QOpenGLWidget and Threads
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@Kent-Dorfman Thanks for your reply! That does make sense and looking at the QOpenGLWidget threaded example it looks like that is what they're doing there using a worker thread. I think another alternative is to have multiple contexts on different threads sharign textures. Do you know by any chance how that could be done?
Cheers!
@rtavakko Unfortunately my opengl experience is old school immediate mode programming. I have yet to do anything real using the modern shaper/pipeline architecture. I think it's a given that the framework properly handles multiple QOpenGLWidgets, but as you've discovered, when you try to offload to worker threads there are some gotchas: the big one being that you now have to explicitly give the correct worker thread the context (and it probably cannot be simultaneously shared). I suspect that the modern pipeline architecture cannot handle multiple threads using the pipeline concurrently.
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I've got a similar question. I am trying to get our current (threaded) QGLWidget migrated to a QOpenGLWidget. So far based on an example it's successfully working meaning it runs, the glClear is working from the other thread, as is the "WTF" message so I know it's rendering at X fps.
What I can't figure out is how to get a QPainter to work!! I've tried everything. Our current QGLWidget based class renders QIMages at about 60 fps threaded, np using QPainter. I've read many things that seem to indicate I can still use QPainter in a separate thread as we are doing with QGLWidget, but I just can't get it to work. No matter how/where I create QPainter, it crashes. (cpp line 197)
Am I forced to use opengl directly? How would I draw a QImage like that? Thanks!#ifndef GLWIDGET_H #define GLWIDGET_H #include "framequeue.h" #include <QOpenGLWidget> #include <QOpenGLContext> #include <QImage> #include <QThread> #include <QMutex> #include <QList> #include <QWaitCondition> class GLWidget; class Renderer : public QObject { Q_OBJECT public: Renderer(GLWidget *); ~Renderer(); void lockRenderer() { m_renderMutex.lock(); } void unlockRenderer() { m_renderMutex.unlock(); } QMutex *grabMutex() { return &m_grabMutex; } QWaitCondition *grabCond() { return &m_grabCond; } void prepareExit() { m_exiting = true; m_grabCond.wakeAll(); } FrameQueue *selfView; QList<FrameQueue*> remoteViewList; signals: void contextWanted(); public slots: void start(); void stop(); void pause(); void resume(); void resumeToClose(); void render(); private: static const int animationFPS = 30; static const int pipWidth = 160; static const int pipHeight = 120; bool m_inited; GLWidget *m_glwidget; QMutex m_renderMutex; QMutex m_grabMutex; QWaitCondition m_grabCond; bool m_exiting; bool pauseRendering; }; class GLWidget : public QOpenGLWidget { Q_OBJECT public: GLWidget(QWidget *parent); ~GLWidget(); void stopRendering(); void startRendering(); void pauseRendering(); void resumeRendering(); void resumeForClose(); bool isStarted(); protected: void paintEvent(QPaintEvent *) Q_DECL_OVERRIDE { } signals: void renderRequested(); public slots: void grabContext(); private slots: void onAboutToCompose(); void onFrameSwapped(); void onAboutToResize(); void onResized(); private: QThread *m_thread; Renderer *m_renderer; bool m_isStarted; }; #endif // GLWIDGET_H
#include "glwidget.h" #include <QGuiApplication> #include <QPainter> #include <QDebug> //Leak detection #ifdef Q_OS_WIN32 #ifdef QT_DEBUG #include "debugtools/reportinghook.h" #include "debugtools/setdebugnew.h" #define new DEBUG_NEW #endif #endif GLWidget::GLWidget(QWidget *parent) : QOpenGLWidget(parent) , m_isStarted(false) { connect(this, &QOpenGLWidget::aboutToCompose, this, &GLWidget::onAboutToCompose); connect(this, &QOpenGLWidget::frameSwapped, this, &GLWidget::onFrameSwapped); connect(this, &QOpenGLWidget::aboutToResize, this, &GLWidget::onAboutToResize); connect(this, &QOpenGLWidget::resized, this, &GLWidget::onResized); m_thread = new QThread; m_renderer = new Renderer(this); m_renderer->moveToThread(m_thread); connect(m_thread, &QThread::finished, m_renderer, &QObject::deleteLater); connect(this, &GLWidget::renderRequested, m_renderer, &Renderer::render); connect(m_renderer, &Renderer::contextWanted, this, &GLWidget::grabContext); } GLWidget::~GLWidget() { // stopRendering(); } void GLWidget::stopRendering() { m_renderer->prepareExit(); m_thread->quit(); m_thread->wait(); delete m_thread; } void GLWidget::startRendering() { m_thread->start(); m_isStarted = true; QMetaObject::invokeMethod(m_renderer, "start"); } void GLWidget::pauseRendering() { QMetaObject::invokeMethod(m_renderer, "pause"); } void GLWidget::resumeRendering() { QMetaObject::invokeMethod(m_renderer, "resume"); } void GLWidget::resumeForClose() { QMetaObject::invokeMethod(m_renderer, "resumeToClose"); } bool GLWidget::isStarted() { return m_isStarted; } void GLWidget::onAboutToCompose() { //We are on the gui thread here. Composition is about to begin, wait until the render thread finishes. m_renderer->lockRenderer(); } void GLWidget::onFrameSwapped() { m_renderer->unlockRenderer(); //Assuming a blocking swap, our animation is driven purely by the vsync in this example. emit renderRequested(); } void GLWidget::onAboutToResize() { m_renderer->lockRenderer(); } void GLWidget::onResized() { m_renderer->unlockRenderer(); } void GLWidget::grabContext() { m_renderer->lockRenderer(); QMutexLocker lock(m_renderer->grabMutex()); context()->moveToThread(m_thread); m_renderer->grabCond()->wakeAll(); m_renderer->unlockRenderer(); } Renderer::Renderer(GLWidget *w) : m_inited(false), m_glwidget(w), m_exiting(false), pauseRendering(false) { selfView = new FrameQueue("selfView"); long lineCount = 4; int iRet = HAPIGetPropertyInt(catPhone, propPhoneCallsLimit, &lineCount); QString remoteName; for(int i=0; i<lineCount; i++){ remoteViewList.append(new FrameQueue(remoteName.sprintf("remoteView%i",i))); } } Renderer::~Renderer() { if(selfView) delete selfView; for(int i=0; i<remoteViewList.size(); i++){ FrameQueue *curQueue = remoteViewList.at(i); if(curQueue) delete curQueue; } } void Renderer::start() { HAPIRegisterSelfView(selfView); } void Renderer::stop() { HAPIUnregisterSelfView(selfView); } void Renderer::pause() { pauseRendering = true; HAPIUnregisterSelfView(selfView); } void Renderer::resume() { pauseRendering = false; HAPIRegisterSelfView(selfView); } void Renderer::resumeToClose() { pauseRendering = false; } void Renderer::render() { if(m_exiting) return; QOpenGLContext *ctx = m_glwidget->context(); if(!ctx)//QOpenGLWidget not yet initialized return; //Grab the context. m_grabMutex.lock(); emit contextWanted(); m_grabCond.wait(&m_grabMutex); QMutexLocker lock(&m_renderMutex); m_grabMutex.unlock(); if(m_exiting) return; Q_ASSERT(ctx->thread() == QThread::currentThread()); //Make the context (and an offscreen surface) current for this thread. //The QOpenGLWidget's fbo is bound in the context. m_glwidget->makeCurrent(); if(!m_inited) { m_inited = true; // initializeOpenGLFunctions(); } glClearColor(0.27f, 0.26f, 0.26f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if(pauseRendering){ return; } else { //TODO HERE //How do I get QPainter here?! The context is moved yet I'm getting errors! // QPainter p(m_glwidget); qDebug() << "WTF"; } //Make no context current on this thread and move the QOpenGLWidget's context back to the gui thread. m_glwidget->doneCurrent(); ctx->moveToThread(qGuiApp->thread()); //Schedule composition. Note that this will use QueuedConnection, meaning that update() will be invoked on the gui thread. QMetaObject::invokeMethod(m_glwidget, "update"); }
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Bump. I've done everything and can't figure this out. I'm about to try a non-threaded QOpenGLWidget because it's my only choice at this point but I'm afraid it will impact performance too much.
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@wesblake The topics are not directly related so it would've probably helped to start a new one.
What error are you getting?
I'm coming more and more to the conclusion that a single thread is the way to go most of the time.
@rtavakko said in QOpenGLWidget and Threads:
@wesblake The topics are not directly related so it would've probably helped to start a new one.
What error are you getting?
I'm coming more and more to the conclusion that a single thread is the way to go most of the time.
Sorry, seemed similar but I can move it. Here is the error:
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Thanks. I found a known bug in QOpenGLWidget now preventing me from using it. :( So, starting over. New trial, a regular QWidget, worker thread to resize and composite frames first.
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https://bugreports.qt.io/browse/QTBUG-49657
Duplicated ticket says fixed but it's not. It occurs exactly as described. -
I'm pretty sure this is not your bug as long as you don't use qt5.6 and fullscreen mode. Please provide a compilable, minimal example to show your problem.