Support threading with QQuickRenderControl
Reorganize the rendercontrol example to demonstrate both the single and multi threaded approaches. A small helper function is introduced to the QQuickRenderControl API: The QSGRenderContext has to live on the render thread. Previously there was no way for applications to move it to the desired thread. This is now possible. Pass --threaded to the rendercontrol example to use a separate render thread. [ChangeLog][QtQuick] QQuickRenderControl can now be used to render the Qt Quick scene on a dedicated render thread, similarly to how the built-in threaded render loop operates. Task-number: QTBUG-42813 Change-Id: I01c3b2ffca8a174d9d2c267a51f2e484ed7b34b3 Reviewed-by: Gunnar Sletta <gunnar@sletta.org> Reviewed-by: Jørgen Lind <jorgen.lind@theqtcompany.com>
This commit is contained in:
parent
2a6f6eee10
commit
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@ -0,0 +1,216 @@
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/****************************************************************************
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**
|
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** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
|
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** 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."
|
||||
**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "cuberenderer.h"
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#include <QOpenGLContext>
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#include <QOpenGLFunctions>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLBuffer>
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#include <QOpenGLVertexArrayObject>
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#include <QOffscreenSurface>
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#include <QWindow>
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CubeRenderer::CubeRenderer()
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: m_context(0),
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m_program(0),
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m_vbo(0)
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{
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}
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CubeRenderer::~CubeRenderer()
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{
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// Use a temporary offscreen surface to do the cleanup.
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// There may not be a native window surface available anymore at this stage.
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QScopedPointer<QOffscreenSurface> offscreenSurface(new QOffscreenSurface);
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offscreenSurface->setFormat(m_context->format());
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offscreenSurface->create();
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m_context->makeCurrent(offscreenSurface.data());
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delete m_program;
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delete m_vbo;
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delete m_vao;
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m_context->doneCurrent();
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delete m_context;
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}
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void CubeRenderer::init(QWindow *w, QOpenGLContext *share)
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{
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m_context = new QOpenGLContext;
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m_context->setShareContext(share);
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m_context->setFormat(w->requestedFormat());
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m_context->create();
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if (!m_context->makeCurrent(w))
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return;
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QOpenGLFunctions *f = m_context->functions();
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f->glClearColor(0.0f, 0.1f, 0.25f, 1.0f);
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f->glViewport(0, 0, w->width() * w->devicePixelRatio(), w->height() * w->devicePixelRatio());
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static const char *vertexShaderSource =
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"attribute highp vec4 vertex;\n"
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"attribute lowp vec2 coord;\n"
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"varying lowp vec2 v_coord;\n"
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"uniform highp mat4 matrix;\n"
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"void main() {\n"
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" v_coord = coord;\n"
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" gl_Position = matrix * vertex;\n"
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"}\n";
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static const char *fragmentShaderSource =
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"varying lowp vec2 v_coord;\n"
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"uniform sampler2D sampler;\n"
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"void main() {\n"
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" gl_FragColor = vec4(texture2D(sampler, v_coord).rgb, 1.0);\n"
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"}\n";
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m_program = new QOpenGLShaderProgram;
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
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m_program->bindAttributeLocation("vertex", 0);
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m_program->bindAttributeLocation("coord", 1);
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m_program->link();
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m_matrixLoc = m_program->uniformLocation("matrix");
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m_vao = new QOpenGLVertexArrayObject;
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m_vao->create();
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QOpenGLVertexArrayObject::Binder vaoBinder(m_vao);
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m_vbo = new QOpenGLBuffer;
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m_vbo->create();
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m_vbo->bind();
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GLfloat v[] = {
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-0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5,
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0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5,
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-0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5,
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0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5,
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0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5,
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0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5,
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-0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5,
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-0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5,
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0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
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-0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5,
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-0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
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0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5
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};
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GLfloat texCoords[] = {
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0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
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1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
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1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
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0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
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1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
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0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
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0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
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1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
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0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f,
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1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f,
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1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f,
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0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f
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};
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const int vertexCount = 36;
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m_vbo->allocate(sizeof(GLfloat) * vertexCount * 5);
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m_vbo->write(0, v, sizeof(GLfloat) * vertexCount * 3);
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m_vbo->write(sizeof(GLfloat) * vertexCount * 3, texCoords, sizeof(GLfloat) * vertexCount * 2);
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m_vbo->release();
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if (m_vao->isCreated())
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setupVertexAttribs();
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}
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void CubeRenderer::resize(int w, int h)
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{
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m_proj.setToIdentity();
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m_proj.perspective(45, w / float(h), 0.01f, 100.0f);
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}
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void CubeRenderer::setupVertexAttribs()
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{
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m_vbo->bind();
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m_program->enableAttributeArray(0);
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m_program->enableAttributeArray(1);
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m_context->functions()->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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m_context->functions()->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0,
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(const void *)(36 * 3 * sizeof(GLfloat)));
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m_vbo->release();
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}
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void CubeRenderer::render(QWindow *w, QOpenGLContext *share, uint texture)
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{
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if (!m_context)
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init(w, share);
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if (!m_context->makeCurrent(w))
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return;
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QOpenGLFunctions *f = m_context->functions();
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f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (texture) {
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f->glBindTexture(GL_TEXTURE_2D, texture);
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f->glFrontFace(GL_CW); // because our cube's vertex data is such
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f->glEnable(GL_CULL_FACE);
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f->glEnable(GL_DEPTH_TEST);
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m_program->bind();
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QOpenGLVertexArrayObject::Binder vaoBinder(m_vao);
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// If VAOs are not supported, set the vertex attributes every time.
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if (!m_vao->isCreated())
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setupVertexAttribs();
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static GLfloat angle = 0;
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QMatrix4x4 m;
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m.translate(0, 0, -2);
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m.rotate(90, 0, 0, 1);
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m.rotate(angle, 0.5, 1, 0);
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angle += 0.5f;
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m_program->setUniformValue(m_matrixLoc, m_proj * m);
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// Draw the cube.
