/**************************************************************************** ** ** Copyright (C) 2021 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:COMM$ ** ** 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. ** ** $QT_END_LICENSE$ ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ****************************************************************************/ #ifndef QSGTHREADEDRENDERLOOP_P_H #define QSGTHREADEDRENDERLOOP_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include "qsgrenderloop_p.h" QT_BEGIN_NAMESPACE class QSGRenderThread; class QSGThreadedRenderLoop : public QSGRenderLoop { Q_OBJECT public: QSGThreadedRenderLoop(); ~QSGThreadedRenderLoop(); void show(QQuickWindow *) override {} void hide(QQuickWindow *) override; void windowDestroyed(QQuickWindow *window) override; void exposureChanged(QQuickWindow *window) override; QImage grab(QQuickWindow *) override; void update(QQuickWindow *window) override; void maybeUpdate(QQuickWindow *window) override; void handleUpdateRequest(QQuickWindow *window) override; QSGContext *sceneGraphContext() const override; QSGRenderContext *createRenderContext(QSGContext *) const override; QAnimationDriver *animationDriver() const override; void releaseResources(QQuickWindow *window) override; bool event(QEvent *) override; void postJob(QQuickWindow *window, QRunnable *job) override; bool interleaveIncubation() const override; public Q_SLOTS: void animationStarted(); void animationStopped(); private: struct Window { QQuickWindow *window; QSGRenderThread *thread; QSurfaceFormat actualWindowFormat; uint updateDuringSync : 1; uint forceRenderPass : 1; }; friend class QSGRenderThread; void releaseResources(Window *window, bool inDestructor); bool checkAndResetForceUpdate(QQuickWindow *window); bool anyoneShowing() const; void initialize(); void startOrStopAnimationTimer(); void maybePostPolishRequest(Window *w); void waitForReleaseComplete(); void polishAndSync(Window *w, bool inExpose = false); void maybeUpdate(Window *window); void handleExposure(QQuickWindow *w); void handleObscurity(Window *w); void releaseSwapchain(QQuickWindow *window); bool eventFilter(QObject *watched, QEvent *event) override; QSGContext *sg; // Set of contexts that have been created but are now owned by // a rendering thread yet, as the window has never been exposed. mutable QSet pendingRenderContexts; QAnimationDriver *m_animation_driver; QList m_windows; int m_animation_timer; bool m_lockedForSync; }; QT_END_NAMESPACE #endif // QSGTHREADEDRENDERLOOP_P_H