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"); }
/* * 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(); } }
/* * 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); }