I'm writing a program in Qt, which runs 10 worker threads which calculate the trajectory of an object in space. They also have to draw the path of the object. I have a "Body" class deriving QGraphicsEllipseItem and it has a QPainterPath in it. The "Simulation" class takes a list of obstacles in the world, and the body to simulate and runs until the body collides with something. Simulation runs in a separate thread ( done with moveToThread, not by subclassing QThread). When the body collides, the Simulation emits a signal saying that it finished. When all threads have finished I'd like to draw the paths (I do it by invoking a method in "Body" which enables path drawing in its draw method).
Unfortunately I get ASSERT errors :
ASSERT: "!unindexedItems.contains(item)" in file graphicsview\qgraphicsscenebsptreeindex.cpp, line 364
They happen seemingly randomly. I've tried different connection types, to no result.
I'm starting the threads in a loop.
I'm using Qt 5.0
Generally speaking, with Qt you can't do any GUI operations outside of the GUI thread (i.e. the thread that is executing QApplication::exec(), which is typically the main() thread).
So if you have multiple threads manipulating QGraphicsItems (especially QGraphicsItems that are currently part of a QGraphicsScene), that is likely the cause of your assertion failures. That is, when the Qt GUI thread is doing its window refresh, it is reading data from the various QGraphicsItem objects as part of its calculations, and it expects the QGraphicsItems to remain constant for the duration of the refresh operation. If a QGraphicsItem is changed (by another thread) while the refresh routine is executing, then the calculations made by the main thread can become wrong/corrupted, and that occasionally causes an assertion failure (and/or other unwanted behaviors).
If you really need to use multiple threads, what you'll probably need to do is have the threads do all their calculations on their own private data structures that the Qt GUI thread has no access to. Then when the threads have computed their results, they should send the results back to the Qt GUI thread (via queued connection or QApplication::postEvent()). The GUI thread can then look at the results and use them to update the QGraphicsItems, etc; this will be "safe" because this update can't happen in the middle of a window update.
If that sounds like too much work, then you might consider just doing everything in the GUI thread; it will be much easier and simpler to make everything work reliably that way.
As mentioned by Jeremy, Qt rendering must be done on the main thread.
While you could move it all to the main thread, you've likely chosen to create separate ones for efficiency, especially as collision detection can be processor intensive. The best way to handle this is to split the modelling of the objects and their physics from their rendering, as you would in a Model / View / Controller pattern.
Create representations of the body instances that are not derived from any QGraphicsItem/Objects. These can then do their calculations on separate threads and have signals to graphics objects that are running in the main thread, which updates each body instance's graphic representation, allowing real-time rendering of the trajectories.
Related
Im designing a game menu for an arcade machine as a personal project and to get more familiar with IPC. The project runs on a raspberry Pi rendering to a LED matrix using Hzeller's led matrix library. The menu would present the user a list of games rendered on the matrix. When the user selects a game, the main process will fork and spawn the game in a new process. The game will start and render to the matrix. At any point the user can exit the game which will return the user back to the game menu. Presumably there will be communication between processes so each aren't simultaneously rendering to the matrix at the same time.
Now where I am uncertain is how to actually share resources that are needed to render to the matrix. The library has a background updater thread that cannot be running in both process. Im not certain how this is typically done but here are the solutions I came up with:
Resources needed for rendering are cleaned up and reinitialized before switching contexts between parent and child processes
The Child will serialize the underlying framebuffer data and send it to the main process for rendering.
The first solution seems a little hacky and requires me to make small changes to the library. I also want to create an interface to decouple the menu/game processes from where graphics are actually rendered. This way I can make a separate implementation of the interface to render to a GUI on a computer screen. Choosing this option would be synonymous of creating an entirely new window for the child process (not sharing the same window).
The second solution would require copying the framebuffer data twice per frame. Once to shared memory and then again when the parent process copies out of shared memory and rendered. I worry about latency and how to manage frame rate in this solution. Ive looked into initializing the framebuffer in shared memory, but the library handles the initiation of this buffer. In addition, I am utilizing the library's vsync capability and am unsure how the child would utilize this if rendering were done in the parent process
My questions are:
Are there any other solutions? If not which of the two are better
design wise.
If I go option two, how would the child take advantage of the vsync functionality and how would I manage framerate in this scenario?
A game will typically involve real-time rendering to the LED matrix, and will have other requirements for user interaction to that are specific to the game and a lot more demanding than the requirements of your simple menu. It would not be good design practice to delegate these things to the menu process via some IPC mechanism. That mechanism could only get in the way, and you'd be forced to implement many of the game's requirements inside the menu process. The game should be able to control the display directly, while the menu should only have to do its easy menu things.
This should be very simple to arrange. Your menu process should shut down its display loop before it launches the game process, and should then resume its display loop when the game process ends.
The best way to do detect the completion of the child process is usually to pipe stdout on the child process into a parent process file handle. The parent process should read from this handle until it is automatically closed by the child process exiting. This is a universally reliable signal that works on all linux/unix/windows platforms.
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
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!
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.
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.