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-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager.cpp94
1 files changed, 76 insertions, 18 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
index 40b3641..5330706 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
@@ -51,19 +51,61 @@ QT_BEGIN_NAMESPACE
static void qt_shared_shaders_free(void *data)
{
+ qDebug() << "qt_shared_shaders_free() for thread:" << hex << QThread::currentThread();
delete reinterpret_cast<QGLEngineSharedShaders *>(data);
}
-Q_GLOBAL_STATIC_WITH_ARGS(QGLContextResource, qt_shared_shaders, (qt_shared_shaders_free))
+
+class QGLThreadLocalShaders {
+public:
+ QGLThreadLocalShaders(QGLContextResource *resource) : m_resource(resource), m_shaders(0) {}
+ ~QGLThreadLocalShaders() {
+ if (m_shaders) {
+ qDebug() << "~QGLThreadLocalShaders() for thread:" << hex << QThread::currentThread();
+ m_shaders->cleanupBeforeDestruction();
+ }
+ }
+ QGLContextResource *m_resource;
+ QGLEngineSharedShaders *m_shaders;
+};
+
+class QGLThreadShaders
+{
+public:
+ QGLContextResource *shadersForThread() {
+ QGLThreadLocalShaders *shaders = m_storage.localData();
+ if (!shaders) {
+ // The QGLContextResource is needed because the shaders need to be cleaned up
+ // when the context is destroyed, not just when a thread exits
+ QGLContextResource *resource = new QGLContextResource(qt_shared_shaders_free);
+ qDebug() << "new local resource for thread:" << hex << QThread::currentThread() << resource;
+ shaders = new QGLThreadLocalShaders(resource);
+ m_storage.setLocalData(shaders);
+ }
+ return shaders->m_resource;
+ }
+
+ void setShadersForThread(const QGLContext *context, QGLEngineSharedShaders *sharedShaders) {
+ shadersForThread()->insert(context, sharedShaders);
+ m_storage.localData()->m_shaders = sharedShaders;
+ qDebug() << " -> context:" << context;
+ }
+
+private:
+ QThreadStorage<QGLThreadLocalShaders *> m_storage;
+};
+
+Q_GLOBAL_STATIC(QGLThreadShaders, qt_shared_shaders);
QGLEngineSharedShaders *QGLEngineSharedShaders::shadersForContext(const QGLContext *context)
{
- QGLEngineSharedShaders *p = reinterpret_cast<QGLEngineSharedShaders *>(qt_shared_shaders()->value(context));
- if (!p) {
+ QGLEngineSharedShaders *shaders = reinterpret_cast<QGLEngineSharedShaders *>(qt_shared_shaders()->shadersForThread()->value(context));
+ if (!shaders) {
QGLShareContextScope scope(context);
- qt_shared_shaders()->insert(context, p = new QGLEngineSharedShaders(context));
+ shaders = new QGLEngineSharedShaders(context);
+ qt_shared_shaders()->setShadersForThread(context, shaders);
}
- return p;
+ return shaders;
}
const char* QGLEngineSharedShaders::qShaderSnippets[] = {
@@ -170,18 +212,20 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context)
source.clear();
source.append(qShaderSnippets[MainVertexShader]);
source.append(qShaderSnippets[PositionOnlyVertexShader]);
- vertexShader = new QGLShader(QGLShader::Vertex, context, this);
+ vertexShader = new QGLShader(QGLShader::Vertex, context, 0);
+ shaders.append(vertexShader);
if (!vertexShader->compileSourceCode(source))
qWarning("Vertex shader for simpleShaderProg (MainVertexShader & PositionOnlyVertexShader) failed to compile");
source.clear();
source.append(qShaderSnippets[MainFragmentShader]);
source.append(qShaderSnippets[ShockingPinkSrcFragmentShader]);
- fragShader = new QGLShader(QGLShader::Fragment, context, this);
+ fragShader = new QGLShader(QGLShader::Fragment, context, 0);
+ shaders.append(fragShader);
if (!fragShader->compileSourceCode(source))
qWarning("Fragment shader for simpleShaderProg (MainFragmentShader & ShockingPinkSrcFragmentShader) failed to compile");
- simpleShaderProg = new QGLShaderProgram(context, this);
