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authorAlan Alpert <alan.alpert@nokia.com>2012-07-09 18:25:40 +1000
committerQt by Nokia <qt-info@nokia.com>2012-07-24 05:01:57 +0200
commitbd2493e21d7619e448b205f215777d1d7b023075 (patch)
treea4acf5e774835161bb3fe0213b57c0316d0fa16c /src/quick/items/qquickwindowmanager.cpp
parentcc688cc0cc4f5d4fc8f01411798872205df1d59c (diff)
QQuickRenderThreadSingleContextWindowManager in separate files
Change-Id: I90364c3e96e5bcbff84d8da574af5695a0fd7993 Reviewed-by: Glenn Watson <glenn.watson@nokia.com>
Diffstat (limited to 'src/quick/items/qquickwindowmanager.cpp')
-rw-r--r--src/quick/items/qquickwindowmanager.cpp990
1 files changed, 2 insertions, 988 deletions
diff --git a/src/quick/items/qquickwindowmanager.cpp b/src/quick/items/qquickwindowmanager.cpp
index 4ae7272157..3cced7a120 100644
--- a/src/quick/items/qquickwindowmanager.cpp
+++ b/src/quick/items/qquickwindowmanager.cpp
@@ -40,11 +40,10 @@
****************************************************************************/
#include "qquickwindowmanager_p.h"
+#include "qquickthreadedwindowmanager_p.h"
#include <QtCore/QCoreApplication>
#include <QtCore/QTime>
-#include <QtCore/QMutex>
-#include <QtCore/QWaitCondition>
#include <QtCore/private/qabstractanimation_p.h>
#include <QtGui/QOpenGLContext>
@@ -59,23 +58,8 @@
QT_BEGIN_NAMESPACE
-const QEvent::Type QEvent_Sync = QEvent::Type(QEvent::User);
-const QEvent::Type QEvent_DeferredUpdate = QEvent::Type(QEvent::User + 1);
-
-
-#define QQUICK_RENDER_TIMING
-#ifdef QQUICK_RENDER_TIMING
-static bool qquick_render_timing = !qgetenv("QML_RENDER_TIMING").isEmpty();
-static QTime threadTimer;
-static int syncTime;
-static int renderTime;
-static int swapTime;
-#endif
-
extern Q_GUI_EXPORT QImage qt_gl_read_framebuffer(const QSize &size, bool alpha_format, bool include_alpha);
-
-
/*!
expectations for this manager to work:
- one opengl context to render multiple windows
@@ -85,202 +69,16 @@ extern Q_GUI_EXPORT QImage qt_gl_read_framebuffer(const QSize &size, bool alpha_
- Animations are advanced for all windows once per swap
*/
-/*
- Threaded Rendering
- ==================
-
- The threaded rendering uses a number of different variables to track potential
- states used to handle resizing, initial paint, grabbing and driving animations
- while ALWAYS keeping the GL context in the rendering thread and keeping the
- overhead of normal one-shot paints and vblank driven animations at a minimum.
-
- Resize, initial show and grab suffer slightly in this model as they are locked
- to the rendering in the rendering thread, but this is a necessary evil for
- the system to work.
-
- Variables that are used:
-
- Private::animationRunning: This is true while the animations are running, and only
- written to inside locks.
-
- RenderThread::isGuiLocked: This is used to indicate that the GUI thread owns the
- lock. This variable is an integer to allow for recursive calls to lockInGui()
- without using a recursive mutex. See isPostingSyncEvent.
-
- RenderThread::isPostingSyncEvent: This variable is set in the render thread just
- before the sync event is sent to the GUI thread. It is used to avoid deadlocks
- in the case where render thread waits while waiting for GUI to pick up the sync
- event and GUI thread gets a resizeEvent, the initial paintEvent or a grab.
- When this happens, we use the
- exhaustSyncEvent() function to do the sync right there and mark the coming
- sync event to be discarded. There can only ever be one sync incoming.
-
- RenderThread::isRenderBlock: This variable is true when animations are not
- running and the render thread has gone to sleep, waiting for more to do.
