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| |
| #include "platformsurfacefilter_p.h" |
| |
| #include <Qt3DRender/private/abstractrenderer_p.h> |
| |
| #include <QMetaObject> |
| #include <QPlatformSurfaceEvent> |
| #include <QOffscreenSurface> |
| #include <QtGui/qwindow.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| namespace Qt3DRender { |
| namespace Render { |
| |
| QSemaphore PlatformSurfaceFilter::m_surfacesSemaphore(1); |
| QHash<QSurface *, bool> PlatformSurfaceFilter::m_surfacesValidity; |
| |
| // Surface protection |
| // The surface is accessible from multiple threads at 3 potential places |
| // 1) In here (the frontend) when we receive an event |
| // 2) In the RenderViewJobs |
| // 3) In the Renderer for the submission |
| // * We don't need any protection in 2) as we are just copying the pointer |
| // but not performing any access to the texture as all the information |
| // we need has been cached in the RenderSurfaceSelector element |
| // * This leaves us with case 1 and 3. It is important that if the surface |
| // is about to be destroyed that we let the time to the submission thread |
| // to complete whatever it is doing with a surface before we have the time |
| // to process the AboutToBeDestroyed event. For that we have lockSurface, releaseSurface |
| // on the PlatformSurfaceFilter. But that's not enough, you need to be sure that |
| // the surface is still valid. When locked, you can use isSurfaceValid to check |
| // if a surface is still accessible. |
| // A Surface is valid when it has been created and becomes invalid when AboutToBeDestroyed |
| // has been called |
| // SurfaceLocker is a convenience type to perform locking an surface validity check |
| |
| PlatformSurfaceFilter::PlatformSurfaceFilter(QObject *parent) |
| : QObject(parent) |
| , m_obj(nullptr) |
| , m_surface(nullptr) |
| { |
| qRegisterMetaType<QSurface *>("QSurface*"); |
| } |
| |
| PlatformSurfaceFilter::~PlatformSurfaceFilter() |
| { |
| if (m_obj) |
| m_obj->removeEventFilter(this); |
| } |
| |
| bool PlatformSurfaceFilter::eventFilter(QObject *obj, QEvent *e) |
| { |
| if (obj == m_obj && e->type() == QEvent::PlatformSurface) { |
| QPlatformSurfaceEvent *ev = static_cast<QPlatformSurfaceEvent *>(e); |
| |
| switch (ev->surfaceEventType()) { |
| case QPlatformSurfaceEvent::SurfaceCreated: |
| // set validy to true |
| { |
| markSurfaceAsValid(); |
| break; |
| } |
| |
| case QPlatformSurfaceEvent::SurfaceAboutToBeDestroyed: |
| // set validity to false |
| { |
| SurfaceLocker lock(m_surface); |
| // If we remove it, the call to isSurfaceValid will |
| // implicitely return false |
| PlatformSurfaceFilter::m_surfacesValidity.remove(m_surface); |
| break; |
| } |
| |
| default: |
| qCritical("Unknown surface type"); |
| Q_UNREACHABLE(); |
| } |
| } |
| |
| if (obj == m_obj && e->type() == QEvent::Expose) { |
| QExposeEvent *ev = static_cast<QExposeEvent *>(e); |
| Q_UNUSED(ev); |
| // We could use this to tell to ignore the RenderView |
| // at submission time since it's not exposed |
| } |
| return false; |
| } |
| |
| void PlatformSurfaceFilter::lockSurface() |
| { |
| PlatformSurfaceFilter::m_surfacesSemaphore.acquire(1); |
| } |
| |
| void PlatformSurfaceFilter::releaseSurface() |
| { |
| PlatformSurfaceFilter::m_surfacesSemaphore.release(1); |
| } |
| |
| bool PlatformSurfaceFilter::isSurfaceValid(QSurface *surface) |
| { |
| // Should be called only when the surface is locked |
| // with the semaphore |
| return m_surfacesValidity.value(surface, false); |
| } |
| |
| void PlatformSurfaceFilter::markSurfaceAsValid() |
| { |
| SurfaceLocker lock(m_surface); |
| PlatformSurfaceFilter::m_surfacesValidity.insert(m_surface, true); |
| } |
| |
| SurfaceLocker::SurfaceLocker(QSurface *surface) |
| : m_surface(surface) |
| { |
| PlatformSurfaceFilter::lockSurface(); |
| } |
| |
| SurfaceLocker::~SurfaceLocker() |
| { |
| PlatformSurfaceFilter::releaseSurface(); |
| } |
| |
| bool SurfaceLocker::isSurfaceValid() const |
| { |
| return PlatformSurfaceFilter::isSurfaceValid(m_surface); |
| } |
| |
| } // namespace Render |
| } // namespace Qt3DRender |
| |
| QT_END_NAMESPACE |