aboutsummaryrefslogtreecommitdiffstats
path: root/src/plugins/scenegraph/d3d12/qsgd3d12renderloop.cpp
blob: 60b76deb2ea927a38af134e1b80a3442e5611192 (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
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtQuick module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 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.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include "qsgd3d12renderloop_p.h"
#include "qsgd3d12engine_p.h"
#include "qsgd3d12context_p.h"
#include "qsgd3d12rendercontext_p.h"
#include "qsgd3d12shadereffectnode_p.h"
#include <private/qquickwindow_p.h>
#include <private/qquickprofiler_p.h>
#include <private/qquickanimatorcontroller_p.h>
#include <QElapsedTimer>
#include <QGuiApplication>
#include <QScreen>

QT_BEGIN_NAMESPACE

// NOTE: Avoid categorized logging. It is slow.

#define DECLARE_DEBUG_VAR(variable) \
    static bool debug_ ## variable() \
    { static bool value = qgetenv("QSG_RENDERER_DEBUG").contains(QT_STRINGIFY(variable)); return value; }

DECLARE_DEBUG_VAR(loop)
DECLARE_DEBUG_VAR(time)


// This render loop operates on the gui (main) thread.
// Conceptually it matches the OpenGL 'windows' render loop.

static inline int qsgrl_animation_interval()
{
    const qreal refreshRate = QGuiApplication::primaryScreen() ? QGuiApplication::primaryScreen()->refreshRate() : 0;
    return refreshRate < 1 ? 16 : int(1000 / refreshRate);
}

QSGD3D12RenderLoop::QSGD3D12RenderLoop()
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug("new d3d12 render loop");

    sg = new QSGD3D12Context;

    m_anims = sg->createAnimationDriver(this);
    connect(m_anims, &QAnimationDriver::started, this, &QSGD3D12RenderLoop::onAnimationStarted);
    connect(m_anims, &QAnimationDriver::stopped, this, &QSGD3D12RenderLoop::onAnimationStopped);
    m_anims->install();

    m_vsyncDelta = qsgrl_animation_interval();
}

QSGD3D12RenderLoop::~QSGD3D12RenderLoop()
{
    delete sg;
}

void QSGD3D12RenderLoop::show(QQuickWindow *window)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "show" << window;
}

void QSGD3D12RenderLoop::hide(QQuickWindow *window)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "hide" << window;
}

void QSGD3D12RenderLoop::resize(QQuickWindow *window)
{
    if (!m_windows.contains(window) || window->size().isEmpty())
        return;

    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "resize" << window;

    const WindowData &data(m_windows[window]);

    if (!data.exposed)
        return;

    if (data.engine)
        data.engine->setWindowSize(window->size(), window->effectiveDevicePixelRatio());
}

void QSGD3D12RenderLoop::windowDestroyed(QQuickWindow *window)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "window destroyed" << window;

    if (!m_windows.contains(window))
        return;

    QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window);
    wd->fireAboutToStop();

    WindowData &data(m_windows[window]);
    QSGD3D12Engine *engine = data.engine;
    QSGD3D12RenderContext *rc = data.rc;
    m_windows.remove(window);

    // QSGNode destruction may release graphics resources in use so wait first.
    engine->waitGPU();

    // Bye bye nodes...
    wd->cleanupNodesOnShutdown();

    QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache();

    rc->invalidate();

    if (m_windows.isEmpty())
        QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);

    delete rc;
    delete engine;

    delete wd->animationController;
}

void QSGD3D12RenderLoop::exposeWindow(QQuickWindow *window)
{
    WindowData data;
    data.exposed = true;
    data.engine = new QSGD3D12Engine;
    data.rc = static_cast<QSGD3D12RenderContext *>(QQuickWindowPrivate::get(window)->context);
    data.rc->setEngine(data.engine);
    m_windows[window] = data;

    const int samples = window->format().samples();
    const bool alpha = window->format().alphaBufferSize() > 0;
    const qreal dpr = window->effectiveDevicePixelRatio();

    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "initializing D3D12 engine" << window << window->size() << dpr << samples << alpha;

    data.engine->attachToWindow(window->winId(), window->size(), dpr, samples, alpha);
}

void QSGD3D12RenderLoop::obscureWindow(QQuickWindow *window)
{
    m_windows[window].exposed = false;
    QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window);
    wd->fireAboutToStop();
}

void QSGD3D12RenderLoop::exposureChanged(QQuickWindow *window)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "exposure changed" << window << window->isExposed();

    if (window->isExposed()) {
        if (!m_windows.contains(window))
            exposeWindow(window);

        // Stop non-visual animation timer as we now have a window rendering.
        if (m_animationTimer && somethingVisible()) {
            killTimer(m_animationTimer);
            m_animationTimer = 0;
        }
        // If we have a pending timer and we get an expose, we need to stop it.
        // Otherwise we get two frames and two animation ticks in the same time interval.
        if (m_updateTimer) {
            killTimer(m_updateTimer);
            m_updateTimer = 0;
        }

