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authorGunnar Sletta <gunnar.sletta@nokia.com>2011-12-07 10:16:20 +0100
committerQt by Nokia <qt-info@nokia.com>2011-12-08 10:10:27 +0100
commitfdd14a1a10a0a2f42015b30071771bd95215cc1a (patch)
tree1e79b74017df70e7f4b034dd4460406041507636 /src/quick/items/qquickwindowmanager.cpp
parent9128eb13040c57872e226222c9a45cad9946ed1a (diff)
Implemented multiple windows and GL context sharing
What was traditionally the QQuickRenderLoop which was used to support one QQuickCanvas instance has now grown to support multiple QQuickCanvas instances and is now called QQuickWindowManager, of which there are two implementations. QQuickRenderThreadSingleContextWindowManager: One QSGContext and one OpenGL context is being used to draw all the windows and we alternate between which surface the gl context is bound to. This implementation relies on that swap does not block, but that the graphics pipeline is vsynced and will eventually block as the buffer queue is filled up. This is the behavior we get on Mac OS X and Wayland. The benefit of this implementation is that we have vsync'ed animations, and the synchronizaiton between GUI and render thread is simple. (well, simple relative to the alternative, that is). QQuickTrivialWindowManager: One QSGContext and one OpenGL context is being used on the GUI thread. Animations are ticked from a timer. Performance of this implementation will deteriorate if the driver is using blocking swap. Task-number: QTBUG-19455 Change-Id: Ib961ac7d71eb49c70a057872b7cac020c4d19f3d Reviewed-by: Samuel Rødal <samuel.rodal@nokia.com>
Diffstat (limited to 'src/quick/items/qquickwindowmanager.cpp')
-rw-r--r--src/quick/items/qquickwindowmanager.cpp1242
1 files changed, 1242 insertions, 0 deletions
diff --git a/src/quick/items/qquickwindowmanager.cpp b/src/quick/items/qquickwindowmanager.cpp
new file mode 100644
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+++ b/src/quick/items/qquickwindowmanager.cpp
@@ -0,0 +1,1242 @@
+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** This file may be used under the terms of the GNU Lesser General Public
+** License version 2.1 as published by the Free Software Foundation and
+** appearing in the file LICENSE.LGPL included in the packaging of this
+** file. Please review the following information to ensure the GNU Lesser
+** General Public License version 2.1 requirements will be met:
+** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU General
+** Public License version 3.0 as published by the Free Software Foundation
+** and appearing in the file LICENSE.GPL included in the packaging of this
+** file. Please review the following information to ensure the GNU General
+** Public License version 3.0 requirements will be met:
+** http://www.gnu.org/copyleft/gpl.html.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qquickwindowmanager_p.h"
+
+#include <QtCore/QCoreApplication>
+#include <QtCore/QTime>
+#include <QtCore/QMutex>
+#include <QtCore/QWaitCondition>
+#include <QtCore/private/qabstractanimation_p.h>
+
+#include <QtGui/QOpenGLContext>
+#include <QtGui/private/qguiapplication_p.h>
+
+#include <QtDeclarative/private/qdeclarativeglobal_p.h>
+
+#include <QtQuick/QQuickCanvas>
+#include <QtQuick/private/qquickcanvas_p.h>
+#include <QtQuick/private/qsgcontext_p.h>
+
+QT_BEGIN_NAMESPACE
+
+
+#define QQUICK_CANVAS_TIMING
+#ifdef QQUICK_CANVAS_TIMING
+static bool qquick_canvas_timing = !qgetenv("QML_CANVAS_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
+ - OpenGL pipeline will not block for vsync in swap
+ - OpenGL pipeline will block based on a full buffer queue.
+ - Multiple screens can share the OpenGL context
+ - 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::isPaintComplete: This variable is cleared when rendering starts and
+ set once rendering is complete. It is monitored in the paintEvent(),
+ resizeEvent() and grab() functions to force them to wait for rendering to
+ complete.
