void QSGWindowsRenderLoop::show(QQuickWindow *window) { RLDEBUG("show"); if (windowData(window) != 0) return; // This happens before the platform window is shown, but after // it is created. Creating the GL context takes a lot of time // (hundreds of milliseconds) and will prevent us from rendering // the first frame in time for the initial show on screen. // By preparing the GL context here, it is feasible (if the app // is quick enough) to have a perfect first frame. if (!m_gl) { QSG_RENDER_TIMING_SAMPLE(time_start); RLDEBUG(" - creating GL context"); m_gl = new QOpenGLContext(); m_gl->setFormat(window->requestedFormat()); if (QSGContext::sharedOpenGLContext()) m_gl->setShareContext(QSGContext::sharedOpenGLContext()); bool created = m_gl->create(); if (!created) { qWarning("QtQuick: failed to create OpenGL context"); delete m_gl; m_gl = 0; return; } QSG_RENDER_TIMING_SAMPLE(time_created); RLDEBUG(" - making current"); bool current = m_gl->makeCurrent(window); RLDEBUG(" - initializing SG"); QSG_RENDER_TIMING_SAMPLE(time_current); if (current) m_rc->initialize(m_gl); #ifndef QSG_NO_RENDER_TIMING if (qsg_render_timing) { qDebug("WindowsRenderLoop: GL=%d ms, makeCurrent=%d ms, SG=%d ms", int((time_created - time_start)/1000000), int((time_current - time_created)/1000000), int((qsg_render_timer.nsecsElapsed() - time_current)/1000000)); } if (QQmlProfilerService::enabled) { QQmlProfilerService::sceneGraphFrame( QQmlProfilerService::SceneGraphWindowsRenderShow, time_created - time_start, time_current - time_created, qsg_render_timer.nsecsElapsed() - time_current); } #endif } WindowData data; data.window = window; data.pendingUpdate = false; m_windows << data; RLDEBUG(" - done with show"); }
void QSGWindowsRenderLoop::exposureChanged(QQuickWindow *window) { if (windowData(window) == 0) return; if (window->isExposed() && window->isVisible()) { // Stop non-visual animation timer as we now have a window rendering if (m_animationTimer && anyoneShowing()) { RLDEBUG(" - stopping non-visual animation timer"); killTimer(m_animationTimer); m_animationTimer = 0; } RLDEBUG("exposureChanged - exposed"); WindowData *wd = windowData(window); wd->pendingUpdate = true; // If we have a pending timer and we get an expose, we need to stop it. // Otherwise we get two frames and two animation ticks in the same time-interval. if (m_updateTimer) { RLDEBUG(" - killing pending update timer"); killTimer(m_updateTimer); m_updateTimer = 0; } render(); } else { handleObscurity(); } }
void QSGWindowsRenderLoop::handleObscurity() { RLDEBUG("handleObscurity"); // Potentially start the non-visual animation timer if nobody is rendering if (m_animationDriver->isRunning() && !anyoneShowing() && !m_animationTimer) { RLDEBUG(" - starting non-visual animation timer"); m_animationTimer = startTimer(m_vsyncDelta); } }
void QSGWindowsRenderLoop::stopped() { RLDEBUG("Animations stopped..."); if (m_animationTimer) { RLDEBUG(" - stopping non-visual animation timer"); killTimer(m_animationTimer); m_animationTimer = 0; } }
/* * If no windows are showing, start ticking animations using a timer, * otherwise, start rendering */ void QSGWindowsRenderLoop::started() { RLDEBUG("Animations started..."); if (!anyoneShowing()) { if (m_animationTimer == 0) { RLDEBUG(" - starting non-visual animation timer"); m_animationTimer = startTimer(m_vsyncDelta); } } else { maybePostUpdateTimer(); } }
QSGWindowsRenderLoop::QSGWindowsRenderLoop() : m_gl(0) , m_sg(QSGContext::createDefaultContext()) , m_updateTimer(0) , m_animationTimer(0) { #ifdef QSG_RENDER_LOOP_DEBUG qsg_debug_timer.start(); #endif m_rc = new QSGRenderContext(m_sg); m_animationDriver = m_sg->createAnimationDriver(m_sg); m_animationDriver->install(); connect(m_animationDriver, SIGNAL(started()), this, SLOT(started())); connect(m_animationDriver, SIGNAL(stopped()), this, SLOT(stopped())); m_vsyncDelta = 1000 / QGuiApplication::primaryScreen()->refreshRate(); if (m_vsyncDelta <= 0) m_vsyncDelta = 16; RLDEBUG("Windows Render Loop created"); #ifndef QSG_NO_RENDER_TIMIMG qsg_render_timer.start(); #endif }