        WindowData &data(m_windows[window]);
        data.exposed = true;
        data.updatePending = true;

        render();

    } else if (m_windows.contains(window)) {
        obscureWindow(window);

        // Potentially start the non-visual animation timer if nobody is rendering.
        if (m_anims->isRunning() && !somethingVisible() && !m_animationTimer)
            m_animationTimer = startTimer(m_vsyncDelta);
    }
}

QImage QSGD3D12RenderLoop::grab(QQuickWindow *window)
{
    const bool tempExpose = !m_windows.contains(window);
    if (tempExpose)
        exposeWindow(window);

    m_windows[window].grabOnly = true;

    renderWindow(window);

    QImage grabbed = m_grabContent;
    m_grabContent = QImage();

    if (tempExpose)
        obscureWindow(window);

    return grabbed;
}

bool QSGD3D12RenderLoop::somethingVisible() const
{
    for (auto it = m_windows.constBegin(), itEnd = m_windows.constEnd(); it != itEnd; ++it) {
        if (it.key()->isVisible() && it.key()->isExposed())
            return true;
    }
    return false;
}

void QSGD3D12RenderLoop::maybePostUpdateTimer()
{
    if (!m_updateTimer) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("starting update timer");
        m_updateTimer = startTimer(m_vsyncDelta / 3);
    }
}

void QSGD3D12RenderLoop::update(QQuickWindow *window)
{
    maybeUpdate(window);
}

void QSGD3D12RenderLoop::maybeUpdate(QQuickWindow *window)
{
    if (!m_windows.contains(window) || !somethingVisible())
        return;

    m_windows[window].updatePending = true;
    maybePostUpdateTimer();
}

QAnimationDriver *QSGD3D12RenderLoop::animationDriver() const
{
    return m_anims;
}

QSGContext *QSGD3D12RenderLoop::sceneGraphContext() const
{
    return sg;
}

QSGRenderContext *QSGD3D12RenderLoop::createRenderContext(QSGContext *) const
{
    // The rendercontext and engine are per-window, like with the threaded
    // loop, but unlike the non-threaded OpenGL variants.
    return sg->createRenderContext();
}

void QSGD3D12RenderLoop::releaseResources(QQuickWindow *window)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "releaseResources" << window;
}

void QSGD3D12RenderLoop::postJob(QQuickWindow *window, QRunnable *job)
{
    Q_UNUSED(window);
    Q_ASSERT(job);
    Q_ASSERT(window);
    job->run();
    delete job;
}

QSurface::SurfaceType QSGD3D12RenderLoop::windowSurfaceType() const
{
    return QSurface::OpenGLSurface;
}

bool QSGD3D12RenderLoop::interleaveIncubation() const
{
    return m_anims->isRunning() && somethingVisible();
}

void QSGD3D12RenderLoop::onAnimationStarted()
{
    if (!somethingVisible()) {
        if (!m_animationTimer) {
            if (Q_UNLIKELY(debug_loop()))
                qDebug("starting non-visual animation timer");
            m_animationTimer = startTimer(m_vsyncDelta);
        }
    } else {
        maybePostUpdateTimer();
    }
}

void QSGD3D12RenderLoop::onAnimationStopped()
{
    if (m_animationTimer) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("stopping non-visual animation timer");
        killTimer(m_animationTimer);
        m_animationTimer = 0;
    }
}

bool QSGD3D12RenderLoop::event(QEvent *event)
{
    switch (event->type()) {
    case QEvent::Timer:
    {
        QTimerEvent *te = static_cast<QTimerEvent *>(event);
        if (te->timerId() == m_animationTimer) {
            if (Q_UNLIKELY(debug_loop()))
                qDebug("animation tick while no windows exposed");
            m_anims->advance();
        } else if (te->timerId() == m_updateTimer) {
            if (Q_UNLIKELY(debug_loop()))
                qDebug("update timeout - rendering");
            killTimer(m_updateTimer);
            m_updateTimer = 0;
            render();
        }
        return true;
    }
    default:
        break;
    }

    return QObject::event(event);
}

void QSGD3D12RenderLoop::render()
{
    bool rendered = false;
    for (auto it = m_windows.begin(), itEnd = m_windows.end(); it != itEnd; ++it) {
        if (it->updatePending) {
            it->updatePending = false;
            renderWindow(it.key());
            rendered = true;
        }
    }

    if (!rendered) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("render - no changes, sleep");
        QThread::msleep(m_vsyncDelta);
    }

    if (m_anims->isRunning()) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("render - advancing animations");

        m_anims->advance();

        // It is not given that animations triggered another maybeUpdate()
        // and thus another render pass, so to keep things running,
        // make sure there is another frame pending.
        maybePostUpdateTimer();

        emit timeToIncubate();
    }
}

void QSGD3D12RenderLoop::renderWindow(QQuickWindow *window)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "renderWindow" << window;

    QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window);
    if (!m_windows.contains(window) || !window->geometry().isValid())
        return;