+
+ 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(qmlFixedAnimationStep, QML_FIXED_ANIMATION_STEP);
+DEFINE_BOOL_CONFIG_OPTION(qmlNoThreadedRenderer, QML_BAD_GUI_RENDER_LOOP);
+
+//#define THREAD_DEBUG
+
+class QQuickRenderThreadSingleContextWindowManager : public QThread, public QQuickWindowManager
+{
+ Q_OBJECT
+public:
+ QQuickRenderThreadSingleContextWindowManager()
+ : sg(QSGContext::createDefaultContext())
+ , gl(0)
+ , animationTimer(-1)
+ , isGuiLocked(0)
+ , animationRunning(false)
+ , isPaintCompleted(false)
+ , isPostingSyncEvent(false)
+ , isRenderBlocked(false)
+ , syncAlreadyHappened(false)
+ , inSync(false)
+ , shouldExit(false)
+ , hasExited(false)
+ , renderThreadAwakened(false)
+ , canvasToGrab(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 show(QQuickCanvas *canvas);
+ void hide(QQuickCanvas *canvas);
+
+ void canvasDestroyed(QQuickCanvas *canvas);
+
+ void paint(QQuickCanvas *canvas);
+ QImage grab(QQuickCanvas *canvas);
+ void resize(QQuickCanvas *canvas, const QSize &size);
+ void maybeUpdate(QQuickCanvas *canvas);
+
+ void startRendering();
+ void stopRendering();
+
+ void exhaustSyncEvent();
+ void sync(bool guiAlreadyLocked);
+
+ void initialize();
+
+ 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();
+
+public slots:
+ void animationStarted();
+ void animationStopped();
+ void canvasVisibilityChanged();
+
+private:
+ void handleAddedWindows();
+ void handleAddedWindow(QQuickCanvas *canvas);
+ void handleRemovedWindows();
+
+ QSGContext *sg;
+ QOpenGLContext *gl;
+ QAnimationDriver *animationDriver;
+ int animationTimer;
+
+ QMutex mutex;
+ QWaitCondition condition;
+
+ bool allowMainThreadProcessingFlag;
+
+ int isGuiLocked;
+ uint animationRunning: 1;
+ uint isPaintCompleted : 1;
+ uint isPostingSyncEvent : 1;
+ uint isRenderBlocked : 1;
+ uint isExternalUpdatePending : 1;
+ uint syncAlreadyHappened : 1;
+ uint inSync : 1;
+ uint shouldExit : 1;
+ uint hasExited : 1;
+ uint renderThreadAwakened : 1;
+ uint isGuiAboutToBeBlockedForSync : 1;
+
+ QQuickCanvas *canvasToGrab;
+ QImage grabContent;
+
+ struct CanvasData {
+ QSize renderedSize;
+ QSize windowSize;
+ QSize viewportSize;
+
+ uint sizeWasChanged : 1;
+ uint isExternalUpdatePending : 1;
+ };
+
+ QHash<QQuickCanvas *, CanvasData *> m_rendered_windows;
+
+ struct CanvasTracker {
+ QQuickCanvas *canvas;
+ uint isVisible : 1;
+ uint toBeRemoved : 1;
+ };
+
+ QList<CanvasTracker> m_tracked_windows;
+
+ QList<QQuickCanvas *> m_removed_windows;
+ QList<QQuickCanvas *> m_added_windows;
+};
+
+
+class QQuickTrivialWindowManager : public QObject, public QQuickWindowManager
+{
+public:
+ QQuickTrivialWindowManager();
+
+ void show(QQuickCanvas *canvas);
+ void hide(QQuickCanvas *canvas);
+
+ void canvasDestroyed(QQuickCanvas *canvas);
+
+ void renderCanvas(QQuickCanvas *canvas);
+ void paint(QQuickCanvas *canvas);
+ QImage grab(QQuickCanvas *canvas);
+ void resize(QQuickCanvas *canvas, const QSize &size);
