// Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #include "qsgrenderloop_p.h" #include "qsgthreadedrenderloop_p.h" #include "qsgrhisupport_p.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef Q_OS_WIN #include #endif QT_BEGIN_NAMESPACE extern bool qsg_useConsistentTiming(); #define ENABLE_DEFAULT_BACKEND Q_TRACE_POINT(qtquick, QSG_renderWindow_entry) Q_TRACE_POINT(qtquick, QSG_renderWindow_exit) Q_TRACE_POINT(qtquick, QSG_polishItems_entry) Q_TRACE_POINT(qtquick, QSG_polishItems_exit) Q_TRACE_POINT(qtquick, QSG_sync_entry) Q_TRACE_POINT(qtquick, QSG_sync_exit) Q_TRACE_POINT(qtquick, QSG_render_entry) Q_TRACE_POINT(qtquick, QSG_render_exit) Q_TRACE_POINT(qtquick, QSG_swap_entry) Q_TRACE_POINT(qtquick, QSG_swap_exit) /* - Uses one QRhi per window. (and so each window has its own QOpenGLContext or ID3D11Device(Context) etc.) - Animations are advanced using the standard timer (no custom animation driver is installed), so QML animations run as expected even when vsync throttling is broken. */ DEFINE_BOOL_CONFIG_OPTION(qmlNoThreadedRenderer, QML_BAD_GUI_RENDER_LOOP); DEFINE_BOOL_CONFIG_OPTION(qmlForceThreadedRenderer, QML_FORCE_THREADED_RENDERER); // Might trigger graphics driver threading bugs, use at own risk QSGRenderLoop *QSGRenderLoop::s_instance = nullptr; QSGRenderLoop::~QSGRenderLoop() { } void QSGRenderLoop::cleanup() { if (!s_instance) return; for (QQuickWindow *w : s_instance->windows()) { QQuickWindowPrivate *wd = QQuickWindowPrivate::get(w); if (wd->windowManager == s_instance) { s_instance->windowDestroyed(w); wd->windowManager = nullptr; } } delete s_instance; s_instance = nullptr; } QSurface::SurfaceType QSGRenderLoop::windowSurfaceType() const { #ifdef ENABLE_DEFAULT_BACKEND return QSGRhiSupport::instance()->windowSurfaceType(); #else return QSurface::RasterSurface; #endif } void QSGRenderLoop::postJob(QQuickWindow *window, QRunnable *job) { Q_ASSERT(job); #ifdef ENABLE_DEFAULT_BACKEND Q_ASSERT(window); QQuickWindowPrivate *cd = QQuickWindowPrivate::get(window); if (cd->rhi) cd->rhi->makeThreadLocalNativeContextCurrent(); job->run(); #else Q_UNUSED(window); job->run(); #endif delete job; } #ifdef ENABLE_DEFAULT_BACKEND class QSGGuiThreadRenderLoop : public QSGRenderLoop { Q_OBJECT public: QSGGuiThreadRenderLoop(); ~QSGGuiThreadRenderLoop(); void show(QQuickWindow *window) override; void hide(QQuickWindow *window) override; void windowDestroyed(QQuickWindow *window) override; void renderWindow(QQuickWindow *window); void exposureChanged(QQuickWindow *window) override; QImage grab(QQuickWindow *window) override; void maybeUpdate(QQuickWindow *window) override; void update(QQuickWindow *window) override { maybeUpdate(window); } // identical for this implementation. void handleUpdateRequest(QQuickWindow *) override; void releaseResources(QQuickWindow *) override; QAnimationDriver *animationDriver() const override { return nullptr; } QSGContext *sceneGraphContext() const override; QSGRenderContext *createRenderContext(QSGContext *) const override; void releaseSwapchain(QQuickWindow *window); void handleDeviceLoss(); bool eventFilter(QObject *watched, QEvent *event) override; struct WindowData { WindowData() : updatePending(false), rhiDeviceLost(false), rhiDoomed(false) { } QRhi *rhi = nullptr; bool ownRhi = true; QSGRenderContext *rc = nullptr; QElapsedTimer timeBetweenRenders; int sampleCount = 1; bool updatePending : 1; bool rhiDeviceLost : 1; bool rhiDoomed : 1; }; bool ensureRhi(QQuickWindow *window, WindowData &data); QHash m_windows; QOffscreenSurface *offscreenSurface = nullptr; QSGContext *sg; mutable QSet pendingRenderContexts; bool m_inPolish = false; }; #endif QSGRenderLoop *QSGRenderLoop::instance() { if (!s_instance) { QSGRhiSupport::checkEnvQSgInfo(); s_instance = QSGContext::createWindowManager(); #ifdef ENABLE_DEFAULT_BACKEND if (!s_instance) { QSGRhiSupport *rhiSupport = QSGRhiSupport::instance(); QSGRenderLoopType loopType; if (rhiSupport->rhiBackend() != QRhi::OpenGLES2) { loopType = ThreadedRenderLoop; } else { if (QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::ThreadedOpenGL)) loopType = ThreadedRenderLoop; else loopType = BasicRenderLoop; } switch (rhiSupport->rhiBackend()) { case QRhi::Null: loopType = BasicRenderLoop; break; case QRhi::D3D11: // The threaded loop's model may not be suitable for DXGI // due to the possibility of having the main thread (with // the Windows message pump) blocked while issuing a // Present on the render thread. However, according to the // docs this can be a problem for fullscreen swapchains // only. So leave threaded enabled by default for now and // revisit later if there are problems. break; default: break; } // The environment variables can always override. This is good // because in some situations it makes perfect sense to try out a // render loop that is otherwise disabled by default. if (qmlNoThreadedRenderer()) loopType = BasicRenderLoop; else if (qmlForceThreadedRenderer()) loopType = ThreadedRenderLoop; if (Q_UNLIKELY(qEnvironmentVariableIsSet("QSG_RENDER_LOOP"))) { const QByteArray loopName = qgetenv("QSG_RENDER_LOOP"); if (loopName == "windows") { qWarning("The 'windows' render loop is no longer supported. Using 'basic' instead."); loopType = BasicRenderLoop; } else if (loopName == "basic") { loopType = BasicRenderLoop; } else if (loopName == "threaded") { loopType = ThreadedRenderLoop; } } switch (loopType) { #if QT_CONFIG(thread) case ThreadedRenderLoop: qCDebug(QSG_LOG_INFO, "threaded render loop"); s_instance = new QSGThreadedRenderLoop(); break; #endif default: qCDebug(QSG_LOG_INFO, "basic render loop"); s_instance = new QSGGuiThreadRenderLoop(); break; } } #endif qAddPostRoutine(QSGRenderLoop::cleanup); } return s_instance; } void QSGRenderLoop::setInstance(QSGRenderLoop *instance) { Q_ASSERT(!s_instance); s_instance = instance; } void QSGRenderLoop::handleContextCreationFailure(QQuickWindow *window) { QString translatedMessage; QString untranslatedMessage; QQuickWindowPrivate::rhiCreationFailureMessage(QSGRhiSupport::instance()->rhiBackendName(), &translatedMessage, &untranslatedMessage); // If there is a slot connected to the error signal, emit it and leave it to // the application to do something with the message. If nothing is connected, // show a message on our own and terminate. const bool signalEmitted = QQuickWindowPrivate::get(window)->emitError(QQuickWindow::ContextNotAvailable, translatedMessage); #if defined(Q_OS_WIN) if (!signalEmitted && !QLibraryInfo::isDebugBuild() && !GetConsoleWindow()) { MessageBox(0, (LPCTSTR) translatedMessage.utf16(), (LPCTSTR)(QCoreApplication::applicationName().utf16()), MB_OK | MB_ICONERROR); } #endif // Q_OS_WIN if (!signalEmitted) qFatal("%s", qPrintable(untranslatedMessage)); } #ifdef ENABLE_DEFAULT_BACKEND QSGGuiThreadRenderLoop::QSGGuiThreadRenderLoop() { if (qsg_useConsistentTiming()) { QUnifiedTimer::instance(true)->setConsistentTiming(true); qCDebug(QSG_LOG_INFO, "using fixed animation steps"); } sg = QSGContext::createDefaultContext(); } QSGGuiThreadRenderLoop::~QSGGuiThreadRenderLoop() { qDeleteAll(pendingRenderContexts); delete sg; } void QSGGuiThreadRenderLoop::show(QQuickWindow *window) { if (!m_windows.contains(window)) m_windows.insert(window, {}); m_windows[window].timeBetweenRenders.start(); maybeUpdate(window); } void QSGGuiThreadRenderLoop::hide(QQuickWindow *window) { QQuickWindowPrivate *cd = QQuickWindowPrivate::get(window); cd->fireAboutToStop(); auto it = m_windows.find(window); if (it != m_windows.end()) it->updatePending = false; } void QSGGuiThreadRenderLoop::windowDestroyed(QQuickWindow *window) { hide(window); WindowData data = m_windows.value(window, {}); m_windows.remove(window); QQuickWindowPrivate *d = QQuickWindowPrivate::get(window); if (data.rhi) { // Direct OpenGL calls in user code need a current context, like // when rendering; ensure this (no-op when not running on GL). // Also works when there is no handle() anymore. data.rhi->makeThreadLocalNativeContextCurrent(); } if (d->swapchain) { if (window->handle()) { // We get here when exiting via QCoreApplication::quit() instead of // through QWindow::close(). releaseSwapchain(window); } else { qWarning("QSGGuiThreadRenderLoop cleanup with QQuickWindow %p swapchain %p still alive, this should not happen.", window, d->swapchain); } } d->cleanupNodesOnShutdown(); #if QT_CONFIG(quick_shadereffect) QSGRhiShaderEffectNode::resetMaterialTypeCache(window); #endif if (data.rc) { data.rc->invalidate(); delete data.rc; } if (data.ownRhi) QSGRhiSupport::instance()->destroyRhi(data.rhi, d->graphicsConfig); d->rhi = nullptr; d->animationController.reset(); if (m_windows.isEmpty()) { delete offscreenSurface; offscreenSurface = nullptr; } } void QSGGuiThreadRenderLoop::handleDeviceLoss() { qWarning("Graphics device lost, cleaning up scenegraph and releasing RHIs"); for (auto it = m_windows.begin(), itEnd = m_windows.end(); it != itEnd; ++it) { if (!it->rhi || !it->rhi->isDeviceLost()) return; QQuickWindowPrivate::get(it.key())->cleanupNodesOnShutdown(); if (it->rc) it->rc->invalidate(); releaseSwapchain(it.key()); it->rhiDeviceLost = true; if (it->ownRhi) QSGRhiSupport::instance()->destroyRhi(it->rhi, {}); it->rhi = nullptr; } } void QSGGuiThreadRenderLoop::releaseSwapchain(QQuickWindow *window) { QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window); delete wd->rpDescForSwapchain; wd->rpDescForSwapchain = nullptr; delete wd->swapchain; wd->swapchain = nullptr; delete wd->depthStencilForSwapchain; wd->depthStencilForSwapchain = nullptr; wd->hasActiveSwapchain = wd->hasRenderableSwapchain = wd->swapchainJustBecameRenderable = false; } bool QSGGuiThreadRenderLoop::eventFilter(QObject *watched, QEvent *event) { switch (event->type()) { case QEvent::PlatformSurface: // this is the proper time to tear down the swapchain (while the native window and surface are still around) if (static_cast(event)->surfaceEventType() == QPlatformSurfaceEvent::SurfaceAboutToBeDestroyed) { QQuickWindow *w = qobject_cast(watched); if (w) releaseSwapchain(w); // keep this filter on the window - needed for uncommon but valid // sequences of calls like window->destroy(); window->show(); } break; default: break; } return QObject::eventFilter(watched, event); } bool