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/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the QtCanvas3D module of the Qt Toolkit.
**
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 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.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "canvas3d_p.h"
#include "context3d_p.h"
#include "canvas3dcommon_p.h"
#include "canvasrendernode_p.h"
#include "teximage3d_p.h"
#include <QtGui/QGuiApplication>
#include <QtGui/QOffscreenSurface>
#include <QtGui/QOpenGLContext>
#include <QtQml/QQmlEngine>
#include <QtQml/QQmlContext>
#include <QtCore/QElapsedTimer>
Q_LOGGING_CATEGORY(canvas3dinfo, "qt.canvas3d.info")
Q_LOGGING_CATEGORY(canvas3drendering, "qt.canvas3d.rendering")
Q_LOGGING_CATEGORY(canvas3dglerrors, "qt.canvas3d.glerrors")
/*!
* \qmltype Canvas3D
* \since QtCanvas3D 1.0
* \ingroup qtcanvas3d-qml-types
* \brief Canvas that provides a 3D rendering context.
*
* The Canvas3D is a QML element that, when placed in your Qt Quick 2 scene, allows you to
* get a 3D rendering context and call 3D rendering API calls through that context object.
* Use of the rendering API requires knowledge of OpenGL like rendering APIs.
*
* There are two functions that are called by the Canvas3D implementation:
* \list
* \li initGL is emitted before the first frame is rendered, and usually during that you get
* the 3D context and initialize resources to be used later on during the rendering cycle.
* \li renderGL is emitted for each frame to be rendered, and usually during that you
* submit 3D rendering calls to draw whatever 3D content you want to be displayed.
* \endlist
*
* \sa Context3D, {QtCanvas3D QML Types}
*/
/*!
* \internal
*/
Canvas::Canvas(QQuickItem *parent):
QQuickItem(parent),
m_renderNodeReady(false),
m_mainThread(QThread::currentThread()),
m_contextThread(0),
m_context3D(0),
m_isFirstRender(true),
m_fboSize(0, 0),
m_initializedSize(1, 1),
m_isContextAttribsSet(false),
m_antialiasFbo(0),
m_renderFbo(0),
m_displayFbo(0),
m_offscreenSurface(0)
{
connect(this, &QQuickItem::windowChanged, this, &Canvas::handleWindowChanged);
connect(this, &Canvas::needRender, this, &Canvas::renderNext, Qt::QueuedConnection);
setAntialiasing(false);
// Set contents to false in case we are in qml designer to make component look nice
m_runningInDesigner = QGuiApplication::applicationDisplayName() == "Qml2Puppet";
setFlag(ItemHasContents, !m_runningInDesigner);
#if (QT_VERSION >= QT_VERSION_CHECK(5, 4, 0))
if (QCoreApplication::testAttribute(Qt::AA_UseSoftwareOpenGL))
m_isSoftwareRendered = true;
#endif
/*!
* \qmlsignal void Canvas::initGL()
* Emitted once when Canvas3D is ready and OpenGL state initialization can be done by the client.
*/
/*!
* \qmlsignal void Canvas::renderGL()
* Emitted each time a new frame should be drawn to Canvas3D. Driven by the QML scenegraph loop.
*/
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/*!
* \internal
*/
Canvas::~Canvas()
{
shutDown();
}
/*!
* \internal
*/
void Canvas::shutDown()
{
if (!m_glContext)
return;
disconnect(m_contextWindow, 0, this, 0);
disconnect(this, 0, this, 0);
m_glContext->makeCurrent(m_offscreenSurface);
delete m_renderFbo;
delete m_displayFbo;
delete m_antialiasFbo;
delete m_context3D;
m_glContext->doneCurrent();
qCDebug(canvas3drendering).nospace() << m_contextThread << m_mainThread;
if (m_contextThread && m_contextThread != m_mainThread) {
m_offscreenSurface->deleteLater();
} else {
delete m_offscreenSurface;
}
m_glContextShare->deleteLater();
m_glContextShare = 0;
}
/*!
