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authorJiDe Zhang <zhangjide@uniontech.com>2022-04-05 16:01:19 +0800
committerJiDe Zhang <zhangjide@uniontech.com>2025-12-12 15:35:42 +0800
commit2e0e3000db2c76d6b20affc95498ee2bf5bdbc43 (patch)
treeea7a204d385290a08185f91aea8dfe36fefcdda8 /examples/quick/rendercontrol/rendercontrol_opengl
parent712dbe34bc7c10d8503f0bc352eced2d890fb7af (diff)
Restore multi-threaded OpenGL path in rendercontrol_opengl example
Porting from the Qt5. Pick-to: 6.11 Task-number: QTBUG-102301 Change-Id: Ic4aa3e4c3f759ccd6e04ef77ed5c2f888e7f9aa0 Reviewed-by: JiDe Zhang <zhangjide@uniontech.com> Reviewed-by: Liang Qi <liang.qi@qt.io>
Diffstat (limited to 'examples/quick/rendercontrol/rendercontrol_opengl')
-rw-r--r--examples/quick/rendercontrol/rendercontrol_opengl/CMakeLists.txt4
-rw-r--r--examples/quick/rendercontrol/rendercontrol_opengl/main.cpp28
-rw-r--r--examples/quick/rendercontrol/rendercontrol_opengl/rendercontrol_opengl.pro4
-rw-r--r--examples/quick/rendercontrol/rendercontrol_opengl/window_multithreaded.cpp452
-rw-r--r--examples/quick/rendercontrol/rendercontrol_opengl/window_multithreaded.h108
5 files changed, 591 insertions, 5 deletions
diff --git a/examples/quick/rendercontrol/rendercontrol_opengl/CMakeLists.txt b/examples/quick/rendercontrol/rendercontrol_opengl/CMakeLists.txt
index ac277f533c..0c5021f7a8 100644
--- a/examples/quick/rendercontrol/rendercontrol_opengl/CMakeLists.txt
+++ b/examples/quick/rendercontrol/rendercontrol_opengl/CMakeLists.txt
@@ -4,7 +4,7 @@
cmake_minimum_required(VERSION 3.16)
project(rendercontrol_opengl LANGUAGES CXX)
-find_package(Qt6 REQUIRED COMPONENTS Core Gui OpenGL Qml Quick)
+find_package(Qt6 REQUIRED COMPONENTS Core Gui GuiPrivate OpenGL Qml Quick)
qt_standard_project_setup(REQUIRES 6.8)
@@ -12,11 +12,13 @@ qt_add_executable(rendercontrol_openglexample WIN32 MACOSX_BUNDLE
cuberenderer.cpp cuberenderer.h
main.cpp
window_singlethreaded.cpp window_singlethreaded.h
+ window_multithreaded.cpp window_multithreaded.h
)
target_link_libraries(rendercontrol_openglexample PRIVATE
Qt6::Core
Qt6::Gui
+ Qt6::GuiPrivate
Qt6::OpenGL
Qt6::Qml
Qt6::Quick
diff --git a/examples/quick/rendercontrol/rendercontrol_opengl/main.cpp b/examples/quick/rendercontrol/rendercontrol_opengl/main.cpp
index 849d9d38d6..f882109545 100644
--- a/examples/quick/rendercontrol/rendercontrol_opengl/main.cpp
+++ b/examples/quick/rendercontrol/rendercontrol_opengl/main.cpp
@@ -3,7 +3,9 @@
#include <QGuiApplication>
#include <QQuickWindow>
+#include <QCommandLineParser>
#include "window_singlethreaded.h"
+#include "window_multithreaded.h"
int main(int argc, char **argv)
{
@@ -12,9 +14,29 @@ int main(int argc, char **argv)
// only functional when Qt Quick is also using OpenGL
QQuickWindow::setGraphicsApi(QSGRendererInterface::OpenGL);
- WindowSingleThreaded window;
- window.resize(1024, 768);
- window.show();
+ QCoreApplication::setApplicationName("Qt Render Control Example");
+ QCoreApplication::setOrganizationName("QtProject");
