diff options
author | Paul Lemire <paul.lemire@kdab.com> | 2015-01-09 10:10:13 +0100 |
---|---|---|
committer | Sean Harmer <sean.harmer@kdab.com> | 2015-01-18 15:30:47 +0100 |
commit | 074263ba87e73c67e355ee5dc5037477090f6957 (patch) | |
tree | 18bf0672f9c93c5a1a64d50d6723791f50637f6f /src/render/backend/qrenderaspect.cpp | |
parent | 67ffbd60ed6f383f3629a1848587da049c3ff3c9 (diff) |
RenderShaderData handling entirely reworked
- UBO created for each Shader/ShaderData
- We deal with nested QShaderData by looking for QNodeId only instead of looking
for QShaderData*
- We update only the values that have changed into the UBO
- A CleanupFrameJob was added to properly clear all RenderShaderData set for
updates after a frame
- RenderShaderData is cleared of all UBO rendering logic
- BlockToUBO contains all the updated properties for a given UBO in a
RenderView, that solves the issue of properties being updated in the
RenderShaderData while performing a draw call
Note: the QShaderData transformed properties were commented for now
deferred-examples and playground qml updates to follow
Change-Id: I8ecf155288c154f41b505cf465d31f5eb8a71b5d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/backend/qrenderaspect.cpp')
-rw-r--r-- | src/render/backend/qrenderaspect.cpp | 7 |
1 files changed, 6 insertions, 1 deletions
diff --git a/src/render/backend/qrenderaspect.cpp b/src/render/backend/qrenderaspect.cpp index 9c28b58c9..e8ab17f0a 100644 --- a/src/render/backend/qrenderaspect.cpp +++ b/src/render/backend/qrenderaspect.cpp @@ -73,6 +73,7 @@ #include <Qt3DRenderer/private/renderannotation_p.h> #include <Qt3DRenderer/private/renderentity_p.h> #include <Qt3DRenderer/private/renderer_p.h> +#include <Qt3DRenderer/private/rendershaderdata_p.h> #include <Qt3DRenderer/private/renderpassfilternode_p.h> #include <Qt3DRenderer/private/rendertargetselectornode_p.h> #include <Qt3DRenderer/private/techniquefilternode_p.h> @@ -88,6 +89,7 @@ #include <Qt3DRenderer/private/loadmeshdatajob_p.h> #include <Qt3DRenderer/private/updateboundingvolumejob_p.h> #include <Qt3DRenderer/private/updateworldtransformjob_p.h> +#include <Qt3DRenderer/private/framecleanupjob_p.h> #include <Qt3DCore/qentity.h> #include <Qt3DCore/qtransform.h> #include <Qt3DCore/qnodevisitor.h> @@ -207,7 +209,7 @@ void QRenderAspect::registerBackendTypes() registerBackendType<QSortMethod>(QBackendNodeFunctorPtr(new Render::FrameGraphNodeFunctor<Render::SortMethod, QSortMethod>(d->m_renderer->frameGraphManager()))); registerBackendType<QFrameGraph>(QBackendNodeFunctorPtr(new Render::FrameGraphComponentFunctor(d->m_renderer))); registerBackendType<QParameter>(QBackendNodeFunctorPtr(new Render::RenderNodeFunctor<Render::RenderParameter, Render::ParameterManager>(d->m_renderer->parameterManager()))); - registerBackendType<QShaderData>(QBackendNodeFunctorPtr(new Render::RenderNodeFunctor<Render::RenderShaderData, Render::ShaderDataManager>(d->m_renderer->shaderDataManager()))); + registerBackendType<QShaderData>(QBackendNodeFunctorPtr(new Render::RenderShaderDataFunctor(d->m_renderer->shaderDataManager()))); } void QRenderAspect::renderInitialize(QOpenGLContext *context) @@ -263,11 +265,14 @@ QVector<QAspectJobPtr> QRenderAspect::jobsToExecute(qint64 time) // RenderBins with RenderCommands QVector<QAspectJobPtr> renderBinJobs = d->m_renderer->createRenderBinJobs(); // TODO: Add wrapper around ThreadWeaver::Collection + Render::FrameCleanupJobPtr cleanupJob(new Render::FrameCleanupJob(d->m_renderer)); for (int i = 0; i < renderBinJobs.size(); ++i) { QAspectJobPtr renderBinJob = renderBinJobs.at(i); renderBinJob->addDependency(boundingVolumeJob); jobs.append(renderBinJob); + cleanupJob->addDependency(renderBinJob); } + jobs.append(cleanupJob); } return jobs; } |