* \qmlsignal Canvas3D::needRender()
* This signal, if emitted, causes a re-rendering cycle to happen. Usually this is needed
* if a value that affects the look of the 3D scene has changed, but no other mechanism
* triggers the re-render cycle.
*/
/*!
* \qmlsignal Canvas3D::textureReady(int id, size size, float devicePixelRatio)
* Emitted when a new texture is ready to inform the render node.
*/
/*!
* \qmlproperty float Canvas3D::devicePixelRatio
* Specifies the ratio between logical pixels (used by the Qt Quick) and actual physical
* on-screen pixels (used by the 3D rendering).
*/
float Canvas::devicePixelRatio()
{
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__ << "()";
QQuickWindow *win = window();
if (win)
return win->devicePixelRatio();
else
return 1.0f;
}
/*!
* \qmlmethod Context3D Canvas3D::getContext(string type)
* Returns the 3D rendering context that allows 3D rendering calls to be made.
* The \a type parameter is ignored for now, but a string is expected to be given.
*/
/*!
* \internal
*/
QJSValue Canvas::getContext(const QString &type)
{
QVariantMap map;
return getContext(type, map);
}
/*!
* \qmlmethod Context3D Canvas3D::getContext(string type, ContextAttributes options)
* Returns the 3D rendering context that allows 3D rendering calls to be made.
* The \a type parameter is ignored for now, but a string is expected to be given.
* The \a options parameter is only parsed when the first call to getContext() is
* made and is ignored in subsequent calls if given. If the first call is made without
* giving the \a options parameter, then the context and render target is initialized with
* default configuration.
*
* \sa ContextAttributes, Context3D
*/
/*!
* \internal
*/
QJSValue Canvas::getContext(const QString &type, const QVariantMap &options)
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< "(type:" << type
<< ", options:" << options
<< ")";
// Accept passed attributes only from first call and ignore for subsequent calls
m_isContextAttribsSet = true;
m_contextAttribs.setFrom(options);
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Context attribs:" << m_contextAttribs;
// If we can't do antialiasing, ensure we don't even try to enable it
if (m_maxSamples == 0 || m_isSoftwareRendered)
// Reflect the fact that creation of stencil attachment
// causes the creation of depth attachment as well
if (m_contextAttribs.stencil())
m_contextAttribs.setDepth(true);
// Ensure ignored attributes are left to their default state
m_contextAttribs.setAlpha(false);
m_contextAttribs.setPremultipliedAlpha(false);
m_contextAttribs.setPreserveDrawingBuffer(false);
m_contextAttribs.setPreferLowPowerToHighPerformance(false);
m_contextAttribs.setFailIfMajorPerformanceCaveat(false);
}
if (!m_context3D) {
// Create the context using current context attributes
// Initialize the swap buffer chain
if (m_contextAttribs.depth() && m_contextAttribs.stencil() && !m_contextAttribs.antialias())
m_fboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
else if (m_contextAttribs.depth() && !m_contextAttribs.antialias())
m_fboFormat.setAttachment(QOpenGLFramebufferObject::Depth);
else if (m_contextAttribs.stencil() && !m_contextAttribs.antialias())
m_fboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
m_fboFormat.setAttachment(QOpenGLFramebufferObject::NoAttachment);
m_antialiasFboFormat.setSamples(m_maxSamples);
if (m_antialiasFboFormat.samples() != m_maxSamples) {
qCWarning(canvas3drendering).nospace() <<
"Canvas3D::" << __FUNCTION__ <<
" Failed to use " << m_maxSamples <<
" will use " << m_antialiasFboFormat.samples();
if (m_contextAttribs.depth() && m_contextAttribs.stencil())
m_antialiasFboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
m_antialiasFboFormat.setAttachment(QOpenGLFramebufferObject::Depth);
m_antialiasFboFormat.setAttachment(QOpenGLFramebufferObject::NoAttachment);
// Create the offscreen surface
QSurfaceFormat surfaceFormat = m_glContextShare->format();
surfaceFormat.setSwapBehavior(QSurfaceFormat::SingleBuffer);
surfaceFormat.setSwapInterval(0);
}
if (m_contextAttribs.alpha())
surfaceFormat.setAlphaBufferSize(8);
else
surfaceFormat.setAlphaBufferSize(0);
if (m_contextAttribs.depth())
surfaceFormat.setDepthBufferSize(24);
if (m_contextAttribs.stencil())
surfaceFormat.setStencilBufferSize(8);
else
surfaceFormat.setStencilBufferSize(-1);
surfaceFormat.setSamples(m_antialiasFboFormat.samples());
m_contextWindow = window();
m_contextThread = QThread::currentThread();
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Creating QOpenGLContext with surfaceFormat :"
<< surfaceFormat;
m_glContext = new QOpenGLContext();
m_glContext->setFormat(surfaceFormat);
// Share with m_glContextShare which in turn shares with m_glContextQt.