+ QCoreApplication::setApplicationVersion(QT_VERSION_STR);
+ QCommandLineParser parser;
+ parser.setApplicationDescription(QCoreApplication::applicationName());
+ parser.addHelpOption();
+ parser.addVersionOption();
+ QCommandLineOption threadedOption("threaded", "Threaded Rendering");
+ parser.addOption(threadedOption);
+
+ parser.process(app);
+
+ QScopedPointer<QWindow> window;
+ if (parser.isSet(threadedOption)) {
+ qWarning("Using separate Qt Quick render thread");
+ window.reset(new WindowMultiThreaded);
+ } else {
+ qWarning("Using single-threaded rendering");
+ window.reset(new WindowSingleThreaded);
+ }
+
+ window->resize(1024, 768);
+ window->show();
return app.exec();
}
diff --git a/examples/quick/rendercontrol/rendercontrol_opengl/rendercontrol_opengl.pro b/examples/quick/rendercontrol/rendercontrol_opengl/rendercontrol_opengl.pro
index 3f32a0dff4..783fdf096d 100644
--- a/examples/quick/rendercontrol/rendercontrol_opengl/rendercontrol_opengl.pro
+++ b/examples/quick/rendercontrol/rendercontrol_opengl/rendercontrol_opengl.pro
@@ -1,12 +1,14 @@
TEMPLATE = app
-QT += quick qml opengl
+QT += quick qml opengl gui-private
SOURCES += main.cpp \
window_singlethreaded.cpp \
+ window_multithreaded.cpp \
cuberenderer.cpp
HEADERS += window_singlethreaded.h \
+ window_multithreaded.h \
cuberenderer.h
RESOURCES += rendercontrol.qrc
diff --git a/examples/quick/rendercontrol/rendercontrol_opengl/window_multithreaded.cpp b/examples/quick/rendercontrol/rendercontrol_opengl/window_multithreaded.cpp
new file mode 100644
index 0000000000..f858e20e8f
--- /dev/null
+++ b/examples/quick/rendercontrol/rendercontrol_opengl/window_multithreaded.cpp
@@ -0,0 +1,452 @@
+// Copyright (C) 2017 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
+
+#include "window_multithreaded.h"
+#include "cuberenderer.h"
+#include <QOpenGLContext>
+#include <QOpenGLFunctions>
+#include <QOpenGLFramebufferObject>
+#include <QOpenGLShaderProgram>
+#include <QOpenGLVertexArrayObject>
+#include <QOpenGLBuffer>
+#include <QOpenGLVertexArrayObject>
+#include <QOffscreenSurface>
+#include <QQmlEngine>
+#include <QQmlComponent>
+#include <QQuickItem>
+#include <QQuickWindow>
+#include <QQuickRenderControl>
+#include <QQuickRenderTarget>
+#include <QCoreApplication>
+#include <QQuickGraphicsDevice>
+#include <QQuickGraphicsConfiguration>
+#include <rhi/qrhi.h>
+
+/*
+ This implementation runs the Qt Quick scenegraph's sync and render phases on a
+ separate, dedicated thread. Rendering the cube using our custom OpenGL engine
+ happens on that thread as well. This is similar to the built-in threaded
+ render loop, but does not support all the features. There is no support for
+ getting Animators running on the render thread for example.
+
+ We choose to use QObject's event mechanism to communicate with the QObject
+ living on the render thread. An alternative would be to subclass QThread and
+ reimplement run() with a custom event handling approach, like
+ QSGThreadedRenderLoop does. That would potentially lead to better results but
+ is also more complex.
