blob: f6090556779abce4f9563d0b3c1d3d1793029b37 [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtQuick module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
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** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
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** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
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** https://www.gnu.org/licenses/gpl-3.0.html.
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** $QT_END_LICENSE$
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****************************************************************************/
#include "qsgrenderloop_p.h"
#include "qsgthreadedrenderloop_p.h"
#include "qsgwindowsrenderloop_p.h"
#include "qsgrhisupport_p.h"
#include <private/qquickanimatorcontroller_p.h>
#include <QtCore/QCoreApplication>
#include <QtCore/QTime>
#include <QtCore/QLibraryInfo>
#include <QtCore/private/qabstractanimation_p.h>
#include <QtGui/QOffscreenSurface>
#include <QtGui/private/qguiapplication_p.h>
#include <qpa/qplatformintegration.h>
#include <QPlatformSurfaceEvent>
#include <QtQml/private/qqmlglobal_p.h>
#include <QtQuick/QQuickWindow>
#include <QtQuick/private/qquickwindow_p.h>
#include <QtQuick/private/qsgcontext_p.h>
#include <QtQuick/private/qsgrenderer_p.h>
#include <private/qquickprofiler_p.h>
#include <private/qsgrhishadereffectnode_p.h>
#if QT_CONFIG(opengl)
#include <QtGui/QOpenGLContext>
#if QT_CONFIG(quick_shadereffect)
#include <private/qquickopenglshadereffectnode_p.h>
#endif
#include <private/qsgdefaultrendercontext_p.h>
#endif
#ifdef Q_OS_WIN
#include <QtCore/qt_windows.h>
#endif
QT_BEGIN_NAMESPACE
extern bool qsg_useConsistentTiming();
extern Q_GUI_EXPORT QImage qt_gl_read_framebuffer(const QSize &size, bool alpha_format, bool include_alpha);
// ### We do not yet support using Qt Quick with QRhi (and Vulkan, D3D
// or Metal) in -no-opengl builds as of Qt 5.14. This is due to to the
// widespread direct OpenGL usage all over the place in qsgdefault*
// and the related classes. To be cleaned up in Qt 6 when the direct
// GL code path is removed.
#if QT_CONFIG(opengl) /* || QT_CONFIG(vulkan) || defined(Q_OS_WIN) || defined(Q_OS_DARWIN) */
#define ENABLE_DEFAULT_BACKEND
/*
expectations for this manager to work:
- one opengl context to render multiple windows
- OpenGL pipeline will not block for vsync in swap
- OpenGL pipeline will block based on a full buffer queue.
- Multiple screens can share the OpenGL context
- Animations are advanced for all windows once per swap
*/
DEFINE_BOOL_CONFIG_OPTION(qmlNoThreadedRenderer, QML_BAD_GUI_RENDER_LOOP);
DEFINE_BOOL_CONFIG_OPTION(qmlForceThreadedRenderer, QML_FORCE_THREADED_RENDERER); // Might trigger graphics driver threading bugs, use at own risk
#endif
QSGRenderLoop *QSGRenderLoop::s_instance = nullptr;
QSGRenderLoop::~QSGRenderLoop()
{
}
void QSGRenderLoop::cleanup()
{
if (!s_instance)
return;
for (QQuickWindow *w : s_instance->windows()) {
QQuickWindowPrivate *wd = QQuickWindowPrivate::get(w);
if (wd->windowManager == s_instance) {
s_instance->windowDestroyed(w);
wd->windowManager = nullptr;
}
}
delete s_instance;
s_instance = nullptr;
#ifdef ENABLE_DEFAULT_BACKEND
QSGRhiSupport::instance()->cleanup();
QSGRhiProfileConnection::instance()->cleanup();
#endif
}
QSurface::SurfaceType QSGRenderLoop::windowSurfaceType() const
{
#ifdef ENABLE_DEFAULT_BACKEND
return QSGRhiSupport::instance()->windowSurfaceType();
#else
return QSurface::RasterSurface;
#endif
}
void QSGRenderLoop::postJob(QQuickWindow *window, QRunnable *job)
{
Q_ASSERT(job);
#ifdef ENABLE_DEFAULT_BACKEND
Q_ASSERT(window);
if (!QSGRhiSupport::instance()->isRhiEnabled()) {
if (window->openglContext()) {
window->openglContext()->makeCurrent(window);
job->run();
}
} else {
QQuickWindowPrivate *cd = QQuickWindowPrivate::get(window);
if (cd->rhi)
cd->rhi->makeThreadLocalNativeContextCurrent();
job->run();
}
#else
Q_UNUSED(window)
job->run();
#endif
delete job;
}
#ifdef ENABLE_DEFAULT_BACKEND
class QSGGuiThreadRenderLoop : public QSGRenderLoop
{
Q_OBJECT
public:
QSGGuiThreadRenderLoop();
~QSGGuiThreadRenderLoop();
void show(QQuickWindow *window) override;
void hide(QQuickWindow *window) override;
void windowDestroyed(QQuickWindow *window) override;
void renderWindow(QQuickWindow *window);
void exposureChanged(QQuickWindow *window) override;
QImage grab(QQuickWindow *window) override;
void maybeUpdate(QQuickWindow *window) override;
void update(QQuickWindow *window) override { maybeUpdate(window); } // identical for this implementation.
