anim->install();
+}
+
+QSGD3D12ThreadedRenderLoop::~QSGD3D12ThreadedRenderLoop()
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("d3d12 THREADED render loop dtor");
+
+ delete sg;
+}
+
+void QSGD3D12ThreadedRenderLoop::show(QQuickWindow *window)
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "show" << window;
+}
+
+void QSGD3D12ThreadedRenderLoop::hide(QQuickWindow *window)
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "hide" << window;
+
+ if (window->isExposed())
+ handleObscurity(windowFor(windows, window));
+
+ releaseResources(window);
+}
+
+void QSGD3D12ThreadedRenderLoop::resize(QQuickWindow *window)
+{
+ if (!window->isExposed() || window->size().isEmpty())
+ return;
+
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "resize" << window << window->size();
+}
+
+void QSGD3D12ThreadedRenderLoop::windowDestroyed(QQuickWindow *window)
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "window destroyed" << window;
+
+ WindowData *w = windowFor(windows, window);
+ if (!w)
+ return;
+
+ handleObscurity(w);
+ handleResourceRelease(w, true);
+
+ QSGD3D12RenderThread *thread = w->thread;
+ while (thread->isRunning())
+ QThread::yieldCurrentThread();
+
+ Q_ASSERT(thread->thread() == QThread::currentThread());
+ delete thread;
+
+ for (int i = 0; i < windows.size(); ++i) {
+ if (windows.at(i).window == window) {
+ windows.removeAt(i);
+ break;
+ }
+ }
+}
+
+void QSGD3D12ThreadedRenderLoop::exposureChanged(QQuickWindow *window)
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "exposure changed" << window;
+
+ if (window->isExposed()) {
+ handleExposure(window);
+ } else {
+ WindowData *w = windowFor(windows, window);
+ if (w)
+ handleObscurity(w);
+ }
+}
+
+QImage QSGD3D12ThreadedRenderLoop::grab(QQuickWindow *window)
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "grab" << window;
+
+ WindowData *w = windowFor(windows, window);
+ // Have to support invisible (but created()'ed) windows as well.
+ // Unlike with GL, leaving that case for QQuickWindow to handle is not feasible.
+ const bool tempExpose = !w;
+ if (tempExpose) {
+ handleExposure(window);
+ w = windowFor(windows, window);
+ Q_ASSERT(w);
+ }
+
+ if (!w->thread->isRunning())
+ return QImage();
+
+ if (!window->handle())
+ window->create();
+
+ QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window);
+ wd->polishItems();
+
+ QImage result;
+ w->thread->mutex.lock();
+ lockedForSync = true;
+ w->thread->postEvent(new QSGD3D12GrabEvent(window, &result));
+ w->thread->waitCondition.wait(&w->thread->mutex);
+ lockedForSync = false;
+ w->thread->mutex.unlock();
+
+ result.setDevicePixelRatio(window->effectiveDevicePixelRatio());
+
+ if (tempExpose)
+ handleObscurity(w);
+
+ return result;
+}
+
+void QSGD3D12ThreadedRenderLoop::update(QQuickWindow *window)
+{
+ WindowData *w = windowFor(windows, window);
+ if (!w)
+ return;
+
+ if (w->thread == QThread::currentThread()) {
+ w->thread->requestRepaint();
+ return;
+ }
+
+ // We set forceRenderPass because we want to make sure the QQuickWindow
+ // actually does a full render pass after the next sync.
