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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#ifndef QSGTHREADEDRENDERLOOP_P_H
#define QSGTHREADEDRENDERLOOP_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtCore/QThread>
#include <QtCore/QElapsedTimer>
#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 *) override {}
void hide(QQuickWindow *) override;
void resize(QQuickWindow *window) override;
void windowDestroyed(QQuickWindow *window) override;
void exposureChanged(QQuickWindow *window) override;
QImage grab(QQuickWindow *) override;
void update(QQuickWindow *window) override;
void maybeUpdate(QQuickWindow *window) override;
void handleUpdateRequest(QQuickWindow *window) override;
QSGContext *sceneGraphContext() const override;
QSGRenderContext *createRenderContext(QSGContext *) const override;
QAnimationDriver *animationDriver() const override;
void releaseResources(QQuickWindow *window) override;
bool event(QEvent *) override;
void postJob(QQuickWindow *window, QRunnable *job) override;
bool interleaveIncubation() const override;
public Q_SLOTS:
void animationStarted();
void animationStopped();
private:
struct Window {
QQuickWindow *window;
QSGRenderThread *thread;
QSurfaceFormat actualWindowFormat;
QElapsedTimer timeBetweenPolishAndSyncs;
float psTimeAccumulator;
int psTimeSampleCount;
uint updateDuringSync : 1;
uint forceRenderPass : 1;
uint badVSync : 1;
};
friend class QSGRenderThread;
Window *windowFor(QQuickWindow *window);
void releaseResources(Window *window, bool inDestructor);
bool checkAndResetForceUpdate(QQuickWindow *window);
bool anyoneShowing() const;
void initialize();
void startOrStopAnimationTimer();
void postUpdateRequest(Window *w);
void waitForReleaseComplete();
void polishAndSync(Window *w, bool inExpose = false);
void maybeUpdate(Window *window);
void handleExposure(QQuickWindow *w);
void handleObscurity(Window *w);
void releaseSwapchain(QQuickWindow *window);
bool eventFilter(QObject *watched, QEvent *event) override;
QSGContext *sg;
// Set of contexts that have been created but are now owned by
// a rendering thread yet, as the window has never been exposed.
mutable QSet<QSGRenderContext*> pendingRenderContexts;
QAnimationDriver *m_animation_driver;
QList<Window> m_windows;
int m_animation_timer;
bool m_lockedForSync;
bool m_inPolish = false;
};
QT_END_NAMESPACE
#endif // QSGTHREADEDRENDERLOOP_P_H
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