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authorPaul Lemire <paul.lemire@kdab.com>2016-09-06 16:30:48 +0200
committerPaul Lemire <paul.lemire@kdab.com>2016-11-25 16:28:47 +0000
commitca3303ecb77b2d09729dbc70502c97503a6673ea (patch)
treef966f8867b559ec5ec3fb215a39f533cecc48a74 /src/render/backend/renderviewbuilder.cpp
parenta55f8358c81224086170d263f3a60410b1b1fb05 (diff)
Add RenderViewBuilder
Refactoring of what's in FrameGraphVisitor::visit Will allow to unit tests this complex process Change-Id: I6561bbefc9b67fbd73c5e30e09c5f3698896cbe7 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/backend/renderviewbuilder.cpp')
-rw-r--r--src/render/backend/renderviewbuilder.cpp510
1 files changed, 510 insertions, 0 deletions
diff --git a/src/render/backend/renderviewbuilder.cpp b/src/render/backend/renderviewbuilder.cpp
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+++ b/src/render/backend/renderviewbuilder.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "renderviewbuilder_p.h"
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+namespace Render {
+
+const int RenderViewBuilder::m_optimalParallelJobCount = std::max(QThread::idealThreadCount(), 2);
+
+namespace {
+
+class SyncRenderViewCommandBuilders
+{
+public:
+ explicit SyncRenderViewCommandBuilders(const RenderViewInitializerJobPtr &renderViewJob,
+ const QVector<RenderViewBuilderJobPtr> &renderViewBuilderJobs,
+ Renderer *renderer)
+ : m_renderViewJob(renderViewJob)
+ , m_renderViewBuilderJobs(renderViewBuilderJobs)
+ , m_renderer(renderer)
+ {}
+
+ void operator()()
+ {
+ // Append all the commands and sort them
+ RenderView *rv = m_renderViewJob->renderView();
+
+ int totalCommandCount = 0;
+ for (const auto renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs))
+ totalCommandCount += renderViewCommandBuilder->commands().size();
+
+ QVector<RenderCommand *> commands;
+ commands.reserve(totalCommandCount);
+
+ // Reduction
+ for (const auto renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs))
+ commands += std::move(renderViewCommandBuilder->commands());
+ rv->setCommands(commands);
+
+ // Sort the commands
+ rv->sort();
+
+ // Enqueue our fully populated RenderView with the RenderThread
+ m_renderer->enqueueRenderView(rv, m_renderViewJob->submitOrderIndex());
+ }
+
+private:
+ RenderViewInitializerJobPtr m_renderViewJob;
+ QVector<RenderViewBuilderJobPtr> m_renderViewBuilderJobs;
+ Renderer *m_renderer;
+};
+
+class SyncFrustumCulling
+{
+public:
+ explicit SyncFrustumCulling(const RenderViewInitializerJobPtr &renderViewJob,
+ const FrustumCullingJobPtr &frustumCulling)
+ : m_renderViewJob(renderViewJob)
+ , m_frustumCullingJob(frustumCulling)
+ {}
+
+ void operator()()
+ {
+ RenderView *rv = m_renderViewJob->renderView();
+
+ // Update matrices now that all transforms have been updated
+ rv->updateMatrices();
+
+ // Frustum culling
+ m_frustumCullingJob->setViewProjection(rv->viewProjectionMatrix());
+ }
+
+private:
+ RenderViewInitializerJobPtr m_renderViewJob;
+ FrustumCullingJobPtr m_frustumCullingJob;
+};
+
+class SyncRenderViewInitialization
+{
+public:
+ explicit SyncRenderViewInitialization(const RenderViewInitializerJobPtr &renderViewJob,
+ const FrustumCullingJobPtr &frustumCullingJob,
+ const FilterLayerEntityJobPtr &filterEntityByLayerJob,
+ const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs,
+ const QVector<RenderViewBuilderJobPtr> &renderViewBuilderJobs)
+ : m_renderViewJob(renderViewJob)
+ , m_frustumCullingJob(frustumCullingJob)
+ , m_filterEntityByLayerJob(filterEntityByLayerJob)
+ , m_materialGathererJobs(materialGathererJobs)
+ , m_renderViewBuilderJobs(renderViewBuilderJobs)
+ {}
+
+ void operator()()
