qt5base-lts/tests/manual/rhi/multiwindow_threaded/multiwindow_threaded.cpp
Laszlo Agocs 53599592e0 Introduce the Qt graphics abstraction as private QtGui helpers
Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES).

All APIs are private for now.

Shader conditioning (i.e. generating a QRhiShader in memory or on disk
from some shader source code) is done via the tools and APIs provided
by qt-labs/qtshadertools.

The OpenGL support follows the cross-platform tradition of requiring
ES 2.0 only, while optionally using some (ES) 3.x features. It can
operate in core profile contexts as well.

Task-number: QTBUG-70287
Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-06-13 10:13:45 +02:00

830 lines
24 KiB
C++

/****************************************************************************
**
** Copyright (C) 2018 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
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** accordance with the commercial license agreement provided with the
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** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
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** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
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#include <QApplication>
#include <QWidget>
#include <QLabel>
#include <QPlainTextEdit>
#include <QPushButton>
#include <QCheckBox>
#include <QVBoxLayout>
#include <QThread>
#include <QMutex>
#include <QWaitCondition>
#include <QQueue>
#include <QEvent>
#include <QCommandLineParser>
#include <QElapsedTimer>
#include <QtGui/private/qshader_p.h>
#include <QFile>
#include <QtGui/private/qrhiprofiler_p.h>
#ifndef QT_NO_OPENGL
#include <QtGui/private/qrhigles2_p.h>
#include <QOffscreenSurface>
#endif
#if QT_CONFIG(vulkan)
#include <QLoggingCategory>
#include <QtGui/private/qrhivulkan_p.h>
#endif
#ifdef Q_OS_WIN
#include <QtGui/private/qrhid3d11_p.h>
#endif
#ifdef Q_OS_DARWIN
#include <QtGui/private/qrhimetal_p.h>
#endif
#include "window.h"
#include "../shared/cube.h"
static QShader getShader(const QString &name)
{
QFile f(name);
if (f.open(QIODevice::ReadOnly))
return QShader::fromSerialized(f.readAll());
return QShader();
}
static GraphicsApi graphicsApi;
static QString graphicsApiName()
{
switch (graphicsApi) {
case OpenGL:
return QLatin1String("OpenGL 2.x");
case Vulkan:
return QLatin1String("Vulkan");
case D3D11:
return QLatin1String("Direct3D 11");
case Metal:
return QLatin1String("Metal");
default:
break;
}
return QString();
}
#if QT_CONFIG(vulkan)
QVulkanInstance *instance = nullptr;
#endif
// Window (main thread) emit signals -> Renderer::send* (main thread) -> event queue (add on main, process on render thread) -> Renderer::renderEvent (render thread)
// event queue is taken from the Qt Quick scenegraph as-is
// all this below is conceptually the same as the QSG threaded render loop
class RenderThreadEventQueue : public QQueue<QEvent *>
{
public:
RenderThreadEventQueue()
: waiting(false)
{
}
void addEvent(QEvent *e) {
mutex.lock();
enqueue(e);
if (waiting)
condition.wakeOne();
mutex.unlock();
}
QEvent *takeEvent(bool wait) {
mutex.lock();
if (isEmpty() && wait) {
waiting = true;
condition.wait(&mutex);
waiting = false;
}
QEvent *e = dequeue();
mutex.unlock();
return e;
}
bool hasMoreEvents() {
mutex.lock();
bool has = !isEmpty();
mutex.unlock();