    WindowData &data(m_windows[window]);
    if (!data.exposed) { // not the same as window->isExposed(), when grabbing invisible windows for instance
        if (Q_UNLIKELY(debug_loop()))
            qDebug("renderWindow - not exposed, abort");
        return;
    }

    if (!data.grabOnly)
        wd->flushFrameSynchronousEvents();

    QElapsedTimer renderTimer;
    qint64 renderTime = 0, syncTime = 0, polishTime = 0;
    const bool profileFrames = debug_time();
    if (profileFrames)
        renderTimer.start();
    Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphPolishFrame);

    wd->polishItems();

    if (profileFrames)
        polishTime = renderTimer.nsecsElapsed();
    Q_QUICK_SG_PROFILE_SWITCH(QQuickProfiler::SceneGraphPolishFrame,
                              QQuickProfiler::SceneGraphRenderLoopFrame,
                              QQuickProfiler::SceneGraphPolishPolish);

    emit window->afterAnimating();

    // The native window may change in some (quite artificial) cases, e.g. due
    // to a hide - destroy - show on the QWindow.
    bool needsWindow = !data.engine->window();
    if (data.engine->window() && data.engine->window() != window->winId()) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("sync - native window handle changes for active engine");
        data.engine->waitGPU();
        wd->cleanupNodesOnShutdown();
        QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache();
        data.rc->invalidate();
        data.engine->releaseResources();
        needsWindow = true;
    }
    if (needsWindow) {
        // Must only ever get here when there is no window or releaseResources() has been called.
        const int samples = window->format().samples();
        const bool alpha = window->format().alphaBufferSize() > 0;
        const qreal dpr = window->effectiveDevicePixelRatio();
        if (Q_UNLIKELY(debug_loop()))
            qDebug() << "sync - reinitializing D3D12 engine" << window << window->size() << dpr << samples << alpha;
        data.engine->attachToWindow(window->winId(), window->size(), dpr, samples, alpha);
    }

    // Recover from device loss.
    if (!data.engine->hasResources()) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("sync - device was lost, resetting scenegraph");
        wd->cleanupNodesOnShutdown();
        QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache();
        data.rc->invalidate();
    }

    data.rc->initialize(nullptr);

    wd->syncSceneGraph();

    if (profileFrames)
        syncTime = renderTimer.nsecsElapsed();
    Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRenderLoopFrame,
                              QQuickProfiler::SceneGraphRenderLoopSync);

    wd->renderSceneGraph(window->size());

    if (profileFrames)
        renderTime = renderTimer.nsecsElapsed();
    Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRenderLoopFrame,
                              QQuickProfiler::SceneGraphRenderLoopRender);

    if (!data.grabOnly) {
        // The engine is able to have multiple frames in flight. This in effect is
        // similar to BufferQueueingOpenGL. Provide an env var to force the
        // traditional blocking swap behavior, just in case.
        static bool blockOnEachFrame = qEnvironmentVariableIntValue("QT_D3D_BLOCKING_PRESENT") != 0;

        if (window->isVisible()) {
            data.engine->present();
            if (blockOnEachFrame)
                data.engine->waitGPU();
            // The concept of "frame swaps" is quite misleading by default, when
            // blockOnEachFrame is not used, but emit it for compatibility.
            wd->fireFrameSwapped();
        } else {
            if (blockOnEachFrame)
                data.engine->waitGPU();
        }
    } else {
        m_grabContent = data.engine->executeAndWaitReadbackRenderTarget();
        data.grabOnly = false;
    }

    qint64 swapTime = 0;
    if (profileFrames)
        swapTime = renderTimer.nsecsElapsed();
    Q_QUICK_SG_PROFILE_END(QQuickProfiler::SceneGraphRenderLoopFrame,
                           QQuickProfiler::SceneGraphRenderLoopSwap);

    if (Q_UNLIKELY(debug_time())) {
        static QTime lastFrameTime = QTime::currentTime();
        qDebug("Frame rendered with 'd3d12' renderloop in %dms, polish=%d, sync=%d, render=%d, swap=%d, frameDelta=%d",
               int(swapTime / 1000000),
               int(polishTime / 1000000),
               int((syncTime - polishTime) / 1000000),
               int((renderTime - syncTime) / 1000000),
               int((swapTime - renderTime) / 10000000),
               int(lastFrameTime.msecsTo(QTime::currentTime())));
        lastFrameTime = QTime::currentTime();
    }

    // Simulate device loss if requested.
    static int devLossTest = qEnvironmentVariableIntValue("QT_D3D_TEST_DEVICE_LOSS");
    if (devLossTest > 0) {
        static QElapsedTimer kt;
        static bool timerRunning = false;
        if (!timerRunning) {
            kt.start();
            timerRunning = true;
        } else if (kt.elapsed() > 5000) {
            --devLossTest;
            kt.restart();
            data.engine->simulateDeviceLoss();
        }
    }
}

int QSGD3D12RenderLoop::flags() const
{
    return SupportsGrabWithoutExpose;
}

QT_END_NAMESPACE