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authorPaul Lemire <paul.lemire@kdab.com>2018-03-12 08:32:35 +0100
committerPaul Lemire <paul.lemire@kdab.com>2020-02-05 11:33:49 +0100
commit0e115ff000fb294de8519bf5b39beee0d6bfa605 (patch)
treec66c1f19ad5e4b7fc4f3be7951fa74d1d4df64bb /src/render/renderers/opengl/renderer/renderviewbuilder.cpp
parentf1f387c22dac8748a7edb1f4aa1ea6dac7dfbdfd (diff)
Make the OpenGL renderer a plugin
By default the QRenderAspect will try to load this plugin Change-Id: Ie55e207fb8e6d0b64f717bbb99699eb669eaa3f2 Task-number: QTBUG-61151 Reviewed-by: Mike Krus <mike.krus@kdab.com>
Diffstat (limited to 'src/render/renderers/opengl/renderer/renderviewbuilder.cpp')
-rw-r--r--src/render/renderers/opengl/renderer/renderviewbuilder.cpp803
1 files changed, 0 insertions, 803 deletions
diff --git a/src/render/renderers/opengl/renderer/renderviewbuilder.cpp b/src/render/renderers/opengl/renderer/renderviewbuilder.cpp
deleted file mode 100644
index 4034af146..000000000
--- a/src/render/renderers/opengl/renderer/renderviewbuilder.cpp
+++ /dev/null
@@ -1,803 +0,0 @@
-/****************************************************************************
-**
-** 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"
-
-#include <QThread>
-
-QT_BEGIN_NAMESPACE
-
-namespace Qt3DRender {
-
-namespace Render {
-
-// In some cases having less jobs is better (especially on fast cpus where
-// splitting just adds more overhead). Ideally, we should try to set the value
-// depending on the platform/CPU/nbr of cores
-const int RenderViewBuilder::m_optimalParallelJobCount = QThread::idealThreadCount();
-
-namespace {
-
-int findIdealNumberOfWorkers(int elementCount, int packetSize = 100)
-{
- if (elementCount == 0 || packetSize == 0)
- return 0;
- return std::min(std::max(elementCount / packetSize, 1), RenderViewBuilder::optimalJobCount());
-}
-
-
-class SyncPreCommandBuilding
-{
-public:
- explicit SyncPreCommandBuilding(RenderViewInitializerJobPtr renderViewInitializerJob,
- const QVector<RenderViewCommandBuilderJobPtr> &renderViewCommandBuilderJobs,
- Renderer *renderer,
- FrameGraphNode *leafNode)
- : m_renderViewInitializer(renderViewInitializerJob)
- , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs)
- , m_renderer(renderer)
- , m_leafNode(leafNode)
- {
- }
-
- void operator()()
- {
- // Split commands to build among jobs
- QMutexLocker lock(m_renderer->cache()->mutex());
- // Rebuild RenderCommands for all entities in RV (ignoring filtering)
- RendererCache *cache = m_renderer->cache();
- const RendererCache::LeafNodeData &dataCacheForLeaf = cache->leafNodeCache[m_leafNode];
- RenderView *rv = m_renderViewInitializer->renderView();
- const auto entities = !rv->isCompute() ? cache->renderableEntities : cache->computeEntities;
-
- rv->setMaterialParameterTable(dataCacheForLeaf.materialParameterGatherer);
-
- lock.unlock();
-
- // Split among the ideal number of command builders
- const int idealPacketSize = std::min(std::max(100, entities.size() / RenderViewBuilder::optimalJobCount()), entities.size());
- // Try to split work into an ideal number of workers
- const int m = findIdealNumberOfWorkers(entities.size(), idealPacketSize);
-
- for (int i = 0; i < m; ++i) {