// In case of threaded rendering both of these live on the render
// thread of the scenegraph. m_glContextQt may be current on that
// thread at this point, which would fail the context creation with
// some drivers. Hence the need for m_glContextShare.
m_glContext->setShareContext(m_glContextShare);
if (!m_glContext->create()) {
qCWarning(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Failed to create OpenGL context for FBO";
return QJSValue(QJSValue::NullValue);
m_offscreenSurface = new QOffscreenSurface();
m_offscreenSurface->setFormat(m_glContext->format());
m_offscreenSurface->create();
if (!m_glContext->makeCurrent(m_offscreenSurface)) {
qCWarning(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Failed to make offscreen surface current";
return QJSValue(QJSValue::NullValue);
// Initialize OpenGL functions using the created GL context
initializeOpenGLFunctions();
// Set the size and create FBOs
setPixelSize(m_initializedSize);
// Create the Context3D
m_context3D = new CanvasContext(m_glContext, m_offscreenSurface,
QQmlEngine::contextForObject(this)->engine(),
m_fboSize.width(),
m_fboSize.height(),
m_context3D->setCanvas(this);
m_context3D->setDevicePixelRatio(m_devicePixelRatio);
m_context3D->setContextAttributes(m_contextAttribs);
emit contextChanged(m_context3D);
}
return QQmlEngine::contextForObject(this)->engine()->newQObject(m_context3D);
/*!
* \qmlproperty size Canvas3D::pixelSize
* Specifies the size of the render target surface in pixels. If between logical pixels
* (used by the Qt Quick) and actual physical on-screen pixels (used by the 3D rendering).
*/
/*!
* \internal
*/
QSize Canvas::pixelSize()
{
return m_fboSize;
}
/*!
* \internal
*/
void Canvas::setPixelSize(QSize pixelSize)
{
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< "(pixelSize:" << pixelSize
<< ")";
if (m_fboSize == pixelSize && m_renderFbo != 0)
return;
m_fboSize = pixelSize;
createFBOs();
emit pixelSizeChanged(pixelSize);
}
/*!
* \internal
*/
void Canvas::createFBOs()
{
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__ << "()";
if (!m_glContext) {
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " No OpenGL context created, returning";
return;
}
if (!m_offscreenSurface) {
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " No offscreen surface created, returning";
return;
}
// Ensure context is current
m_glContext->makeCurrent(m_offscreenSurface);
// Store current clear color and the bound texture
GLint texBinding2D;
GLfloat clearColor[4];
glGetIntegerv(GL_TEXTURE_BINDING_2D, &texBinding2D);
glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor);
// Store existing FBOs, don't delete before we've created the new ones
// so that we get fresh texture and FBO id's for the newly created objects.
