diff options
Diffstat (limited to 'examples/quick/scenegraph/opengltextureinthread/threadrenderer.cpp')
-rw-r--r-- | examples/quick/scenegraph/opengltextureinthread/threadrenderer.cpp | 302 |
1 files changed, 0 insertions, 302 deletions
diff --git a/examples/quick/scenegraph/opengltextureinthread/threadrenderer.cpp b/examples/quick/scenegraph/opengltextureinthread/threadrenderer.cpp deleted file mode 100644 index 6f6ec467dc..0000000000 --- a/examples/quick/scenegraph/opengltextureinthread/threadrenderer.cpp +++ /dev/null @@ -1,302 +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 "threadrenderer.h" -#include "logorenderer.h" - -#include <QtCore/QMutex> -#include <QtCore/QThread> - -#include <QOpenGLContext> -#include <QOpenGLFramebufferObject> -#include <QtGui/QGuiApplication> -#include <QtGui/QOffscreenSurface> - -#include <QtQuick/QQuickWindow> -#include <qsgsimpletexturenode.h> - -QList<QThread *> ThreadRenderer::threads; - -/* - * The render thread shares a context with the scene graph and will - * render into two separate FBOs, one to use for display and one - * to use for rendering - */ -class RenderThread : public QThread -{ - Q_OBJECT -public: - RenderThread(const QSize &size) - : surface(nullptr) - , context(nullptr) - , m_renderFbo(nullptr) - , m_displayFbo(nullptr) - , m_logoRenderer(nullptr) - , m_size(size) - { - ThreadRenderer::threads << this; - } - - QOffscreenSurface *surface; - QOpenGLContext *context; - -public slots: - void renderNext() - { - context->makeCurrent(surface); - - if (!m_renderFbo) { - // Initialize the buffers and renderer - QOpenGLFramebufferObjectFormat format; - format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil); - m_renderFbo = new QOpenGLFramebufferObject(m_size, format); - m_displayFbo = new QOpenGLFramebufferObject(m_size, format); - m_logoRenderer = new LogoRenderer(); - m_logoRenderer->initialize(); - } - - m_renderFbo->bind(); - context->functions()->glViewport(0, 0, m_size.width(), m_size.height()); - - m_logoRenderer->render(); - - // We need to flush the contents to the FBO before posting - // the texture to the other thread, otherwise, we might - // get unexpected results. - context->functions()->glFlush(); - - m_renderFbo->bindDefault(); - qSwap(m_renderFbo, m_displayFbo); - - emit textureReady(m_displayFbo->texture(), m_size); - } - - void shutDown() - { - context->makeCurrent(surface); - delete m_renderFbo; - delete m_displayFbo; - delete m_logoRenderer; - context->doneCurrent(); - delete context; - - // schedule this to be deleted only after we're done cleaning up - surface->deleteLater(); - - // Stop event processing, move the thread to GUI and make sure it is deleted. - exit(); - moveToThread(QGuiApplication::instance()->thread()); - } - -signals: - void textureReady(int id, const QSize &size); - -private: - QOpenGLFramebufferObject *m_renderFbo; - QOpenGLFramebufferObject *m_displayFbo; - - LogoRenderer *m_logoRenderer; - QSize m_size; -}; - - - -class TextureNode : public QObject, public QSGSimpleTextureNode -{ - Q_OBJECT - -public: - TextureNode(QQuickWindow *window) - : m_id(0) - , m_size(0, 0) - , m_texture(nullptr) - , m_window(window) - { - // Our texture node must have a texture, so use the default 0 texture. - GLuint id = 0; - m_texture = m_window->createTextureFromNativeObject(QQuickWindow::NativeObjectTexture, id, 0, QSize(1, 1)); - setTexture(m_texture); - setFiltering(QSGTexture::Linear); - } - - ~TextureNode() override - { - delete m_texture; - } - -signals: - void textureInUse(); - void pendingNewTexture(); - -public slots: - - // This function gets called on the FBO rendering thread and will store the - // texture id and size and schedule an update on the window. - void newTexture(int id, const QSize &size) { - m_mutex.lock(); - m_id = id; - m_size = size; - m_mutex.unlock(); - - // We