void QSGWindowsRenderLoop::maybePostUpdateTimer() { if (!m_updateTimer) { RLDEBUG(" - posting event"); m_updateTimer = startTimer(m_vsyncDelta / 3); } }
void QSGWindowsRenderLoop::show(QQuickWindow *window) { RLDEBUG("show"); if (windowData(window) != 0) return; // This happens before the platform window is shown, but after // it is created. Creating the GL context takes a lot of time // (hundreds of milliseconds) and will prevent us from rendering // the first frame in time for the initial show on screen. // By preparing the GL context here, it is feasible (if the app // is quick enough) to have a perfect first frame. if (!m_gl) { RLDEBUG(" - creating GL context"); m_gl = new QOpenGLContext(); m_gl->setFormat(window->requestedFormat()); m_gl->setScreen(window->screen()); if (qt_gl_global_share_context()) m_gl->setShareContext(qt_gl_global_share_context()); bool created = m_gl->create(); if (!created) { const bool isEs = m_gl->isOpenGLES(); delete m_gl; m_gl = 0; handleContextCreationFailure(window, isEs); return; } QQuickWindowPrivate::get(window)->fireOpenGLContextCreated(m_gl); RLDEBUG(" - making current"); bool current = m_gl->makeCurrent(window); RLDEBUG(" - initializing SG"); if (current) m_rc->initialize(m_gl); } WindowData data; data.window = window; data.pendingUpdate = false; m_windows << data; RLDEBUG(" - done with show"); }
void QSGWindowsRenderLoop::maybeUpdate(QQuickWindow *window) { RLDEBUG("maybeUpdate"); WindowData *wd = windowData(window); if (!wd || !anyoneShowing()) return; wd->pendingUpdate = true; maybePostUpdateTimer(); }
bool QSGWindowsRenderLoop::event(QEvent *event) { switch (event->type()) { case QEvent::Timer: { QTimerEvent *te = static_cast<QTimerEvent *>(event); if (te->timerId() == m_animationTimer) { RLDEBUG("event : animation tick while nothing is showing"); m_animationDriver->advance(); } else if (te->timerId() == m_updateTimer) { RLDEBUG("event : update"); killTimer(m_updateTimer); m_updateTimer = 0; render(); } return true; } default: break; } return QObject::event(event); }
void QSGWindowsRenderLoop::windowDestroyed(QQuickWindow *window) { RLDEBUG("windowDestroyed"); hide(window); // If this is the last tracked window, clean up SG and GL. if (m_windows.size() == 0) { QQuickWindowPrivate::get(window)->context->invalidate(); QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete); delete m_gl; m_gl = 0; } }
/* * Go through all windows we control and render them in turn. * Then tick animations if active. */ void QSGWindowsRenderLoop::render() { RLDEBUG("render"); bool rendered = false; foreach (const WindowData &wd, m_windows) { if (wd.pendingUpdate) { const_cast<WindowData &>(wd).pendingUpdate = false; renderWindow(wd.window); rendered = true; } } if (!rendered) { RLDEBUG("no changes, sleep"); QThread::msleep(m_vsyncDelta); } if (m_animationDriver->isRunning()) { RLDEBUG("advancing animations"); QSG_LOG_TIME_SAMPLE(time_start); Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphWindowsAnimations); m_animationDriver->advance(); RLDEBUG("animations advanced"); qCDebug(QSG_LOG_TIME_RENDERLOOP, "animations ticked in %dms", int((qsg_render_timer.nsecsElapsed() - time_start)/1000000)); Q_QUICK_SG_PROFILE_END(QQuickProfiler::SceneGraphWindowsAnimations); // It is not given that animations triggered another maybeUpdate() // and thus another render pass, so to keep things running, // make sure there is another frame pending. maybePostUpdateTimer(); emit timeToIncubate(); } }
void QSGWindowsRenderLoop::hide(QQuickWindow *window) { RLDEBUG("hide"); // The expose event is queued while hide is sent synchronously, so // the value might not be updated yet. (plus that the windows plugin // sends exposed=true when it goes to hidden, so it is doubly broken) // The check is made here, after the removal from m_windows, so // anyoneShowing will report the right value. if (window->isExposed()) handleObscurity(); if (!m_gl) return; QQuickWindowPrivate::get(window)->fireAboutToStop(); }
