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>
This commit is contained in:
Miikka Heikkinen
2024-05-24 15:42:11 +03:00
parent 7724da3027
commit 72b3f2a090
2 changed files with 31 additions and 34 deletions

View File

@@ -21,6 +21,7 @@
#include <QByteArrayView>
#include <QLibraryInfo>
#include <QTemporaryDir>
#include <QVector2D>
namespace EffectComposer {
@@ -48,6 +49,7 @@ static bool writeToFile(const QByteArray &buf, const QString &filename, FileType
EffectComposerModel::EffectComposerModel(QObject *parent)
: QAbstractListModel{parent}
, m_shaderDir(QDir::tempPath() + "/qds_ec_XXXXXX")
{
m_rebakeTimer.setSingleShot(true);
connect(&m_rebakeTimer, &QTimer::timeout, this, &EffectComposerModel::bakeShaders);
@@ -1713,37 +1715,33 @@ void EffectComposerModel::updateCustomUniforms()
m_exportedEffectPropertiesString = exportedEffectPropertiesString;
}
void EffectComposerModel::createFiles()
void EffectComposerModel::initShaderDir()
{
if (QFileInfo::exists(m_vertexShaderFilename))
QFile(m_vertexShaderFilename).remove();
if (QFileInfo::exists(m_fragmentShaderFilename))
QFile(m_fragmentShaderFilename).remove();
if (QFileInfo::exists(m_vertexShaderPreviewFilename))
QFile(m_vertexShaderPreviewFilename).remove();
if (QFileInfo::exists(m_fragmentShaderPreviewFilename))
QFile(m_fragmentShaderPreviewFilename).remove();
static int count = 0;
static const QString fileNameTemplate = "%1_%2.%3";
const QString countStr = QString::number(count);
auto vertexShaderFile = QTemporaryFile(QDir::tempPath() + "/dsem_XXXXXX.vert.qsb");
auto fragmentShaderFile = QTemporaryFile(QDir::tempPath() + "/dsem_XXXXXX.frag.qsb");
auto vertexShaderPreviewFile = QTemporaryFile(QDir::tempPath() + "/dsem_prev_XXXXXX.vert.qsb");
auto fragmentShaderPreviewFile = QTemporaryFile(QDir::tempPath() + "/dsem_prev_XXXXXX.frag.qsb");
auto resetFile = [&countStr, this](QString &fileName, const QString prefix, const QString suffix) {
// qsb generation is done in separate process, so it is not guaranteed all of the old files
// get deleted here, as they may not exist yet. Any dangling files will be deleted at
// application shutdown, when the temporary directory is destroyed.
if (!fileName.isEmpty()) {
QFile file(fileName);
if (file.exists())
file.remove();
}
m_vertexSourceFile.setFileTemplate(QDir::tempPath() + "/dsem_XXXXXX.vert");
m_fragmentSourceFile.setFileTemplate(QDir::tempPath() + "/dsem_XXXXXX.frag");
fileName = m_shaderDir.filePath(fileNameTemplate.arg(prefix, countStr, suffix));
};
if (!m_vertexSourceFile.open() || !m_fragmentSourceFile.open()
|| !vertexShaderFile.open() || !fragmentShaderFile.open()
|| !vertexShaderPreviewFile.open() || !fragmentShaderPreviewFile.open()) {
qWarning() << "Unable to open temporary files";
} else {
m_vertexSourceFilename = m_vertexSourceFile.fileName();
m_fragmentSourceFilename = m_fragmentSourceFile.fileName();
m_vertexShaderFilename = vertexShaderFile.fileName();
m_fragmentShaderFilename = fragmentShaderFile.fileName();
m_vertexShaderPreviewFilename = vertexShaderPreviewFile.fileName();
m_fragmentShaderPreviewFilename = fragmentShaderPreviewFile.fileName();
}
resetFile(m_vertexSourceFilename, "source", "vert");
resetFile(m_fragmentSourceFilename, "source", "frag");
resetFile(m_vertexShaderFilename, "compiled", "vert.qsb");
resetFile(m_fragmentShaderFilename, "compiled", "frag.qsb");
resetFile(m_vertexShaderPreviewFilename, "compiled_prev", "vert.qsb");
resetFile(m_fragmentShaderPreviewFilename, "compiled_prev", "frag.qsb");
++count;
}
void EffectComposerModel::bakeShaders()
@@ -1756,7 +1754,7 @@ void EffectComposerModel::bakeShaders()
return;
}
createFiles();
initShaderDir();
resetEffectError(ErrorPreprocessor);
if (m_vertexShader == generateVertexShader() && m_fragmentShader == generateFragmentShader()) {
@@ -1775,11 +1773,11 @@ void EffectComposerModel::bakeShaders()
setVertexShader(generateVertexShader());
QString vs = m_vertexShader;
writeToFile(vs.toUtf8(), m_vertexSourceFile.fileName(), FileType::Text);
writeToFile(vs.toUtf8(), m_vertexSourceFilename, FileType::Text);
setFragmentShader(generateFragmentShader());
QString fs = m_fragmentShader;
writeToFile(fs.toUtf8(), m_fragmentSourceFile.fileName(), FileType::Text);
writeToFile(fs.toUtf8(), m_fragmentSourceFilename, FileType::Text);
QtSupport::QtVersion *qtVer = QtSupport::QtKitAspect::qtVersion(target->kit());
if (!qtVer) {

View File

@@ -12,7 +12,7 @@
#include <QMap>
#include <QRegularExpression>
#include <QSet>
#include <QTemporaryFile>
#include <QTemporaryDir>
#include <QTimer>
namespace ProjectExplorer {
@@ -176,7 +176,7 @@ private:
QString getQmlEffectString();
void updateCustomUniforms();
void createFiles();
void initShaderDir();
void bakeShaders();
void saveResources(const QString &name);
@@ -205,8 +205,7 @@ private:
QStringList m_defaultRootVertexShader;
QStringList m_defaultRootFragmentShader;
// Temp files to store shaders sources and binary data
QTemporaryFile m_fragmentSourceFile;
QTemporaryFile m_vertexSourceFile;
QTemporaryDir m_shaderDir;
QString m_fragmentSourceFilename;
QString m_vertexSourceFilename;
QString m_fragmentShaderFilename;