12:00:42: Starting /usr/bin/appcontroller /opt/clock/bin/clock ... "DBUS_SESSION_BUS_ADDRESS" "unix:abstract=/tmp/dbus-qNubEggxkY,guid=c538ace9f8332669607894e45d0ca618" "FB_MULTI_BUFFER" "2" "QML2_IMPORT_PATH" "/data/user/qt/qmlplugins" "QTWEBENGINE_DISABLE_SANDBOX" "1" "QT_GSTREAMER_CAMERABIN_VIDEOSRC" "mxc_v4l2=imxv4l2videosrc,v4l2src" "QT_IM_MODULE" "qtvirtualkeyboard" "QT_QPA_EGLFS_FORCEVSYNC" "1" "QT_QPA_EVDEV_TOUCHSCREEN_PARAMETERS" "/dev/input/event0" "QT_QUICK_CONTROLS_1_STYLE" "Flat" "XDG_RUNTIME_DIR" "/run/user/0" "/opt/clock/bin/clock" () QML debugging is enabled. Only use this in a safe environment. qt.qpa.egldeviceintegration: EGL device integration plugin keys: ("eglfs_emu", "eglfs_viv", "eglfs_viv_wl") qt.qpa.egldeviceintegration: EGL device integration plugin keys (sorted): ("eglfs_viv", "eglfs_emu", "eglfs_viv_wl") qt.qpa.egldeviceintegration: Trying to load device EGL integration "eglfs_viv" qt.qpa.egldeviceintegration: Using EGL device integration "eglfs_viv" qt.virtualkeyboard: Loading extension "hangul" qt.virtualkeyboard: Loading extension "handwriting" qt.virtualkeyboard: Loading extension "traditional_chinese" qt.virtualkeyboard: Loading extension "japanese" qt.virtualkeyboard: Loading extension "thai" qt.virtualkeyboard: Loading extension "pinyin" qt.virtualkeyboard: Loading extension "default" Unable to query physical screen size, defaulting to 100 dpi. To override, set QT_QPA_EGLFS_PHYSICAL_WIDTH and QT_QPA_EGLFS_PHYSICAL_HEIGHT (in millimeters). qt.qpa.input: libinput: event1 - qt.qpa.input: libinput: gpio-keys: qt.qpa.input: libinput: is tagged by udev as: Keyboard qt.qpa.input: libinput: event1 - qt.qpa.input: libinput: gpio-keys: qt.qpa.input: libinput: device is a keyboard qt.qpa.input: libinput: event2 - qt.qpa.input: libinput: Atmel maXTouch Touchscreen: qt.qpa.input: libinput: is tagged by udev as: Touchscreen qt.qpa.input: libinput: event2 - qt.qpa.input: libinput: Atmel maXTouch Touchscreen: qt.qpa.input: libinput: device is a touch device qt.qpa.input: libinput: event0 - qt.qpa.input: libinput: stmpe-ts: qt.qpa.input: libinput: is tagged by udev as: Touchscreen qt.qpa.input: libinput: event0 - qt.qpa.input: libinput: stmpe-ts: qt.qpa.input: libinput: device is a touch device qt.qpa.input: Using xkbcommon for key mapping qt.scenegraph.general: threaded render loop qt.scenegraph.general: Using sg animation driver qt.scenegraph.general: Animation Driver: using vsync: 16.95 ms Qt3D.Core.Aspects: Qt3DCore::QAspectEngine::QAspectEngine(QObject*) Qt3D.Core.Aspects: Qt3DCore::QAspectThread::QAspectThread(QObject*) Qt3D.Core.Aspects: Starting QAspectThread and going to sleep until it is ready for us... Qt3D.Core.Aspects: Entering void QAspectThread::run() Qt3D.Core.ChangeArbiter: tickInterval = 16666667 ns Qt3D.Core.Aspects: Qt3DCore::QAspectManager::QAspectManager(QObject*) Qt3D.Core.Aspects: void Qt3DCore::QAspectManager::initialize() Qt3D.Core.ChangeArbiter: static void Qt3DCore::QChangeArbiter::createThreadLocalChangeQueue(void*) QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: static void Qt3DCore::QChangeArbiter::createThreadLocalChangeQueue(void*) QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: static void Qt3DCore::QChangeArbiter::createThreadLocalChangeQueue(void*) QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: static void Qt3DCore::QChangeArbiter::createThreadLocalChangeQueue(void*) QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Core.Aspects: QAspectThead is now ready & calling thread is now awake again Qt3D.Core.Aspects: void Qt3DCore::QAspectManager::exec() ***** Entering main loop ***** Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QRenderSettings(0x2543460) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DInput::QInputSettings(0x2543300) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QCameraLens(0x2544448) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x2544498) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DLogic::QFrameAction(0x2548738) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DInput::QLogicalDevice(0x25479e0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x254dae0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QPointLight(0x254dda8) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QPointLight_QML_2(0x254e568) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x254eea0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QSpotLight(0x254f2d8) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x254fb48) qt.quick.focus: QQuickWindowPrivate::setFocusInScope(): qt.quick.focus: scope: QQuickRootItem(0x252b568) qt.quick.focus: scopeSubFocusItem: QObject(0x0) qt.quick.focus: item: Qt3DRender::Scene3DItem(0x252ecc8) qt.quick.focus: activeFocusItem: QObject(0x0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::Render::Quick::Quick3DScene(0x254d228) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x254d6f0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::Render::Quick::Quick3DScene(0x254cb58) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x254cfd8) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::Render::Quick::Quick3DScene(0x254c3b8) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x254c948) qml: aspectRatio = 1.7777777910232544 Qt3D.Core.Aspects: Registering aspect Qt3D.Core.Aspects: Completed registering aspect Qt3D.Core.Aspects: Registering aspect Qt3D.Core.Aspects: Completed registering aspect qt.scenegraph.renderloop: exposureChanged() QQuickWindowQmlImpl(0x24eff30, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.quick.focus: QQuickWindowPrivate::setFocusInScope(): qt.quick.focus: scope: QObject(0x0) qt.quick.focus: item: QQuickRootItem(0x252b568) qt.quick.focus: activeFocusItem: QObject(0x0) qt.virtualkeyboard: PlatformInputContext::update(): QFlags(ImInputItemClipRectangle) qt.virtualkeyboard: PlatformInputContext::update(): QFlags(ImInputItemClipRectangle) qt.accessibility.cache: insert - id: 2147483648 iface: QAccessibleInterface(0x255e6d8 name="3D ??" role=Window obj=QQuickWindowQmlImpl(0x24eff30)rect=QRect(0,0 800x480)) qt.virtualkeyboard: PlatformInputContext::setFocusObject(): Qt3DRender::Scene3DItem(0x252ecc8) qt.virtualkeyboard: PlatformInputContext::update(): QFlags(ImQueryAll) qt.scenegraph.renderloop: exposureChanged() QQuickWindowQmlImpl(0x24eff30 active, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: exposureChanged() QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: handleExposure() QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - adding window to list qt.scenegraph.renderloop: - starting render thread qt.scenegraph.renderloop: - OpenGL context created qt.scenegraph.renderloop: polishAndSync (in expose) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) run() qt.scenegraph.general: Using sg animation driver qt.scenegraph.general: Animation Driver: using vsync: 16.95 ms qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) - window not ready, skipping render qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 0ms, sync=0, render=0, swap=0 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) - triggered from expose qt.scenegraph.renderloop: (RT) - repaint regardless qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.general: texture atlas dimensions: 1024x512 qt.scenegraph.general: R/G/B/A Buffers: 4 4 4 0 qt.scenegraph.general: Depth Buffer: 24 qt.scenegraph.general: Stencil Buffer: 8 qt.scenegraph.general: Samples: 0 qt.scenegraph.general: GL_VENDOR: Vivante Corporation qt.scenegraph.general: GL_RENDERER: Vivante GC2000 qt.scenegraph.general: GL_VERSION: OpenGL ES 3.0 V6.2.4.p1.150331 qt.scenegraph.general: GL_EXTENSIONS: GL_OES_texture_half_float GL_EXT_read_format_bgra GL_OES_standard_derivatives GL_EXT_robustness GL_OES_get_program_binary GL_OES_fbo_render_mipmap GL_EXT_multi_draw_arrays GL_OES_fragment_precision_high GL_EXT_discard_framebuffer GL_OES_mapbuffer GL_EXT_sRGB GL_OES_element_index_uint GL_OES_required_internalformat GL_OES_texture_npot GL_OES_depth_texture_cube_map GL_EXT_texture_compression_s3tc GL_OES_vertex_array_object GL_EXT_blend_minmax GL_OES_rgb8_rgba8 GL_OES_depth24 GL_EXT_texture_filter_anisotropic GL_OES_texture_float GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_sRGB_decode GL_OES_vertex_half_float GL_EXT_texture_type_2_10_10_10_REV GL_OES_EGL_sync GL_OES_compressed_paletted_texture GL_EXT_frag_depth GL_EXT_texture_compression_dxt1 GL_OES_EGL_image GL_OES_depth_texture GL_OES_surfaceless_context GL_VIV_direct_texture GL_OES_vertex_type_10_10_10_2 GL_OES_packed_depth_stencil GL_OES_compressed_ETC1_RGB8_texture GL_EXT_multisampled_render_to_texture GL_OES_depth32 qt.scenegraph.general: Max Texture Size: 8192 qt.scenegraph.general: Debug context: false qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.scenegraph.renderloop: update from item QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - on render thread qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.quick.dirty: QSGNode: Clockface_QMLTYPE_0(0x246ddf0, parent=0x252b568, geometry=0,0 0x0) ChildrenChanged|ParentChanged|Window|Antialiasing qt.quick.dirty: QSGNode: Qt3DRender::Scene3DItem(0x252ecc8, parent=0x246ddf0, geometry=0,0 1200x500) Size|Content|ParentChanged|Window|Antialiasing Qt3D.Core.Aspects: Registering aspect Qt3D.Renderer.Backend: virtual void Qt3DRender::Render::Renderer::registerEventFilter(Qt3DCore::QEventFilterService*) Qt3DCore::QAspectThread(0x252e098) Qt3D.Core.Aspects: Completed registering aspect Qt3D.Scene3D: Qt3DRender::Scene3DSGNode::Scene3DSGNode() QSGRenderThread(0x255e2a8) qt.quick.dirty: QSGNode: QQuickRootItem(0x252b568, parent=0x0, geometry=0,0 800x480) Size|ChildrenChanged qt.scenegraph.renderloop: (RT) - renderer was created qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.opengl.diskcache: OpenGL ES v3 context qt.opengl.diskcache: Supported binary format count = 1 qt.opengl.diskcache: Shader cache supported = 1 qt.opengl.diskcache: Cache location '/home/root/.cache/qtshadercache/' writable = 1 qt.opengl.diskcache: program with 2 shaders, cache key f8d2f5a8b59443e5b98e493571d7a90e82e798f8 qt.opengl.diskcache: Program binary set for program 1, size 4988, format 0x8fc5, err = 0x0 qt.opengl.diskcache: Program binary received from cache qt.scenegraph.time.compilation: shader compiled in 18ms qt.scenegraph.time.renderer: time in renderer: total=20ms, preprocess=0, updates=0, binding=0, rendering=20 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.renderloop: (RT) - wake Gui after initial expose qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 65ms, sync=32, render=26, swap=6 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=90, animations=0 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - done with handleExposure() Qt3D.Core.Aspects: void Qt3DCore::QAspectEngine::setRootEntity(Qt3DCore::QEntityPtr) root = QSharedPointer(Qt3DCore::Quick::Quick3DEntity_QML_1(0x252d9b8)) qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Core.ChangeArbiter: static void Qt3DCore::QChangeArbiter::createUnmanagedThreadLocalChangeQueue(void*) QThread(0x246b668) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Core.Aspects: Begin setting scene root on aspect manager Qt3D.Core.Aspects: void Qt3DCore::QAspectManager::setRootEntity(Qt3DCore::QEntity*, const QVector >&) Qt3D.Core.Aspects: void