- const RenderViewCommandBuilderJobPtr renderViewCommandBuilder = m_renderViewCommandBuilderJobs.at(i);
- const int count = (i == m - 1) ? entities.size() - (i * idealPacketSize) : idealPacketSize;
- renderViewCommandBuilder->setEntities(entities, i * idealPacketSize, count);
- }
- }
-
-private:
- RenderViewInitializerJobPtr m_renderViewInitializer;
- QVector<RenderViewCommandBuilderJobPtr> m_renderViewCommandBuilderJobs;
- Renderer *m_renderer;
- FrameGraphNode *m_leafNode;
-};
-
-class SyncRenderViewPostCommandUpdate
-{
-public:
- explicit SyncRenderViewPostCommandUpdate(const RenderViewInitializerJobPtr &renderViewJob,
- const QVector<RenderViewCommandUpdaterJobPtr> &renderViewCommandUpdateJobs,
- Renderer *renderer)
- : m_renderViewJob(renderViewJob)
- , m_renderViewCommandUpdaterJobs(renderViewCommandUpdateJobs)
- , m_renderer(renderer)
- {}
-
- void operator()()
- {
- // Append all the commands and sort them
- RenderView *rv = m_renderViewJob->renderView();
-
- const EntityRenderCommandDataPtr commandData = m_renderViewCommandUpdaterJobs.first()->renderables();
-
- if (commandData) {
- const QVector<RenderCommand> commands = std::move(commandData->commands);
- rv->setCommands(commands);
-
- // TO DO: Find way to store commands once or at least only when required
- // 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<RenderViewCommandUpdaterJobPtr> m_renderViewCommandUpdaterJobs;
- Renderer *m_renderer;
-};
-
-class SyncPreFrustumCulling
-{
-public:
- explicit SyncPreFrustumCulling(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 SyncRenderViewPostInitialization
-{
-public:
- explicit SyncRenderViewPostInitialization(const RenderViewInitializerJobPtr &renderViewJob,
- const FrustumCullingJobPtr &frustumCullingJob,
- const FilterLayerEntityJobPtr &filterEntityByLayerJob,
- const FilterProximityDistanceJobPtr &filterProximityJob,
- const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs,
- const QVector<RenderViewCommandUpdaterJobPtr> &renderViewCommandUpdaterJobs,
- const QVector<RenderViewCommandBuilderJobPtr> &renderViewCommandBuilderJobs)
- : m_renderViewJob(renderViewJob)
- , m_frustumCullingJob(frustumCullingJob)
- , m_filterEntityByLayerJob(filterEntityByLayerJob)
- , m_filterProximityJob(filterProximityJob)
- , m_materialGathererJobs(materialGathererJobs)
- , m_renderViewCommandUpdaterJobs(renderViewCommandUpdaterJobs)
- , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs)
- {}
-
- void operator()()
- {
- RenderView *rv = m_renderViewJob->renderView();
-
- // Layer filtering
- if (!m_filterEntityByLayerJob.isNull())
- m_filterEntityByLayerJob->setLayerFilters(rv->layerFilters());
-
- // Proximity filtering
- m_filterProximityJob->setProximityFilterIds(rv->proximityFilterIds());
-
- // 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 and updates
- for (const auto &renderViewCommandUpdater : qAsConst(m_renderViewCommandUpdaterJobs))
- renderViewCommandUpdater->setRenderView(rv);
- for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewCommandBuilderJobs))
- 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;
- FilterProximityDistanceJobPtr m_filterProximityJob;
- QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs;
- QVector<RenderViewCommandUpdaterJobPtr> m_renderViewCommandUpdaterJobs;