-
- RenderThread::isExternalUpdatePending: This variable is set to false when
- a new render pass is started and to true in maybeUpdate(). It is an
- indication to the render thread that another render pass needs to take
- place, rather than the render thread going to sleep after completing its swap.
-
- RenderThread::doGrab: This variable is set by the grab() function and
- tells the renderer to do a grab after rendering is complete and before
- swapping happens.
-
- RenderThread::shouldExit: This variable is used to determine if the render
- thread should do a nother pass. It is typically set as a result of show()
- and unset as a result of hide() or during shutdown()
-
- RenderThread::hasExited: Used by the GUI thread to synchronize the shutdown
- after shouldExit has been set to true.
- */
-
DEFINE_BOOL_CONFIG_OPTION(qmlNoThreadedRenderer, QML_BAD_GUI_RENDER_LOOP);
DEFINE_BOOL_CONFIG_OPTION(qmlForceThreadedRenderer, QML_FORCE_THREADED_RENDERER); // Might trigger graphics driver threading bugs, use at own risk
-//#define THREAD_DEBUG
-
QQuickWindowManager::~QQuickWindowManager()
{
}
-class QQuickRenderThreadSingleContextWindowManager : public QThread, public QQuickWindowManager
-{
- Q_OBJECT
-public:
- QQuickRenderThreadSingleContextWindowManager()
- : sg(QSGContext::createDefaultContext())
- , gl(0)
- , animationTimer(-1)
- , allowMainThreadProcessingFlag(false)
- , isGuiLocked(0)
- , animationRunning(false)
- , isPostingSyncEvent(false)
- , isRenderBlocked(false)
- , isExternalUpdatePending(false)
- , syncAlreadyHappened(false)
- , inSync(false)
- , shouldExit(false)
- , hasExited(false)
- , isDeferredUpdatePosted(false)
- , windowToGrab(0)
- {
- sg->moveToThread(this);
-
- animationDriver = sg->createAnimationDriver(this);
- animationDriver->install();
- connect(animationDriver, SIGNAL(started()), this, SLOT(animationStarted()));
- connect(animationDriver, SIGNAL(stopped()), this, SLOT(animationStopped()));
- }
-
- QSGContext *sceneGraphContext() const { return sg; }
-
- void releaseResources() { }
-
- void show(QQuickWindow *window);
- void hide(QQuickWindow *window);
-
- void windowDestroyed(QQuickWindow *window);
-
- void exposureChanged(QQuickWindow *window);
- QImage grab(QQuickWindow *window);
- void resize(QQuickWindow *window, const QSize &size);
- void handleDeferredUpdate();
- void maybeUpdate(QQuickWindow *window);
- void update(QQuickWindow *window) { maybeUpdate(window); } // identical for this implementation
- void wakeup();
-
- void startRendering();
- void stopRendering();
-
- void exhaustSyncEvent();
- void sync(bool guiAlreadyLocked);
-
- void initialize();
-
- volatile bool *allowMainThreadProcessing() { return &allowMainThreadProcessingFlag; }
-
- bool event(QEvent *);
-
- inline void lock() { mutex.lock(); }
- inline void unlock() { mutex.unlock(); }
- inline void wait() { condition.wait(&mutex); }
- inline void wake() { condition.wakeOne(); }
- void lockInGui();
- void unlockInGui();
-
- void run();
-
- QQuickWindow *masterWindow() {
- QQuickWindow *win = 0;
- for (QHash<QQuickWindow *, WindowData *>::const_iterator it = m_rendered_windows.constBegin();
- it != m_rendered_windows.constEnd() && !win; ++it) {
- if (it.value()->isVisible)
- win = it.key();
- }
- return win;
- }
-
-public slots:
- void animationStarted();
- void animationStopped();
- void windowVisibilityChanged();
-
-private:
- void handleAddedWindows();
- void handleAddedWindow(QQuickWindow *window);