Qt3DCore::QAbstractAspectPrivate::setRootAndCreateNodes(Qt3DCore::QEntity*, const QVector >&) rootObject = Qt3DCore::Quick::Quick3DEntity_QML_1(0x252d9b8) Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 11 of type Qt3DInput::QInputSettings Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 45 of type Qt3DInput::QLogicalDevice Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 16 of type Qt3DInput::QAction Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 27 of type Qt3DInput::QActionInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 44 of type Qt3DInput::QMouseDevice Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 17 of type Qt3DInput::QAction Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 28 of type Qt3DInput::QActionInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 18 of type Qt3DInput::QAction Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 29 of type Qt3DInput::QActionInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 19 of type Qt3DInput::QAction Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 30 of type Qt3DInput::QActionInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 43 of type Qt3DInput::QKeyboardDevice Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 20 of type Qt3DInput::QAction Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 31 of type Qt3DInput::QActionInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 21 of type Qt3DInput::QAction Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 32 of type Qt3DInput::QActionInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 22 of type Qt3DInput::QAxis Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 33 of type Qt3DInput::QAnalogAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 23 of type Qt3DInput::QAxis Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 34 of type Qt3DInput::QAnalogAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 24 of type Qt3DInput::QAxis Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 37 of type Qt3DInput::QButtonAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 40 of type Qt3DInput::QButtonAxisInput qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=5, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - rendering started Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 25 of type Qt3DInput::QAxis Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 38 of type Qt3DInput::QButtonAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 41 of type Qt3DInput::QButtonAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 26 of type Qt3DInput::QAxis Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 35 of type Qt3DInput::QAnalogAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 36 of type Qt3DInput::QAnalogAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 39 of type Qt3DInput::QButtonAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 42 of type Qt3DInput::QButtonAxisInput qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Core.Aspects: void Qt3DCore::QAbstractAspectPrivate::setRootAndCreateNodes(Qt3DCore::QEntity*, const QVector >&) rootObject = Qt3DCore::Quick::Quick3DEntity_QML_1(0x252d9b8) Qt3D.Core.Nodes: "Logic Aspect" Creating backend node for node id 46 of type Qt3DLogic::QFrameAction Qt3D.Core.Aspects: void Qt3DCore::QAbstractAspectPrivate::setRootAndCreateNodes(Qt3DCore::QEntity*, const QVector >&) rootObject = Qt3DCore::Quick::Quick3DEntity_QML_1(0x252d9b8) Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 1 of type Qt3DCore::QEntity qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.RenderNodes: Creating Entity id = 1 parentId = 0 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 2 Qt3DRender::QRenderSettings Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 11 Qt3DInput::QInputSettings qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.RenderNodes: virtual void Qt3DRender::Render::Entity::initializeFromPeer(const QNodeCreatedChangeBasePtr&) No parent entity found for Entity 1 Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 2 of type Qt3DRender::QRenderSettings Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 4 of type Qt3DExtras::QForwardRenderer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 5 of type Qt3DRender::QRenderSurfaceSelector Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 6 of type Qt3DRender::QViewport Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 7 of type Qt3DRender::QCameraSelector Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 8 of type Qt3DRender::QClearBuffers Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 9 of type Qt3DRender::QFrustumCulling Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 10 of type Qt3DRender::QFilterKey Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 12 of type Qt3DRender::QCamera Qt3D.Renderer.RenderNodes: Creating Entity id = 12 parentId = 1 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 13 Qt3DRender::QCameraLens Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 14 Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 13 of type Qt3DRender::QCameraLens Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 14 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 15 of type Qt3DExtras::QOrbitCameraController Qt3D.Renderer.RenderNodes: Creating Entity id = 15 parentId = 1 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 46 Qt3DLogic::QFrameAction Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 45 Qt3DInput::QLogicalDevice Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 47 of type Qt3DRender::QSceneLoader Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 48 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 49 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 49 parentId = 1 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 47 Qt3DRender::QSceneLoader Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 48 Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 50 of type Qt3DRender::QSceneLoader Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 51 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 52 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 52 parentId = 1 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 50 Qt3DRender::QSceneLoader Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 51 Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 53 of type Qt3DRender::QSceneLoader Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 54 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 55 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 55 parentId = 1 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 53 Qt3DRender::QSceneLoader Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 54 Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 56 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 56 parentId = 1 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 57 Qt3DCore::QTransform Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 58 Qt3DRender::QPointLight qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=6, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - rendering started Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 57 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 58 of type Qt3DRender::QPointLight Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 59 of type Qt3DRender::QShaderData Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 60 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 60 parentId = 1 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 61 Qt3DRender::QPointLight Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 63 Qt3DCore::QTransform qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 61 of type Qt3DRender::QPointLight Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 62 of type Qt3DRender::QShaderData Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 63 of type Qt3DCore::QTransform qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 64 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 64 parentId = 1 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 65 Qt3DRender::QSpotLight Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 67 Qt3DCore::QTransform qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 65 of type Qt3DRender::QSpotLight Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 66 of type Qt3DRender::QShaderData Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 67 of type Qt3DCore::QTransform Qt3D.Core.Aspects: Done setting scene root on aspect manager Qt3D.Core.Aspects: void Qt3DCore::QAspectManager::enterSimulationLoop() Qt3D.Core.Aspects: Calling onEngineStartup() for each aspect Qt3D.Core.Aspects: "Input Aspect" Qt3D.Core.Aspects: "Logic Aspect" Qt3D.Core.Aspects: "Render Aspect" Qt3D.Renderer.Backend: "" Qt3D.Renderer.Backend: " " Qt3D.Renderer.Backend: " " Qt3D.Renderer.Backend: " " Qt3D.Renderer.Backend: " " Qt3D.Renderer.Backend: " " Qt3D.Renderer.Backend: " " Qt3D.Renderer.Backend: " " Qt3D.Renderer.Backend: " " Qt3D.Renderer.Backend: virtual void Qt3DRender::Render::Renderer::setSceneRoot(Qt3DCore::QBackendNodeFactory*, Qt3DRender::Render::Entity*) DUMPING SCENE Qt3D.Core.Aspects: Done calling onEngineStartup() for each aspect qml: aspectRatio = 2.4000000953674316 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - animationStarted() qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=4, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 10355453 qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Framegraph: virtual void Qt3DRender::Render::RenderSurfaceSelector::sceneChangeEvent(const QSceneChangePtr&) Qt3D.Renderer.Framegraph: virtual void Qt3DRender::Render::RenderSurfaceSelector::sceneChangeEvent(const QSceneChangePtr&) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.SceneLoaders: virtual void Qt3DRender::Render::LoadSceneJob::run() Attempting to load ":/models/clockface.qgltf" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 18ms, sync=0, render=2, swap=16 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync Qt3D.Renderer.Backend: context supports 8 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Backend: Qt3DRender::Render::GraphicsHelperInterface* Qt3DRender::Render::GraphicsContext::resolveHighestOpenGLFunctions() Building OpenGL ES 3.0 Helper qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=9, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 11 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=5, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=3, animations=4 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.GLTFImport: bv: bufferView_1 has offset: 0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.GLTFImport: bv: bufferView_10 has offset: 3827700 Qt3D.GLTFImport: bv: bufferView_11 has offset: 3831288 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=4, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() Qt3D.GLTFImport: bv: bufferView_12 has offset: 4440096 qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started Qt3D.GLTFImport: bv: bufferView_13 has offset: 4532736 qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.GLTFImport: bv: bufferView_14 has offset: 4558080 Qt3D.GLTFImport: bv: bufferView_15 has offset: 4560456 Qt3D.GLTFImport: bv: bufferView_16 has offset: 4585800 Qt3D.GLTFImport: bv: bufferView_2 has offset: 748800 Qt3D.GLTFImport: bv: bufferView_3 has offset: 821988 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.GLTFImport: bv: bufferView_4 has offset: 841188 Qt3D.GLTFImport: bv: bufferView_5 has offset: 844776 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.GLTFImport: bv: bufferView_6 has offset: 2482368 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=1, render=5, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() Qt3D.GLTFImport: bv: bufferView_7 has offset: 2986512 qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 Qt3D.GLTFImport: bv: bufferView_8 has offset: 3735312 Qt3D.GLTFImport: bv: bufferView_9 has offset: 3808500 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QGeometryRenderer(0x64d090d8, name = "??.004_??.007") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=4, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QDiffuseMapMaterial(0x64d6d988, name = "quan0.004") Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QGeometryRenderer(0x64d64be8, name = "pan.005") qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QDiffuseMapMaterial(0x64d6fbf8, name = "pan.005") Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x64d7b7a0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QGeometryRenderer(0x64d65e00, name = "??.011_CU??.011") Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QPhongMaterial(0x64d74e60, name = "zi") Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x64d79b68) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QGeometryRenderer(0x64d66d68, name = "??.002_??.005") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QDiffuseMapMaterial(0x64d776a8, name = "quan0.001") Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QGeometryRenderer(0x64d67fa8, name = "pan.002") Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QDiffuseMapMaterial(0x64d80a18, name = "pan.002") Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x64d6c7a0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QGeometryRenderer(0x64d691f8, name = "??.001_CU??.036") Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QPhongMaterial(0x64d879f8, name = "zi.002") Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x64d89d28) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QGeometryRenderer(0x64d6a160, name = "??.001_??.075") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QDiffuseMapMaterial(0x64d845b8, name = "kedu.004") Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x64d90180) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QGeometryRenderer(0x64d6b3a8, name = "??.005_??.076") qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QDiffuseMapMaterial(0x64d8e4d0, name = "kedu.005") qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x64d95c20) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.SceneLoaders: virtual void Qt3DRender::Render::LoadSceneJob::run() Attempting to load ":/models/pointer.qgltf" qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 Qt3D.GLTFImport: bv: bufferView_1 has offset: 0 Qt3D.GLTFImport: bv: bufferView_2 has offset: 24896 Qt3D.GLTFImport: bv: bufferView_3 has offset: 27452 Qt3D.GLTFImport: bv: bufferView_4 has offset: 39740 Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QGeometryRenderer(0x64d90fa0, name = "???.001_???.006") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QDiffuseMapMaterial(0x64d9bf98, name = "zhen") Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QGeometryRenderer(0x64d63318, name = "zuo") Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QDiffuseMapMaterial(0x64d17f00, name = "zuo") Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x64d159e8) Qt3D.Renderer.SceneLoaders: virtual void Qt3DRender::Render::LoadSceneJob::run() Attempting to load ":/models/pointer1.qgltf" Qt3D.GLTFImport: bv: bufferView_1 has offset: 0 Qt3D.GLTFImport: bv: bufferView_2 has offset: 24896 Qt3D.GLTFImport: bv: bufferView_3 has offset: 27452 Qt3D.GLTFImport: bv: bufferView_4 has offset: 39740 Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QGeometryRenderer(0x64d9c180, name = "???.003_???.002") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=1, render=3, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QDiffuseMapMaterial(0x64db0900, name = "zhen.003") qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QGeometryRenderer(0x64dad790, name = "zuo.002") qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QDiffuseMapMaterial(0x64dc1fd8, name = "zuo.002") Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x64dbd298) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=4, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 134128590 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=4 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qml: status is 1 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - rendering started Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s qml: status is 2 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms qml: status is 1 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qml: status is 2 qml: status is 1 qml: status is 2 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 367 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=4, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 33337165 Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 136 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 136 parentId = 49 Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 177 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 177 parentId = 136 qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 178 Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 137 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 137 parentId = 177 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 84 Qt3DRender::QGeometryRenderer Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 138 Qt3DExtras::QDiffuseMapMaterial qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 84 of type Qt3DRender::QGeometryRenderer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 85 of type Qt3DRender::QGeometry Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 86 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 68 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 87 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 88 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 89 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 76 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 138 of type Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 153 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 152 of type Qt3DRender::QShaderProgram qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 155 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 154 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 156 of type Qt3DRender::QFilterKey qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 139 of type Qt3DRender::QEffect Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 146 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 149 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 147 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 150 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 148 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 151 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 141 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 142 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 140 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 134 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 135 of type Qt3DRender::QTextureImage Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 143 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 144 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 145 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 157 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 157 parentId = 177 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 90 Qt3DRender::QGeometryRenderer Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 158 Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 90 of type Qt3DRender::QGeometryRenderer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 91 of type Qt3DRender::QGeometry Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 92 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 77 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 93 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 94 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 95 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 78 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 158 of type Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 173 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 172 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 175 of type Qt3DRender::QShaderProgramBuilder qt.scenegraph.time.renderer: time in renderer: total=3ms, preprocess=0, updates=0, binding=0, rendering=3 Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 174 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 176 of type Qt3DRender::QFilterKey Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 159 of type Qt3DRender::QEffect Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 166 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 169 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 167 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 170 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 168 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 171 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 161 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 162 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 160 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 132 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 133 of type Qt3DRender::QTextureImage Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 163 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 164 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 165 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 178 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 179 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 179 parentId = 136 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 96 Qt3DRender::QGeometryRenderer Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 180 Qt3DExtras::QPhongMaterial Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 197 Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 96 of type Qt3DRender::QGeometryRenderer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 97 of type Qt3DRender::QGeometry Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 98 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 79 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 99 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 100 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 80 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 180 of type Qt3DExtras::QPhongMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 193 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 192 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 195 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 194 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 196 of type Qt3DRender::QFilterKey Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 181 of type Qt3DRender::QEffect Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 186 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 189 