return has;
}
private:
QMutex mutex;
QWaitCondition condition;
bool waiting;
};
struct Renderer;
struct Thread : public QThread
{
Thread(Renderer *renderer_)
: renderer(renderer_)
{
active = true;
start();
}
void run() override;
Renderer *renderer;
bool active;
RenderThreadEventQueue eventQueue;
bool sleeping = false;
bool stopEventProcessing = false;
bool pendingRender = false;
bool pendingRenderIsNewExpose = false;
// mutex and cond used to allow the main thread waiting until something completes on the render thread
QMutex mutex;
QWaitCondition cond;
};
class RenderThreadEvent : public QEvent
{
public:
RenderThreadEvent(QEvent::Type type) : QEvent(type) { }
};
class InitEvent : public RenderThreadEvent
{
public:
static const QEvent::Type TYPE = QEvent::Type(QEvent::User + 1);
InitEvent() : RenderThreadEvent(TYPE)
{ }
};
class RequestRenderEvent : public RenderThreadEvent
{
public:
static const QEvent::Type TYPE = QEvent::Type(QEvent::User + 2);
RequestRenderEvent(bool newlyExposed_) : RenderThreadEvent(TYPE), newlyExposed(newlyExposed_)
{ }
bool newlyExposed;
};
class SurfaceCleanupEvent : public RenderThreadEvent
{
public:
static const QEvent::Type TYPE = QEvent::Type(QEvent::User + 3);
SurfaceCleanupEvent() : RenderThreadEvent(TYPE)
{ }
};
class CloseEvent : public RenderThreadEvent
{
public:
static const QEvent::Type TYPE = QEvent::Type(QEvent::User + 4);
CloseEvent() : RenderThreadEvent(TYPE)
{ }
};
class SyncSurfaceSizeEvent : public RenderThreadEvent
{
public:
static const QEvent::Type TYPE = QEvent::Type(QEvent::User + 5);
SyncSurfaceSizeEvent() : RenderThreadEvent(TYPE)
{ }
};
struct Renderer
{
// ctor and dtor and send* are called main thread, rest on the render thread
Renderer(QWindow *w, const QColor &bgColor, int rotationAxis);
~Renderer();
void sendInit();
void sendRender(bool newlyExposed);
void sendSurfaceGoingAway();
void sendSyncSurfaceSize();
QWindow *window;
Thread *thread;
QRhi *r = nullptr;
#ifndef QT_NO_OPENGL
QOffscreenSurface *fallbackSurface = nullptr;
#endif
void createRhi();
void destroyRhi();
void renderEvent(QEvent *e);
void init();
void releaseSwapChain();
void releaseResources();
void render(bool newlyExposed, bool wakeBeforePresent);
QColor m_bgColor;
int m_rotationAxis;
QVector<QRhiResource *> m_releasePool;
bool m_hasSwapChain = false;
QRhiSwapChain *m_sc = nullptr;
QRhiRenderBuffer *m_ds = nullptr;
QRhiRenderPassDescriptor *m_rp = nullptr;
QRhiBuffer *m_vbuf = nullptr;
QRhiBuffer *m_ubuf = nullptr;
QRhiTexture *m_tex = nullptr;
QRhiSampler *m_sampler = nullptr;
QRhiShaderResourceBindings *m_srb = nullptr;
QRhiGraphicsPipeline *m_ps = nullptr;
QRhiResourceUpdateBatch *m_initialUpdates = nullptr;
QMatrix4x4 m_proj;
float m_rotation = 0;
int m_frameCount = 0;
};
void Thread::run()
{
while (active) {
if (pendingRender) {
pendingRender = false;
renderer->render(pendingRenderIsNewExpose, false);
}
while (eventQueue.hasMoreEvents()) {
QEvent *e = eventQueue.takeEvent(false);
renderer->renderEvent(e);
delete e;
}
if (active && !pendingRender) {
sleeping = true;
stopEventProcessing = false;
while (!stopEventProcessing) {
QEvent *e = eventQueue.takeEvent(true);
renderer->renderEvent(e);
delete e;
}
sleeping = false;
}
}
}
Renderer::Renderer(QWindow *w, const QColor &bgColor, int rotationAxis)
: window(w),
m_bgColor(bgColor),
m_rotationAxis(rotationAxis)
{ // main thread
