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| 50 | |
| 51 | #include "window_multithreaded.h" |
| 52 | #include "cuberenderer.h" |
| 53 | #include <QOpenGLContext> |
| 54 | #include <QOpenGLFunctions> |
| 55 | #include <QOpenGLFramebufferObject> |
| 56 | #include <QOpenGLShaderProgram> |
| 57 | #include <QOpenGLVertexArrayObject> |
| 58 | #include <QOpenGLBuffer> |
| 59 | #include <QOpenGLVertexArrayObject> |
| 60 | #include <QOffscreenSurface> |
| 61 | #include <QQmlEngine> |
| 62 | #include <QQmlComponent> |
| 63 | #include <QQuickItem> |
| 64 | #include <QQuickWindow> |
| 65 | #include <QQuickRenderControl> |
| 66 | #include <QCoreApplication> |
| 67 | |
| 68 | /* |
| 69 | This implementation runs the Qt Quick scenegraph's sync and render phases on a |
| 70 | separate, dedicated thread. Rendering the cube using our custom OpenGL engine |
| 71 | happens on that thread as well. This is similar to the built-in threaded |
| 72 | render loop, but does not support all the features. There is no support for |
| 73 | getting Animators running on the render thread for example. |
| 74 | |
| 75 | We choose to use QObject's event mechanism to communicate with the QObject |
| 76 | living on the render thread. An alternative would be to subclass QThread and |
| 77 | reimplement run() with a custom event handling approach, like |
| 78 | QSGThreadedRenderLoop does. That would potentially lead to better results but |
| 79 | is also more complex. |
| 80 | */ |
| 81 | |
| 82 | static const QEvent::Type INIT = QEvent::Type(QEvent::User + 1); |
| 83 | static const QEvent::Type RENDER = QEvent::Type(QEvent::User + 2); |
| 84 | static const QEvent::Type RESIZE = QEvent::Type(QEvent::User + 3); |
| 85 | static const QEvent::Type STOP = QEvent::Type(QEvent::User + 4); |
| 86 | |
| 87 | static const QEvent::Type UPDATE = QEvent::Type(QEvent::User + 5); |
| 88 | |
| 89 | QuickRenderer::QuickRenderer() |
| 90 | : m_context(nullptr), |
| 91 | m_surface(nullptr), |
| 92 | m_fbo(nullptr), |
| 93 | m_window(nullptr), |
| 94 | m_quickWindow(nullptr), |
| 95 | m_renderControl(nullptr), |
| 96 | m_cubeRenderer(nullptr), |
| 97 | m_quit(false) |
| 98 | { |
| 99 | } |
| 100 | |
| 101 | void QuickRenderer::requestInit() |
| 102 | { |
| 103 | QCoreApplication::postEvent(receiver: this, event: new QEvent(INIT)); |
| 104 | } |
| 105 | |
| 106 | void QuickRenderer::requestRender() |
| 107 | { |
| 108 | QCoreApplication::postEvent(receiver: this, event: new QEvent(RENDER)); |
| 109 | } |
| 110 | |
| 111 | void QuickRenderer::requestResize() |
| 112 | { |
| 113 | QCoreApplication::postEvent(receiver: this, event: new QEvent(RESIZE)); |
| 114 | } |
| 115 | |
| 116 | void QuickRenderer::requestStop() |
| 117 | { |
| 118 | QCoreApplication::postEvent(receiver: this, event: new QEvent(STOP)); |
| 119 | } |
| 120 | |
| 121 | bool QuickRenderer::event(QEvent *e) |
| 122 | { |
| 123 | QMutexLocker lock(&m_mutex); |
| 124 | |
| 125 | switch (int(e->type())) { |
| 126 | case INIT: |
| 127 | init(); |
| 128 | return true; |
| 129 | case RENDER: |
| 130 | render(lock: &lock); |
| 131 | return true; |
| 132 | case RESIZE: |
| 133 | if (m_cubeRenderer) |
| 134 | m_cubeRenderer->resize(w: m_window->width(), h: m_window->height()); |
