Revert "macOS: Don't call [NSOpenGLContext update] for every frame"
This reverts commit 823acb069d
.
It caused some test failures in qtdeclarative and etc.
Task-number: QTBUG-69891
Change-Id: I2e4038a46de254834e6389c63f6dad0c2e523b8e
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
This commit is contained in:
parent
540525bceb
commit
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@ -41,9 +41,6 @@
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#define QCOCOAGLCONTEXT_H
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#include <QtCore/QPointer>
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#include <QtCore/qvector.h>
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#include <QtCore/private/qcore_mac_p.h>
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#include <qpa/qplatformopenglcontext.h>
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#include <QtGui/QOpenGLContext>
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#include <QtGui/QWindow>
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@ -68,6 +65,8 @@ public:
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bool isSharing() const override;
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bool isValid() const override;
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void windowWasHidden();
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NSOpenGLContext *nativeContext() const;
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QFunctionPointer getProcAddress(const char *procName) override;
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@ -75,14 +74,14 @@ public:
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private:
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static NSOpenGLPixelFormat *pixelFormatForSurfaceFormat(const QSurfaceFormat &format);
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bool setDrawable(QPlatformSurface *surface);
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bool setActiveWindow(QWindow *window);
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void updateSurfaceFormat();
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NSOpenGLContext *m_context = nil;
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NSOpenGLContext *m_shareContext = nil;
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QSurfaceFormat m_format;
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QPointer<QWindow> m_currentWindow;
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bool m_didCheckForSoftwareContext = false;
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QVarLengthArray<QMacScopedObserver, 3> m_observers;
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};
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QT_END_NAMESPACE
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@ -41,8 +41,6 @@
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#include "qcocoawindow.h"
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#include "qcocoahelpers.h"
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#include <qdebug.h>
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#include <QtCore/qscopedvaluerollback.h>
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#include <QtCore/qatomic.h>
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#include <QtCore/private/qcore_mac_p.h>
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#include <QtPlatformHeaders/qcocoanativecontext.h>
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#include <dlfcn.h>
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@ -322,6 +320,9 @@ void QCocoaGLContext::updateSurfaceFormat()
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QCocoaGLContext::~QCocoaGLContext()
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{
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if (m_currentWindow && m_currentWindow.data()->handle())
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static_cast<QCocoaWindow *>(m_currentWindow.data()->handle())->setCurrentContext(0);
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[m_context release];
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}
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@ -330,14 +331,6 @@ bool QCocoaGLContext::makeCurrent(QPlatformSurface *surface)
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qCDebug(lcQpaOpenGLContext) << "Making" << m_context << "current"
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<< "in" << QThread::currentThread() << "for" << surface;
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// No need to make context current if it already is. This also ensures
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// that we only lock the context once, meaning we don't need to keep
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// track of how many times we've locked it to undo it in doneCurrent().
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// Note that we're not using QOpenGLContext::currentContext() here, as
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// that has already been updated to match context() before this call.
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if ([NSOpenGLContext currentContext] == m_context)
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return true;
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Q_ASSERT(surface->surface()->supportsOpenGL());
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if (surface->surface()->surfaceClass() == QSurface::Offscreen) {
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@ -345,14 +338,11 @@ bool QCocoaGLContext::makeCurrent(QPlatformSurface *surface)
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return true;
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}
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if (!setDrawable(surface))
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QWindow *window = static_cast<QCocoaWindow *>(surface)->window();
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if (!setActiveWindow(window)) {
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qCDebug(lcQpaOpenGLContext) << "Failed to activate window, skipping makeCurrent";
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return false;
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// The context may be owned and used by a dedicated render thread, but
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// we will get notifications that trigger update() on the main thread,
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// so we need to guard against concurrent uses of the context. We hold
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// this lock until swapBuffer() or doneCurrent() gets called.
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CGLLockContext(m_context.CGLContextObj);
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}
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[m_context makeCurrentContext];
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@ -373,74 +363,43 @@ bool QCocoaGLContext::makeCurrent(QPlatformSurface *surface)
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}
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}
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update();
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return true;
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}
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/*!
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Sets the drawable object of the NSOpenGLContext, which is the
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frame buffer that is the target of OpenGL drawing operations.
