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-rw-r--r--src/quick/util/qquickanimatorjob.cpp424
1 files changed, 248 insertions, 176 deletions
diff --git a/src/quick/util/qquickanimatorjob.cpp b/src/quick/util/qquickanimatorjob.cpp
index 1176cf1ff7..5dd16407b8 100644
--- a/src/quick/util/qquickanimatorjob.cpp
+++ b/src/quick/util/qquickanimatorjob.cpp
@@ -1,6 +1,7 @@
/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
+** Copyright (C) 2016 Gunnar Sletta <gunnar@sletta.org>
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtQuick module of the Qt Toolkit.
@@ -54,12 +55,42 @@
QT_BEGIN_NAMESPACE
+struct QQuickTransformAnimatorHelperStore
+{
+ QHash<QQuickItem *, QQuickTransformAnimatorJob::Helper *> store;
+ QMutex mutex;
+
+ QQuickTransformAnimatorJob::Helper *acquire(QQuickItem *item) {
+ mutex.lock();
+ QQuickTransformAnimatorJob::Helper *helper = store.value(item);
+ if (!helper) {
+ helper = new QQuickTransformAnimatorJob::Helper();
+ helper->item = item;
+ store[item] = helper;
+ } else {
+ ++helper->ref;
+ }
+ mutex.unlock();
+ return helper;
+ }
+
+ void release(QQuickTransformAnimatorJob::Helper *helper) {
+ mutex.lock();
+ if (--helper->ref == 0) {
+ store.remove(helper->item);
+ delete helper;
+ }
+ mutex.unlock();
+ }
+};
+Q_GLOBAL_STATIC(QQuickTransformAnimatorHelperStore, qquick_transform_animatorjob_helper_store);
+
QQuickAnimatorProxyJob::QQuickAnimatorProxyJob(QAbstractAnimationJob *job, QObject *item)
- : m_controller(0)
- , m_job(job)
+ : m_controller(nullptr)
, m_internalState(State_Stopped)
- , m_jobManagedByController(false)
{
+ m_job.reset(job);
+
m_isRenderThreadProxy = true;
m_animation = qobject_cast<QQuickAbstractAnimation *>(item);
@@ -87,57 +118,58 @@ QQuickAnimatorProxyJob::QQuickAnimatorProxyJob(QAbstractAnimationJob *job, QObje
QQuickItem *item = qobject_cast<QQuickItem *>(ctx);
if (item->window())
setWindow(item->window());
-
- qmlobject_connect(item, QQuickItem, SIGNAL(windowChanged(QQuickWindow*)), this, QQuickAnimatorProxyJob, SLOT(windowChanged(QQuickWindow*)));
+ connect(item, &QQuickItem::windowChanged, this, &QQuickAnimatorProxyJob::windowChanged);
}
}
QQuickAnimatorProxyJob::~QQuickAnimatorProxyJob()
{
- deleteJob();
- if (m_controller)
- m_controller->proxyWasDestroyed(this);
-}
-
-void QQuickAnimatorProxyJob::deleteJob()
-{
- if (m_job) {
- // If we have a controller, we might have posted the job to be started
- // so delete it through the controller to clean up properly.
- if (m_controller)
- m_controller->deleteJob(m_job);
-
- // We explicitly delete the job if the animator controller has never touched
- // it. If it has, it will have ownership as well.
- else if (!m_jobManagedByController)
- delete m_job;
- m_job = 0;
- }
+ if (m_job && m_controller)
+ m_controller->cancel(m_job);
+ m_job.reset();
}
QObject *QQuickAnimatorProxyJob::findAnimationContext(QQuickAbstractAnimation *a)
{
QObject *p = a->parent();
- while (p != 0 && qobject_cast<QQuickWindow *>(p) == 0 && qobject_cast<QQuickItem *>(p) == 0)
+ while (p != nullptr && qobject_cast<QQuickWindow *>(p) == nullptr && qobject_cast<QQuickItem *>(p) == nullptr)
p = p->parent();
return p;
}
void QQuickAnimatorProxyJob::updateCurrentTime(int)
{
+ // We do a simple check here to see if the animator has run and stopped on
+ // the render thread. isPendingStart() will perform a check against jobs
+ // that have been scheduled for start, but that will not yet have entered
+ // the actual running state.
