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authorPaul Lemire <paul.lemire@kdab.com>2017-06-02 08:45:55 +0200
committerPaul Lemire <paul.lemire@kdab.com>2018-03-19 07:49:27 +0000
commit34f6d8a88677cffa44be05da7e1e2da0cfc2f3b4 (patch)
treed95b8632aa5a895b1eaa3cbb14891758923d93c9 /src/render/renderers/opengl/renderer
parente28192812168b676b57dc505b31eed3bfcba0e67 (diff)
Move Renderer specific classes into new folder
This is another step toward isolating the renderer from the render aspect Change-Id: I4031675b961d6645b65bbe05cf62d150993038b0 Task-number: QTBUG-61151 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/render/renderers/opengl/renderer')
-rw-r--r--src/render/renderers/opengl/renderer/commandthread.cpp195
-rw-r--r--src/render/renderers/opengl/renderer/commandthread_p.h115
-rw-r--r--src/render/renderers/opengl/renderer/glcommands.cpp67
-rw-r--r--src/render/renderers/opengl/renderer/glcommands_p.h89
-rw-r--r--src/render/renderers/opengl/renderer/openglvertexarrayobject.cpp160
-rw-r--r--src/render/renderers/opengl/renderer/openglvertexarrayobject_p.h110
-rw-r--r--src/render/renderers/opengl/renderer/rendercommand.cpp76
-rw-r--r--src/render/renderers/opengl/renderer/rendercommand_p.h130
-rw-r--r--src/render/renderers/opengl/renderer/renderer.cpp2067
-rw-r--r--src/render/renderers/opengl/renderer/renderer.pri27
-rw-r--r--src/render/renderers/opengl/renderer/renderer_p.h405
-rw-r--r--src/render/renderers/opengl/renderer/renderercache_p.h87
-rw-r--r--src/render/renderers/opengl/renderer/renderqueue.cpp133
-rw-r--r--src/render/renderers/opengl/renderer/renderqueue_p.h102
-rw-r--r--src/render/renderers/opengl/renderer/renderview.cpp1108
-rw-r--r--src/render/renderers/opengl/renderer/renderview_p.h392
-rw-r--r--src/render/renderers/opengl/renderer/renderviewbuilder.cpp672
-rw-r--r--src/render/renderers/opengl/renderer/renderviewbuilder_p.h149
-rw-r--r--src/render/renderers/opengl/renderer/shaderparameterpack.cpp100
-rw-r--r--src/render/renderers/opengl/renderer/shaderparameterpack_p.h145
-rw-r--r--src/render/renderers/opengl/renderer/shadervariables_p.h152
21 files changed, 6481 insertions, 0 deletions
diff --git a/src/render/renderers/opengl/renderer/commandthread.cpp b/src/render/renderers/opengl/renderer/commandthread.cpp
new file mode 100644
index 000000000..387fc1113
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/commandthread.cpp
@@ -0,0 +1,195 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 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 "commandthread_p.h"
+#include <Qt3DRender/private/glcommands_p.h>
+#include <Qt3DRender/private/offscreensurfacehelper_p.h>
+#include <Qt3DRender/private/graphicscontext_p.h>
+#include <Qt3DRender/private/shadercache_p.h>
+#include <QOpenGLContext>
+#include <QOffscreenSurface>
+#include <QDebug>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+namespace Render {
+
+CommandThread::CommandThread(Renderer *renderer)
+ : QThread()
+ , m_renderer(renderer)
+ , m_waitForStartSemaphore(0)
+ , m_initializedSemaphore(0)
+ , m_commandRequestedSemaphore(0)
+ , m_commandExecutionSemaphore(0)
+ , m_mainContext(nullptr)
+ , m_shaderCache(nullptr)
+ , m_offsreenSurfaceHelper(nullptr)
+ , m_currentCommand(nullptr)
+ , m_running(0)
+{
+}
+
+CommandThread::~CommandThread()
+{
+}
+
+void CommandThread::setShaderCache(ShaderCache *shaderCache)
+{
+ m_shaderCache = shaderCache;
+}
+
+// Called by RenderThread or MainThread (Scene3d)
+void CommandThread::initialize(QOpenGLContext *mainContext, OffscreenSurfaceHelper *offsreenSurfaceHelper)
+{
+ // Start the thread
+ start();
+
+ // Wait for thread to be started
+ m_waitForStartSemaphore.acquire();
+
+ m_mainContext = mainContext;
