aboutsummaryrefslogtreecommitdiffstats
path: root/src/plugins/scenegraph/d3d12/qsgd3d12threadedrenderloop.cpp
blob: 11cc257103fb65fe03423a2e80d0aa20d1b35b7f (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
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
/****************************************************************************
**
** 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 "qsgd3d12threadedrenderloop_p.h"
#include "qsgd3d12engine_p.h"
#include "qsgd3d12context_p.h"
#include "qsgd3d12rendercontext_p.h"
#include "qsgd3d12shadereffectnode_p.h"
#include <private/qsgrenderer_p.h>
#include <private/qquickwindow_p.h>
#include <private/qquickanimatorcontroller_p.h>
#include <private/qquickprofiler_p.h>
#include <private/qqmldebugserviceinterfaces_p.h>
#include <private/qqmldebugconnector_p.h>
#include <QElapsedTimer>
#include <QQueue>
#include <QGuiApplication>

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)


// NOTE: The threaded renderloop is not currently safe to use in practice as it
// is prone to deadlocks, in particular when multiple windows are active. This
// is because DXGI's limitation of relying on the gui message pump in certain
// cases. See
// https://msdn.microsoft.com/en-us/library/windows/desktop/ee417025(v=vs.85).aspx#multithreading_and_dxgi
//
// This means that if swap chain functions like create, release, and
// potentially even Present, are called outside the gui thread, then the
// application must ensure the gui thread does not ever block and wait for the
// render thread - since on the render thread a DXGI call may be in turn
// waiting for the gui thread to deliver a window message...
//
// Ensuring this is impossible with the current design where the gui thread
// must block at certain points, waiting for the render thread. Qt moves out
// rendering from the main thread, in order to make application's life easier,
// whereas the typical DXGI-compatible model would require moving work, but not
// windowing and presenting, out to additional threads.


/*
   The D3D render loop mostly mirrors the threaded OpenGL render loop.

   There are two classes here. QSGD3D12ThreadedRenderLoop and
   QSGD3D12RenderThread. All communication between the two is based on event
   passing and we have a number of custom events.

   Render loop is per process, render thread is per window. The
   QSGD3D12RenderContext and QSGD3D12Engine are per window as well. The former
   is created (but not owned) by QQuickWindow. The D3D device is per process.

   In this implementation, the render thread is never blocked and the GUI
   thread will initiate a polishAndSync which will block and wait for the
   render thread to pick it up and release the block only after the render
   thread is done syncing. The reason for this is:

   1. Clear blocking paradigm. We only have one real "block" point
   (polishAndSync()) and all blocking is initiated by GUI and picked up by
   Render at specific times based on events. This makes the execution
   deterministic.

   2. Render does not have to interact with GUI. This is done so that the
   render thread can run its own animation system which stays alive even when
   the GUI thread is blocked doing I/O, object instantiation, QPainter-painting
   or any other non-trivial task.

   The render thread has affinity to the GUI thread until a window is shown.
   From that moment and until the window is destroyed, it will have affinity to
   the render thread. (moved back at the end of run for cleanup).
 */

// Passed from the RL to the RT when a window is removed obscured and should be
// removed from the render loop.
const QEvent::Type WM_Obscure           = QEvent::Type(QEvent::User + 1);

// Passed from the RL to RT when GUI has been locked, waiting for sync.
const QEvent::Type WM_RequestSync       = QEvent::Type(QEvent::User + 2);

// Passed by the RT to itself to trigger another render pass. This is typically
// a result of QQuickWindow::update().
const QEvent::Type WM_RequestRepaint    = QEvent::Type(QEvent::User + 3);

// Passed by the RL to the RT to maybe release resource if no windows are
// rendering.
const QEvent::Type WM_TryRelease        = QEvent::Type(QEvent::User + 4);

// Passed by the RL to the RT when a QQuickWindow::grabWindow() is called.
const QEvent::Type WM_Grab              = QEvent::Type(QEvent::User + 5);