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f->glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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m_context->swapBuffers(w);
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}
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@ -0,0 +1,73 @@
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/****************************************************************************
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**
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** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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||||
**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
|
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**
|
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** "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."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#ifndef CUBERENDERER_H
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#define CUBERENDERER_H
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#include <QMatrix4x4>
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QT_FORWARD_DECLARE_CLASS(QOpenGLContext)
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QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram)
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QT_FORWARD_DECLARE_CLASS(QOpenGLBuffer)
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QT_FORWARD_DECLARE_CLASS(QOpenGLVertexArrayObject)
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QT_FORWARD_DECLARE_CLASS(QWindow)
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class CubeRenderer
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{
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public:
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CubeRenderer();
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~CubeRenderer();
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void resize(int w, int h);
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void render(QWindow *w, QOpenGLContext *share, uint texture);
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private:
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void init(QWindow *w, QOpenGLContext *share);
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void setupVertexAttribs();
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QOpenGLContext *m_context;
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QOpenGLShaderProgram *m_program;
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QOpenGLBuffer *m_vbo;
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QOpenGLVertexArrayObject *m_vao;
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int m_matrixLoc;
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QMatrix4x4 m_proj;
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};
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#endif
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@ -39,13 +39,24 @@
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****************************************************************************/
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#include <QGuiApplication>
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#include "window.h"
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#include "window_singlethreaded.h"
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#include "window_multithreaded.h"
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int main(int argc, char **argv)
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{
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QGuiApplication app(argc, argv);
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Window window;
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window.resize(1024, 768);
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window.show();
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QScopedPointer<QWindow> window;
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if (QCoreApplication::arguments().contains(QLatin1String("--threaded"))) {
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qWarning("Using separate Qt Quick render thread");
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window.reset(new WindowMultiThreaded);
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} else {
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qWarning("Using single-threaded rendering");
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window.reset(new WindowSingleThreaded);
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}
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window->resize(1024, 768);
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window->show();
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return app.exec();
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}
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|
|
|
@ -2,8 +2,14 @@ TEMPLATE = app
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QT += quick qml
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SOURCES += main.cpp window.cpp
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HEADERS += window.h
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SOURCES += main.cpp \
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window_singlethreaded.cpp \
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window_multithreaded.cpp \
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cuberenderer.cpp
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HEADERS += window_singlethreaded.h \
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window_multithreaded.h \
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cuberenderer.h
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RESOURCES += rendercontrol.qrc
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|
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@ -0,0 +1,423 @@
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/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2014 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 "window_multithreaded.h"
|
||||
#include "cuberenderer.h"
|
||||
#include <QOpenGLContext>
|
||||
#include <QOpenGLFunctions>
|
||||
#include <QOpenGLFramebufferObject>
|
||||
#include <QOpenGLShaderProgram>
|
||||
#include <QOpenGLVertexArrayObject>
|
||||
#include <QOpenGLBuffer>
|
||||
#include <QOpenGLVertexArrayObject>
|
||||
#include <QOffscreenSurface>
|
||||
#include <QQmlEngine>
|
||||
#include <QQmlComponent>
|
||||
#include <QQuickItem>
|
||||
#include <QQuickWindow>
|
||||
#include <QQuickRenderControl>
|
||||
#include <QCoreApplication>
|
||||
|
||||
/*
|
||||
This implementation runs the Qt Quick scenegraph's sync and render phases on a
|
||||
separate, dedicated thread. Rendering the cube using our custom OpenGL engine
|
||||
happens on that thread as well. This is similar to the built-in threaded
|
||||
render loop, but does not support all the features. There is no support for
|
||||
getting Animators running on the render thread for example.
|
||||
|
||||