cannot call QQuickWindow::update directly here, as this is only allowed - // from the rendering thread or GUI thread. - emit pendingNewTexture(); - } - - - // Before the scene graph starts to render, we update to the pending texture - void prepareNode() { - m_mutex.lock(); - int newId = m_id; - QSize size = m_size; - m_id = 0; - m_mutex.unlock(); - if (newId) { - delete m_texture; - // note: include QQuickWindow::TextureHasAlphaChannel if the rendered content - // has alpha. - m_texture = m_window->createTextureFromNativeObject(QQuickWindow::NativeObjectTexture, newId, 0, QSize(1, 1)); - setTexture(m_texture); - - markDirty(DirtyMaterial); - - // This will notify the rendering thread that the texture is now being rendered - // and it can start rendering to the other one. - emit textureInUse(); - } - } - -private: - - int m_id; - QSize m_size; - - QMutex m_mutex; - - QSGTexture *m_texture; - QQuickWindow *m_window; -}; - -ThreadRenderer::ThreadRenderer() - : m_renderThread(nullptr) -{ - setFlag(ItemHasContents, true); - m_renderThread = new RenderThread(QSize(512, 512)); -} - -void ThreadRenderer::ready() -{ - m_renderThread->surface = new QOffscreenSurface(); - m_renderThread->surface->setFormat(m_renderThread->context->format()); - m_renderThread->surface->create(); - - m_renderThread->moveToThread(m_renderThread); - - connect(window(), &QQuickWindow::sceneGraphInvalidated, m_renderThread, &RenderThread::shutDown, Qt::QueuedConnection); - - m_renderThread->start(); - update(); -} - -QSGNode *ThreadRenderer::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *) -{ - TextureNode *node = static_cast<TextureNode *>(oldNode); - - if (!m_renderThread->context) { - QOpenGLContext *current = window()->openglContext(); - // Some GL implementations requres that the currently bound context is - // made non-current before we set up sharing, so we doneCurrent here - // and makeCurrent down below while setting up our own context. - current->doneCurrent(); - - m_renderThread->context = new QOpenGLContext(); - m_renderThread->context->setFormat(current->format()); - m_renderThread->context->setShareContext(current); - m_renderThread->context->create(); - m_renderThread->context->moveToThread(m_renderThread); - - current->makeCurrent(window()); - - QMetaObject::invokeMethod(this, "ready"); - return nullptr; - } - - if (!node) { - node = new TextureNode(window()); - - /* Set up connections to get the production of FBO textures in sync with vsync on the - * rendering thread. - * - * When a new texture is ready on the rendering thread, we use a direct connection to - * the texture node to let it know a new texture can be used. The node will then - * emit pendingNewTexture which we bind to QQuickWindow::update to schedule a redraw. - * - * When the scene graph starts rendering the next frame, the prepareNode() function - * is used to update the node with the new texture. Once it completes, it emits - * textureInUse() which we connect to the FBO rendering thread's renderNext() to have - * it start producing content into its current "back buffer". - * - * This FBO rendering pipeline is throttled by vsync on the scene graph rendering thread. - */ - connect(m_renderThread, &RenderThread::textureReady, node, &TextureNode::newTexture, Qt::DirectConnection); - connect(node, &TextureNode::pendingNewTexture, window(), &QQuickWindow::update, Qt::QueuedConnection); - connect(window(), &QQuickWindow::beforeRendering, node, &TextureNode::prepareNode, Qt::DirectConnection); - connect(node, &TextureNode::textureInUse, m_renderThread, &RenderThread::renderNext, Qt::QueuedConnection); - - // Get the production of FBO textures started.. - QMetaObject::invokeMethod(m_renderThread, "renderNext", Qt::QueuedConnection); - } - - node->setRect(boundingRect()); - - return node; -} - -#include "threadrenderer.moc" |