+ {
+ RenderView *rv = m_renderViewJob->renderView();
+
+ // Layer filtering
+ m_filterEntityByLayerJob->setHasLayerFilter(rv->hasLayerFilter());
+ m_filterEntityByLayerJob->setLayers(rv->layerFilter());
+
+ // Material Parameter building
+ for (const auto materialGatherer : qAsConst(m_materialGathererJobs)) {
+ materialGatherer->setRenderPassFilter(const_cast<RenderPassFilter *>(rv->renderPassFilter()));
+ materialGatherer->setTechniqueFilter(const_cast<TechniqueFilter *>(rv->techniqueFilter()));
+ }
+
+ // Command builders
+ for (const auto renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs))
+ renderViewCommandBuilder->setRenderView(rv);
+
+ // Set whether frustum culling is enabled or not
+ m_frustumCullingJob->setActive(rv->frustumCulling());
+ }
+
+private:
+ RenderViewInitializerJobPtr m_renderViewJob;
+ FrustumCullingJobPtr m_frustumCullingJob;
+ FilterLayerEntityJobPtr m_filterEntityByLayerJob;
+ QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs;
+ QVector<RenderViewBuilderJobPtr> m_renderViewBuilderJobs;
+};
+
+class SyncRenderCommandBuilding
+{
+public:
+ explicit SyncRenderCommandBuilding(const RenderViewInitializerJobPtr &renderViewJob,
+ const FrustumCullingJobPtr &frustumCullingJob,
+ const FilterLayerEntityJobPtr &filterEntityByLayerJob,
+ const LightGathererPtr &lightGathererJob,
+ const RenderableEntityFilterPtr &renderableEntityFilterJob,
+ const ComputableEntityFilterPtr &computableEntityFilterJob,
+ const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs,
+ const QVector<RenderViewBuilderJobPtr> &renderViewBuilderJobs)
+ : m_renderViewJob(renderViewJob)
+ , m_frustumCullingJob(frustumCullingJob)
+ , m_filterEntityByLayerJob(filterEntityByLayerJob)
+ , m_lightGathererJob(lightGathererJob)
+ , m_renderableEntityFilterJob(renderableEntityFilterJob)
+ , m_computableEntityFilterJob(computableEntityFilterJob)
+ , m_materialGathererJobs(materialGathererJobs)
+ , m_renderViewBuilderJobs(renderViewBuilderJobs)
+ {}
+
+ void operator()()
+ {
+ // Set the result of previous job computations
+ // for final RenderCommand building
+ RenderView *rv = m_renderViewJob->renderView();
+
+ if (!rv->noDraw()) {
+ // Set the light sources
+ rv->setLightSources(std::move(m_lightGathererJob->lights()));
+
+ // Remove all entities from the compute and renderable vectors that aren't in the filtered layer vector
+ QVector<Entity *> filteredEntities = m_filterEntityByLayerJob->filteredEntities();
+
+ // We sort the vector so that the removal can then be performed linearly
+ if (!rv->isCompute()) {
+ QVector<Entity *> renderableEntities = std::move(m_renderableEntityFilterJob->filteredEntities());
+ std::sort(renderableEntities.begin(), renderableEntities.end());
+ RenderViewBuilder::removeEntitiesNotInSubset(renderableEntities, filteredEntities);
+
+ if (rv->frustumCulling())
+ RenderViewBuilder::removeEntitiesNotInSubset(renderableEntities, m_frustumCullingJob->visibleEntities());
+
+ // Split among the number of command builders
+ const int packetSize = renderableEntities.size() / RenderViewBuilder::optimalJobCount();
+ for (auto i = 0, m = RenderViewBuilder::optimalJobCount(); i < m; ++i) {
+ const RenderViewBuilderJobPtr renderViewCommandBuilder = m_renderViewBuilderJobs.at(i);
+ if (i == m - 1)
+ renderViewCommandBuilder->setRenderables(renderableEntities.mid(i * packetSize, packetSize + renderableEntities.size() % m));
+ else
+ renderViewCommandBuilder->setRenderables(renderableEntities.mid(i * packetSize, packetSize));
+ }
+ } else {
+ QVector<Entity *> computableEntities = std::move(m_computableEntityFilterJob->filteredEntities());
+ std::sort(computableEntities.begin(), computableEntities.end());