+
+ void maybeUpdate(QQuickCanvas *canvas);
+
+ bool *allowMainThreadProcessing();
+
+ QSGContext *sceneGraphContext() const;
+
+ bool event(QEvent *);
+
+ struct CanvasData {
+ bool updatePending : 1;
+ bool grabOnly : 1;
+ };
+
+ QHash<QQuickCanvas *, CanvasData> m_windows;
+
+ QOpenGLContext *gl;
+ QSGContext *sg;
+
+ QImage grabContent;
+
+ bool eventPending;
+};
+
+
+QQuickWindowManager *QQuickWindowManager::instance()
+{
+ static QQuickWindowManager *theInstance;
+
+ if (!theInstance) {
+ bool fancy = QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::ThreadedOpenGL);
+ if (qmlNoThreadedRenderer())
+ fancy = false;
+ if (qmlFixedAnimationStep())
+ QUnifiedTimer::instance(true)->setConsistentTiming(true);
+ theInstance = fancy
+ ? (QQuickWindowManager*) new QQuickRenderThreadSingleContextWindowManager
+ : (QQuickWindowManager*) new QQuickTrivialWindowManager;
+ }
+ return theInstance;
+}
+
+
+
+
+
+void QQuickRenderThreadSingleContextWindowManager::initialize()
+{
+ Q_ASSERT(m_rendered_windows.size());
+ QQuickCanvas *win = m_rendered_windows.constBegin().key();
+
+ gl = new QOpenGLContext();
+ // Pick up the surface format from one of them
+ gl->setFormat(win->requestedFormat());
+ gl->create();
+ gl->makeCurrent(win);
+
+ Q_ASSERT(!sg->isReady());
+ sg->initialize(gl);
+}
+
+
+/*!
+ This function is called when the canvas is created to register the canvas with
+ the window manager.
+
+ Called on GUI Thread.
+ */
+
+void QQuickRenderThreadSingleContextWindowManager::show(QQuickCanvas *canvas)
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: Canvas added to windowing system, %p, %dx%d\n", canvas, canvas->width(), canvas->height());
+#endif
+
+ CanvasTracker tracker;
+ tracker.canvas = canvas;
+ tracker.isVisible = false;
+ tracker.toBeRemoved = false;
+ m_tracked_windows << tracker;
+
+ connect(canvas, SIGNAL(widthChanged(int)), this, SLOT(canvasVisibilityChanged()), Qt::DirectConnection);
+ connect(canvas, SIGNAL(heightChanged(int)), this, SLOT(canvasVisibilityChanged()), Qt::DirectConnection);
+
+ canvasVisibilityChanged();
+}
+
+
+void QQuickRenderThreadSingleContextWindowManager::handleAddedWindow(QQuickCanvas *canvas)
+{
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: adding canvas: %p\n", canvas);
+#endif
+
+ CanvasData *data = new CanvasData;
+ data->isExternalUpdatePending = true;
+ data->sizeWasChanged = false;
+ data->windowSize = canvas->size();
+ m_rendered_windows[canvas] = data;
+}
+
+
+/*!
+ 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()) {
+ QQuickCanvas *canvas = m_added_windows.takeLast();
+ handleAddedWindow(canvas);
+ }
+}
+
+
+/*!
+ Called on the GUI Thread, from the canvas' destructor
+ */
+
+void QQuickRenderThreadSingleContextWindowManager::canvasDestroyed(QQuickCanvas *canvas)
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: Canvas destroyed: %p\n", canvas);
+#endif
+
+ hide(canvas);
+}
+
+
+/*!