- void handleRemovedWindows(bool clearGLContext = true);
-
- QSGContext *sg;
- QOpenGLContext *gl;
- QAnimationDriver *animationDriver;
- int animationTimer;
-
- QMutex mutex;
- QWaitCondition condition;
-
- volatile bool allowMainThreadProcessingFlag;
-
- int isGuiLocked;
- uint animationRunning: 1;
- uint isPostingSyncEvent : 1;
- uint isRenderBlocked : 1;
- uint isExternalUpdatePending : 1;
- uint syncAlreadyHappened : 1;
- uint inSync : 1;
- uint shouldExit : 1;
- uint hasExited : 1;
- uint isDeferredUpdatePosted : 1;
-
- QQuickWindow *windowToGrab;
- QImage grabContent;
-
- struct WindowData {
- QSize renderedSize;
- QSize windowSize;
- QSize viewportSize;
-
- uint sizeWasChanged : 1;
- uint isVisible : 1;
- };
-
- QHash<QQuickWindow *, WindowData *> m_rendered_windows;
-
- struct WindowTracker {
- QQuickWindow *window;
- uint isVisible : 1;
- uint toBeRemoved : 1;
- };
-
- QList<WindowTracker> m_tracked_windows;
-
- QList<QQuickWindow *> m_removed_windows;
- QList<QQuickWindow *> m_added_windows;
-};
-
-
class QQuickTrivialWindowManager : public QObject, public QQuickWindowManager
{
+ Q_OBJECT
public:
QQuickTrivialWindowManager();
@@ -358,790 +156,6 @@ QQuickWindowManager *QQuickWindowManager::instance()
return theInstance;
}
-
-
-
-
-void QQuickRenderThreadSingleContextWindowManager::initialize()
-{
- Q_ASSERT(m_rendered_windows.size());
-
- QQuickWindow *win = masterWindow();
- if (!win)
- return;
-
- gl = new QOpenGLContext();
- // Pick up the surface format from one of them
- gl->setFormat(win->requestedFormat());
- gl->create();
- if (!gl->makeCurrent(win))
- qWarning("QQuickWindow: makeCurrent() failed...");
-
- Q_ASSERT(!sg->isReady());
- sg->initialize(gl);
-}
-
-
-/*!
- This function is called when the window is created to register the window with
- the window manager.
-
- Called on GUI Thread.
- */
-
-void QQuickRenderThreadSingleContextWindowManager::show(QQuickWindow *window)
-{
-#ifdef THREAD_DEBUG
- printf("GUI: Window added to windowing system, %p, %dx%d\n", window, window->width(), window->height());
-#endif
-
- WindowTracker tracker;
- tracker.window = window;
- tracker.isVisible = false;
- tracker.toBeRemoved = false;
- m_tracked_windows << tracker;
-
- connect(window, SIGNAL(widthChanged(int)), this, SLOT(windowVisibilityChanged()), Qt::DirectConnection);
- connect(window, SIGNAL(heightChanged(int)), this, SLOT(windowVisibilityChanged()), Qt::DirectConnection);
-
- windowVisibilityChanged();
-}
-
-
-void QQuickRenderThreadSingleContextWindowManager::handleAddedWindow(QQuickWindow *window)
-{
-#ifdef THREAD_DEBUG
- printf(" RenderThread: adding window: %p\n", window);
-#endif
-
- WindowData *data = new WindowData;
- data->sizeWasChanged = false;
- data->windowSize = window->size();
- data->isVisible = window->isVisible();
- m_rendered_windows[window] = data;
-
- isExternalUpdatePending = true;
-}
-
-
-/*!
- Called on Render Thread
- */
-void QQuickRenderThreadSingleContextWindowManager::handleAddedWindows()
-{
-#ifdef THREAD_DEBUG
- printf(" RenderThread: about to add %d\n", m_added_windows.size());
-#endif
-
- while (m_added_windows.size()) {
- QQuickWindow *window = m_added_windows.takeLast();
- handleAddedWindow(window);
- }
-}
-
-
-/*!
- Called on the GUI Thread, from the window' destructor
- */
-
-void QQuickRenderThreadSingleContextWindowManager::windowDestroyed(QQuickWindow *window)
-{
-#ifdef THREAD_DEBUG
- printf("GUI: Window destroyed: %p\n", window);
-#endif
-
- hide(window);
-}
-
-
-/*!