+ RenderViewBuilder::removeEntitiesNotInSubset(computableEntities, filteredEntities);
+
+ // Split among the number of command builders
+ const int packetSize = computableEntities.size() / RenderViewBuilder::optimalJobCount();
+ for (auto i = 0, m = RenderViewBuilder::optimalJobCount(); i < m; ++i) {
+ const RenderViewBuilderJobPtr renderViewCommandBuilder = m_renderViewBuilderJobs.at(i);
+ if (i == m - 1)
+ renderViewCommandBuilder->setRenderables(computableEntities.mid(i * packetSize, packetSize + computableEntities.size() % m));
+ else
+ renderViewCommandBuilder->setRenderables(computableEntities.mid(i * packetSize, packetSize));
+ }
+ }
+
+ // Reduction
+ QHash<Qt3DCore::QNodeId, QVector<RenderPassParameterData>> params;
+ for (const auto materialGatherer : qAsConst(m_materialGathererJobs))
+ params.unite(materialGatherer->materialToPassAndParameter());
+ // Set all required data on the RenderView for final processing
+ rv->setMaterialParameterTable(std::move(params));
+ }
+ }
+
+private:
+ RenderViewInitializerJobPtr m_renderViewJob;
+ FrustumCullingJobPtr m_frustumCullingJob;
+ FilterLayerEntityJobPtr m_filterEntityByLayerJob;
+ LightGathererPtr m_lightGathererJob;
+ RenderableEntityFilterPtr m_renderableEntityFilterJob;
+ ComputableEntityFilterPtr m_computableEntityFilterJob;
+ QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs;
+ QVector<RenderViewBuilderJobPtr> m_renderViewBuilderJobs;
+};
+
+class SetClearDrawBufferIndex
+{
+public:
+ explicit SetClearDrawBufferIndex(const RenderViewInitializerJobPtr &renderViewJob)
+ : m_renderViewJob(renderViewJob)
+ {}
+
+ void operator()()
+ {
+ RenderView *rv = m_renderViewJob->renderView();
+ QVector<ClearBufferInfo> &clearBuffersInfo = rv->specificClearColorBufferInfo();
+ const AttachmentPack &attachmentPack = rv->attachmentPack();
+ for (ClearBufferInfo &clearBufferInfo : clearBuffersInfo)
+ clearBufferInfo.drawBufferIndex = attachmentPack.getDrawBufferIndex(clearBufferInfo.attchmentPoint);
+
+ }
+
+private:
+ RenderViewInitializerJobPtr m_renderViewJob;
+};
+
+} // anonymous
+
+RenderViewBuilder::RenderViewBuilder(Render::FrameGraphNode *leafNode, int renderViewIndex, Renderer *renderer)
+ : m_renderViewIndex(renderViewIndex)
+ , m_renderer(renderer)
+ , m_renderViewJob(RenderViewInitializerJobPtr::create())
+ , m_filterEntityByLayerJob(Render::FilterLayerEntityJobPtr::create())
+ , m_lightGathererJob(Render::LightGathererPtr::create())
+ , m_renderableEntityFilterJob(RenderableEntityFilterPtr::create())
+ , m_computableEntityFilterJob(ComputableEntityFilterPtr::create())
+ , m_frustumCullingJob(Render::FrustumCullingJobPtr::create())
+ , m_syncFrustumCullingJob(SynchronizerJobPtr::create(SyncFrustumCulling(m_renderViewJob, m_frustumCullingJob), JobTypes::SyncFrustumCulling))
+ , m_setClearDrawBufferIndexJob(SynchronizerJobPtr::create(SetClearDrawBufferIndex(m_renderViewJob), JobTypes::ClearBufferDrawIndex))
+{
+ // Init what we can here
+ EntityManager *entityManager = m_renderer->nodeManagers()->renderNodesManager();
+ m_filterEntityByLayerJob->setManager(m_renderer->nodeManagers());
+ m_renderableEntityFilterJob->setManager(entityManager);
+ m_computableEntityFilterJob->setManager(entityManager);
+ m_frustumCullingJob->setRoot(m_renderer->sceneRoot());
+ m_lightGathererJob->setManager(entityManager);
+ m_renderViewJob->setRenderer(m_renderer);
+ m_renderViewJob->setFrameGraphLeafNode(leafNode);
+ m_renderViewJob->setSubmitOrderIndex(m_renderViewIndex);
+
+ // RenderCommand building is the most consuming task -> split it
+ // Estimate the number of jobs to create based on the number of entities
+ m_renderViewBuilderJobs.reserve(RenderViewBuilder::m_optimalParallelJobCount);
