aboutsummaryrefslogtreecommitdiffstats
path: root/examples/quick/scenegraph/textureinthread/threadrenderer.cpp
blob: 90b6b49880d0f175302c2475d34341570fc14a20 (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
/****************************************************************************
**
** Copyright (C) 2013 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 "threadrenderer.h"
#include "logorenderer.h"

#include <QtCore/QMutex>
#include <QtCore/QThread>

#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLFramebufferObject>

#include <QtQuick/QQuickWindow>
#include <qsgsimpletexturenode.h>


/*
 * The render thread shares a context with the scene graph and will
 * render into two separate FBOs, one to use for display and one
 * to use for rendering
 */
class RenderThread : public QThread
{
    Q_OBJECT
public:
    RenderThread(const QSize &size)
        : m_renderFbo(0)
        , m_displayFbo(0)
        , m_logoRenderer(0)
        , m_size(size)
    {
        // Since we're using queued connections, we need affinity to the rendering thread.
        moveToThread(this);

        // Set up the QOpenGLContext to use for rendering in this thread. It is sharing
        // memory space with the GL context of the scene graph. This constructor is called
        // during updatePaintNode, so we are currently on the scene graph thread with the
        // scene graph's OpenGL context current.
        QOpenGLContext *current = QOpenGLContext::currentContext();
        m_context = new QOpenGLContext();
        m_context->setShareContext(current);
        m_context->setFormat(current->format());
        m_context->create();
        m_context->moveToThread(this);

        // We need a non-visible surface to make current...
        m_fakeSurface = new QWindow();
        m_fakeSurface->setGeometry(0, 0, 64, 64);
        m_fakeSurface->setSurfaceType(QWindow::OpenGLSurface);
        m_fakeSurface->setFormat(current->format());
        m_fakeSurface->create();
    }

public slots:
    void renderNext()
    {
        m_context->makeCurrent(m_fakeSurface);

        if (!m_renderFbo) {
            // Initialize the buffers and renderer
            QOpenGLFramebufferObjectFormat format;
            format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
            m_renderFbo = new QOpenGLFramebufferObject(m_size, format);
            m_displayFbo = new QOpenGLFramebufferObject(m_size, format);
            m_logoRenderer = new LogoRenderer();
            m_logoRenderer->initialize();
        }

        m_renderFbo->bind();
        glViewport(0, 0, m_size.width(), m_size.height());

        m_logoRenderer->render();

        // We need to flush the contents to the FBO before posting
        // the texture to the other thread, otherwise, we might
        // get unexpected results.
        glFlush();

        m_renderFbo->bindDefault();
        qSwap(m_renderFbo, m_displayFbo);

        emit textureReady(m_displayFbo->texture(), m_size);
    }

signals:
    void textureReady(int id, const QSize &size);

private:
    QOpenGLFramebufferObject *m_renderFbo;
    QOpenGLFramebufferObject *m_displayFbo;

    LogoRenderer *m_logoRenderer;

    QWindow *m_fakeSurface;
    QOpenGLContext *m_context;
    QSize m_size;
};



class TextureNode : public QObject, public QSGSimpleTextureNode
{
    Q_OBJECT

public:
    TextureNode(QQuickWindow *window)
        : m_id(0)
        , m_size(0, 0)
        , m_texture(0)
        , m_window(window)
    {
        // Our texture node must have a texture, so use the default 0 texture.
        m_texture = m_window->createTextureFromId(0, QSize(1, 1));
        setTexture(m_texture);
        setFiltering(QSGTexture::Linear);
    }

    ~TextureNode()
    {
        delete m_texture;
    }

signals:
    void textureInUse();
    void pendingNewTexture();

public slots:

    // This function gets called on the FBO rendering thread and will store the
    // texture id and size and schedule an update on the window.
    void newTexture(int id, const QSize &size) {
        m_mutex.lock();
        m_id = id;
        m_size = size;
        m_mutex.unlock();

        // We cannot call QQuickWindow::update directly here, as this is only allowed
        // from the rendering thread or GUI thread.
        emit pendingNewTexture();
    }


    // Before the scene graph starts to render, we update to the pending texture
    void prepareNode() {
        m_mutex.lock();
        int newId = m_id;
        QSize size = m_size;
        m_id = 0;
        m_mutex.unlock();
        if (newId) {
            delete m_texture;
            m_texture = m_window->createTextureFromId(newId, size);
            setTexture(m_texture);

            // This will notify the rendering thread that the texture is now being rendered
            // and it can start rendering to the other one.
            emit textureInUse();
        }
    }

private:

    int m_id;
    QSize m_size;

    QMutex m_mutex;

    QSGTexture *m_texture;
    QQuickWindow *m_window;
};



ThreadRenderer::ThreadRenderer()
{
    setFlag(ItemHasContents, true);
}



QSGNode *ThreadRenderer::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
    TextureNode *node = static_cast<TextureNode *>(oldNode);

    if (!node) {
        node = new TextureNode(window());
        m_renderThread = new RenderThread(QSize(512, 512));

        /* Set up connections to get the production of FBO textures in sync with vsync on the
         * rendering thread.
         *
         * When a new texture is ready on the rendering thread, we use a direct connection to
         * the texture node to let it know a new texture can be used. The node will then
         * emit pendingNewTexture which we bind to QQuickWindow::update to schedule a redraw.
         *
         * When the scene graph starts rendering the next frame, the prepareNode() function
         * is used to update the node with the new texture. Once it completes, it emits
         * textureInUse() which we connect to the FBO rendering thread's renderNext() to have
         * it start producing content into its current "back buffer".
         *
         * This FBO rendering pipeline is throttled by vsync on the scene graph rendering thread.
         */
        connect(m_renderThread, SIGNAL(textureReady(int,QSize)), node, SLOT(newTexture(int,QSize)), Qt::DirectConnection);
        connect(node, SIGNAL(pendingNewTexture()), window(), SLOT(update()), Qt::QueuedConnection);
        connect(window(), SIGNAL(beforeRendering()), node, SLOT(prepareNode()), Qt::DirectConnection);
        connect(node, SIGNAL(textureInUse()), m_renderThread, SLOT(renderNext()), Qt::QueuedConnection);

        // Start the render thread and enter let it process events.
        m_renderThread->start();

        // Get the production of FBO textures started..
        QMetaObject::invokeMethod(m_renderThread, "renderNext", Qt::QueuedConnection);
    }

    node->setRect(boundingRect());

    return node;
}

#include "threadrenderer.moc"