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 187 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 190 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 188 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 191 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 182 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 183 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 184 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 185 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 197 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 238 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 238 parentId = 136 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 239 Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 198 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 198 parentId = 238 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 101 Qt3DRender::QGeometryRenderer Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 199 Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 101 of type Qt3DRender::QGeometryRenderer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 102 of type Qt3DRender::QGeometry Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 103 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 81 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 104 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 105 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 106 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 82 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 199 of type Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 214 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 213 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 216 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 215 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 217 of type Qt3DRender::QFilterKey Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 200 of type Qt3DRender::QEffect Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 207 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 210 of type Qt3DRender::QRenderPass qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=8, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 208 of type Qt3DRender::QTechnique qt.scenegraph.renderloop: (RT) --- done processEvents() Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 211 of type Qt3DRender::QRenderPass qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - rendering started Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 209 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 212 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 202 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 203 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 201 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 204 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 205 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 206 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 218 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 218 parentId = 238 qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 107 Qt3DRender::QGeometryRenderer Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 219 Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 107 of type Qt3DRender::QGeometryRenderer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 108 of type Qt3DRender::QGeometry Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 109 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 83 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 110 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 111 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 112 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 69 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 219 of type Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 234 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 233 of type Qt3DRender::QShaderProgram qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 236 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 235 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 237 of type Qt3DRender::QFilterKey Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 220 of type Qt3DRender::QEffect Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 227 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 230 of type Qt3DRender::QRenderPass qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 228 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 231 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 229 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 232 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 222 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 223 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 221 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 224 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 225 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 226 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 239 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 240 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 240 parentId = 136 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 113 Qt3DRender::QGeometryRenderer Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 241 Qt3DExtras::QPhongMaterial Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 258 Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 113 of type Qt3DRender::QGeometryRenderer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 114 of type Qt3DRender::QGeometry Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 115 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 70 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 116 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 117 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 71 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 241 of type Qt3DExtras::QPhongMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 254 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 253 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 256 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 255 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 257 of type Qt3DRender::QFilterKey Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 242 of type Qt3DRender::QEffect Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 247 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 250 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 248 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 251 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 249 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 252 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 243 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 244 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 245 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 246 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 258 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 259 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 259 parentId = 136 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 118 Qt3DRender::QGeometryRenderer Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 260 Qt3DExtras::QDiffuseMapMaterial Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 279 Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 118 of type Qt3DRender::QGeometryRenderer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 119 of type Qt3DRender::QGeometry Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 120 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 72 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 121 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 122 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 123 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 73 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 260 of type Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 275 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 274 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 277 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 276 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 278 of type Qt3DRender::QFilterKey Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 261 of type Qt3DRender::QEffect Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 268 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 271 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 269 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 272 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 270 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 273 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 263 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 264 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 262 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 130 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 131 of type Qt3DRender::QTextureImage Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 265 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 266 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 267 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 279 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 280 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 280 parentId = 136 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 124 Qt3DRender::QGeometryRenderer Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 281 Qt3DExtras::QDiffuseMapMaterial Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 300 Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 124 of type Qt3DRender::QGeometryRenderer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 125 of type Qt3DRender::QGeometry Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 126 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 74 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 127 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 128 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 129 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 75 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 281 of type Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 296 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 295 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 298 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 297 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 299 of type Qt3DRender::QFilterKey Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 282 of type Qt3DRender::QEffect Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 289 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 292 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 290 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 293 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 291 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 294 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 284 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 285 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 283 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 286 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 287 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 288 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 