+ // Secondly, we make an unprotected read of the job's state to figure out
+ // if it is running, but this is ok, since we're only reading the state
+ // and if the render thread should happen to be writing it concurrently,
+ // we might get the wrong value for this update, but then we'll simply
+ // pick it up on the next iterationm when the job is stopped and render
+ // thread is no longer using it.
+ if (m_internalState == State_Running
+ && !m_controller->isPendingStart(m_job)
+ && !m_job->isRunning()) {
+ stop();
+ }
}
void QQuickAnimatorProxyJob::updateState(QAbstractAnimationJob::State newState, QAbstractAnimationJob::State)
{
if (m_state == Running) {
m_internalState = State_Starting;
- if (m_controller)
- m_controller->startJob(this, m_job);
+ if (m_controller) {
+ m_internalState = State_Running;
+ m_controller->start(m_job);
+ }
+
} else if (newState == Stopped) {
syncBackCurrentValues();
m_internalState = State_Stopped;
if (m_controller) {
- m_controller->stopJob(this, m_job);
+ m_controller->cancel(m_job);
}
}
}
@@ -154,69 +186,54 @@ void QQuickAnimatorProxyJob::windowChanged(QQuickWindow *window)
setWindow(window);
}
-void QQuickAnimatorProxyJob::controllerWasDeleted()
-{
- m_controller = 0;
- m_job = 0;
-}
-
void QQuickAnimatorProxyJob::setWindow(QQuickWindow *window)
{
if (!window) {
- stop();
- deleteJob();
-
- // Upon leaving a window, we reset the controller. This means that
- // animators will only enter the Starting phase and won't be making
- // calls to QQuickAnimatorController::startjob().
- if (m_controller)
- m_controller->proxyWasDestroyed(this);
- m_controller = 0;
+ if (m_job && m_controller)
+ m_controller->cancel(m_job);
+ m_controller = nullptr;
} else if (!m_controller && m_job) {
m_controller = QQuickWindowPrivate::get(window)->animationController;
if (window->isSceneGraphInitialized())
readyToAnimate();
else
- connect(window, SIGNAL(sceneGraphInitialized()), this, SLOT(sceneGraphInitialized()));
+ connect(window, &QQuickWindow::sceneGraphInitialized, this, &QQuickAnimatorProxyJob::sceneGraphInitialized);
}
}
void QQuickAnimatorProxyJob::sceneGraphInitialized()
{
+ disconnect(m_controller->window(), &QQuickWindow::sceneGraphInitialized, this, &QQuickAnimatorProxyJob::sceneGraphInitialized);
readyToAnimate();
- disconnect(this, SLOT(sceneGraphInitialized()));
}
void QQuickAnimatorProxyJob::readyToAnimate()
{
- if (m_internalState == State_Starting)
- m_controller->startJob(this, m_job);
-}
-
-void QQuickAnimatorProxyJob::startedByController()
-{
- m_internalState = State_Running;
+ Q_ASSERT(m_controller);
+ if (m_internalState == State_Starting) {
+ m_internalState = State_Running;
+ m_controller->start(m_job);
+ }
}
static void qquick_syncback_helper(QAbstractAnimationJob *job)
{
if (job->isRenderThreadJob()) {
- QQuickAnimatorJob *a = static_cast<QQuickAnimatorJob *>(job);
- // Sync back only those jobs that actually have been running
- if (a->controller() && a->hasBeenRunning())
