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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-03-23 19:19:20 +0100
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-03-24 17:03:12 +0100
commit1a1028a1e4ca3d0d932141f265d01284e013a76a (patch)
tree83800f1479313350b31d5e334cb2a6bee4e2a427 /examples/quick/rendercontrol/window_multithreaded.cpp
parent40e27dd54772e8b0f72d91c773d37118ba0d4651 (diff)
Move legacy rendercontrol example into a subdirectory
...called rendercontrol_opengl under examples/quick/rendercontrol. This example is going to be migrated to support operating with RHI-on-OpenGL later on. Additionally, we can this way introduce more rendercontrol examples in the future, for example to show how to do things with Vulkan, Metal, D3D. Task-number: QTBUG-78595 Change-Id: I7f5243b1f86e62949400107bf12bfa07b17b1031 Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
Diffstat (limited to 'examples/quick/rendercontrol/window_multithreaded.cpp')
-rw-r--r--examples/quick/rendercontrol/window_multithreaded.cpp454
1 files changed, 0 insertions, 454 deletions
diff --git a/examples/quick/rendercontrol/window_multithreaded.cpp b/examples/quick/rendercontrol/window_multithreaded.cpp
deleted file mode 100644
index 01d6b8b5b2..0000000000
--- a/examples/quick/rendercontrol/window_multithreaded.cpp
+++ /dev/null
@@ -1,454 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the examples of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** 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.
-**
-** BSD License Usage
-** Alternatively, you may use this file under the terms of the BSD license
-** as follows:
-**
-** "Redistribution and use in source and binary forms, with or without
-** modification, are permitted provided that the following conditions are
-** met:
-** * Redistributions of source code must retain the above copyright
-** notice, this list of conditions and the following disclaimer.
-** * Redistributions in binary form must reproduce the above copyright
-** notice, this list of conditions and the following disclaimer in
-** the documentation and/or other materials provided with the
-** distribution.
-** * Neither the name of The Qt Company Ltd nor the names of its
-** contributors may be used to endorse or promote products derived
-** from this software without specific prior written permission.
-**
-**
-** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "window_multithreaded.h"
-#include "cuberenderer.h"
-#include <QOpenGLContext>
-#include <QOpenGLFunctions>
-#include <QOpenGLFramebufferObject>
-#include <QOpenGLShaderProgram>
-#include <QOpenGLVertexArrayObject>
-#include <QOpenGLBuffer>
-#include <QOpenGLVertexArrayObject>
-#include <QOffscreenSurface>
-#include <QQmlEngine>
-#include <QQmlComponent>
-#include <QQuickItem>
-#include <QQuickWindow>
-#include <QQuickRenderControl>
-#include <QCoreApplication>
-
-/*
- This implementation runs the Qt Quick scenegraph's sync and render phases on a
- separate, dedicated thread. Rendering the cube using our custom OpenGL engine
- happens on that thread as well. This is similar to the built-in threaded
- render loop, but does not support all the features. There is no support for
- getting Animators running on the render thread for example.
-
- We choose to use QObject's event mechanism to communicate with the QObject
- living on the render thread. An alternative would be to subclass QThread and
- reimplement run() with a custom event handling approach, like
- QSGThreadedRenderLoop does. That would potentially lead to better results but
- is also more complex.
