aboutsummaryrefslogtreecommitdiffstats
path: root/examples/quick/rendercontrol/window_multithreaded.cpp
blob: 013ee7c20894f97b154ace9627e818891fc51eb0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** 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 The Qt Company Ltd 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 "window_multithreaded.h"
#include "cuberenderer.h"
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QOpenGLFramebufferObject>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QOpenGLVertexArrayObject>
#include <QOffscreenSurface>
#include <QQmlEngine>
#include <QQmlComponent>
#include <QQuickItem>
#include <QQuickWindow>
#include <QQuickRenderControl>
#include <QCoreApplication>

/*
  This implementation runs the Qt Quick scenegraph's sync and render phases on a
  separate, dedicated thread.  Rendering the cube using our custom OpenGL engine
  happens on that thread as well.  This is similar to the built-in threaded
  render loop, but does not support all the features. There is no support for
  getting Animators running on the render thread for example.

  We choose to use QObject's event mechanism to communicate with the QObject
  living on the render thread. An alternative would be to subclass QThread and
  reimplement run() with a custom event handling approach, like
  QSGThreadedRenderLoop does. That would potentially lead to better results but
  is also more complex.
*/

static const QEvent::Type INIT = QEvent::Type(QEvent::User + 1);
static const QEvent::Type RENDER = QEvent::Type(QEvent::User + 2);
static const QEvent::Type RESIZE = QEvent::Type(QEvent::User + 3);
static const QEvent::Type STOP = QEvent::Type(QEvent::User + 4);

static const QEvent::Type UPDATE = QEvent::Type(QEvent::User + 5);

QuickRenderer::QuickRenderer()
    : m_context(0),
      m_surface(0),
      m_fbo(0),
      m_window(0),
      m_quickWindow(0),
      m_renderControl(0),
      m_cubeRenderer(0),
      m_quit(false)
{
}

void QuickRenderer::requestInit()
{
    QCoreApplication::postEvent(this, new QEvent(INIT));
}

void QuickRenderer::requestRender()
{
    QCoreApplication::postEvent(this, new QEvent(RENDER));
}

void QuickRenderer::requestResize()
{
    QCoreApplication::postEvent(this, new QEvent(RESIZE));
}

void QuickRenderer::requestStop()
{
    QCoreApplication::postEvent(this, new QEvent(STOP));
}

bool QuickRenderer::event(QEvent *e)
{
    QMutexLocker lock(&m_mutex);

    switch (int(e->type())) {
    case INIT:
        init();
        return true;
    case RENDER:
        render(&lock);
        return true;
    case RESIZE:
        if (m_cubeRenderer)
            m_cubeRenderer->resize(m_window->width(), m_window->height());
        return true;
    case STOP:
        cleanup();
        return true;
    default:
        return QObject::event(e);
    }
}

void QuickRenderer::init()
{
    m_context->makeCurrent(m_surface);

    // Pass our offscreen surface to the cube renderer just so that it will
    // have something is can make current during cleanup. QOffscreenSurface,
    // just like QWindow, must always be created on the gui thread (as it might
    // be backed by an actual QWindow).
    m_cubeRenderer = new CubeRenderer(m_surface);
    m_cubeRenderer->resize(m_window->width(), m_window->height());

    m_renderControl->initialize(m_context);
}

void QuickRenderer::cleanup()
{
    m_context->makeCurrent(m_surface);

    m_renderControl->invalidate();

    delete m_fbo;
    m_fbo = 0;

    delete m_cubeRenderer;
    m_cubeRenderer = 0;

    m_context->doneCurrent();
    m_context->moveToThread(QCoreApplication::instance()->thread());

    m_cond.wakeOne();
}

void QuickRenderer::ensureFbo()
{
    if (m_fbo && m_fbo->size() != m_window->size() * m_window->devicePixelRatio()) {
        delete m_fbo;
        m_fbo = 0;
    }

    if (!m_fbo) {
        m_fbo = new QOpenGLFramebufferObject(m_window->size() * m_window->devicePixelRatio(),
                                             QOpenGLFramebufferObject::CombinedDepthStencil);
        m_quickWindow->setRenderTarget(m_fbo);
    }
}

void QuickRenderer::render(QMutexLocker *lock)
{
    Q_ASSERT(QThread::currentThread() != m_window->thread());

    if (!m_context->makeCurrent(m_surface)) {
        qWarning("Failed to make context current on render thread");
        return;
    }

    ensureFbo();

    // Synchronization and rendering happens here on the render thread.
    m_renderControl->sync();

    // The gui thread can now continue.
    m_cond.wakeOne();
    lock->unlock();

    // Meanwhile on this thread continue with the actual rendering (into the FBO first).
    m_renderControl->render();
    m_context->functions()->glFlush();

    // The cube renderer uses its own context, no need to bother with the state here.