We choose to use QObject's event mechanism to communicate with the QObject
|
||||
living on the render thread. An alternative would be to subclass QThread and
|
||||
reimplement run() with a custom event handling approach, like
|
||||
QSGThreadedRenderLoop does. That would potentially lead to better results but
|
||||
is also more complex.
|
||||
*/
|
||||
|
||||
static const QEvent::Type INIT = QEvent::Type(QEvent::User + 1);
|
||||
static const QEvent::Type RENDER = QEvent::Type(QEvent::User + 2);
|
||||
static const QEvent::Type RESIZE = QEvent::Type(QEvent::User + 3);
|
||||
static const QEvent::Type STOP = QEvent::Type(QEvent::User + 4);
|
||||
|
||||
static const QEvent::Type UPDATE = QEvent::Type(QEvent::User + 5);
|
||||
|
||||
QuickRenderer::QuickRenderer()
|
||||
: m_fbo(0),
|
||||
m_cubeRenderer(0),
|
||||
m_quit(false)
|
||||
{
|
||||
}
|
||||
|
||||
void QuickRenderer::requestInit()
|
||||
{
|
||||
QCoreApplication::postEvent(this, new QEvent(INIT));
|
||||
}
|
||||
|
||||
void QuickRenderer::requestRender()
|
||||
{
|
||||
QCoreApplication::postEvent(this, new QEvent(RENDER));
|
||||
}
|
||||
|
||||
void QuickRenderer::requestResize()
|
||||
{
|
||||
QCoreApplication::postEvent(this, new QEvent(RESIZE));
|
||||
}
|
||||
|
||||
void QuickRenderer::requestStop()
|
||||
{
|
||||
QCoreApplication::postEvent(this, new QEvent(STOP));
|
||||
}
|
||||
|
||||
bool QuickRenderer::event(QEvent *e)
|
||||
{
|
||||
QMutexLocker lock(&m_mutex);
|
||||
|
||||
switch (int(e->type())) {
|
||||
case INIT:
|
||||
init();
|
||||
return true;
|
||||
case RENDER:
|
||||
render(&lock);
|
||||
return true;
|
||||
case RESIZE:
|
||||
if (m_cubeRenderer)
|
||||
m_cubeRenderer->resize(m_window->width(), m_window->height());
|
||||
return true;
|
||||
case STOP:
|
||||
cleanup();
|
||||
return true;
|
||||
default:
|
||||
return QObject::event(e);
|
||||
}
|
||||
}
|
||||
|
||||
void QuickRenderer::init()
|
||||
{
|
||||
m_context->makeCurrent(m_surface);
|
||||
|
||||
m_cubeRenderer = new CubeRenderer;
|
||||
m_cubeRenderer->resize(m_window->width(), m_window->height());
|
||||
|
||||
m_renderControl->initialize(m_context);
|
||||
}
|
||||
|
||||
void QuickRenderer::cleanup()
|
||||
{
|
||||
m_context->makeCurrent(m_surface);
|
||||
|
||||
m_renderControl->invalidate();
|
||||
|
||||
delete m_fbo;
|
||||
m_fbo = 0;
|
||||
|
||||
delete m_cubeRenderer;
|
||||
m_cubeRenderer = 0;
|
||||
|
||||
m_context->doneCurrent();
|
||||
m_context->moveToThread(QCoreApplication::instance()->thread());
|
||||
|
||||
m_cond.wakeOne();
|
||||
}
|
||||
|
||||
void QuickRenderer::ensureFbo()
|
||||
{
|
||||
if (m_fbo && m_fbo->size() != m_window->size() * m_window->devicePixelRatio()) {
|
||||
delete m_fbo;
|
||||
m_fbo = 0;
|
||||
}
|
||||
|
||||
if (!m_fbo) {
|
||||
m_fbo = new QOpenGLFramebufferObject(m_window->size() * m_window->devicePixelRatio(),
|
||||
QOpenGLFramebufferObject::CombinedDepthStencil);
|
||||
m_quickWindow->setRenderTarget(m_fbo);
|
||||
}
|
||||
}
|
||||
|
||||
void QuickRenderer::render(QMutexLocker *lock)
|
||||
{
|
||||
Q_ASSERT(QThread::currentThread() != m_window->thread());
|
||||
|
||||
if (!m_context->makeCurrent(m_surface)) {
|
||||
qWarning("Failed to make context current on render thread");
|
||||
return;
|
||||
}
|
||||
|
||||
ensureFbo();
|
||||
|
||||
// Synchronization and rendering happens here on the render thread.
|
||||
m_renderControl->sync();
|
||||
|
||||
// The gui thread can now continue.
|
||||
m_cond.wakeOne();
|
||||
lock->unlock();
|
||||
|
||||
// Meanwhile on this thread continue with the actual rendering (into the FBO first).
|
||||
m_renderControl->render();
|
||||
|
||||
// The cube renderer uses its own context, no need to bother with the state here.
|
||||
|
||||
// Get something onto the screen using our custom OpenGL engine.
|
||||
QMutexLocker quitLock(&m_quitMutex);
|
||||
if (!m_quit)
|
||||
m_cubeRenderer->render(m_window, m_context, m_fbo->texture());
|
||||
}
|
||||
|
||||
void QuickRenderer::aboutToQuit()
|
||||
{
|
||||
QMutexLocker lock(&m_quitMutex);
|
||||
m_quit = true;
|
||||
}
|
||||
|
||||
WindowMultiThreaded::WindowMultiThreaded()
|
||||
: m_rootItem(0),
|
||||
m_quickInitialized(false),
|
||||
m_psrRequested(false)
|
||||
{
|
||||
setSurfaceType(QSurface::OpenGLSurface);
|
||||
|
||||
QSurfaceFormat format;
|
||||
// Qt Quick may need a depth and stencil buffer. Always make sure these are available.
|
||||
format.setDepthBufferSize(16);
|
||||
format.setStencilBufferSize(8);
|
||||
setFormat(format);
|
||||
|
||||
m_context = new QOpenGLContext;
|
||||
m_context->setFormat(format);
|
||||
m_context->create();
|
||||
|
||||
m_offscreenSurface = new QOffscreenSurface;
|
||||
// Pass m_context->format(), not format. Format does not specify and color buffer
|
||||
// sizes, while the context, that has just been created, reports a format that has
|
||||
// these values filled in. Pass this to the offscreen surface to make sure it will be
|
||||
// compatible with the context's configuration.
|
||||
m_offscreenSurface->setFormat(m_context->format());
|
||||
m_offscreenSurface->create();
|
||||
|
||||
m_renderControl = new QQuickRenderControl(this);
|
||||
|
||||
// Create a QQuickWindow that is associated with out render control. Note that this
|
||||
// window never gets created or shown, meaning that it will never get an underlying
|
||||
// native (platform) window.
|
||||
m_quickWindow = new QQuickWindow(m_renderControl);
|
||||
|
||||
// Create a QML engine.
|
||||
m_qmlEngine = new QQmlEngine;
|
||||
if (!m_qmlEngine->incubationController())
|
||||
m_qmlEngine->setIncubationController(m_quickWindow->incubationController());
|
||||
|
||||
m_quickRenderer = new QuickRenderer;
|
||||
m_quickRenderer->setContext(m_context);
|
||||
|
||||
// These live on the gui thread. Just give access to them on the render thread.
|
||||
m_quickRenderer->setSurface(m_offscreenSurface);
|
||||
m_quickRenderer->setWindow(this);
|
||||
m_quickRenderer->setQuickWindow(m_quickWindow);
|
||||
m_quickRenderer->setRenderControl(m_renderControl);
|
||||
|
||||
m_quickRendererThread = new QThread;
|
||||
|
||||
// Notify the render control that some scenegraph internals have to live on
|
||||
// m_quickRenderThread.
|
||||
m_renderControl->prepareThread(m_quickRendererThread);
|
||||
|
||||
// The QOpenGLContext and the QObject representing the rendering logic on
|
||||
// the render thread must live on that thread.
|
||||
m_context->moveToThread(m_quickRendererThread);
|
||||
m_quickRenderer->moveToThread(m_quickRendererThread);
|
||||
|
||||
m_quickRendererThread->start();
|
||||
|
||||
// Now hook up the signals. For simplicy we don't differentiate
|
||||
// between renderRequested (only render is needed, no sync) and
|
||||
// sceneChanged (polish and sync is needed too).
|
||||
connect(m_renderControl, &QQuickRenderControl::renderRequested, this, &WindowMultiThreaded::requestUpdate);
|
||||
connect(m_renderControl, &QQuickRenderControl::sceneChanged, this, &WindowMultiThreaded::requestUpdate);
|
||||
}
|
||||
|
||||
WindowMultiThreaded::~WindowMultiThreaded()
|
||||
{
|
||||
// Release resources and move the context ownership back to this thread.