-*/
-
-static const QEvent::Type INIT = QEvent::Type(QEvent::User + 1);
-static const QEvent::Type RENDER = QEvent::Type(QEvent::User + 2);
-static const QEvent::Type RESIZE = QEvent::Type(QEvent::User + 3);
-static const QEvent::Type STOP = QEvent::Type(QEvent::User + 4);
-
-static const QEvent::Type UPDATE = QEvent::Type(QEvent::User + 5);
-
-QuickRenderer::QuickRenderer()
- : m_context(nullptr),
- m_surface(nullptr),
- m_fbo(nullptr),
- m_window(nullptr),
- m_quickWindow(nullptr),
- m_renderControl(nullptr),
- m_cubeRenderer(nullptr),
- m_quit(false)
-{
-}
-
-void QuickRenderer::requestInit()
-{
- QCoreApplication::postEvent(this, new QEvent(INIT));
-}
-
-void QuickRenderer::requestRender()
-{
- QCoreApplication::postEvent(this, new QEvent(RENDER));
-}
-
-void QuickRenderer::requestResize()
-{
- QCoreApplication::postEvent(this, new QEvent(RESIZE));
-}
-
-void QuickRenderer::requestStop()
-{
- QCoreApplication::postEvent(this, new QEvent(STOP));
-}
-
-bool QuickRenderer::event(QEvent *e)
-{
- QMutexLocker lock(&m_mutex);
-
- switch (int(e->type())) {
- case INIT:
- init();
- return true;
- case RENDER:
- render(&lock);
- return true;
- case RESIZE:
- if (m_cubeRenderer)
- m_cubeRenderer->resize(m_window->width(), m_window->height());
- return true;
- case STOP:
- cleanup();
- return true;
- default:
- return QObject::event(e);
- }
-}
-
-void QuickRenderer::init()
-{
- m_context->makeCurrent(m_surface);
-
- // Pass our offscreen surface to the cube renderer just so that it will
- // have something is can make current during cleanup. QOffscreenSurface,
- // just like QWindow, must always be created on the gui thread (as it might
- // be backed by an actual QWindow).
- m_cubeRenderer = new CubeRenderer(m_surface);
- m_cubeRenderer->resize(m_window->width(), m_window->height());
-
- m_renderControl->initialize(m_context);
-}
-
-void QuickRenderer::cleanup()
-{
- m_context->makeCurrent(m_surface);
-
- m_renderControl->invalidate();
-
- delete m_fbo;
- m_fbo = nullptr;
-
- delete m_cubeRenderer;
- m_cubeRenderer = nullptr;
-
- m_context->doneCurrent();
- m_context->moveToThread(QCoreApplication::instance()->thread());
-
- m_cond.wakeOne();
-}
-
-void QuickRenderer::ensureFbo()
-{
- if (m_fbo && m_fbo->size() != m_window->size() * m_window->devicePixelRatio()) {
- delete m_fbo;
- m_fbo = nullptr;
- }
-
- if (!m_fbo) {
- m_fbo = new QOpenGLFramebufferObject(m_window->size() * m_window->devicePixelRatio(),
- QOpenGLFramebufferObject::CombinedDepthStencil);
- m_quickWindow->setRenderTarget(m_fbo);
- }
-}
-
-void QuickRenderer::render(QMutexLocker *lock)
-{
- Q_ASSERT(QThread::currentThread() != m_window->thread());
-
- if (!m_context->makeCurrent(m_surface)) {
- qWarning("Failed to make context current on render thread");
- return;
- }
-
- ensureFbo();
-
- // Synchronization and rendering happens here on the render thread.
- m_renderControl->sync();
-
- // The gui thread can now continue.
- m_cond.wakeOne();
- lock->unlock();
-
- // Meanwhile on this thread continue with the actual rendering (into the FBO first).
- m_renderControl->render();
- m_context->functions()->glFlush();
-
- // The cube renderer uses its own context, no need to bother with the state here.
-
- // Get something onto the screen using our custom OpenGL engine.
- QMutexLocker quitLock(&m_quitMutex);
- if (!m_quit)
- m_cubeRenderer->render(m_window, m_context, m_fbo->texture());
-}
-
-void QuickRenderer::aboutToQuit()
-{
- QMutexLocker lock(&m_quitMutex);
- m_quit = true;
-}
-
-class RenderControl : public QQuickRenderControl
-{
-public:
- RenderControl(QWindow *w) : m_window(w) { }
- QWindow *renderWindow(QPoint *offset) override;
-
-private:
- QWindow *m_window;
-};
-
-WindowMultiThreaded::WindowMultiThreaded()
- : m_qmlComponent(nullptr),
- m_rootItem(nullptr),
- m_quickInitialized(false),
- m_psrRequested(false)
-{
- setSurfaceType(QSurface::OpenGLSurface);
-
- QSurfaceFormat format;
- // Qt Quick may need a depth and stencil buffer. Always make sure these are available.