// Passed by the window when there is a render job to run.
const QEvent::Type WM_PostJob           = QEvent::Type(QEvent::User + 6);

class QSGD3D12WindowEvent : public QEvent
{
public:
    QSGD3D12WindowEvent(QQuickWindow *c, QEvent::Type type) : QEvent(type), window(c) { }
    QQuickWindow *window;
};

class QSGD3D12TryReleaseEvent : public QSGD3D12WindowEvent
{
public:
    QSGD3D12TryReleaseEvent(QQuickWindow *win, bool destroy)
        : QSGD3D12WindowEvent(win, WM_TryRelease), destroying(destroy) { }
    bool destroying;
};

class QSGD3D12SyncEvent : public QSGD3D12WindowEvent
{
public:
    QSGD3D12SyncEvent(QQuickWindow *c, bool inExpose, bool force)
        : QSGD3D12WindowEvent(c, WM_RequestSync)
        , size(c->size())
        , dpr(c->effectiveDevicePixelRatio())
        , syncInExpose(inExpose)
        , forceRenderPass(force) { }
    QSize size;
    float dpr;
    bool syncInExpose;
    bool forceRenderPass;
};

class QSGD3D12GrabEvent : public QSGD3D12WindowEvent
{
public:
    QSGD3D12GrabEvent(QQuickWindow *c, QImage *result)
        : QSGD3D12WindowEvent(c, WM_Grab), image(result) { }
    QImage *image;
};

class QSGD3D12JobEvent : public QSGD3D12WindowEvent
{
public:
    QSGD3D12JobEvent(QQuickWindow *c, QRunnable *postedJob)
        : QSGD3D12WindowEvent(c, WM_PostJob), job(postedJob) { }
    ~QSGD3D12JobEvent() { delete job; }
    QRunnable *job;
};

class QSGD3D12EventQueue : public QQueue<QEvent *>
{
public:
    void addEvent(QEvent *e) {
        mutex.lock();
        enqueue(e);
        if (waiting)
            condition.wakeOne();
        mutex.unlock();
    }

    QEvent *takeEvent(bool wait) {
        mutex.lock();
        if (isEmpty() && wait) {
            waiting = true;
            condition.wait(&mutex);
            waiting = false;
        }
        QEvent *e = dequeue();
        mutex.unlock();
        return e;
    }

    bool hasMoreEvents() {
        mutex.lock();
        bool has = !isEmpty();
        mutex.unlock();
        return has;
    }

private:
    QMutex mutex;
    QWaitCondition condition;
    bool waiting = false;
};

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

class QSGD3D12RenderThread : public QThread
{
    Q_OBJECT

public:
    QSGD3D12RenderThread(QSGD3D12ThreadedRenderLoop *rl, QSGRenderContext *renderContext)
        : renderLoop(rl)
    {
        rc = static_cast<QSGD3D12RenderContext *>(renderContext);
        vsyncDelta = qsgrl_animation_interval();
    }

    ~QSGD3D12RenderThread()
    {
        delete rc;
    }

    bool event(QEvent *e);
    void run();

    void syncAndRender();
    void sync(bool inExpose);

    void requestRepaint()
    {
        if (sleeping)
            stopEventProcessing = true;
        if (exposedWindow)
            pendingUpdate |= RepaintRequest;
    }

    void processEventsAndWaitForMore();
    void processEvents();
    void postEvent(QEvent *e);

    enum UpdateRequest {
        SyncRequest         = 0x01,
        RepaintRequest      = 0x02,
        ExposeRequest       = 0x04 | RepaintRequest | SyncRequest
    };

    QSGD3D12Engine *engine = nullptr;
    QSGD3D12ThreadedRenderLoop *renderLoop;
    QSGD3D12RenderContext *rc;
    QAnimationDriver *rtAnim = nullptr;
    volatile bool active = false;
    uint pendingUpdate = 0;
    bool sleeping = false;
    bool syncResultedInChanges = false;
    float vsyncDelta;
    QMutex mutex;
    QWaitCondition waitCondition;
    QQuickWindow *exposedWindow = nullptr;
    bool stopEventProcessing = false;
    QSGD3D12EventQueue eventQueue;
    QElapsedTimer threadTimer;
    qint64 syncTime;
    qint64 renderTime;
    qint64 sinceLastTime;

public slots:
    void onSceneGraphChanged() {
        syncResultedInChanges = true;
    }
};

bool QSGD3D12RenderThread::event(QEvent *e)
{
    switch (e->type()) {

    case WM_Obscure:
        Q_ASSERT(!exposedWindow || exposedWindow == static_cast<QSGD3D12WindowEvent *>(e)->window);
        if (Q_UNLIKELY(debug_loop()))
            qDebug() << "RT - WM_Obscure" << exposedWindow;
        mutex.lock();
        if (exposedWindow) {
            QQuickWindowPrivate::get(exposedWindow)->fireAboutToStop();
            if (Q_UNLIKELY(debug_loop()))
                qDebug("RT - WM_Obscure - window removed");
            exposedWindow = nullptr;
        }
        waitCondition.wakeOne();
        mutex.unlock();
        return true;

