diff --git a/examples/quick/scenegraph/textureinthread/main.cpp b/examples/quick/scenegraph/textureinthread/main.cpp index e415d254a13fd67b02c20c0ffaad63c8715bb23a..3286055496ad1177acf7449e63ff754040b55973 100644 --- a/examples/quick/scenegraph/textureinthread/main.cpp +++ b/examples/quick/scenegraph/textureinthread/main.cpp @@ -38,6 +38,8 @@ ** ****************************************************************************/ +#include <QtCore/QThread> + #include <QGuiApplication> #include <QtQuick/QQuickView> @@ -49,11 +51,31 @@ int main(int argc, char **argv) QGuiApplication app(argc, argv); qmlRegisterType<ThreadRenderer>("SceneGraphRendering", 1, 0, "Renderer"); + int execReturn = 0; + + { + QQuickView view; + + // Rendering in a thread introduces a slightly more complicated cleanup + // so we ensure that no cleanup of graphics resources happen until the + // application is shutting down. + view.setPersistentOpenGLContext(true); + view.setPersistentSceneGraph(true); + + view.setResizeMode(QQuickView::SizeRootObjectToView); + view.setSource(QUrl("qrc:///scenegraph/textureinsgnode/main.qml")); + view.show(); + + execReturn = app.exec(); + } - QQuickView view; - view.setResizeMode(QQuickView::SizeRootObjectToView); - view.setSource(QUrl("qrc:///scenegraph/textureinsgnode/main.qml")); - view.show(); + // As the render threads make use of our QGuiApplication object + // to clean up gracefully, wait for them to finish before + // QGuiApp is taken off the heap. + foreach (QThread *t, ThreadRenderer::threads) { + t->wait(); + delete t; + } - return app.exec(); + return execReturn; } diff --git a/examples/quick/scenegraph/textureinthread/threadrenderer.cpp b/examples/quick/scenegraph/textureinthread/threadrenderer.cpp index 90b6b49880d0f175302c2475d34341570fc14a20..7de1d294bafc8bb4aca1cd6c23e80fd35daaf9c3 100644 --- a/examples/quick/scenegraph/textureinthread/threadrenderer.cpp +++ b/examples/quick/scenegraph/textureinthread/threadrenderer.cpp @@ -46,10 +46,13 @@ #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 @@ -60,37 +63,39 @@ class RenderThread : public QThread { Q_OBJECT public: - RenderThread(const QSize &size) + RenderThread(const QSize &size, QOpenGLContext *context) : m_renderFbo(0) , m_displayFbo(0) , m_logoRenderer(0) + , m_fakeSurface(0) , m_size(size) { - // Since we're using queued connections, we need affinity to the rendering thread. - moveToThread(this); + ThreadRenderer::threads << this; // Set up the QOpenGLContext to use for rendering in this thread. It is sharing // memory space with the GL context of the scene graph. This constructor is called // during updatePaintNode, so we are currently on the scene graph thread with the // scene graph's OpenGL context current. - QOpenGLContext *current = QOpenGLContext::currentContext(); m_context = new QOpenGLContext(); - m_context->setShareContext(current); - m_context->setFormat(current->format()); - m_context->create(); + m_context->setShareContext(context); + m_context->setFormat(context->format()); m_context->moveToThread(this); - // We need a non-visible surface to make current... - m_fakeSurface = new QWindow(); - m_fakeSurface->setGeometry(0, 0, 64, 64); - m_fakeSurface->setSurfaceType(QWindow::OpenGLSurface); - m_fakeSurface->setFormat(current->format()); + // We need a non-visible surface to make current in the other thread + // and QWindows must be created and managed on the GUI thread. + m_fakeSurface = new QOffscreenSurface(); + m_fakeSurface->setFormat(context->format()); m_fakeSurface->create(); } + void setSurface(QOffscreenSurface *surface) { m_fakeSurface = surface; } + public slots: void renderNext() { + if (!m_context->isValid()) + m_context->create(); + m_context->makeCurrent(m_fakeSurface); if (!m_renderFbo) { @@ -119,6 +124,23 @@ public slots: emit textureReady(m_displayFbo->texture(), m_size); } + void shutDown() + { + m_context->makeCurrent(m_fakeSurface); + delete m_renderFbo; + delete m_displayFbo; + delete m_logoRenderer; + m_context->doneCurrent(); + delete m_context; + + // schedule this to be deleted only after we're done cleaning up + m_fakeSurface->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, const QSize &size); @@ -128,7 +150,7 @@ private: LogoRenderer *m_logoRenderer; - QWindow *m_fakeSurface; + QOffscreenSurface *m_fakeSurface; QOpenGLContext *m_context; QSize m_size; }; @@ -209,19 +231,35 @@ private: ThreadRenderer::ThreadRenderer() + : m_renderThread(0) { setFlag(ItemHasContents, true); + polish(); } +void ThreadRenderer::updatePolish() +{ + if (!window() || !window()->openglContext()) + return; + m_renderThread = new RenderThread(QSize(512, 512), window()->openglContext()); + m_renderThread->moveToThread(m_renderThread); + m_renderThread->start(); + connect(window(), SIGNAL(sceneGraphInvalidated()), m_renderThread, SLOT(shutDown()), Qt::QueuedConnection); +} QSGNode *ThreadRenderer::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *) { + if (!m_renderThread) { + polish(); + update(); + return 0; + } + TextureNode *node = static_cast<TextureNode *>(oldNode); if (!node) { node = new TextureNode(window()); - m_renderThread = new RenderThread(QSize(512, 512)); /* Set up connections to get the production of FBO textures in sync with vsync on the * rendering thread. @@ -242,9 +280,6 @@ QSGNode *ThreadRenderer::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData * connect(window(), SIGNAL(beforeRendering()), node, SLOT(prepareNode()), Qt::DirectConnection); connect(node, SIGNAL(textureInUse()), m_renderThread, SLOT(renderNext()), Qt::QueuedConnection); - // Start the render thread and enter let it process events. - m_renderThread->start(); - // Get the production of FBO textures started.. QMetaObject::invokeMethod(m_renderThread, "renderNext", Qt::QueuedConnection); } diff --git a/examples/quick/scenegraph/textureinthread/threadrenderer.h b/examples/quick/scenegraph/textureinthread/threadrenderer.h index f12e6404e56336128dda9940f79cd089c8f94546..8c68e27d92a3a221f45b09bbfa1842baadc70bd7 100644 --- a/examples/quick/scenegraph/textureinthread/threadrenderer.h +++ b/examples/quick/scenegraph/textureinthread/threadrenderer.h @@ -52,9 +52,15 @@ class ThreadRenderer : public QQuickItem public: ThreadRenderer(); + static QList<QThread *> threads; + +public slots: + void updatePolish(); + protected: QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *); + private: RenderThread *m_renderThread; };