- Called on GUI Thread
- */
-
-void QQuickRenderThreadSingleContextWindowManager::hide(QQuickWindow *window)
-{
-#ifdef THREAD_DEBUG
- printf("GUI: Window hidden: %p\n", window);
-#endif
-
- int position = -1;
- for (int i=0; i<m_tracked_windows.size(); ++i) {
- if (m_tracked_windows.at(i).window == window) {
- m_tracked_windows[i].toBeRemoved = true;
- position = i;
- break;
- }
- }
-
- if (position >= 0) {
- disconnect(window, SIGNAL(widthChanged(int)), this, SLOT(windowVisibilityChanged()));
- disconnect(window, SIGNAL(heightChanged(int)), this, SLOT(windowVisibilityChanged()));
- windowVisibilityChanged();
- m_tracked_windows.removeAt(position);
- }
-
-#ifdef THREAD_DEBUG
- printf("GUI: Window removal completed... %p\n", window);
-#endif
-}
-
-/*!
- Called on Render Thread
- */
-void QQuickRenderThreadSingleContextWindowManager::handleRemovedWindows(bool clearGLContext)
-{
-#ifdef THREAD_DEBUG
- printf(" RenderThread: about to remove %d\n", m_removed_windows.size());
-#endif
-
- bool removedAnything = false;
- while (m_removed_windows.size()) {
- QQuickWindow *window = m_removed_windows.takeLast();
-#ifdef THREAD_DEBUG
- printf(" RenderThread: removing %p\n", window);
-#endif
-
- QQuickWindowPrivate::get(window)->cleanupNodesOnShutdown();
- delete m_rendered_windows.take(window);
- removedAnything = true;
- }
-
- // If a window is removed because it has been hidden it will take with it
- // the gl context (at least on Mac) if bound, so disconnect the gl context
- // from anything
- if (removedAnything && clearGLContext)
- gl->doneCurrent();
-}
-
-
-
-/*!
- Called on GUI Thread
- */
-
-void QQuickRenderThreadSingleContextWindowManager::windowVisibilityChanged()
-{
- bool anyoneShowing = false;
- QList<QQuickWindow *> toAdd, toRemove;
-
- // Not optimal, but also not frequently used...
- for (int i=0; i<m_tracked_windows.size(); ++i) {
- WindowTracker &t = const_cast<WindowTracker &>(m_tracked_windows.at(i));
- QQuickWindow *win = t.window;
-
- Q_ASSERT(win->isVisible() || QQuickWindowPrivate::get(win)->renderWithoutShowing || t.toBeRemoved);
- bool windowVisible = win->width() > 0 && win->height() > 0;
- anyoneShowing |= (windowVisible && !t.toBeRemoved);
-
- if ((!windowVisible && t.isVisible) || t.toBeRemoved) {
- toRemove << win;
- } else if (windowVisible && !t.isVisible) {
- toAdd << win;
- }
- t.isVisible = windowVisible;
- }
-
- if (isRunning()) {
- if (!anyoneShowing) {
- stopRendering();
- } else {
- lockInGui();
- exhaustSyncEvent();
- m_added_windows << toAdd;
- m_removed_windows << toRemove;
- while (isRunning() && (m_added_windows.size() || m_removed_windows.size())) {
- if (isRenderBlocked)
- wake();
- wait();
- }
- unlockInGui();
- }
-
- } else if (anyoneShowing) {
- Q_ASSERT(toRemove.isEmpty()); // since loop is not running, nothing is showing now
- for (int i=0; i<toAdd.size(); ++i)
- handleAddedWindow(toAdd.at(i));
- startRendering();
- }
-
-}
-
-
-void QQuickRenderThreadSingleContextWindowManager::run()
-{
-#ifdef THREAD_DEBUG
- printf("QML Rendering Thread Started\n");
-#endif
-
- lock();
- Q_ASSERT(!gl);
- initialize();
- // Wake GUI as it is waiting for the GL context to have appeared, as
- // an indication that the render thread is now running.