QSGGuiThreadRenderLoop::ensureRhi(QQuickWindow *window, WindowData &data) { QQuickWindowPrivate *cd = QQuickWindowPrivate::get(window); QSGRhiSupport *rhiSupport = QSGRhiSupport::instance(); bool ok = data.rhi != nullptr; if (!data.rhi) { // This block below handles both the initial QRhi initialization and // also the subsequent reinitialization attempts after a device lost // (reset) situation. if (data.rhiDoomed) // no repeated attempts if the initial attempt failed return false; if (!offscreenSurface) offscreenSurface = rhiSupport->maybeCreateOffscreenSurface(window); QSGRhiSupport::RhiCreateResult rhiResult = rhiSupport->createRhi(window, offscreenSurface); data.rhi = rhiResult.rhi; data.ownRhi = rhiResult.own; if (data.rhi) { data.rhiDeviceLost = false; ok = true; // We need to guarantee that sceneGraphInitialized is // emitted with a context current, if running with OpenGL. data.rhi->makeThreadLocalNativeContextCurrent(); // The sample count cannot vary between windows as we use the same // rendercontext for all of them. Decide it here and now. data.sampleCount = rhiSupport->chooseSampleCountForWindowWithRhi(window, data.rhi); cd->rhi = data.rhi; // set this early in case something hooked up to rc initialized() accesses it QSGDefaultRenderContext::InitParams rcParams; rcParams.rhi = data.rhi; rcParams.sampleCount = data.sampleCount; rcParams.initialSurfacePixelSize = window->size() * window->effectiveDevicePixelRatio(); rcParams.maybeSurface = window; cd->context->initialize(&rcParams); } else { if (!data.rhiDeviceLost) { data.rhiDoomed = true; handleContextCreationFailure(window); } // otherwise no error, just return false so that we will retry on a subsequent rendering attempt } } if (data.rhi && !cd->swapchain) { // if it's not the first window then the rhi is not yet stored to // QQuickWindowPrivate, do it now cd->rhi = data.rhi; // Unlike the threaded render loop, we use the same rhi for all windows // and so createRhi() is called only once. Certain initialization may // need to be done on a per window basis still, so make sure it is done. rhiSupport->prepareWindowForRhi(window); QRhiSwapChain::Flags flags = QRhiSwapChain::UsedAsTransferSource; // may be used in a grab const QSurfaceFormat requestedFormat = window->requestedFormat(); // QQ is always premul alpha. Decide based on alphaBufferSize in // requestedFormat(). (the platform plugin can override format() but // what matters here is what the application wanted, hence using the // requested one) const bool alpha = requestedFormat.alphaBufferSize() > 0; if (alpha) flags |= QRhiSwapChain::SurfaceHasPreMulAlpha; // Request NoVSync if swap interval was set to 0 (either by the app or // by QSG_NO_VSYNC). What this means in practice is another question, // but at least we tried. if (requestedFormat.swapInterval() == 0) { qCDebug(QSG_LOG_INFO, "Swap interval is 0, attempting to disable vsync when presenting."); flags |= QRhiSwapChain::NoVSync; } cd->swapchain = data.rhi->newSwapChain(); static bool depthBufferEnabled = qEnvironmentVariableIsEmpty("QSG_NO_DEPTH_BUFFER"); if (depthBufferEnabled) { cd->depthStencilForSwapchain = data.rhi->newRenderBuffer(QRhiRenderBuffer::DepthStencil, QSize(), data.sampleCount, QRhiRenderBuffer::UsedWithSwapChainOnly); cd->swapchain->setDepthStencil(cd->depthStencilForSwapchain); } cd->swapchain->setWindow(window); rhiSupport->applySwapChainFormat(cd->swapchain); qCDebug(QSG_LOG_INFO, "MSAA