+*/
+
+static const QEvent::Type INIT = QEvent::Type(QEvent::User + 1);
+static const QEvent::Type RENDER = QEvent::Type(QEvent::User + 2);
+static const QEvent::Type RESIZE = QEvent::Type(QEvent::User + 3);
+static const QEvent::Type CLEANUP = QEvent::Type(QEvent::User + 4);
+static const QEvent::Type STOP = QEvent::Type(QEvent::User + 5);
+
+static const QEvent::Type UPDATE = QEvent::Type(QEvent::User + 6);
+
+QuickRenderer::QuickRenderer()
+ : m_context(nullptr),
+ m_surface(nullptr),
+ m_window(nullptr),
+ m_quickWindow(nullptr),
+ m_renderControl(nullptr),
+ m_rhi(nullptr),
+ m_textureId(0),
+ m_cubeRenderer(nullptr),
+ m_quit(false)
+{
+}
+
+void QuickRenderer::requestInit()
+{
+ QCoreApplication::postEvent(this, new QEvent(INIT));
+}
+
+void QuickRenderer::requestRender()
+{
+ QCoreApplication::postEvent(this, new QEvent(RENDER));
+}
+
+void QuickRenderer::requestResize()
+{
+ QCoreApplication::postEvent(this, new QEvent(RESIZE));
+}
+
+void QuickRenderer::requestCleanup()
+{
+ QCoreApplication::postEvent(this, new QEvent(CLEANUP));
+}
+
+void QuickRenderer::requestStop()
+{
+ QCoreApplication::postEvent(this, new QEvent(STOP));
+}
+
+bool QuickRenderer::event(QEvent *e)
+{
+ QMutexLocker lock(&m_mutex);
+
+ switch (int(e->type())) {
+ case INIT:
+ init();
+ return true;
+ case RENDER:
+ render(&lock);
+ return true;
+ case RESIZE:
+ if (m_cubeRenderer)
+ m_cubeRenderer->resize(m_window->width(), m_window->height());
+ return true;
+ case CLEANUP:
+ cleanup();
+ return true;
+ case STOP:
+ cleanupRhi();
+ return true;
+ default:
+ return QObject::event(e);
+ }
+}
+
+void QuickRenderer::init()
+{
+ m_context->makeCurrent(m_surface);
+
+ // Pass our offscreen surface to the cube renderer just so that it will
+ // have something is can make current during cleanup. QOffscreenSurface,
+ // just like QWindow, must always be created on the gui thread (as it might
+ // be backed by an actual QWindow).
+ m_cubeRenderer = new CubeRenderer(m_surface);
+ m_cubeRenderer->resize(m_window->width(), m_window->height());
+
+ const QSurfaceFormat format = m_quickWindow->requestedFormat();
+ QRhiGles2InitParams rhiParams;
+ rhiParams.format = format;
+ rhiParams.fallbackSurface = m_surface;
+ rhiParams.window = m_quickWindow;
+ QRhiGles2NativeHandles importDev;
+ importDev.context = m_context;
+
+ m_rhi = QRhi::create(QRhi::OpenGLES2, &rhiParams, {}, &importDev);
+ m_quickWindow->setGraphicsDevice(QQuickGraphicsDevice::fromRhi(m_rhi));
+
+ m_renderControl->initialize();
+}
+
+void QuickRenderer::cleanup()
+{
+ m_context->makeCurrent(m_surface);
+
+ m_renderControl->invalidate();
+
+ if (m_textureId)
+ m_context->functions()->glDeleteTextures(1, &m_textureId);
+
+ delete m_cubeRenderer;
+ m_cubeRenderer = nullptr;
+
+ m_quickWindow->setGraphicsDevice({});
+ m_quickWindow->setRenderTarget({});
+
+ m_context->doneCurrent();
+
+ m_cond.wakeOne();
+}
+
+void QuickRenderer::cleanupRhi()
+{
+ delete m_rhi;
+ m_rhi = nullptr;
+ m_context->moveToThread(QCoreApplication::instance()->thread());
+
+ m_cond.wakeOne();
+}
+
+void QuickRenderer::ensureTexture()
+{
+ qreal dpr = m_quickWindow->devicePixelRatio();
+ QSize textureSize = m_quickWindow->size() * dpr;
+ QOpenGLFunctions *f = m_context->functions();
+ f->glGenTextures(1, &m_textureId);
+ f->glBindTexture(GL_TEXTURE_2D, m_textureId);
+ f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ f->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureSize.width(), textureSize.height(), 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ m_quickWindow->setRenderTarget(QQuickRenderTarget::fromOpenGLTexture(m_textureId, textureSize));
+}
+
+void QuickRenderer::render(QMutexLocker<QMutex> *lock)
+{
+ Q_ASSERT(QThread::currentThread() != m_window->thread());
+
+ if (!m_context->makeCurrent(m_surface)) {
+ qWarning("Failed to make context current on render thread");
+ return;
+ }
+
+ ensureTexture();
+
+ m_renderControl->beginFrame();
+ // Synchronization and rendering happens here on the render thread.
+ m_renderControl->sync();
+
+ // The gui thread can now continue.
+ m_cond.wakeOne();
+ lock->unlock();
+
+ // Meanwhile on this thread continue with the actual rendering (into the FBO first).
+ m_renderControl->render();
+ m_renderControl->endFrame();
+ m_context->functions()->glFlush();
+
+ // The cube renderer uses its own context, no need to bother with the state here.
+
+ // Get something onto the screen using our custom OpenGL engine.
