How to make QOpenGLContext current without surface in Qt5? - c++

I am working on a project that will use OpenCL to render graphics for display in a QOpenGLWidget. The recommended way to do this seems to be creating a second QOpenGLContext beside the one already present in the QOpenGLWidget, then create a thread where this secondary context can live together with the OpenCL code.
This way Qt can go about it's day as usual with the eventloop running in the main thread. And whenever the QOpenGLWidget decides to paint it will simply fetch data from a buffer prepared in the second thread by the secondary context and the OpenCL inter-op set up there.
This all sounds great on paper, but I am having some problems getting this to work. My question is about how to make the secondary QOpenGLContext "current" in the thread. Because QOpenGLContext::makeCurrent() takes a mandatory QSurface as parameter, and the only surface I have is the one that is available from my QOpenGLWidget, but using that in the secondary thread does not work. I get the following error:
Cannot make QOpenGLContext current in a different thread
So what surface should I use? Or, is there something I missed, or should do differently?

You can create and use a QOffscreenSurface for this purpose.

Related

QOpenGLWidget and multithreading

I am developing a 3D app using Qt and OpenGL. The app is composed of a QMainWindow with a QOpenGLWidget as central widget and a QML UI as a dock widget. I realized that the user inputs and the UI depends on the rendering performance: if my app runs with low fps, the user inputs are not all caught and it gets difficult to use the UI.
So I was thinking about doing the rendering in a separate thread. I tried several techniques, like using a QTimer or a QThread, but I always get problems sharing the OpenGL context, resizing or using a QPainter.
I am wondering if doing the rendering in another thread is a good approach.
Any suggestions, advices ?
Thanks.
Typical GUI frameworks are not designed to be used from multiple threads directly, and QT is not an exception from. Trying to do GUI stuff from different threads typically results in problems of some kind.
Those frameworks normally have an internal event queue where events are placed in and then processed one after another, which, if the framework is used correctly, assures that the GUI related stuff is accessed from one single thread only. But they allow to add additional events into the queue.
And here we are at the way to go: Keep the entire GUI in one single thread and do user input processing in the other thread. As soon as user data is processed, feed your GUI with appropriately.
Ways to do so offered by Qt are e. g. invoke function or the event system.
Just don't use QOpenGLWidget. Use a single QML window for everything.
Render your OpenGL things in pre-render or post-render function of the QML by using the QQuickWindow::beforeRendering() or QQuickWindow::afterRendering() signals.
That will be using the rendering thread of the QML, so you won't need to create it. And the use cases and synchronization are explained in the qt docs:
http://doc.qt.io/qt-5/qtquick-scenegraph-openglunderqml-example.html

Get only one QOpenGLContext for different QT widgets

I've the following problem :
I want to get an application composed of many view which render a common OpenGL scene from a different point of view, illumination, and others options.
Basically, my question is what is the best way to do that with qt ?
My first attempt was to create multiple QOpenGLWidget and get a common QOpenGLContext where I stored the textures but also the meshes and shaders.
But it didn't work for meshes because Vertex Array Objects seem to not be shareable.
After lot of tries, a possible solution is to store one VAO for each widget that need the mesh but this look really awful.
So, I wonder if there is a good alternative for this kind of problem, or maybe a good documentation to understand how these QOpenGLContext work.
The simplest idea that I've imagined is to create only one QOpenGLContext and use it in the different widgets. But I don't know how to just create a QOpenGLContext alone nor what kind of QWidgets is able to display these renderings.
It's my first post so I don't know if it's clear enough or if I need to describe my whole architecture.
You already tried, so I pass the word about shared contexts.
An OpenGL context is bound to a window: if you want only one context, the straight answer is to have only one window.
Using the widgets module, you can have multiple views of a same scene using multiple viewports in a same QOpenGLWidget. Something like:
void myWidget::paintGL() {
//...
glViewport(
0, 0,
this->width()/2, this->height()/2
);
// draw scene from one point of view
glViewport(
this->width()/2, this->height()/2,
this->width()/2, this->height()/2
);
// draw scene from an other point of view
//...
}
You should probably design a viewport class to store and manage the rendering parameters for each viewport.
The drawback is that you will have to detect in which viewport the user is clicking to handle interactions: some kind of if event.pos.x is between 0 and this->width()/2 ....
An other way could be to let down the widgets module and use Qt Quick and QML: a quick window declares a unique OpenGL context, where each quick item is like a viewport, but encapsulated in its own object so you don't have to think about where the user is interacting.
Inherit QQuickItem instead of QOpenGLWidget and export your class to QML using the qmlRegisterType() macro. You can then create a QQuickView in your program to load a QML code where you declare your items. An example from Qt's documentation here.
I think since multiple views/surfces can update independently, unfortunately its not possible to have one single QOpenGLContext that does the job. And sharing contexts have the limitation you already point out in your question.
QOpenGLContext can be moved to a different thread with moveToThread().
Do not call makeCurrent() from a different thread than the one to
which the QOpenGLContext object belongs. A context can only be current
in one thread and against one surface at a time, and a thread only has
one context current at a time.
Link : http://doc.qt.io/qt-5/qopenglcontext.html
So one way you can get it working is have independent updates to your views in a sequential order and make the context current one by one and render before moving on to the next view. This will guarantee that the context is current in only one view at any given time. Perhaps use a QMutex to serialize the updates.
Alternatively you can also pass the context around among threads and serialize their updates, but this is a bad approach.