+ m_offsreenSurfaceHelper = offsreenSurfaceHelper;
+ Q_ASSERT(m_mainContext && offsreenSurfaceHelper);
+ m_running.fetchAndStoreOrdered(1);
+
+ // Allow thread to proceed
+ m_initializedSemaphore.release();
+}
+
+// Called by RenderThread or MainThread (Scene3D)
+void CommandThread::shutdown()
+{
+ m_running.fetchAndStoreOrdered(0);
+
+ // Unblock thread
+ m_commandRequestedSemaphore.release(1);
+
+ // Wait for thread to exit
+ wait();
+
+ // Reset semaphores (in case we ever want to restart)
+ m_waitForStartSemaphore.acquire(m_waitForStartSemaphore.available());
+ m_initializedSemaphore.acquire(m_initializedSemaphore.available());
+ m_commandRequestedSemaphore.acquire(m_commandRequestedSemaphore.available());
+ m_commandExecutionSemaphore.acquire(m_commandExecutionSemaphore.available());
+ m_localContext.reset();
+}
+
+// Any thread can call this, this is a blocking command
+void CommandThread::executeCommand(GLCommand *command)
+{
+ if (!isRunning())
+ return;
+
+ // We lock to prevent any other call to executeCommand to be executed
+ // before we have received the result of our command
+ m_blockingCallerMutex.lock();
+
+ // Store command to be executed
+ m_currentCommand = command;
+
+ // Allow thread to proceed and execute command
+ m_commandRequestedSemaphore.release();
+
+ // Wait for thread to be done
+ m_commandExecutionSemaphore.acquire();
+
+ // Reset command
+ m_currentCommand = nullptr;
+
+ // Unlock blocking semaphore so that other calls to executeCommand
+ // can proceed
+ m_blockingCallerMutex.unlock();
+}
+
+void CommandThread::run()
+{
+ // Allow initialize to proceed
+ m_waitForStartSemaphore.release();
+
+ // Wait for initialize to be completed
+ m_initializedSemaphore.acquire();
+
+ Q_ASSERT(m_mainContext && m_shaderCache);
+
+ // Initialize shared context and resources for the thread
+ m_localContext.reset(new QOpenGLContext());
+ m_localContext->setShareContext(m_mainContext);
+ m_localContext->create();
+
+ // Initialize GraphicsContext
+ m_graphicsContext.reset(new GraphicsContext());
+ m_graphicsContext->setShaderCache(m_shaderCache);
+ m_graphicsContext->setOpenGLContext(m_localContext.data());
+
+ bool initialized = false;
+ while (true) {
+
+ // Wait for command
+ m_commandRequestedSemaphore.acquire();
+
+ // Are we still running?
+ if (!m_running.load()) {
+ m_graphicsContext->doneCurrent();
+ // to prevent executeCommand being locked
+ m_commandExecutionSemaphore.release();
+ break;
+ }
+
+ if (Q_UNLIKELY(!initialized)) {
+ QOffscreenSurface *offscreenSurface = m_offsreenSurfaceHelper->offscreenSurface();
+ Q_ASSERT(offscreenSurface);
+ m_graphicsContext->makeCurrent(offscreenSurface);
+ initialized = true;
+ }
+
+ m_currentCommand->execute(m_renderer, m_graphicsContext.data());
+
+ // Allow caller to proceed as we are done with the command
+ m_commandExecutionSemaphore.release();
+ }
+}
+
+} // Render
+
+} // Qt3DRender
+
+QT_END_NAMESPACE
diff --git a/src/render/renderers/opengl/renderer/commandthread_p.h b/src/render/renderers/opengl/renderer/commandthread_p.h
new file mode 100644
index 000000000..0508675c4
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/commandthread_p.h
@@ -0,0 +1,115 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DRENDER_RENDER_COMMANDTHREAD_P_H
+#define QT3DRENDER_RENDER_COMMANDTHREAD_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of other Qt classes. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <QtCore/QThread>
+#include <QtCore/QSemaphore>
+#include <QtCore/QMutex>
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGLContext;
+
+namespace Qt3DRender {
+
+namespace Render {
+
+class Renderer;
+class GLCommand;
+class OffscreenSurfaceHelper;
+class GraphicsContext;
+class ShaderCache;