+ for (auto i = 0; i < RenderViewBuilder::m_optimalParallelJobCount; ++i) {
+ auto renderViewCommandBuilder = Render::RenderViewBuilderJobPtr::create();
+ renderViewCommandBuilder->setIndex(m_renderViewIndex);
+ renderViewCommandBuilder->setRenderer(m_renderer);
+ m_renderViewBuilderJobs.push_back(renderViewCommandBuilder);
+ }
+
+ // Since Material gathering is an heavy task, we split it
+ const QVector<HMaterial> materialHandles = m_renderer->nodeManagers()->materialManager()->activeHandles();
+ const int elementsPerJob = materialHandles.size() / RenderViewBuilder::m_optimalParallelJobCount;
+ const int lastRemaingElements = materialHandles.size() % RenderViewBuilder::m_optimalParallelJobCount;
+ m_materialGathererJobs.reserve(RenderViewBuilder::m_optimalParallelJobCount);
+ for (auto i = 0; i < RenderViewBuilder::m_optimalParallelJobCount; ++i) {
+ auto materialGatherer = Render::MaterialParameterGathererJobPtr::create();
+ materialGatherer->setNodeManagers(m_renderer->nodeManagers());
+ materialGatherer->setRenderer(m_renderer);
+ if (i == RenderViewBuilder::m_optimalParallelJobCount - 1)
+ materialGatherer->setHandles(materialHandles.mid(i * elementsPerJob, elementsPerJob + lastRemaingElements));
+ else
+ materialGatherer->setHandles(materialHandles.mid(i * elementsPerJob, elementsPerJob));
+ m_materialGathererJobs.push_back(materialGatherer);
+ }
+
+ m_syncRenderViewInitializationJob = SynchronizerJobPtr::create(SyncRenderViewInitialization(m_renderViewJob,
+ m_frustumCullingJob,
+ m_filterEntityByLayerJob,
+ m_materialGathererJobs,
+ m_renderViewBuilderJobs),
+ JobTypes::SyncRenderViewInitialization);
+
+ m_syncRenderCommandBuildingJob = SynchronizerJobPtr::create(SyncRenderCommandBuilding(m_renderViewJob,
+ m_frustumCullingJob,
+ m_filterEntityByLayerJob,
+ m_lightGathererJob,
+ m_renderableEntityFilterJob,
+ m_computableEntityFilterJob,
+ m_materialGathererJobs,
+ m_renderViewBuilderJobs),
+ JobTypes::SyncRenderViewCommandBuilding);
+
+ m_syncRenderViewCommandBuildersJob = SynchronizerJobPtr::create(SyncRenderViewCommandBuilders(m_renderViewJob,
+ m_renderViewBuilderJobs,
+ m_renderer),
+ JobTypes::SyncRenderViewCommandBuilder);
+}
+
+RenderViewInitializerJobPtr RenderViewBuilder::renderViewJob() const
+{
+ return m_renderViewJob;
+}
+
+FilterLayerEntityJobPtr RenderViewBuilder::filterEntityByLayerJob() const
+{
+ return m_filterEntityByLayerJob;
+}
+
+LightGathererPtr RenderViewBuilder::lightGathererJob() const
+{
+ return m_lightGathererJob;
+}
+
+RenderableEntityFilterPtr RenderViewBuilder::renderableEntityFilterJob() const
+{
+ return m_renderableEntityFilterJob;
+}
+
+ComputableEntityFilterPtr RenderViewBuilder::computableEntityFilterJob() const
+{
+ return m_computableEntityFilterJob;
+}
+
+FrustumCullingJobPtr RenderViewBuilder::frustumCullingJob() const
+{
+ return m_frustumCullingJob;
+}
+
+QVector<RenderViewBuilderJobPtr> RenderViewBuilder::renderViewBuilderJobs() const
+{
+ return m_renderViewBuilderJobs;
+}
+
+QVector<MaterialParameterGathererJobPtr> RenderViewBuilder::materialGathererJobs() const
+{
+ return m_materialGathererJobs;
+}
+
+SynchronizerJobPtr RenderViewBuilder::syncRenderViewInitializationJob() const
+{
+ return m_syncRenderViewInitializationJob;
+}
+
+SynchronizerJobPtr RenderViewBuilder::syncFrustumCullingJob() const
+{
+ return m_syncFrustumCullingJob;
+}
+
+SynchronizerJobPtr RenderViewBuilder::syncRenderCommandBuildingJob() const
+{
+ return m_syncRenderCommandBuildingJob;
+}
+
+SynchronizerJobPtr RenderViewBuilder::syncRenderViewCommandBuildersJob() const
+{
+ return m_syncRenderViewCommandBuildersJob;
+}
+
+SynchronizerJobPtr RenderViewBuilder::setClearDrawBufferIndexJob() const