Is it feasible to split Qt GUI into multiple threads for GUI, simulation, and OpenGL?

I am experimenting with Qt for a new layout for an instrument simulation program at work. Our current sim is running everything in a single window (we've used both glut (old) and fltk), it uses glViewport(...) and glScissor(...) to split instrument readouts into their own views, and then it uses some form of "ortho2D" calls to create their own virtual pixel space. The simulator currently updates the instruments and then draws each in their own viewport one by one, all in the same thread.
We want to find a better approach, and we settled on Qt. I am working under a few big constraints:
Each of the instrument panels still need to be in their OpenGL viewport. There are a lot of buttons and a lot of instruments. My tentative solution is to use a QOpenGLWidget for each. I have made progress on this.
The sim is not just a pretty readout, but also simulates many of the instruments as feedback for the instrument designers, so it sometimes has a hefty CPU load. It isn't a full hardware emulator, but it does simulate the logic. I don't think that it's feasible to tell the instruments to update themselves at the beginning of its associated widget's paintEvent(...) method, so I want simulation updates to run in a separate thread.
Our customers may have old computers and thus more recent versions of OpenGL have been ruled out. We are still using glBegin() and glEnd() and everything in between, and the instruments draw a crap ton of variable symbols, so drawing is takes a lot of time and I want to split drawing off into it's own thread. I don't yet know if OpenGL 3 is on the table, which will be necessary (I think) for rendering to off-screen buffers.
Problem: QOpenGLWidget does not have on overrideable "update" method, and it only draws during the widgets' paintEvent(...) and paintGL(...) calls.
Tentative Solution: Split the simulator into three threads:
GUI: Runs user input, paintEvent(...), and paintGL(...).
Simulator: Runs all instrument logic and updates values for symbology.
Drawing: Renders latest symbology to an offscreen buffer (will use a frame buffer object (FBO)).
In this design, cross-thread talking is cyclic and one-way, with the GUI thread providing input, the simulator thread taking that input into account on its next loop, the drawing thread reading the latest symbology and rendering it to the FBO and setting a "next frame available" flag to true (or maybe emitting a signal), and then the paintGL(...) method will take that FBO and spit it out to the widget, thus keeping event processing down and GUI responsiveness up. Continue this cycle.
Bottom line question: I've read here that GUI operations cannot be done in a separate thread, so is my approach even feasible?
If feasible, any other caution or suggestions would be appreciated.
Each OpenGL widget has its own OpenGL context, and these contexts are QObjects and thus can be moved to other threads. As with any otherwise non-threadsafe object, you should only access them from their thread().
Additionally - and this is also portable to QML - you could use worker functors to compute display lists that are then submitted to the render thread to be converted into draw calls. The render thread doesn't do any logic and doesn't compute anything: it takes data (vertex arrays, etc.) and submits it for drawing. The worker functors would be submitted for execution on a thread pool using QtConcurrent::run.
You can thus have a main thread, a render thread (perhaps one per widget, but not necessarily), and functors that run your simulation steps.
In any case, convoluting logic and rendering is a very bad idea. Whether you're doing drawing using QPainter on a raster widget, or using QPainter on an QOpenGLWidget, or using direct OpenGL calls, the thread that does the drawing should not have to compute what's to be drawn.
If you don't want to mess with OpenGL calls, and you can represent most of your work as array-based QPainter calls (e.g. drawRects, drawPolygons), these translate almost directly into OpenGL draw calls and the OpenGL backend will render them just as quickly as if you hand-coded the draw calls. QPainter does all this for you if you use it on a QOpenGLWidget!