+ QMutexLocker quitLock(&m_quitMutex);
+ if (!m_quit)
+ m_cubeRenderer->render(m_window, m_context, m_textureId);
+}
+
+void QuickRenderer::aboutToQuit()
+{
+ QMutexLocker lock(&m_quitMutex);
+ m_quit = true;
+}
+
+class RenderControl : public QQuickRenderControl
+{
+public:
+ RenderControl(QWindow *w) : m_window(w) { }
+ QWindow *renderWindow(QPoint *offset) override;
+
+private:
+ QWindow *m_window;
+};
+
+WindowMultiThreaded::WindowMultiThreaded()
+ : m_qmlComponent(nullptr),
+ m_rootItem(nullptr),
+ m_quickInitialized(false),
+ m_psrRequested(false)
+{
+ setSurfaceType(QSurface::OpenGLSurface);
+
+ QSurfaceFormat format;
+ // Qt Quick may need a depth and stencil buffer. Always make sure these are available.
+ format.setDepthBufferSize(16);
+ format.setStencilBufferSize(8);
+ setFormat(format);
+
+ m_context = new QOpenGLContext;
+ m_context->setFormat(format);
+ m_context->create();
+
+ m_offscreenSurface = new QOffscreenSurface;
+ // Pass m_context->format(), not format. Format does not specify and color buffer
+ // sizes, while the context, that has just been created, reports a format that has
+ // these values filled in. Pass this to the offscreen surface to make sure it will be
+ // compatible with the context's configuration.
+ m_offscreenSurface->setFormat(m_context->format());
+ m_offscreenSurface->create();
+
+ m_renderControl = new RenderControl(this);
+
+ // Create a QQuickWindow that is associated with out render control. Note that this
+ // window never gets created or shown, meaning that it will never get an underlying
+ // native (platform) window.
+ m_quickWindow = new QQuickWindow(m_renderControl);
+
+ // Create a QML engine.
+ m_qmlEngine = new QQmlEngine;
+ if (!m_qmlEngine->incubationController())
+ m_qmlEngine->setIncubationController(m_quickWindow->incubationController());
+
+ m_quickRenderer = new QuickRenderer;
+ m_quickRenderer->setContext(m_context);
+
+ // These live on the gui thread. Just give access to them on the render thread.
+ m_quickRenderer->setSurface(m_offscreenSurface);
+ m_quickRenderer->setWindow(this);
+ m_quickRenderer->setQuickWindow(m_quickWindow);
+ m_quickRenderer->setRenderControl(m_renderControl);
+
+ m_quickRendererThread = new QThread;
+
+ // Notify the render control that some scenegraph internals have to live on
+ // m_quickRenderThread.
+ m_renderControl->prepareThread(m_quickRendererThread);
+
+ // The QOpenGLContext and the QObject representing the rendering logic on
+ // the render thread must live on that thread.
+ m_context->moveToThread(m_quickRendererThread);
+ m_quickRenderer->moveToThread(m_quickRendererThread);
+
+ m_quickRendererThread->start();
+
+ // Now hook up the signals. For simplicy we don't differentiate
+ // between renderRequested (only render is needed, no sync) and
+ // sceneChanged (polish and sync is needed too).
+ connect(m_renderControl, &QQuickRenderControl::renderRequested, this, &WindowMultiThreaded::requestUpdate);
+ connect(m_renderControl, &QQuickRenderControl::sceneChanged, this, &WindowMultiThreaded::requestUpdate);
+}
+
+WindowMultiThreaded::~WindowMultiThreaded()
+{
+ // Release resources and move the context ownership back to this thread.
+ m_quickRenderer->mutex()->lock();
+ m_quickRenderer->requestCleanup();
+ m_quickRenderer->cond()->wait(m_quickRenderer->mutex());
+ m_quickRenderer->mutex()->unlock();
+
+ delete m_renderControl;
+ delete m_qmlComponent;
+ delete m_quickWindow;
+ delete m_qmlEngine;
+
+ // Release rhi
+ m_quickRenderer->mutex()->lock();
+ m_quickRenderer->requestStop();
+ m_quickRenderer->cond()->wait(m_quickRenderer->mutex());
+ m_quickRenderer->mutex()->unlock();
+
+ m_quickRendererThread->quit();
+ m_quickRendererThread->wait();
+ delete m_quickRenderer;
+
+ delete m_offscreenSurface;
+ delete m_context;
+}
+
+void WindowMultiThreaded::requestUpdate()
+{
+ if (m_quickInitialized && !m_psrRequested) {
+ m_psrRequested = true;
+ QCoreApplication::postEvent(this, new QEvent(UPDATE));
+ }
+}
+
+bool WindowMultiThreaded::event(QEvent *e)
+{
+ if (e->type() == UPDATE) {
+ polishSyncAndRender();
+ m_psrRequested = false;
+ return true;
+ } else if (e->type() == QEvent::Close) {
+ // Avoid rendering on the render thread when the window is about to
+ // close. Once a QWindow is closed, the underlying platform window will
+ // go away, even though the QWindow instance itself is still
+ // valid. Operations like swapBuffers() are futile and only result in
+ // warnings afterwards. Prevent this.