- a->writeBack();
+ static_cast<QQuickAnimatorJob *>(job)->writeBack();
+
} else if (job->isGroup()) {
QAnimationGroupJob *g = static_cast<QAnimationGroupJob *>(job);
for (QAbstractAnimationJob *a = g->firstChild(); a; a = a->nextSibling())
qquick_syncback_helper(a);
}
+
}
void QQuickAnimatorProxyJob::syncBackCurrentValues()
{
if (m_job)
- qquick_syncback_helper(m_job);
+ qquick_syncback_helper(m_job.data());
}
QQuickAnimatorJob::QQuickAnimatorJob()
@@ -228,7 +245,6 @@ QQuickAnimatorJob::QQuickAnimatorJob()
, m_duration(0)
, m_isTransform(false)
, m_isUniform(false)
- , m_hasBeenRunning(false)
{
m_isRenderThreadJob = true;
}
@@ -244,13 +260,16 @@ qreal QQuickAnimatorJob::progress(int time) const
{
return m_easing.valueForProgress((m_duration == 0) ? qreal(1) : qreal(time) / qreal(m_duration));
}
+
qreal QQuickAnimatorJob::value() const
{
- qreal v;
- m_controller->lock();
- v = m_value;
- m_controller->unlock();
- return v;
+ qreal value = m_to;
+ if (m_controller) {
+ m_controller->lock();
+ value = m_value;
+ m_controller->unlock();
+ }
+ return value;
}
void QQuickAnimatorJob::setTarget(QQuickItem *target)
@@ -263,62 +282,81 @@ void QQuickAnimatorJob::initialize(QQuickAnimatorController *controller)
m_controller = controller;
}
-void QQuickAnimatorJob::targetWasDeleted()
-{
- m_target = 0;
- m_controller = 0;
-}
-
QQuickTransformAnimatorJob::QQuickTransformAnimatorJob()
- : m_helper(0)
+ : m_helper(nullptr)
{
m_isTransform = true;
}
QQuickTransformAnimatorJob::~QQuickTransformAnimatorJob()
{
- if (m_helper && --m_helper->ref == 0) {
- // The only condition for not having a controller is when target was
- // destroyed, in which case we have neither m_helper nor m_contorller.
- Q_ASSERT(m_controller);
- Q_ASSERT(m_helper->item);
- m_controller->m_transforms.remove(m_helper->item);
- delete m_helper;
- }
+ if (m_helper)
+ qquick_transform_animatorjob_helper_store()->release(m_helper);
}
-void QQuickTransformAnimatorJob::initialize(QQuickAnimatorController *controller)
+void QQuickTransformAnimatorJob::setTarget(QQuickItem *item)
{
- QQuickAnimatorJob::initialize(controller);
+ // In the extremely unlikely event that the target of an animator has been
+ // changed into a new item that sits in the exact same pointer address, we
+ // want to force syncing it again.
+ if (m_helper && m_target)
+ m_helper->wasSynced = false;
+ QQuickAnimatorJob::setTarget(item);
+}
- if (m_controller) {
- bool newHelper = m_helper == 0;
- m_helper = m_controller->m_transforms.value(m_target);
- if (!m_helper) {
- m_helper = new Helper();
- m_helper->item = m_target;
- m_controller->m_transforms.insert(m_target, m_helper);
- QObject::connect(m_target, SIGNAL(destroyed(QObject*)), m_controller, SLOT(itemDestroyed(QObject*)), Qt::DirectConnection);
- } else {
- if (newHelper) // only add reference the first time around..
- ++m_helper->ref;
- // Make sure leftovers from previous runs are being used...