using qglcontext from other threads

Is there a way to use the qglcontext of the glwidget from other threads. Because I need to do some texture uploading from other threads. However after the texture upload or even during it context must be also in the service of my rendering glwidget. Is there a documentation or a solid (assumption free) answer for this?
OpenGL does not support multithreaded rendering, all OpenGL calls must be performed from the thread where context was created. But if you whant to just load textures, you may load it from other threads, than post the results to that thread from wich OpenGL context was created for example to glTexImage2D, as image info. To do so must be add some thread management (signals e.t.c...).
For more information look at Concurrency and OpenGL.
also QGLWidget multithreaded example?.
To work from other threads you must create separate contexts with them or perform some sharing context management.
From official Qt documentation:
As of Qt version 4.8, support for doing threaded GL rendering has been improved. There are three scenarios that we currently support:
Buffer swapping in a thread.
Swapping buffers in a double buffered context may be a synchronous, locking call that may be a costly operation in some GL implementations. Especially so on embedded devices. It's not optimal to have the CPU idling while the GPU is doing a buffer swap. In those cases it is possible to do the rendering in the main thread and do the actual buffer swap in a separate thread. This can be done with the following steps:
Call doneCurrent() in the main thread when the rendering is finished.
Call QGLContext::moveToThread(swapThread) to transfer ownership of the context to the swapping thread.
Notify the swapping thread that it can grab the context.
Make the rendering context current in the swapping thread with makeCurrent() and then call swapBuffers().
Call doneCurrent() in the swapping thread.
Call QGLContext::moveToThread(qApp->thread()) and notify the main thread that swapping is done.
Doing this will free up the main thread so that it can continue with, for example, handling UI events or network requests. Even if there is a context swap involved, it may be preferable compared to having the main thread wait while the GPU finishes the swap operation. Note that this is highly implementation dependent.
Texture uploading in a thread.
Doing texture uploads in a thread may be very useful for applications handling large amounts of images that needs to be displayed, like for instance a photo gallery application. This is supported in Qt through the existing bindTexture() API. A simple way of doing this is to create two sharing QGLWidgets. One is made current in the main GUI thread, while the other is made current in the texture upload thread. The widget in the uploading thread is never shown, it is only used for sharing textures with the main thread. For each texture that is bound via bindTexture(), notify the main thread so that it can start using the texture.
Using QPainter to draw into a QGLWidget in a thread.
In Qt 4.8, it is possible to draw into a QGLWidget using a QPainter in a separate thread. Note that this is also possible for QGLPixelBuffers and QGLFramebufferObjects. Since this is only supported in the GL 2 paint engine, OpenGL 2.0 or OpenGL ES 2.0 is required.
QGLWidgets can only be created in the main GUI thread. This means a call to doneCurrent() is necessary to release the GL context from the main thread, before the widget can be drawn into by another thread. You then need to call QGLContext::moveToThread() to transfer ownership of the context to the thread in which you want to make it current. Also, the main GUI thread will dispatch resize and paint events to a QGLWidget when the widget is resized, or parts of it becomes exposed or needs redrawing. It is therefore necessary to handle those events because the default implementations inside QGLWidget will try to make the QGLWidget's context current, which again will interfere with any threads rendering into the widget. Reimplement QGLWidget::paintEvent() and QGLWidget::resizeEvent() to notify the rendering thread that a resize or update is necessary, and be careful not to call the base class implementation. If you are rendering an animation, it might not be necessary to handle the paint event at all since the rendering thread is doing regular updates. Then it would be enough to reimplement QGLWidget::paintEvent() to do nothing.
As a general rule when doing threaded rendering: be aware that binding and releasing contexts in different threads have to be synchronized by the user. A GL rendering context can only be current in one thread at any time. If you try to open a QPainter on a QGLWidget and the widget's rendering context is current in another thread, it will fail.
In addition to this, rendering using raw GL calls in a separate thread is supported.

Qt - Working with Threads

I have a QTimer for executing OpenCV code and changing an image in a QLabel every 20 milliseconds, but I want to run this OpenCV code more naturally and not depend on the timer.
Instead, I want to have one main thread that deals with user input and another thread that process images with OpenCV, what I can't find is a thread safe way to change the QLabel image (pixmap) in one thread from another thread, could someone describe this process, maybe give some code examples? I also want to know the pros and cons of using QThread, since it's plataform free, it sounds to be user level thread and not a system level which usually runs smoother.
You can only instantiate and work with QPixmap on the main (GUI) thread of your application (e.g. what is returned by QApplication::instance()->thread())
That's not to say you can't work with a QPainter and graphics objects on other threads. Most things work, with exceptions guided by constraints imposed by the OS.
Successive versions of Qt have managed to find ways to support things that previously didn't work. For instance:
Qt 4.0 added rendering QImages from separate threads
Qt 4.4 added the ability to render text into images
Qt 4.8 added the ability to use QPainter in a separate thread to render to a QGLWidget, QGLPixelBuffer and QGLFrameBufferObject
Where Qt 4.4 introduced QFontDatabase::supportsThreadedFontRendering to check to see if font rendering was supported outside the GUI thread, in Qt5 this is considered obsolete and always returns true
Note: you shouldn't hold your breath for the day that Qt adds support to work with QPixmap on non-GUI threads. The reason they exist is to engage the graphics layer directly; and finding a way to work around it just so you could use something named QPixmap wouldn't do any good, as at that point you'd just be using something equivalent to what already exists as QBitmap.
So all that has to do with the ability to instantiate graphics objects like QFont and QImage on another thread, and use them in QPainter calls to generate a graphical image. But that image can't be tied directly to an active part of the display...you'll always be drawing into some off-screen buffer. It will have to be safely passed back to the main thread...which is the gateway that all the direct-to-widget drawing and mouse events and such must pass through.
A well known example of how one might do this is Qt's Mandelbrot Sample; and I'd suggest getting started with that... making sure you understand it completely.
Note: For a different spin on technique, you might be interested to look at my Thinker-Qt re-imagining of that same sample.