/* * Render the contents of this window. First polish, then sync, render * then finally swap. * * Note: This render function does not implement aborting * the render call when sync step results in no scene graph changes, * like the threaded renderer does. */ void QSGWindowsRenderLoop::renderWindow(QQuickWindow *window) { RLDEBUG("renderWindow"); QQuickWindowPrivate *d = QQuickWindowPrivate::get(window); if (!d->isRenderable()) return; if (!m_gl->makeCurrent(window)) return; QSG_RENDER_TIMING_SAMPLE(time_start); RLDEBUG(" - polishing"); d->polishItems(); QSG_RENDER_TIMING_SAMPLE(time_polished); RLDEBUG(" - syncing"); d->syncSceneGraph(); QSG_RENDER_TIMING_SAMPLE(time_synced); RLDEBUG(" - rendering"); d->renderSceneGraph(window->size()); QSG_RENDER_TIMING_SAMPLE(time_rendered); RLDEBUG(" - swapping"); m_gl->swapBuffers(window); QSG_RENDER_TIMING_SAMPLE(time_swapped); RLDEBUG(" - frameDone"); d->fireFrameSwapped(); #ifndef QSG_NO_RENDER_TIMING if (qsg_render_timing) { qDebug("WindowsRenderLoop(t=%d): window=%p, polish=%d ms, sync=%d ms, render=%d ms, swap=%d ms", int(qsg_render_timer.elapsed()), window, int((time_polished - time_start)/1000000), int((time_synced - time_polished)/1000000), int((time_rendered - time_synced)/1000000), int((time_swapped - time_rendered)/1000000)); } if (QQmlProfilerService::enabled) { QQmlProfilerService::sceneGraphFrame( QQmlProfilerService::SceneGraphWindowsPolishFrame, time_polished - time_start ); QQmlProfilerService::sceneGraphFrame( QQmlProfilerService::SceneGraphRenderLoopFrame, time_synced - time_polished, time_rendered - time_synced, time_swapped - time_rendered ); } #endif }
/* * Go through all windows we control and render them in turn. * Then tick animations if active. */ void QSGWindowsRenderLoop::render() { RLDEBUG("render"); foreach (const WindowData &wd, m_windows) { if (wd.pendingUpdate) { const_cast<WindowData &>(wd).pendingUpdate = false; renderWindow(wd.window); } } if (m_animationDriver->isRunning()) { RLDEBUG("advancing animations"); QSG_RENDER_TIMING_SAMPLE(time_start); m_animationDriver->advance(); RLDEBUG("animations advanced"); #ifndef QSG_NO_RENDER_TIMING if (qsg_render_timing) { qDebug("WindowsRenderLoop: animations=%d ms", int((qsg_render_timer.nsecsElapsed() - time_start)/1000000)); } if (QQmlProfilerService::Enabled) { QQmlProfilerService::sceneGraphFrame( QQmlProfilerService::SceneGraphWindowsAnimations, qsg_render_timer.nsecsElapsed() - time_start); } #endif // It is not given that animations triggered another maybeUpdate() // and thus another render pass, so to keep things running, // make sure there is another frame pending. maybePostUpdateTimer(); emit timeToIncubate(); } }
QImage QSGWindowsRenderLoop::grab(QQuickWindow *window) { RLDEBUG("grab"); if (!m_gl) return QImage(); m_gl->makeCurrent(window); QQuickWindowPrivate *d = QQuickWindowPrivate::get(window); d->polishItems(); d->syncSceneGraph(); d->renderSceneGraph(window->size()); QImage image = qt_gl_read_framebuffer(window->size() * window->effectiveDevicePixelRatio(), false, false); return image; }
QImage QSGWindowsRenderLoop::grab(QQuickWindow *window) { RLDEBUG("grab"); if (!m_gl) return QImage(); m_gl->makeCurrent(window); QQuickWindowPrivate *d = QQuickWindowPrivate::get(window); d->polishItems(); d->syncSceneGraph(); d->renderSceneGraph(window->size()); bool alpha = window->format().alphaBufferSize() > 0 && window->color().alpha() != 255; QImage image = qt_gl_read_framebuffer(window->size() * window->effectiveDevicePixelRatio(), alpha, alpha); return image; }
void QSGWindowsRenderLoop::windowDestroyed(QQuickWindow *window) { RLDEBUG("windowDestroyed"); for (int i=0; i<m_windows.size(); ++i) { if (m_windows.at(i).window == window) { m_windows.removeAt(i); break; } } hide(window); QQuickWindowPrivate *d = QQuickWindowPrivate::get(window); bool current = false; QScopedPointer<QOffscreenSurface> offscreenSurface; if (m_gl) { QSurface *surface = window; // There may be no platform window if the window got closed. if (!window->handle()) { offscreenSurface.reset(new QOffscreenSurface); offscreenSurface->setFormat(m_gl->format()); offscreenSurface->create(); surface = offscreenSurface.data(); } current = m_gl->makeCurrent(surface); } if (Q_UNLIKELY(!current)) qCDebug(QSG_LOG_RENDERLOOP) << "cleanup without an OpenGL context"; QQuickShaderEffectMaterial::cleanupMaterialCache(); d->cleanupNodesOnShutdown(); if (m_windows.size() == 0) { d->context->invalidate(); delete m_gl; m_gl = 0; } else if (m_gl && current) { m_gl->doneCurrent(); } delete d->animationController; }
