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// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#include "qaspectmanager_p.h"
#include <Qt3DCore/qabstractaspect.h>
#include <Qt3DCore/qentity.h>
#include <QtCore/QAbstractEventDispatcher>
#include <QtCore/QEventLoop>
#include <QtCore/QThread>
#include <QtCore/QWaitCondition>
#include <QtGui/QSurface>
#include <Qt3DCore/private/corelogging_p.h>
#include <Qt3DCore/private/qabstractaspect_p.h>
#include <Qt3DCore/private/qabstractaspectjobmanager_p.h>
#include <Qt3DCore/private/qabstractframeadvanceservice_p.h>
#include <Qt3DCore/private/qaspectengine_p.h>
// TODO Make the kind of job manager configurable (e.g. ThreadWeaver vs Intel TBB)
#include <Qt3DCore/private/qaspectjobmanager_p.h>
#include <Qt3DCore/private/qaspectjob_p.h>
#include <Qt3DCore/private/qchangearbiter_p.h>
#include <Qt3DCore/private/qscheduler_p.h>
#include <Qt3DCore/private/qservicelocator_p.h>
#include <Qt3DCore/private/qsysteminformationservice_p_p.h>
#include <Qt3DCore/private/qthreadpooler_p.h>
#include <Qt3DCore/private/qtickclock_p.h>
#include <Qt3DCore/private/qtickclockservice_p.h>
#include <Qt3DCore/private/qnodevisitor_p.h>
#include <Qt3DCore/private/qnode_p.h>
#include <Qt3DCore/private/qscene_p.h>
#include <Qt3DCore/private/vector_helper_p.h>
#include <QtCore/QCoreApplication>
#if QT_CONFIG(animation)
#include <QtCore/QAbstractAnimation>
#endif
QT_BEGIN_NAMESPACE
namespace Qt3DCore {
#if QT_CONFIG(animation)
class RequestFrameAnimation final : public QAbstractAnimation
{
public:
RequestFrameAnimation(QObject *parent)
: QAbstractAnimation(parent)
{
}
~RequestFrameAnimation() override;
int duration() const override { return 1; }
void updateCurrentTime(int currentTime) override { Q_UNUSED(currentTime); }
};
RequestFrameAnimation::~RequestFrameAnimation() = default;
#else
namespace {
class RequestFrameEvent : public QEvent
{
public:
RequestFrameEvent()
: QEvent(static_cast<QEvent::Type>(RequestFrameEvent::requestEventType))
{}
static int eventType() { return RequestFrameEvent::requestEventType; }
private:
static int requestEventType;
};
int RequestFrameEvent::requestEventType = QEvent::registerEventType();
} // anonymous
#endif
/*!
\class Qt3DCore::QAspectManager
\internal
*/
QAspectManager::QAspectManager(QAspectEngine *parent)
: QObject(parent)
, m_engine(parent)
, m_root(nullptr)
, m_scheduler(new QScheduler(this))
, m_jobManager(new QAspectJobManager(this))
, m_changeArbiter(new QChangeArbiter(this))
, m_serviceLocator(new QServiceLocator(parent))
, m_simulationLoopRunning(false)
, m_driveMode(QAspectEngine::Automatic)
, m_postConstructorInit(nullptr)
#if QT_CONFIG(animation)
, m_simulationAnimation(nullptr)
#endif
, m_jobsInLastFrame(0)
, m_dumpJobs(false)
{
qRegisterMetaType<QSurface *>("QSurface*");
qCDebug(Aspects) << Q_FUNC_INFO;
}
QAspectManager::~QAspectManager()
{
delete m_changeArbiter;
delete m_jobManager;
delete m_scheduler;
}
void QAspectManager::setRunMode(QAspectEngine::RunMode mode)
{
qCDebug(Aspects) << Q_FUNC_INFO << "Running Loop Drive Mode set to" << mode;
m_driveMode = mode;
}
// Main thread (called by QAspectEngine)
void QAspectManager::enterSimulationLoop()
{
qCDebug(Aspects) << Q_FUNC_INFO;
m_simulationLoopRunning = true;
// Retrieve the frame advance service. Defaults to timer based if there is no renderer.