    case WM_RequestSync: {
        QSGD3D12SyncEvent *wme = static_cast<QSGD3D12SyncEvent *>(e);
        if (sleeping)
            stopEventProcessing = true;
        // One thread+engine for each window. However, the native window may
        // change in some (quite artificial) cases, e.g. due to a hide -
        // destroy - show on the QWindow.
        bool needsWindow = !engine->window();
        if (engine->window() && engine->window() != wme->window->winId()) {
            if (Q_UNLIKELY(debug_loop()))
                qDebug("RT - WM_RequestSync - native window handle changes for active engine");
            engine->waitGPU();
            QQuickWindowPrivate::get(wme->window)->cleanupNodesOnShutdown();
            QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache();
            rc->invalidate();
            engine->releaseResources();
            needsWindow = true;
        }
        if (needsWindow) {
            // Must only ever get here when there is no window or releaseResources() has been called.
            const int samples = wme->window->format().samples();
            const bool alpha = wme->window->format().alphaBufferSize() > 0;
            if (Q_UNLIKELY(debug_loop()))
                qDebug() << "RT - WM_RequestSync - initializing D3D12 engine" << wme->window
                         << wme->size << wme->dpr << samples << alpha;
            engine->attachToWindow(wme->window->winId(), wme->size, wme->dpr, samples, alpha);
        }
        exposedWindow = wme->window;
        engine->setWindowSize(wme->size, wme->dpr);
        if (Q_UNLIKELY(debug_loop()))
            qDebug() << "RT - WM_RequestSync" << exposedWindow;
        pendingUpdate |= SyncRequest;
        if (wme->syncInExpose) {
            if (Q_UNLIKELY(debug_loop()))
                qDebug("RT - WM_RequestSync - triggered from expose");
            pendingUpdate |= ExposeRequest;
        }
        if (wme->forceRenderPass) {
            if (Q_UNLIKELY(debug_loop()))
                qDebug("RT - WM_RequestSync - repaint regardless");
            pendingUpdate |= RepaintRequest;
        }
        return true;
    }

    case WM_TryRelease: {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("RT - WM_TryRelease");
        mutex.lock();
        renderLoop->lockedForSync = true;
        QSGD3D12TryReleaseEvent *wme = static_cast<QSGD3D12TryReleaseEvent *>(e);
        // Only when no windows are exposed anymore or we are shutting down.
        if (!exposedWindow || wme->destroying) {
            if (Q_UNLIKELY(debug_loop()))
                qDebug("RT - WM_TryRelease - invalidating rc");
            if (wme->window) {
                QQuickWindowPrivate *wd = QQuickWindowPrivate::get(wme->window);
                if (wme->destroying) {
                    // QSGNode destruction may release graphics resources in use so wait first.
                    engine->waitGPU();
                    // Bye bye nodes...
                    wd->cleanupNodesOnShutdown();
                    QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache();
                }
                rc->invalidate();
                QCoreApplication::processEvents();
                QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);
                if (wme->destroying)
                    delete wd->animationController;
            }
            if (wme->destroying)
                active = false;
            if (sleeping)
                stopEventProcessing = true;
        } else {
            if (Q_UNLIKELY(debug_loop()))
                qDebug("RT - WM_TryRelease - not releasing because window is still active");
        }
        waitCondition.wakeOne();
        renderLoop->lockedForSync = false;
        mutex.unlock();
        return true;
    }

    case WM_Grab: {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("RT - WM_Grab");
        QSGD3D12GrabEvent *wme = static_cast<QSGD3D12GrabEvent *>(e);
        Q_ASSERT(wme->window);
        Q_ASSERT(wme->window == exposedWindow || !exposedWindow);
        mutex.lock();
        if (wme->window) {
            // Grabbing is generally done by rendering a frame and reading the
            // color buffer contents back, without presenting, and then
            // creating a QImage from the returned data. It is terribly
            // inefficient since it involves a full blocking wait for the GPU.
            // However, our hands are tied by the existing, synchronous APIs of
            // QQuickWindow and such.
            QQuickWindowPrivate *wd = QQuickWindowPrivate::get(wme->window);
            rc->initialize(nullptr);
            wd->syncSceneGraph();
            wd->renderSceneGraph(wme->window->size());
            *wme->image = engine->executeAndWaitReadbackRenderTarget();
        }
        if (Q_UNLIKELY(debug_loop()))
            qDebug("RT - WM_Grab - waking gui to handle result");
        waitCondition.wakeOne();
        mutex.unlock();
        return true;
    }

