Import Geant4 11.3.0 source tree
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@@ -58,22 +58,12 @@
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G4VtkQtViewer::G4VtkQtViewer(G4VSceneHandler& sceneHandler, const G4String& name)
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: G4VtkViewer(sceneHandler, name)
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{
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#ifdef G4MULTITHREADED
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flWaitForVisSubThreadQtOpenGLContextInitialized =
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new G4AutoLock(fmWaitForVisSubThreadQtOpenGLContextInitialized, std::defer_lock);
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flWaitForVisSubThreadQtOpenGLContextMoved =
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new G4AutoLock(fmWaitForVisSubThreadQtOpenGLContextMoved, std::defer_lock);
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#endif
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G4Qt::getInstance();
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//this->setFormat(QVTKOpenGLNativeWidget::defaultFormat());
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}
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G4VtkQtViewer::~G4VtkQtViewer()
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{
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#ifdef G4MULTITHREADED
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delete flWaitForVisSubThreadQtOpenGLContextInitialized;
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delete flWaitForVisSubThreadQtOpenGLContextMoved;
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#endif
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}
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void G4VtkQtViewer::Initialise()
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@@ -113,100 +103,101 @@ void G4VtkQtViewer::CreateMainWindow(QVTKOpenGLNativeWidget* vtkWidget, const QS
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#ifdef G4MULTITHREADED
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namespace {
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G4Mutex visSubThreadMutex = G4MUTEX_INITIALIZER;
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G4Condition waitForVisSubThreadInitialized = G4CONDITION_INITIALIZER;
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G4bool visSubThreadEstablished = false;
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G4bool qObjectsSwitched = false;
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QVTKOpenGLNativeWidget* qVtkW = nullptr;
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}
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void G4VtkQtViewer::DoneWithMasterThread()
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{
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// Called by Main Thread !
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// Useful to avoid two vis thread at the same time
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// G4MUTEXLOCK(&fmWaitForVisSubThreadQtOpenGLContextInitialized);
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if (!flWaitForVisSubThreadQtOpenGLContextInitialized->owns_lock())
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flWaitForVisSubThreadQtOpenGLContextInitialized->lock();
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// Initialise and check qVtkW - no need to check in subsequent functions
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qVtkW = dynamic_cast<QVTKOpenGLNativeWidget*>(fGLWidget);
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if (qVtkW == nullptr) return;
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// Done with master thread
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qVtkW->doneCurrent();
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// Set current QThread for the way back
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fQVtkContextMainThread = QThread::currentThread();
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}
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void G4VtkQtViewer::MovingToVisSubThread()
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{
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// Still on master thread but vis thread has been launched
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if (qVtkW == nullptr) return;
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// Wait until SwitchToVisSubThread has found vis sub-thread QThread
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{
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G4AutoLock lock(&visSubThreadMutex);
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G4CONDITIONWAITLAMBDA(&waitForVisSubThreadInitialized, &lock, []{return visSubThreadEstablished;})
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}
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// Move stuff to sub-thread
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if(qVtkW->context()) qVtkW->context()->moveToThread(fQVtkContextVisSubThread);
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// Inform sub-thread
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G4AutoLock lock(&visSubThreadMutex);
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qObjectsSwitched = true;
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lock.unlock();
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G4CONDITIONBROADCAST(&waitForVisSubThreadInitialized);
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}
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void G4VtkQtViewer::SwitchToVisSubThread()
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{
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// Called by VisSub Thread !
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auto qGLW = dynamic_cast<QVTKOpenGLNativeWidget*>(fGLWidget);
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if (qGLW == nullptr) {
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return;
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if (qVtkW == nullptr) return;
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fQVtkContextVisSubThread = QThread::currentThread();
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// Let MovingToVisSubThread know we have the QThread
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{
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G4AutoLock lock(&visSubThreadMutex);
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visSubThreadEstablished = true;
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G4CONDITIONBROADCAST(&waitForVisSubThreadInitialized);
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}
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// Set the current QThread to its static variable
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SetQGLContextVisSubThread(QThread::currentThread());
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// - Wait for the vis thread to set its QThread
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G4CONDITIONBROADCAST(&fc1_VisSubThreadQtOpenGLContextInitialized);
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// a condition without a locked mutex is an undefined behavior.
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// we check if the mutex owns the lock, and if not, we lock it
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if (!flWaitForVisSubThreadQtOpenGLContextMoved->owns_lock())
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flWaitForVisSubThreadQtOpenGLContextMoved->lock();
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// Unlock the vis thread if it is Qt Viewer
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G4CONDITIONWAIT(&fc2_VisSubThreadQtOpenGLContextMoved, flWaitForVisSubThreadQtOpenGLContextMoved);
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// Wait until MovingToVisSubThread has moved stuff
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{
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G4AutoLock lock(&visSubThreadMutex);
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G4CONDITIONWAITLAMBDA(&waitForVisSubThreadInitialized, &lock, []{return qObjectsSwitched;})
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}
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// make context current
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qGLW->makeCurrent();
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qVtkW->makeCurrent();
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}
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void G4VtkQtViewer::DoneWithVisSubThread()
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{
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// Called by vis sub thread
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auto qGLW = dynamic_cast<QVTKOpenGLNativeWidget*>(fGLWidget);
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if (qGLW == nullptr) {
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return;
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}
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if (qVtkW == nullptr) return;
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// finish with this vis sub thread context
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qGLW->doneCurrent();
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qVtkW->doneCurrent();
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// and move it back to the main thread
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qGLW->context()->moveToThread(fQGLContextMainThread);
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if(qVtkW->context()) qVtkW->context()->moveToThread(fQVtkContextMainThread);
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}
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void G4VtkQtViewer::SwitchToMasterThread()
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{
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// Called by VisSub Thread !
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auto qGLW = dynamic_cast<QVTKOpenGLNativeWidget*>(fGLWidget);
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if (qGLW == nullptr) {
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return;
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}
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if (qVtkW == nullptr) return;
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// Useful to avoid two vis thread at the same time
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// G4MUTEXUNLOCK(&fmWaitForVisSubThreadQtOpenGLContextInitialized);
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if (flWaitForVisSubThreadQtOpenGLContextInitialized->owns_lock())
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flWaitForVisSubThreadQtOpenGLContextInitialized->unlock();
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qVtkW->makeCurrent();
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qGLW->makeCurrent();
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visSubThreadEstablished = false;
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qObjectsSwitched = false;
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}
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void G4VtkQtViewer::MovingToVisSubThread()
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{
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// Called by Main Thread !
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auto qGLW = dynamic_cast<QVTKOpenGLNativeWidget*>(fGLWidget);
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if (qGLW == nullptr) {
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return;
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}
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// a condition without a locked mutex is an undefined behavior.
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// we check if the mutex owns the lock, and if not, we lock it
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if (!flWaitForVisSubThreadQtOpenGLContextInitialized->owns_lock())
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flWaitForVisSubThreadQtOpenGLContextInitialized->lock();
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// - Wait for the vis sub thread to set its QThread
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G4CONDITIONWAIT(&fc1_VisSubThreadQtOpenGLContextInitialized,
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flWaitForVisSubThreadQtOpenGLContextInitialized);
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// Set current QThread for the way back
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SetQGLContextMainThread(QThread::currentThread());
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// finish with this main thread context
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qGLW->doneCurrent();
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qGLW->context()->moveToThread(fQGLContextVisSubThread);
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G4CONDITIONBROADCAST(&fc2_VisSubThreadQtOpenGLContextMoved);
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}
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#endif
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void G4VtkQtViewer::FinishView()
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