- format.setDepthBufferSize(16);
- format.setStencilBufferSize(8);
- setFormat(format);
-
- m_context = new QOpenGLContext;
- m_context->setFormat(format);
- m_context->create();
-
- m_offscreenSurface = new QOffscreenSurface;
- // Pass m_context->format(), not format. Format does not specify and color buffer
- // sizes, while the context, that has just been created, reports a format that has
- // these values filled in. Pass this to the offscreen surface to make sure it will be
- // compatible with the context's configuration.
- m_offscreenSurface->setFormat(m_context->format());
- m_offscreenSurface->create();
-
- m_renderControl = new RenderControl(this);
-
- // Create a QQuickWindow that is associated with out render control. Note that this
- // window never gets created or shown, meaning that it will never get an underlying
- // native (platform) window.
- m_quickWindow = new QQuickWindow(m_renderControl);
-
- // Create a QML engine.
- m_qmlEngine = new QQmlEngine;
- if (!m_qmlEngine->incubationController())
- m_qmlEngine->setIncubationController(m_quickWindow->incubationController());
-
- m_quickRenderer = new QuickRenderer;
- m_quickRenderer->setContext(m_context);
-
- // These live on the gui thread. Just give access to them on the render thread.
- m_quickRenderer->setSurface(m_offscreenSurface);
- m_quickRenderer->setWindow(this);
- m_quickRenderer->setQuickWindow(m_quickWindow);
- m_quickRenderer->setRenderControl(m_renderControl);
-
- m_quickRendererThread = new QThread;
-
- // Notify the render control that some scenegraph internals have to live on
- // m_quickRenderThread.
- m_renderControl->prepareThread(m_quickRendererThread);
-
- // The QOpenGLContext and the QObject representing the rendering logic on
- // the render thread must live on that thread.
- m_context->moveToThread(m_quickRendererThread);
- m_quickRenderer->moveToThread(m_quickRendererThread);
-
- m_quickRendererThread->start();
-
- // Now hook up the signals. For simplicy we don't differentiate
- // between renderRequested (only render is needed, no sync) and
- // sceneChanged (polish and sync is needed too).
- connect(m_renderControl, &QQuickRenderControl::renderRequested, this, &WindowMultiThreaded::requestUpdate);
- connect(m_renderControl, &QQuickRenderControl::sceneChanged, this, &WindowMultiThreaded::requestUpdate);
-}
-
-WindowMultiThreaded::~WindowMultiThreaded()
-{
- // Release resources and move the context ownership back to this thread.
- m_quickRenderer->mutex()->lock();
- m_quickRenderer->requestStop();
- m_quickRenderer->cond()->wait(m_quickRenderer->mutex());
- m_quickRenderer->mutex()->unlock();
-
- m_quickRendererThread->quit();
- m_quickRendererThread->wait();
-
- delete m_renderControl;
- delete m_qmlComponent;
- delete m_quickWindow;
- delete m_qmlEngine;
-
- delete m_offscreenSurface;
- delete m_context;
-}
-
-void WindowMultiThreaded::requestUpdate()
-{
- if (m_quickInitialized && !m_psrRequested) {
- m_psrRequested = true;
- QCoreApplication::postEvent(this, new QEvent(UPDATE));
- }
-}
-
-bool WindowMultiThreaded::event(QEvent *e)
-{
- if (e->type() == UPDATE) {
- polishSyncAndRender();
- m_psrRequested = false;
- return true;
- } else if (e->type() == QEvent::Close) {
- // Avoid rendering on the render thread when the window is about to
- // close. Once a QWindow is closed, the underlying platform window will
- // go away, even though the QWindow instance itself is still
- // valid. Operations like swapBuffers() are futile and only result in
- // warnings afterwards. Prevent this.