300 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 319 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 319 parentId = 52 Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 360 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 360 parentId = 319 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 361 Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 320 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 320 parentId = 360 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 305 Qt3DRender::QGeometryRenderer Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 321 Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 305 of type Qt3DRender::QGeometryRenderer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 306 of type Qt3DRender::QGeometry Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 307 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 301 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 308 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 309 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 310 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 302 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 321 of type Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 336 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 335 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 338 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 337 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 339 of type Qt3DRender::QFilterKey Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 322 of type Qt3DRender::QEffect Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 329 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 332 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 330 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 333 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 331 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 334 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 324 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 325 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 323 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 317 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 318 of type Qt3DRender::QTextureImage qt.scenegraph.renderloop: (RT) - rendering done Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 326 of type Qt3DRender::QParameter qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=3, swap=13 - (on render thread) Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 327 of type Qt3DRender::QParameter qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) --- done processEvents() Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 328 of type Qt3DRender::QParameter qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - rendering started Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 340 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 340 parentId = 360 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 311 Qt3DRender::QGeometryRenderer Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 341 Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 311 of type Qt3DRender::QGeometryRenderer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 312 of type Qt3DRender::QGeometry Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 313 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 303 of type Qt3DRender::QBuffer qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 314 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 315 of type Qt3DRender::QAttribute qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 316 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 304 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 341 of type Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 356 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 355 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 358 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 357 of type Qt3DRender::QShaderProgram qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 359 of type Qt3DRender::QFilterKey Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 342 of type Qt3DRender::QEffect Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 349 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 352 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 350 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 353 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 351 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 354 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 344 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 345 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 343 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 346 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 347 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 348 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 361 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 380 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 380 parentId = 55 Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 421 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 421 parentId = 380 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 422 Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 381 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 381 parentId = 421 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 366 Qt3DRender::QGeometryRenderer Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 382 Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 366 of type Qt3DRender::QGeometryRenderer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 367 of type Qt3DRender::QGeometry Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 368 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 362 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 369 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 370 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 371 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 363 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 382 of type Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 397 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 396 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 399 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 398 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 400 of type Qt3DRender::QFilterKey Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 383 of type Qt3DRender::QEffect Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 390 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 393 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 391 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 394 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 392 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 395 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 385 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 386 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 384 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 378 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 379 of type Qt3DRender::QTextureImage Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 387 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 388 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 389 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 401 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 401 parentId = 421 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 372 Qt3DRender::QGeometryRenderer Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 402 Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 372 of type Qt3DRender::QGeometryRenderer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 373 of type Qt3DRender::QGeometry Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 374 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 364 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 375 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 376 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 377 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 365 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 402 of type Qt3DExtras::QDiffuseMapMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 417 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 416 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 419 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 418 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 420 of type Qt3DRender::QFilterKey Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 403 of type Qt3DRender::QEffect Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 410 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 413 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 411 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 414 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 412 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 415 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 405 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 406 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 404 of type Qt3DRender::QTexture2D Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 407 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 408 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 409 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 422 of type Qt3DCore::QTransform Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=1, swap=15 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=4 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=1, swap=15 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=3, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 18ms, sync=0, render=2, swap=16 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=15, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 20ms, sync=0, render=2, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 19ms, sync=0, render=2, swap=16 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=10, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 24ms, sync=0, render=2, swap=22 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=15, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 20ms, sync=0, render=2, swap=18 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 27ms, sync=1, render=5, swap=21 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=20, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=1, render=5, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=9, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=1, render=5, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=9, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 20ms, sync=1, render=4, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 23ms, sync=0, render=4, swap=18 