sample count for the swapchain is %d. Alpha channel requested = %s", data.sampleCount, alpha ? "yes" : "no"); cd->swapchain->setSampleCount(data.sampleCount); cd->swapchain->setFlags(flags); cd->rpDescForSwapchain = cd->swapchain->newCompatibleRenderPassDescriptor(); cd->swapchain->setRenderPassDescriptor(cd->rpDescForSwapchain); window->installEventFilter(this); } if (!data.rc) { QSGRenderContext *rc = cd->context; pendingRenderContexts.remove(rc); data.rc = rc; if (!data.rc) qWarning("No QSGRenderContext for window %p, this should not happen", window); } return ok; } void QSGGuiThreadRenderLoop::renderWindow(QQuickWindow *window) { auto winDataIt = m_windows.find(window); if (winDataIt == m_windows.end()) return; WindowData &data(*winDataIt); bool alsoSwap = data.updatePending; data.updatePending = false; QQuickWindowPrivate *cd = QQuickWindowPrivate::get(window); if (!cd->isRenderable()) return; if (!cd->updatesEnabled) return; if (!ensureRhi(window, data)) return; bool lastDirtyWindow = true; for (auto it = m_windows.cbegin(), end = m_windows.cend(); it != end; ++it) { if (it->updatePending) { lastDirtyWindow = false; break; } } cd->deliveryAgentPrivate()->flushFrameSynchronousEvents(window); // Event delivery/processing triggered the window to be deleted or stop rendering. if (!m_windows.contains(window)) return; QSize effectiveOutputSize; // always prefer what the surface tells us, not the QWindow if (cd->swapchain) { effectiveOutputSize = cd->swapchain->surfacePixelSize(); // An update request could still be delivered right before we get an // unexpose. With Vulkan on Windows for example attempting to render // leads to failures at this stage since the surface size is already 0. if (effectiveOutputSize.isEmpty()) return; } Q_TRACE_SCOPE(QSG_renderWindow); QElapsedTimer renderTimer; qint64 renderTime = 0, syncTime = 0, polishTime = 0; const bool profileFrames = QSG_LOG_TIME_RENDERLOOP().isDebugEnabled(); if (profileFrames) renderTimer.start(); Q_TRACE(QSG_polishItems_entry); Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphPolishFrame); m_inPolish = true; cd->polishItems(); m_inPolish = false; if (profileFrames) polishTime = renderTimer.nsecsElapsed(); Q_TRACE(QSG_polishItems_exit); Q_QUICK_SG_PROFILE_SWITCH(QQuickProfiler::SceneGraphPolishFrame, QQuickProfiler::SceneGraphRenderLoopFrame, QQuickProfiler::SceneGraphPolishPolish); Q_TRACE(QSG_sync_entry); emit window->afterAnimating(); // Begin the frame before syncing -> sync is where we may invoke // updatePaintNode() on the items and they may want to do resource updates. // Also relevant for applications that connect to the before/afterSynchronizing // signals and want to do graphics stuff already there. if (cd->swapchain) { Q_ASSERT(!effectiveOutputSize.isEmpty()); const QSize previousOutputSize = cd->swapchain->currentPixelSize(); if (previousOutputSize != effectiveOutputSize || cd->swapchainJustBecameRenderable) { if (cd->swapchainJustBecameRenderable) qCDebug(QSG_LOG_RENDERLOOP, "just became exposed"); cd->hasActiveSwapchain = cd->swapchain->createOrResize(); if (!cd->hasActiveSwapchain && data.rhi->isDeviceLost()) { handleDeviceLoss(); return; } cd->swapchainJustBecameRenderable = false; cd->hasRenderableSwapchain = cd->hasActiveSwapchain; if (cd->hasActiveSwapchain) { // surface size atomicity: now that buildOrResize() succeeded, // query the