void handleUpdateRequest(QQuickWindow *) override;
void releaseResources(QQuickWindow *) override;
QAnimationDriver *animationDriver() const override { return nullptr; }
QSGContext *sceneGraphContext() const override;
QSGRenderContext *createRenderContext(QSGContext *) const override { return rc; }
void releaseSwapchain(QQuickWindow *window);
void handleDeviceLoss();
bool eventFilter(QObject *watched, QEvent *event) override;
struct WindowData {
bool updatePending : 1;
bool grabOnly : 1;
};
QHash<QQuickWindow *, WindowData> m_windows;
QOpenGLContext *gl = nullptr;
QOffscreenSurface *offscreenSurface = nullptr;
QRhi *rhi = nullptr;
QSGContext *sg;
QSGRenderContext *rc;
QImage grabContent;
};
#endif
QSGRenderLoop *QSGRenderLoop::instance()
{
if (!s_instance) {
QSGRhiSupport::checkEnvQSgInfo();
s_instance = QSGContext::createWindowManager();
#ifdef ENABLE_DEFAULT_BACKEND
if (!s_instance) {
QSGRhiSupport *rhiSupport = QSGRhiSupport::instance();
QSGRenderLoopType loopType;
if (rhiSupport->isRhiEnabled() && rhiSupport->rhiBackend() != QRhi::OpenGLES2) {
loopType = ThreadedRenderLoop;
} else {
loopType = BasicRenderLoop;
#ifdef Q_OS_WIN
// With desktop OpenGL (opengl32.dll), use threaded. Otherwise (ANGLE) use windows.
if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL
&& QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::ThreadedOpenGL))
{
loopType = ThreadedRenderLoop;
} else {
loopType = WindowsRenderLoop;
}
#else
if (QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::ThreadedOpenGL))
loopType = ThreadedRenderLoop;
#endif
}
if (rhiSupport->isRhiEnabled()) {
switch (rhiSupport->rhiBackend()) {
case QRhi::Null:
loopType = BasicRenderLoop;
break;
case QRhi::D3D11:
// The threaded loop's model may not be suitable for DXGI
// due to the possibility of having the main thread (with
// the Windows message pump) blocked while issuing a
// Present on the render thread. However, according to the
// docs this can be a problem for fullscreen swapchains
// only. So leave threaded enabled by default for now and
// revisit later if there are problems.
break;
default:
break;
}
// no 'windows' because that's not yet ported to the rhi
if (loopType == WindowsRenderLoop)
loopType = BasicRenderLoop;
}
// The environment variables can always override. This is good
// because in some situations it makes perfect sense to try out a
// render loop that is otherwise disabled by default.