+ Called on GUI Thread
+ */
+
+void QQuickRenderThreadSingleContextWindowManager::hide(QQuickCanvas *canvas)
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: Canvas hidden: %p\n", canvas);
+#endif
+
+ int position = -1;
+ for (int i=0; i<m_tracked_windows.size(); ++i) {
+ if (m_tracked_windows.at(i).canvas == canvas) {
+ m_tracked_windows[i].toBeRemoved = true;
+ position = i;
+ break;
+ }
+ }
+
+ if (position >= 0) {
+ disconnect(canvas, SIGNAL(widthChanged(int)), this, SLOT(canvasVisibilityChanged()));
+ disconnect(canvas, SIGNAL(heightChanged(int)), this, SLOT(canvasVisibilityChanged()));
+ canvasVisibilityChanged();
+ m_tracked_windows.removeAt(position);
+ }
+
+#ifdef THREAD_DEBUG
+ printf("GUI: Canvas removal completed... %p\n", canvas);
+#endif
+}
+
+/*!
+ Called on Render Thread
+ */
+void QQuickRenderThreadSingleContextWindowManager::handleRemovedWindows()
+{
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: about to remove %d\n", m_removed_windows.size());
+#endif
+
+ bool removedAnything = false;
+ while (m_removed_windows.size()) {
+ QQuickCanvas *canvas = m_removed_windows.takeLast();
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: removing %p\n", canvas);
+#endif
+
+ QQuickCanvasPrivate::get(canvas)->cleanupNodesOnShutdown();
+ delete m_rendered_windows.take(canvas);
+ 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)
+ gl->doneCurrent();
+}
+
+
+
+/*!
+ Called on GUI Thread
+ */
+
+void QQuickRenderThreadSingleContextWindowManager::canvasVisibilityChanged()
+{
+ bool anyoneShowing = false;
+ QList<QQuickCanvas *> toAdd, toRemove;
+
+ // Not optimal, but also not frequently used...
+ for (int i=0; i<m_tracked_windows.size(); ++i) {
+ CanvasTracker &t = const_cast<CanvasTracker &>(m_tracked_windows.at(i));
+ QQuickCanvas *win = t.canvas;
+
+ Q_ASSERT(win->visible() || t.toBeRemoved);
+ bool canvasVisible = win->width() > 0 && win->height() > 0;
+ anyoneShowing |= (canvasVisible && !t.toBeRemoved);
+
+ if ((!canvasVisible && t.isVisible) || t.toBeRemoved) {
+ toRemove << win;
+ } else if (canvasVisible && !t.isVisible) {
+ toAdd << win;
+ }
+ t.isVisible = canvasVisible;
+ }
+
+ 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
+
+ if (!gl)
+ initialize();
+
+ while (!shouldExit) {
+ lock();
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: *** NEW FRAME ***\n");
+#endif
+
+ handleAddedWindows();
+
+ if (!isGuiLocked) {
+ isPostingSyncEvent = true;
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: aquired sync lock...\n");
+#endif
+ allowMainThreadProcessingFlag = false;
+ QCoreApplication::postEvent(this, new QEvent(QEvent::User));
+
+#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_CANVAS_TIMING
+ if (qquick_canvas_timing)
+ threadTimer.start();
+#endif
+ inSync = true;
+ for (QHash<QQuickCanvas *, CanvasData *>::const_iterator it = m_rendered_windows.constBegin();
+ it != m_rendered_windows.constEnd(); ++it) {
+ QQuickCanvas *canvas = it.key();
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: Syncing canvas: %p\n", canvas);
+#endif
+
+ CanvasData *canvasData = it.value();
+ QQuickCanvasPrivate *canvasPrivate = QQuickCanvasPrivate::get(canvas);
+
+ Q_ASSERT(canvasData->windowSize.width() > 0 && canvasData->windowSize.height() > 0);
+
+ gl->makeCurrent(canvas);
+
+ if (canvasData->viewportSize != canvasData->windowSize) {
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: --- window has changed size...\n");
+#endif
+ canvasData->viewportSize = canvasData->windowSize;
+ canvasData->sizeWasChanged = true;
+ glViewport(0, 0, canvasData->viewportSize.width(), canvasData->viewportSize.height());
+ }
+
+ canvasData->isExternalUpdatePending = false;
