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/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the QtQuick module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL21$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://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 2.1 or version 3 as published by the Free
** Software Foundation and appearing in the file LICENSE.LGPLv21 and
** LICENSE.LGPLv3 included in the packaging of this file. Please review the
** following information to ensure the GNU Lesser General Public License
** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** As a special exception, The Qt Company gives you certain additional
** rights. These rights are described in The Qt Company LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSGTHREADEDRENDERLOOP_P_H
#define QSGTHREADEDRENDERLOOP_P_H
#include <QtCore/QThread>
#include <QtGui/QOpenGLContext>
#include <private/qsgcontext_p.h>
#include "qsgrenderloop_p.h"
QT_BEGIN_NAMESPACE
class QSGRenderThread;
class QSGThreadedRenderLoop : public QSGRenderLoop
{
Q_OBJECT
public:
QSGThreadedRenderLoop();
~QSGThreadedRenderLoop();
void show(QQuickWindow *) {}
void hide(QQuickWindow *);
void windowDestroyed(QQuickWindow *window);
void exposureChanged(QQuickWindow *window);
QImage grab(QQuickWindow *);
void update(QQuickWindow *window);
void maybeUpdate(QQuickWindow *window);
void handleUpdateRequest(QQuickWindow *window);
QSGContext *sceneGraphContext() const;
QSGRenderContext *createRenderContext(QSGContext *) const;
QAnimationDriver *animationDriver() const;
void releaseResources(QQuickWindow *window);
bool event(QEvent *);
bool interleaveIncubation() const;
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);
QSGContext *sg;
QAnimationDriver *m_animation_driver;
QList<Window> m_windows;
int m_animation_timer;
bool m_lockedForSync;
};
QT_END_NAMESPACE
#endif // QSGTHREADEDRENDERLOOP_P_H
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