if (qmlNoThreadedRenderer())
loopType = BasicRenderLoop;
else if (qmlForceThreadedRenderer())
loopType = ThreadedRenderLoop;
if (Q_UNLIKELY(qEnvironmentVariableIsSet("QSG_RENDER_LOOP"))) {
const QByteArray loopName = qgetenv("QSG_RENDER_LOOP");
if (loopName == "windows")
loopType = WindowsRenderLoop;
else if (loopName == "basic")
loopType = BasicRenderLoop;
else if (loopName == "threaded")
loopType = ThreadedRenderLoop;
}
switch (loopType) {
#if QT_CONFIG(thread)
case ThreadedRenderLoop:
qCDebug(QSG_LOG_INFO, "threaded render loop");
s_instance = new QSGThreadedRenderLoop();
break;
#endif
case WindowsRenderLoop:
qCDebug(QSG_LOG_INFO, "windows render loop");
s_instance = new QSGWindowsRenderLoop();
break;
default:
qCDebug(QSG_LOG_INFO, "QSG: basic render loop");
s_instance = new QSGGuiThreadRenderLoop();
break;
}
}
#endif
qAddPostRoutine(QSGRenderLoop::cleanup);
}
return s_instance;
}
void QSGRenderLoop::setInstance(QSGRenderLoop *instance)
{
Q_ASSERT(!s_instance);
s_instance = instance;
}
void QSGRenderLoop::handleContextCreationFailure(QQuickWindow *window,
bool isEs)
{
QString translatedMessage;
QString untranslatedMessage;
QQuickWindowPrivate::contextCreationFailureMessage(window->requestedFormat(),
&translatedMessage,
&untranslatedMessage,
isEs);
// If there is a slot connected to the error signal, emit it and leave it to
// the application to do something with the message. If nothing is connected,
// show a message on our own and terminate.
const bool signalEmitted =
QQuickWindowPrivate::get(window)->emitError(QQuickWindow::ContextNotAvailable,
translatedMessage);
#if defined(Q_OS_WIN) && !defined(Q_OS_WINRT)
if (!signalEmitted && !QLibraryInfo::isDebugBuild() && !GetConsoleWindow()) {
MessageBox(0, (LPCTSTR) translatedMessage.utf16(),
(LPCTSTR)(QCoreApplication::applicationName().utf16()),
MB_OK | MB_ICONERROR);
}
#endif // Q_OS_WIN && !Q_OS_WINRT
if (!signalEmitted)
qFatal("%s", qPrintable(untranslatedMessage));
}
#ifdef ENABLE_DEFAULT_BACKEND
QSGGuiThreadRenderLoop::QSGGuiThreadRenderLoop()
{
if (qsg_useConsistentTiming()) {
QUnifiedTimer::instance(true)->setConsistentTiming(true);
qCDebug(QSG_LOG_INFO, "using fixed animation steps");
}
sg = QSGContext::createDefaultContext();
rc = sg->createRenderContext();
}
QSGGuiThreadRenderLoop::~QSGGuiThreadRenderLoop()
{
delete rc;
delete sg;
}
void QSGGuiThreadRenderLoop::show(QQuickWindow *window)
{
WindowData data;
data.updatePending = false;
data.grabOnly = false;
m_windows[window] = data;
maybeUpdate(window);
}
void QSGGuiThreadRenderLoop::hide(QQuickWindow *window)
{
QQuickWindowPrivate *cd = QQuickWindowPrivate::get(window);
cd->fireAboutToStop();
if (m_windows.contains(window))
m_windows[window].updatePending = false;
}
void QSGGuiThreadRenderLoop::windowDestroyed(QQuickWindow *window)
{
m_windows.remove(window);
hide(window);
QQuickWindowPrivate *d = QQuickWindowPrivate::get(window);
bool current = false;
if (gl || rhi) {
if (rhi) {
// Direct OpenGL calls in user code need a current context, like
// when rendering; ensure this (no-op when not running on GL).
// Also works when there is no handle() anymore.
rhi->makeThreadLocalNativeContextCurrent();
current = true;
} else {
QSurface *surface = window;
// There may be no platform window if the window got closed.
if (!window->handle())
surface = offscreenSurface;
current = gl->makeCurrent(surface);
}
if (Q_UNLIKELY(!current))
qCDebug(QSG_LOG_RENDERLOOP, "cleanup without an OpenGL context");
}
#if QT_CONFIG(quick_shadereffect)
QSGRhiShaderEffectNode::cleanupMaterialTypeCache();
#if QT_CONFIG(opengl)
QQuickOpenGLShaderEffectMaterial::cleanupMaterialCache();
#endif
#endif
if (d->swapchain) {
if (window->handle()) {
// We get here when exiting via QCoreApplication::quit() instead of
// through QWindow::close().