+ m_quickRenderer->aboutToQuit();
+ }
+ return QWindow::event(e);
+}
+
+void WindowMultiThreaded::polishSyncAndRender()
+{
+ Q_ASSERT(QThread::currentThread() == thread());
+
+ // Polishing happens on the gui thread.
+ m_renderControl->polishItems();
+ // Sync happens on the render thread with the gui thread (this one) blocked.
+ QMutexLocker lock(m_quickRenderer->mutex());
+ m_quickRenderer->requestRender();
+ // Wait until sync is complete.
+ m_quickRenderer->cond()->wait(m_quickRenderer->mutex());
+ // Rendering happens on the render thread without blocking the gui (main)
+ // thread. This is good because the blocking swap (waiting for vsync)
+ // happens on the render thread, not blocking other work.
+}
+
+void WindowMultiThreaded::run()
+{
+ disconnect(m_qmlComponent, &QQmlComponent::statusChanged, this, &WindowMultiThreaded::run);
+
+ if (m_qmlComponent->isError()) {
+ const QList<QQmlError> errorList = m_qmlComponent->errors();
+ for (const QQmlError &error : errorList)
+ qWarning() << error.url() << error.line() << error;
+ return;
+ }
+
+ QObject *rootObject = m_qmlComponent->create();
+ if (m_qmlComponent->isError()) {
+ const QList<QQmlError> errorList = m_qmlComponent->errors();
+ for (const QQmlError &error : errorList)
+ qWarning() << error.url() << error.line() << error;
+ return;
+ }
+
+ m_rootItem = qobject_cast<QQuickItem *>(rootObject);
+ if (!m_rootItem) {
+ qWarning("run: Not a QQuickItem");
+ delete rootObject;
+ return;
+ }
+
+ // The root item is ready. Associate it with the window.
+ m_rootItem->setParentItem(m_quickWindow->contentItem());
+
+ // Update item and rendering related geometries.
+ updateSizes();
+
+ m_quickInitialized = true;
+
+ // Initialize the render thread and perform the first polish/sync/render.
+ m_quickRenderer->requestInit();
+ polishSyncAndRender();
+}
+
+void WindowMultiThreaded::updateSizes()
+{
+ // Behave like SizeRootObjectToView.
+ m_rootItem->setWidth(width());
+ m_rootItem->setHeight(height());
+
+ m_quickWindow->setGeometry(0, 0, width(), height());
+}
+
+void WindowMultiThreaded::startQuick(const QString &filename)
+{
+ m_qmlComponent = new QQmlComponent(m_qmlEngine, QUrl(filename));
+ if (m_qmlComponent->isLoading())
+ connect(m_qmlComponent, &QQmlComponent::statusChanged, this, &WindowMultiThreaded::run);
+ else
+ run();
+}
+
+void WindowMultiThreaded::exposeEvent(QExposeEvent *)
+{
+ if (isExposed()) {
+ if (!m_quickInitialized)
+ startQuick(QStringLiteral("qrc:/qt/qml/rendercontrol/demo.qml"));
+ }
+}
+
+void WindowMultiThreaded::resizeEvent(QResizeEvent *)
+{
+ // If this is a resize after the scene is up and running, recreate the fbo and the
+ // Quick item and scene.
+ if (m_rootItem) {
+ updateSizes();
+ m_quickRenderer->requestResize();
+ polishSyncAndRender();
+ }
+}
+
+void WindowMultiThreaded::mousePressEvent(QMouseEvent *e)
+{
+ // Use the constructor taking localPos and screenPos. That puts localPos into the
+ // event's localPos and windowPos, and screenPos into the event's screenPos. This way
+ // the windowPos in e is ignored and is replaced by localPos. This is necessary
+ // because QQuickWindow thinks of itself as a top-level window always.