- m_quickRenderer->aboutToQuit();
- }
- return QWindow::event(e);
-}
-
-void WindowMultiThreaded::polishSyncAndRender()
-{
- Q_ASSERT(QThread::currentThread() == thread());
-
- // Polishing happens on the gui thread.
- m_renderControl->polishItems();
- // Sync happens on the render thread with the gui thread (this one) blocked.
- QMutexLocker lock(m_quickRenderer->mutex());
- m_quickRenderer->requestRender();
- // Wait until sync is complete.
- m_quickRenderer->cond()->wait(m_quickRenderer->mutex());
- // Rendering happens on the render thread without blocking the gui (main)
- // thread. This is good because the blocking swap (waiting for vsync)
- // happens on the render thread, not blocking other work.
-}
-
-void WindowMultiThreaded::run()
-{
- disconnect(m_qmlComponent, &QQmlComponent::statusChanged, this, &WindowMultiThreaded::run);
-
- if (m_qmlComponent->isError()) {
- const QList<QQmlError> errorList = m_qmlComponent->errors();
- for (const QQmlError &error : errorList)
- qWarning() << error.url() << error.line() << error;
- return;
- }
-
- QObject *rootObject = m_qmlComponent->create();
- if (m_qmlComponent->isError()) {
- const QList<QQmlError> errorList = m_qmlComponent->errors();
- for (const QQmlError &error : errorList)
- qWarning() << error.url() << error.line() << error;
- return;
- }
-
- m_rootItem = qobject_cast<QQuickItem *>(rootObject);
- if (!m_rootItem) {
- qWarning("run: Not a QQuickItem");
- delete rootObject;
- return;
- }
-
- // The root item is ready. Associate it with the window.
- m_rootItem->setParentItem(m_quickWindow->contentItem());
-
- // Update item and rendering related geometries.
- updateSizes();
-
- m_quickInitialized = true;
-
- // Initialize the render thread and perform the first polish/sync/render.
- m_quickRenderer->requestInit();
- polishSyncAndRender();
-}
-
-void WindowMultiThreaded::updateSizes()
-{
- // Behave like SizeRootObjectToView.
- m_rootItem->setWidth(width());
- m_rootItem->setHeight(height());
-
- m_quickWindow->setGeometry(0, 0, width(), height());
-}
-
-void WindowMultiThreaded::startQuick(const QString &filename)
-{
- m_qmlComponent = new QQmlComponent(m_qmlEngine, QUrl(filename));
- if (m_qmlComponent->isLoading())
- connect(m_qmlComponent, &QQmlComponent::statusChanged, this, &WindowMultiThreaded::run);
- else
- run();
-}
-
-void WindowMultiThreaded::exposeEvent(QExposeEvent *)
-{
- if (isExposed()) {
- if (!m_quickInitialized)
- startQuick(QStringLiteral("qrc:/rendercontrol/demo.qml"));
- }
-}
-
-void WindowMultiThreaded::resizeEvent(QResizeEvent *)
-{
- // If this is a resize after the scene is up and running, recreate the fbo and the
- // Quick item and scene.
- if (m_rootItem) {
- updateSizes();
- m_quickRenderer->requestResize();
- polishSyncAndRender();
- }
-}
-
-void WindowMultiThreaded::mousePressEvent(QMouseEvent *e)
-{
- // Use the constructor taking localPos and screenPos. That puts localPos into the
- // event's localPos and windowPos, and screenPos into the event's screenPos. This way
- // the windowPos in e is ignored and is replaced by localPos. This is necessary
- // because QQuickWindow thinks of itself as a top-level window always.
- QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
- QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
-}
-
-void WindowMultiThreaded::mouseReleaseEvent(QMouseEvent *e)
-{
- QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
- QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
-}