core: switch to custom incubation controller
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This change requires more QtPrivate usage but eliminates generation or
cleanup related window incubation controller bugs. Additionally it
enables async loads prior to rendering windows.
This commit is contained in:
outfoxxed 2026-01-10 01:56:34 -08:00
parent eecc2f88b3
commit bcc3d4265e
No known key found for this signature in database
GPG key ID: 4C88A185FB89301E
7 changed files with 166 additions and 28 deletions

View file

@ -1,7 +1,16 @@
#include "incubator.hpp"
#include <private/qsgrenderloop_p.h>
#include <qabstractanimation.h>
#include <qguiapplication.h>
#include <qlogging.h>
#include <qloggingcategory.h>
#include <qminmax.h>
#include <qnamespace.h>
#include <qobject.h>
#include <qobjectdefs.h>
#include <qqmlincubator.h>
#include <qscreen.h>
#include <qtmetamacros.h>
#include "logcat.hpp"
@ -15,3 +24,112 @@ void QsQmlIncubator::statusChanged(QQmlIncubator::Status status) {
default: break;
}
}
void QsIncubationController::initLoop() {
auto* app = static_cast<QGuiApplication*>(QGuiApplication::instance()); // NOLINT
this->renderLoop = QSGRenderLoop::instance();
QObject::connect(
app,
&QGuiApplication::screenAdded,
this,
&QsIncubationController::updateIncubationTime
);
QObject::connect(
app,
&QGuiApplication::screenRemoved,
this,
&QsIncubationController::updateIncubationTime
);
this->updateIncubationTime();
QObject::connect(
this->renderLoop,
&QSGRenderLoop::timeToIncubate,
this,
&QsIncubationController::incubate
);
QAnimationDriver* animationDriver = this->renderLoop->animationDriver();
if (animationDriver) {
QObject::connect(
animationDriver,
&QAnimationDriver::stopped,
this,
&QsIncubationController::animationStopped
);
} else {
qCInfo(logIncubator) << "Render loop does not have animation driver, animationStopped cannot "
"be used to trigger incubation.";
}
}
void QsIncubationController::setIncubationMode(bool render) {
if (render == this->followRenderloop) return;
this->followRenderloop = render;
if (render) {
qCDebug(logIncubator) << "Incubation mode changed: render loop driven";
} else {
qCDebug(logIncubator) << "Incubation mode changed: event loop driven";
}
if (!render && this->incubatingObjectCount()) this->incubateLater();
}
void QsIncubationController::timerEvent(QTimerEvent* /*event*/) {
this->killTimer(this->timerId);
this->timerId = 0;
this->incubate();
}
void QsIncubationController::incubateLater() {
if (this->followRenderloop) {
if (this->timerId != 0) {
this->killTimer(this->timerId);
this->timerId = 0;
}
// Incubate again at the end of the event processing queue
QMetaObject::invokeMethod(this, &QsIncubationController::incubate, Qt::QueuedConnection);
} else if (this->timerId == 0) {
// Wait for a while before processing the next batch. Using a
// timer to avoid starvation of system events.
this->timerId = this->startTimer(this->incubationTime);
}
}
void QsIncubationController::incubate() {
if ((!this->followRenderloop || this->renderLoop) && this->incubatingObjectCount()) {
if (!this->followRenderloop) {
this->incubateFor(10);
if (this->incubatingObjectCount()) this->incubateLater();
} else if (this->renderLoop->interleaveIncubation()) {
this->incubateFor(this->incubationTime);
} else {
this->incubateFor(this->incubationTime * 2);
if (this->incubatingObjectCount()) this->incubateLater();
}
}
}
void QsIncubationController::animationStopped() { this->incubate(); }
void QsIncubationController::incubatingObjectCountChanged(int count) {
if (count
&& (!this->followRenderloop
|| (this->renderLoop && !this->renderLoop->interleaveIncubation())))
{
this->incubateLater();
}
}
void QsIncubationController::updateIncubationTime() {
auto* screen = QGuiApplication::primaryScreen();
if (!screen) return;
// 1/3 frame on primary screen
this->incubationTime = qMax(1, static_cast<int>(1000 / screen->refreshRate() / 3));
}