+ w->forceRenderPass = true;
+ scheduleUpdate(w);
+}
+
+void QSGD3D12ThreadedRenderLoop::maybeUpdate(QQuickWindow *window)
+{
+ WindowData *w = windowFor(windows, window);
+ if (w)
+ scheduleUpdate(w);
+}
+
+// called in response to window->requestUpdate()
+void QSGD3D12ThreadedRenderLoop::handleUpdateRequest(QQuickWindow *window)
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "handleUpdateRequest" << window;
+
+ WindowData *w = windowFor(windows, window);
+ if (w)
+ polishAndSync(w, false);
+}
+
+QAnimationDriver *QSGD3D12ThreadedRenderLoop::animationDriver() const
+{
+ return anim;
+}
+
+QSGContext *QSGD3D12ThreadedRenderLoop::sceneGraphContext() const
+{
+ return sg;
+}
+
+QSGRenderContext *QSGD3D12ThreadedRenderLoop::createRenderContext(QSGContext *) const
+{
+ return sg->createRenderContext();
+}
+
+void QSGD3D12ThreadedRenderLoop::releaseResources(QQuickWindow *window)
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "releaseResources" << window;
+
+ WindowData *w = windowFor(windows, window);
+ if (w)
+ handleResourceRelease(w, false);
+}
+
+void QSGD3D12ThreadedRenderLoop::postJob(QQuickWindow *window, QRunnable *job)
+{
+ WindowData *w = windowFor(windows, window);
+ if (w && w->thread && w->thread->exposedWindow)
+ w->thread->postEvent(new QSGD3D12JobEvent(window, job));
+ else
+ delete job;
+}
+
+QSurface::SurfaceType QSGD3D12ThreadedRenderLoop::windowSurfaceType() const
+{
+ return QSurface::OpenGLSurface;
+}
+
+bool QSGD3D12ThreadedRenderLoop::interleaveIncubation() const
+{
+ bool somethingVisible = false;
+ for (const WindowData &w : windows) {
+ if (w.window->isVisible() && w.window->isExposed()) {
+ somethingVisible = true;
+ break;
+ }
+ }
+ return somethingVisible && anim->isRunning();
+}
+
+int QSGD3D12ThreadedRenderLoop::flags() const
+{
+ return SupportsGrabWithoutExpose;
+}
+
+bool QSGD3D12ThreadedRenderLoop::event(QEvent *e)
+{
+ if (e->type() == QEvent::Timer) {
+ QTimerEvent *te = static_cast<QTimerEvent *>(e);
+ if (te->timerId() == animationTimer) {
+ anim->advance();
+ emit timeToIncubate();
+ return true;
+ }
+ }
+
+ return QObject::event(e);
+}
+
+void QSGD3D12ThreadedRenderLoop::onAnimationStarted()
+{
+ startOrStopAnimationTimer();
+
+ for (const WindowData &w : qAsConst(windows))
+ w.window->requestUpdate();
+}
+
+void QSGD3D12ThreadedRenderLoop::onAnimationStopped()
+{
+ startOrStopAnimationTimer();
+}
+
+void QSGD3D12ThreadedRenderLoop::startOrStopAnimationTimer()
+{
+ int exposedWindowCount = 0;
+ const WindowData *exposed = nullptr;
+
+ for (int i = 0; i < windows.size(); ++i) {
+ const WindowData &w(windows[i]);
+ if (w.window->isVisible() && w.window->isExposed()) {
+ ++exposedWindowCount;
+ exposed = &w;
+ }
+ }
+
+ if (animationTimer && (exposedWindowCount == 1 || !anim->isRunning())) {
+ killTimer(animationTimer);
+ animationTimer = 0;
+ // If animations are running, make sure we keep on animating
+ if (anim->isRunning())
+ exposed->window->requestUpdate();
+ } else if (!animationTimer && exposedWindowCount != 1 && anim->isRunning()) {
+ animationTimer = startTimer(qsgrl_animation_interval());
+ }
+}
+
+void QSGD3D12ThreadedRenderLoop::handleExposure(QQuickWindow *window)
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "handleExposure" << window;
+
+ WindowData *w = windowFor(windows, window);
+ if (!w) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("adding window to list");
+ WindowData win;
+ win.window = window;
+ QSGRenderContext *rc = QQuickWindowPrivate::get(window)->context; // will transfer ownership
+ win.thread = new QSGD3D12RenderThread(this, rc);
+ win.updateDuringSync = false;
+ win.forceRenderPass = true; // also covered by polishAndSync(inExpose=true), but doesn't hurt
+ windows.append(win);
+ w = &windows.last();
+ }
+
+ // set this early as we'll be rendering shortly anyway and this avoids
+ // special casing exposure in polishAndSync.
+ w->thread->exposedWindow = window;
+
+ if (w->window->size().isEmpty()
+ || (w->window->isTopLevel() && !w->window->geometry().intersects(w->window->screen()->availableGeometry()))) {
+#ifndef QT_NO_DEBUG
+ qWarning().noquote().nospace() << "QSGD3D12ThreadedRenderLoop: expose event received for window "
+ << w->window << " with invalid geometry: " << w->window->geometry()
+ << " on " << w->window->screen();
+#endif
+ }
+
+ if (!w->window->handle())
+ w->window->create();
+
+ // Start render thread if it is not running
+ if (!w->thread->isRunning()) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("starting render thread");
+ // Push a few things to the render thread.
