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authorJames Turner <zakalawe@mac.com>2018-11-14 13:22:28 +0000
committerJames Turner <james.turner@kdab.com>2019-04-10 14:57:40 +0000
commit1fcdee0f313845f4e06b294cf520ab477191774b (patch)
tree0ac12fcf01f81f4d39a3ee26fdb3537228abce08 /src/render/renderers/opengl/renderer/renderer.cpp
parent88b521ffa8d3dd9210251f2ab84721db1e10ef35 (diff)
Cache light/renderable/computable vectors
This avoids running these jobs when lights / renderables have not changed in a frame Change-Id: I604180fe3442ab67648c4ba5d9effb8639c68ef7 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.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/render/renderers/opengl/renderer/renderer.cpp b/src/render/renderers/opengl/renderer/renderer.cpp
index a023b82f9..e9c582458 100644
--- a/src/render/renderers/opengl/renderer/renderer.cpp
+++ b/src/render/renderers/opengl/renderer/renderer.cpp
@@ -1735,6 +1735,9 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
const bool layersCacheNeedsToBeRebuilt = layersDirty || entitiesEnabledDirty || frameGraphDirty;
const bool materialDirty = dirtyBitsForFrame & AbstractRenderer::MaterialDirty;
const bool materialCacheNeedsToBeRebuilt = materialDirty || frameGraphDirty;
+ const bool lightsDirty = dirtyBitsForFrame & AbstractRenderer::LightsDirty;
+ const bool computeableDirty = dirtyBitsForFrame & AbstractRenderer::ComputeDirty;
+ const bool renderableDirty = dirtyBitsForFrame & AbstractRenderer::GeometryDirty;
// Rebuild Entity Hierarchy if dirty
if (entityHierarchyNeedsToBeRebuilt)
@@ -1766,6 +1769,10 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
RenderViewBuilder builder(fgLeaves.at(i), i, this);
builder.setLayerCacheNeedsToBeRebuilt(layersCacheNeedsToBeRebuilt);
builder.setMaterialGathererCacheNeedsToBeRebuilt(materialCacheNeedsToBeRebuilt);
+ builder.setRenderableCacheNeedsToBeRebuilt(renderableDirty);
+ builder.setComputableCacheNeedsToBeRebuilt(computeableDirty);
+ builder.setLightGathererCacheNeedsToBeRebuilt(lightsDirty);
+
builder.prepareJobs();
renderBinJobs.append(builder.buildJobHierachy());
}