QAbstractFrameAdvanceService *frameAdvanceService =
m_serviceLocator->service<QAbstractFrameAdvanceService>(QServiceLocator::FrameAdvanceService);
// Start the frameAdvanceService
frameAdvanceService->start();
// We are about to enter the simulation loop. Give aspects a chance to do any last
// pieces of initialization
qCDebug(Aspects) << "Calling onEngineStartup() for each aspect";
for (QAbstractAspect *aspect : std::as_const(m_aspects)) {
qCDebug(Aspects) << "\t" << aspect->objectName();
aspect->onEngineStartup();
}
qCDebug(Aspects) << "Done calling onEngineStartup() for each aspect";
// Start running loop if Qt3D is in charge of driving it
if (m_driveMode == QAspectEngine::Automatic) {
#if QT_CONFIG(animation)
if (!m_simulationAnimation) {
m_simulationAnimation = new RequestFrameAnimation(this);
connect(m_simulationAnimation, &QAbstractAnimation::finished, this, [this]() {
processFrame();
if (m_simulationLoopRunning && m_driveMode == QAspectEngine::Automatic)
requestNextFrame();
});
}
#endif
requestNextFrame();
}
}
// Main thread (called by QAspectEngine)
void QAspectManager::exitSimulationLoop()
{
qCDebug(Aspects) << Q_FUNC_INFO;
// If this fails, simulation loop is already exited so nothing to do
if (!m_simulationLoopRunning) {
qCDebug(Aspects) << "Simulation loop was not running. Nothing to do";
return;
}
#if QT_CONFIG(animation)
if (m_simulationAnimation)
m_simulationAnimation->stop();
#endif
QAbstractFrameAdvanceService *frameAdvanceService =
m_serviceLocator->service<QAbstractFrameAdvanceService>(QServiceLocator::FrameAdvanceService);
if (frameAdvanceService)
frameAdvanceService->stop();
// Give any aspects a chance to unqueue any asynchronous work they
// may have scheduled that would otherwise potentially deadlock or
// cause races. For example, the QLogicAspect queues up a vector of
// QNodeIds to be processed by a callback on the main thread. However,
// if we don't unqueue this work and release its semaphore, the logic
// aspect would cause a deadlock when trying to exit the inner loop.
// This is because we call this function from the main thread and the
// logic aspect is waiting for the main thread to execute the
// QLogicComponent::onFrameUpdate() callback.
for (QAbstractAspect *aspect : std::as_const(m_aspects))
aspect->d_func()->onEngineAboutToShutdown();
// Give aspects a chance to perform any shutdown actions. This may include unqueuing
// any blocking work on the main thread that could potentially deadlock during shutdown.
qCDebug(Aspects) << "Calling onEngineShutdown() for each aspect";
for (QAbstractAspect *aspect : std::as_const(m_aspects)) {
qCDebug(Aspects) << "\t" << aspect->objectName();
aspect->onEngineShutdown();
}
qCDebug(Aspects) << "Done calling onEngineShutdown() for each aspect";
m_simulationLoopRunning = false;
qCDebug(Aspects) << "exitSimulationLoop completed";
}
bool QAspectManager::isShuttingDown() const
{
return !m_simulationLoopRunning;
}
/*!
\internal
Called by the QAspectThread's run() method immediately after the manager
has been created
*/
void QAspectManager::initialize()
{
qCDebug(Aspects) << Q_FUNC_INFO;
m_jobManager->initialize();
m_scheduler->setAspectManager(this);
}
/*!
\internal
Called by the QAspectThread's run() method immediately after the manager's
exec() function has returned.
*/
void QAspectManager::shutdown()
{
qCDebug(Aspects) << Q_FUNC_INFO;
// Aspects must be deleted in the Thread they were created in
}
// MainThread called by QAspectEngine::setRootEntity
void QAspectManager::setRootEntity(Qt3DCore::QEntity *root, const QList<QNode *> &nodes)
{
qCDebug(Aspects) << Q_FUNC_INFO;
if (root == m_root)
return;
if (m_root) {
// TODO: Delete all backend nodes. This is to be symmetric with how
// we create them below in the call to setRootAndCreateNodes
}
m_root = root;
if (m_root) {
QList<NodeTreeChange> nodeTreeChanges;
nodeTreeChanges.reserve(nodes.size());
for (QNode *n : nodes) {
nodeTreeChanges.push_back({
n->id(),
QNodePrivate::get(n)->m_typeInfo,
NodeTreeChange::Added,
n
});
}
for (QAbstractAspect *aspect : std::as_const(m_aspects))
aspect->d_func()->setRootAndCreateNodes(m_root, nodeTreeChanges);
}
}
// Main Thread -> immediately following node insertion
void QAspectManager::addNodes(const QList<QNode *> &nodes)
{
// We record the nodes added information, which we will actually use when
// processFrame is called (later but within the same loop of the even loop
// as this call) The idea is we want to avoid modifying the backend tree if
// the Renderer hasn't allowed processFrame to continue yet
m_nodeTreeChanges.reserve(m_nodeTreeChanges.size() + nodes.size());
for (QNode *node : nodes) {
m_nodeTreeChanges.push_back({ node->id(),
QNodePrivate::get(node)->m_typeInfo,
NodeTreeChange::Added,
node });
}
}
// Main Thread -> immediately following node destruction (call from QNode dtor)
void QAspectManager::removeNodes(const QList<QNode *> &nodes)
{
// We record the nodes removed information, which we will actually use when
// processFrame is called (later but within the same loop of the even loop
// as this call) The idea is we want to avoid modifying the backend tree if
// the Renderer hasn't allowed processFrame to continue yet The drawback is
// that when processFrame is processed, the QNode* pointer might be invalid by
// that point. Therefore we record all we need to remove the object.