size that was used in there by the swapchain, and // that is the size we will use while preparing the next frame. effectiveOutputSize = cd->swapchain->currentPixelSize(); qCDebug(QSG_LOG_RENDERLOOP) << "rhi swapchain size" << effectiveOutputSize; } else { qWarning("Failed to build or resize swapchain"); } } emit window->beforeFrameBegin(); Q_ASSERT(data.rhi == cd->rhi); QRhi::FrameOpResult frameResult = data.rhi->beginFrame(cd->swapchain); if (frameResult != QRhi::FrameOpSuccess) { if (frameResult == QRhi::FrameOpDeviceLost) handleDeviceLoss(); else if (frameResult == QRhi::FrameOpError) qWarning("Failed to start frame"); // out of date is not worth warning about - it may happen even during resizing on some platforms emit window->afterFrameEnd(); return; } } // Enable external OpenGL rendering connected to one of the // QQuickWindow signals (beforeSynchronizing, beforeRendering, // etc.) to function like it did on the direct OpenGL path, // i.e. ensure there is a context current, just in case. data.rhi->makeThreadLocalNativeContextCurrent(); cd->syncSceneGraph(); if (lastDirtyWindow) data.rc->endSync(); if (profileFrames) syncTime = renderTimer.nsecsElapsed(); Q_TRACE(QSG_sync_exit); Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRenderLoopFrame, QQuickProfiler::SceneGraphRenderLoopSync); Q_TRACE(QSG_render_entry); cd->renderSceneGraph(); if (profileFrames) renderTime = renderTimer.nsecsElapsed(); Q_TRACE(QSG_render_exit); Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphRenderLoopFrame, QQuickProfiler::SceneGraphRenderLoopRender); Q_TRACE(QSG_swap_entry); const bool needsPresent = alsoSwap && window->isVisible(); double lastCompletedGpuTime = 0; if (cd->swapchain) { QRhi::EndFrameFlags flags; if (!needsPresent) flags |= QRhi::SkipPresent; QRhi::FrameOpResult frameResult = data.rhi->endFrame(cd->swapchain, flags); if (frameResult != QRhi::FrameOpSuccess) { if (frameResult == QRhi::FrameOpDeviceLost) handleDeviceLoss(); else if (frameResult == QRhi::FrameOpError) qWarning("Failed to end frame"); } lastCompletedGpuTime = cd->swapchain->currentFrameCommandBuffer()->lastCompletedGpuTime(); } if (needsPresent) cd->fireFrameSwapped(); emit window->afterFrameEnd(); qint64 swapTime = 0; if (profileFrames) swapTime = renderTimer.nsecsElapsed(); Q_TRACE(QSG_swap_exit); Q_QUICK_SG_PROFILE_END(QQuickProfiler::SceneGraphRenderLoopFrame, QQuickProfiler::SceneGraphRenderLoopSwap); if (profileFrames) { qCDebug(QSG_LOG_TIME_RENDERLOOP, "[window %p][gui thread] syncAndRender: frame rendered in %dms, polish=%d, sync=%d, render=%d, swap=%d, perWindowFrameDelta=%d", window, int(swapTime / 1000000), int(polishTime / 1000000), int((syncTime - polishTime) / 1000000), int((renderTime - syncTime) / 1000000), int((swapTime - renderTime) / 1000000), int(data.timeBetweenRenders.restart())); if (!qFuzzyIsNull(lastCompletedGpuTime) && cd->graphicsConfig.isTimestampsEnabled()) { qCDebug(QSG_LOG_TIME_RENDERLOOP, "[window %p][gui thread] syncAndRender: last retrieved GPU frame time was %.4f ms", window, lastCompletedGpuTime * 1000.0); } } // Might have been set during syncSceneGraph() if (data.updatePending) maybeUpdate(window); } void QSGGuiThreadRenderLoop::exposureChanged(QQuickWindow *window) { QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window); // This is tricker than used to be. We want to detect having an empty // surface size (which may be the case even when