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=15, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=4, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=4, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=3, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=3, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=4, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=3, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=4, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=3, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=9, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=1, render=5, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=1, render=5, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=1, render=5, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=1, render=5, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=1, render=5, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=1, render=4, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=1, render=4, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=1, render=5, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=1, render=5, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=1, render=5, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 19ms, sync=1, render=5, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.IO: uploaded buffer size= 748800 Qt3D.Renderer.IO: uploaded buffer size= 73188 Qt3D.Renderer.IO: uploaded buffer size= 19200 Qt3D.Renderer.IO: uploaded buffer size= 3588 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.IO: uploaded buffer size= 1637592 Qt3D.Renderer.IO: uploaded buffer size= 504144 Qt3D.Renderer.IO: uploaded buffer size= 748800 Qt3D.Renderer.IO: uploaded buffer size= 73188 Qt3D.Renderer.IO: uploaded buffer size= 19200 Qt3D.Renderer.IO: uploaded buffer size= 3588 Qt3D.Renderer.IO: uploaded buffer size= 608808 Qt3D.Renderer.IO: uploaded buffer size= 92640 Qt3D.Renderer.IO: uploaded buffer size= 25344 Qt3D.Renderer.IO: uploaded buffer size= 2376 Qt3D.Renderer.IO: uploaded buffer size= 25344 Qt3D.Renderer.IO: uploaded buffer size= 2376 Qt3D.Renderer.IO: uploaded buffer size= 24896 Qt3D.Renderer.IO: uploaded buffer size= 2556 Qt3D.Renderer.IO: uploaded buffer size= 12288 Qt3D.Renderer.IO: uploaded buffer size= 1512 Qt3D.Renderer.IO: uploaded buffer size= 24896 Qt3D.Renderer.IO: uploaded buffer size= 2556 Qt3D.Renderer.IO: uploaded buffer size= 12288 Qt3D.Renderer.IO: uploaded buffer size= 1512 qt.opengl.diskcache: program with 2 shaders, cache key 45222c57c37877ca2f7ee0588680ab35b48acb2c qt.opengl.diskcache: Program binary not in cache, compiling qt.opengl.diskcache: program with 2 shaders, cache key 62d16abf048edde458c7d4f9f55e5dc235ed3ef6 qt.opengl.diskcache: Program binary not in cache, compiling Qt3D.Renderer.Rendering: void Qt3DRender::Render::Renderer::createOrUpdateVAO(Qt3DRender::Render::RenderCommand*, Qt3DRender::Render::HVao*, Qt3DRender::Render::OpenGLVertexArrayObject**) Allocating new VAO Qt3D.Renderer.Rendering: void Qt3DRender::Render::Renderer::createOrUpdateVAO(Qt3DRender::Render::RenderCommand*, Qt3DRender::Render::HVao*, Qt3DRender::Render::OpenGLVertexArrayObject**) Allocating new VAO Qt3D.Renderer.Rendering: void Qt3DRender::Render::Renderer::createOrUpdateVAO(Qt3DRender::Render::RenderCommand*, Qt3DRender::Render::HVao*, Qt3DRender::Render::OpenGLVertexArrayObject**) Allocating new VAO Qt3D.Renderer.Rendering: void Qt3DRender::Render::Renderer::createOrUpdateVAO(Qt3DRender::Render::RenderCommand*, Qt3DRender::Render::HVao*, Qt3DRender::Render::OpenGLVertexArrayObject**) Allocating new VAO Qt3D.Renderer.Rendering: void Qt3DRender::Render::Renderer::createOrUpdateVAO(Qt3DRender::Render::RenderCommand*, Qt3DRender::Render::HVao*, Qt3DRender::Render::OpenGLVertexArrayObject**) Allocating new VAO Qt3D.Renderer.Rendering: void Qt3DRender::Render::Renderer::createOrUpdateVAO(Qt3DRender::Render::RenderCommand*, Qt3DRender::Render::HVao*, Qt3DRender::Render::OpenGLVertexArrayObject**) Allocating new VAO Qt3D.Renderer.Rendering: void Qt3DRender::Render::Renderer::createOrUpdateVAO(Qt3DRender::Render::RenderCommand*, Qt3DRender::Render::HVao*, Qt3DRender::Render::OpenGLVertexArrayObject**) Allocating new VAO Qt3D.Renderer.Rendering: void Qt3DRender::Render::Renderer::createOrUpdateVAO(Qt3DRender::Render::RenderCommand*, Qt3DRender::Render::HVao*, Qt3DRender::Render::OpenGLVertexArrayObject**) Allocating new VAO Qt3D.Renderer.Rendering: void Qt3DRender::Render::Renderer::createOrUpdateVAO(Qt3DRender::Render::RenderCommand*, Qt3DRender::Render::HVao*, Qt3DRender::Render::OpenGLVertexArrayObject**) Allocating new VAO Qt3D.Renderer.Rendering: void Qt3DRender::Render::Renderer::createOrUpdateVAO(Qt3DRender::Render::RenderCommand*, Qt3DRender::Render::HVao*, Qt3DRender::Render::OpenGLVertexArrayObject**) Allocating new VAO Qt3D.Renderer.Rendering: void Qt3DRender::Render::Renderer::createOrUpdateVAO(Qt3DRender::Render::RenderCommand*, Qt3DRender::Render::HVao*, Qt3DRender::Render::OpenGLVertexArrayObject**) Allocating new VAO Qt3D.Renderer.Rendering: void Qt3DRender::Render::Renderer::createOrUpdateVAO(Qt3DRender::Render::RenderCommand*, Qt3DRender::Render::HVao*, Qt3DRender::Render::OpenGLVertexArrayObject**) Allocating new VAO Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 7801556829 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 7151ms, sync=0, render=7137, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7143, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 10ms, sync=0, render=2, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=2, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 48912840 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 24ms, sync=0, render=3, swap=21 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=17, animations=0 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=1, render=2, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 13ms, sync=1, render=2, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=0 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50143070 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 1 ms <=> 1 ms per RenderView <=> Avg 1000 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 23ms, sync=1, render=5, swap=16 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=16, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 10ms, sync=0, render=2, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=3, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=4, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 51162316 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 2 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 3 ms <=> 3 ms per RenderView <=> Avg 333.333 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 3 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=9, animations=12 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=1, render=7, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.time.renderer: time in renderer: total=2ms, preprocess=0, updates=0, binding=0, rendering=2 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=5, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=13, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=5, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=0 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50041078 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 2 ms <=> 2 ms per RenderView <=> Avg 500 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 23ms, sync=2, render=4, swap=16 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=16, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=1, render=2, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 14ms, sync=0, render=2, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 47351307 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=5, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=0, render=5, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=14, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 10ms, sync=0, render=2, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=2, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50008748 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=4 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=0, render=4, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=2, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=0, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49965084 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=0, render=4, swap=18 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=13, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=2, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=1, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50038745 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=4 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 21ms, sync=0, render=4, swap=16 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=12, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=3, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=3, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=1, render=2, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=0 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 51401630 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 33ms, sync=1, render=14, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=20, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 48614866 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=5, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50043411 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=13 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=3, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=13, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50307056 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=5, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=10, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=4, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=10, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 14ms, sync=1, render=4, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=5, animations=0 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50900672 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=1, render=5, swap=16 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=15, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 10ms, sync=0, render=2, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=3, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49995082 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.time.renderer: time in renderer: total=11ms, preprocess=0, updates=0, binding=0, rendering=11 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 25ms, sync=0, render=13, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=18, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 9ms, sync=0, render=2, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=2, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 13ms, sync=0, render=2, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 48779852 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=5 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=3, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49974751 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 18ms, sync=0, render=4, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 51215978 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 2 ms <=> 2 ms per RenderView <=> Avg 500 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 23ms, sync=0, render=5, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=14, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 10ms, sync=0, render=2, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 48764187 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 