for (QNode *node : nodes) {
// In addition, we check if we contain an Added change for a given node
// that is now about to be destroyed. If so we remove the Added change
// entirely
m_nodeTreeChanges.erase(std::remove_if(m_nodeTreeChanges.begin(),
m_nodeTreeChanges.end(),
[&node] (const NodeTreeChange &change) { return change.id == node->id(); }),
m_nodeTreeChanges.end());
m_nodeTreeChanges.push_back({ node->id(),
QNodePrivate::get(node)->m_typeInfo,
NodeTreeChange::Removed,
nullptr });
}
}
/*!
* \internal
*
* Registers a new \a aspect.
*/
void QAspectManager::registerAspect(QAbstractAspect *aspect)
{
qCDebug(Aspects) << "Registering aspect";
if (aspect != nullptr) {
m_aspects.append(aspect);
QAbstractAspectPrivate::get(aspect)->m_aspectManager = this;
QAbstractAspectPrivate::get(aspect)->m_jobManager = m_jobManager;
QAbstractAspectPrivate::get(aspect)->m_arbiter = m_changeArbiter;
// Allow the aspect to do some work now that it is registered
aspect->onRegistered();
}
else {
qCWarning(Aspects) << "Failed to register aspect";
}
qCDebug(Aspects) << "Completed registering aspect";
}
/*!
* \internal
*
* Calls QAbstractAspect::onUnregistered(), unregisters the aspect from the
* change arbiter and unsets the arbiter, job manager and aspect manager.
* Operations are performed in the reverse order to registerAspect.
*/
void QAspectManager::unregisterAspect(Qt3DCore::QAbstractAspect *aspect)
{
qCDebug(Aspects) << "Unregistering aspect";
Q_ASSERT(aspect);
aspect->onUnregistered();
QAbstractAspectPrivate::get(aspect)->m_arbiter = nullptr;
QAbstractAspectPrivate::get(aspect)->m_jobManager = nullptr;
QAbstractAspectPrivate::get(aspect)->m_aspectManager = nullptr;
m_aspects.removeOne(aspect);
qCDebug(Aspects) << "Completed unregistering aspect";
}
const QList<QAbstractAspect *> &QAspectManager::aspects() const
{
return m_aspects;
}
QAbstractAspect *QAspectManager::aspect(const QString &name) const
{
auto dengine = QAspectEnginePrivate::get(m_engine);
return dengine->m_namedAspects.value(name, nullptr);
}
QAbstractAspect *QAspectManager::aspect(const QMetaObject *metaType) const
{
for (auto *a: m_aspects) {
if (a->metaObject() == metaType)
return a;
}
return nullptr;
}
QAbstractAspectJobManager *QAspectManager::jobManager() const
{
return m_jobManager;
}
QChangeArbiter *QAspectManager::changeArbiter() const
{
return m_changeArbiter;
}
QServiceLocator *QAspectManager::serviceLocator() const
{
return m_serviceLocator.data();
}
void QAspectManager::setPostConstructorInit(NodePostConstructorInit *postConstructorInit)
{
m_postConstructorInit = postConstructorInit;
}
QNode *QAspectManager::lookupNode(QNodeId id) const
{
if (!m_root)
return nullptr;
QNodePrivate *d = QNodePrivate::get(m_root);
return d->m_scene ? d->m_scene->lookupNode(id) : nullptr;
}
QList<QNode *> QAspectManager::lookupNodes(const QList<QNodeId> &ids) const
{
if (!m_root)
return {};
QNodePrivate *d = QNodePrivate::get(m_root);
return d->m_scene ? d->m_scene->lookupNodes(ids) : QList<QNode *>{};
}
QScene *QAspectManager::scene() const
{
if (!m_root)
return nullptr;
QNodePrivate *d = QNodePrivate::get(m_root);
return d->m_scene;
}
void QAspectManager::dumpJobsOnNextFrame()
{
m_dumpJobs = true;
}
#if !QT_CONFIG(animation)
/*!