+
+class CommandThread : public QThread
+{
+ Q_OBJECT
+public:
+ explicit CommandThread(Renderer *renderer);
+ ~CommandThread();
+
+ Render::Renderer* renderer() const { return m_renderer; }
+
+ void setShaderCache(ShaderCache *shaderCache);
+ ShaderCache *shaderCache() const { return m_shaderCache; }
+
+ void initialize(QOpenGLContext *mainContext, OffscreenSurfaceHelper *offsreenSurfaceHelper);
+ void shutdown();
+
+ void executeCommand(GLCommand *command);
+
+private:
+ void run() override;
+ void executeCommandInternal(Qt3DRender::Render::GLCommand *command);
+
+private:
+ Renderer* m_renderer;
+ QSemaphore m_waitForStartSemaphore;
+ QSemaphore m_initializedSemaphore;
+ QSemaphore m_commandRequestedSemaphore;
+ QSemaphore m_commandExecutionSemaphore;
+ QMutex m_blockingCallerMutex;
+ QOpenGLContext *m_mainContext;
+ ShaderCache *m_shaderCache;
+ OffscreenSurfaceHelper *m_offsreenSurfaceHelper;
+ QScopedPointer<QOpenGLContext> m_localContext;
+ QScopedPointer<GraphicsContext> m_graphicsContext;
+ GLCommand *m_currentCommand;
+ QAtomicInt m_running;
+};
+
+} // Render
+
+} // Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // QT3DRENDER_RENDER_COMMANDTHREAD_P_H
diff --git a/src/render/renderers/opengl/renderer/glcommands.cpp b/src/render/renderers/opengl/renderer/glcommands.cpp
new file mode 100644
index 000000000..fd7ee9fe8
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/glcommands.cpp
@@ -0,0 +1,67 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 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 "glcommands_p.h"
+#include <Qt3DRender/private/renderer_p.h>
+#include <Qt3DRender/private/graphicscontext_p.h>
+#include <Qt3DRender/private/nodemanagers_p.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+namespace Render {
+
+LoadShaderCommand::LoadShaderCommand(Shader *shader)
+ : m_shader(shader)
+{
+ Q_ASSERT(m_shader);
+}
+
+void LoadShaderCommand::execute(Renderer *renderer, GraphicsContext *ctx)
+{
+ NodeManagers *nodeManagers = renderer->nodeManagers();
+ ctx->loadShader(m_shader, nodeManagers->shaderManager());
+}
+
+} // Render
+
+} // Qt3DRender
+
+QT_END_NAMESPACE
diff --git a/src/render/renderers/opengl/renderer/glcommands_p.h b/src/render/renderers/opengl/renderer/glcommands_p.h
new file mode 100644
index 000000000..5ed360759
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/glcommands_p.h
@@ -0,0 +1,89 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DRENDER_RENDER_GLCOMMANDS_P_H
+#define QT3DRENDER_RENDER_GLCOMMANDS_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of other Qt classes. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <Qt3DRender/qt3drender_global.h>
+
+QT_BEGIN_NAMESPACE
+
+
+namespace Qt3DRender {
+
+namespace Render {
+
+class GraphicsContext;
+class Renderer;
+class Shader;
+
+class GLCommand
+{
+public:
+ virtual void execute(Renderer *renderer, GraphicsContext *ctx) = 0;
+};
+
+class Q_AUTOTEST_EXPORT LoadShaderCommand : public GLCommand
+{
+public:
+ explicit LoadShaderCommand(Shader *shader);
+ Shader *shader() const { return m_shader; }
+ void execute(Renderer *renderer, GraphicsContext *ctx) Q_DECL_OVERRIDE;
+
+private:
+ Shader *m_shader = nullptr;
+};
+} // Render
+
+} // Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // QT3DRENDER_RENDER_GLCOMMANDS_P_H
diff --git a/src/render/renderers/opengl/renderer/openglvertexarrayobject.cpp b/src/render/renderers/opengl/renderer/openglvertexarrayobject.cpp
new file mode 100644
index 000000000..0c4fd8c9d
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/openglvertexarrayobject.cpp
@@ -0,0 +1,160 @@
+/****************************************************************************
+**
