window_multithreaded.cpp Example File
rendercontrol/window_multithreaded.cpp/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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. 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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_context(nullptr), m_surface(nullptr), m_fbo(nullptr), m_window(nullptr), m_quickWindow(nullptr), m_renderControl(nullptr), m_cubeRenderer(nullptr), 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); // Pass our offscreen surface to the cube renderer just so that it will // have something is can make current during cleanup. QOffscreenSurface, // just like QWindow, must always be created on the gui thread (as it might // be backed by an actual QWindow). m_cubeRenderer = new CubeRenderer(m_surface); 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 = nullptr; delete m_cubeRenderer; m_cubeRenderer = nullptr; 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 = nullptr; } 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(); m_context->functions()->glFlush(); // 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; } class RenderControl : public QQuickRenderControl { public: RenderControl(QWindow *w) : m_window(w) { } QWindow *renderWindow(QPoint *offset) override; private: QWindow *m_window; }; WindowMultiThreaded::WindowMultiThreaded() : m_qmlComponent(nullptr), m_rootItem(nullptr), 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 RenderControl(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, &QQmlComponent::statusChanged, this, &WindowMultiThreaded::run); if (m_qmlComponent->isError()) { const QList<QQmlError> errorList = m_qmlComponent->errors(); for (const QQmlError &error : errorList) qWarning() << error.url() << error.line() << error; return; } QObject *rootObject = m_qmlComponent->create(); if (m_qmlComponent->isError()) { const QList<QQmlError> errorList = m_qmlComponent->errors(); for (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); }
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