|
||||
m_quickRenderer->mutex()->lock();
|
||||
m_quickRenderer->requestStop();
|
||||
m_quickRenderer->cond()->wait(m_quickRenderer->mutex());
|
||||
m_quickRenderer->mutex()->unlock();
|
||||
|
||||
m_quickRendererThread->quit();
|
||||
m_quickRendererThread->wait();
|
||||
|
||||
delete m_renderControl;
|
||||
delete m_qmlComponent;
|
||||
delete m_quickWindow;
|
||||
delete m_qmlEngine;
|
||||
|
||||
delete m_offscreenSurface;
|
||||
delete m_context;
|
||||
}
|
||||
|
||||
void WindowMultiThreaded::requestUpdate()
|
||||
{
|
||||
if (m_quickInitialized && !m_psrRequested) {
|
||||
m_psrRequested = true;
|
||||
QCoreApplication::postEvent(this, new QEvent(UPDATE));
|
||||
}
|
||||
}
|
||||
|
||||
bool WindowMultiThreaded::event(QEvent *e)
|
||||
{
|
||||
if (e->type() == UPDATE) {
|
||||
polishSyncAndRender();
|
||||
m_psrRequested = false;
|
||||
return true;
|
||||
} else if (e->type() == QEvent::Close) {
|
||||
// Avoid rendering on the render thread when the window is about to
|
||||
// close. Once a QWindow is closed, the underlying platform window will
|
||||
// go away, even though the QWindow instance itself is still
|
||||
// valid. Operations like swapBuffers() are futile and only result in
|
||||
// warnings afterwards. Prevent this.
|
||||
m_quickRenderer->aboutToQuit();
|
||||
}
|
||||
return QWindow::event(e);
|
||||
}
|
||||
|
||||
void WindowMultiThreaded::polishSyncAndRender()
|
||||
{
|
||||
Q_ASSERT(QThread::currentThread() == thread());
|
||||
|
||||
// Polishing happens on the gui thread.
|
||||
m_renderControl->polishItems();
|
||||
// Sync happens on the render thread with the gui thread (this one) blocked.
|
||||
QMutexLocker lock(m_quickRenderer->mutex());
|
||||
m_quickRenderer->requestRender();
|
||||
// Wait until sync is complete.
|
||||
m_quickRenderer->cond()->wait(m_quickRenderer->mutex());
|
||||
// Rendering happens on the render thread without blocking the gui (main)
|
||||
// thread. This is good because the blocking swap (waiting for vsync)
|
||||
// happens on the render thread, not blocking other work.
|
||||
}
|
||||
|
||||
void WindowMultiThreaded::run()
|
||||
{
|
||||
disconnect(m_qmlComponent, SIGNAL(statusChanged(QQmlComponent::Status)), this, SLOT(run()));
|
||||
|
||||
if (m_qmlComponent->isError()) {
|
||||
QList<QQmlError> errorList = m_qmlComponent->errors();
|
||||
foreach (const QQmlError &error, errorList)
|
||||
qWarning() << error.url() << error.line() << error;
|
||||
return;
|
||||
}
|
||||
|
||||
QObject *rootObject = m_qmlComponent->create();
|
||||
if (m_qmlComponent->isError()) {
|
||||
QList<QQmlError> errorList = m_qmlComponent->errors();
|
||||
foreach (const QQmlError &error, errorList)
|
||||
qWarning() << error.url() << error.line() << error;
|
||||
return;
|
||||
}
|
||||
|
||||
m_rootItem = qobject_cast<QQuickItem *>(rootObject);
|
||||
if (!m_rootItem) {
|
||||
qWarning("run: Not a QQuickItem");
|
||||
delete rootObject;
|
||||
return;
|
||||
}
|
||||
|
||||
// The root item is ready. Associate it with the window.
|
||||
m_rootItem->setParentItem(m_quickWindow->contentItem());
|
||||
|
||||
// Update item and rendering related geometries.
|
||||
updateSizes();
|
||||
|
||||
m_quickInitialized = true;
|
||||
|
||||
// Initialize the render thread and perform the first polish/sync/render.
|
||||
m_quickRenderer->requestInit();
|
||||
polishSyncAndRender();
|
||||
}
|
||||
|
||||
void WindowMultiThreaded::updateSizes()
|
||||
{
|
||||
// Behave like SizeRootObjectToView.
|
||||
m_rootItem->setWidth(width());
|
||||
m_rootItem->setHeight(height());
|
||||
|
||||
m_quickWindow->setGeometry(0, 0, width(), height());
|
||||
}
|
||||
|
||||
void WindowMultiThreaded::startQuick(const QString &filename)
|
||||
{
|
||||
m_qmlComponent = new QQmlComponent(m_qmlEngine, QUrl(filename));
|
||||
if (m_qmlComponent->isLoading())
|
||||
connect(m_qmlComponent, &QQmlComponent::statusChanged, this, &WindowMultiThreaded::run);
|
||||
else
|
||||
run();
|
||||
}
|
||||
|
||||
void WindowMultiThreaded::exposeEvent(QExposeEvent *)
|
||||
{
|
||||
if (isExposed()) {
|
||||
if (!m_quickInitialized)
|
||||
startQuick(QStringLiteral("qrc:/rendercontrol/demo.qml"));
|
||||
}
|
||||
}
|
||||
|
||||
void WindowMultiThreaded::resizeEvent(QResizeEvent *)
|
||||
{
|
||||
// If this is a resize after the scene is up and running, recreate the fbo and the
|
||||
// Quick item and scene.
|
||||
if (m_rootItem) {
|
||||
updateSizes();
|
||||
m_quickRenderer->requestResize();
|
||||
polishSyncAndRender();
|
||||
}
|
||||
}
|
||||
|
||||
void WindowMultiThreaded::mousePressEvent(QMouseEvent *e)
|
||||
{
|
||||
// Use the constructor taking localPos and screenPos. That puts localPos into the
|
||||
// event's localPos and windowPos, and screenPos into the event's screenPos. This way
|
||||
// the windowPos in e is ignored and is replaced by localPos. This is necessary
|
||||
// because QQuickWindow thinks of itself as a top-level window always.