+ canvasPrivate->syncSceneGraph();
+ }
+ inSync = false;
+
+ // 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_CANVAS_TIMING
+ if (qquick_canvas_timing)
+ syncTime = threadTimer.elapsed();
+#endif
+
+ for (QHash<QQuickCanvas *, CanvasData *>::const_iterator it = m_rendered_windows.constBegin();
+ it != m_rendered_windows.constEnd(); ++it) {
+ QQuickCanvas *canvas = it.key();
+ CanvasData *canvasData = it.value();
+ QQuickCanvasPrivate *canvasPrivate = QQuickCanvasPrivate::get(canvas);
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: Rendering canvas %p\n", canvas);
+#endif
+
+ Q_ASSERT(canvasData->windowSize.width() > 0 && canvasData->windowSize.height() > 0);
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: --- rendering at size %dx%d\n",
+ canvasData->viewportSize.width(), canvasData->viewportSize.height()
+ );
+#endif
+
+ // We only need to re-makeCurrent when we have multiple surfaces.
+ if (m_rendered_windows.size() > 1)
+ gl->makeCurrent(canvas);
+
+ canvasPrivate->renderSceneGraph(canvasData->viewportSize);
+#ifdef QQUICK_CANVAS_TIMING
+ if (qquick_canvas_timing)
+ renderTime = threadTimer.elapsed() - syncTime;
+#endif
+
+ // The content of the target buffer is undefined after swap() so grab needs
+ // to happen before swap();
+ if (canvas == canvasToGrab) {
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: --- grabbing...\n");
+#endif
+ grabContent = qt_gl_read_framebuffer(canvasData->windowSize, false, false);
+ canvasToGrab = 0;
+ }
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: --- wait for swap...\n");
+#endif
+
+ gl->swapBuffers(canvas);
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: --- swap complete...\n");
+#endif
+
+ }
+
+#ifdef QQUICK_CANVAS_TIMING
+ if (qquick_canvas_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();
+
+ handleRemovedWindows();
+
+ isPaintCompleted = true;
+
+ bool isExternalUpdatePending = false;
+
+ // Update sizes...
+ for (QHash<QQuickCanvas *, CanvasData *>::const_iterator it = m_rendered_windows.constBegin();
+ it != m_rendered_windows.constEnd(); ++it) {
+ CanvasData *canvasData = it.value();
+ if (canvasData->sizeWasChanged) {
+ canvasData->renderedSize = canvasData->viewportSize;
+ canvasData->sizeWasChanged = false;
+ }
+ isExternalUpdatePending |= canvasData->isExternalUpdatePending;
+ }
+
+
+ // 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 && !canvasToGrab) {
+#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();
+
+ 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::User) {
+
+ // If all canvases 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::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();
+
+ renderThreadAwakened = false;
+
+ for (QHash<QQuickCanvas *, CanvasData *>::const_iterator it = m_rendered_windows.constBegin();
+ it != m_rendered_windows.constEnd(); ++it) {
+ QQuickCanvasPrivate::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::paint(QQuickCanvas *canvas)
+{
+ Q_UNUSED(canvas);
+#ifdef THREAD_DEBUG
+ printf("GUI: paint called: %p\n", canvas);
+#endif
+
+ return;
+
+
+
+ lockInGui();
+ exhaustSyncEvent();
+
+ isPaintCompleted = false;
+ while (isRunning() && !isPaintCompleted) {
+ if (isRenderBlocked)
+ wake();
+ wait();
+ }
+ unlockInGui();
+
+#ifdef THREAD_DEBUG
+ printf("GUI: paint done: %p\n", canvas);
+#endif
+}
+
+
+
+void QQuickRenderThreadSingleContextWindowManager::resize(QQuickCanvas *canvas, const QSize &size)
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: Resize Event: %p = %dx%d\n", canvas, size.width(), size.height());
+#endif
+
+ // If the rendering thread is not running we do not need to do anything.