- wake();
- unlock();
-
- if (!gl)
- return;
-
- while (!shouldExit) {
- lock();
-
-#ifdef THREAD_DEBUG
- printf(" RenderThread: *** NEW FRAME ***\n");
-#endif
-
- isExternalUpdatePending = false;
- handleAddedWindows();
-
- if (!isGuiLocked) {
- isPostingSyncEvent = true;
-
-#ifdef THREAD_DEBUG
- printf(" RenderThread: aquired sync lock...\n");
-#endif
- allowMainThreadProcessingFlag = false;
- QCoreApplication::postEvent(this, new QEvent(QEvent_Sync));
-
-#ifdef THREAD_DEBUG
- printf(" RenderThread: going to sleep...\n");
-#endif
- wake(); // In case the event got through all the way to wait() before this thread got to wait.
- wait();
-
-
- isPostingSyncEvent = false;
- }
-
-#ifdef THREAD_DEBUG
- printf(" RenderThread: Doing locked sync\n");
-#endif
-#ifdef QQUICK_RENDER_TIMING
- if (qquick_render_timing)
- threadTimer.start();
-#endif
- inSync = true;
- for (QHash<QQuickWindow *, WindowData *>::const_iterator it = m_rendered_windows.constBegin();
- it != m_rendered_windows.constEnd(); ++it) {
- QQuickWindow *window = it.key();
-
-#ifdef THREAD_DEBUG
- printf(" RenderThread: Syncing window: %p\n", window);
-#endif
-
- WindowData *windowData = it.value();
- QQuickWindowPrivate *windowPrivate = QQuickWindowPrivate::get(window);
-
- Q_ASSERT(windowData->windowSize.width() > 0 && windowData->windowSize.height() > 0);
-
- if (!windowData->isVisible)
- gl->makeCurrent(masterWindow());
- else
- gl->makeCurrent(window);
-
- if (windowData->viewportSize != windowData->windowSize) {
-#ifdef THREAD_DEBUG
- printf(" RenderThread: --- window has changed size...\n");
-#endif
- windowData->viewportSize = windowData->windowSize;
- windowData->sizeWasChanged = true;
- glViewport(0, 0, windowData->viewportSize.width(), windowData->viewportSize.height());
- }
-
- windowPrivate->syncSceneGraph();
- }
- inSync = false;
-
- handleRemovedWindows();
-
- // Wake GUI after sync to let it continue animating and event processing.
- allowMainThreadProcessingFlag = true;
- wake();
- unlock();
-#ifdef THREAD_DEBUG
- printf(" RenderThread: sync done\n");
-#endif
-#ifdef QQUICK_RENDER_TIMING
- if (qquick_render_timing)
- syncTime = threadTimer.elapsed();
-#endif
-
- for (QHash<QQuickWindow *, WindowData *>::const_iterator it = m_rendered_windows.constBegin();
- it != m_rendered_windows.constEnd(); ++it) {
- QQuickWindow *window = it.key();
- WindowData *windowData = it.value();
- QQuickWindowPrivate *windowPrivate = QQuickWindowPrivate::get(window);
-
-#ifdef THREAD_DEBUG
- printf(" RenderThread: Rendering window %p\n", window);
-#endif
-
- Q_ASSERT(windowData->windowSize.width() > 0 && windowData->windowSize.height() > 0);
-
-#ifdef THREAD_DEBUG
- printf(" RenderThread: --- rendering at size %dx%d\n",
- windowData->viewportSize.width(), windowData->viewportSize.height()
- );
-#endif
-
- // We only need to re-makeCurrent when we have multiple surfaces.
