From 6179550a0ca761bfabd4f6c67103f5397a306df0 Mon Sep 17 00:00:00 2001 From: Laszlo Agocs Date: Tue, 25 Nov 2014 11:38:46 +0100 Subject: Support threading with QQuickRenderControl MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Reorganize the rendercontrol example to demonstrate both the single and multi threaded approaches. A small helper function is introduced to the QQuickRenderControl API: The QSGRenderContext has to live on the render thread. Previously there was no way for applications to move it to the desired thread. This is now possible. Pass --threaded to the rendercontrol example to use a separate render thread. [ChangeLog][QtQuick] QQuickRenderControl can now be used to render the Qt Quick scene on a dedicated render thread, similarly to how the built-in threaded render loop operates. Task-number: QTBUG-42813 Change-Id: I01c3b2ffca8a174d9d2c267a51f2e484ed7b34b3 Reviewed-by: Gunnar Sletta Reviewed-by: Jørgen Lind --- examples/quick/rendercontrol/cuberenderer.cpp | 216 ++++++++++++++++++++++++++ 1 file changed, 216 insertions(+) create mode 100644 examples/quick/rendercontrol/cuberenderer.cpp (limited to 'examples/quick/rendercontrol/cuberenderer.cpp') diff --git a/examples/quick/rendercontrol/cuberenderer.cpp b/examples/quick/rendercontrol/cuberenderer.cpp new file mode 100644 index 0000000000..c385d46533 --- /dev/null +++ b/examples/quick/rendercontrol/cuberenderer.cpp @@ -0,0 +1,216 @@ +/**************************************************************************** +** +** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). +** Contact: http://www.qt-project.org/legal +** +** This file is part of the examples of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:BSD$ +** 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 Digia Plc and its Subsidiary(-ies) 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 "cuberenderer.h" +#include +#include +#include +#include +#include +#include +#include +#include + +CubeRenderer::CubeRenderer() + : m_context(0), + m_program(0), + m_vbo(0) +{ +} + +CubeRenderer::~CubeRenderer() +{ + // Use a temporary offscreen surface to do the cleanup. + // There may not be a native window surface available anymore at this stage. + QScopedPointer offscreenSurface(new QOffscreenSurface); + offscreenSurface->setFormat(m_context->format()); + offscreenSurface->create(); + m_context->makeCurrent(offscreenSurface.data()); + + delete m_program; + delete m_vbo; + delete m_vao; + + m_context->doneCurrent(); + delete m_context; +} + +void CubeRenderer::init(QWindow *w, QOpenGLContext *share) +{ + m_context = new QOpenGLContext; + m_context->setShareContext(share); + m_context->setFormat(w->requestedFormat()); + m_context->create(); + if (!m_context->makeCurrent(w)) + return; + + QOpenGLFunctions *f = m_context->functions(); + f->glClearColor(0.0f, 0.1f, 0.25f, 1.0f); + f->glViewport(0, 0, w->width() * w->devicePixelRatio(), w->height() * w->devicePixelRatio()); + + static const char *vertexShaderSource = + "attribute highp vec4 vertex;\n" + "attribute lowp vec2 coord;\n" + "varying lowp vec2 v_coord;\n" + "uniform highp mat4 matrix;\n" + "void main() {\n" + " v_coord = coord;\n" + " gl_Position = matrix * vertex;\n" + "}\n"; + static const char *fragmentShaderSource = + "varying lowp vec2 v_coord;\n" + "uniform sampler2D sampler;\n" + "void main() {\n" + " gl_FragColor = vec4(texture2D(sampler, v_coord).rgb, 1.0);\n" + "}\n"; + m_program = new QOpenGLShaderProgram; + m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource); + m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource); + m_program->bindAttributeLocation("vertex", 0); + m_program->bindAttributeLocation("coord", 1); + m_program->link(); + m_matrixLoc = m_program->uniformLocation("matrix"); + + m_vao = new QOpenGLVertexArrayObject; + m_vao->create(); + QOpenGLVertexArrayObject::Binder vaoBinder(m_vao); + + m_vbo = new QOpenGLBuffer; + m_vbo->create(); + m_vbo->bind(); + + GLfloat v[] = { + -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5, + 0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5, + -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5, + 0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5, + + 0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5, + 0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5, + -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5, + -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5, + + 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, + -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, + -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, + 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5 + }; + GLfloat texCoords[] = { + 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, + 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, + 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, + 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, + + 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f, + 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f, + 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f, + 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f, + + 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f, + 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f, + 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f, + 0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f + }; + + const int vertexCount = 36; + m_vbo->allocate(sizeof(GLfloat) * vertexCount * 5); + m_vbo->write(0, v, sizeof(GLfloat) * vertexCount * 3); + m_vbo->write(sizeof(GLfloat) * vertexCount * 3, texCoords, sizeof(GLfloat) * vertexCount * 2); + m_vbo->release(); + + if (m_vao->isCreated()) + setupVertexAttribs(); +} + +void CubeRenderer::resize(int w, int h) +{ + m_proj.setToIdentity(); + m_proj.perspective(45, w / float(h), 0.01f, 100.0f); +} + +void CubeRenderer::setupVertexAttribs() +{ + m_vbo->bind(); + m_program->enableAttributeArray(0); + m_program->enableAttributeArray(1); + m_context->functions()->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); + m_context->functions()->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, + (const void *)(36 * 3 * sizeof(GLfloat))); + m_vbo->release(); +} + +void CubeRenderer::render(QWindow *w, QOpenGLContext *share, uint texture) +{ + if (!m_context) + init(w, share); + + if (!m_context->makeCurrent(w)) + return; + + QOpenGLFunctions *f = m_context->functions(); + f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + if (texture) { + f->glBindTexture(GL_TEXTURE_2D, texture); + f->glFrontFace(GL_CW); // because our cube's vertex data is such + f->glEnable(GL_CULL_FACE); + f->glEnable(GL_DEPTH_TEST); + + m_program->bind(); + QOpenGLVertexArrayObject::Binder vaoBinder(m_vao); + // If VAOs are not supported, set the vertex attributes every time. + if (!m_vao->isCreated()) + setupVertexAttribs(); + + static GLfloat angle = 0; + QMatrix4x4 m; + m.translate(0, 0, -2); + m.rotate(90, 0, 0, 1); + m.rotate(angle, 0.5, 1, 0); + angle += 0.5f; + + m_program->setUniformValue(m_matrixLoc, m_proj * m); + + // Draw the cube. + f->glDrawArrays(GL_TRIANGLES, 0, 36); + } + + m_context->swapBuffers(w); +} -- cgit v1.2.3