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authorPaul Lemire <paul.lemire@kdab.com>2019-02-19 13:34:13 +0100
committerPaul Lemire <paul.lemire@kdab.com>2019-03-04 14:52:38 +0000
commit0a8742532fb1697203dd3d7d9c1c28b4cb052e2d (patch)
treee417fec5065df3d7e8d66f237ba56fb39435185d /src/render/renderers/opengl/renderer/renderer.cpp
parent299c0bc6d2ea5817ba32b3724290c349789be11b (diff)
Rework internal Texture Handling
- Remove internal GLTexture sharing - Remove dataFunctor data sharing - Simplify the overall texture process: 1) Look for dirty textures (either a property on QTexture or a referenced QTextureImage has changed) 2) Update GL Resources - Create a GLTexture for a given Texture if it doesn't exist - Update GLTexture to reflect Texture state - Perform actual GL texture creation and or upload (call functors at this point) - Cleanup GLTextures when matching Texture node has been destroyed This will provide an easier maintenance over time as it drastically simplifies the handling of textures and removes most of the coupling. Furthermore this will make it possible to send texture updates on a QTexture node to update texture content without having to declare QTextureImages which would not have been (or would have been a lot harder) to do. In practice, I doubt most people were even aware of the internal texture sharing in the first place. [ChangeLog][Qt3DRender] Textures: internal data sharing removed Change-Id: I02867c8105e29eb1e193884e3899062f795f32f4 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/renderers/opengl/renderer/renderer.cpp')
-rw-r--r--src/render/renderers/opengl/renderer/renderer.cpp166
1 files changed, 65 insertions, 101 deletions
diff --git a/src/render/renderers/opengl/renderer/renderer.cpp b/src/render/renderers/opengl/renderer/renderer.cpp
index d8b1409e1..be08abbd0 100644
--- a/src/render/renderers/opengl/renderer/renderer.cpp
+++ b/src/render/renderers/opengl/renderer/renderer.cpp
@@ -199,7 +199,7 @@ Renderer::Renderer(QRenderAspect::RenderType type)
, m_sendTextureChangesToFrontendJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { sendTextureChangesToFrontend(); }, JobTypes::SendTextureChangesToFrontend))
, m_sendSetFenceHandlesToFrontendJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { sendSetFenceHandlesToFrontend(); }, JobTypes::SendSetFenceHandlesToFrontend))
, m_introspectShaderJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { reloadDirtyShaders(); }, JobTypes::DirtyShaderGathering))
- , m_syncTextureLoadingJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([] {}, JobTypes::SyncTextureLoading))
+ , m_syncLoadingJobs(Render::GenericLambdaJobPtr<std::function<void ()>>::create([] {}, JobTypes::SyncLoadingJobs))
, m_ownedContext(false)
, m_offscreenHelper(nullptr)
#if QT_CONFIG(qt3d_profile_jobs)
@@ -222,12 +222,8 @@ Renderer::Renderer(QRenderAspect::RenderType type)
m_rayCastingJob->addDependency(m_expandBoundingVolumeJob);
// m_calculateBoundingVolumeJob's dependency on m_updateTreeEnabledJob is set in renderBinJobs
- // Dirty texture gathering depends on m_syncTextureLoadingJob
- // m_syncTextureLoadingJob will depend on the texture loading jobs
- m_textureGathererJob->addDependency(m_syncTextureLoadingJob);
-
// Ensures all skeletons are loaded before we try to update them
- m_updateSkinningPaletteJob->addDependency(m_syncTextureLoadingJob);
+ m_updateSkinningPaletteJob->addDependency(m_syncLoadingJobs);
// All world stuff depends on the RenderEntity's localBoundingVolume
m_updateLevelOfDetailJob->addDependency(m_updateMeshTriangleListJob);
