コード例 #1
0
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");
}
コード例 #2
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))
        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
}
コード例 #3
0
/*
 * 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();
    }
}
コード例 #4
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);
}