| 135 | return true; |
| 136 | case STOP: |
| 137 | cleanup(); |
| 138 | return true; |
| 139 | default: |
| 140 | return QObject::event(event: e); |
| 141 | } |
| 142 | } |
| 143 | |
| 144 | void QuickRenderer::init() |
| 145 | { |
| 146 | m_context->makeCurrent(surface: m_surface); |
| 147 | |
| 148 | // Pass our offscreen surface to the cube renderer just so that it will |
| 149 | // have something is can make current during cleanup. QOffscreenSurface, |
| 150 | // just like QWindow, must always be created on the gui thread (as it might |
| 151 | // be backed by an actual QWindow). |
| 152 | m_cubeRenderer = new CubeRenderer(m_surface); |
| 153 | m_cubeRenderer->resize(w: m_window->width(), h: m_window->height()); |
| 154 | |
| 155 | m_renderControl->initialize(gl: m_context); |
| 156 | } |
| 157 | |
| 158 | void QuickRenderer::cleanup() |
| 159 | { |
| 160 | m_context->makeCurrent(surface: m_surface); |
| 161 | |
| 162 | m_renderControl->invalidate(); |
| 163 | |
| 164 | delete m_fbo; |
| 165 | m_fbo = nullptr; |
| 166 | |
| 167 | delete m_cubeRenderer; |
| 168 | m_cubeRenderer = nullptr; |
| 169 | |
| 170 | m_context->doneCurrent(); |
| 171 | m_context->moveToThread(thread: QCoreApplication::instance()->thread()); |
| 172 | |
| 173 | m_cond.wakeOne(); |
| 174 | } |
| 175 | |
| 176 | void QuickRenderer::ensureFbo() |
| 177 | { |
| 178 | if (m_fbo && m_fbo->size() != m_window->size() * m_window->devicePixelRatio()) { |
| 179 | delete m_fbo; |
| 180 | m_fbo = nullptr; |
| 181 | } |
| 182 | |
| 183 | if (!m_fbo) { |
| 184 | m_fbo = new QOpenGLFramebufferObject(m_window->size() * m_window->devicePixelRatio(), |
| 185 | QOpenGLFramebufferObject::CombinedDepthStencil); |
| 186 | m_quickWindow->setRenderTarget(m_fbo); |
| 187 | } |
| 188 | } |
| 189 | |
| 190 | void QuickRenderer::render(QMutexLocker *lock) |
| 191 | { |
| 192 | Q_ASSERT(QThread::currentThread() != m_window->thread()); |
| 193 | |
| 194 | if (!m_context->makeCurrent(surface: m_surface)) { |
| 195 | qWarning(msg: "Failed to make context current on render thread" ); |
| 196 | return; |
| 197 | } |
| 198 | |
| 199 | ensureFbo(); |
| 200 | |
| 201 | // Synchronization and rendering happens here on the render thread. |
| 202 | m_renderControl->sync(); |
| 203 | |
| 204 | // The gui thread can now continue. |
| 205 | m_cond.wakeOne(); |
| 206 | lock->unlock(); |
| 207 | |
| 208 | // Meanwhile on this thread continue with the actual rendering (into the FBO first). |
| 209 | m_renderControl->render(); |
| 210 | m_context->functions()->glFlush(); |
| 211 | |
| 212 | // The cube renderer uses its own context, no need to bother with the state here. |
| 213 | |
| 214 | // Get something onto the screen using our custom OpenGL engine. |
| 215 | QMutexLocker quitLock(&m_quitMutex); |
| 216 | if (!m_quit) |
| 217 | m_cubeRenderer->render(w: m_window, share: m_context, texture: m_fbo->texture()); |
| 218 | } |
| 219 | |
| 220 | void QuickRenderer::aboutToQuit() |
| 221 | { |
| 222 | QMutexLocker lock(&m_quitMutex); |
| 223 | m_quit = true; |
| 224 | } |
| 225 | |
| 226 | class RenderControl : public QQuickRenderControl |
| 227 | { |
| 228 | public: |