- QVector<RenderViewCommandBuilderJobPtr> m_renderViewCommandBuilderJobs;
-};
-
-class SyncRenderViewPreCommandUpdate
-{
-public:
- explicit SyncRenderViewPreCommandUpdate(const RenderViewInitializerJobPtr &renderViewJob,
- const FrustumCullingJobPtr &frustumCullingJob,
- const FilterProximityDistanceJobPtr &filterProximityJob,
- const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs,
- const QVector<RenderViewCommandUpdaterJobPtr> &renderViewCommandUpdaterJobs,
- const QVector<RenderViewCommandBuilderJobPtr> &renderViewCommandBuilderJobs,
- Renderer *renderer,
- FrameGraphNode *leafNode,
- bool fullCommandRebuild)
- : m_renderViewJob(renderViewJob)
- , m_frustumCullingJob(frustumCullingJob)
- , m_filterProximityJob(filterProximityJob)
- , m_materialGathererJobs(materialGathererJobs)
- , m_renderViewCommandUpdaterJobs(renderViewCommandUpdaterJobs)
- , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs)
- , m_renderer(renderer)
- , m_leafNode(leafNode)
- , m_fullRebuild(fullCommandRebuild)
- {}
-
- void operator()()
- {
- // Set the result of previous job computations
- // for final RenderCommand building
- RenderView *rv = m_renderViewJob->renderView();
-
- if (!rv->noDraw()) {
- ///////// CACHE LOCKED ////////////
- // Retrieve Data from Cache
- RendererCache *cache = m_renderer->cache();
- QMutexLocker lock(cache->mutex());
- Q_ASSERT(cache->leafNodeCache.contains(m_leafNode));
-
- const bool isDraw = !rv->isCompute();
- const RendererCache::LeafNodeData &dataCacheForLeaf = cache->leafNodeCache[m_leafNode];
-
- // Rebuild RenderCommands if required
- // This should happen fairly infrequently (FrameGraph Change, Geometry/Material change)
- // and allow to skip that step most of the time
- if (m_fullRebuild) {
- EntityRenderCommandData commandData;
- // Reduction
- {
- int totalCommandCount = 0;
- for (const RenderViewCommandBuilderJobPtr &renderViewCommandBuilder : qAsConst(m_renderViewCommandBuilderJobs))
- totalCommandCount += renderViewCommandBuilder->commandData().size();
- commandData.reserve(totalCommandCount);
- for (const RenderViewCommandBuilderJobPtr &renderViewCommandBuilder : qAsConst(m_renderViewCommandBuilderJobs))
- commandData += std::move(renderViewCommandBuilder->commandData());
- }
-
-
- // Store new cache
- RendererCache::LeafNodeData &writableCacheForLeaf = cache->leafNodeCache[m_leafNode];
- writableCacheForLeaf.renderCommandData = std::move(commandData);
- }
- const EntityRenderCommandData commandData = dataCacheForLeaf.renderCommandData;
- const QVector<Entity *> filteredEntities = dataCacheForLeaf.filterEntitiesByLayer;
- QVector<Entity *> renderableEntities = isDraw ? cache->renderableEntities : cache->computeEntities;
- QVector<LightSource> lightSources = cache->gatheredLights;
-
- rv->setMaterialParameterTable(dataCacheForLeaf.materialParameterGatherer);
- rv->setEnvironmentLight(cache->environmentLight);
- lock.unlock();
- ///////// END OF CACHE LOCKED ////////////
-
- // Filter out entities that weren't selected by the layer filters
- // Remove all entities from the compute and renderable vectors that aren't in the filtered layer vector
- renderableEntities = RenderViewBuilder::entitiesInSubset(renderableEntities, filteredEntities);
-
- // Set the light sources, with layer filters applied.