    case WM_PostJob: {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("RT - WM_PostJob");
        QSGD3D12JobEvent *wme = static_cast<QSGD3D12JobEvent *>(e);
        Q_ASSERT(wme->window == exposedWindow);
        if (exposedWindow) {
            wme->job->run();
            delete wme->job;
            wme->job = nullptr;
            if (Q_UNLIKELY(debug_loop()))
                qDebug("RT - WM_PostJob - job done");
        }
        return true;
    }

    case WM_RequestRepaint:
        if (Q_UNLIKELY(debug_loop()))
            qDebug("RT - WM_RequestPaint");
        // When GUI posts this event, it is followed by a polishAndSync, so we
        // must not exit the event loop yet.
        pendingUpdate |= RepaintRequest;
        break;

    default:
        break;
    }

    return QThread::event(e);
}

void QSGD3D12RenderThread::postEvent(QEvent *e)
{
    eventQueue.addEvent(e);
}

void QSGD3D12RenderThread::processEvents()
{
    while (eventQueue.hasMoreEvents()) {
        QEvent *e = eventQueue.takeEvent(false);
        event(e);
        delete e;
    }
}

void QSGD3D12RenderThread::processEventsAndWaitForMore()
{
    stopEventProcessing = false;
    while (!stopEventProcessing) {
        QEvent *e = eventQueue.takeEvent(true);
        event(e);
        delete e;
    }
}

void QSGD3D12RenderThread::run()
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug("RT - run()");

    engine = new QSGD3D12Engine;
    rc->setEngine(engine);

    rtAnim = rc->sceneGraphContext()->createAnimationDriver(nullptr);
    rtAnim->install();

    if (QQmlDebugConnector::service<QQmlProfilerService>())
        QQuickProfiler::registerAnimationCallback();

    while (active) {
        if (exposedWindow)
            syncAndRender();

        processEvents();
        QCoreApplication::processEvents();

        if (pendingUpdate == 0 || !exposedWindow) {
            if (Q_UNLIKELY(debug_loop()))
                qDebug("RT - done drawing, sleep");
            sleeping = true;
            processEventsAndWaitForMore();
            sleeping = false;
        }
    }

    if (Q_UNLIKELY(debug_loop()))
        qDebug("RT - run() exiting");

    delete rtAnim;
    rtAnim = nullptr;

    rc->moveToThread(renderLoop->thread());
    moveToThread(renderLoop->thread());

    rc->setEngine(nullptr);
    delete engine;
    engine = nullptr;
}

void QSGD3D12RenderThread::sync(bool inExpose)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug("RT - sync");

    mutex.lock();
    Q_ASSERT_X(renderLoop->lockedForSync, "QSGD3D12RenderThread::sync()", "sync triggered with gui not locked");

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

    if (engine->window()) {
        QQuickWindowPrivate *wd = QQuickWindowPrivate::get(exposedWindow);
        bool hadRenderer = wd->renderer != nullptr;
        // If the scene graph was touched since the last sync() make sure it sends the
        // changed signal.
        if (wd->renderer)
            wd->renderer->clearChangedFlag();

        rc->initialize(nullptr);
        wd->syncSceneGraph();

        if (!hadRenderer && wd->renderer) {
            if (Q_UNLIKELY(debug_loop()))
                qDebug("RT - created renderer");
            syncResultedInChanges = true;
            connect(wd->renderer, &QSGRenderer::sceneGraphChanged, this,
                    &QSGD3D12RenderThread::onSceneGraphChanged, Qt::DirectConnection);
        }

        // Process deferred deletes now, directly after the sync as deleteLater
        // on the GUI must now also have resulted in SG changes and the delete
        // is a safe operation.
        QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);
    }

    if (!inExpose) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("RT - sync complete, waking gui");
        waitCondition.wakeOne();
        mutex.unlock();
    }
}

void QSGD3D12RenderThread::syncAndRender()
{
    if (Q_UNLIKELY(debug_time())) {
        sinceLastTime = threadTimer.nsecsElapsed();
        threadTimer.start();
    }
    Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphRenderLoopFrame);

    QElapsedTimer waitTimer;
    waitTimer.start();

    if (Q_UNLIKELY(debug_loop()))
        qDebug("RT - syncAndRender()");

    syncResultedInChanges = false;
    QQuickWindowPrivate *wd = QQuickWindowPrivate::get(exposedWindow);

    const bool repaintRequested = (pendingUpdate & RepaintRequest) || wd->customRenderStage;
    const bool syncRequested = pendingUpdate & SyncRequest;
    const bool exposeRequested = (pendingUpdate & ExposeRequest) == ExposeRequest;
    pendingUpdate = 0;

    if (syncRequested)
        sync(exposeRequested);