- if (m_rendered_windows.size() > 1)
- gl->makeCurrent(window);
-
- windowPrivate->renderSceneGraph(windowData->viewportSize);
-#ifdef QQUICK_RENDER_TIMING
- if (qquick_render_timing)
- renderTime = threadTimer.elapsed() - syncTime;
-#endif
-
- // The content of the target buffer is undefined after swap() so grab needs
- // to happen before swap();
- if (window == windowToGrab) {
-#ifdef THREAD_DEBUG
- printf(" RenderThread: --- grabbing...\n");
-#endif
- grabContent = qt_gl_read_framebuffer(windowData->windowSize, false, false);
- windowToGrab = 0;
- }
-
-#ifdef THREAD_DEBUG
- printf(" RenderThread: --- wait for swap...\n");
-#endif
-
- if (windowData->isVisible && window->isExposed())
- gl->swapBuffers(window);
-
- windowPrivate->fireFrameSwapped();
-#ifdef THREAD_DEBUG
- printf(" RenderThread: --- swap complete...\n");
-#endif
-
- }
-
-#ifdef QQUICK_RENDER_TIMING
- if (qquick_render_timing) {
- swapTime = threadTimer.elapsed() - renderTime;
- qDebug() << "- Breakdown of frame time; sync:" << syncTime
- << "ms render:" << renderTime << "ms swap:" << swapTime
- << "ms total:" << swapTime + renderTime << "ms";
- }
-#endif
-
- lock();
-
- // Update sizes...
- for (QHash<QQuickWindow *, WindowData *>::const_iterator it = m_rendered_windows.constBegin();
- it != m_rendered_windows.constEnd(); ++it) {
- WindowData *windowData = it.value();
- if (windowData->sizeWasChanged) {
- windowData->renderedSize = windowData->viewportSize;
- windowData->sizeWasChanged = false;
- }
- }
-
-
- // Wake the GUI thread now that rendering is complete, to signal that painting
- // is done, resizing is done or grabbing is completed. For grabbing, we're
- // signalling this much later than needed (we could have done it before swap)
- // but we don't want to lock an extra time.
- wake();
-
- if (!animationRunning && !isExternalUpdatePending && !shouldExit && !windowToGrab) {
-#ifdef THREAD_DEBUG
- printf(" RenderThread: nothing to do, going to sleep...\n");
-#endif
- isRenderBlocked = true;
- wait();
- isRenderBlocked = false;
- }
-
- unlock();
-
- QCoreApplication::processEvents();
-
- // Process any "deleteLater" objects...
- QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);
- }
-
-#ifdef THREAD_DEBUG
- printf(" RenderThread: deleting all outstanding nodes\n");
-#endif
-
- m_removed_windows << m_rendered_windows.keys();
- handleRemovedWindows(false);
-
- sg->invalidate();
-
- gl->doneCurrent();
- delete gl;
- gl = 0;
-
-#ifdef THREAD_DEBUG
- printf(" RenderThread: render loop exited... Good Night!\n");
-#endif
-
- lock();
- hasExited = true;
-
-#ifdef THREAD_DEBUG
- printf(" RenderThread: waking GUI for final sleep..\n");
-#endif
- wake();
- unlock();
-
-#ifdef THREAD_DEBUG
- printf(" RenderThread: All done...\n");
-#endif
-}
-
-bool QQuickRenderThreadSingleContextWindowManager::event(QEvent *e)
-{
- Q_ASSERT(QThread::currentThread() == qApp->thread());
-
- if (e->type() == QEvent_Sync) {
-
- // If all windows have been hidden, ignore the event
- if (!isRunning())
- return true;
-
- if (!syncAlreadyHappened)
- sync(false);
-
- syncAlreadyHappened = false;
-
- if (animationRunning) {
-#ifdef THREAD_DEBUG
- printf("GUI: Advancing animations...\n");
-#endif
-
- animationDriver->advance();
-
-#ifdef THREAD_DEBUG
- printf("GUI: Animations advanced...\n");
-#endif
- }
-
- return true;
- } else if (e->type() == QEvent_DeferredUpdate) {
- handleDeferredUpdate();
-
- } else if (e->type() == QEvent::Timer) {
-#ifdef THREAD_DEBUG
- printf("GUI: Animations advanced via timer...\n");
-#endif
- animationDriver->advance();
- }
-
- return QThread::event(e);
-}
-
-
-
-void QQuickRenderThreadSingleContextWindowManager::exhaustSyncEvent()
-{
- if (isPostingSyncEvent) {
- sync(true);
- syncAlreadyHappened = true;
- }
-}
-
-
-
-void QQuickRenderThreadSingleContextWindowManager::sync(bool guiAlreadyLocked)
-{
-#ifdef THREAD_DEBUG
- printf("GUI: sync - %s\n", guiAlreadyLocked ? "outside event" : "inside event");
-#endif
- if (!guiAlreadyLocked)
- lockInGui();
-
- for (QHash<QQuickWindow *, WindowData *>::const_iterator it = m_rendered_windows.constBegin();
- it != m_rendered_windows.constEnd(); ++it) {
- QQuickWindowPrivate::get(it.key())->polishItems();
- }
-
- wake();
- wait();
-
- if (!guiAlreadyLocked)
- unlockInGui();
-}
-
-
-
-
-/*!
