diff options
Diffstat (limited to 'examples/quick/scenegraph/textureinthread/threadrenderer.cpp')
-rw-r--r-- | examples/quick/scenegraph/textureinthread/threadrenderer.cpp | 69 |
1 files changed, 52 insertions, 17 deletions
diff --git a/examples/quick/scenegraph/textureinthread/threadrenderer.cpp b/examples/quick/scenegraph/textureinthread/threadrenderer.cpp index 90b6b49880..7de1d294ba 100644 --- a/examples/quick/scenegraph/textureinthread/threadrenderer.cpp +++ b/examples/quick/scenegraph/textureinthread/threadrenderer.cpp @@ -46,10 +46,13 @@ #include <QtGui/QOpenGLContext> #include <QtGui/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 @@ -60,37 +63,39 @@ class RenderThread : public QThread { Q_OBJECT public: - RenderThread(const QSize &size) + RenderThread(const QSize &size, QOpenGLContext *context) : m_renderFbo(0) , m_displayFbo(0) , m_logoRenderer(0) + , m_fakeSurface(0) , m_size(size) { - // Since we're using queued connections, we need affinity to the rendering thread. - moveToThread(this); + ThreadRenderer::threads << this; // Set up the QOpenGLContext to use for rendering in this thread. It is sharing // memory space with the GL context of the scene graph. This constructor is called // during updatePaintNode, so we are currently on the scene graph thread with the // scene graph's OpenGL context current. - QOpenGLContext *current = QOpenGLContext::currentContext(); m_context = new QOpenGLContext(); - m_context->setShareContext(current); - m_context->setFormat(current->format()); - m_context->create(); + m_context->setShareContext(context); + m_context->setFormat(context->format()); m_context->moveToThread(this); - // We need a non-visible surface to make current... - m_fakeSurface = new QWindow(); - m_fakeSurface->setGeometry(0, 0, 64, 64); - m_fakeSurface->setSurfaceType(QWindow::OpenGLSurface); - m_fakeSurface->setFormat(current->format()); + // We need a non-visible surface to make current in the other thread + // and QWindows must be created and managed on the GUI thread. + m_fakeSurface = new QOffscreenSurface(); + m_fakeSurface->setFormat(context->format()); m_fakeSurface->create(); } + void setSurface(QOffscreenSurface *surface) { m_fakeSurface = surface; } + public slots: void renderNext() { + if (!m_context->isValid()) + m_context->create(); + m_context->makeCurrent(m_fakeSurface); if (!m_renderFbo) { @@ -119,6 +124,23 @@ public slots: emit textureReady(m_displayFbo->texture(), m_size); } + void shutDown() + { + m_context->makeCurrent(m_fakeSurface); + delete m_renderFbo; + delete m_displayFbo; + delete m_logoRenderer; + m_context->doneCurrent(); + delete m_context; + + // schedule this to be deleted only after we're done cleaning up + m_fakeSurface->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); @@ -128,7 +150,7 @@ private: LogoRenderer *m_logoRenderer; - QWindow *m_fakeSurface; + QOffscreenSurface *m_fakeSurface; QOpenGLContext *m_context; QSize m_size; }; @@ -209,19 +231,35 @@ private: ThreadRenderer::ThreadRenderer() + : m_renderThread(0) { setFlag(ItemHasContents, true); + polish(); } +void ThreadRenderer::updatePolish() +{ + if (!window() || !window()->openglContext()) + return; + m_renderThread = new RenderThread(QSize(512, 512), window()->openglContext()); + m_renderThread->moveToThread(m_renderThread); + m_renderThread->start(); + connect(window(), SIGNAL(sceneGraphInvalidated()), m_renderThread, SLOT(shutDown()), Qt::QueuedConnection); +} QSGNode *ThreadRenderer::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *) { + if (!m_renderThread) { + polish(); + update(); + return 0; + } + TextureNode *node = static_cast<TextureNode *>(oldNode); if (!node) { node = new TextureNode(window()); - m_renderThread = new RenderThread(QSize(512, 512)); /* Set up connections to get the production of FBO textures in sync with vsync on the * rendering thread. @@ -242,9 +280,6 @@ QSGNode *ThreadRenderer::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData * connect(window(), SIGNAL(beforeRendering()), node, SLOT(prepareNode()), Qt::DirectConnection); connect(node, SIGNAL(textureInUse()), m_renderThread, SLOT(renderNext()), Qt::QueuedConnection); - // Start the render thread and enter let it process events. - m_renderThread->start(); - // Get the production of FBO textures started.. QMetaObject::invokeMethod(m_renderThread, "renderNext", Qt::QueuedConnection); } |