+** 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 "openglvertexarrayobject_p.h"
+#include <Qt3DRender/private/submissioncontext_p.h>
+#include <Qt3DRender/private/renderer_p.h>
+#include <Qt3DRender/private/nodemanagers_p.h>
+#include <Qt3DRender/private/managers_p.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+namespace Render {
+
+OpenGLVertexArrayObject::OpenGLVertexArrayObject()
+ : m_ctx(nullptr)
+ , m_specified(false)
+ , m_supportsVao(false)
+{}
+
+void OpenGLVertexArrayObject::bind()
+{
+ Q_ASSERT(m_ctx);
+ if (m_supportsVao) {
+ Q_ASSERT(!m_vao.isNull());
+ Q_ASSERT(m_vao->isCreated());
+ m_vao->bind();
+ } else {
+ // Unbind any other VAO that may have been bound and not released correctly
+ if (m_ctx->m_currentVAO != nullptr && m_ctx->m_currentVAO != this)
+ m_ctx->m_currentVAO->release();
+
+ m_ctx->m_currentVAO = this;
+ // We need to specify array and vertex attributes
+ for (const SubmissionContext::VAOVertexAttribute &attr : qAsConst(m_vertexAttributes))
+ m_ctx->enableAttribute(attr);
+ if (!m_indexAttribute.isNull())
+ m_ctx->bindGLBuffer(m_ctx->m_renderer->nodeManagers()->glBufferManager()->data(m_indexAttribute),
+ GLBuffer::IndexBuffer);
+ }
+}
+
+void OpenGLVertexArrayObject::release()
+{
+ Q_ASSERT(m_ctx);
+ if (m_supportsVao) {
+ Q_ASSERT(!m_vao.isNull());
+ Q_ASSERT(m_vao->isCreated());
+ m_vao->release();
+ } else {
+ if (m_ctx->m_currentVAO == this) {
+ for (const SubmissionContext::VAOVertexAttribute &attr : qAsConst(m_vertexAttributes))
+ m_ctx->disableAttribute(attr);
+ m_ctx->m_currentVAO = nullptr;
+ }
+ }
+}
+
+// called from Render thread
+void OpenGLVertexArrayObject::create(SubmissionContext *ctx, const VAOIdentifier &key)
+{
+ QMutexLocker lock(&m_mutex);
+
+ Q_ASSERT(!m_ctx && !m_vao);
+
+ m_ctx = ctx;
+ m_supportsVao = m_ctx->supportsVAO();
+ if (m_supportsVao) {
+ m_vao.reset(new QOpenGLVertexArrayObject());
+ m_vao->create();
+ }
+ m_owners = key;
+}
+
+// called from Render thread
+void OpenGLVertexArrayObject::destroy()
+{
+ QMutexLocker locker(&m_mutex);
+
+ Q_ASSERT(m_ctx);
+ cleanup();
+}
+
+void OpenGLVertexArrayObject::cleanup()
+{
+ m_vao.reset();
+ m_ctx = nullptr;
+ m_specified = false;
+ m_supportsVao = false;
+ m_indexAttribute = SubmissionContext::VAOIndexAttribute();
+ m_vertexAttributes.clear();
+}
+
+// called from job
+bool OpenGLVertexArrayObject::isAbandoned(GeometryManager *geomMgr, ShaderManager *shaderMgr)
+{
+ QMutexLocker lock(&m_mutex);
+
+ if (!m_ctx)
+ return false;
+
+ const bool geometryExists = (geomMgr->data(m_owners.first) != nullptr);
+ const bool shaderExists = (shaderMgr->data(m_owners.second) != nullptr);
+
+ return !geometryExists || !shaderExists;
+}
+
+void OpenGLVertexArrayObject::saveVertexAttribute(const SubmissionContext::VAOVertexAttribute &attr)
+{
+ // Remove any vertexAttribute already at location
+ for (auto i = m_vertexAttributes.size() - 1; i >= 0; --i) {
+ if (m_vertexAttributes.at(i).location == attr.location) {
+ m_vertexAttributes.removeAt(i);
+ break;
+ }
+ }
+ m_vertexAttributes.push_back(attr);
+}
+
+
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
diff --git a/src/render/renderers/opengl/renderer/openglvertexarrayobject_p.h b/src/render/renderers/opengl/renderer/openglvertexarrayobject_p.h
new file mode 100644
index 000000000..eee837221
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/openglvertexarrayobject_p.h
@@ -0,0 +1,110 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef OPENGLVERTEXARRAYOBJECT_H
+#define OPENGLVERTEXARRAYOBJECT_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of other Qt classes. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <QtGui/qopenglvertexarrayobject.h>
+#include <Qt3DRender/private/submissioncontext_p.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+namespace Render {