thread = new Thread(this);
#ifndef QT_NO_OPENGL
if (graphicsApi == OpenGL)
fallbackSurface = QRhiGles2InitParams::newFallbackSurface();
#endif
}
Renderer::~Renderer()
{ // main thread
thread->eventQueue.addEvent(new CloseEvent);
thread->wait();
delete thread;
#ifndef QT_NO_OPENGL
delete fallbackSurface;
#endif
}
void Renderer::createRhi()
{
if (r)
return;
qDebug() << "renderer" << this << "creating rhi";
QRhi::Flags rhiFlags = QRhi::EnableProfiling;
#ifndef QT_NO_OPENGL
if (graphicsApi == OpenGL) {
QRhiGles2InitParams params;
params.fallbackSurface = fallbackSurface;
params.window = window;
r = QRhi::create(QRhi::OpenGLES2, &params, rhiFlags);
}
#endif
#if QT_CONFIG(vulkan)
if (graphicsApi == Vulkan) {
QRhiVulkanInitParams params;
params.inst = instance;
params.window = window;
r = QRhi::create(QRhi::Vulkan, &params, rhiFlags);
}
#endif
#ifdef Q_OS_WIN
if (graphicsApi == D3D11) {
QRhiD3D11InitParams params;
params.enableDebugLayer = true;
r = QRhi::create(QRhi::D3D11, &params, rhiFlags);
}
#endif
#ifdef Q_OS_DARWIN
if (graphicsApi == Metal) {
QRhiMetalInitParams params;
r = QRhi::create(QRhi::Metal, &params, rhiFlags);
}
#endif
if (!r)
qFatal("Failed to create RHI backend");
}
void Renderer::destroyRhi()
{
qDebug() << "renderer" << this << "destroying rhi";
delete r;
r = nullptr;
}
void Renderer::renderEvent(QEvent *e)
{
Q_ASSERT(QThread::currentThread() == thread);
if (thread->sleeping)
thread->stopEventProcessing = true;
switch (int(e->type())) {
case InitEvent::TYPE:
qDebug() << "renderer" << this << "for window" << window << "is initializing";
createRhi();
init();
break;
case RequestRenderEvent::TYPE:
thread->pendingRender = true;
thread->pendingRenderIsNewExpose = static_cast<RequestRenderEvent *>(e)->newlyExposed;
break;
case SurfaceCleanupEvent::TYPE: // when the QWindow is closed, before QPlatformWindow goes away
thread->mutex.lock();
qDebug() << "renderer" << this << "for window" << window << "is destroying swapchain";
thread->pendingRender = false;
releaseSwapChain();
thread->cond.wakeOne();
thread->mutex.unlock();
break;
case CloseEvent::TYPE: // when destroying the window+renderer (NB not the same as hitting X on the window, that's just QWindow close)
qDebug() << "renderer" << this << "for window" << window << "is shutting down";
thread->pendingRender = false;
thread->active = false;
thread->stopEventProcessing = true;
releaseResources();
destroyRhi();
break;
case SyncSurfaceSizeEvent::TYPE:
thread->mutex.lock();
thread->pendingRender = false;
render(false, true);
break;
default:
break;
}
}
void Renderer::init()
{
m_sc = r->newSwapChain();
m_ds = r->newRenderBuffer(QRhiRenderBuffer::DepthStencil,
QSize(), // no need to set the size yet
1,
QRhiRenderBuffer::UsedWithSwapChainOnly);
m_releasePool << m_ds;
m_sc->setWindow(window);
m_sc->setDepthStencil(m_ds);
m_rp = m_sc->newCompatibleRenderPassDescriptor();
m_releasePool << m_rp;
m_sc->setRenderPassDescriptor(m_rp);
m_vbuf = r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
m_releasePool << m_vbuf;
m_vbuf->build();
m_ubuf = r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4);
m_releasePool << m_ubuf;
m_ubuf->build();
QImage image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888);
m_tex = r->newTexture(QRhiTexture::RGBA8, image.size());
m_releasePool << m_tex;
m_tex->build();
m_sampler = r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