+ // Also if the canvas is being resized to an invalid size, it will be removed
+ // by the canvasVisibilityChanged slot as result of width/heightcChanged()
+ if (!isRunning() || size.width() <= 0 || size.height() <= 0)
+ return;
+
+ lockInGui();
+ exhaustSyncEvent();
+
+ CanvasData *canvasData = m_rendered_windows.value(canvas);
+ if (canvasData) {
+ canvasData->windowSize = size;
+ while (isRunning() && canvasData->renderedSize != size && size.width() > 0 && size.height() > 0) {
+ if (isRenderBlocked)
+ wake();
+ wait();
+ }
+ }
+ unlockInGui();
+
+#ifdef THREAD_DEBUG
+ printf("GUI: Resize done: %p\n", canvas);
+#endif
+}
+
+
+
+void QQuickRenderThreadSingleContextWindowManager::startRendering()
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: Starting Render Thread\n");
+#endif
+ hasExited = false;
+ shouldExit = false;
+ isGuiLocked = 0;
+ isPostingSyncEvent = false;
+ syncAlreadyHappened = false;
+ renderThreadAwakened = false;
+ inSync = false;
+
+ start(); // Start the render thread...
+
+ // 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(QQuickCanvas *canvas)
+{
+ if (!isRunning())
+ return QImage();
+
+ if (QThread::currentThread() != qApp->thread()) {
+ qWarning("QQuickCanvas::grabFrameBuffer: can only be called from the GUI thread");
+ return QImage();
+ }
+
+#ifdef THREAD_DEBUG
+ printf("GUI: doing a pixelwise grab..\n");
+#endif
+
+ lockInGui();
+ exhaustSyncEvent();
+
+ canvasToGrab = canvas;
+ isPaintCompleted = false;
+ while (isRunning() && !isPaintCompleted) {
+ if (isRenderBlocked)
+ wake();
+ wait();
+ }
+
+ QImage grabbed = grabContent;
+ grabContent = QImage();
+
+ unlockInGui();
+
+ return grabbed;
+}
+
+
+
+void QQuickRenderThreadSingleContextWindowManager::maybeUpdate(QQuickCanvas *canvas)
+{
+ Q_ASSERT_X(QThread::currentThread() == QCoreApplication::instance()->thread() || inSync,
+ "QQuickCanvas::update",
+ "Function can only be called from GUI thread or during QQuickItem::updatePaintNode()");
+
+ if (inSync) {
+ CanvasData *canvasData = m_rendered_windows.value(canvas);
+ if (canvasData)
+ canvasData->isExternalUpdatePending = true;
+
+ } else if (!renderThreadAwakened) {
+#ifdef THREAD_DEBUG
+ printf("GUI: doing update...\n");
+#endif
+ renderThreadAwakened = true;
+ bool locked = false;
+
+ // If we are getting here from the renderer's sync event, the renderer is about
+ // to go to sleep anyway.
