/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtQml module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, 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, Digia gives you certain additional ** rights. These rights are described in the Digia 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. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qquickwindowmanager_p.h" #include "qquickthreadedwindowmanager_p.h" #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE //#define THREAD_DEBUG extern Q_GUI_EXPORT QImage qt_gl_read_framebuffer(const QSize &size, bool alpha_format, bool include_alpha); const QEvent::Type QEvent_Sync = QEvent::Type(QEvent::User); const QEvent::Type QEvent_DeferredUpdate = QEvent::Type(QEvent::User + 1); #define QQUICK_RENDER_TIMING #ifdef QQUICK_RENDER_TIMING DEFINE_BOOL_CONFIG_OPTION(qquick_render_timing, QML_RENDER_TIMING) static QTime threadTimer; static int syncTime; static int renderTime; static int swapTime; #endif /* 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::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. */ void QQuickRenderThreadSingleContextWindowManager::initialize() { Q_ASSERT(m_rendered_windows.size()); QQuickWindow *win = 0; for (QHash::const_iterator it = m_rendered_windows.constBegin(); it != m_rendered_windows.constEnd() && !win; ++it) { if (QQuickWindowPrivate::get(it.key())->isRenderable()) win = it.key(); } if (!win) return; gl = new QOpenGLContext(); // Pick up the surface format from one of them gl->setFormat(win->requestedFormat()); gl->create(); if (!gl->makeCurrent(win)) qWarning("QQuickWindow: makeCurrent() failed..."); Q_ASSERT(!sg->isReady()); sg->initialize(gl); } /*! This function is called when the window is created to register the window with the window manager. Called on GUI Thread. */ void QQuickRenderThreadSingleContextWindowManager::show(QQuickWindow *window) { #ifdef THREAD_DEBUG printf("GUI: Window added to windowing system, %p, %dx%d\n", window, window->width(), window->height()); #endif WindowTracker tracker; tracker.window = window; tracker.isVisible = false; tracker.toBeRemoved = false; m_tracked_windows << tracker; connect(window, SIGNAL(widthChanged(int)), this, SLOT(windowVisibilityChanged()), Qt::DirectConnection); connect(window, SIGNAL(heightChanged(int)), this, SLOT(windowVisibilityChanged()), Qt::DirectConnection); windowVisibilityChanged(); } void QQuickRenderThreadSingleContextWindowManager::handleAddedWindow(QQuickWindow *window) { #ifdef THREAD_DEBUG printf(" RenderThread: adding window: %p\n", window); #endif WindowData *data = new WindowData; data->sizeWasChanged = false; data->windowSize = window->size(); data->isVisible = window->isVisible(); data->isRenderable = QQuickWindowPrivate::get(window)->isRenderable(); m_rendered_windows[window] = data; isExternalUpdatePending = true; } /*! 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()) { QQuickWindow *window = m_added_windows.takeLast(); handleAddedWindow(window); } } /*! Called on the GUI Thread, from the window' destructor */ void QQuickRenderThreadSingleContextWindowManager::windowDestroyed(QQuickWindow *window) { #ifdef THREAD_DEBUG printf("GUI: Window destroyed: %p\n", window); #endif hide(window); } /*! Called on GUI Thread */ void QQuickRenderThreadSingleContextWindowManager::hide(QQuickWindow *window) { #ifdef THREAD_DEBUG printf("GUI: Window hidden: %p\n", window); #endif int position = -1; for (int i=0; i= 0) { disconnect(window, SIGNAL(widthChanged(int)), this, SLOT(windowVisibilityChanged())); disconnect(window, SIGNAL(heightChanged(int)), this, SLOT(windowVisibilityChanged())); windowVisibilityChanged(); m_tracked_windows.removeAt(position); } #ifdef THREAD_DEBUG printf("GUI: Window removal completed... %p\n", window); #endif } /*! Called on Render Thread */ void QQuickRenderThreadSingleContextWindowManager::handleRemovedWindows(bool clearGLContext) { #ifdef THREAD_DEBUG printf(" RenderThread: about to remove %d\n", m_removed_windows.size()); #endif bool removedAnything = false; while (m_removed_windows.size()) { QQuickWindow *window = m_removed_windows.takeLast(); #ifdef THREAD_DEBUG printf(" RenderThread: removing %p\n", window); #endif