QSGWindowsRenderLoop::QSGWindowsRenderLoop() : m_gl(0) , m_sg(QSGContext::createDefaultContext()) , m_updateTimer(0) , m_animationTimer(0) { m_rc = m_sg->createRenderContext(); m_animationDriver = m_sg->createAnimationDriver(m_sg); m_animationDriver->install(); connect(m_animationDriver, SIGNAL(started()), this, SLOT(started())); connect(m_animationDriver, SIGNAL(stopped()), this, SLOT(stopped())); m_vsyncDelta = 1000 / QGuiApplication::primaryScreen()->refreshRate(); if (m_vsyncDelta <= 0) m_vsyncDelta = 16; RLDEBUG("Windows Render Loop created"); qsg_render_timer.start(); }
void QSGWindowsRenderLoop::hide(QQuickWindow *window) { RLDEBUG("hide"); for (int i=0; i<m_windows.size(); ++i) { if (m_windows.at(i).window == window) { m_windows.removeAt(i); break; } } // The expose event is queued while hide is sent synchronously, so // the value might not be updated yet. (plus that the windows plugin // sends exposed=true when it goes to hidden, so it is doubly broken) // The check is made here, after the removal from m_windows, so // anyoneShowing will report the right value. if (window->isExposed()) handleObscurity(); if (!m_gl) return; QQuickWindowPrivate *cd = QQuickWindowPrivate::get(window); m_gl->makeCurrent(window); cd->cleanupNodesOnShutdown(); // If this is the last tracked window, check for persistent SG and GL and // potentially clean up. if (m_windows.size() == 0) { if (!cd->persistentSceneGraph) { QQuickWindowPrivate::get(window)->context->invalidate(); QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete); if (!cd->persistentGLContext) { delete m_gl; m_gl = 0; } } } }
/* * Render the contents of this window. First polish, then sync, render * then finally swap. * * Note: This render function does not implement aborting * the render call when sync step results in no scene graph changes, * like the threaded renderer does. */ void QSGWindowsRenderLoop::renderWindow(QQuickWindow *window) { RLDEBUG("renderWindow"); QQuickWindowPrivate *d = QQuickWindowPrivate::get(window); if (!d->isRenderable()) return; if (!m_gl->makeCurrent(window)) { // Check for context loss. if (!m_gl->isValid()) { d->cleanupNodesOnShutdown(); m_rc->invalidate(); if (m_gl->create() && m_gl->makeCurrent(window)) m_rc->initialize(m_gl); else return; } } d->flushDelayedTouchEvent(); // Event delivery or processing has caused the window to stop rendering. if (!windowData(window)) return; QSG_LOG_TIME_SAMPLE(time_start); Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphPolishFrame); RLDEBUG(" - polishing"); d->polishItems(); QSG_LOG_TIME_SAMPLE(time_polished); Q_QUICK_SG_PROFILE_SWITCH(QQuickProfiler::SceneGraphPolishFrame, QQuickProfiler::SceneGraphRenderLoopFrame); emit window->afterAnimating(); RLDEBUG(" - syncing"); d->syncSceneGraph(); QSG_RENDER_TIMING_SAMPLE(QQuickProfiler::SceneGraphRenderLoopFrame, time_synced); RLDEBUG(" - rendering"); d->renderSceneGraph(window->size()); QSG_RENDER_TIMING_SAMPLE(QQuickProfiler::SceneGraphRenderLoopFrame, time_rendered); RLDEBUG(" - swapping"); if (!d->customRenderStage || !d->customRenderStage->swap()) m_gl->swapBuffers(window); QSG_RENDER_TIMING_SAMPLE(QQuickProfiler::SceneGraphRenderLoopFrame, time_swapped); RLDEBUG(" - frameDone"); d->fireFrameSwapped(); qCDebug(QSG_LOG_TIME_RENDERLOOP()).nospace() << "Frame rendered with 'windows' renderloop in: " << (time_swapped - time_start) / 1000000 << "ms" << ", polish=" << (time_polished - time_start) / 1000000 << ", sync=" << (time_synced - time_polished) / 1000000 << ", render=" << (time_rendered - time_synced) / 1000000 << ", swap=" << (time_swapped - time_rendered) / 1000000 << " - " << window; Q_QUICK_SG_PROFILE_REPORT(QQuickProfiler::SceneGraphRenderLoopFrame); }
void QSGWindowsRenderLoop::update(QQuickWindow *window) { RLDEBUG("update"); maybeUpdate(window); }