- for (int i = 0; i < lightSources.count(); ++i) {
- if (!filteredEntities.contains(lightSources[i].entity))
- lightSources.removeAt(i--);
- }
- rv->setLightSources(lightSources);
-
- if (isDraw) {
- // Filter out frustum culled entity for drawable entities
- if (rv->frustumCulling())
- renderableEntities = RenderViewBuilder::entitiesInSubset(renderableEntities, m_frustumCullingJob->visibleEntities());
- // Filter out entities which didn't satisfy proximity filtering
- if (!rv->proximityFilterIds().empty())
- renderableEntities = RenderViewBuilder::entitiesInSubset(renderableEntities, m_filterProximityJob->filteredEntities());
- }
-
- // Early return in case we have nothing to filter
- if (renderableEntities.size() == 0)
- return;
-
- // Filter out Render commands for which the Entity wasn't selected because
- // of frustum, proximity or layer filtering
- EntityRenderCommandDataPtr filteredCommandData = EntityRenderCommandDataPtr::create();
- filteredCommandData->reserve(renderableEntities.size());
- // Because dataCacheForLeaf.renderableEntities or computeEntities are sorted
- // What we get out of EntityRenderCommandData is also sorted by Entity
- auto eIt = renderableEntities.cbegin();
- const auto eEnd = renderableEntities.cend();
- int cIt = 0;
- const int cEnd = commandData.size();
-
- while (eIt != eEnd) {
- const Entity *targetEntity = *eIt;
- // Advance until we have commands whose Entity has a lower address
- // than the selected filtered entity
- while (cIt != cEnd && commandData.entities.at(cIt) < targetEntity)
- ++cIt;
-
- // Push pointers to command data for all commands that match the
- // entity
- while (cIt != cEnd && commandData.entities.at(cIt) == targetEntity) {
- filteredCommandData->push_back(commandData.entities.at(cIt),
- commandData.commands.at(cIt),
- commandData.passesData.at(cIt));
- ++cIt;
- }
- ++eIt;
- }
-
- // Split among the number of command builders
- // The idealPacketSize is at least 100 entities per worker
- const int idealPacketSize = std::min(std::max(100, filteredCommandData->size() / RenderViewBuilder::optimalJobCount()), filteredCommandData->size());
- const int m = findIdealNumberOfWorkers(filteredCommandData->size(), idealPacketSize);
-
- for (int i = 0; i < m; ++i) {
- const RenderViewCommandUpdaterJobPtr renderViewCommandBuilder = m_renderViewCommandUpdaterJobs.at(i);
- const int count = (i == m - 1) ? filteredCommandData->size() - (i * idealPacketSize) : idealPacketSize;
- renderViewCommandBuilder->setRenderables(filteredCommandData, i * idealPacketSize, count);
- }
- }
- }
-
-private:
- RenderViewInitializerJobPtr m_renderViewJob;
- FrustumCullingJobPtr m_frustumCullingJob;
- FilterProximityDistanceJobPtr m_filterProximityJob;
- QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs;
- QVector<RenderViewCommandUpdaterJobPtr> m_renderViewCommandUpdaterJobs;
- QVector<RenderViewCommandBuilderJobPtr> m_renderViewCommandBuilderJobs;
- Renderer *m_renderer;
- FrameGraphNode *m_leafNode;
- bool m_fullRebuild;
-};
-
-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;
-};
-
-class SyncFilterEntityByLayer
-{
-public:
- explicit SyncFilterEntityByLayer(const FilterLayerEntityJobPtr &filterEntityByLayerJob,
- Renderer *renderer,
- FrameGraphNode *leafNode)
- : m_filterEntityByLayerJob(filterEntityByLayerJob)
- , m_renderer(renderer)
- , m_leafNode(leafNode)
- {
- }
-
- void operator()()
- {