QQuickWindowPrivate::get(window)->cleanupNodesOnShutdown(); delete m_rendered_windows.take(window); 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 && clearGLContext) gl->doneCurrent(); } /*! Called on GUI Thread */ void QQuickRenderThreadSingleContextWindowManager::windowVisibilityChanged() { bool anyoneShowing = false; QList toAdd, toRemove; // Not optimal, but also not frequently used... for (int i=0; i(m_tracked_windows.at(i)); QQuickWindow *win = t.window; Q_ASSERT(win->isVisible() || QQuickWindowPrivate::get(win)->renderWithoutShowing || t.toBeRemoved); bool windowVisible = win->width() > 0 && win->height() > 0; anyoneShowing |= (windowVisible && !t.toBeRemoved); if ((!windowVisible && t.isVisible) || t.toBeRemoved) { toRemove << win; } else if (windowVisible && !t.isVisible) { toAdd << win; } t.isVisible = windowVisible; } 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::const_iterator it = m_rendered_windows.constBegin(); it != m_rendered_windows.constEnd(); ++it) { QQuickWindow *window = it.key(); #ifdef THREAD_DEBUG printf(" RenderThread: Syncing window: %p\n", window); #endif WindowData *windowData = it.value(); QQuickWindowPrivate *windowPrivate = QQuickWindowPrivate::get(window); windowData->isRenderable = windowPrivate->isRenderable(); if (windowData->isRenderable) { gl->makeCurrent(window); if (windowData->viewportSize != windowData->windowSize) { #ifdef THREAD_DEBUG printf(" RenderThread: --- window has changed size...\n"); #endif windowData->viewportSize = windowData->windowSize; windowData->sizeWasChanged = true; glViewport(0, 0, windowData->viewportSize.width(), windowData->viewportSize.height()); } windowPrivate->syncSceneGraph(); } } inSync = false; // Wake GUI after sync to let it continue animating and event processing. wake(); unlock(); #ifdef THREAD_DEBUG printf(" RenderThread: sync done\n"); #endif #ifdef QQUICK_RENDER_TIMING if (qquick_render_timing()) syncTime = threadTimer.elapsed(); #endif for (QHash::const_iterator it = m_rendered_windows.constBegin(); it != m_rendered_windows.constEnd(); ++it) { QQuickWindow *window = it.key(); WindowData *windowData = it.value(); QQuickWindowPrivate *windowPrivate = QQuickWindowPrivate::get(window); if (!windowData->isRenderable) continue; #ifdef THREAD_DEBUG printf(" RenderThread: Rendering window %p\n", window); #endif Q_ASSERT(windowData->windowSize.width() > 0 && windowData->windowSize.height() > 0); #ifdef THREAD_DEBUG printf(" RenderThread: --- rendering at size %dx%d\n", windowData->viewportSize.width(), windowData->viewportSize.height() ); #endif // We only need to re-makeCurrent when we have multiple surfaces. if (m_rendered_windows.size() > 1) gl->makeCurrent(window); windowPrivate->renderSceneGraph(windowData->viewportSize); #ifdef QQUICK_RENDER_TIMING if (qquick_render_timing()) renderTime = threadTimer.elapsed() - syncTime; #endif // The content of the target buffer is undefined after swap() so grab needs // to happen before swap(); if (window == windowToGrab) { #ifdef THREAD_DEBUG printf(" RenderThread: --- grabbing...\n"); #endif grabContent = qt_gl_read_framebuffer(windowData->windowSize, false, false); windowToGrab = 0; } #ifdef THREAD_DEBUG printf(" RenderThread: --- wait for swap...\n"); #endif if (windowData->isVisible && window->isExposed()) gl->swapBuffers(window); windowPrivate->fireFrameSwapped(); #ifdef THREAD_DEBUG printf(" RenderThread: --- swap complete...\n"); #endif } #ifdef QQUICK_RENDER_TIMING if (qquick_render_timing()) { static QTime lastFrameTime = QTime::currentTime(); swapTime = threadTimer.elapsed() - renderTime - syncTime; qDebug() << "- Breakdown of frame time; sync:" << syncTime << "ms render:" << renderTime << "ms swap:" << swapTime << "ms total:" << swapTime + renderTime + syncTime << "ms time since last frame:" << (lastFrameTime.msecsTo(QTime::currentTime())) << "ms"; lastFrameTime = QTime::currentTime(); } #endif lock(); handleRemovedWindows(); // Update sizes... for (QHash::const_iterator it = m_rendered_windows.constBegin(); it != m_rendered_windows.constEnd(); ++it) { WindowData *windowData = it.value(); if (windowData->sizeWasChanged) { windowData->renderedSize = windowData->viewportSize; windowData->sizeWasChanged = false; } } // 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 && !windowToGrab) { #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(false); 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_Sync) { // If all windowes 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 animDriver->advance(); #ifdef THREAD_DEBUG printf("GUI: Animations advanced...