| 229 | RenderControl(QWindow *w) : m_window(w) { } |
| 230 | QWindow *renderWindow(QPoint *offset) override; |
| 231 | |
| 232 | private: |
| 233 | QWindow *m_window; |
| 234 | }; |
| 235 | |
| 236 | WindowMultiThreaded::WindowMultiThreaded() |
| 237 | : m_qmlComponent(nullptr), |
| 238 | m_rootItem(nullptr), |
| 239 | m_quickInitialized(false), |
| 240 | m_psrRequested(false) |
| 241 | { |
| 242 | setSurfaceType(QSurface::OpenGLSurface); |
| 243 | |
| 244 | QSurfaceFormat format; |
| 245 | // Qt Quick may need a depth and stencil buffer. Always make sure these are available. |
| 246 | format.setDepthBufferSize(16); |
| 247 | format.setStencilBufferSize(8); |
| 248 | setFormat(format); |
| 249 | |
| 250 | m_context = new QOpenGLContext; |
| 251 | m_context->setFormat(format); |
| 252 | m_context->create(); |
| 253 | |
| 254 | m_offscreenSurface = new QOffscreenSurface; |
| 255 | // Pass m_context->format(), not format. Format does not specify and color buffer |
| 256 | // sizes, while the context, that has just been created, reports a format that has |
| 257 | // these values filled in. Pass this to the offscreen surface to make sure it will be |
| 258 | // compatible with the context's configuration. |
| 259 | m_offscreenSurface->setFormat(m_context->format()); |
| 260 | m_offscreenSurface->create(); |
| 261 | |
| 262 | m_renderControl = new RenderControl(this); |
| 263 | |
| 264 | // Create a QQuickWindow that is associated with out render control. Note that this |
| 265 | // window never gets created or shown, meaning that it will never get an underlying |
| 266 | // native (platform) window. |
| 267 | m_quickWindow = new QQuickWindow(m_renderControl); |
| 268 | |
| 269 | // Create a QML engine. |
| 270 | m_qmlEngine = new QQmlEngine; |
| 271 | if (!m_qmlEngine->incubationController()) |
| 272 | m_qmlEngine->setIncubationController(m_quickWindow->incubationController()); |
| 273 | |
| 274 | m_quickRenderer = new QuickRenderer; |
| 275 | m_quickRenderer->setContext(m_context); |
| 276 | |
| 277 | // These live on the gui thread. Just give access to them on the render thread. |
| 278 | m_quickRenderer->setSurface(m_offscreenSurface); |
| 279 | m_quickRenderer->setWindow(this); |
| 280 | m_quickRenderer->setQuickWindow(m_quickWindow); |
| 281 | m_quickRenderer->setRenderControl(m_renderControl); |
| 282 | |
| 283 | m_quickRendererThread = new QThread; |
| 284 | |
| 285 | // Notify the render control that some scenegraph internals have to live on |
| 286 | // m_quickRenderThread. |
| 287 | m_renderControl->prepareThread(targetThread: m_quickRendererThread); |
| 288 | |
| 289 | // The QOpenGLContext and the QObject representing the rendering logic on |
| 290 | // the render thread must live on that thread. |
| 291 | m_context->moveToThread(thread: m_quickRendererThread); |
| 292 | m_quickRenderer->moveToThread(thread: m_quickRendererThread); |
| 293 | |
| 294 | m_quickRendererThread->start(); |
| 295 | |
| 296 | // Now hook up the signals. For simplicy we don't differentiate |
| 297 | // between renderRequested (only render is needed, no sync) and |
| 298 | // sceneChanged (polish and sync is needed too). |