|
||||
QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
|
||||
QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
|
||||
}
|
||||
|
||||
void WindowMultiThreaded::mouseReleaseEvent(QMouseEvent *e)
|
||||
{
|
||||
QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
|
||||
QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
|
||||
}
|
|
@ -0,0 +1,142 @@
|
|||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2014 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."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
#ifndef WINDOW_MULTITHREADED_H
|
||||
#define WINDOW_MULTITHREADED_H
|
||||
|
||||
#include <QWindow>
|
||||
#include <QMatrix4x4>
|
||||
#include <QThread>
|
||||
#include <QWaitCondition>
|
||||
#include <QMutex>
|
||||
|
||||
QT_FORWARD_DECLARE_CLASS(QOpenGLContext)
|
||||
QT_FORWARD_DECLARE_CLASS(QOpenGLFramebufferObject)
|
||||
QT_FORWARD_DECLARE_CLASS(QOffscreenSurface)
|
||||
QT_FORWARD_DECLARE_CLASS(QQuickRenderControl)
|
||||
QT_FORWARD_DECLARE_CLASS(QQuickWindow)
|
||||
QT_FORWARD_DECLARE_CLASS(QQmlEngine)
|
||||
QT_FORWARD_DECLARE_CLASS(QQmlComponent)
|
||||
QT_FORWARD_DECLARE_CLASS(QQuickItem)
|
||||
|
||||
class CubeRenderer;
|
||||
|
||||
class QuickRenderer : public QObject
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
QuickRenderer();
|
||||
|
||||
void requestInit();
|
||||
void requestRender();
|
||||
void requestResize();
|
||||
void requestStop();
|
||||
|
||||
QWaitCondition *cond() { return &m_cond; }
|
||||
QMutex *mutex() { return &m_mutex; }
|
||||
|
||||
void setContext(QOpenGLContext *ctx) { m_context = ctx; }
|
||||
void setSurface(QOffscreenSurface *s) { m_surface = s; }
|
||||
void setWindow(QWindow *w) { m_window = w; }
|
||||
void setQuickWindow(QQuickWindow *w) { m_quickWindow = w; }
|
||||
void setRenderControl(QQuickRenderControl *r) { m_renderControl = r; }
|
||||
|
||||
void aboutToQuit();
|
||||
|
||||
private:
|
||||
bool event(QEvent *e) Q_DECL_OVERRIDE;
|
||||
void init();
|
||||
void cleanup();
|
||||
void ensureFbo();
|
||||
void render(QMutexLocker *lock);
|
||||
|
||||
QWaitCondition m_cond;
|
||||
QMutex m_mutex;
|
||||
QOpenGLContext *m_context;
|
||||
QOffscreenSurface *m_surface;
|
||||
QOpenGLFramebufferObject *m_fbo;
|
||||
QWindow *m_window;
|
||||
QQuickWindow *m_quickWindow;
|
||||
QQuickRenderControl *m_renderControl;
|
||||
CubeRenderer *m_cubeRenderer;
|
||||
QMutex m_quitMutex;
|
||||
bool m_quit;
|
||||
};
|
||||
|
||||
class WindowMultiThreaded : public QWindow
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
WindowMultiThreaded();
|
||||
~WindowMultiThreaded();
|
||||
|
||||
protected:
|
||||
void exposeEvent(QExposeEvent *e) Q_DECL_OVERRIDE;
|
||||
void resizeEvent(QResizeEvent *e) Q_DECL_OVERRIDE;
|
||||
void mousePressEvent(QMouseEvent *e) Q_DECL_OVERRIDE;
|
||||
void mouseReleaseEvent(QMouseEvent *e) Q_DECL_OVERRIDE;
|
||||
bool event(QEvent *e) Q_DECL_OVERRIDE;
|
||||
|
||||
private slots:
|
||||
void run();
|
||||
void requestUpdate();
|
||||
void polishSyncAndRender();
|
||||
|
||||
private:
|
||||
void startQuick(const QString &filename);
|
||||
void updateSizes();
|
||||
|
||||
QuickRenderer *m_quickRenderer;
|
||||
QThread *m_quickRendererThread;
|
||||
|
||||
QOpenGLContext *m_context;
|
||||
QOffscreenSurface *m_offscreenSurface;
|
||||
QQuickRenderControl *m_renderControl;
|
||||
QQuickWindow *m_quickWindow;
|
||||
QQmlEngine *m_qmlEngine;
|
||||
QQmlComponent *m_qmlComponent;
|
||||
QQuickItem *m_rootItem;
|
||||
bool m_quickInitialized;
|
||||
bool m_psrRequested;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -38,7 +38,8 @@
|
|||
**
|
||||
****************************************************************************/
|
||||
|
||||
#include "window.h"
|
||||
#include "window_singlethreaded.h"
|
||||
#include "cuberenderer.h"
|
||||
#include <QOpenGLContext>
|
||||
#include <QOpenGLFunctions>
|
||||
#include <QOpenGLFramebufferObject>
|
||||
|
@ -54,11 +55,9 @@
|
|||
#include <QQuickRenderControl>
|
||||
#include <QCoreApplication>
|
||||
|
||||
Window::Window()
|
||||
WindowSingleThreaded::WindowSingleThreaded()
|
||||
: m_rootItem(0),
|
||||
m_fbo(0),
|
||||
m_program(0),
|
||||
m_vbo(0),
|
||||
m_quickInitialized(false),
|
||||
m_quickReady(false)
|
||||
{
|
||||
|
@ -82,6 +81,8 @@ Window::Window()
|
|||
m_offscreenSurface->setFormat(m_context->format());
|
||||
m_offscreenSurface->create();
|
||||
|
||||
m_cubeRenderer = new CubeRenderer;
|
||||
|
||||
m_renderControl = new QQuickRenderControl(this);
|
||||
|
||||
// Create a QQuickWindow that is associated with out render control. Note that this
|
||||
|
@ -98,18 +99,18 @@ Window::Window()
|
|||
// a timer with a small interval is used to get better performance.