QOpenGLFramebufferObject *displayFBO = m_displayFbo;
QOpenGLFramebufferObject *renderFbo = m_renderFbo;
QOpenGLFramebufferObject *antialiasFbo = m_antialiasFbo;
// Create FBOs
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Creating front and back FBO's with"
<< " attachment format:" << m_fboFormat.attachment()
<< " and size:" << m_fboSize;
m_displayFbo = new QOpenGLFramebufferObject(m_fboSize.width(),
m_fboSize.height(),
m_fboFormat);
m_renderFbo = new QOpenGLFramebufferObject(m_fboSize.width(),
m_fboSize.height(),
m_fboFormat);
// Clear the FBOs to prevent random junk appearing on the screen
glClearColor(0,0,0,0);
m_displayFbo->bind();
glViewport(0, 0,
m_fboSize.width(),
m_fboSize.height());
glClear(GL_COLOR_BUFFER_BIT);
m_renderFbo->bind();
glViewport(0, 0,
m_fboSize.width(),
m_fboSize.height());
glClear(GL_COLOR_BUFFER_BIT);
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Render FBO handle:" << m_renderFbo->handle()
<< " isValid:" << m_renderFbo->isValid();
if (m_contextAttribs.antialias()) {
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< "Creating MSAA buffer with "
<< m_antialiasFboFormat.samples() << " samples "
<< " and attachment format of "
<< m_antialiasFboFormat.attachment();
m_antialiasFbo = new QOpenGLFramebufferObject(
m_fboSize.width(),
m_fboSize.height(),
m_antialiasFboFormat);
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Antialias FBO handle:" << m_antialiasFbo->handle()
<< " isValid:" << m_antialiasFbo->isValid();
m_antialiasFbo->bind();
glClear(GL_COLOR_BUFFER_BIT);
}
// FBO ids and texture id's have been generated, we can now free the existing ones.
delete displayFBO;
delete renderFbo;
delete antialiasFbo;
// Store the correct texture binding
glBindTexture(GL_TEXTURE_2D, texBinding2D);
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
if (m_context3D) {
bindCurrentRenderTarget();
emit needRender();
}
/*!
* \internal
*/
void Canvas::handleWindowChanged(QQuickWindow *window)
{
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__ << "(" << window << ")";
}
/*!
* \internal
*/
void Canvas::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry)
{
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< "(newGeometry:" << newGeometry
<< ", oldGeometry" << oldGeometry
<< ")";
QQuickItem::geometryChanged(newGeometry, oldGeometry);
m_cachedGeometry = newGeometry;
}
/*!
* \internal
*/
void Canvas::itemChange(ItemChange change, const ItemChangeData &value)
{
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< "(change:" << change
<< ")";
}
/*!
* \internal
*/
CanvasContext *Canvas::context()
{
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__ << "()";
return m_context3D;
}
/*!
* \internal
*/
void Canvas::updateWindowParameters()
{
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__ << "()";
// Update the device pixel ratio
QQuickWindow *win = window();
if (win) {
qreal pixelRatio = win->devicePixelRatio();
if (pixelRatio != m_devicePixelRatio) {
m_devicePixelRatio = pixelRatio;
emit devicePixelRatioChanged(pixelRatio);
win->update();
}
}
if (m_context3D) {
if (m_context3D->devicePixelRatio() != m_devicePixelRatio)
m_context3D->setDevicePixelRatio(m_devicePixelRatio);
}
}
/*!
* \internal
*/
void Canvas::ready()
{
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__ << "()";
connect(window(), &QQuickWindow::sceneGraphInvalidated,
update();
}
/*!
* \internal
*/
QSGNode *Canvas::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *data)
{
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< "("
<< oldNode <<", " << data
<< ")";
m_initializedSize = boundingRect().size().toSize();
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " size:" << m_initializedSize
<< " devicePixelRatio:" << m_devicePixelRatio;
|| m_initializedSize.width() <= 0
|| m_initializedSize.height() <= 0
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Returns null";
return 0;
}
CanvasRenderNode *node = static_cast<CanvasRenderNode *>(oldNode);
if (!m_glContextQt) {
m_glContextQt = window()->openglContext();
m_isOpenGLES2 = m_glContextQt->isOpenGLES();
if (!m_isOpenGLES2 || m_glContextQt->format().majorVersion() >= 3)
m_glContextShare = new QOpenGLContext;
m_glContextShare->setFormat(m_glContextQt->format());
m_glContextShare->setShareContext(m_glContextQt);
QSurface *surface = m_glContextQt->surface();
m_glContextQt->doneCurrent();
if (!m_glContextShare->create())
qCWarning(canvas3drendering) << "Failed to create share context";
m_glContextQt->makeCurrent(surface);
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return 0;
}
if (!node) {
node = new CanvasRenderNode(this, window());
/* Set up connections to get the production of FBO textures in sync with vsync on the
* main 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(this, &Canvas::textureReady,
node, &CanvasRenderNode::newTexture,
Qt::DirectConnection);
connect(node, &CanvasRenderNode::pendingNewTexture,
window(), &QQuickWindow::update,
Qt::QueuedConnection);
connect(window(), &QQuickWindow::beforeRendering,
node, &CanvasRenderNode::prepareNode,
Qt::DirectConnection);
connect(node, &CanvasRenderNode::textureInUse,
this, &Canvas::renderNext,
Qt::QueuedConnection);
// Get the production of FBO textures started..