- m_helper->wasSynced = false;
- }
- m_helper->sync();
+void QQuickTransformAnimatorJob::preSync()
+{
+ // If the target has changed or become null, release and reset the helper
+ if (m_helper && (m_helper->item != m_target || !m_target)) {
+ qquick_transform_animatorjob_helper_store()->release(m_helper);
+ m_helper = nullptr;
}
+
+ if (!m_target)
+ return;
+
+ if (!m_helper) {
+ m_helper = qquick_transform_animatorjob_helper_store()->acquire(m_target);
+
+ // This is a bit superfluous, but it ends up being simpler than the
+ // alternative. When an item happens to land on the same address as a
+ // previous item, that helper might not have been fully cleaned up by
+ // the time it gets taken back into use. As an alternative to storing
+ // connections to each and every item's QObject::destroyed() and
+ // having to clean those up afterwards, we simply sync all helpers on
+ // the first run. The sync is only done once for the run of an
+ // animation and it is a fairly light function (compared to storing
+ // potentially thousands of connections and managing their lifetime.
+ m_helper->wasSynced = false;
+ }
+
+ m_helper->sync();
}
-void QQuickTransformAnimatorJob::nodeWasDestroyed()
+void QQuickTransformAnimatorJob::postSync()
{
- if (m_helper)
- m_helper->node = 0;
+ Q_ASSERT((m_helper != nullptr) == (m_target != nullptr)); // If there is a target, there should also be a helper, ref: preSync
+ Q_ASSERT(!m_helper || m_helper->item == m_target); // If there is a helper, it should point to our target
+
+ if (!m_target || !m_helper) {
+ invalidate();
+ return;
+ }
+
+ QQuickItemPrivate *d = QQuickItemPrivate::get(m_target);
+ if (d->extra.isAllocated()
+ && d->extra->layer
+ && d->extra->layer->enabled()) {
+ d = QQuickItemPrivate::get(d->extra->layer->m_effectSource);
+ }
+
+ m_helper->node = d->itemNode();
}
-void QQuickTransformAnimatorJob::targetWasDeleted()
+void QQuickTransformAnimatorJob::invalidate()
{
- m_helper = 0;
- QQuickAnimatorJob::targetWasDeleted();
+ if (m_helper)
+ m_helper->node = nullptr;
}
void QQuickTransformAnimatorJob::Helper::sync()
@@ -366,7 +404,7 @@ void QQuickTransformAnimatorJob::Helper::sync()
}
}
-void QQuickTransformAnimatorJob::Helper::apply()
+void QQuickTransformAnimatorJob::Helper::commit()
{
if (!wasChanged || !node)
return;
@@ -382,7 +420,11 @@ void QQuickTransformAnimatorJob::Helper::apply()
wasChanged = false;
}
-
+void QQuickTransformAnimatorJob::commit()
+{
+ if (m_helper)
+ m_helper->commit();
+}
void QQuickXAnimatorJob::writeBack()
{
@@ -392,7 +434,10 @@ void QQuickXAnimatorJob::writeBack()
void QQuickXAnimatorJob::updateCurrentTime(int time)
{
- if (!m_controller)
+#if QT_CONFIG(opengl)
+ Q_ASSERT(!m_controller || !m_controller->m_window->openglContext() || m_controller->m_window->openglContext()->thread() == QThread::currentThread());
+#endif
+ if (!m_helper)
return;
m_value = m_from + (m_to - m_from) * progress(time);
@@ -408,7 +453,10 @@ void QQuickYAnimatorJob::writeBack()
void QQuickYAnimatorJob::updateCurrentTime(int time)
{
- if (!m_controller)
+#if QT_CONFIG(opengl)
+ Q_ASSERT(!m_controller || !m_controller->m_window->openglContext() || m_controller->m_window->openglContext()->thread() == QThread::currentThread());