|
||||
m_updateTimer.setSingleShot(true);
|
||||
m_updateTimer.setInterval(5);
|
||||
connect(&m_updateTimer, &QTimer::timeout, this, &Window::updateQuick);
|
||||
connect(&m_updateTimer, &QTimer::timeout, this, &WindowSingleThreaded::render);
|
||||
|
||||
// Now hook up the signals. For simplicy we don't differentiate between
|
||||
// renderRequested (only render is needed, no sync) and sceneChanged (polish and sync
|
||||
// is needed too).
|
||||
connect(m_quickWindow, &QQuickWindow::sceneGraphInitialized, this, &Window::createFbo);
|
||||
connect(m_quickWindow, &QQuickWindow::sceneGraphInvalidated, this, &Window::destroyFbo);
|
||||
connect(m_renderControl, &QQuickRenderControl::renderRequested, this, &Window::requestUpdate);
|
||||
connect(m_renderControl, &QQuickRenderControl::sceneChanged, this, &Window::requestUpdate);
|
||||
connect(m_quickWindow, &QQuickWindow::sceneGraphInitialized, this, &WindowSingleThreaded::createFbo);
|
||||
connect(m_quickWindow, &QQuickWindow::sceneGraphInvalidated, this, &WindowSingleThreaded::destroyFbo);
|
||||
connect(m_renderControl, &QQuickRenderControl::renderRequested, this, &WindowSingleThreaded::requestUpdate);
|
||||
connect(m_renderControl, &QQuickRenderControl::sceneChanged, this, &WindowSingleThreaded::requestUpdate);
|
||||
}
|
||||
|
||||
Window::~Window()
|
||||
WindowSingleThreaded::~WindowSingleThreaded()
|
||||
{
|
||||
// Make sure the context is current while doing cleanup. Note that we use the
|
||||
// offscreen surface here because passing 'this' at this point is not safe: the
|
||||
|
@ -125,17 +126,16 @@ Window::~Window()
|
|||
delete m_quickWindow;
|
||||
delete m_qmlEngine;
|
||||
delete m_fbo;
|
||||
delete m_program;
|
||||
delete m_vbo;
|
||||
delete m_vao;
|
||||
|
||||
m_context->doneCurrent();
|
||||
|
||||
delete m_offscreenSurface;
|
||||
delete m_context;
|
||||
|
||||
delete m_cubeRenderer;
|
||||
}
|
||||
|
||||
void Window::createFbo()
|
||||
void WindowSingleThreaded::createFbo()
|
||||
{
|
||||
// The scene graph has been initialized. It is now time to create an FBO and associate
|
||||
// it with the QQuickWindow.
|
||||
|
@ -143,19 +143,41 @@ void Window::createFbo()
|
|||
m_quickWindow->setRenderTarget(m_fbo);
|
||||
}
|
||||
|
||||
void Window::destroyFbo()
|
||||
void WindowSingleThreaded::destroyFbo()
|
||||
{
|
||||
delete m_fbo;
|
||||
m_fbo = 0;
|
||||
}
|
||||
|
||||
void Window::requestUpdate()
|
||||
void WindowSingleThreaded::render()
|
||||
{
|
||||
if (!m_context->makeCurrent(m_offscreenSurface))
|
||||
return;
|
||||
|
||||
// Polish, synchronize and render the next frame (into our fbo). In this example
|
||||
// everything happens on the same thread and therefore all three steps are performed
|
||||
// in succession from here. In a threaded setup the render() call would happen on a
|
||||
// separate thread.
|
||||
m_renderControl->polishItems();
|
||||
m_renderControl->sync();
|
||||
m_renderControl->render();
|
||||
|
||||
m_quickWindow->resetOpenGLState();
|
||||
QOpenGLFramebufferObject::bindDefault();
|
||||
|
||||
m_quickReady = true;
|
||||
|
||||
// Get something onto the screen.
|
||||
m_cubeRenderer->render(this, m_context, m_quickReady ? m_fbo->texture() : 0);
|
||||
}
|
||||
|
||||
void WindowSingleThreaded::requestUpdate()
|
||||
{
|
||||
if (!m_updateTimer.isActive())
|
||||
m_updateTimer.start();
|
||||
}
|
||||
|
||||
void Window::run()
|
||||
void WindowSingleThreaded::run()
|
||||
{
|
||||
disconnect(m_qmlComponent, SIGNAL(statusChanged(QQmlComponent::Status)), this, SLOT(run()));
|
||||
|
||||
|
@ -190,89 +212,10 @@ void Window::run()
|
|||
// Initialize the render control and our OpenGL resources.
|
||||
m_context->makeCurrent(m_offscreenSurface);
|
||||
m_renderControl->initialize(m_context);
|
||||
|
||||
static const char *vertexShaderSource =
|
||||
"attribute highp vec4 vertex;\n"
|
||||
"attribute lowp vec2 coord;\n"
|
||||
"varying lowp vec2 v_coord;\n"
|
||||
"uniform highp mat4 matrix;\n"
|
||||
"void main() {\n"
|
||||
" v_coord = coord;\n"
|
||||
" gl_Position = matrix * vertex;\n"
|
||||
"}\n";
|
||||
static const char *fragmentShaderSource =
|
||||
"varying lowp vec2 v_coord;\n"
|
||||
"uniform sampler2D sampler;\n"
|
||||
"void main() {\n"
|
||||
" gl_FragColor = vec4(texture2D(sampler, v_coord).rgb, 1.0);\n"
|
||||
"}\n";
|
||||
m_program = new QOpenGLShaderProgram;
|
||||
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
|
||||
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
|
||||
m_program->bindAttributeLocation("vertex", 0);
|
||||
m_program->bindAttributeLocation("coord", 1);
|
||||
m_program->link();
|
||||
m_matrixLoc = m_program->uniformLocation("matrix");
|
||||
|
||||
m_vao = new QOpenGLVertexArrayObject;
|
||||
m_vao->create();
|
||||
m_vao->bind();
|
||||
|
||||
m_vbo = new QOpenGLBuffer;
|
||||
m_vbo->create();
|
||||
m_vbo->bind();
|
||||
|
||||
GLfloat v[] = {
|
||||
-0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5,
|
||||
0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5,
|
||||
-0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5,
|
||||
0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5,
|
||||
|
||||
0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5,
|
||||
0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5,
|
||||
-0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5,
|
||||
-0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5,
|
||||
|
||||
0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
|
||||
-0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5,
|
||||
-0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
|
||||
0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5
|
||||
};
|
||||
GLfloat texCoords[] = {
|
||||
0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
|
||||
1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
|
||||
1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
|
||||
0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
|
||||
|
||||
1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
|
||||
0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
|
||||
0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
|
||||
1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
|
||||
|
||||
0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f,
|
||||
1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f,
|
||||
1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f,
|
||||
0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f
|
||||
};
|
||||
|
||||
const int vertexCount = 36;
|
||||
m_vbo->allocate(sizeof(GLfloat) * vertexCount * 5);
|
||||
m_vbo->write(0, v, sizeof(GLfloat) * vertexCount * 3);
|
||||
m_vbo->write(sizeof(GLfloat) * vertexCount * 3, texCoords, sizeof(GLfloat) * vertexCount * 2);
|
||||
m_vbo->release();
|
||||
|
||||
if (m_vao->isCreated())
|
||||
setupVertexAttribs();
|
||||
|
||||
// Must unbind before changing the current context. Hence the absence of
|
||||
// QOpenGLVertexArrayObject::Binder here.