#ifndef QSG_NO_RENDER_TIMING
    if (Q_UNLIKELY(debug_time()))
        syncTime = threadTimer.nsecsElapsed();
#endif
    Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRenderLoopFrame,
                              QQuickProfiler::SceneGraphRenderLoopSync);

    if (!syncResultedInChanges && !repaintRequested) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("RT - no changes, render aborted");
        int waitTime = vsyncDelta - (int) waitTimer.elapsed();
        if (waitTime > 0)
            msleep(waitTime);
        return;
    }

    if (Q_UNLIKELY(debug_loop()))
        qDebug("RT - rendering started");

    if (rtAnim->isRunning()) {
        wd->animationController->lock();
        rtAnim->advance();
        wd->animationController->unlock();
    }

    bool canRender = wd->renderer != nullptr;
    // Recover from device loss.
    if (!engine->hasResources()) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("RT - syncAndRender - device was lost, posting FullUpdateRequest");
        // Cannot do anything here because gui is not locked. Request a new
        // sync+render round on the gui thread and let the sync handle it.
        QCoreApplication::postEvent(exposedWindow, new QEvent(QEvent::Type(QQuickWindowPrivate::FullUpdateRequest)));
        canRender = false;
    }

    if (canRender) {
        wd->renderSceneGraph(engine->windowSize());
        if (Q_UNLIKELY(debug_time()))
            renderTime = threadTimer.nsecsElapsed();
        Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRenderLoopFrame,
                                  QQuickProfiler::SceneGraphRenderLoopRender);

        // 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 (!wd->customRenderStage || !wd->customRenderStage->swap())
            engine->present();

        if (blockOnEachFrame)
            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 {
        Q_QUICK_SG_PROFILE_SKIP(QQuickProfiler::SceneGraphRenderLoopFrame,
                                QQuickProfiler::SceneGraphRenderLoopSync, 1);
        if (Q_UNLIKELY(debug_loop()))
            qDebug("RT - window not ready, skipping render");
    }

    if (Q_UNLIKELY(debug_loop()))
        qDebug("RT - rendering done");

    if (exposeRequested) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("RT - wake gui after initial expose");
        waitCondition.wakeOne();
        mutex.unlock();
    }

    if (Q_UNLIKELY(debug_time()))
        qDebug("Frame rendered with 'd3d12' renderloop in %dms, sync=%d, render=%d, swap=%d - (on render thread)",
               int(threadTimer.elapsed()),
               int((syncTime/1000000)),
               int((renderTime - syncTime) / 1000000),
               int(threadTimer.elapsed() - renderTime / 1000000));

    Q_QUICK_SG_PROFILE_END(QQuickProfiler::SceneGraphRenderLoopFrame,
                           QQuickProfiler::SceneGraphRenderLoopSwap);

    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();
            engine->simulateDeviceLoss();
        }
    }
}

template<class T> T *windowFor(const QVector<T> &list, QQuickWindow *window)
{
    for (const T &t : list) {
        if (t.window == window)
            return const_cast<T *>(&t);
    }
    return nullptr;
}

QSGD3D12ThreadedRenderLoop::QSGD3D12ThreadedRenderLoop()
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug("d3d12 THREADED render loop ctor");

    sg = new QSGD3D12Context;

    anim = sg->createAnimationDriver(this);
    connect(anim, &QAnimationDriver::started, this, &QSGD3D12ThreadedRenderLoop::onAnimationStarted);
    connect(anim, &QAnimationDriver::stopped, this, &QSGD3D12ThreadedRenderLoop::onAnimationStopped);
    anim->install();
}

QSGD3D12ThreadedRenderLoop::~QSGD3D12ThreadedRenderLoop()
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug("d3d12 THREADED render loop dtor");

    delete sg;
}

void QSGD3D12ThreadedRenderLoop::show(QQuickWindow *window)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "show" << window;
}

void QSGD3D12ThreadedRenderLoop::hide(QQuickWindow *window)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "hide" << window;

    if (window->isExposed())
        handleObscurity(windowFor(windows, window));

    releaseResources(window);
}

void QSGD3D12ThreadedRenderLoop::resize(QQuickWindow *window)
{
    if (!window->isExposed() || window->size().isEmpty())
        return;

    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "resize" << window << window->size();
}

void QSGD3D12ThreadedRenderLoop::windowDestroyed(QQuickWindow *window)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "window destroyed" << window;