+#endif
+ if (!m_helper)
return;
m_value = m_from + (m_to - m_from) * progress(time);
@@ -416,14 +464,87 @@ void QQuickYAnimatorJob::updateCurrentTime(int time)
m_helper->wasChanged = true;
}
+void QQuickScaleAnimatorJob::writeBack()
+{
+ if (m_target)
+ m_target->setScale(value());
+}
+
+void QQuickScaleAnimatorJob::updateCurrentTime(int time)
+{
+#if QT_CONFIG(opengl)
+ Q_ASSERT(!m_controller || !m_controller->m_window->openglContext() || m_controller->m_window->openglContext()->thread() == QThread::currentThread());
+#endif
+ if (!m_helper)
+ return;
+
+ m_value = m_from + (m_to - m_from) * progress(time);
+ m_helper->scale = m_value;
+ m_helper->wasChanged = true;
+}
+
+
+QQuickRotationAnimatorJob::QQuickRotationAnimatorJob()
+ : m_direction(QQuickRotationAnimator::Numerical)
+{
+}
+
+extern QVariant _q_interpolateShortestRotation(qreal &f, qreal &t, qreal progress);
+extern QVariant _q_interpolateClockwiseRotation(qreal &f, qreal &t, qreal progress);
+extern QVariant _q_interpolateCounterclockwiseRotation(qreal &f, qreal &t, qreal progress);
+
+void QQuickRotationAnimatorJob::updateCurrentTime(int time)
+{
+#if QT_CONFIG(opengl)
+ Q_ASSERT(!m_controller || !m_controller->m_window->openglContext() || m_controller->m_window->openglContext()->thread() == QThread::currentThread());
+#endif
+ if (!m_helper)
+ return;
+
+ float t = progress(time);
+
+ switch (m_direction) {
+ case QQuickRotationAnimator::Clockwise:
+ m_value = _q_interpolateClockwiseRotation(m_from, m_to, t).toFloat();
+ // The logic in _q_interpolateClockwise comes out a bit wrong
+ // for the case of X->0 where 0<X<360. It ends on 360 which it
+ // shouldn't.
+ if (t == 1)
+ m_value = m_to;
+ break;
+ case QQuickRotationAnimator::Counterclockwise:
+ m_value = _q_interpolateCounterclockwiseRotation(m_from, m_to, t).toFloat();
+ break;
+ case QQuickRotationAnimator::Shortest:
+ m_value = _q_interpolateShortestRotation(m_from, m_to, t).toFloat();
+ break;
+ case QQuickRotationAnimator::Numerical:
+ m_value = m_from + (m_to - m_from) * t;
+ break;
+ }
+ m_helper->rotation = m_value;
+ m_helper->wasChanged = true;
+}
+
+void QQuickRotationAnimatorJob::writeBack()
+{
+ if (m_target)
+ m_target->setRotation(value());
+}
+
+
QQuickOpacityAnimatorJob::QQuickOpacityAnimatorJob()
- : m_opacityNode(0)
+ : m_opacityNode(nullptr)
{
}
-void QQuickOpacityAnimatorJob::initialize(QQuickAnimatorController *controller)
+void QQuickOpacityAnimatorJob::postSync()
{
- QQuickAnimatorJob::initialize(controller);
+ if (!m_target) {
+ invalidate();
+ return;
+ }
+
QQuickItemPrivate *d = QQuickItemPrivate::get(m_target);
#if QT_CONFIG(quick_shadereffect)
if (d->extra.isAllocated()
@@ -434,6 +555,7 @@ void QQuickOpacityAnimatorJob::initialize(QQuickAnimatorController *controller)
#endif
m_opacityNode = d->opacityNode();
+
if (!m_opacityNode) {
m_opacityNode = new QSGOpacityNode();
@@ -464,11 +586,12 @@ void QQuickOpacityAnimatorJob::initialize(QQuickAnimatorController *controller)
d->extra.value().opacityNode = m_opacityNode;
}
+ Q_ASSERT(m_opacityNode);
}
-void QQuickOpacityAnimatorJob::nodeWasDestroyed()
+void QQuickOpacityAnimatorJob::invalidate()
{
- m_opacityNode = 0;