releaseSwapchain(window);
} else {
qWarning("QSGGuiThreadRenderLoop cleanup with QQuickWindow %p swapchain %p still alive, this should not happen.",
window, d->swapchain);
}
}
d->cleanupNodesOnShutdown();
if (m_windows.size() == 0) {
rc->invalidate();
d->rhi = nullptr;
delete rhi;
rhi = nullptr;
delete gl;
gl = nullptr;
delete offscreenSurface;
offscreenSurface = nullptr;
} else if (gl && window == gl->surface() && current) {
if (!rhi)
gl->doneCurrent();
}
d->animationController.reset();
}
void QSGGuiThreadRenderLoop::handleDeviceLoss()
{
if (!rhi || !rhi->isDeviceLost())
return;
qWarning("Graphics device lost, cleaning up scenegraph and releasing RHI");
for (auto it = m_windows.constBegin(), itEnd = m_windows.constEnd(); it != itEnd; ++it)
QQuickWindowPrivate::get(it.key())->cleanupNodesOnShutdown();
rc->invalidate();
for (auto it = m_windows.constBegin(), itEnd = m_windows.constEnd(); it != itEnd; ++it)
releaseSwapchain(it.key());
delete rhi;
rhi = nullptr;
}
void QSGGuiThreadRenderLoop::releaseSwapchain(QQuickWindow *window)
{
QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window);
delete wd->rpDescForSwapchain;
wd->rpDescForSwapchain = nullptr;
delete wd->swapchain;
wd->swapchain = nullptr;
delete wd->depthStencilForSwapchain;
wd->depthStencilForSwapchain = nullptr;
wd->hasActiveSwapchain = wd->hasRenderableSwapchain = wd->swapchainJustBecameRenderable = false;
}
bool QSGGuiThreadRenderLoop::eventFilter(QObject *watched, QEvent *event)
{
switch (event->type()) {
case QEvent::PlatformSurface:
// this is the proper time to tear down the swapchain (while the native window and surface are still around)
if (static_cast<QPlatformSurfaceEvent *>(event)->surfaceEventType() == QPlatformSurfaceEvent::SurfaceAboutToBeDestroyed) {
QQuickWindow *w = qobject_cast<QQuickWindow *>(watched);
if (w) {
releaseSwapchain(w);
w->removeEventFilter(this);
}
}
break;
default:
break;
}
return QObject::eventFilter(watched, event);
}
void QSGGuiThreadRenderLoop::renderWindow(QQuickWindow *window)
{
if (!m_windows.contains(window))
return;
WindowData &data = const_cast<WindowData &>(m_windows[window]);
bool alsoSwap = data.updatePending;
data.updatePending = false;
QQuickWindowPrivate *cd = QQuickWindowPrivate::get(window);
if (!cd->isRenderable())
return;
bool current = false;
QSGRhiSupport *rhiSupport = QSGRhiSupport::instance();
int rhiSampleCount = 1;
const bool enableRhi = rhiSupport->isRhiEnabled();
if (enableRhi && !rhi) {
if (!offscreenSurface)
offscreenSurface = rhiSupport->maybeCreateOffscreenSurface(window);
rhi = rhiSupport->createRhi(window, offscreenSurface);
if (rhi) {
if (rhiSupport->isProfilingRequested())
QSGRhiProfileConnection::instance()->initialize(rhi);
current = true;
rhi->makeThreadLocalNativeContextCurrent();
// The sample count cannot vary between windows as we use the same
// rendercontext for all of them. Decide it here and now.