|
||||
m_vao->release();
|
||||
|
||||
m_context->doneCurrent();
|
||||
m_quickInitialized = true;
|
||||
}
|
||||
|
||||
void Window::updateSizes()
|
||||
void WindowSingleThreaded::updateSizes()
|
||||
{
|
||||
// Behave like SizeRootObjectToView.
|
||||
m_rootItem->setWidth(width());
|
||||
|
@ -280,40 +223,28 @@ void Window::updateSizes()
|
|||
|
||||
m_quickWindow->setGeometry(0, 0, width(), height());
|
||||
|
||||
m_proj.setToIdentity();
|
||||
m_proj.perspective(45, width() / float(height()), 0.01f, 100.0f);
|
||||
m_cubeRenderer->resize(width(), height());
|
||||
}
|
||||
|
||||
void Window::setupVertexAttribs()
|
||||
{
|
||||
m_vbo->bind();
|
||||
m_program->enableAttributeArray(0);
|
||||
m_program->enableAttributeArray(1);
|
||||
m_context->functions()->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
m_context->functions()->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0,
|
||||
(const void *)(36 * 3 * sizeof(GLfloat)));
|
||||
m_vbo->release();
|
||||
}
|
||||
|
||||
void Window::startQuick(const QString &filename)
|
||||
void WindowSingleThreaded::startQuick(const QString &filename)
|
||||
{
|
||||
m_qmlComponent = new QQmlComponent(m_qmlEngine, QUrl(filename));
|
||||
if (m_qmlComponent->isLoading())
|
||||
connect(m_qmlComponent, &QQmlComponent::statusChanged, this, &Window::run);
|
||||
connect(m_qmlComponent, &QQmlComponent::statusChanged, this, &WindowSingleThreaded::run);
|
||||
else
|
||||
run();
|
||||
}
|
||||
|
||||
void Window::exposeEvent(QExposeEvent *)
|
||||
void WindowSingleThreaded::exposeEvent(QExposeEvent *)
|
||||
{
|
||||
if (isExposed()) {
|
||||
render();
|
||||
m_cubeRenderer->render(this, m_context, m_quickReady ? m_fbo->texture() : 0);
|
||||
if (!m_quickInitialized)
|
||||
startQuick(QStringLiteral("qrc:/rendercontrol/demo.qml"));
|
||||
}
|
||||
}
|
||||
|
||||
void Window::resizeEvent(QResizeEvent *)
|
||||
void WindowSingleThreaded::resizeEvent(QResizeEvent *)
|
||||
{
|
||||
// If this is a resize after the scene is up and running, recreate the fbo and the
|
||||
// Quick item and scene.
|
||||
|
@ -325,71 +256,7 @@ void Window::resizeEvent(QResizeEvent *)
|
|||
}
|
||||
}
|
||||
|
||||
void Window::updateQuick()
|
||||
{
|
||||
if (!m_context->makeCurrent(m_offscreenSurface))
|
||||
return;
|
||||
|
||||
// Polish, synchronize and render the next frame (into our fbo). In this example
|
||||
// everything happens on the same thread and therefore all three steps are performed
|
||||
// in succession from here. In a threaded setup the render() call would happen on a
|
||||
// separate thread.
|
||||
m_renderControl->polishItems();
|
||||
m_renderControl->sync();
|
||||
m_renderControl->render();
|
||||
|
||||
m_quickWindow->resetOpenGLState();
|
||||
QOpenGLFramebufferObject::bindDefault();
|
||||
|
||||
m_quickReady = true;
|
||||
|
||||
// Get something onto the screen.
|
||||
render();
|
||||
}
|
||||
|
||||
void Window::render()
|
||||
{
|
||||
if (!m_context->makeCurrent(this))
|
||||
return;
|
||||
|
||||
QOpenGLFunctions *f = m_context->functions();
|
||||
f->glClearColor(0.0f, 0.1f, 0.25f, 1.0f);
|
||||
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
if (m_quickReady) {
|
||||
f->glFrontFace(GL_CW); // because our cube's vertex data is such
|
||||
f->glEnable(GL_CULL_FACE);
|
||||
f->glEnable(GL_DEPTH_TEST);
|
||||
|
||||
f->glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
|
||||
|
||||
m_program->bind();
|
||||
QOpenGLVertexArrayObject::Binder vaoBinder(m_vao);
|
||||
// If VAOs are not supported, set the vertex attributes every time.
|
||||
if (!m_vao->isCreated())
|
||||
setupVertexAttribs();
|
||||
|
||||
static GLfloat angle = 0;
|
||||
QMatrix4x4 m;
|
||||
m.translate(0, 0, -2);
|
||||
m.rotate(90, 0, 0, 1);
|
||||
m.rotate(angle, 0.5, 1, 0);
|
||||
angle += 0.5f;
|
||||
|
||||
m_program->setUniformValue(m_matrixLoc, m_proj * m);
|
||||
|
||||
// Draw the cube.