- QMutexLocker lock(m_renderer->cache()->mutex());
- // Save the filtered by layer subset into the cache
- const QVector<Entity *> filteredEntities = m_filterEntityByLayerJob->filteredEntities();
- RendererCache::LeafNodeData &dataCacheForLeaf = m_renderer->cache()->leafNodeCache[m_leafNode];
- dataCacheForLeaf.filterEntitiesByLayer = filteredEntities;
- }
-
-private:
- FilterLayerEntityJobPtr m_filterEntityByLayerJob;
- Renderer *m_renderer;
- FrameGraphNode *m_leafNode;
-};
-
-class SyncMaterialParameterGatherer
-{
-public:
- explicit SyncMaterialParameterGatherer(const QVector<MaterialParameterGathererJobPtr> &materialParameterGathererJobs,
- Renderer *renderer,
- FrameGraphNode *leafNode)
- : m_materialParameterGathererJobs(materialParameterGathererJobs)
- , m_renderer(renderer)
- , m_leafNode(leafNode)
- {
- }
-
- void operator()()
- {
- QMutexLocker lock(m_renderer->cache()->mutex());
- RendererCache::LeafNodeData &dataCacheForLeaf = m_renderer->cache()->leafNodeCache[m_leafNode];
- dataCacheForLeaf.materialParameterGatherer.clear();
-
- for (const auto &materialGatherer : qAsConst(m_materialParameterGathererJobs))
- dataCacheForLeaf.materialParameterGatherer.unite(materialGatherer->materialToPassAndParameter());
- }
-
-private:
- QVector<MaterialParameterGathererJobPtr> m_materialParameterGathererJobs;
- Renderer *m_renderer;
- FrameGraphNode *m_leafNode;
-};
-
-} // anonymous
-
-RenderViewBuilder::RenderViewBuilder(Render::FrameGraphNode *leafNode, int renderViewIndex, Renderer *renderer)
- : m_leafNode(leafNode)
- , m_renderViewIndex(renderViewIndex)
- , m_renderer(renderer)
- , m_layerCacheNeedsToBeRebuilt(false)
- , m_materialGathererCacheNeedsToBeRebuilt(false)
- , m_renderCommandCacheNeedsToBeRebuilt(false)
- , m_renderViewJob(RenderViewInitializerJobPtr::create())
- , m_filterEntityByLayerJob()
- , m_frustumCullingJob(new Render::FrustumCullingJob())
- , m_syncPreFrustumCullingJob(SynchronizerJobPtr::create(SyncPreFrustumCulling(m_renderViewJob, m_frustumCullingJob), JobTypes::SyncFrustumCulling))
- , m_setClearDrawBufferIndexJob(SynchronizerJobPtr::create(SetClearDrawBufferIndex(m_renderViewJob), JobTypes::ClearBufferDrawIndex))
- , m_syncFilterEntityByLayerJob()
- , m_filterProximityJob(Render::FilterProximityDistanceJobPtr::create())
-{
-}
-
-RenderViewInitializerJobPtr RenderViewBuilder::renderViewJob() const
-{
- return m_renderViewJob;
-}
-
-FilterLayerEntityJobPtr RenderViewBuilder::filterEntityByLayerJob() const
-{
- return m_filterEntityByLayerJob;
-}
-
-FrustumCullingJobPtr RenderViewBuilder::frustumCullingJob() const
-{
- return m_frustumCullingJob;
-}
-
-QVector<RenderViewCommandUpdaterJobPtr> RenderViewBuilder::renderViewCommandUpdaterJobs() const
-{
- return m_renderViewCommandUpdaterJobs;
-}
-
-QVector<RenderViewCommandBuilderJobPtr> RenderViewBuilder::renderViewCommandBuilderJobs() const
-{
- return m_renderViewCommandBuilderJobs;
-}
-
-QVector<MaterialParameterGathererJobPtr> RenderViewBuilder::materialGathererJobs() const
-{
- return m_materialGathererJobs;
-}
-
-SynchronizerJobPtr RenderViewBuilder::syncRenderViewPostInitializationJob() const
-{
- return m_syncRenderViewPostInitializationJob;
-}
-
-SynchronizerJobPtr RenderViewBuilder::syncPreFrustumCullingJob() const
-{
- return m_syncPreFrustumCullingJob;
-}
-
-SynchronizerJobPtr RenderViewBuilder::syncRenderViewPreCommandBuildingJob() const
-{