| 299 | connect(sender: m_renderControl, signal: &QQuickRenderControl::renderRequested, receiver: this, slot: &WindowMultiThreaded::requestUpdate); |
| 300 | connect(sender: m_renderControl, signal: &QQuickRenderControl::sceneChanged, receiver: this, slot: &WindowMultiThreaded::requestUpdate); |
| 301 | } |
| 302 | |
| 303 | WindowMultiThreaded::~WindowMultiThreaded() |
| 304 | { |
| 305 | // Release resources and move the context ownership back to this thread. |
| 306 | m_quickRenderer->mutex()->lock(); |
| 307 | m_quickRenderer->requestStop(); |
| 308 | m_quickRenderer->cond()->wait(lockedMutex: m_quickRenderer->mutex()); |
| 309 | m_quickRenderer->mutex()->unlock(); |
| 310 | |
| 311 | m_quickRendererThread->quit(); |
| 312 | m_quickRendererThread->wait(); |
| 313 | |
| 314 | delete m_renderControl; |
| 315 | delete m_qmlComponent; |
| 316 | delete m_quickWindow; |
| 317 | delete m_qmlEngine; |
| 318 | |
| 319 | delete m_offscreenSurface; |
| 320 | delete m_context; |
| 321 | } |
| 322 | |
| 323 | void WindowMultiThreaded::requestUpdate() |
| 324 | { |
| 325 | if (m_quickInitialized && !m_psrRequested) { |
| 326 | m_psrRequested = true; |
| 327 | QCoreApplication::postEvent(receiver: this, event: new QEvent(UPDATE)); |
| 328 | } |
| 329 | } |
| 330 | |
| 331 | bool WindowMultiThreaded::event(QEvent *e) |
| 332 | { |
| 333 | if (e->type() == UPDATE) { |
| 334 | polishSyncAndRender(); |
| 335 | m_psrRequested = false; |
| 336 | return true; |
| 337 | } else if (e->type() == QEvent::Close) { |
| 338 | // Avoid rendering on the render thread when the window is about to |
| 339 | // close. Once a QWindow is closed, the underlying platform window will |
| 340 | // go away, even though the QWindow instance itself is still |
| 341 | // valid. Operations like swapBuffers() are futile and only result in |
| 342 | // warnings afterwards. Prevent this. |
| 343 | m_quickRenderer->aboutToQuit(); |
| 344 | } |
| 345 | return QWindow::event(e); |
| 346 | } |
| 347 | |
| 348 | void WindowMultiThreaded::polishSyncAndRender() |
| 349 | { |
| 350 | Q_ASSERT(QThread::currentThread() == thread()); |
| 351 | |
| 352 | // Polishing happens on the gui thread. |
| 353 | m_renderControl->polishItems(); |
| 354 | // Sync happens on the render thread with the gui thread (this one) blocked. |
| 355 | QMutexLocker lock(m_quickRenderer->mutex()); |
| 356 | m_quickRenderer->requestRender(); |
| 357 | // Wait until sync is complete. |
| 358 | m_quickRenderer->cond()->wait(lockedMutex: m_quickRenderer->mutex()); |
| 359 | // Rendering happens on the render thread without blocking the gui (main) |
| 360 | // thread. This is good because the blocking swap (waiting for vsync) |
| 361 | // happens on the render thread, not blocking other work. |
| 362 | } |
| 363 | |
| 364 | void WindowMultiThreaded::run() |
| 365 | { |
| 366 | disconnect(sender: m_qmlComponent, signal: &QQmlComponent::statusChanged, receiver: this, slot: &WindowMultiThreaded::run); |
| 367 | |
| 368 | if (m_qmlComponent->isError()) { |
| 369 | const QList<QQmlError> errorList = m_qmlComponent->errors(); |
| 370 | for (const QQmlError &error : errorList) |
| 371 | qWarning() << error.url() << error.line() << error; |
| 372 | return; |
| 373 | } |
| 374 | |
| 375 | QObject *rootObject = m_qmlComponent->create(); |