+ if (!isGuiAboutToBeBlockedForSync)
+ lockInGui();
+ CanvasData *canvasData = m_rendered_windows.value(canvas);
+ if (canvasData)
+ canvasData->isExternalUpdatePending = true;
+ if (isRenderBlocked)
+ wake();
+ if (!isGuiAboutToBeBlockedForSync)
+ unlockInGui();
+ }
+}
+
+QQuickTrivialWindowManager::QQuickTrivialWindowManager()
+ : gl(0)
+ , eventPending(false)
+{
+ sg = QSGContext::createDefaultContext();
+}
+
+
+void QQuickTrivialWindowManager::show(QQuickCanvas *canvas)
+{
+ CanvasData data;
+ data.updatePending = false;
+ m_windows[canvas] = data;
+
+ maybeUpdate(canvas);
+}
+
+void QQuickTrivialWindowManager::hide(QQuickCanvas *canvas)
+{
+ if (!m_windows.contains(canvas))
+ return;
+
+ m_windows.remove(canvas);
+ QQuickCanvasPrivate *cd = QQuickCanvasPrivate::get(canvas);
+ cd->cleanupNodesOnShutdown();
+
+ if (m_windows.size() == 0) {
+ sg->invalidate();
+ delete gl;
+ gl = 0;
+ }
+}
+
+void QQuickTrivialWindowManager::canvasDestroyed(QQuickCanvas *canvas)
+{
+ hide(canvas);
+}
+
+void QQuickTrivialWindowManager::renderCanvas(QQuickCanvas *canvas)
+{
+ if (!m_windows.contains(canvas))
+ return;
+
+ CanvasData &data = const_cast<CanvasData &>(m_windows[canvas]);
+
+ if (!gl) {
+ gl = new QOpenGLContext();
+ gl->setFormat(canvas->requestedFormat());
+ gl->create();
+ gl->makeCurrent(canvas);
+ sg->initialize(gl);
+ } else {
+ gl->makeCurrent(canvas);
+ }
+
+ bool alsoSwap = data.updatePending;
+ data.updatePending = false;
+
+ QQuickCanvasPrivate *cd = QQuickCanvasPrivate::get(canvas);
+ cd->polishItems();
+ cd->syncSceneGraph();
+ cd->renderSceneGraph(canvas->size());
+
+ if (data.grabOnly) {
+ grabContent = qt_gl_read_framebuffer(canvas->size(), false, false);
+ data.grabOnly = false;
+ }
+
+ if (alsoSwap)
+ gl->swapBuffers(canvas);
+
+ // Might have been set during syncSceneGraph()
+ if (data.updatePending)
+ maybeUpdate(canvas);
+}
+
+void QQuickTrivialWindowManager::paint(QQuickCanvas *canvas)
+{
+ if (!m_windows.contains(canvas))
+ return;
+
+ m_windows[canvas].updatePending = true;
+ renderCanvas(canvas);
+}
+
+QImage QQuickTrivialWindowManager::grab(QQuickCanvas *canvas)
+{
+ if (!m_windows.contains(canvas))
+ return QImage();
+
+ m_windows[canvas].grabOnly = true;
+
+ renderCanvas(canvas);
+
+ QImage grabbed = grabContent;
+ grabContent = QImage();
+ return grabbed;
+}
+
+
+
+void QQuickTrivialWindowManager::resize(QQuickCanvas *, const QSize &)
+{
+}
+
+
+
+void QQuickTrivialWindowManager::maybeUpdate(QQuickCanvas *canvas)
+{
+ if (!m_windows.contains(canvas))
+ return;
+
+ m_windows[canvas].updatePending = true;
+
+ if (!eventPending) {
+ QCoreApplication::postEvent(this, new QEvent(QEvent::User));
+ eventPending = true;
+ }
+}
+
+
+
+bool *QQuickTrivialWindowManager::allowMainThreadProcessing()
+{
+ return 0;
+}
+
+
+
+QSGContext *QQuickTrivialWindowManager::sceneGraphContext() const
+{
+ return sg;
+}
+
+
+bool QQuickTrivialWindowManager::event(QEvent *e)
+{
+ if (e->type() == QEvent::User) {
+ eventPending = false;
+ for (QHash<QQuickCanvas *, CanvasData>::const_iterator it = m_windows.constBegin();
+ it != m_windows.constEnd(); ++it) {
+ const CanvasData &data = it.value();
+ if (data.updatePending)
+ renderCanvas(it.key());
+ }
+ return true;
+ }
+ return QObject::event(e);
+}
+
+#include "qquickwindowmanager.moc"
+
+QT_END_NAMESPACE