+
+class GeometryManager;
+class ShaderManager;
+
+typedef QPair<HGeometry, HShader> VAOIdentifier;
+
+class OpenGLVertexArrayObject
+{
+public:
+ OpenGLVertexArrayObject();
+
+ void bind();
+ void release();
+
+ void create(SubmissionContext *ctx, const VAOIdentifier &key);
+ void destroy();
+ void cleanup();
+
+ bool isAbandoned(GeometryManager *geomMgr, ShaderManager *shaderMgr);
+
+ QOpenGLVertexArrayObject *vao() { return m_vao.data(); }
+ const QOpenGLVertexArrayObject *vao() const { return m_vao.data(); }
+
+ void setSpecified(bool b) { m_specified = b; }
+ bool isSpecified() const { return m_specified; }
+
+
+private:
+ QMutex m_mutex;
+ SubmissionContext *m_ctx;
+ QScopedPointer<QOpenGLVertexArrayObject> m_vao;
+ bool m_specified;
+ bool m_supportsVao;
+ VAOIdentifier m_owners;
+
+ friend class SubmissionContext;
+
+ void saveVertexAttribute(const SubmissionContext::VAOVertexAttribute &attr);
+ inline void saveIndexAttribute(HGLBuffer glBufferHandle) { m_indexAttribute = glBufferHandle; }
+
+ QVector<SubmissionContext::VAOVertexAttribute> m_vertexAttributes;
+ SubmissionContext::VAOIndexAttribute m_indexAttribute;
+};
+
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // OPENGLVERTEXARRAYOBJECT_H
diff --git a/src/render/renderers/opengl/renderer/rendercommand.cpp b/src/render/renderers/opengl/renderer/rendercommand.cpp
new file mode 100644
index 000000000..e60b17668
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/rendercommand.cpp
@@ -0,0 +1,76 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 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 "rendercommand_p.h"
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+namespace Render {
+
+RenderCommand::RenderCommand()
+ : m_stateSet(nullptr)
+ , m_depth(0.0f)
+ , m_changeCost(0)
+ , m_type(RenderCommand::Draw)
+ , m_primitiveCount(0)
+ , m_primitiveType(QGeometryRenderer::Triangles)
+ , m_restartIndexValue(-1)
+ , m_firstInstance(0)
+ , m_firstVertex(0)
+ , m_verticesPerPatch(0)
+ , m_instanceCount(0)
+ , m_indexOffset(0)
+ , m_indexAttributeByteOffset(0)
+ , m_indexAttributeDataType(GL_UNSIGNED_SHORT)
+ , m_indirectAttributeByteOffset(0)
+ , m_drawIndexed(false)
+ , m_drawIndirect(false)
+ , m_primitiveRestartEnabled(false)
+ , m_isValid(false)
+{
+ m_workGroups[0] = 0;
+ m_workGroups[1] = 0;
+ m_workGroups[2] = 0;
+}
+
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
diff --git a/src/render/renderers/opengl/renderer/rendercommand_p.h b/src/render/renderers/opengl/renderer/rendercommand_p.h
new file mode 100644
index 000000000..67e02d35b
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/rendercommand_p.h
@@ -0,0 +1,130 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
+** 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DRENDER_RENDER_RENDERCOMMAND_H
+#define QT3DRENDER_RENDER_RENDERCOMMAND_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of other Qt classes. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <qglobal.h>
+#include <Qt3DRender/private/shaderparameterpack_p.h>
+#include <Qt3DRender/private/handle_types_p.h>
+#include <Qt3DRender/qgeometryrenderer.h>
+#include <QOpenGLShaderProgram>
+#include <QOpenGLTexture>
+#include <QMatrix4x4>
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGLVertexArrayObject;
+
+namespace Qt3DRender {
+
+namespace Render {
+
+class RenderStateSet;
+
+class Q_AUTOTEST_EXPORT RenderCommand
+{
+public:
+ RenderCommand();
+
+ HVao m_vao; // VAO used during the submission step to store all states and VBOs
+ HShader m_shader; // Shader for given pass and mesh
+ HMaterial m_material; // Purely used to ease sorting (minimize stage changes, binding changes ....)