+ QQuickAnimatorController *controller = QQuickWindowPrivate::get(w->window)->animationController;
+ if (controller->thread() != w->thread)
+ controller->moveToThread(w->thread);
+ if (w->thread->thread() == QThread::currentThread()) {
+ w->thread->rc->moveToThread(w->thread);
+ w->thread->moveToThread(w->thread);
+ }
+
+ w->thread->active = true;
+ w->thread->start();
+
+ if (!w->thread->isRunning())
+ qFatal("Render thread failed to start, aborting application.");
+ }
+
+ polishAndSync(w, true);
+
+ startOrStopAnimationTimer();
+}
+
+void QSGD3D12ThreadedRenderLoop::handleObscurity(WindowData *w)
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "handleObscurity" << w->window;
+
+ if (w->thread->isRunning()) {
+ w->thread->mutex.lock();
+ w->thread->postEvent(new QSGD3D12WindowEvent(w->window, WM_Obscure));
+ w->thread->waitCondition.wait(&w->thread->mutex);
+ w->thread->mutex.unlock();
+ }
+
+ startOrStopAnimationTimer();
+}
+
+void QSGD3D12ThreadedRenderLoop::scheduleUpdate(WindowData *w)
+{
+ if (!QCoreApplication::instance())
+ return;
+
+ if (!w || !w->thread->isRunning())
+ return;
+
+ QThread *current = QThread::currentThread();
+ if (current != QCoreApplication::instance()->thread() && (current != w->thread || !lockedForSync)) {
+ qWarning() << "Updates can only be scheduled from GUI thread or from QQuickItem::updatePaintNode()";
+ return;
+ }
+
+ if (current == w->thread) {
+ w->updateDuringSync = true;
+ return;
+ }
+
+ w->window->requestUpdate();
+}
+
+void QSGD3D12ThreadedRenderLoop::handleResourceRelease(WindowData *w, bool destroying)
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "handleResourceRelease" << (destroying ? "destroying" : "hide/releaseResources") << w->window;
+
+ w->thread->mutex.lock();
+ if (w->thread->isRunning() && w->thread->active) {
+ QQuickWindow *window = w->window;
+
+ // Note that window->handle() is typically null by this time because
+ // the platform window is already destroyed. This should not be a
+ // problem for the D3D cleanup.
+
+ w->thread->postEvent(new QSGD3D12TryReleaseEvent(window, destroying));
+ w->thread->waitCondition.wait(&w->thread->mutex);
+
+ // Avoid a shutdown race condition.
+ // If SG is invalidated and 'active' becomes false, the thread's run()
+ // method will exit. handleExposure() relies on QThread::isRunning() (because it
+ // potentially needs to start the thread again) and our mutex cannot be used to
+ // track the thread stopping, so we wait a few nanoseconds extra so the thread
+ // can exit properly.
+ if (!w->thread->active)
+ w->thread->wait();
+ }
+ w->thread->mutex.unlock();
+}
+
+void QSGD3D12ThreadedRenderLoop::polishAndSync(WindowData *w, bool inExpose)
+{
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug() << "polishAndSync" << (inExpose ? "(in expose)" : "(normal)") << w->window;
+
+ QQuickWindow *window = w->window;
+ if (!w->thread || !w->thread->exposedWindow) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("polishAndSync - not exposed, abort");
+ return;
+ }
+
+ // Flush pending touch events.
+ QQuickWindowPrivate::get(window)->flushFrameSynchronousEvents();
+ // The delivery of the event might have caused the window to stop rendering
+ w = windowFor(windows, window);
+ if (!w || !w->thread || !w->thread->exposedWindow) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("polishAndSync - removed after touch event flushing, abort");
+ return;
+ }
+
+ QElapsedTimer timer;
+ qint64 polishTime = 0;
+ qint64 waitTime = 0;
+ qint64 syncTime = 0;
+ if (Q_UNLIKELY(debug_time()))
+ timer.start();
+ Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphPolishAndSync);
+
+ QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window);
+ wd->polishItems();
+
+ if (Q_UNLIKELY(debug_time()))
+ polishTime = timer.nsecsElapsed();
+ Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphPolishAndSync);
+
+ w->updateDuringSync = false;
+
+ emit window->afterAnimating();
+
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("polishAndSync - lock for sync");
+ w->thread->mutex.lock();
+ lockedForSync = true;
+ w->thread->postEvent(new QSGD3D12SyncEvent(window, inExpose, w->forceRenderPass));
+ w->forceRenderPass = false;
+
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("polishAndSync - wait for sync");
+ if (Q_UNLIKELY(debug_time()))
+ waitTime = timer.nsecsElapsed();
+ Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphPolishAndSync);
+ w->thread->waitCondition.wait(&w->thread->mutex);
+ lockedForSync = false;
+ w->thread->mutex.unlock();
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("polishAndSync - unlock after sync");
+
+ if (Q_UNLIKELY(debug_time()))
+ syncTime = timer.nsecsElapsed();
+ Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphPolishAndSync);
+
+ if (!animationTimer && anim->isRunning()) {
+ if (Q_UNLIKELY(debug_loop()))
+ qDebug("polishAndSync - advancing animations");
+ anim->advance();
+ // We need to trigger another sync to keep animations running...