- return m_syncRenderViewPreCommandBuildingJob;
-}
-
-SynchronizerJobPtr RenderViewBuilder::syncRenderViewPreCommandUpdateJob() const
-{
- return m_syncRenderViewPreCommandUpdateJob;
-}
-
-SynchronizerJobPtr RenderViewBuilder::syncRenderViewPostCommandUpdateJob() const
-{
- return m_syncRenderViewPostCommandUpdateJob;
-}
-
-SynchronizerJobPtr RenderViewBuilder::setClearDrawBufferIndexJob() const
-{
- return m_setClearDrawBufferIndexJob;
-}
-
-SynchronizerJobPtr RenderViewBuilder::syncFilterEntityByLayerJob() const
-{
- return m_syncFilterEntityByLayerJob;
-}
-
-SynchronizerJobPtr RenderViewBuilder::syncMaterialGathererJob() const
-{
- return m_syncMaterialGathererJob;
-}
-
-FilterProximityDistanceJobPtr RenderViewBuilder::filterProximityJob() const
-{
- return m_filterProximityJob;
-}
-
-void RenderViewBuilder::prepareJobs()
-{
- // Init what we can here
- m_filterProximityJob->setManager(m_renderer->nodeManagers());
- m_frustumCullingJob->setRoot(m_renderer->sceneRoot());
-
- if (m_renderCommandCacheNeedsToBeRebuilt) {
-
- m_renderViewCommandBuilderJobs.reserve(RenderViewBuilder::m_optimalParallelJobCount);
- for (auto i = 0; i < RenderViewBuilder::m_optimalParallelJobCount; ++i) {
- auto renderViewCommandBuilder = Render::RenderViewCommandBuilderJobPtr::create();
- m_renderViewCommandBuilderJobs.push_back(renderViewCommandBuilder);
- }
- m_syncRenderViewPreCommandBuildingJob = SynchronizerJobPtr::create(SyncPreCommandBuilding(m_renderViewJob,
- m_renderViewCommandBuilderJobs,
- m_renderer,
- m_leafNode),
- JobTypes::SyncRenderViewPreCommandBuilding);
- }
-
- m_renderViewJob->setRenderer(m_renderer);
- m_renderViewJob->setFrameGraphLeafNode(m_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_renderViewCommandUpdaterJobs.reserve(RenderViewBuilder::m_optimalParallelJobCount);
- for (auto i = 0; i < RenderViewBuilder::m_optimalParallelJobCount; ++i) {
- auto renderViewCommandUpdater = Render::RenderViewCommandUpdaterJobPtr::create();
- renderViewCommandUpdater->setRenderer(m_renderer);
- m_renderViewCommandUpdaterJobs.push_back(renderViewCommandUpdater);
- }
-
- if (m_materialGathererCacheNeedsToBeRebuilt) {
- // 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());
- 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_syncMaterialGathererJob = SynchronizerJobPtr::create(SyncMaterialParameterGatherer(m_materialGathererJobs,
- m_renderer,
- m_leafNode),
- JobTypes::SyncMaterialGatherer);
- }
-
- if (m_layerCacheNeedsToBeRebuilt) {
- m_filterEntityByLayerJob = Render::FilterLayerEntityJobPtr::create();
- m_filterEntityByLayerJob->setManager(m_renderer->nodeManagers());
- m_syncFilterEntityByLayerJob = SynchronizerJobPtr::create(SyncFilterEntityByLayer(m_filterEntityByLayerJob,
- m_renderer,
- m_leafNode),
- JobTypes::SyncFilterEntityByLayer);
- }
-
- m_syncRenderViewPreCommandUpdateJob = SynchronizerJobPtr::create(SyncRenderViewPreCommandUpdate(m_renderViewJob,
- m_frustumCullingJob,
- m_filterProximityJob,
- m_materialGathererJobs,
- m_renderViewCommandUpdaterJobs,
- m_renderViewCommandBuilderJobs,
- m_renderer,
- m_leafNode,
- m_renderCommandCacheNeedsToBeRebuilt),
- JobTypes::SyncRenderViewPreCommandUpdate);
-
- m_syncRenderViewPostCommandUpdateJob = SynchronizerJobPtr::create(SyncRenderViewPostCommandUpdate(m_renderViewJob,
- m_renderViewCommandUpdaterJobs,
- m_renderer),
- JobTypes::SyncRenderViewPostCommandUpdate);
-