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*/
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bool QCocoaGLContext::setDrawable(QPlatformSurface *surface)
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bool QCocoaGLContext::setActiveWindow(QWindow *window)
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{
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Q_ASSERT(surface->surface()->surfaceClass() == QSurface::Window);
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NSView *view = static_cast<QCocoaWindow *>(surface)->view();
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if (view == m_context.view)
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if (window == m_currentWindow.data())
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return true;
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m_observers.clear();
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Q_ASSERT(window->handle());
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QCocoaWindow *cocoaWindow = static_cast<QCocoaWindow *>(window->handle());
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NSView *view = cocoaWindow->view();
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if ((m_context.view = view) != view) {
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qCInfo(lcQpaOpenGLContext) << "Failed to set" << view << "as drawable for" << m_context;
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qCDebug(lcQpaOpenGLContext) << "Associating" << view << "with" << m_context << "failed";
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return false;
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}
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qCInfo(lcQpaOpenGLContext) << "Set drawable for" << m_context << "to" << m_context.view;
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qCDebug(lcQpaOpenGLContext) << m_context << "now associated with" << m_context.view;
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auto updateCallback = [&]() { update(); };
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if (m_currentWindow && m_currentWindow.data()->handle())
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static_cast<QCocoaWindow *>(m_currentWindow.data()->handle())->setCurrentContext(0);
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if (view.layer) {
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m_observers.append(QMacScopedObserver(view, NSViewFrameDidChangeNotification, updateCallback));
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m_observers.append(QMacScopedObserver(view.window, NSWindowDidChangeScreenNotification, updateCallback));
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} else {
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m_observers.append(QMacScopedObserver(view, NSViewGlobalFrameDidChangeNotification, updateCallback));
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}
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m_observers.append(QMacScopedObserver([NSApplication sharedApplication],
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NSApplicationDidChangeScreenParametersNotification, updateCallback));
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m_currentWindow = window;
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cocoaWindow->setCurrentContext(this);
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return true;
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}
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// NSOpenGLContext is not re-entrant, which means that even when using separate
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// contexts per thread, per view, and window, calls into the API will still deadlock.
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// Note that this is different from the use of CGLLockContext and CGLUnlockContext
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// to prevent concurrent access to the _same_ context from two different threads.
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// The latter is expected due to NSOpenGLContext not being thread-safe, while the
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// former is working around bugs in NSOpenGLContext that make it not re-entrant.
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// For more information see https://openradar.appspot.com/37064579
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// NSOpenGLContext is not re-entrant (https://openradar.appspot.com/37064579)
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static QMutex s_contextMutex;
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void QCocoaGLContext::update()
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{
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// Updating the context may result in a call to [NSSurface setFrame:], which
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// will recurse back here through NSViewGlobalFrameDidChangeNotification. We
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// could use a recursive mutex to prevent a deadlock, but since they are slower
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// we opt for a manual recursion check.
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static QAtomicPointer<void> updatingThread = nullptr;
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if (updatingThread == QThread::currentThreadId())
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return;
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// Guard against concurrent access to the context in the case where there
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// is a dedicated render thread operating on the context. See makeCurrent().
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CGLLockContext(m_context.CGLContextObj);
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QMutexLocker locker(&s_contextMutex);
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QScopedValueRollback<QAtomicPointer<void>> rollback(updatingThread, QThread::currentThreadId());
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qCInfo(lcQpaOpenGLContext) << "Updating" << m_context << "for" << m_context.view;
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[m_context update];
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CGLUnlockContext(m_context.CGLContextObj);
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}
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void QCocoaGLContext::swapBuffers(QPlatformSurface *surface)
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@ -451,52 +410,37 @@ void QCocoaGLContext::swapBuffers(QPlatformSurface *surface)
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if (surface->surface()->surfaceClass() == QSurface::Offscreen)
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return; // Nothing to do
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if (!setDrawable(surface)) {
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qCWarning(lcQpaOpenGLContext) << "Can't flush" << m_context
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<< "without" << surface << "as drawable";
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QWindow *window = static_cast<QCocoaWindow *>(surface)->window();
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if (!setActiveWindow(window)) {
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qCWarning(lcQpaOpenGLContext) << "Failed to activate window, skipping swapBuffers";
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return;
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}
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QMutexLocker locker(&s_contextMutex);
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[m_context flushBuffer];
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// We're done flushing, and should release the lock we have on the
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// context. To ensure that we're not leaving the context current
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// without a lock held on it, we need to couple this with actually
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// clearing the context. This should not be a performance hit for the
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// case where the same context is made current and then cleared, and
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// QOpenGLContext::swapBuffers is documented as requiring makeCurrent
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// again before beginning a new frame, so the user can't expect the
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// context to be current after a call to swapBuffers(). We explicitly
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// go via QOpenGLContext for this, instead of calling our platform
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// method directly, as that will ensure QOpenGLContext records the
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// fact that there is no longer a current context. We then end up
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// in QCocoaGLContext::doneCurrent, where we clear the lock.