rhiSampleCount = rhiSupport->chooseSampleCountForWindowWithRhi(window, rhi);
cd->rhi = rhi; // set this early in case something hooked up to rc initialized() accesses it
QSGDefaultRenderContext::InitParams rcParams;
rcParams.rhi = rhi;
rcParams.sampleCount = rhiSampleCount;
rcParams.initialSurfacePixelSize = window->size() * window->effectiveDevicePixelRatio();
rcParams.maybeSurface = window;
cd->context->initialize(&rcParams);
} else {
handleContextCreationFailure(window, false);
}
} else if (!enableRhi && !gl) {
gl = new QOpenGLContext();
gl->setFormat(window->requestedFormat());
gl->setScreen(window->screen());
if (qt_gl_global_share_context())
gl->setShareContext(qt_gl_global_share_context());
if (!gl->create()) {
const bool isEs = gl->isOpenGLES();
delete gl;
gl = nullptr;
handleContextCreationFailure(window, isEs);
} else {
if (!offscreenSurface) {
offscreenSurface = new QOffscreenSurface;
offscreenSurface->setFormat(gl->format());
offscreenSurface->create();
}
cd->fireOpenGLContextCreated(gl);
current = gl->makeCurrent(window);
}
if (current) {
QSGDefaultRenderContext::InitParams rcParams;
rcParams.sampleCount = qMax(1, gl->format().samples());
rcParams.openGLContext = gl;
rcParams.initialSurfacePixelSize = window->size() * window->effectiveDevicePixelRatio();
rcParams.maybeSurface = window;
cd->context->initialize(&rcParams);
}
} else {
if (rhi) {
current = true;
// With the rhi making the (OpenGL) context current serves only one
// purpose: to enable external OpenGL rendering connected to one of
// the QQuickWindow signals (beforeSynchronizing, beforeRendering,
// etc.) to function like it did on the direct OpenGL path. For our
// own rendering this call would not be necessary.
rhi->makeThreadLocalNativeContextCurrent();
} else {
current = gl->makeCurrent(window);
}
}
if (enableRhi && rhi && !cd->swapchain) {
// if it's not the first window then the rhi is not yet stored to
// QQuickWindowPrivate, do it now
cd->rhi = rhi;
QRhiSwapChain::Flags flags = QRhiSwapChain::UsedAsTransferSource; // may be used in a grab
// QQ is always premul alpha. Decide based on alphaBufferSize in
// requestedFormat(). (the platform plugin can override format() but
// what matters here is what the application wanted, hence using the
// requested one)
const bool alpha = window->requestedFormat().alphaBufferSize() > 0;
if (alpha)
flags |= QRhiSwapChain::SurfaceHasPreMulAlpha;
cd->swapchain = rhi->newSwapChain();
cd->depthStencilForSwapchain = rhi->newRenderBuffer(QRhiRenderBuffer::DepthStencil,
QSize(),
rhiSampleCount,
QRhiRenderBuffer::UsedWithSwapChainOnly);
cd->swapchain->setWindow(window);
cd->swapchain->setDepthStencil(cd->depthStencilForSwapchain);
qCDebug(QSG_LOG_INFO, "MSAA sample count for the swapchain is %d. Alpha channel requested = %s",
rhiSampleCount, alpha ? "yes" : "no");
cd->swapchain->setSampleCount(rhiSampleCount);
cd->swapchain->setFlags(flags);
cd->rpDescForSwapchain = cd->swapchain->newCompatibleRenderPassDescriptor();
cd->swapchain->setRenderPassDescriptor(cd->rpDescForSwapchain);
window->installEventFilter(this);
}
bool lastDirtyWindow = true;
auto i = m_windows.constBegin();
while (i != m_windows.constEnd()) {
if (i.value().updatePending) {
lastDirtyWindow = false;
break;
}
i++;
}
// Check for context loss.
if (!current && !rhi && !gl->isValid()) {
for (auto it = m_windows.constBegin() ; it != m_windows.constEnd(); it++) {
QQuickWindowPrivate *windowPrivate = QQuickWindowPrivate::get(it.key());
windowPrivate->cleanupNodesOnShutdown();
}
rc->invalidate();
current = gl->create() && gl->makeCurrent(window);
if (current) {
QSGDefaultRenderContext::InitParams rcParams;
rcParams.sampleCount = qMax(1, gl->format().samples());
rcParams.openGLContext = gl;
rcParams.initialSurfacePixelSize = window->size() * window->effectiveDevicePixelRatio();
rcParams.maybeSurface = window;
rc->initialize(&rcParams);
}
}
if (!current)
return;
if (!data.grabOnly) {
cd->flushFrameSynchronousEvents();
// Event delivery/processing triggered the window to be deleted or stop rendering.