|
||||
f->glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
m_program->release();
|
||||
f->glDisable(GL_DEPTH_TEST);
|
||||
f->glDisable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
m_context->swapBuffers(this);
|
||||
}
|
||||
|
||||
void Window::mousePressEvent(QMouseEvent *e)
|
||||
void WindowSingleThreaded::mousePressEvent(QMouseEvent *e)
|
||||
{
|
||||
// Use the constructor taking localPos and screenPos. That puts localPos into the
|
||||
// event's localPos and windowPos, and screenPos into the event's screenPos. This way
|
||||
|
@ -399,7 +266,7 @@ void Window::mousePressEvent(QMouseEvent *e)
|
|||
QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
|
||||
}
|
||||
|
||||
void Window::mouseReleaseEvent(QMouseEvent *e)
|
||||
void WindowSingleThreaded::mouseReleaseEvent(QMouseEvent *e)
|
||||
{
|
||||
QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers());
|
||||
QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
|
|
@ -38,15 +38,15 @@
|
|||
**
|
||||
****************************************************************************/
|
||||
|
||||
#ifndef WINDOW_SINGLETHREADED_H
|
||||
#define WINDOW_SINGLETHREADED_H
|
||||
|
||||
#include <QWindow>
|
||||
#include <QMatrix4x4>
|
||||
#include <QTimer>
|
||||
|
||||
QT_FORWARD_DECLARE_CLASS(QOpenGLContext)
|
||||
QT_FORWARD_DECLARE_CLASS(QOpenGLFramebufferObject)
|
||||
QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram)
|
||||
QT_FORWARD_DECLARE_CLASS(QOpenGLBuffer)
|
||||
QT_FORWARD_DECLARE_CLASS(QOpenGLVertexArrayObject)
|
||||
QT_FORWARD_DECLARE_CLASS(QOffscreenSurface)
|
||||
QT_FORWARD_DECLARE_CLASS(QQuickRenderControl)
|
||||
QT_FORWARD_DECLARE_CLASS(QQuickWindow)
|
||||
|
@ -54,13 +54,15 @@ QT_FORWARD_DECLARE_CLASS(QQmlEngine)
|
|||
QT_FORWARD_DECLARE_CLASS(QQmlComponent)
|
||||
QT_FORWARD_DECLARE_CLASS(QQuickItem)
|
||||
|
||||
class Window : public QWindow
|
||||
class CubeRenderer;
|
||||
|
||||
class WindowSingleThreaded : public QWindow
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
Window();
|
||||
~Window();
|
||||
WindowSingleThreaded();
|
||||
~WindowSingleThreaded();
|
||||
|
||||
protected:
|
||||
void exposeEvent(QExposeEvent *e) Q_DECL_OVERRIDE;
|
||||
|
@ -69,16 +71,15 @@ protected:
|
|||
void mouseReleaseEvent(QMouseEvent *e) Q_DECL_OVERRIDE;
|
||||
|
||||
private slots:
|
||||
void render();
|
||||
void updateQuick();
|
||||
void run();
|
||||
|
||||
void createFbo();
|
||||
void destroyFbo();
|
||||
void render();
|
||||
void requestUpdate();
|
||||
|
||||
private:
|
||||
void startQuick(const QString &filename);
|
||||
void setupVertexAttribs();
|
||||
void updateSizes();
|
||||
|
||||
QOpenGLContext *m_context;
|
||||
|
@ -89,12 +90,10 @@ private:
|
|||
QQmlComponent *m_qmlComponent;
|
||||
QQuickItem *m_rootItem;
|
||||
QOpenGLFramebufferObject *m_fbo;
|
||||
QOpenGLShaderProgram *m_program;
|
||||
QOpenGLBuffer *m_vbo;
|
||||
QOpenGLVertexArrayObject *m_vao;
|
||||
bool m_quickInitialized;
|
||||
bool m_quickReady;
|
||||
int m_matrixLoc;
|
||||
QMatrix4x4 m_proj;
|
||||
QTimer m_updateTimer;
|
||||
CubeRenderer *m_cubeRenderer;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -36,7 +36,7 @@
|
|||
|
||||
#include <QtCore/QCoreApplication>
|
||||
#include <QtCore/QTime>
|
||||
#include <QtCore/private/qabstractanimation_p.h>
|
||||
#include <QtQuick/private/qquickanimatorcontroller_p.h>
|
||||
|
||||
#include <QtGui/QOpenGLContext>
|
||||
#include <QtGui/private/qguiapplication_p.h>
|
||||
|
@ -169,6 +169,20 @@ void QQuickRenderControlPrivate::windowDestroyed()
|
|||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
Prepares rendering the Qt Quick scene outside the gui thread.
|
||||
|
||||
\a targetThread specifies the thread on which synchronization and
|
||||
rendering will happen. There is no need to call this function in a
|
||||
single threaded scenario.
|
||||
*/
|
||||
void QQuickRenderControl::prepareThread(QThread *targetThread)
|
||||
{
|
||||
Q_D(QQuickRenderControl);
|
||||
d->rc->moveToThread(targetThread);
|
||||
QQuickWindowPrivate::get(d->window)->animationController->moveToThread(targetThread);
|
||||
}
|
||||
|
||||
/*!
|
||||
Initializes the scene graph resources. The context \a gl has to
|
||||
be the current context.
|
||||
|
|
|
@ -42,6 +42,7 @@ QT_BEGIN_NAMESPACE
|
|||
class QQuickWindow;
|
||||
class QOpenGLContext;
|
||||
class QQuickRenderControlPrivate;
|
||||
class QThread;
|
||||
|
||||
class Q_QUICK_EXPORT QQuickRenderControl : public QObject
|
||||
{
|
||||
|
@ -51,6 +52,7 @@ public:
|
|||
QQuickRenderControl(QObject *parent = 0);
|
||||
~QQuickRenderControl();
|
||||
|
||||
void prepareThread(QThread *targetThread);
|
||||
void initialize(QOpenGLContext *gl);
|
||||
void invalidate();
|
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||||
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Reference in New Issue