m_releasePool << m_sampler;
m_sampler->build();
m_srb = r->newShaderResourceBindings();
m_releasePool << m_srb;
m_srb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, m_tex, m_sampler)
});
m_srb->build();
m_ps = r->newGraphicsPipeline();
m_releasePool << m_ps;
m_ps->setDepthTest(true);
m_ps->setDepthWrite(true);
m_ps->setDepthOp(QRhiGraphicsPipeline::Less);
m_ps->setCullMode(QRhiGraphicsPipeline::Back);
m_ps->setFrontFace(QRhiGraphicsPipeline::CCW);
m_ps->setShaderStages({
{ QRhiGraphicsShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
{ QRhiGraphicsShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
});
QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({
{ 3 * sizeof(float) },
{ 2 * sizeof(float) }
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float3, 0 },
{ 1, 1, QRhiVertexInputAttribute::Float2, 0 }
});
m_ps->setVertexInputLayout(inputLayout);
m_ps->setShaderResourceBindings(m_srb);
m_ps->setRenderPassDescriptor(m_rp);
m_ps->build();
m_initialUpdates = r->nextResourceUpdateBatch();
m_initialUpdates->uploadStaticBuffer(m_vbuf, cube);
qint32 flip = 0;
m_initialUpdates->updateDynamicBuffer(m_ubuf, 64, 4, &flip);
m_initialUpdates->uploadTexture(m_tex, image);
}
void Renderer::releaseSwapChain()
{
if (m_hasSwapChain) {
m_hasSwapChain = false;
m_sc->release();
}
}
void Renderer::releaseResources()
{
qDeleteAll(m_releasePool);
m_releasePool.clear();
delete m_sc;
m_sc = nullptr;
}
void Renderer::render(bool newlyExposed, bool wakeBeforePresent)
{
// This function handles both resizing and rendering. Resizes have some
// complications due to the threaded model (check exposeEvent and
// sendSyncSurfaceSize) but don't have to worry about that in here.
auto buildOrResizeSwapChain = [this] {
qDebug() << "renderer" << this << "build or resize swapchain for window" << window;
const QSize outputSize = m_sc->surfacePixelSize();
qDebug() << " size is" << outputSize;
m_ds->setPixelSize(outputSize);
m_ds->build();
m_hasSwapChain = m_sc->buildOrResize();
m_proj = r->clipSpaceCorrMatrix();
m_proj.perspective(45.0f, outputSize.width() / (float) outputSize.height(), 0.01f, 100.0f);
m_proj.translate(0, 0, -4);
};
auto wakeUpIfNeeded = [wakeBeforePresent, this] {
// make sure the main/gui thread is not blocked when issuing the Present (or equivalent)
if (wakeBeforePresent) {
thread->cond.wakeOne();
thread->mutex.unlock();
}
};
const QSize surfaceSize = m_sc->surfacePixelSize();
if (surfaceSize.isEmpty()) {
wakeUpIfNeeded();
return;
}
if (newlyExposed || m_sc->currentPixelSize() != surfaceSize)
buildOrResizeSwapChain();
if (!m_hasSwapChain) {
wakeUpIfNeeded();
return;
}
QRhi::FrameOpResult result = r->beginFrame(m_sc);
if (result == QRhi::FrameOpSwapChainOutOfDate) {
buildOrResizeSwapChain();
if (!m_hasSwapChain) {
wakeUpIfNeeded();
return;
}
result = r->beginFrame(m_sc);
}
if (result != QRhi::FrameOpSuccess) {
wakeUpIfNeeded();
return;
}
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
const QSize outputSize = m_sc->currentPixelSize();
QRhiResourceUpdateBatch *u = r->nextResourceUpdateBatch();
if (m_initialUpdates) {
u->merge(m_initialUpdates);
m_initialUpdates->release();
m_initialUpdates = nullptr;
}
m_rotation += 1.0f;
QMatrix4x4 mvp = m_proj;
mvp.scale(0.5f);
mvp.rotate(m_rotation, m_rotationAxis == 0 ? 1 : 0, m_rotationAxis == 1 ? 1 : 0, m_rotationAxis == 2 ? 1 : 0);