1 ms <=> 1 ms per RenderView <=> Avg 1000 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=15, animations=4 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=0, render=5, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=12, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=3, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49990749 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=15, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=0, render=5, swap=16 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=12, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=3, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=3, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50035412 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 33ms, sync=0, render=16, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=25, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50024747 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=4 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 21ms, sync=0, render=5, swap=16 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=10, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=3, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49997748 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=4 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=0, render=5, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 10ms, sync=0, render=3, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=3, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=3, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49985083 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=6 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=0, render=5, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=1, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=2, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=2, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50009081 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 21ms, sync=0, render=4, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=14, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=2, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50004082 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 21ms, sync=0, render=5, swap=16 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=14, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=4, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=4, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 52488537 qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=10, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 2 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 2 ms <=> 2 ms per RenderView <=> Avg 500 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 20ms, sync=1, render=5, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=13, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=5, swap=6 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=5, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 14ms, sync=1, render=3, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 47462631 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=5, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 21ms, sync=0, render=5, swap=15 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=12, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=3, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 51370299 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 2 ms <=> 2 ms per RenderView <=> Avg 500 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=0, render=6, swap=15 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=15, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=3, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=3, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 14ms, sync=0, render=3, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50005081 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=0 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=4, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=4, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=3, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50007415 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 1 ms <=> 1 ms per RenderView <=> Avg 1000 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 18ms, sync=0, render=5, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=12, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 14ms, sync=0, render=3, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=3, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 48672861 qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=0 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=5, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=4, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=4, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 51372632 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 1 ms <=> 1 ms per RenderView <=> Avg 1000 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=0, render=6, swap=15 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=17, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=5, swap=5 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 14ms, sync=0, render=3, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49978750 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=15, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 1 ms <=> 1 ms per RenderView <=> Avg 1000 RenderView/s Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=0, render=6, swap=15 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=14, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 10ms, sync=0, render=3, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=2, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 48722191 qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=4, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=12, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49851761 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=5 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=0, render=4, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=12, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=3, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=3, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 14ms, sync=0, render=3, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 51393964 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 2 ms <=> 2 ms per RenderView <=> Avg 500 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 3 ms qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=6, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=9, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=5, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 48657862 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=5, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=0, render=4, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=14, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 10ms, sync=0, render=2, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50046412 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=16, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 2 ms <=> 2 ms per RenderView <=> Avg 500 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 3 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=6, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=9, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 51321969 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 1 ms <=> 1 ms per RenderView <=> Avg 1000 RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=6, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=10, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 14ms, sync=0, render=3, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=5, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50029746 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 1 ms <=> 1 ms per RenderView <=> Avg 1000 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 23ms, sync=0, render=6, swap=16 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=14, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=3, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=3, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 13ms, sync=0, render=3, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50030413 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 1 ms <=> 1 ms per RenderView <=> Avg 1000 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=6, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - advancing animations qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=10, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=4, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=5, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 48590202 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 2 ms <=> 2 ms per RenderView <=> Avg 500 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 21ms, sync=0, render=4, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 12ms, sync=0, render=2, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=2, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49903757 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 1 ms <=> 1 ms per RenderView <=> Avg 1000 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=5, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 33ms, sync=0, render=14, swap=19 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=24, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50396715 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=5, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49847761 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=4, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=5, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=4, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50993664 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 1 ms <=> 1 ms per RenderView <=> Avg 1000 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 23ms, sync=0, render=5, swap=18 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=15, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 10ms, sync=0, render=2, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=1, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49590784 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=2ms, preprocess=0, updates=0, binding=0, rendering=2 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 21ms, sync=0, render=4, swap=16 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=14, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=2, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=1, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49330139 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 20ms, sync=0, render=6, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=13, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 12ms, sync=0, render=4, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 51252976 qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 21ms, sync=0, render=6, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=13, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=3, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=2, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 