window->size() is // non-empty, on some platforms with some graphics APIs!) as well as the // case when the window just became "newly exposed" (e.g. after a // minimize-restore on Windows, or when switching between fully obscured - // not fully obscured on macOS) if (!window->isExposed() || (wd->hasActiveSwapchain && wd->swapchain->surfacePixelSize().isEmpty())) wd->hasRenderableSwapchain = false; if (window->isExposed() && !wd->hasRenderableSwapchain && wd->hasActiveSwapchain && !wd->swapchain->surfacePixelSize().isEmpty()) { wd->hasRenderableSwapchain = true; wd->swapchainJustBecameRenderable = true; } auto winDataIt = m_windows.find(window); if (winDataIt != m_windows.end()) { if (window->isExposed() && (!winDataIt->rhi || !wd->hasActiveSwapchain || wd->hasRenderableSwapchain)) { winDataIt->updatePending = true; renderWindow(window); } } } QImage QSGGuiThreadRenderLoop::grab(QQuickWindow *window) { auto winDataIt = m_windows.find(window); if (winDataIt == m_windows.end()) return QImage(); if (!ensureRhi(window, *winDataIt)) return QImage(); QQuickWindowPrivate *cd = QQuickWindowPrivate::get(window); m_inPolish = true; cd->polishItems(); m_inPolish = false; // The assumption is that the swapchain is usable since on expose we do a // renderWindow() so one cannot get to grab() without having done at least // one on-screen frame. cd->rhi->beginFrame(cd->swapchain); cd->rhi->makeThreadLocalNativeContextCurrent(); // for custom GL rendering before/during/after sync cd->syncSceneGraph(); cd->renderSceneGraph(); QImage image = QSGRhiSupport::instance()->grabAndBlockInCurrentFrame(cd->rhi, cd->swapchain->currentFrameCommandBuffer()); cd->rhi->endFrame(cd->swapchain, QRhi::SkipPresent); image.setDevicePixelRatio(window->effectiveDevicePixelRatio()); return image; } void QSGGuiThreadRenderLoop::maybeUpdate(QQuickWindow *window) { auto winDataIt = m_windows.find(window); if (winDataIt == m_windows.end()) return; // Even if the window is not renderable, // renderWindow() called on different window // should not delete QSGTexture's // from this unrenderable window. winDataIt->updatePending = true; QQuickWindowPrivate *cd = QQuickWindowPrivate::get(window); if (!cd->isRenderable()) return; // An updatePolish() implementation may call update() to get the QQuickItem // dirtied. That's fine but it also leads to calling this function. // Requesting another update is a waste then since the updatePolish() call // will be followed up with a round of sync and render. if (m_inPolish) return; window->requestUpdate(); } QSGContext *QSGGuiThreadRenderLoop::sceneGraphContext() const { return sg; } QSGRenderContext *QSGGuiThreadRenderLoop::createRenderContext(QSGContext *sg) const { QSGRenderContext *rc = sg->createRenderContext(); pendingRenderContexts.insert(rc); return rc; } void QSGGuiThreadRenderLoop::releaseResources(QQuickWindow *w) { // No full invalidation of the rendercontext, just clear some caches. QQuickWindowPrivate *d = QQuickWindowPrivate::get(w); emit d->context->releaseCachedResourcesRequested(); if (d->renderer) d->renderer->releaseCachedResources(); #if QT_CONFIG(quick_shadereffect) QSGRhiShaderEffectNode::garbageCollectMaterialTypeCache(w); #endif } void QSGGuiThreadRenderLoop::handleUpdateRequest(QQuickWindow *window) { renderWindow(window); } #endif // ENABLE_DEFAULT_BACKEND QT_END_NAMESPACE #include "qsgrenderloop.moc" #include "moc_qsgrenderloop_p.cpp"