if (!m_windows.contains(window))
return;
}
QSize effectiveOutputSize; // always prefer what the surface tells us, not the QWindow
if (cd->swapchain) {
effectiveOutputSize = cd->swapchain->surfacePixelSize();
// An update request could still be delivered right before we get an
// unexpose. With Vulkan on Windows for example attempting to render
// leads to failures at this stage since the surface size is already 0.
if (effectiveOutputSize.isEmpty())
return;
}
QElapsedTimer renderTimer;
qint64 renderTime = 0, syncTime = 0, polishTime = 0;
bool profileFrames = QSG_LOG_TIME_RENDERLOOP().isDebugEnabled();
if (profileFrames)
renderTimer.start();
Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphPolishFrame);
cd->polishItems();
if (profileFrames)
polishTime = renderTimer.nsecsElapsed();
Q_QUICK_SG_PROFILE_SWITCH(QQuickProfiler::SceneGraphPolishFrame,
QQuickProfiler::SceneGraphRenderLoopFrame,
QQuickProfiler::SceneGraphPolishPolish);
emit window->afterAnimating();
// Begin the frame before syncing -> sync is where we may invoke
// updatePaintNode() on the items and they may want to do resource updates.
// Also relevant for applications that connect to the before/afterSynchronizing
// signals and want to do graphics stuff already there.
if (cd->swapchain) {
Q_ASSERT(!effectiveOutputSize.isEmpty());
const QSize previousOutputSize = cd->swapchain->currentPixelSize();
if (previousOutputSize != effectiveOutputSize || cd->swapchainJustBecameRenderable) {
if (cd->swapchainJustBecameRenderable)
qCDebug(QSG_LOG_RENDERLOOP, "just became exposed");
cd->hasActiveSwapchain = cd->swapchain->buildOrResize();
if (!cd->hasActiveSwapchain && rhi->isDeviceLost()) {
handleDeviceLoss();
return;
}
cd->swapchainJustBecameRenderable = false;
cd->hasRenderableSwapchain = cd->hasActiveSwapchain;
if (cd->hasActiveSwapchain) {
// surface size atomicity: now that buildOrResize() succeeded,
// query the size that was used in there by the swapchain, and
// that is the size we will use while preparing the next frame.
effectiveOutputSize = cd->swapchain->currentPixelSize();
qCDebug(QSG_LOG_RENDERLOOP) << "rhi swapchain size" << effectiveOutputSize;
} else {
qWarning("Failed to build or resize swapchain");
}
}
Q_ASSERT(rhi == cd->rhi);
// ### the flag should only be set when the app requests it, but there's no way to do that right now
QRhi::BeginFrameFlags frameFlags = QRhi::ExternalContentsInPass;
QRhi::FrameOpResult frameResult = rhi->beginFrame(cd->swapchain, frameFlags);
if (frameResult != QRhi::FrameOpSuccess) {
if (frameResult == QRhi::FrameOpDeviceLost)
handleDeviceLoss();
else if (frameResult == QRhi::FrameOpError)
qWarning("Failed to start frame");
// out of date is not worth warning about - it may happen even during resizing on some platforms
return;
}
}
cd->syncSceneGraph();
if (lastDirtyWindow)
rc->endSync();
if (profileFrames)
syncTime = renderTimer.nsecsElapsed();
Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRenderLoopFrame,
QQuickProfiler::SceneGraphRenderLoopSync);
cd->renderSceneGraph(window->size(), effectiveOutputSize);
if (profileFrames)
renderTime = renderTimer.nsecsElapsed();
Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRenderLoopFrame,
QQuickProfiler::SceneGraphRenderLoopRender);
if (data.grabOnly) {
const bool alpha = window->format().alphaBufferSize() > 0 && window->color().alpha() != 255;
if (cd->swapchain)
grabContent = rhiSupport->grabAndBlockInCurrentFrame(rhi, cd->swapchain);
else
grabContent = qt_gl_read_framebuffer(window->size() * window->effectiveDevicePixelRatio(), alpha, alpha);