    // Get something onto the screen using our custom OpenGL engine.
    QMutexLocker quitLock(&m_quitMutex);
    if (!m_quit)
        m_cubeRenderer->render(m_window, m_context, m_fbo->texture());
}

void QuickRenderer::aboutToQuit()
{
    QMutexLocker lock(&m_quitMutex);
    m_quit = true;
}

class RenderControl : public QQuickRenderControl
{
public:
    RenderControl(QWindow *w) : m_window(w) { }
    QWindow *renderWindow(QPoint *offset) Q_DECL_OVERRIDE;

private:
    QWindow *m_window;
};

WindowMultiThreaded::WindowMultiThreaded()
    : m_qmlComponent(Q_NULLPTR),
      m_rootItem(0),
      m_quickInitialized(false),
      m_psrRequested(false)
{
    setSurfaceType(QSurface::OpenGLSurface);

    QSurfaceFormat format;
    // Qt Quick may need a depth and stencil buffer. Always make sure these are available.
    format.setDepthBufferSize(16);
    format.setStencilBufferSize(8);
    setFormat(format);

    m_context = new QOpenGLContext;
    m_context->setFormat(format);
    m_context->create();

    m_offscreenSurface = new QOffscreenSurface;
    // Pass m_context->format(), not format. Format does not specify and color buffer
    // sizes, while the context, that has just been created, reports a format that has
    // these values filled in. Pass this to the offscreen surface to make sure it will be
    // compatible with the context's configuration.
    m_offscreenSurface->setFormat(m_context->format());
    m_offscreenSurface->create();

    m_renderControl = new RenderControl(this);

    // Create a QQuickWindow that is associated with out render control. Note that this
    // window never gets created or shown, meaning that it will never get an underlying
    // native (platform) window.
    m_quickWindow = new QQuickWindow(m_renderControl);

    // Create a QML engine.
    m_qmlEngine = new QQmlEngine;
    if (!m_qmlEngine->incubationController())
        m_qmlEngine->setIncubationController(m_quickWindow->incubationController());

    m_quickRenderer = new QuickRenderer;
    m_quickRenderer->setContext(m_context);

    // These live on the gui thread. Just give access to them on the render thread.
    m_quickRenderer->setSurface(m_offscreenSurface);
    m_quickRenderer->setWindow(this);
    m_quickRenderer->setQuickWindow(m_quickWindow);
    m_quickRenderer->setRenderControl(m_renderControl);

    m_quickRendererThread = new QThread;

    // Notify the render control that some scenegraph internals have to live on
    // m_quickRenderThread.
    m_renderControl->prepareThread(m_quickRendererThread);

    // The QOpenGLContext and the QObject representing the rendering logic on
    // the render thread must live on that thread.
    m_context->moveToThread(m_quickRendererThread);
    m_quickRenderer->moveToThread(m_quickRendererThread);

    m_quickRendererThread->start();

    // Now hook up the signals. For simplicy we don't differentiate
    // between renderRequested (only render is needed, no sync) and
    // sceneChanged (polish and sync is needed too).
    connect(m_renderControl, &QQuickRenderControl::renderRequested, this, &WindowMultiThreaded::requestUpdate);
    connect(m_renderControl, &QQuickRenderControl::sceneChanged, this, &WindowMultiThreaded::requestUpdate);
}