    WindowData *w = windowFor(windows, window);
    if (!w)
        return;

    handleObscurity(w);
    handleResourceRelease(w, true);

    QSGD3D12RenderThread *thread = w->thread;
    while (thread->isRunning())
        QThread::yieldCurrentThread();

    Q_ASSERT(thread->thread() == QThread::currentThread());
    delete thread;

    for (int i = 0; i < windows.size(); ++i) {
        if (windows.at(i).window == window) {
            windows.removeAt(i);
            break;
        }
    }

    // Now that we altered the window list, we may need to stop the animation
    // timer even if we didn't via handleObscurity. This covers the case where
    // we destroy a visible & exposed QQuickWindow.
    startOrStopAnimationTimer();
}

void QSGD3D12ThreadedRenderLoop::exposureChanged(QQuickWindow *window)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "exposure changed" << window;

    if (window->isExposed()) {
        handleExposure(window);
    } else {
        WindowData *w = windowFor(windows, window);
        if (w)
            handleObscurity(w);
    }
}

QImage QSGD3D12ThreadedRenderLoop::grab(QQuickWindow *window)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "grab" << window;

    WindowData *w = windowFor(windows, window);
    // Have to support invisible (but created()'ed) windows as well.
    // Unlike with GL, leaving that case for QQuickWindow to handle is not feasible.
    const bool tempExpose = !w;
    if (tempExpose) {
        handleExposure(window);
        w = windowFor(windows, window);
        Q_ASSERT(w);
    }

    if (!w->thread->isRunning())
        return QImage();

    if (!window->handle())
        window->create();

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

    QImage result;
    w->thread->mutex.lock();
    lockedForSync = true;
    w->thread->postEvent(new QSGD3D12GrabEvent(window, &result));
    w->thread->waitCondition.wait(&w->thread->mutex);
    lockedForSync = false;
    w->thread->mutex.unlock();

    result.setDevicePixelRatio(window->effectiveDevicePixelRatio());

    if (tempExpose)
        handleObscurity(w);

    return result;
}

void QSGD3D12ThreadedRenderLoop::update(QQuickWindow *window)
{
    WindowData *w = windowFor(windows, window);
    if (!w)
        return;

    if (w->thread == QThread::currentThread()) {
        w->thread->requestRepaint();
        return;
    }

    // We set forceRenderPass because we want to make sure the QQuickWindow
    // actually does a full render pass after the next sync.
    w->forceRenderPass = true;
    scheduleUpdate(w);
}

void QSGD3D12ThreadedRenderLoop::maybeUpdate(QQuickWindow *window)
{
    WindowData *w = windowFor(windows, window);
    if (w)
        scheduleUpdate(w);
}

// called in response to window->requestUpdate()
void QSGD3D12ThreadedRenderLoop::handleUpdateRequest(QQuickWindow *window)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "handleUpdateRequest" << window;

    WindowData *w = windowFor(windows, window);
    if (w)
        polishAndSync(w, false);
}

QAnimationDriver *QSGD3D12ThreadedRenderLoop::animationDriver() const
{
    return anim;
}

QSGContext *QSGD3D12ThreadedRenderLoop::sceneGraphContext() const
{
    return sg;
}

QSGRenderContext *QSGD3D12ThreadedRenderLoop::createRenderContext(QSGContext *) const
{
    return sg->createRenderContext();
}

void QSGD3D12ThreadedRenderLoop::releaseResources(QQuickWindow *window)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "releaseResources" << window;

    WindowData *w = windowFor(windows, window);
    if (w)
        handleResourceRelease(w, false);
}

void QSGD3D12ThreadedRenderLoop::postJob(QQuickWindow *window, QRunnable *job)
{
    WindowData *w = windowFor(windows, window);
    if (w && w->thread && w->thread->exposedWindow)
        w->thread->postEvent(new QSGD3D12JobEvent(window, job));
    else
        delete job;
}