- m_syncRenderViewPostInitializationJob = SynchronizerJobPtr::create(SyncRenderViewPostInitialization(m_renderViewJob,
- m_frustumCullingJob,
- m_filterEntityByLayerJob,
- m_filterProximityJob,
- m_materialGathererJobs,
- m_renderViewCommandUpdaterJobs,
- m_renderViewCommandBuilderJobs),
- JobTypes::SyncRenderViewInitialization);
-}
-
-QVector<Qt3DCore::QAspectJobPtr> RenderViewBuilder::buildJobHierachy() const
-{
- QVector<Qt3DCore::QAspectJobPtr> jobs;
-
- jobs.reserve(m_materialGathererJobs.size() + m_renderViewCommandUpdaterJobs.size() + 11);
-
- // Set dependencies
-
- // Finish the skinning palette job before processing renderviews
- // TODO: Maybe only update skinning palettes for non-culled entities
- m_renderViewJob->addDependency(m_renderer->updateSkinningPaletteJob());
-
- m_syncPreFrustumCullingJob->addDependency(m_renderer->updateWorldTransformJob());
- m_syncPreFrustumCullingJob->addDependency(m_renderer->updateShaderDataTransformJob());
- m_syncPreFrustumCullingJob->addDependency(m_syncRenderViewPostInitializationJob);
-
- m_frustumCullingJob->addDependency(m_renderer->expandBoundingVolumeJob());
- m_frustumCullingJob->addDependency(m_syncPreFrustumCullingJob);
-
- m_setClearDrawBufferIndexJob->addDependency(m_syncRenderViewPostInitializationJob);
-
- m_syncRenderViewPostInitializationJob->addDependency(m_renderViewJob);
-
- m_filterProximityJob->addDependency(m_renderer->expandBoundingVolumeJob());
- m_filterProximityJob->addDependency(m_syncRenderViewPostInitializationJob);
-
- m_syncRenderViewPreCommandUpdateJob->addDependency(m_syncRenderViewPostInitializationJob);
- m_syncRenderViewPreCommandUpdateJob->addDependency(m_filterProximityJob);
- m_syncRenderViewPreCommandUpdateJob->addDependency(m_frustumCullingJob);
-
- // Ensure the RenderThread won't be able to process dirtyResources
- // before they have been completely gathered
- m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->introspectShadersJob());
- m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->bufferGathererJob());
- m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->textureGathererJob());
- m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->cacheLightJob());
-
- for (const auto &renderViewCommandUpdater : qAsConst(m_renderViewCommandUpdaterJobs)) {
- renderViewCommandUpdater->addDependency(m_syncRenderViewPreCommandUpdateJob);
- m_syncRenderViewPostCommandUpdateJob->addDependency(renderViewCommandUpdater);
- }
-
- m_renderer->frameCleanupJob()->addDependency(m_syncRenderViewPostCommandUpdateJob);
- m_renderer->frameCleanupJob()->addDependency(m_setClearDrawBufferIndexJob);
-
- // Add jobs
- jobs.push_back(m_renderViewJob); // Step 1
-
- jobs.push_back(m_syncRenderViewPostInitializationJob); // Step 2
-
- if (m_renderCommandCacheNeedsToBeRebuilt) { // Step 3
- m_syncRenderViewPreCommandBuildingJob->addDependency(m_renderer->cacheComputableEntitiesJob());
- m_syncRenderViewPreCommandBuildingJob->addDependency(m_renderer->cacheRenderableEntitiesJob());
- m_syncRenderViewPreCommandBuildingJob->addDependency(m_syncRenderViewPostInitializationJob);
-
- if (m_materialGathererCacheNeedsToBeRebuilt)
- m_syncRenderViewPreCommandBuildingJob->addDependency(m_syncMaterialGathererJob);
-
- jobs.push_back(m_syncRenderViewPreCommandBuildingJob);
-
- for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewCommandBuilderJobs)) {
- renderViewCommandBuilder->addDependency(m_syncRenderViewPreCommandBuildingJob);