u->updateDynamicBuffer(m_ubuf, 0, 64, mvp.constData());
cb->beginPass(m_sc->currentFrameRenderTarget(),
QColor::fromRgbF(float(m_bgColor.redF()), float(m_bgColor.greenF()), float(m_bgColor.blueF()), 1.0f),
{ 1.0f, 0 },
u);
cb->setGraphicsPipeline(m_ps);
cb->setViewport(QRhiViewport(0, 0, outputSize.width(), outputSize.height()));
cb->setShaderResources();
const QRhiCommandBuffer::VertexInput vbufBindings[] = {
{ m_vbuf, 0 },
{ m_vbuf, 36 * 3 * sizeof(float) }
};
cb->setVertexInput(0, 2, vbufBindings);
cb->draw(36);
cb->endPass();
wakeUpIfNeeded();
r->endFrame(m_sc);
m_frameCount += 1;
if ((m_frameCount % 300) == 0) {
const QRhiProfiler::CpuTime ff = r->profiler()->frameToFrameTimes(m_sc);
const QRhiProfiler::CpuTime be = r->profiler()->frameBuildTimes(m_sc);
const QRhiProfiler::GpuTime gp = r->profiler()->gpuFrameTimes(m_sc);
if (r->isFeatureSupported(QRhi::Timestamps)) {
qDebug("[renderer %p] frame-to-frame: min %lld max %lld avg %f. "
"frame build: min %lld max %lld avg %f. "
"gpu frame time: min %f max %f avg %f",
this,
ff.minTime, ff.maxTime, ff.avgTime,
be.minTime, be.maxTime, be.avgTime,
gp.minTime, gp.maxTime, gp.avgTime);
} else {
qDebug("[renderer %p] frame-to-frame: min %lld max %lld avg %f. "
"frame build: min %lld max %lld avg %f. ",
this,
ff.minTime, ff.maxTime, ff.avgTime,
be.minTime, be.maxTime, be.avgTime);
}
}
}
void Renderer::sendInit()
{ // main thread
InitEvent *e = new InitEvent;
thread->eventQueue.addEvent(e);
}
void Renderer::sendRender(bool newlyExposed)
{ // main thread
RequestRenderEvent *e = new RequestRenderEvent(newlyExposed);
thread->eventQueue.addEvent(e);
}
void Renderer::sendSurfaceGoingAway()
{ // main thread
SurfaceCleanupEvent *e = new SurfaceCleanupEvent;
// cannot let this thread to proceed with tearing down the native window
// before the render thread completes the swapchain release
thread->mutex.lock();
thread->eventQueue.addEvent(e);
thread->cond.wait(&thread->mutex);
thread->mutex.unlock();
}
void Renderer::sendSyncSurfaceSize()
{ // main thread
SyncSurfaceSizeEvent *e = new SyncSurfaceSizeEvent;
// must block to prevent surface size mess. the render thread will do a
// full rendering round before it unlocks which is good since it can thus
// pick up and the surface (window) size atomically.
thread->mutex.lock();
thread->eventQueue.addEvent(e);
thread->cond.wait(&thread->mutex);
thread->mutex.unlock();
}
struct WindowAndRenderer
{
QWindow *window;
Renderer *renderer;
};
QVector<WindowAndRenderer> windows;
void createWindow()
{
static QColor colors[] = { Qt::red, Qt::green, Qt::blue, Qt::yellow, Qt::cyan, Qt::gray };
const int n = windows.count();
Window *w = new Window(QString::asprintf("Window+Thread #%d (%s)", n, qPrintable(graphicsApiName())), graphicsApi);
Renderer *renderer = new Renderer(w, colors[n % 6], n % 3);;
QObject::connect(w, &Window::initRequested, w, [renderer] {
renderer->sendInit();
});
QObject::connect(w, &Window::renderRequested, w, [w, renderer](bool newlyExposed) {
renderer->sendRender(newlyExposed);
w->requestUpdate();
});
QObject::connect(w, &Window::surfaceGoingAway, w, [renderer] {
renderer->sendSurfaceGoingAway();
});
QObject::connect(w, &Window::syncSurfaceSizeRequested, w, [renderer] {
renderer->sendSyncSurfaceSize();
});
windows.append({ w, renderer });
w->show();
}
void closeWindow()
{