QSurface::SurfaceType QSGD3D12ThreadedRenderLoop::windowSurfaceType() const
{
    return QSurface::OpenGLSurface;
}

bool QSGD3D12ThreadedRenderLoop::interleaveIncubation() const
{
    bool somethingVisible = false;
    for (const WindowData &w : windows) {
        if (w.window->isVisible() && w.window->isExposed()) {
            somethingVisible = true;
            break;
        }
    }
    return somethingVisible && anim->isRunning();
}

int QSGD3D12ThreadedRenderLoop::flags() const
{
    return SupportsGrabWithoutExpose;
}

bool QSGD3D12ThreadedRenderLoop::event(QEvent *e)
{
    if (e->type() == QEvent::Timer) {
        QTimerEvent *te = static_cast<QTimerEvent *>(e);
        if (te->timerId() == animationTimer) {
            anim->advance();
            emit timeToIncubate();
            return true;
        }
    }

    return QObject::event(e);
}

void QSGD3D12ThreadedRenderLoop::onAnimationStarted()
{
    startOrStopAnimationTimer();

    for (const WindowData &w : qAsConst(windows))
        w.window->requestUpdate();
}

void QSGD3D12ThreadedRenderLoop::onAnimationStopped()
{
    startOrStopAnimationTimer();
}

void QSGD3D12ThreadedRenderLoop::startOrStopAnimationTimer()
{
    int exposedWindowCount = 0;
    const WindowData *exposed = nullptr;

    for (int i = 0; i < windows.size(); ++i) {
        const WindowData &w(windows[i]);
        if (w.window->isVisible() && w.window->isExposed()) {
            ++exposedWindowCount;
            exposed = &w;
        }
    }

    if (animationTimer && (exposedWindowCount == 1 || !anim->isRunning())) {
        killTimer(animationTimer);
        animationTimer = 0;
        // If animations are running, make sure we keep on animating
        if (anim->isRunning())
            exposed->window->requestUpdate();
    } else if (!animationTimer && exposedWindowCount != 1 && anim->isRunning()) {
        animationTimer = startTimer(qsgrl_animation_interval());
    }
}

void QSGD3D12ThreadedRenderLoop::handleExposure(QQuickWindow *window)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "handleExposure" << window;

    WindowData *w = windowFor(windows, window);
    if (!w) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("adding window to list");
        WindowData win;
        win.window = window;
        QSGRenderContext *rc = QQuickWindowPrivate::get(window)->context; // will transfer ownership
        win.thread = new QSGD3D12RenderThread(this, rc);
        win.updateDuringSync = false;
        win.forceRenderPass = true; // also covered by polishAndSync(inExpose=true), but doesn't hurt
        windows.append(win);
        w = &windows.last();
    }

    // set this early as we'll be rendering shortly anyway and this avoids
    // special casing exposure in polishAndSync.
    w->thread->exposedWindow = window;

    if (w->window->size().isEmpty()
        || (w->window->isTopLevel() && !w->window->geometry().intersects(w->window->screen()->availableGeometry()))) {
#ifndef QT_NO_DEBUG
        qWarning().noquote().nospace() << "QSGD3D12ThreadedRenderLoop: expose event received for window "
            << w->window << " with invalid geometry: " << w->window->geometry()
            << " on " << w->window->screen();
#endif
    }

    if (!w->window->handle())
        w->window->create();

    // Start render thread if it is not running
    if (!w->thread->isRunning()) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("starting render thread");
        // Push a few things to the render thread.
        QQuickAnimatorController *controller = QQuickWindowPrivate::get(w->window)->animationController;
        if (controller->thread() != w->thread)
            controller->moveToThread(w->thread);
        if (w->thread->thread() == QThread::currentThread()) {
            w->thread->rc->moveToThread(w->thread);
            w->thread->moveToThread(w->thread);
        }

        w->thread->active = true;
        w->thread->start();

        if (!w->thread->isRunning())
            qFatal("Render thread failed to start, aborting application.");
    }

    polishAndSync(w, true);

    startOrStopAnimationTimer();
}

void QSGD3D12ThreadedRenderLoop::handleObscurity(WindowData *w)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "handleObscurity" << w->window;

    if (w->thread->isRunning()) {
        w->thread->mutex.lock();
        w->thread->postEvent(new QSGD3D12WindowEvent(w->window, WM_Obscure));
        w->thread->waitCondition.wait(&w->thread->mutex);
        w->thread->mutex.unlock();
    }

    startOrStopAnimationTimer();
}

void QSGD3D12ThreadedRenderLoop::scheduleUpdate(WindowData *w)
{
    if (!QCoreApplication::instance())
        return;

    if (!w || !w->thread->isRunning())
        return;

    QThread *current = QThread::currentThread();
    if (current != QCoreApplication::instance()->thread() && (current != w->thread || !lockedForSync)) {
        qWarning() << "Updates can only be scheduled from GUI thread or from QQuickItem::updatePaintNode()";
        return;
    }

    if (current == w->thread) {
        w->updateDuringSync = true;
        return;
    }

    w->window->requestUpdate();
}

void QSGD3D12ThreadedRenderLoop::handleResourceRelease(WindowData *w, bool destroying)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "handleResourceRelease" << (destroying ? "destroying" : "hide/releaseResources") << w->window;

    w->thread->mutex.lock();
    if (w->thread->isRunning() && w->thread->active) {
        QQuickWindow *window = w->window;