@@ -501,9 +497,11 @@ void Renderer::releaseGraphicsResources()
if (context->makeCurrent(offscreenSurface)) {
// Clean up the graphics context and any resources
- const QVector<GLTexture*> activeTextures = m_nodesManager->glTextureManager()->activeResources();
- for (GLTexture *tex : activeTextures)
- tex->destroyGLTexture();
+ const QVector<HGLTexture> activeTexturesHandles = m_nodesManager->glTextureManager()->activeHandles();
+ for (const HGLTexture &textureHandle : activeTexturesHandles) {
+ GLTexture *tex = m_nodesManager->glTextureManager()->data(textureHandle);
+ tex->destroy();
+ }
// Do the same thing with buffers
const QVector<HGLBuffer> activeBuffers = m_nodesManager->glBufferManager()->activeHandles();
@@ -1297,7 +1295,8 @@ void Renderer::updateGLResources()
if (texture == nullptr)
continue;
- // Create or Update GLTexture
+ // Create or Update GLTexture (the GLTexture instance is created if required
+ // and all things that can take place without a GL context are done here)
updateTexture(texture);
}
// We want to upload textures data at this point as the SubmissionThread and
@@ -1305,15 +1304,18 @@ void Renderer::updateGLResources()
// GLTexture
if (m_submissionContext != nullptr) {
GLTextureManager *glTextureManager = m_nodesManager->glTextureManager();
- const QVector<GLTexture *> glTextures = glTextureManager->activeResources();
+ const QVector<HGLTexture> glTextureHandles = glTextureManager->activeHandles();
// Upload texture data
- for (GLTexture *glTexture : glTextures) {
+ for (const HGLTexture &glTextureHandle : glTextureHandles) {
+ GLTexture *glTexture = glTextureManager->data(glTextureHandle);
+
+ // We create/update the actual GL texture using the GL context at this point
const GLTexture::TextureUpdateInfo info = glTexture->createOrUpdateGLTexture();
// GLTexture creation provides us width/height/format ... information
// for textures which had not initially specified these information (TargetAutomatic...)
// Gather these information and store them to be distributed by a change next frame
- const QNodeIdVector referenceTextureIds = glTextureManager->referencedTextureIds(glTexture);
+ const QNodeIdVector referenceTextureIds = { glTextureManager->texNodeIdForGLTexture.value(glTexture) };
// Store properties and referenceTextureIds
if (info.wasUpdated) {
Texture::TextureUpdateInfo updateInfo;
@@ -1324,14 +1326,10 @@ void Renderer::updateGLResources()
}
}
}
+
+ // Record ids of texture to cleanup while we are still blocking the aspect thread
+ m_textureIdsToCleanup += m_nodesManager->textureManager()->takeTexturesIdsToCleanup();
}
- // When Textures are cleaned up, their id is saved so that they can be
- // cleaned up in the render thread Note: we perform this step in second so
- // that the previous updateTexture call has a chance to find a shared
- // texture and avoid possible destroying recreating a new texture
- const QVector<Qt3DCore::QNodeId> cleanedUpTextureIds = m_nodesManager->textureManager()->takeTexturesIdsToCleanup();
- for (const Qt3DCore::QNodeId textureCleanedUpId: cleanedUpTextureIds)
- cleanupTexture(textureCleanedUpId);
}
// Render Thread
@@ -1339,92 +1337,56 @@ void Renderer::updateTexture(Texture *texture)
{
// Check that the current texture images are still in place, if not, do not update
const bool isValid = texture->isValid(m_nodesManager->textureImageManager());
- if (!isValid)
+ if (!isValid) {
+ qWarning() << Q_FUNC_INFO << "QTexture referencing invalid QTextureImages";
return;
-
- // For implementing unique, non-shared, non-cached textures.
