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#include "threadrenderer.h"#include "logorenderer.h"#include <QtCore/QMutex>#include <QtCore/QThread>#include <QtGui/QOpenGLContext>#include <QtGui/QOpenGLFramebufferObject>#include <QtGui/QGuiApplication>#include <QtGui/QOffscreenSurface>#include <QtQuick/QQuickWindow>#include <qsgsimpletexturenode.h>QList<QThread*> ThreadRenderer::threads;
/*
* The render thread shares a context with the scene graph and will
* render into two separate FBOs, one to use for display and one
* to use for rendering
*/class RenderThread : publicQThread
{
Q_OBJECT
public:
RenderThread(constQSize&size)
: surface(0)
, context(0)
, m_renderFbo(0)
, m_displayFbo(0)
, m_logoRenderer(0)
, m_size(size)
{
ThreadRenderer::threads <<this;
}
QOffscreenSurface*surface;
QOpenGLContext*context;
publicslots:
void renderNext()
{
context->makeCurrent(surface);
if (!m_renderFbo) {
// Initialize the buffers and rendererQOpenGLFramebufferObjectFormat format;
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
m_renderFbo =newQOpenGLFramebufferObject(m_size, format);
m_displayFbo =newQOpenGLFramebufferObject(m_size, format);
m_logoRenderer =new LogoRenderer();
m_logoRenderer->initialize();
}
m_renderFbo->bind();
context->functions()->glViewport(0,0, m_size.width(), m_size.height());
m_logoRenderer->render();
// We need to flush the contents to the FBO before posting// the texture to the other thread, otherwise, we might// get unexpected results.
context->functions()->glFlush();
m_renderFbo->bindDefault();
qSwap(m_renderFbo, m_displayFbo);
emit textureReady(m_displayFbo->texture(), m_size);
}
void shutDown()
{
context->makeCurrent(surface);
delete m_renderFbo;
delete m_displayFbo;
delete m_logoRenderer;
context->doneCurrent();
delete context;
// schedule this to be deleted only after we're done cleaning up
surface->deleteLater();
// Stop event processing, move the thread to GUI and make sure it is deleted.
exit();
moveToThread(QGuiApplication::instance()->thread());
}
signals:
void textureReady(int id,constQSize&size);
private:
QOpenGLFramebufferObject*m_renderFbo;
QOpenGLFramebufferObject*m_displayFbo;
LogoRenderer *m_logoRenderer;
QSize m_size;
};
class TextureNode : publicQObject,publicQSGSimpleTextureNode
{
Q_OBJECT
public:
TextureNode(QQuickWindow*window)
: m_id(0)
, m_size(0,0)
, m_texture(0)
, m_window(window)
{
// Our texture node must have a texture, so use the default 0 texture.
m_texture = m_window->createTextureFromId(0,QSize(1,1));
setTexture(m_texture);
setFiltering(QSGTexture::Linear);
}
~TextureNode()
{
delete m_texture;
}
signals:
void textureInUse();
void pendingNewTexture();
publicslots:
// This function gets called on the FBO rendering thread and will store the// texture id and size and schedule an update on the window.void newTexture(int id,constQSize&size) {
m_mutex.lock();
m_id = id;
m_size = size;
m_mutex.unlock();
// We cannot call QQuickWindow::update directly here, as this is only allowed// from the rendering thread or GUI thread.emit pendingNewTexture();
}
// Before the scene graph starts to render, we update to the pending texturevoid prepareNode() {
m_mutex.lock();
int newId = m_id;
QSize size = m_size;
m_id =0;
m_mutex.unlock();
if (newId) {
delete m_texture;
// note: include QQuickWindow::TextureHasAlphaChannel if the rendered content// has alpha.
m_texture = m_window->createTextureFromId(newId, size);
setTexture(m_texture);
markDirty(DirtyMaterial);
// This will notify the rendering thread that the texture is now being rendered// and it can start rendering to the other one.emit textureInUse();
}
}
private:
int m_id;
QSize m_size;
QMutex m_mutex;
QSGTexture*m_texture;
QQuickWindow*m_window;
};
ThreadRenderer::ThreadRenderer()
: m_renderThread(0)
{
setFlag(ItemHasContents,true);
m_renderThread =new RenderThread(QSize(512,512));
}
void ThreadRenderer::ready()
{
m_renderThread->surface =newQOffscreenSurface();
m_renderThread->surface->setFormat(m_renderThread->context->format());
m_renderThread->surface->create();
m_renderThread->moveToThread(m_renderThread);
connect(window(),&QQuickWindow::sceneGraphInvalidated, m_renderThread,&RenderThread::shutDown,Qt::QueuedConnection);
m_renderThread->start();
update();
}
QSGNode*ThreadRenderer::updatePaintNode(QSGNode*oldNode, UpdatePaintNodeData *)
{
TextureNode *node =static_cast<TextureNode *>(oldNode);
if (!m_renderThread->context) {
QOpenGLContext*current = window()->openglContext();
// Some GL implementations requres that the currently bound context is// made non-current before we set up sharing, so we doneCurrent here// and makeCurrent down below while setting up our own context.
current->doneCurrent();
m_renderThread->context =newQOpenGLContext();
m_renderThread->context->setFormat(current->format());
m_renderThread->context->setShareContext(current);
m_renderThread->context->create();
m_renderThread->context->moveToThread(m_renderThread);
current->makeCurrent(window());
QMetaObject::invokeMethod(this,"ready");
return0;
}
if (!node) {
node =new TextureNode(window());
/* Set up connections to get the production of FBO textures in sync with vsync on the
* rendering thread.
*
* When a new texture is ready on the rendering thread, we use a direct connection to
* the texture node to let it know a new texture can be used. The node will then
* emit pendingNewTexture which we bind to QQuickWindow::update to schedule a redraw.
*
* When the scene graph starts rendering the next frame, the prepareNode() function
* is used to update the node with the new texture. Once it completes, it emits
* textureInUse() which we connect to the FBO rendering thread's renderNext() to have
* it start producing content into its current "back buffer".
*
* This FBO rendering pipeline is throttled by vsync on the scene graph rendering thread.
*/
connect(m_renderThread,&RenderThread::textureReady, node,&TextureNode::newTexture,Qt::DirectConnection);
connect(node,&TextureNode::pendingNewTexture, window(),&QQuickWindow::update,Qt::QueuedConnection);
connect(window(),&QQuickWindow::beforeRendering, node,&TextureNode::prepareNode,Qt::DirectConnection);
connect(node,&TextureNode::textureInUse, m_renderThread,&RenderThread::renderNext,Qt::QueuedConnection);
// Get the production of FBO textures started..QMetaObject::invokeMethod(m_renderThread,"renderNext",Qt::QueuedConnection);
}
node->setRect(boundingRect());
return node;
}
#include "threadrenderer.moc"