\internal
\brief Drives the Qt3D simulation loop in the main thread
*/
bool QAspectManager::event(QEvent *e)
{
if (e->type() == RequestFrameEvent::eventType()) {
// Process current frame
processFrame();
// Request next frame if we are still running and if Qt3D is driving
// the loop
if (m_simulationLoopRunning && m_driveMode == QAspectEngine::Automatic)
requestNextFrame();
return true;
}
return QObject::event(e);
}
#endif
void QAspectManager::requestNextFrame()
{
qCDebug(Aspects) << "Requesting new Frame";
// Post event in the event loop to force
// next frame to be processed
#if QT_CONFIG(animation)
m_simulationAnimation->start();
#else
QCoreApplication::postEvent(this, new RequestFrameEvent());
#endif
}
void QAspectManager::processFrame()
{
qCDebug(Aspects) << "Processing Frame";
// Retrieve the frame advance service. Defaults to timer based if there is no renderer.
QAbstractFrameAdvanceService *frameAdvanceService =
m_serviceLocator->service<QAbstractFrameAdvanceService>(QServiceLocator::FrameAdvanceService);
const qint64 t = frameAdvanceService->waitForNextFrame();
if (t < 0)
return;
// Distribute accumulated changes. This includes changes sent from the frontend
// to the backend nodes. We call this before the call to m_scheduler->update() to ensure
// that any property changes do not set dirty flags in a data race with the renderer's
// submission thread which may be looking for dirty flags, acting upon them and then
// clearing the dirty flags.
//
// Doing this as the first call in the new frame ensures the lock free approach works
// without any such data race.
{
// scope for QTaskLogger
QTaskLogger logger(m_serviceLocator->systemInformation(), 4096, 0, QTaskLogger::AspectJob);
// Tell the NodePostConstructorInit to process any pending nodes which will add them to our list of
// tree changes
m_postConstructorInit->processNodes();
// Add and Remove Nodes
const QList<NodeTreeChange> nodeTreeChanges = Qt3DCore::moveAndClear(m_nodeTreeChanges);
for (const NodeTreeChange &change : nodeTreeChanges) {
// Buckets ensure that even if we have intermingled node added / removed
// buckets, we preserve the order of the sequences
for (QAbstractAspect *aspect : std::as_const(m_aspects)) {
switch (change.type) {
case NodeTreeChange::Added:
aspect->d_func()->createBackendNode(change);
break;
case NodeTreeChange::Removed:
aspect->d_func()->clearBackendNode(change);
break;
}
}
}
// Sync node / subnode relationship changes
const auto dirtySubNodes = m_changeArbiter->takeDirtyEntityComponentNodes();
if (!dirtySubNodes.empty())
for (QAbstractAspect *aspect : std::as_const(m_aspects))
QAbstractAspectPrivate::get(aspect)->syncDirtyEntityComponentNodes(dirtySubNodes);
// Sync property updates
const auto dirtyFrontEndNodes = m_changeArbiter->takeDirtyFrontEndNodes();
if (!dirtyFrontEndNodes.empty())
for (QAbstractAspect *aspect : std::as_const(m_aspects))
QAbstractAspectPrivate::get(aspect)->syncDirtyFrontEndNodes(dirtyFrontEndNodes);
}
// For each Aspect
// Ask them to launch set of jobs for the current frame
// Updates matrices, bounding volumes, render bins ...
m_jobsInLastFrame = m_scheduler->scheduleAndWaitForFrameAspectJobs(t, m_dumpJobs);
m_dumpJobs = false;
// Tell the aspect the frame is complete (except rendering)
for (QAbstractAspect *aspect : std::as_const(m_aspects))
aspect->frameDone();
}
} // namespace Qt3DCore
QT_END_NAMESPACE
#include "moc_qaspectmanager_p.cpp"