WindowMultiThreaded::~WindowMultiThreaded()
{
    // Release resources and move the context ownership back to this thread.
    m_quickRenderer->mutex()->lock();
    m_quickRenderer->requestStop();
    m_quickRenderer->cond()->wait(m_quickRenderer->mutex());
    m_quickRenderer->mutex()->unlock();

    m_quickRendererThread->quit();
    m_quickRendererThread->wait();

    delete m_renderControl;
    delete m_qmlComponent;
    delete m_quickWindow;
    delete m_qmlEngine;

    delete m_offscreenSurface;
    delete m_context;
}

void WindowMultiThreaded::requestUpdate()
{
    if (m_quickInitialized && !m_psrRequested) {
        m_psrRequested = true;
        QCoreApplication::postEvent(this, new QEvent(UPDATE));
    }
}

bool WindowMultiThreaded::event(QEvent *e)
{
    if (e->type() == UPDATE) {
        polishSyncAndRender();
        m_psrRequested = false;
        return true;
    } else if (e->type() == QEvent::Close) {
        // Avoid rendering on the render thread when the window is about to
        // close. Once a QWindow is closed, the underlying platform window will
        // go away, even though the QWindow instance itself is still
        // valid. Operations like swapBuffers() are futile and only result in
        // warnings afterwards. Prevent this.
        m_quickRenderer->aboutToQuit();
    }
    return QWindow::event(e);
}

void WindowMultiThreaded::polishSyncAndRender()
{
    Q_ASSERT(QThread::currentThread() == thread());

    // Polishing happens on the gui thread.
    m_renderControl->polishItems();
    // Sync happens on the render thread with the gui thread (this one) blocked.
    QMutexLocker lock(m_quickRenderer->mutex());
    m_quickRenderer->requestRender();
    // Wait until sync is complete.
    m_quickRenderer->cond()->wait(m_quickRenderer->mutex());
    // Rendering happens on the render thread without blocking the gui (main)
    // thread. This is good because the blocking swap (waiting for vsync)
    // happens on the render thread, not blocking other work.
}

void WindowMultiThreaded::run()
{
    disconnect(m_qmlComponent, &QQmlComponent::statusChanged, this, &WindowMultiThreaded::run);

    if (m_qmlComponent->isError()) {
        const QList<QQmlError> errorList = m_qmlComponent->errors();
        for (const QQmlError &error : errorList)
            qWarning() << error.url() << error.line() << error;
        return;
    }

    QObject *rootObject = m_qmlComponent->create();
    if (m_qmlComponent->isError()) {
        const QList<QQmlError> errorList = m_qmlComponent->errors();
        for (const QQmlError &error : errorList)
            qWarning() << error.url() << error.line() << error;
        return;
    }

    m_rootItem = qobject_cast<QQuickItem *>(rootObject);
    if (!m_rootItem) {
        qWarning("run: Not a QQuickItem");
        delete rootObject;
        return;
    }

    // The root item is ready. Associate it with the window.
    m_rootItem->setParentItem(m_quickWindow->contentItem());

    // Update item and rendering related geometries.
    updateSizes();

    m_quickInitialized = true;

    // Initialize the render thread and perform the first polish/sync/render.
    m_quickRenderer->requestInit();
    polishSyncAndRender();
}

void WindowMultiThreaded::updateSizes()
{
    // Behave like SizeRootObjectToView.
    m_rootItem->setWidth(width());
    m_rootItem->setHeight(height());

    m_quickWindow->setGeometry(0, 0, width(), height());
}

void WindowMultiThreaded::startQuick(const QString &filename)
{
    m_qmlComponent = new QQmlComponent(m_qmlEngine, QUrl(filename));
    if (m_qmlComponent->isLoading())
        connect(m_qmlComponent, &QQmlComponent::statusChanged, this, &WindowMultiThreaded::run);
    else
        run();
}

void WindowMultiThreaded::exposeEvent(QExposeEvent *)
{
    if (isExposed()) {
        if (!m_quickInitialized)
            startQuick(QStringLiteral("qrc:/rendercontrol/demo.qml"));
    }
}

void WindowMultiThreaded::resizeEvent(QResizeEvent *)
{
    // If this is a resize after the scene is up and running, recreate the fbo and the
    // Quick item and scene.
    if (m_rootItem) {
        updateSizes();
        m_quickRenderer->requestResize();
        polishSyncAndRender();
    }
}

void WindowMultiThreaded::mousePressEvent(QMouseEvent *e)
{
    // Use the constructor taking localPos and screenPos. That puts localPos into the
    // event's localPos and windowPos, and screenPos into the event's screenPos. This way
    // the windowPos in e is ignored and is replaced by localPos. This is necessary
    // because QQuickWindow thinks of itself as a top-level window always.
    QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
    QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
}

void WindowMultiThreaded::mouseReleaseEvent(QMouseEvent *e)
{
    QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
    QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
}