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++ // Copyright (C) 2016 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++ #ifndef QSGTHREADEDRENDERLOOP_P_H
++ #define QSGTHREADEDRENDERLOOP_P_H
++
++ //
++ // W A R N I N G
++ // -------------
++ //
++ // This file is not part of the Qt API. It exists purely as an
++ // implementation detail. This header file may change from version to
++ // version without notice, or even be removed.
++ //
++ // We mean it.
++ //
++
++ #include <QtCore/QThread>
++ #include <QtCore/QElapsedTimer>
++ #include <private/qsgcontext_p.h>
++
++ #include "qsgrenderloop_p.h"
++
++ QT_BEGIN_NAMESPACE
++
++ class QSGRenderThread;
++
++ class QSGThreadedRenderLoop : public QSGRenderLoop
++ {
++ Q_OBJECT
++ public:
++ QSGThreadedRenderLoop();
++ ~QSGThreadedRenderLoop();
++
++ void show(QQuickWindow *) override {}
++ void hide(QQuickWindow *) override;
++ void resize(QQuickWindow *window) override;
++
++ void windowDestroyed(QQuickWindow *window) override;
++ void exposureChanged(QQuickWindow *window) override;
++
++ QImage grab(QQuickWindow *) override;
++
++ void update(QQuickWindow *window) override;
++ void maybeUpdate(QQuickWindow *window) override;
++ void handleUpdateRequest(QQuickWindow *window) override;
++
++ QSGContext *sceneGraphContext() const override;
++ QSGRenderContext *createRenderContext(QSGContext *) const override;
++
++ QAnimationDriver *animationDriver() const override;
++
++ void releaseResources(QQuickWindow *window) override;
++
++ bool event(QEvent *) override;
++ void postJob(QQuickWindow *window, QRunnable *job) override;
++
++ bool interleaveIncubation() const override;
++
++ public Q_SLOTS:
++ void animationStarted();
++ void animationStopped();
++
++ private:
++ struct Window {
++ QQuickWindow *window;
++ QSGRenderThread *thread;
++ QSurfaceFormat actualWindowFormat;
++ QElapsedTimer timeBetweenPolishAndSyncs;
++ float psTimeAccumulator;
++ int psTimeSampleCount;
++ uint updateDuringSync : 1;
++ uint forceRenderPass : 1;
++ uint badVSync : 1;
++ };
++
++ friend class QSGRenderThread;
++
++
++ Window *windowFor(QQuickWindow *window);
++ void releaseResources(Window *window, bool inDestructor);
++ bool checkAndResetForceUpdate(QQuickWindow *window);
++
++ bool anyoneShowing() const;
++ void initialize();
++
++ void startOrStopAnimationTimer();
++ void postUpdateRequest(Window *w);
++ void waitForReleaseComplete();
++ void polishAndSync(Window *w, bool inExpose = false);
++ void maybeUpdate(Window *window);
++
++ void handleExposure(QQuickWindow *w);
++ void handleObscurity(Window *w);
++ void releaseSwapchain(QQuickWindow *window);
++
++ bool eventFilter(QObject *watched, QEvent *event) override;
++
++ QSGContext *sg;
++ // Set of contexts that have been created but are now owned by
++ // a rendering thread yet, as the window has never been exposed.
++ mutable QSet<QSGRenderContext*> pendingRenderContexts;
++ QAnimationDriver *m_animation_driver;
++ QList<Window> m_windows;
++
++ int m_animation_timer;
++
++ bool m_lockedForSync;
++ bool m_inPolish = false;
++ };
++
++ QT_END_NAMESPACE
++
++ #endif // QSGTHREADEDRENDERLOOP_P_H