| 376 | if (m_qmlComponent->isError()) { |
| 377 | const QList<QQmlError> errorList = m_qmlComponent->errors(); |
| 378 | for (const QQmlError &error : errorList) |
| 379 | qWarning() << error.url() << error.line() << error; |
| 380 | return; |
| 381 | } |
| 382 | |
| 383 | m_rootItem = qobject_cast<QQuickItem *>(object: rootObject); |
| 384 | if (!m_rootItem) { |
| 385 | qWarning(msg: "run: Not a QQuickItem" ); |
| 386 | delete rootObject; |
| 387 | return; |
| 388 | } |
| 389 | |
| 390 | // The root item is ready. Associate it with the window. |
| 391 | m_rootItem->setParentItem(m_quickWindow->contentItem()); |
| 392 | |
| 393 | // Update item and rendering related geometries. |
| 394 | updateSizes(); |
| 395 | |
| 396 | m_quickInitialized = true; |
| 397 | |
| 398 | // Initialize the render thread and perform the first polish/sync/render. |
| 399 | m_quickRenderer->requestInit(); |
| 400 | polishSyncAndRender(); |
| 401 | } |
| 402 | |
| 403 | void WindowMultiThreaded::updateSizes() |
| 404 | { |
| 405 | // Behave like SizeRootObjectToView. |
| 406 | m_rootItem->setWidth(width()); |
| 407 | m_rootItem->setHeight(height()); |
| 408 | |
| 409 | m_quickWindow->setGeometry(posx: 0, posy: 0, w: width(), h: height()); |
| 410 | } |
| 411 | |
| 412 | void WindowMultiThreaded::startQuick(const QString &filename) |
| 413 | { |
| 414 | m_qmlComponent = new QQmlComponent(m_qmlEngine, QUrl(filename)); |
| 415 | if (m_qmlComponent->isLoading()) |
| 416 | connect(sender: m_qmlComponent, signal: &QQmlComponent::statusChanged, receiver: this, slot: &WindowMultiThreaded::run); |
| 417 | else |
| 418 | run(); |
| 419 | } |
| 420 | |
| 421 | void WindowMultiThreaded::exposeEvent(QExposeEvent *) |
| 422 | { |
| 423 | if (isExposed()) { |
| 424 | if (!m_quickInitialized) |
| 425 | startQuick(QStringLiteral("qrc:/rendercontrol/demo.qml" )); |
| 426 | } |
| 427 | } |
| 428 | |
| 429 | void WindowMultiThreaded::resizeEvent(QResizeEvent *) |
| 430 | { |
| 431 | // If this is a resize after the scene is up and running, recreate the fbo and the |
| 432 | // Quick item and scene. |
| 433 | if (m_rootItem) { |
| 434 | updateSizes(); |
| 435 | m_quickRenderer->requestResize(); |
| 436 | polishSyncAndRender(); |
| 437 | } |
| 438 | } |
| 439 | |
| 440 | void WindowMultiThreaded::mousePressEvent(QMouseEvent *e) |
| 441 | { |
| 442 | // Use the constructor taking localPos and screenPos. That puts localPos into the |
| 443 | // event's localPos and windowPos, and screenPos into the event's screenPos. This way |
| 444 | // the windowPos in e is ignored and is replaced by localPos. This is necessary |
| 445 | // because QQuickWindow thinks of itself as a top-level window always. |
| 446 | QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers()); |
| 447 | QCoreApplication::sendEvent(receiver: m_quickWindow, event: &mappedEvent); |
| 448 | } |
| 449 | |
| 450 | void WindowMultiThreaded::mouseReleaseEvent(QMouseEvent *e) |
| 451 | { |
| 452 | QMouseEvent mappedEvent(e->type(), e->localPos(), e->screenPos(), e->button(), e->buttons(), e->modifiers()); |
| 453 | QCoreApplication::sendEvent(receiver: m_quickWindow, event: &mappedEvent); |
| 454 | } |
| 455 | |