        // Note that window->handle() is typically null by this time because
        // the platform window is already destroyed. This should not be a
        // problem for the D3D cleanup.

        w->thread->postEvent(new QSGD3D12TryReleaseEvent(window, destroying));
        w->thread->waitCondition.wait(&w->thread->mutex);

        // Avoid a shutdown race condition.
        // If SG is invalidated and 'active' becomes false, the thread's run()
        // method will exit. handleExposure() relies on QThread::isRunning() (because it
        // potentially needs to start the thread again) and our mutex cannot be used to
        // track the thread stopping, so we wait a few nanoseconds extra so the thread
        // can exit properly.
        if (!w->thread->active)
            w->thread->wait();
    }
    w->thread->mutex.unlock();
}

void QSGD3D12ThreadedRenderLoop::polishAndSync(WindowData *w, bool inExpose)
{
    if (Q_UNLIKELY(debug_loop()))
        qDebug() << "polishAndSync" << (inExpose ? "(in expose)" : "(normal)") << w->window;

    QQuickWindow *window = w->window;
    if (!w->thread || !w->thread->exposedWindow) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("polishAndSync - not exposed, abort");
        return;
    }

    // Flush pending touch events.
    QQuickWindowPrivate::get(window)->flushFrameSynchronousEvents();
    // The delivery of the event might have caused the window to stop rendering
    w = windowFor(windows, window);
    if (!w || !w->thread || !w->thread->exposedWindow) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("polishAndSync - removed after touch event flushing, abort");
        return;
    }

    QElapsedTimer timer;
    qint64 polishTime = 0;
    qint64 waitTime = 0;
    qint64 syncTime = 0;
    if (Q_UNLIKELY(debug_time()))
        timer.start();
    Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphPolishAndSync);

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

    if (Q_UNLIKELY(debug_time()))
        polishTime = timer.nsecsElapsed();
    Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphPolishAndSync,
                              QQuickProfiler::SceneGraphPolishAndSyncPolish);

    w->updateDuringSync = false;

    emit window->afterAnimating();

    if (Q_UNLIKELY(debug_loop()))
        qDebug("polishAndSync - lock for sync");
    w->thread->mutex.lock();
    lockedForSync = true;
    w->thread->postEvent(new QSGD3D12SyncEvent(window, inExpose, w->forceRenderPass));
    w->forceRenderPass = false;

    if (Q_UNLIKELY(debug_loop()))
        qDebug("polishAndSync - wait for sync");
    if (Q_UNLIKELY(debug_time()))
        waitTime = timer.nsecsElapsed();
    Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphPolishAndSync,
                              QQuickProfiler::SceneGraphPolishAndSyncWait);
    w->thread->waitCondition.wait(&w->thread->mutex);
    lockedForSync = false;
    w->thread->mutex.unlock();
    if (Q_UNLIKELY(debug_loop()))
        qDebug("polishAndSync - unlock after sync");

    if (Q_UNLIKELY(debug_time()))
        syncTime = timer.nsecsElapsed();
    Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphPolishAndSync,
                              QQuickProfiler::SceneGraphPolishAndSyncSync);

    if (!animationTimer && anim->isRunning()) {
        if (Q_UNLIKELY(debug_loop()))
            qDebug("polishAndSync - advancing animations");
        anim->advance();
        // We need to trigger another sync to keep animations running...
        w->window->requestUpdate();
        emit timeToIncubate();
    } else if (w->updateDuringSync) {
        w->window->requestUpdate();
    }

    if (Q_UNLIKELY(debug_time()))
        qDebug().nospace()
                << "Frame prepared with 'd3d12' renderloop"
                << ", polish=" << (polishTime / 1000000)
                << ", lock=" << (waitTime - polishTime) / 1000000
                << ", blockedForSync=" << (syncTime - waitTime) / 1000000
                << ", animations=" << (timer.nsecsElapsed() - syncTime) / 1000000
                << " - (on gui thread) " << window;

    Q_QUICK_SG_PROFILE_END(QQuickProfiler::SceneGraphPolishAndSync,
                           QQuickProfiler::SceneGraphPolishAndSyncAnimations);
}

#include "qsgd3d12threadedrenderloop.moc"

QT_END_NAMESPACE