- Acquires the mutex for the GUI thread. The function uses the isGuiLocked
- variable to keep track of how many recursion levels the gui is locked with.
- We only actually acquire the mutex for the first level to avoid deadlocking
- ourselves.
- */
-
-void QQuickRenderThreadSingleContextWindowManager::lockInGui()
-{
- if (++isGuiLocked == 1)
- lock();
-
-#ifdef THREAD_DEBUG
- printf("GUI: aquired lock... level=%d\n", isGuiLocked);
-#endif
-}
-
-
-
-void QQuickRenderThreadSingleContextWindowManager::unlockInGui()
-{
-#ifdef THREAD_DEBUG
- printf("GUI: releasing lock... level=%d\n", isGuiLocked);
-#endif
-
- if (--isGuiLocked == 0)
- unlock();
-}
-
-
-
-
-void QQuickRenderThreadSingleContextWindowManager::animationStarted()
-{
-#ifdef THREAD_DEBUG
- printf("GUI: animationStarted()\n");
-#endif
-
- if (!isRunning()) {
- animationTimer = startTimer(1000/60);
- return;
- }
-
- lockInGui();
-
- animationRunning = true;
-
- if (isRenderBlocked)
- wake();
-
- unlockInGui();
-}
-
-
-
-void QQuickRenderThreadSingleContextWindowManager::animationStopped()
-{
-#ifdef THREAD_DEBUG
- printf("GUI: animationStopped()...\n");
-#endif
-
- if (!isRunning()) {
- killTimer(animationTimer);
- animationTimer = -1;
- return;
- }
-
- lockInGui();
- animationRunning = false;
- unlockInGui();
-}
-
-
-void QQuickRenderThreadSingleContextWindowManager::exposureChanged(QQuickWindow *window)
-{
- Q_UNUSED(window);
-#ifdef THREAD_DEBUG
- printf("GUI: exposure changed: %p\n", window);
-#endif
-
- if (window->isExposed())
- maybeUpdate(window);
-
-#ifdef THREAD_DEBUG
- printf("GUI: exposure changed done: %p\n", window);
-#endif
-}
-
-
-
-void QQuickRenderThreadSingleContextWindowManager::resize(QQuickWindow *window, const QSize &size)
-{
-#ifdef THREAD_DEBUG
- printf("GUI: Resize Event: %p = %dx%d\n", window, size.width(), size.height());
-#endif
-
- // If the rendering thread is not running we do not need to do anything.
- // Also if the window is being resized to an invalid size, it will be removed
- // by the windowVisibilityChanged slot as result of width/heightcChanged()
- if (!isRunning() || size.width() <= 0 || size.height() <= 0)
- return;
-
- lockInGui();
- exhaustSyncEvent();
-
- WindowData *windowData = m_rendered_windows.value(window);
- if (windowData) {
- windowData->windowSize = size;
- while (isRunning() && windowData->renderedSize != size && size.width() > 0 && size.height() > 0) {
- if (isRenderBlocked)
- wake();
- wait();
- }
- }
- unlockInGui();
-
-#ifdef THREAD_DEBUG
- printf("GUI: Resize done: %p\n", window);
-#endif
-}
-
-
-
-void QQuickRenderThreadSingleContextWindowManager::startRendering()
-{
-#ifdef THREAD_DEBUG
- printf("GUI: Starting Render Thread\n");
-#endif
- hasExited = false;
- shouldExit = false;
- isGuiLocked = 0;
- isPostingSyncEvent = false;
- syncAlreadyHappened = false;
- inSync = false;
-
- lockInGui();
- animationRunning = animationDriver->isRunning();
- start(); // Start the render thread...
