Merge branch 'master' of https://github.com/highfidelity/hifi into interstitialImprovements

This commit is contained in:
Wayne Chen 2018-09-25 20:27:31 -07:00
commit e552b69f4c
8 changed files with 68 additions and 34 deletions

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@ -1759,10 +1759,12 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
// Make sure we don't time out during slow operations at startup
updateHeartbeat();
QTimer* settingsTimer = new QTimer();
moveToNewNamedThread(settingsTimer, "Settings Thread", [this, settingsTimer]{
connect(qApp, &Application::beforeAboutToQuit, [this, settingsTimer]{
// This needs to run on the settings thread, so we need to pass the `settingsTimer` as the
// receiver object, otherwise it will run on the application thread and trigger a warning
// about trying to kill the timer on the main thread.
connect(qApp, &Application::beforeAboutToQuit, settingsTimer, [this, settingsTimer]{
// Disconnect the signal from the save settings
QObject::disconnect(settingsTimer, &QTimer::timeout, this, &Application::saveSettings);
// Stop the settings timer

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@ -100,6 +100,13 @@ QList<QAudioDeviceInfo> getAvailableDevices(QAudio::Mode mode) {
// now called from a background thread, to keep blocking operations off the audio thread
void AudioClient::checkDevices() {
// Make sure we're not shutting down
Lock timerMutex(_checkDevicesMutex);
// If we HAVE shut down after we were queued, but prior to execution, early exit
if (nullptr == _checkDevicesTimer) {
return;
}
auto inputDevices = getAvailableDevices(QAudio::AudioInput);
auto outputDevices = getAvailableDevices(QAudio::AudioOutput);
@ -278,9 +285,6 @@ void AudioClient::customDeleter() {
_shouldRestartInputSetup = false;
#endif
stop();
_checkDevicesTimer->stop();
_checkPeakValuesTimer->stop();
deleteLater();
}
@ -653,12 +657,26 @@ void AudioClient::start() {
}
void AudioClient::stop() {
qCDebug(audioclient) << "AudioClient::stop(), requesting switchInputToAudioDevice() to shut down";
switchInputToAudioDevice(QAudioDeviceInfo(), true);
qCDebug(audioclient) << "AudioClient::stop(), requesting switchOutputToAudioDevice() to shut down";
switchOutputToAudioDevice(QAudioDeviceInfo(), true);
// Stop triggering the checks
QObject::disconnect(_checkPeakValuesTimer, &QTimer::timeout, nullptr, nullptr);
QObject::disconnect(_checkDevicesTimer, &QTimer::timeout, nullptr, nullptr);
// Destruction of the pointers will occur when the parent object (this) is destroyed)
{
Lock lock(_checkDevicesMutex);
_checkDevicesTimer = nullptr;
}
{
Lock lock(_checkPeakValuesMutex);
_checkPeakValuesTimer = nullptr;
}
#if defined(Q_OS_ANDROID)
_checkInputTimer.stop();
disconnect(&_checkInputTimer, &QTimer::timeout, 0, 0);

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@ -447,7 +447,9 @@ private:
bool _shouldRestartInputSetup { true }; // Should we restart the input device because of an unintended stop?
#endif
Mutex _checkDevicesMutex;
QTimer* _checkDevicesTimer { nullptr };
Mutex _checkPeakValuesMutex;
QTimer* _checkPeakValuesTimer { nullptr };
bool _isRecording { false };

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@ -40,6 +40,12 @@ void release(IAudioClient* audioClient) {
}
void AudioClient::checkPeakValues() {
// Guard against running during shutdown
Lock timerMutex(_checkPeakValuesMutex);
if (nullptr == _checkPeakValuesTimer) {
return;
}
// prepare the windows environment
CoInitialize(NULL);

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@ -43,8 +43,11 @@ void soundSharedPointerFromScriptValue(const QScriptValue& object, SharedSoundPo
}
}
SoundScriptingInterface::SoundScriptingInterface(SharedSoundPointer sound) : _sound(sound) {
QObject::connect(sound.data(), &Sound::ready, this, &SoundScriptingInterface::ready);
SoundScriptingInterface::SoundScriptingInterface(const SharedSoundPointer& sound) : _sound(sound) {
// During shutdown we can sometimes get an empty sound pointer back
if (_sound) {
QObject::connect(_sound.data(), &Sound::ready, this, &SoundScriptingInterface::ready);
}
}
Sound::Sound(const QUrl& url, bool isStereo, bool isAmbisonic) :

View file

@ -105,11 +105,11 @@ class SoundScriptingInterface : public QObject {
Q_PROPERTY(float duration READ getDuration)
public:
SoundScriptingInterface(SharedSoundPointer sound);
SharedSoundPointer getSound() { return _sound; }
SoundScriptingInterface(const SharedSoundPointer& sound);
const SharedSoundPointer& getSound() { return _sound; }
bool isReady() const { return _sound->isReady(); }
float getDuration() { return _sound->getDuration(); }
bool isReady() const { return _sound ? _sound->isReady() : false; }
float getDuration() { return _sound ? _sound->getDuration() : 0.0f; }
/**jsdoc
* Triggered when the sound has been downloaded and is ready to be played.