update();
}
node->setRect(boundingRect());
m_renderNodeReady = true;
return node;
}
/*!
* \internal
*/
void Canvas::bindCurrentRenderTarget()
{
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__ << "()";
if (m_context3D->currentFramebuffer() == 0) {
// Bind default framebuffer
if (m_antialiasFbo) {
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Binding current FBO to antialias FBO:"
<< m_antialiasFbo->handle();
m_antialiasFbo->bind();
} else {
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Binding current FBO to render FBO:"
<< m_renderFbo->handle();
m_renderFbo->bind();
}
} else {
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Binding current FBO to current Context3D FBO:"
<< m_context3D->currentFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, m_context3D->currentFramebuffer());
}
}
/*!
* \qmlproperty uint Canvas3D::fps
* This property specifies the current frames per seconds, the value is calculated every
* 500 ms.
*/
uint Canvas::fps()
{
return m_fps;
}
/*!
* \internal
*/
void Canvas::renderNext()
{
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__ << "()";
updateWindowParameters();
// Don't try to do anything before the render node has been created
if (!m_renderNodeReady) {
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Render node not ready, returning";
// Call the initialize function from QML/JavaScript until it calls the getContext()
// that in turn creates the buffers.
// Allow the JavaScript code to call the getContext() to create the context object and FBOs
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Emit inigGL() signal";
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Context attributes not set, returning";
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " QOpenGLContext not created, returning";
return;
}
}
// We have a GL context, make it current
m_glContext->makeCurrent(m_offscreenSurface);
// Bind the correct render target FBO
// Ensure we have correct clip rect set in the context
QRect viewport = m_context3D->glViewportRect();
glViewport(viewport.x(), viewport.y(), viewport.width(), viewport.height());
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Viewport set to " << viewport;
if (!isComponentComplete()) {
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Component is not complete, skipping drawing";
// Check if any images are loaded and need to be notified while the correct
// GL context is current.
QQmlEngine *engine = QQmlEngine::contextForObject(this)->engine();
CanvasTextureImageFactory::factory(engine)->notifyLoadedImages();
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Emit renderGL() signal";
// Resolve MSAA
if (m_contextAttribs.antialias()) {
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Resolving MSAA from FBO:"
<< m_antialiasFbo->handle()
<< " to FBO:" << m_renderFbo->handle();
QOpenGLFramebufferObject::blitFramebuffer(m_renderFbo, m_antialiasFbo);
}
// We need to flush the contents to the FBO before posting
// the texture to the other thread, otherwise, we might
// get unexpected results.
glFlush();
glFinish();
// Update frames per second reading after glFinish()
static QElapsedTimer timer;
static int frames;
if (frames == 0) {
timer.start();
} else if (timer.elapsed() > 500) {
qreal avgtime = timer.elapsed() / (qreal) frames;
uint avgFps = uint(1000.0 / avgtime);
if (avgFps != m_fps) {
m_fps = avgFps;
emit fpsChanged(avgFps);
}
timer.start();
frames = 0;
}
++frames;
// Swap
qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__
<< " Displaying texture:"
<< m_displayFbo->texture()
<< " from FBO:" << m_displayFbo->handle();
// Rebind default FBO
QOpenGLFramebufferObject::bindDefault();
// Notify the render node of new texture
emit textureReady(m_displayFbo->texture(), m_fboSize, m_devicePixelRatio);