WindowAndRenderer wr = windows.takeLast();
delete wr.renderer;
delete wr.window;
}
int main(int argc, char **argv)
{
QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
QApplication app(argc, argv);
#if defined(Q_OS_WIN)
graphicsApi = D3D11;
#elif defined(Q_OS_DARWIN)
graphicsApi = Metal;
#elif QT_CONFIG(vulkan)
graphicsApi = Vulkan;
#else
graphicsApi = OpenGL;
#endif
QCommandLineParser cmdLineParser;
cmdLineParser.addHelpOption();
QCommandLineOption glOption({ "g", "opengl" }, QLatin1String("OpenGL (2.x)"));
cmdLineParser.addOption(glOption);
QCommandLineOption vkOption({ "v", "vulkan" }, QLatin1String("Vulkan"));
cmdLineParser.addOption(vkOption);
QCommandLineOption d3dOption({ "d", "d3d11" }, QLatin1String("Direct3D 11"));
cmdLineParser.addOption(d3dOption);
QCommandLineOption mtlOption({ "m", "metal" }, QLatin1String("Metal"));
cmdLineParser.addOption(mtlOption);
cmdLineParser.process(app);
if (cmdLineParser.isSet(glOption))
graphicsApi = OpenGL;
if (cmdLineParser.isSet(vkOption))
graphicsApi = Vulkan;
if (cmdLineParser.isSet(d3dOption))
graphicsApi = D3D11;
if (cmdLineParser.isSet(mtlOption))
graphicsApi = Metal;
qDebug("Selected graphics API is %s", qPrintable(graphicsApiName()));
qDebug("This is a multi-api example, use command line arguments to override:\n%s", qPrintable(cmdLineParser.helpText()));
#if QT_CONFIG(vulkan)
instance = new QVulkanInstance;
if (graphicsApi == Vulkan) {
#ifndef Q_OS_ANDROID
instance->setLayers({ "VK_LAYER_LUNARG_standard_validation" });
#else
instance->setLayers(QByteArrayList()
<< "VK_LAYER_GOOGLE_threading"
<< "VK_LAYER_LUNARG_parameter_validation"
<< "VK_LAYER_LUNARG_object_tracker"
<< "VK_LAYER_LUNARG_core_validation"
<< "VK_LAYER_LUNARG_image"
<< "VK_LAYER_LUNARG_swapchain"
<< "VK_LAYER_GOOGLE_unique_objects");
#endif
if (!instance->create()) {
qWarning("Failed to create Vulkan instance, switching to OpenGL");
graphicsApi = OpenGL;
}
}
#endif
int winCount = 0;
QWidget w;
w.resize(800, 600);
w.setWindowTitle(QCoreApplication::applicationName() + QLatin1String(" - ") + graphicsApiName());
QVBoxLayout *layout = new QVBoxLayout(&w);
QPlainTextEdit *info = new QPlainTextEdit(
QLatin1String("This application tests rendering on a separate thread per window, with dedicated QRhi instances and resources. "
"\n\nThis is the same concept as the Qt Quick Scenegraph's threaded render loop. This should allow rendering to the different windows "
"without unintentionally throttling each other's threads."
"\n\nUsing API: ") + graphicsApiName());
info->setReadOnly(true);
layout->addWidget(info);
QLabel *label = new QLabel(QLatin1String("Window and thread count: 0"));
layout->addWidget(label);
QPushButton *btn = new QPushButton(QLatin1String("New window"));
QObject::connect(btn, &QPushButton::clicked, btn, [label, &winCount] {
winCount += 1;
label->setText(QString::asprintf("Window count: %d", winCount));
createWindow();
});
layout->addWidget(btn);
btn = new QPushButton(QLatin1String("Close window"));
QObject::connect(btn, &QPushButton::clicked, btn, [label, &winCount] {
if (winCount > 0) {
winCount -= 1;
label->setText(QString::asprintf("Window count: %d", winCount));
closeWindow();
}
});
layout->addWidget(btn);
w.show();
int result = app.exec();
for (const WindowAndRenderer &wr : windows) {
delete wr.renderer;
delete wr.window;
}
#if QT_CONFIG(vulkan)
delete instance;
#endif
return result;
}