- wait();
- unlockInGui();
-
- // Animations will now be driven from the rendering thread.
- if (animationTimer >= 0) {
- killTimer(animationTimer);
- animationTimer = -1;
- }
-
-
-}
-
-
-
-void QQuickRenderThreadSingleContextWindowManager::stopRendering()
-{
-#ifdef THREAD_DEBUG
- printf("GUI: stopping render thread\n");
-#endif
-
- lockInGui();
- exhaustSyncEvent();
- shouldExit = true;
-
- if (isRenderBlocked) {
-#ifdef THREAD_DEBUG
- printf("GUI: waking up render thread\n");
-#endif
- wake();
- }
-
- while (!hasExited) {
-#ifdef THREAD_DEBUG
- printf("GUI: waiting for render thread to have exited..\n");
-#endif
- wait();
- }
-
- unlockInGui();
-
-#ifdef THREAD_DEBUG
- printf("GUI: waiting for render thread to terminate..\n");
-#endif
- // Actually wait for the thread to terminate. Otherwise we can delete it
- // too early and crash.
- QThread::wait();
-
-#ifdef THREAD_DEBUG
- printf("GUI: thread has terminated and we're all good..\n");
-#endif
-
- // Activate timer to keep animations running
- if (animationDriver->isRunning())
- animationTimer = startTimer(1000/60);
-}
-
-
-
-QImage QQuickRenderThreadSingleContextWindowManager::grab(QQuickWindow *window)
-{
- if (!isRunning())
- return QImage();
-
- if (QThread::currentThread() != qApp->thread()) {
- qWarning("QQuickWindow::grabFrameBuffer: can only be called from the GUI thread");
- return QImage();
- }
-
-#ifdef THREAD_DEBUG
- printf("GUI: doing a pixelwise grab..\n");
-#endif
-
- lockInGui();
- exhaustSyncEvent();
-
- windowToGrab = window;
- while (isRunning() && windowToGrab) {
- if (isRenderBlocked)
- wake();
- wait();
- }
-
- QImage grabbed = grabContent;
- grabContent = QImage();
-
- unlockInGui();
-
- return grabbed;
-}
-
-
-void QQuickRenderThreadSingleContextWindowManager::handleDeferredUpdate()
-{
-#ifdef THREAD_DEBUG
- printf("GUI: handling update to ourselves...\n");
-#endif
-
- isDeferredUpdatePosted = false;
-
- lockInGui();
- isExternalUpdatePending = true;
- if (isRenderBlocked)
- wake();
- unlockInGui();
-}
-
-void QQuickRenderThreadSingleContextWindowManager::maybeUpdate(QQuickWindow *)
-{
- Q_ASSERT_X(QThread::currentThread() == QCoreApplication::instance()->thread() || inSync,
- "QQuickWindow::update",
- "Function can only be called from GUI thread or during QQuickItem::updatePaintNode()");
-
- if (inSync) {
- isExternalUpdatePending = true;
-
- } else if (!isDeferredUpdatePosted) {
-#ifdef THREAD_DEBUG
- printf("GUI: posting update to ourselves...\n");
-#endif
- isDeferredUpdatePosted = true;
- QCoreApplication::postEvent(this, new QEvent(QEvent_DeferredUpdate));
- }
-
-}
-
-void QQuickRenderThreadSingleContextWindowManager::wakeup()
-{
- lockInGui();
- isExternalUpdatePending = true;
- if (isRenderBlocked)
- wake();
- unlockInGui();
-}
-
QQuickTrivialWindowManager::QQuickTrivialWindowManager()
: gl(0)
, eventPending(false)