\n"); #endif } return true; } else if (e->type() == QEvent_DeferredUpdate) { handleDeferredUpdate(); } else if (e->type() == QEvent::Timer) { #ifdef THREAD_DEBUG printf("GUI: Animations advanced via timer...\n"); #endif animDriver->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(); for (QHash::const_iterator it = m_rendered_windows.constBegin(); it != m_rendered_windows.constEnd(); ++it) { QQuickWindowPrivate::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: acquired 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::exposureChanged(QQuickWindow *window) { Q_UNUSED(window); #ifdef THREAD_DEBUG printf("GUI: exposure changed: %p\n", window); #endif if (window->isExposed()) maybeUpdate(window); #ifdef THREAD_DEBUG printf("GUI: exposure changed done: %p\n", window); #endif } void QQuickRenderThreadSingleContextWindowManager::resize(QQuickWindow *window, const QSize &size) { #ifdef THREAD_DEBUG printf("GUI: Resize Event: %p = %dx%d\n", window, size.width(), size.height()); #endif // If the rendering thread is not running we do not need to do anything. // Also if the window is being resized to an invalid size, it will be removed // by the windowVisibilityChanged slot as result of width/heightcChanged() if (!isRunning() || size.width() <= 0 || size.height() <= 0) return; lockInGui(); exhaustSyncEvent(); WindowData *windowData = m_rendered_windows.value(window); if (windowData) { windowData->windowSize = size; while (isRunning() && windowData->renderedSize != size && size.width() > 0 && size.height() > 0) { if (isRenderBlocked) wake(); wait(); } } unlockInGui(); #ifdef THREAD_DEBUG printf("GUI: Resize done: %p\n", window); #endif } void QQuickRenderThreadSingleContextWindowManager::startRendering() { #ifdef THREAD_DEBUG printf("GUI: Starting Render Thread\n"); #endif hasExited = false; shouldExit = false; isGuiLocked = 0; isPostingSyncEvent = false; syncAlreadyHappened = false; inSync = false; lockInGui(); animationRunning = animDriver->isRunning(); start(); // Start the render thread... wait(); unlockInGui(); // 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 (animDriver->isRunning()) animationTimer = startTimer(1000/60); } QImage QQuickRenderThreadSingleContextWindowManager::grab(QQuickWindow *window) { if (!isRunning()) return QImage(); if (QThread::currentThread() != qApp->thread()) { qWarning("QQuickWindow::grabFrameBuffer: can only be called from the GUI thread"); return QImage(); } else if (window->size().width() <= 0 || window->size().height() <= 0 ) { qWarning("QQuickWindow::grabFrameBuffer: Can't grab a Window with size %dx%d", window->size().width(), window->size().height()); return QImage(); } #ifdef THREAD_DEBUG printf("GUI: doing a pixelwise grab..\n"); #endif lockInGui(); exhaustSyncEvent(); windowToGrab = window; while (isRunning() && windowToGrab) { if (isRenderBlocked) wake(); wait(); } QImage grabbed = grabContent; grabContent = QImage(); unlockInGui(); return grabbed; } void QQuickRenderThreadSingleContextWindowManager::handleDeferredUpdate() { #ifdef THREAD_DEBUG printf("GUI: handling update to ourselves...\n"); #endif isDeferredUpdatePosted = false; lockInGui(); isExternalUpdatePending = true; if (isRenderBlocked) wake(); unlockInGui(); } void QQuickRenderThreadSingleContextWindowManager::maybeUpdate(QQuickWindow *) { Q_ASSERT_X(QThread::currentThread() == QCoreApplication::instance()->thread() || inSync, "QQuickWindow::update", "Function can only be called from GUI thread or during QQuickItem::updatePaintNode()"); if (inSync) { isExternalUpdatePending = true; } else if (!isDeferredUpdatePosted) { #ifdef THREAD_DEBUG printf("GUI: posting update to ourselves...\n"); #endif isDeferredUpdatePosted = true; QCoreApplication::postEvent(this, new QEvent(QEvent_DeferredUpdate)); } } QT_END_NAMESPACE