forked from qt-creator/qt-creator
EffectComposer: Simplify temporary file handling
QTemporaryFile was used just to generate file names for shader files, and the actual files didn't get removed at shutdown. There was also a possibility of reloading effect quickly, which left additional dangling compiled qsb files because they are generated asynchronously with a separate process. Now temporary shader files are gathered into one temporary directory, which removes itself at shutdown, so dangling files won't be an issue. Fixes: QDS-12711 Change-Id: I7ce682acb1a0d8d58b84129c4e0442c8fb63ac2f Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io>
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@@ -21,6 +21,7 @@
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#include <QByteArrayView>
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#include <QLibraryInfo>
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#include <QTemporaryDir>
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#include <QVector2D>
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namespace EffectComposer {
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@@ -48,6 +49,7 @@ static bool writeToFile(const QByteArray &buf, const QString &filename, FileType
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EffectComposerModel::EffectComposerModel(QObject *parent)
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: QAbstractListModel{parent}
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, m_shaderDir(QDir::tempPath() + "/qds_ec_XXXXXX")
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{
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m_rebakeTimer.setSingleShot(true);
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connect(&m_rebakeTimer, &QTimer::timeout, this, &EffectComposerModel::bakeShaders);
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@@ -1713,37 +1715,33 @@ void EffectComposerModel::updateCustomUniforms()
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m_exportedEffectPropertiesString = exportedEffectPropertiesString;
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}
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void EffectComposerModel::createFiles()
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void EffectComposerModel::initShaderDir()
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{
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if (QFileInfo::exists(m_vertexShaderFilename))
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QFile(m_vertexShaderFilename).remove();
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if (QFileInfo::exists(m_fragmentShaderFilename))
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QFile(m_fragmentShaderFilename).remove();
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if (QFileInfo::exists(m_vertexShaderPreviewFilename))
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QFile(m_vertexShaderPreviewFilename).remove();
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if (QFileInfo::exists(m_fragmentShaderPreviewFilename))
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QFile(m_fragmentShaderPreviewFilename).remove();
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static int count = 0;
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static const QString fileNameTemplate = "%1_%2.%3";
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const QString countStr = QString::number(count);
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auto vertexShaderFile = QTemporaryFile(QDir::tempPath() + "/dsem_XXXXXX.vert.qsb");
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auto fragmentShaderFile = QTemporaryFile(QDir::tempPath() + "/dsem_XXXXXX.frag.qsb");
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auto vertexShaderPreviewFile = QTemporaryFile(QDir::tempPath() + "/dsem_prev_XXXXXX.vert.qsb");
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auto fragmentShaderPreviewFile = QTemporaryFile(QDir::tempPath() + "/dsem_prev_XXXXXX.frag.qsb");
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auto resetFile = [&countStr, this](QString &fileName, const QString prefix, const QString suffix) {
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// qsb generation is done in separate process, so it is not guaranteed all of the old files
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// get deleted here, as they may not exist yet. Any dangling files will be deleted at
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// application shutdown, when the temporary directory is destroyed.
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if (!fileName.isEmpty()) {
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QFile file(fileName);
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if (file.exists())
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file.remove();
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}
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m_vertexSourceFile.setFileTemplate(QDir::tempPath() + "/dsem_XXXXXX.vert");
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m_fragmentSourceFile.setFileTemplate(QDir::tempPath() + "/dsem_XXXXXX.frag");
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fileName = m_shaderDir.filePath(fileNameTemplate.arg(prefix, countStr, suffix));
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};
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if (!m_vertexSourceFile.open() || !m_fragmentSourceFile.open()
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|| !vertexShaderFile.open() || !fragmentShaderFile.open()
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|| !vertexShaderPreviewFile.open() || !fragmentShaderPreviewFile.open()) {
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qWarning() << "Unable to open temporary files";
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} else {
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m_vertexSourceFilename = m_vertexSourceFile.fileName();
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m_fragmentSourceFilename = m_fragmentSourceFile.fileName();
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m_vertexShaderFilename = vertexShaderFile.fileName();
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m_fragmentShaderFilename = fragmentShaderFile.fileName();
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m_vertexShaderPreviewFilename = vertexShaderPreviewFile.fileName();
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m_fragmentShaderPreviewFilename = fragmentShaderPreviewFile.fileName();
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}
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resetFile(m_vertexSourceFilename, "source", "vert");
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resetFile(m_fragmentSourceFilename, "source", "frag");
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resetFile(m_vertexShaderFilename, "compiled", "vert.qsb");
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resetFile(m_fragmentShaderFilename, "compiled", "frag.qsb");
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resetFile(m_vertexShaderPreviewFilename, "compiled_prev", "vert.qsb");
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resetFile(m_fragmentShaderPreviewFilename, "compiled_prev", "frag.qsb");
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++count;
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}
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void EffectComposerModel::bakeShaders()
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@@ -1756,7 +1754,7 @@ void EffectComposerModel::bakeShaders()
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return;
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}
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createFiles();
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initShaderDir();
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resetEffectError(ErrorPreprocessor);
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if (m_vertexShader == generateVertexShader() && m_fragmentShader == generateFragmentShader()) {
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@@ -1775,11 +1773,11 @@ void EffectComposerModel::bakeShaders()
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setVertexShader(generateVertexShader());
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QString vs = m_vertexShader;
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writeToFile(vs.toUtf8(), m_vertexSourceFile.fileName(), FileType::Text);
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writeToFile(vs.toUtf8(), m_vertexSourceFilename, FileType::Text);
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setFragmentShader(generateFragmentShader());
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QString fs = m_fragmentShader;
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writeToFile(fs.toUtf8(), m_fragmentSourceFile.fileName(), FileType::Text);
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writeToFile(fs.toUtf8(), m_fragmentSourceFilename, FileType::Text);
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QtSupport::QtVersion *qtVer = QtSupport::QtKitAspect::qtVersion(target->kit());
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if (!qtVer) {
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@@ -12,7 +12,7 @@
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#include <QMap>
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#include <QRegularExpression>
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#include <QSet>
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#include <QTemporaryFile>
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#include <QTemporaryDir>
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#include <QTimer>
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namespace ProjectExplorer {
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@@ -176,7 +176,7 @@ private:
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QString getQmlEffectString();
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void updateCustomUniforms();
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void createFiles();
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void initShaderDir();
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void bakeShaders();
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void saveResources(const QString &name);
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@@ -205,8 +205,7 @@ private:
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QStringList m_defaultRootVertexShader;
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QStringList m_defaultRootFragmentShader;
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// Temp files to store shaders sources and binary data
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QTemporaryFile m_fragmentSourceFile;
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QTemporaryFile m_vertexSourceFile;
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QTemporaryDir m_shaderDir;
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QString m_fragmentSourceFilename;
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QString m_vertexSourceFilename;
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QString m_fragmentShaderFilename;
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