grabContent.setDevicePixelRatio(window->effectiveDevicePixelRatio());
data.grabOnly = false;
}
const bool needsPresent = alsoSwap && window->isVisible();
if (cd->swapchain) {
QRhi::EndFrameFlags flags = 0;
if (!needsPresent)
flags |= QRhi::SkipPresent;
QRhi::FrameOpResult frameResult = rhi->endFrame(cd->swapchain, flags);
if (frameResult != QRhi::FrameOpSuccess) {
if (frameResult == QRhi::FrameOpDeviceLost)
handleDeviceLoss();
else if (frameResult == QRhi::FrameOpError)
qWarning("Failed to end frame");
}
} else if (needsPresent) {
if (!cd->customRenderStage || !cd->customRenderStage->swap())
gl->swapBuffers(window);
}
if (needsPresent)
cd->fireFrameSwapped();
qint64 swapTime = 0;
if (profileFrames)
swapTime = renderTimer.nsecsElapsed();
Q_QUICK_SG_PROFILE_END(QQuickProfiler::SceneGraphRenderLoopFrame,
QQuickProfiler::SceneGraphRenderLoopSwap);
if (QSG_LOG_TIME_RENDERLOOP().isDebugEnabled()) {
static QTime lastFrameTime = QTime::currentTime();
qCDebug(QSG_LOG_TIME_RENDERLOOP,
"Frame rendered with 'basic' renderloop in %dms, polish=%d, sync=%d, render=%d, swap=%d, frameDelta=%d",
int(swapTime / 1000000),
int(polishTime / 1000000),
int((syncTime - polishTime) / 1000000),
int((renderTime - syncTime) / 1000000),
int((swapTime - renderTime) / 10000000),
int(lastFrameTime.msecsTo(QTime::currentTime())));
lastFrameTime = QTime::currentTime();
}
QSGRhiProfileConnection::instance()->send(rhi);
// Might have been set during syncSceneGraph()
if (data.updatePending)
maybeUpdate(window);
}
void QSGGuiThreadRenderLoop::exposureChanged(QQuickWindow *window)
{
QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window);
// This is tricker than used to be. We want to detect having an empty
// surface size (which may be the case even when window->size() is
// non-empty, on some platforms with some graphics APIs!) as well as the
// case when the window just became "newly exposed" (e.g. after a
// minimize-restore on Windows, or when switching between fully obscured -
// not fully obscured on macOS)
if (!window->isExposed() || (wd->hasActiveSwapchain && wd->swapchain->surfacePixelSize().isEmpty()))
wd->hasRenderableSwapchain = false;
if (window->isExposed() && !wd->hasRenderableSwapchain && wd->hasActiveSwapchain
&& !wd->swapchain->surfacePixelSize().isEmpty())
{
wd->hasRenderableSwapchain = true;
wd->swapchainJustBecameRenderable = true;
}
if (window->isExposed() && (!rhi || !wd->hasActiveSwapchain || wd->hasRenderableSwapchain)) {
m_windows[window].updatePending = true;
renderWindow(window);
}
}
QImage QSGGuiThreadRenderLoop::grab(QQuickWindow *window)
{
if (!m_windows.contains(window))
return QImage();
m_windows[window].grabOnly = true;
renderWindow(window);
QImage grabbed = grabContent;
grabContent = QImage();
return grabbed;
}
void QSGGuiThreadRenderLoop::maybeUpdate(QQuickWindow *window)
{
QQuickWindowPrivate *cd = QQuickWindowPrivate::get(window);
if (!cd->isRenderable() || !m_windows.contains(window))
return;
m_windows[window].updatePending = true;
window->requestUpdate();
}
QSGContext *QSGGuiThreadRenderLoop::sceneGraphContext() const
{
return sg;
}
void QSGGuiThreadRenderLoop::releaseResources(QQuickWindow *w)
{
// No full invalidation of the rendercontext, just clear some caches.
QQuickWindowPrivate *d = QQuickWindowPrivate::get(w);
if (d->renderer)
d->renderer->releaseCachedResources();
}
void QSGGuiThreadRenderLoop::handleUpdateRequest(QQuickWindow *window)
{
renderWindow(window);
}
#endif // ENABLE_DEFAULT_BACKEND
#include "qsgrenderloop.moc"
#include "moc_qsgrenderloop_p.cpp"
QT_END_NAMESPACE