- m_syncRenderViewPreCommandUpdateJob->addDependency(renderViewCommandBuilder);
- jobs.push_back(renderViewCommandBuilder);
- }
- }
-
- if (m_layerCacheNeedsToBeRebuilt) {
- m_filterEntityByLayerJob->addDependency(m_renderer->updateEntityLayersJob());
- m_filterEntityByLayerJob->addDependency(m_syncRenderViewPostInitializationJob);
- m_filterEntityByLayerJob->addDependency(m_renderer->updateTreeEnabledJob());
-
- m_syncFilterEntityByLayerJob->addDependency(m_filterEntityByLayerJob);
- m_syncRenderViewPreCommandUpdateJob->addDependency(m_syncFilterEntityByLayerJob);
-
- jobs.push_back(m_filterEntityByLayerJob); // Step 3
- jobs.push_back(m_syncFilterEntityByLayerJob); // Step 4
- }
- jobs.push_back(m_syncPreFrustumCullingJob); // Step 3
- jobs.push_back(m_filterProximityJob); // Step 3
- jobs.push_back(m_setClearDrawBufferIndexJob); // Step 3
-
- if (m_materialGathererCacheNeedsToBeRebuilt) {
- for (const auto &materialGatherer : qAsConst(m_materialGathererJobs)) {
- materialGatherer->addDependency(m_syncRenderViewPostInitializationJob);
- materialGatherer->addDependency(m_renderer->introspectShadersJob());
- materialGatherer->addDependency(m_renderer->filterCompatibleTechniqueJob());
- jobs.push_back(materialGatherer); // Step3
- m_syncMaterialGathererJob->addDependency(materialGatherer);
- }
- m_syncRenderViewPreCommandUpdateJob->addDependency(m_syncMaterialGathererJob);
-
- jobs.push_back(m_syncMaterialGathererJob); // Step 3
- }
-
- jobs.push_back(m_frustumCullingJob); // Step 4
- jobs.push_back(m_syncRenderViewPreCommandUpdateJob); // Step 5
-
- // Build RenderCommands or Update RenderCommand Uniforms
- for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewCommandUpdaterJobs)) // Step 6
- jobs.push_back(renderViewCommandBuilder);
-
- jobs.push_back(m_syncRenderViewPostCommandUpdateJob); // Step 7
-
- return jobs;
-}
-
-Renderer *RenderViewBuilder::renderer() const
-{
- return m_renderer;
-}
-
-int RenderViewBuilder::renderViewIndex() const
-{
- return m_renderViewIndex;
-}
-
-void RenderViewBuilder::setLayerCacheNeedsToBeRebuilt(bool needsToBeRebuilt)
-{
- m_layerCacheNeedsToBeRebuilt = needsToBeRebuilt;
-}
-
-bool RenderViewBuilder::layerCacheNeedsToBeRebuilt() const
-{
- return m_layerCacheNeedsToBeRebuilt;
-}
-
-void RenderViewBuilder::setMaterialGathererCacheNeedsToBeRebuilt(bool needsToBeRebuilt)
-{
- m_materialGathererCacheNeedsToBeRebuilt = needsToBeRebuilt;
-}
-
-bool RenderViewBuilder::materialGathererCacheNeedsToBeRebuilt() const
-{
- return m_materialGathererCacheNeedsToBeRebuilt;
-}
-
-void RenderViewBuilder::setRenderCommandCacheNeedsToBeRebuilt(bool needsToBeRebuilt)
-{
- m_renderCommandCacheNeedsToBeRebuilt = needsToBeRebuilt;
-}
-
-bool RenderViewBuilder::renderCommandCacheNeedsToBeRebuilt() const
-{
- return m_renderCommandCacheNeedsToBeRebuilt;
-}
-
-int RenderViewBuilder::optimalJobCount()
-{
- return RenderViewBuilder::m_optimalParallelJobCount;
-}
-
-QVector<Entity *> RenderViewBuilder::entitiesInSubset(const QVector<Entity *> &entities, const QVector<Entity *> &subset)
-{
- QVector<Entity *> intersection;
- intersection.reserve(qMin(entities.size(), subset.size()));
- std::set_intersection(entities.begin(), entities.end(),
- subset.begin(), subset.end(),
- std::back_inserter(intersection));
-
- return intersection;
-}
-
-} // Render
-
-} // Qt3DRender
-
-QT_END_NAMESPACE