+ simpleShaderProg = new QGLShaderProgram(context, 0);
simpleShaderProg->addShader(vertexShader);
simpleShaderProg->addShader(fragShader);
simpleShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
@@ -198,18 +242,20 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context)
source.clear();
source.append(qShaderSnippets[MainWithTexCoordsVertexShader]);
source.append(qShaderSnippets[UntransformedPositionVertexShader]);
- vertexShader = new QGLShader(QGLShader::Vertex, context, this);
+ vertexShader = new QGLShader(QGLShader::Vertex, context, 0);
+ shaders.append(vertexShader);
if (!vertexShader->compileSourceCode(source))
qWarning("Vertex shader for blitShaderProg (MainWithTexCoordsVertexShader & UntransformedPositionVertexShader) failed to compile");
source.clear();
source.append(qShaderSnippets[MainFragmentShader]);
source.append(qShaderSnippets[ImageSrcFragmentShader]);
- fragShader = new QGLShader(QGLShader::Fragment, context, this);
+ fragShader = new QGLShader(QGLShader::Fragment, context, 0);
+ shaders.append(fragShader);
if (!fragShader->compileSourceCode(source))
qWarning("Fragment shader for blitShaderProg (MainFragmentShader & ImageSrcFragmentShader) failed to compile");
- blitShaderProg = new QGLShaderProgram(context, this);
+ blitShaderProg = new QGLShaderProgram(context, 0);
blitShaderProg->addShader(vertexShader);
blitShaderProg->addShader(fragShader);
blitShaderProg->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
@@ -224,9 +270,20 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context)
QGLEngineSharedShaders::~QGLEngineSharedShaders()
{
- QList<QGLEngineShaderProg*>::iterator itr;
- for (itr = cachedPrograms.begin(); itr != cachedPrograms.end(); ++itr)
- delete *itr;
+ cleanupBeforeDestruction();
+}
+
+
+// This might be called both when a thread exits, or when the a
+// context is destroyed
+
+void QGLEngineSharedShaders::cleanupBeforeDestruction()
+{
+ qDeleteAll(shaders);
+ shaders.clear();
+
+ qDeleteAll(cachedPrograms);
+ cachedPrograms.clear();
if (blitShaderProg) {
delete blitShaderProg;
@@ -276,7 +333,8 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS
source.append(qShaderSnippets[prog.compositionFragShader]);
if (prog.maskFragShader)
source.append(qShaderSnippets[prog.maskFragShader]);
- fragShader = new QGLShader(QGLShader::Fragment, ctxGuard.context(), this);
+ fragShader = new QGLShader(QGLShader::Fragment, ctxGuard.context(), 0);
+ shaders.append(fragShader);
QByteArray description;
#if defined(QT_DEBUG)
// Name the shader for easier debugging
@@ -302,7 +360,8 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS
source.clear();
source.append(qShaderSnippets[prog.mainVertexShader]);
source.append(qShaderSnippets[prog.positionVertexShader]);
- vertexShader = new QGLShader(QGLShader::Vertex, ctxGuard.context(), this);
+ vertexShader = new QGLShader(QGLShader::Vertex, ctxGuard.context(), 0);
+ shaders.append(vertexShader);
#if defined(QT_DEBUG)
// Name the shader for easier debugging
description.clear();
@@ -320,7 +379,7 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS
newProg = new QGLEngineShaderProg(prog);
// If the shader program's not found in the cache, create it now.
- newProg->program = new QGLShaderProgram(ctxGuard.context(), this);
+ newProg->program = new QGLShaderProgram(ctxGuard.context(), 0);
newProg->program->addShader(vertexShader);
newProg->program->addShader(fragShader);
@@ -413,7 +472,6 @@ QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context)
currentShaderProg(0)
{
sharedShaders = QGLEngineSharedShaders::shadersForContext(context);
- connect(sharedShaders, SIGNAL(shaderProgNeedsChanging()), this, SLOT(shaderProgNeedsChangingSlot()));
}
QGLEngineShaderManager::~QGLEngineShaderManager()