View file

@ -37,6 +37,8 @@ namespace gr {
#define OUTLINE_STENCIL_MASK 1
extern void initZPassPipelines(ShapePlumber& plumber, gpu::StatePointer state);
HighlightRessources::HighlightRessources() {
}
@ -180,6 +182,7 @@ void DrawHighlightMask::run(const render::RenderContextPointer& renderContext, c
auto maskPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
auto maskSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
auto maskSkinnedDQPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned().withDualQuatSkinned());
// Setup camera, projection and viewport for all items
batch.setViewportTransform(args->_viewport);
@ -187,14 +190,17 @@ void DrawHighlightMask::run(const render::RenderContextPointer& renderContext, c
batch.setProjectionJitter(jitter.x, jitter.y);
batch.setViewTransform(viewMat);
std::vector<ShapeKey> skinnedShapeKeys{};
std::vector<ShapeKey> skinnedShapeKeys;
std::vector<ShapeKey> skinnedDQShapeKeys;
// Iterate through all inShapes and render the unskinned
args->_shapePipeline = maskPipeline;
batch.setPipeline(maskPipeline->pipeline);
for (const auto& items : inShapes) {
itemBounds.insert(itemBounds.end(), items.second.begin(), items.second.end());
if (items.first.isSkinned()) {
if (items.first.isSkinned() && items.first.isDualQuatSkinned()) {
skinnedDQShapeKeys.push_back(items.first);
} else if (items.first.isSkinned()) {
skinnedShapeKeys.push_back(items.first);
} else {
renderItems(renderContext, items.second);
@ -202,10 +208,21 @@ void DrawHighlightMask::run(const render::RenderContextPointer& renderContext, c
}
// Reiterate to render the skinned
args->_shapePipeline = maskSkinnedPipeline;
batch.setPipeline(maskSkinnedPipeline->pipeline);
for (const auto& key : skinnedShapeKeys) {
renderItems(renderContext, inShapes.at(key));
if (skinnedShapeKeys.size() > 0) {
args->_shapePipeline = maskSkinnedPipeline;
batch.setPipeline(maskSkinnedPipeline->pipeline);
for (const auto& key : skinnedShapeKeys) {
renderItems(renderContext, inShapes.at(key));
}
}
// Reiterate to render the DQ skinned
if (skinnedDQShapeKeys.size() > 0) {
args->_shapePipeline = maskSkinnedDQPipeline;
batch.setPipeline(maskSkinnedDQPipeline->pipeline);
for (const auto& key : skinnedDQShapeKeys) {
renderItems(renderContext, inShapes.at(key));
}
}
args->_shapePipeline = nullptr;
@ -488,7 +505,7 @@ void DrawHighlightTask::build(JobModel& task, const render::Varying& inputs, ren
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setColorWriteMask(false, false, false, false);
initMaskPipelines(*shapePlumber, state);
initZPassPipelines(*shapePlumber, state);
}
auto sharedParameters = std::make_shared<HighlightSharedParameters>();
@ -548,16 +565,4 @@ const render::Varying DrawHighlightTask::addSelectItemJobs(JobModel& task, const
const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput);
const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, selectionName).asVarying();
return task.addJob<SelectItems>("TransparentSelection", selectItemInput);
}
void DrawHighlightTask::initMaskPipelines(render::ShapePlumber& shapePlumber, gpu::StatePointer state) {
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(shader::render_utils::program::model_shadow);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withoutSkinned(),
modelProgram, state);
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(shader::render_utils::program::skin_model_shadow);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned(),
skinProgram, state);
}
}

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@ -208,8 +208,6 @@ public:
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
private:
static void initMaskPipelines(render::ShapePlumber& plumber, gpu::StatePointer state);
static const render::Varying addSelectItemJobs(JobModel& task, const render::Varying& selectionName, const RenderFetchCullSortTask::BucketList& items);
};