+ w->window->requestUpdate();
+ emit timeToIncubate();
+ } else if (w->updateDuringSync) {
+ w->window->requestUpdate();
+ }
+
+ if (Q_UNLIKELY(debug_time()))
+ qDebug().nospace()
+ << "Frame prepared with 'd3d12' renderloop"
+ << ", polish=" << (polishTime / 1000000)
+ << ", lock=" << (waitTime - polishTime) / 1000000
+ << ", blockedForSync=" << (syncTime - waitTime) / 1000000
+ << ", animations=" << (timer.nsecsElapsed() - syncTime) / 1000000
+ << " - (on gui thread) " << window;
+
+ Q_QUICK_SG_PROFILE_END(QQuickProfiler::SceneGraphPolishAndSync);
+}
+
+#include "qsgd3d12threadedrenderloop.moc"
+
+QT_END_NAMESPACE
diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12threadedrenderloop_p.h b/src/plugins/scenegraph/d3d12/qsgd3d12threadedrenderloop_p.h
new file mode 100644
index 0000000000..46f62948f1
--- /dev/null
+++ b/src/plugins/scenegraph/d3d12/qsgd3d12threadedrenderloop_p.h
@@ -0,0 +1,129 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtQuick 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QSGD3D12THREADEDRENDERLOOP_P_H
+#define QSGD3D12THREADEDRENDERLOOP_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <private/qsgrenderloop_p.h>
+
+QT_BEGIN_NAMESPACE
+
+class QSGD3D12Engine;
+class QSGD3D12Context;
+class QSGD3D12RenderContext;
+class QSGD3D12RenderThread;
+
+class QSGD3D12ThreadedRenderLoop : public QSGRenderLoop
+{
+ Q_OBJECT
+
+public:
+ QSGD3D12ThreadedRenderLoop();
+ ~QSGD3D12ThreadedRenderLoop();
+
+ void show(QQuickWindow *window) override;
+ void hide(QQuickWindow *window) override;
+ void resize(QQuickWindow *window) override;
+
+ void windowDestroyed(QQuickWindow *window) override;
+
+ void exposureChanged(QQuickWindow *window) override;
+
+ QImage grab(QQuickWindow *window) override;
+
+ void update(QQuickWindow *window) override;
+ void maybeUpdate(QQuickWindow *window) override;
+ void handleUpdateRequest(QQuickWindow *window) override;
+
+ QAnimationDriver *animationDriver() const override;
+
+ QSGContext *sceneGraphContext() const override;
+ QSGRenderContext *createRenderContext(QSGContext *) const override;
+
+ void releaseResources(QQuickWindow *window) override;
+ void postJob(QQuickWindow *window, QRunnable *job) override;
+
+ QSurface::SurfaceType windowSurfaceType() const override;
+ bool interleaveIncubation() const override;
+ int flags() const override;
+
+ bool event(QEvent *e) override;
+
+public Q_SLOTS:
+ void onAnimationStarted();
+ void onAnimationStopped();
+
+private:
+ struct WindowData {
+ QQuickWindow *window;
+ QSGD3D12RenderThread *thread;
+ uint updateDuringSync : 1;
+ uint forceRenderPass : 1;
+ };
+
+ void startOrStopAnimationTimer();
+ void handleExposure(QQuickWindow *window);
+ void handleObscurity(WindowData *w);
+ void scheduleUpdate(WindowData *w);
+ void handleResourceRelease(WindowData *w, bool destroying);
+ void polishAndSync(WindowData *w, bool inExpose);
+
+ QSGD3D12Context *sg;
+ QAnimationDriver *anim;
+ int animationTimer = 0;
+ bool lockedForSync = false;
+ QVector<WindowData> windows;
+
+ friend class QSGD3D12RenderThread;
+};
+
+QT_END_NAMESPACE
+
+#endif // QSGD3D12THREADEDRENDERLOOP_P_H