解决ElementRenderer线程无法退出的问题
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f504480050
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d0cbdd65ec
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@ -118,11 +118,15 @@ Renderer::ElementRenderer::ElementRenderer()
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{
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surface.create();
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thread = std::jthread([&](std::stop_token stop) {
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std::stop_callback cb(stop, [&] {
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draw.notify_all();
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});
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QOpenGLContext context;
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context.create();
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context.makeCurrent(&surface);
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initializeOpenGLFunctions();
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auto gl = context.versionFunctions<QOpenGLFunctions_4_5_Core>();
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shader = std::make_unique<QOpenGLShaderProgram>();
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if (!shader->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/element.comp"))
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qDebug() << "ERROR: " << shader->log();
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@ -134,7 +138,8 @@ Renderer::ElementRenderer::ElementRenderer()
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while (!stop.stop_requested())
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{
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std::unique_lock<std::mutex> lock(drawMutex);
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draw.wait(lock, [&] {return needDraw; });
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draw.wait(lock, [&] {return needDraw || stop.stop_requested(); });
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if (needDraw)
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{
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needDraw = false;
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auto baseStyles = style->toBaseStyles();
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@ -146,14 +151,14 @@ Renderer::ElementRenderer::ElementRenderer()
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auto styleBuffer = generateStyleBuffer(baseStyles);
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GLuint ssbo[2];
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glCreateBuffers(2, ssbo);
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glNamedBufferData(ssbo[0], pathBuffer.size() * sizeof(glm::vec2), pathBuffer.data(), GL_STATIC_READ);
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glNamedBufferData(ssbo[1], styleBuffer.size() * sizeof(GLfloat), styleBuffer.data(), GL_STATIC_READ);
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gl->glCreateBuffers(2, ssbo);
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gl->glNamedBufferData(ssbo[0], pathBuffer.size() * sizeof(glm::vec2), pathBuffer.data(), GL_STATIC_READ);
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gl->glNamedBufferData(ssbo[1], styleBuffer.size() * sizeof(GLfloat), styleBuffer.data(), GL_STATIC_READ);
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auto fbo = QOpenGLFramebufferObject(size, QOpenGLFramebufferObject::NoAttachment, GL_TEXTURE_2D);
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fbo.bind();
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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gl->glClearColor(0, 0, 0, 0);
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gl->glClear(GL_COLOR_BUFFER_BIT);
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fbo.release();
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shader->bind();
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@ -161,19 +166,20 @@ Renderer::ElementRenderer::ElementRenderer()
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shader->setUniformValue("styleSize", (GLint)styleBuffer.size());
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shader->setUniformValue("leftTop", leftTop);
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shader->setUniformValue("pixelRatio", pixelRatio);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10, ssbo[0]);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 11, ssbo[1]);
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glBindImageTexture(0, fbo.texture(), 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
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glDispatchCompute(ceil(size.width() / 8.), ceil(size.height() / 8.), 1);
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gl->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10, ssbo[0]);
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gl->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 11, ssbo[1]);
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gl->glBindImageTexture(0, fbo.texture(), 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
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gl->glDispatchCompute(ceil(size.width() / 8.), ceil(size.height() / 8.), 1);
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shader->release();
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auto image = fbo.toImage(false);
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glDeleteBuffers(2, ssbo);
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gl->glDeleteBuffers(2, ssbo);
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result = { image, leftTop };
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drawFinished = true;
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}
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draw.notify_all();
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}
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context.doneCurrent();
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});
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while (!initialized)
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@ -7,7 +7,7 @@
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namespace Renderer
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{
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class ElementRenderer : protected QOpenGLFunctions_4_5_Core
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class ElementRenderer
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{
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public:
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static ElementRenderer* instance();
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