+{
+ return m_setClearDrawBufferIndexJob;
+}
+
+QVector<Qt3DCore::QAspectJobPtr> RenderViewBuilder::buildJobHierachy() const
+{
+ QVector<Qt3DCore::QAspectJobPtr> jobs;
+
+ jobs.reserve(m_materialGathererJobs.size() + m_renderViewBuilderJobs.size() + 11);
+
+ // Set dependencies
+ m_syncFrustumCullingJob->addDependency(m_renderer->updateWorldTransformJob());
+ m_syncFrustumCullingJob->addDependency(m_renderer->updateShaderDataTransformJob());
+ m_syncFrustumCullingJob->addDependency(m_syncRenderViewInitializationJob);
+
+ m_frustumCullingJob->addDependency(m_renderer->expandBoundingVolumeJob());
+ m_frustumCullingJob->addDependency(m_syncFrustumCullingJob);
+
+ m_setClearDrawBufferIndexJob->addDependency(m_syncRenderViewInitializationJob);
+
+ m_syncRenderViewInitializationJob->addDependency(m_renderViewJob);
+
+ m_filterEntityByLayerJob->addDependency(m_syncRenderViewInitializationJob);
+
+ m_syncRenderCommandBuildingJob->addDependency(m_syncRenderViewInitializationJob);
+ for (const auto materialGatherer : qAsConst(m_materialGathererJobs)) {
+ materialGatherer->addDependency(m_syncRenderViewInitializationJob);
+ m_syncRenderCommandBuildingJob->addDependency(materialGatherer);
+ }
+ m_syncRenderCommandBuildingJob->addDependency(m_renderableEntityFilterJob);
+ m_syncRenderCommandBuildingJob->addDependency(m_computableEntityFilterJob);
+ m_syncRenderCommandBuildingJob->addDependency(m_filterEntityByLayerJob);
+ m_syncRenderCommandBuildingJob->addDependency(m_lightGathererJob);
+ m_syncRenderCommandBuildingJob->addDependency(m_frustumCullingJob);
+
+ for (const auto renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs)) {
+ renderViewCommandBuilder->addDependency(m_syncRenderCommandBuildingJob);
+ m_syncRenderViewCommandBuildersJob->addDependency(renderViewCommandBuilder);
+ }
+
+ m_renderer->frameCleanupJob()->addDependency(m_syncRenderViewCommandBuildersJob);
+ m_renderer->frameCleanupJob()->addDependency(m_setClearDrawBufferIndexJob);
+
+ // Add jobs
+ jobs.push_back(m_renderViewJob); // Step 1
+ jobs.push_back(m_renderableEntityFilterJob); // Step 1
+ jobs.push_back(m_lightGathererJob); // Step 1
+
+ // Note: do it only if OpenGL 4.3+ available
+ jobs.push_back(m_computableEntityFilterJob); // Step 1
+
+ jobs.push_back(m_syncRenderViewInitializationJob); // Step 2
+
+ jobs.push_back(m_syncFrustumCullingJob); // Step 3
+ jobs.push_back(m_filterEntityByLayerJob); // Step 3
+ jobs.push_back(m_setClearDrawBufferIndexJob); // Step 3
+
+ for (const auto materialGatherer : qAsConst(m_materialGathererJobs)) // Step3
+ jobs.push_back(materialGatherer);
+
+ jobs.push_back(m_frustumCullingJob); // Step 4
+ jobs.push_back(m_syncRenderCommandBuildingJob); // Step 4
+
+ for (const auto renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs)) // Step 5
+ jobs.push_back(renderViewCommandBuilder);
+
+ jobs.push_back(m_syncRenderViewCommandBuildersJob); // Step 6
+
+ return jobs;
+}
+
+Renderer *RenderViewBuilder::renderer() const
+{
+ return m_renderer;
+}
+
+int RenderViewBuilder::renderViewIndex() const
+{
+ return m_renderViewIndex;
+}
+
+int RenderViewBuilder::optimalJobCount()
+{
+ return RenderViewBuilder::m_optimalParallelJobCount;
+}
+
+void RenderViewBuilder::removeEntitiesNotInSubset(QVector<Entity *> &entities, QVector<Entity *> subset)
+{
+ // Note: assumes entities was sorted already
+ std::sort(subset.begin(), subset.end());
+
+ for (auto i = entities.size() - 1, j = subset.size() - 1; i >= 0; --i) {
+ while (j >= 0 && subset.at(j) > entities.at(i))
+ --j;
+ if (j < 0 || entities.at(i) != subset.at(j))
+ entities.removeAt(i);
+ }
+}
+
+} // Render
+
+} // Qt3DRender
+
+QT_END_NAMESPACE