+ ShaderParameterPack m_parameterPack; // Might need to be reworked so as to be able to destroy the
+ // Texture while submission is happening.
+ RenderStateSet *m_stateSet;
+
+ HGeometry m_geometry;
+ HGeometryRenderer m_geometryRenderer;
+
+ HBuffer m_indirectDrawBuffer; // Reference to indirect draw buffer (valid only m_drawIndirect == true)
+
+ // A QAttribute pack might be interesting
+ // This is a temporary fix in the meantime, to remove the hacked methods in Technique
+ QVector<int> m_attributes;
+
+ float m_depth;
+ int m_changeCost;
+ uint m_shaderDna;
+
+ enum CommandType {
+ Draw,
+ Compute
+ };
+
+ CommandType m_type;
+ int m_workGroups[3];
+
+ // Values filled for draw calls
+ GLsizei m_primitiveCount;
+ QGeometryRenderer::PrimitiveType m_primitiveType;
+ int m_restartIndexValue;
+ int m_firstInstance;
+ int m_firstVertex;
+ int m_verticesPerPatch;
+ int m_instanceCount;
+ int m_indexOffset;
+ uint m_indexAttributeByteOffset;
+ GLint m_indexAttributeDataType;
+ uint m_indirectAttributeByteOffset;
+ bool m_drawIndexed;
+ bool m_drawIndirect;
+ bool m_primitiveRestartEnabled;
+ bool m_isValid;
+};
+
+} // namespace Render
+
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // QT3DRENDER_RENDER_RENDERCOMMAND_H
diff --git a/src/render/renderers/opengl/renderer/renderer.cpp b/src/render/renderers/opengl/renderer/renderer.cpp
new file mode 100644
index 000000000..2611fb6cc
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/renderer.cpp
@@ -0,0 +1,2067 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
+** 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 "renderer_p.h"
+
+#include <Qt3DCore/qentity.h>
+
+#include <Qt3DRender/qmaterial.h>
+#include <Qt3DRender/qmesh.h>
+#include <Qt3DRender/qrenderpass.h>
+#include <Qt3DRender/qshaderprogram.h>
+#include <Qt3DRender/qtechnique.h>
+#include <Qt3DRender/qrenderaspect.h>
+#include <Qt3DRender/qeffect.h>
+
+#include <Qt3DRender/private/qsceneimporter_p.h>
+#include <Qt3DRender/private/renderstates_p.h>
+#include <Qt3DRender/private/cameraselectornode_p.h>
+#include <Qt3DRender/private/framegraphvisitor_p.h>
+#include <Qt3DRender/private/graphicscontext_p.h>
+#include <Qt3DRender/private/cameralens_p.h>
+#include <Qt3DRender/private/rendercommand_p.h>
+#include <Qt3DRender/private/entity_p.h>
+#include <Qt3DRender/private/renderlogging_p.h>
+#include <Qt3DRender/private/material_p.h>
+#include <Qt3DRender/private/renderpassfilternode_p.h>
+#include <Qt3DRender/private/renderqueue_p.h>
+#include <Qt3DRender/private/shader_p.h>
+#include <Qt3DRender/private/buffer_p.h>
+#include <Qt3DRender/private/glbuffer_p.h>
+#include <Qt3DRender/private/renderstateset_p.h>
+#include <Qt3DRender/private/technique_p.h>
+#include <Qt3DRender/private/renderthread_p.h>
+#include <Qt3DRender/private/renderview_p.h>
+#include <Qt3DRender/private/scenemanager_p.h>
+#include <Qt3DRender/private/techniquefilternode_p.h>
+#include <Qt3DRender/private/viewportnode_p.h>
+#include <Qt3DRender/private/vsyncframeadvanceservice_p.h>
+#include <Qt3DRender/private/pickeventfilter_p.h>
+#include <Qt3DRender/private/managers_p.h>
+#include <Qt3DRender/private/buffermanager_p.h>
+#include <Qt3DRender/private/nodemanagers_p.h>
+#include <Qt3DRender/private/gltexturemanager_p.h>
+#include <Qt3DRender/private/gltexture_p.h>
+#include <Qt3DRender/private/geometryrenderermanager_p.h>