+ m_opacityNode = nullptr;
}
void QQuickOpacityAnimatorJob::writeBack()
@@ -479,77 +602,21 @@ void QQuickOpacityAnimatorJob::writeBack()
void QQuickOpacityAnimatorJob::updateCurrentTime(int time)
{
- if (!m_controller || !m_opacityNode)
- return;
-
- m_value = m_from + (m_to - m_from) * progress(time);
- m_opacityNode->setOpacity(m_value);
-}
-
-void QQuickScaleAnimatorJob::writeBack()
-{
- if (m_target)
- m_target->setScale(value());
-}
+#if QT_CONFIG(opengl)
+ Q_ASSERT(!m_controller || !m_controller->m_window->openglContext() || m_controller->m_window->openglContext()->thread() == QThread::currentThread());
+#endif
-void QQuickScaleAnimatorJob::updateCurrentTime(int time)
-{
- if (!m_controller)
+ if (!m_opacityNode)
return;
m_value = m_from + (m_to - m_from) * progress(time);
- m_helper->scale = m_value;
- m_helper->wasChanged = true;
-}
-
-QQuickRotationAnimatorJob::QQuickRotationAnimatorJob()
- : m_direction(QQuickRotationAnimator::Numerical)
-{
-}
-
-extern QVariant _q_interpolateShortestRotation(qreal &f, qreal &t, qreal progress);
-extern QVariant _q_interpolateClockwiseRotation(qreal &f, qreal &t, qreal progress);
-extern QVariant _q_interpolateCounterclockwiseRotation(qreal &f, qreal &t, qreal progress);
-
-void QQuickRotationAnimatorJob::updateCurrentTime(int time)
-{
- if (!m_controller)
- return;
-
- float t = progress(time);
-
- switch (m_direction) {
- case QQuickRotationAnimator::Clockwise:
- m_value = _q_interpolateClockwiseRotation(m_from, m_to, t).toFloat();
- // The logic in _q_interpolateClockwise comes out a bit wrong
- // for the case of X->0 where 0<X<360. It ends on 360 which it
- // shouldn't.
- if (t == 1)
- m_value = m_to;
- break;
- case QQuickRotationAnimator::Counterclockwise:
- m_value = _q_interpolateCounterclockwiseRotation(m_from, m_to, t).toFloat();
- break;
- case QQuickRotationAnimator::Shortest:
- m_value = _q_interpolateShortestRotation(m_from, m_to, t).toFloat();
- break;
- case QQuickRotationAnimator::Numerical:
- m_value = m_from + (m_to - m_from) * t;
- break;
- }
- m_helper->rotation = m_value;
- m_helper->wasChanged = true;
+ m_opacityNode->setOpacity(m_value);
}
-void QQuickRotationAnimatorJob::writeBack()
-{
- if (m_target)
- m_target->setRotation(value());
-}
#if QT_CONFIG(quick_shadereffect) && QT_CONFIG(opengl)
QQuickUniformAnimatorJob::QQuickUniformAnimatorJob()
- : m_node(0)
+ : m_node(nullptr)
, m_uniformIndex(-1)
, m_uniformType(-1)
{
@@ -558,19 +625,24 @@ QQuickUniformAnimatorJob::QQuickUniformAnimatorJob()
void QQuickUniformAnimatorJob::setTarget(QQuickItem *target)
{
- if (qobject_cast<QQuickOpenGLShaderEffect *>(target) != 0)
+ if (qobject_cast<QQuickOpenGLShaderEffect *>(target) != nullptr)
m_target = target;
}
-void QQuickUniformAnimatorJob::nodeWasDestroyed()
+void QQuickUniformAnimatorJob::invalidate()
{
- m_node = 0;
+ m_node = nullptr;
m_uniformIndex = -1;
m_uniformType = -1;
}
-void QQuickUniformAnimatorJob::afterNodeSync()
+void QQuickUniformAnimatorJob::postSync()
{
+ if (!m_target) {
+ invalidate();
+ return;
+ }
+
m_node = static_cast<QQuickOpenGLShaderEffectNode *>(QQuickItemPrivate::get(m_target)->paintNode);
if (m_node && m_uniformIndex == -1 && m_uniformType == -1) {