+ QMouseEvent mappedEvent(e->type(), e->position(), e->globalPosition(), e->button(), e->buttons(), e->modifiers());
+ QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
+}
+
+void WindowMultiThreaded::mouseReleaseEvent(QMouseEvent *e)
+{
+ QMouseEvent mappedEvent(e->type(), e->position(), e->globalPosition(), e->button(), e->buttons(), e->modifiers());
+ QCoreApplication::sendEvent(m_quickWindow, &mappedEvent);
+}
diff --git a/examples/quick/rendercontrol/rendercontrol_opengl/window_multithreaded.h b/examples/quick/rendercontrol/rendercontrol_opengl/window_multithreaded.h
new file mode 100644
index 0000000000..e505080081
--- /dev/null
+++ b/examples/quick/rendercontrol/rendercontrol_opengl/window_multithreaded.h
@@ -0,0 +1,108 @@
+// Copyright (C) 2017 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
+
+#ifndef WINDOW_MULTITHREADED_H
+#define WINDOW_MULTITHREADED_H
+
+#include <QWindow>
+#include <QMatrix4x4>
+#include <QThread>
+#include <QWaitCondition>
+#include <QMutex>
+
+QT_FORWARD_DECLARE_CLASS(QOpenGLContext)
+QT_FORWARD_DECLARE_CLASS(QOffscreenSurface)
+QT_FORWARD_DECLARE_CLASS(QQuickRenderControl)
+QT_FORWARD_DECLARE_CLASS(QQuickWindow)
+QT_FORWARD_DECLARE_CLASS(QQmlEngine)
+QT_FORWARD_DECLARE_CLASS(QQmlComponent)
+QT_FORWARD_DECLARE_CLASS(QQuickItem)
+QT_FORWARD_DECLARE_CLASS(QRhi)
+
+class CubeRenderer;
+
+class QuickRenderer : public QObject
+{
+ Q_OBJECT
+
+public:
+ QuickRenderer();
+
+ void requestInit();
+ void requestRender();
+ void requestResize();
+ void requestCleanup();
+ void requestStop();
+
+ QWaitCondition *cond() { return &m_cond; }
+ QMutex *mutex() { return &m_mutex; }
+
+ void setContext(QOpenGLContext *ctx) { m_context = ctx; }
+ void setSurface(QOffscreenSurface *s) { m_surface = s; }
+ void setWindow(QWindow *w) { m_window = w; }
+ void setQuickWindow(QQuickWindow *w) { m_quickWindow = w; }
+ void setRenderControl(QQuickRenderControl *r) { m_renderControl = r; }
+
+ void aboutToQuit();
+
+private:
+ bool event(QEvent *e) override;
+ void init();
+ void cleanup();
+ void cleanupRhi();
+ void ensureTexture();
+ void render(QMutexLocker<QMutex> *lock);
+
+ QWaitCondition m_cond;
+ QMutex m_mutex;
+ QOpenGLContext *m_context;
+ QOffscreenSurface *m_surface;
+ QWindow *m_window;
+ QQuickWindow *m_quickWindow;
+ QQuickRenderControl *m_renderControl;
+ QRhi *m_rhi;
+ uint m_textureId;
+ CubeRenderer *m_cubeRenderer;
+ QMutex m_quitMutex;
+ bool m_quit;
+};
+
+class WindowMultiThreaded : public QWindow
+{
+ Q_OBJECT
+
+public:
+ WindowMultiThreaded();
+ ~WindowMultiThreaded();
+
+protected:
+ void exposeEvent(QExposeEvent *e) override;
+ void resizeEvent(QResizeEvent *e) override;
+ void mousePressEvent(QMouseEvent *e) override;
+ void mouseReleaseEvent(QMouseEvent *e) override;
+ bool event(QEvent *e) override;
+
+private slots:
+ void run();
+ void requestUpdate();
+ void polishSyncAndRender();
+
+private:
+ void startQuick(const QString &filename);
+ void updateSizes();
+
+ QuickRenderer *m_quickRenderer;
+ QThread *m_quickRendererThread;
+
+ QOpenGLContext *m_context;
+ QOffscreenSurface *m_offscreenSurface;
+ QQuickRenderControl *m_renderControl;
+ QQuickWindow *m_quickWindow;
+ QQmlEngine *m_qmlEngine;
+ QQmlComponent *m_qmlComponent;
+ QQuickItem *m_rootItem;
+ bool m_quickInitialized;
+ bool m_psrRequested;
+};
+
+#endif