Qt 5.6 | Qt Quick | Scene Graph - Rendering FBOs in a thread | threadrenderer.cpp Example File

Qt 5.6.3 Reference Documentation

# threadrenderer.cpp Example File

scenegraph/textureinthread/threadrenderer.cpp

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      #include "threadrenderer.h"
      #include "logorenderer.h"

      #include <QtCore/QMutex>
      #include <QtCore/QThread>

      #include <QtGui/QOpenGLContext>
      #include <QtGui/QOpenGLFramebufferObject>
      #include <QtGui/QGuiApplication>
      #include <QtGui/QOffscreenSurface>

      #include <QtQuick/QQuickWindow>
      #include <qsgsimpletexturenode.h>

      QList<QThread *> ThreadRenderer::threads;

      /*
       * The render thread shares a context with the scene graph and will
       * render into two separate FBOs, one to use for display and one
       * to use for rendering
       */
      class RenderThread : public QThread
      {
          Q_OBJECT
      public:
          RenderThread(const QSize &size)
              : surface(0)
              , context(0)
              , m_renderFbo(0)
              , m_displayFbo(0)
              , m_logoRenderer(0)
              , m_size(size)
          {
              ThreadRenderer::threads << this;
          }

          QOffscreenSurface *surface;
          QOpenGLContext *context;

      public slots:
          void renderNext()
          {
              context->makeCurrent(surface);

              if (!m_renderFbo) {
                  // Initialize the buffers and renderer
                  QOpenGLFramebufferObjectFormat format;
                  format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
                  m_renderFbo = new QOpenGLFramebufferObject(m_size, format);
                  m_displayFbo = new QOpenGLFramebufferObject(m_size, format);
                  m_logoRenderer = new LogoRenderer();
                  m_logoRenderer->initialize();
              }

              m_renderFbo->bind();
              context->functions()->glViewport(0, 0, m_size.width(), m_size.height());

              m_logoRenderer->render();

              // We need to flush the contents to the FBO before posting
              // the texture to the other thread, otherwise, we might
              // get unexpected results.
              context->functions()->glFlush();

              m_renderFbo->bindDefault();
              qSwap(m_renderFbo, m_displayFbo);

              emit textureReady(m_displayFbo->texture(), m_size);
          }

          void shutDown()
          {
              context->makeCurrent(surface);
              delete m_renderFbo;
              delete m_displayFbo;
              delete m_logoRenderer;
              context->doneCurrent();
              delete context;

              // schedule this to be deleted only after we're done cleaning up
              surface->deleteLater();

              // Stop event processing, move the thread to GUI and make sure it is deleted.
              exit();
              moveToThread(QGuiApplication::instance()->thread());
          }

      signals:
          void textureReady(int id, const QSize &size);

      private:
          QOpenGLFramebufferObject *m_renderFbo;
          QOpenGLFramebufferObject *m_displayFbo;

          LogoRenderer *m_logoRenderer;
          QSize m_size;
      };

      class TextureNode : public QObject, public QSGSimpleTextureNode
      {
          Q_OBJECT

      public:
          TextureNode(QQuickWindow *window)
              : m_id(0)
              , m_size(0, 0)
              , m_texture(0)
              , m_window(window)
          {
              // Our texture node must have a texture, so use the default 0 texture.
              m_texture = m_window->createTextureFromId(0, QSize(1, 1));
              setTexture(m_texture);
              setFiltering(QSGTexture::Linear);
          }

          ~TextureNode()
          {
              delete m_texture;
          }

      signals:
          void textureInUse();
          void pendingNewTexture();

      public slots:

          // This function gets called on the FBO rendering thread and will store the
          // texture id and size and schedule an update on the window.
          void newTexture(int id, const QSize &size) {
              m_mutex.lock();
              m_id = id;
              m_size = size;
              m_mutex.unlock();

              // We cannot call QQuickWindow::update directly here, as this is only allowed
              // from the rendering thread or GUI thread.
              emit pendingNewTexture();
          }

          // Before the scene graph starts to render, we update to the pending texture
          void prepareNode() {
              m_mutex.lock();
              int newId = m_id;
              QSize size = m_size;
              m_id = 0;
              m_mutex.unlock();
              if (newId) {
                  delete m_texture;
                  // note: include QQuickWindow::TextureHasAlphaChannel if the rendered content
                  // has alpha.
                  m_texture = m_window->createTextureFromId(newId, size);
                  setTexture(m_texture);

                  markDirty(DirtyMaterial);

                  // This will notify the rendering thread that the texture is now being rendered
                  // and it can start rendering to the other one.
                  emit textureInUse();
              }
          }

      private:

          int m_id;
          QSize m_size;

          QMutex m_mutex;

          QSGTexture *m_texture;
          QQuickWindow *m_window;
      };

      ThreadRenderer::ThreadRenderer()
          : m_renderThread(0)
      {
          setFlag(ItemHasContents, true);
          m_renderThread = new RenderThread(QSize(512, 512));
      }

      void ThreadRenderer::ready()
      {
          m_renderThread->surface = new QOffscreenSurface();
          m_renderThread->surface->setFormat(m_renderThread->context->format());
          m_renderThread->surface->create();

          m_renderThread->moveToThread(m_renderThread);

          connect(window(), &QQuickWindow::sceneGraphInvalidated, m_renderThread, &RenderThread::shutDown, Qt::QueuedConnection);

          m_renderThread->start();
          update();
      }

      QSGNode *ThreadRenderer::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
      {
          TextureNode *node = static_cast<TextureNode *>(oldNode);

          if (!m_renderThread->context) {
              QOpenGLContext *current = window()->openglContext();
              // Some GL implementations requres that the currently bound context is
              // made non-current before we set up sharing, so we doneCurrent here
              // and makeCurrent down below while setting up our own context.
              current->doneCurrent();

              m_renderThread->context = new QOpenGLContext();
              m_renderThread->context->setFormat(current->format());
              m_renderThread->context->setShareContext(current);
              m_renderThread->context->create();
              m_renderThread->context->moveToThread(m_renderThread);

              current->makeCurrent(window());

              QMetaObject::invokeMethod(this, "ready");
              return 0;
          }

          if (!node) {
              node = new TextureNode(window());

              /* Set up connections to get the production of FBO textures in sync with vsync on the
               * rendering thread.
               *
               * When a new texture is ready on the rendering thread, we use a direct connection to
               * the texture node to let it know a new texture can be used. The node will then
               * emit pendingNewTexture which we bind to QQuickWindow::update to schedule a redraw.
               *
               * When the scene graph starts rendering the next frame, the prepareNode() function
               * is used to update the node with the new texture. Once it completes, it emits
               * textureInUse() which we connect to the FBO rendering thread's renderNext() to have
               * it start producing content into its current "back buffer".
               *
               * This FBO rendering pipeline is throttled by vsync on the scene graph rendering thread.
               */
              connect(m_renderThread, &RenderThread::textureReady, node, &TextureNode::newTexture, Qt::DirectConnection);
              connect(node, &TextureNode::pendingNewTexture, window(), &QQuickWindow::update, Qt::QueuedConnection);
              connect(window(), &QQuickWindow::beforeRendering, node, &TextureNode::prepareNode, Qt::DirectConnection);
              connect(node, &TextureNode::textureInUse, m_renderThread, &RenderThread::renderNext, Qt::QueuedConnection);

              // Get the production of FBO textures started..
              QMetaObject::invokeMethod(m_renderThread, "renderNext", Qt::QueuedConnection);
          }

          node->setRect(boundingRect());

          return node;
      }

      #include "threadrenderer.moc"