- // for now, every texture is shared by default except if:
- // - texture is reference by a render attachment
- // - texture is referencing a shared texture id
- bool isUnique = texture->sharedTextureId() > 0;
-
- if (!isUnique) {
- // TO DO: Update the vector once per frame (or in a job)
- const QVector<HAttachment> activeRenderTargetOutputs = m_nodesManager->attachmentManager()->activeHandles();
- // A texture is unique if it's being reference by a render target output
- for (const HAttachment &attachmentHandle : activeRenderTargetOutputs) {
- RenderTargetOutput *attachment = m_nodesManager->attachmentManager()->data(attachmentHandle);
- if (attachment->textureUuid() == texture->peerId()) {
- isUnique = true;
- break;
- }
- }
}
+ // All textures are unique, if you instanciate twice the exact same texture
+ // this will create 2 identical GLTextures, no sharing will take place
+
// Try to find the associated GLTexture for the backend Texture
GLTextureManager *glTextureManager = m_nodesManager->glTextureManager();
GLTexture *glTexture = glTextureManager->lookupResource(texture->peerId());
- auto createOrUpdateGLTexture = [=] () {
- if (isUnique)
- glTextureManager->createUnique(texture);
- else
- glTextureManager->getOrCreateShared(texture);
- texture->unsetDirty();
- };
-
// No GLTexture associated yet -> create it
if (glTexture == nullptr) {
- createOrUpdateGLTexture();
- return;
+ glTexture = glTextureManager->getOrCreateResource(texture->peerId());
+ glTextureManager->texNodeIdForGLTexture.insert(glTexture, texture->peerId());
}
- // if this texture is a shared texture, we might need to look for a new TextureImpl
- // and abandon the old one
- if (glTextureManager->isShared(glTexture)) {
- glTextureManager->abandon(glTexture, texture->peerId());
- // Note: if isUnique is true, a once shared texture will become unique
- createOrUpdateGLTexture();
- return;
- }
-
- // this texture node is the only one referring to the GLTexture.
- // we could thus directly modify the texture. Instead, for non-unique textures,
- // we first see if there is already a matching texture present.
- if (!isUnique) {
- GLTexture *newSharedTex = glTextureManager->findMatchingShared(texture);
- if (newSharedTex && newSharedTex != glTexture) {
- glTextureManager->abandon(glTexture, texture->peerId());
- glTextureManager->adoptShared(newSharedTex, texture);
- texture->unsetDirty();
- return;
- }
- }
-
- // we hold a reference to a unique or exclusive access to a shared texture
- // we can thus modify the texture directly.
+ // Update GLTexture to match Texture instance
const Texture::DirtyFlags dirtyFlags = texture->dirtyFlags();
- if (dirtyFlags.testFlag(Texture::DirtySharedTextureId) &&
- !glTextureManager->setSharedTextureId(glTexture, texture->sharedTextureId()))
- qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setSharedTextureId failed, should be non-shared";
+ if (dirtyFlags.testFlag(Texture::DirtySharedTextureId))
+ glTexture->setSharedTextureId(texture->sharedTextureId());
- if (dirtyFlags.testFlag(Texture::DirtyProperties) &&
- !glTextureManager->setProperties(glTexture, texture->properties()))
- qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setProperties failed, should be non-shared";
+ if (dirtyFlags.testFlag(Texture::DirtyProperties))
+ glTexture->setProperties(texture->properties());
- if (dirtyFlags.testFlag(Texture::DirtyParameters) &&
- !glTextureManager->setParameters(glTexture, texture->parameters()))
- qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setParameters failed, should be non-shared";
+ if (dirtyFlags.testFlag(Texture::DirtyParameters))
+ glTexture->setParameters(texture->parameters());
// Will make the texture requestUpload
- if (dirtyFlags.testFlag(Texture::DirtyImageGenerators) &&