48711191 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 3 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 3 ms <=> 3 ms per RenderView <=> Avg 333.333 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 3 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=7, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=5, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49988750 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 21ms, sync=0, render=6, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=13, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 12ms, sync=1, render=3, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=3, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 14ms, sync=0, render=2, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49954753 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=7, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=10, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=5, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=2, render=3, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=0 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 52728850 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=2, render=6, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=10, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=3, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 47436966 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 2 ms <=> 2 ms per RenderView <=> Avg 500 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 33ms, sync=0, render=19, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 37390155 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=29, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 2 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 2 ms <=> 2 ms per RenderView <=> Avg 500 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=2, render=5, swap=8 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=1, render=2, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 46887680 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=9, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 21ms, sync=0, render=3, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=15, animations=0 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 13ms, sync=3, render=4, swap=6 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=0 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 40548885 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 2 ms <=> 2 ms per RenderView <=> Avg 500 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 23ms, sync=3, render=5, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=14, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=1, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=3, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 44292568 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=3, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 6 ms <=> 6 ms per RenderView <=> Avg 166.667 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 7 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 19ms, sync=0, render=9, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=13, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=3, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=3, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 47619951 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=5, animations=10 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=10, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=1, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=5, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 34167428 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=4 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=7, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=9, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 14ms, sync=0, render=2, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - advancing animations qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=5, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 48972170 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) sceneGraphChanged Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=4 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=0, render=4, swap=17 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=11, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 10ms, sync=0, render=2, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=2, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50062077 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 20ms, sync=0, render=5, swap=15 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=14, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 12ms, sync=0, render=3, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - animations done.. qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b10, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49955419 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=3 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=5, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=10, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=13 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=6, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50021747 qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 1 ms <=> 1 ms per RenderView <=> Avg 1000 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 21ms, sync=0, render=4, swap=16 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=16, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 12ms, sync=1, render=5, swap=6 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 38483061 qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=5, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 3 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 3 ms <=> 3 ms per RenderView <=> Avg 333.333 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 3 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 21ms, sync=1, render=8, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=13, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 11ms, sync=0, render=4, swap=6 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 12ms, sync=0, render=4, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 46310729 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 2 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 2 ms <=> 2 ms per RenderView <=> Avg 500 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 2 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 22ms, sync=0, render=6, swap=15 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=16, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 12ms, sync=1, render=3, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - advancing animations qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=4 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 13ms, sync=0, render=2, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 48736523 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=2, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=0, render=4, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 15ms, sync=0, render=2, swap=12 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 49800766 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: - animations done.. Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04a68, name = "Thread (pooled)") qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 19ms, sync=0, render=9, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=14, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 13ms, sync=3, render=3, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) - rendering started Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 38633715 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 2 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 2 ms <=> 2 ms per RenderView <=> Avg 500 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 3 ms qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 17ms, sync=3, render=7, swap=7 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=10, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 13ms, sync=0, render=3, swap=10 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - advancing animations qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=4, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 44713865 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b05718, name = "Thread (pooled)") qt.scenegraph.renderloop: - unlock after sync Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=8, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 19ms, sync=0, render=5, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=9, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 13ms, sync=0, render=3, swap=9 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - advancing animations qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=2 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 16ms, sync=0, render=2, swap=14 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 50718355 qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=7, animations=0 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x66b04b10, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.time.renderer: time in renderer: total=1ms, preprocess=0, updates=0, binding=0, rendering=1 qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 19ms, sync=0, render=7, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=12, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - lock for sync qt.scenegraph.renderloop: - wait for sync qt.scenegraph.renderloop: (RT) - rendering done qt.scenegraph.time.renderloop: Frame rendered with 'threaded' renderloop in 13ms, sync=0, render=2, swap=11 - (on render thread) qt.scenegraph.renderloop: (RT) --- begin processEvents() qt.scenegraph.renderloop: (RT) WM_RequestSync qt.scenegraph.renderloop: (RT) --- done processEvents() qt.scenegraph.renderloop: (RT) syncAndRender() qt.scenegraph.renderloop: (RT) - updatePending, doing sync qt.scenegraph.renderloop: (RT) sync() qt.quick.dirty: QQuickWindowPrivate::updateDirtyNodes(): qt.scenegraph.renderloop: (RT) - sync complete, waking Gui qt.scenegraph.renderloop: (RT) - rendering started qt.scenegraph.renderloop: - unlock after sync qt.scenegraph.renderloop: - advancing animations qt.scenegraph.renderloop: (RT) sceneGraphChanged qt.scenegraph.renderloop: update on window - on render thread QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) qt.scenegraph.renderloop: - animations done.. qt.scenegraph.time.renderer: time in renderer: total=0ms, preprocess=0, updates=0, binding=0, rendering=0 qt.scenegraph.time.renderloop: Frame prepared with 'threaded' renderloop, polish=0, lock=0, blockedForSync=5, animations=1 - (on Gui thread) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 9 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x66b04b80, name = "Thread (pooled)") qt.scenegraph.renderloop: - polish and sync update request qt.scenegraph.renderloop: polishAndSync (normal) QQuickWindowQmlImpl(0x24eff30 active exposed, visibility=QWindow::Windowed, flags=QFlags(Window), title="3D ??", geometry=0,0 800x480) quit Process exited with exit code 1 12:00:58: Application finished with exit code 0.