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context()->doneCurrent();
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}
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void QCocoaGLContext::doneCurrent()
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{
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auto currentContext = QOpenGLContext::currentContext();
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if (!currentContext)
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return;
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// QOpenGLContext::doneCurrent() clears the current context, but can
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// be called on any context, not necessarily the current one. Since
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// we rely on unlocking the context lock we must propagate the call
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// to the right context.
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if (context() != currentContext) {
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currentContext->doneCurrent();
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return;
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}
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Q_ASSERT([NSOpenGLContext currentContext] == m_context);
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qCDebug(lcQpaOpenGLContext) << "Clearing current context"
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<< [NSOpenGLContext currentContext] << "in" << QThread::currentThread();
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if (m_currentWindow && m_currentWindow.data()->handle())
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static_cast<QCocoaWindow *>(m_currentWindow.data()->handle())->setCurrentContext(nullptr);
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m_currentWindow.clear();
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[NSOpenGLContext clearCurrentContext];
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CGLUnlockContext(m_context.CGLContextObj);
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}
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void QCocoaGLContext::windowWasHidden()
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{
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// If the window is hidden, we need to unset the m_currentWindow
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// variable so that succeeding makeCurrent's will not abort prematurely
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// because of the optimization in setActiveWindow.
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// Doing a full doneCurrent here is not preferable, because the GL context
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// might be rendering in a different thread at this time.
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m_currentWindow.clear();
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}
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QSurfaceFormat QCocoaGLContext::format() const
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@ -102,6 +102,10 @@ void *QCocoaNativeInterface::nativeResourceForWindow(const QByteArray &resourceS
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if (resourceString == "nsview") {
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return static_cast<QCocoaWindow *>(window->handle())->m_view;
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#ifndef QT_NO_OPENGL
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} else if (resourceString == "nsopenglcontext") {
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return static_cast<QCocoaWindow *>(window->handle())->currentContext()->nativeContext();
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#endif
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} else if (resourceString == "nswindow") {
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return static_cast<QCocoaWindow *>(window->handle())->nativeWindow();
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#if QT_CONFIG(vulkan)
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@ -169,6 +169,11 @@ public:
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NSUInteger windowStyleMask(Qt::WindowFlags flags);
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void setWindowZoomButton(Qt::WindowFlags flags);
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#ifndef QT_NO_OPENGL
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void setCurrentContext(QCocoaGLContext *context);
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QCocoaGLContext *currentContext() const;
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#endif
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bool setWindowModified(bool modified) override;
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void setFrameStrutEventsEnabled(bool enabled) override;
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@ -248,6 +253,9 @@ public: // for QNSView
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bool m_inSetVisible;
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bool m_inSetGeometry;
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bool m_inSetStyleMask;
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#ifndef QT_NO_OPENGL
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QCocoaGLContext *m_glContext;
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#endif
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QCocoaMenuBar *m_menubar;
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bool m_needsInvalidateShadow;
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#include "qcocoascreen.h"
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#include "qnswindowdelegate.h"
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#include "qcocoaeventdispatcher.h"
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#ifndef QT_NO_OPENGL
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#include "qcocoaglcontext.h"
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#endif
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#include "qcocoahelpers.h"
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#include "qcocoanativeinterface.h"
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#include "qnsview.h"
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@ -148,6 +151,9 @@ QCocoaWindow::QCocoaWindow(QWindow *win, WId nativeHandle)
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, m_inSetVisible(false)
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, m_inSetGeometry(false)
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, m_inSetStyleMask(false)
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#ifndef QT_NO_OPENGL
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, m_glContext(nullptr)
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#endif
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, m_menubar(nullptr)
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, m_needsInvalidateShadow(false)
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, m_hasModalSession(false)
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@ -397,6 +403,10 @@ void QCocoaWindow::setVisible(bool visible)
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[m_view setHidden:NO];
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} else {
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// qDebug() << "close" << this;
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#ifndef QT_NO_OPENGL
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if (m_glContext)
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m_glContext->windowWasHidden();
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#endif
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QCocoaEventDispatcher *cocoaEventDispatcher = qobject_cast<QCocoaEventDispatcher *>(QGuiApplication::instance()->eventDispatcher());
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QCocoaEventDispatcherPrivate *cocoaEventDispatcherPrivate = nullptr;
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if (cocoaEventDispatcher)
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@ -1324,6 +1334,18 @@ bool QCocoaWindow::windowIsPopupType(Qt::WindowType type) const
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return ((type & Qt::Popup) == Qt::Popup);
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}
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#ifndef QT_NO_OPENGL
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void QCocoaWindow::setCurrentContext(QCocoaGLContext *context)
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{
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m_glContext = context;
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}
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QCocoaGLContext *QCocoaWindow::currentContext() const
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{
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return m_glContext;
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}
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#endif
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/*!
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Checks if the window is the content view of its immediate NSWindow.
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