- !glTextureManager->setImages(glTexture, texture->textureImageIds()))
- qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setGenerators failed, should be non-shared";
+ if (dirtyFlags.testFlag(Texture::DirtyImageGenerators)) {
+ const QNodeIdVector textureImageIds = texture->textureImageIds();
+ QVector<GLTexture::Image> images;
+ images.reserve(textureImageIds.size());
+ // TODO: Move this into GLTexture directly
+ for (const QNodeId textureImageId : textureImageIds) {
+ const TextureImage *img = m_nodesManager->textureImageManager()->lookupResource(textureImageId);
+ if (img == nullptr) {
+ qWarning() << Q_FUNC_INFO << "invalid TextureImage handle";
+ } else {
+ GLTexture::Image glImg {img->dataGenerator(), img->layer(), img->mipLevel(), img->face()};
+ images.push_back(glImg);
+ }
+ }
+ glTexture->setImages(images);
+ }
// Will make the texture requestUpload
- if (dirtyFlags.testFlag(Texture::DirtyDataGenerator) &&
- !glTextureManager->setGenerator(glTexture, texture->dataGenerator()))
- qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setGenerator failed, should be non-shared";
+ if (dirtyFlags.testFlag(Texture::DirtyDataGenerator))
+ glTexture->setGenerator(texture->dataGenerator());
// Unset the dirty flag on the texture
texture->unsetDirty();
@@ -1436,8 +1398,11 @@ void Renderer::cleanupTexture(Qt3DCore::QNodeId cleanedUpTextureId)
GLTextureManager *glTextureManager = m_nodesManager->glTextureManager();
GLTexture *glTexture = glTextureManager->lookupResource(cleanedUpTextureId);
- if (glTexture != nullptr)
- glTextureManager->abandon(glTexture, cleanedUpTextureId);
+ // Destroying the GLTexture implicitely also destroy the GL resources
+ if (glTexture != nullptr) {
+ glTextureManager->releaseResource(cleanedUpTextureId);
+ glTextureManager->texNodeIdForGLTexture.remove(glTexture);
+ }
}
// Called by SubmitRenderView
@@ -1808,6 +1773,8 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
renderBinJobs.push_back(m_expandBoundingVolumeJob);
}
+ // TO DO: Conditionally add if skeletons dirty
+ renderBinJobs.push_back(m_syncLoadingJobs);
m_updateSkinningPaletteJob->setDirtyJoints(m_nodesManager->jointManager()->dirtyJoints());
renderBinJobs.push_back(m_updateSkinningPaletteJob);
renderBinJobs.push_back(m_updateLevelOfDetailJob);
@@ -1821,10 +1788,8 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
if (dirtyBitsForFrame & AbstractRenderer::BuffersDirty)
renderBinJobs.push_back(m_bufferGathererJob);
- if (dirtyBitsForFrame & AbstractRenderer::TexturesDirty) {
- renderBinJobs.push_back(m_syncTextureLoadingJob);
+ if (dirtyBitsForFrame & AbstractRenderer::TexturesDirty)
renderBinJobs.push_back(m_textureGathererJob);
- }
// Layer cache is dependent on layers, layer filters and the enabled flag
@@ -1920,9 +1885,9 @@ QAspectJobPtr Renderer::rayCastingJob()
return m_rayCastingJob;
}
-QAspectJobPtr Renderer::syncTextureLoadingJob()
+QAspectJobPtr Renderer::syncLoadingJobs()
{
- return m_syncTextureLoadingJob;
+ return m_syncLoadingJobs;
}
QAspectJobPtr Renderer::expandBoundingVolumeJob()
@@ -2244,12 +2209,11 @@ void Renderer::cleanGraphicsResources()
for (Qt3DCore::QNodeId bufferId : buffersToRelease)
m_submissionContext->releaseBuffer(bufferId);
- // Delete abandoned textures
- const QVector<GLTexture*> abandonedTextures = m_nodesManager->glTextureManager()->takeAbandonedTextures();
- for (GLTexture *tex : abandonedTextures) {
- tex->destroyGLTexture();
- delete tex;
- }
+ // When Textures are cleaned up, their id is saved so that they can be
+ // cleaned up in the render thread
+ const QVector<Qt3DCore::QNodeId> cleanedUpTextureIds = std::move(m_textureIdsToCleanup);
+ for (const Qt3DCore::QNodeId textureCleanedUpId: cleanedUpTextureIds)
+ cleanupTexture(textureCleanedUpId);
// Delete abandoned VAOs
m_abandonedVaosMutex.lock();