+#include <Qt3DRender/private/techniquemanager_p.h>
+#include <Qt3DRender/private/openglvertexarrayobject_p.h>
+#include <Qt3DRender/private/platformsurfacefilter_p.h>
+#include <Qt3DRender/private/loadbufferjob_p.h>
+#include <Qt3DRender/private/rendercapture_p.h>
+#include <Qt3DRender/private/updatelevelofdetailjob_p.h>
+#include <Qt3DRender/private/buffercapture_p.h>
+#include <Qt3DRender/private/offscreensurfacehelper_p.h>
+#include <Qt3DRender/private/renderviewbuilder_p.h>
+#include <Qt3DRender/private/commandthread_p.h>
+#include <Qt3DRender/private/glcommands_p.h>
+
+#include <Qt3DRender/qcameralens.h>
+#include <Qt3DCore/private/qeventfilterservice_p.h>
+#include <Qt3DCore/private/qabstractaspectjobmanager_p.h>
+#include <Qt3DCore/private/qnodecreatedchangegenerator_p.h>
+
+#if QT_CONFIG(qt3d_profile_jobs)
+#include <Qt3DCore/private/aspectcommanddebugger_p.h>
+#endif
+
+#include <QStack>
+#include <QOffscreenSurface>
+#include <QSurface>
+#include <QElapsedTimer>
+#include <QLibraryInfo>
+#include <QPluginLoader>
+#include <QDir>
+#include <QUrl>
+#include <QOffscreenSurface>
+#include <QWindow>
+
+#include <QtGui/private/qopenglcontext_p.h>
+
+// For Debug purposes only
+#include <QThread>
+
+
+#if QT_CONFIG(qt3d_profile_jobs)
+#include <Qt3DCore/private/qthreadpooler_p.h>
+#include <Qt3DRender/private/job_common_p.h>
+#include <Qt3DRender/private/commandexecuter_p.h>
+#endif
+
+#include <Qt3DRender/private/frameprofiler_p.h>
+
+QT_BEGIN_NAMESPACE
+
+using namespace Qt3DCore;
+
+namespace Qt3DRender {
+namespace Render {
+/*!
+ \internal
+
+ Renderer shutdown procedure:
+
+ Since the renderer relies on the surface and OpenGLContext to perform its cleanup,
+ it is shutdown when the surface is set to nullptr
+
+ When the surface is set to nullptr this will request the RenderThread to terminate
+ and will prevent createRenderBinJobs from returning a set of jobs as there is nothing
+ more to be rendered.
+
+ In turn, this will call shutdown which will make the OpenGL context current one last time
+ to allow cleanups requiring a call to QOpenGLContext::currentContext to execute properly.
+ At the end of that function, the GraphicsContext is set to null.
+
+ At this point though, the QAspectThread is still running its event loop and will only stop
+ a short while after.
+ */
+
+Renderer::Renderer(QRenderAspect::RenderType type)
+ : m_services(nullptr)
+ , m_nodesManager(nullptr)
+ , m_renderSceneRoot(nullptr)
+ , m_defaultRenderStateSet(nullptr)
+ , m_submissionContext(nullptr)
+ , m_renderQueue(new RenderQueue())
+ , m_renderThread(type == QRenderAspect::Threaded ? new RenderThread(this) : nullptr)
+ , m_commandThread(new CommandThread(this))
+ , m_vsyncFrameAdvanceService(new VSyncFrameAdvanceService(m_renderThread != nullptr))
+ , m_waitForInitializationToBeCompleted(0)
+ , m_pickEventFilter(new PickEventFilter())
+ , m_exposed(0)
+ , m_lastFrameCorrect(0)
+ , m_glContext(nullptr)
+ , m_shareContext(nullptr)
+ , m_shaderCache(new ShaderCache())
+ , m_pickBoundingVolumeJob(PickBoundingVolumeJobPtr::create())
+ , m_rayCastingJob(RayCastingJobPtr::create())
+ , m_time(0)
+ , m_settings(nullptr)
+ , m_updateShaderDataTransformJob(Render::UpdateShaderDataTransformJobPtr::create())
+ , m_cleanupJob(Render::FrameCleanupJobPtr::create())
+ , m_worldTransformJob(Render::UpdateWorldTransformJobPtr::create())
+ , m_expandBoundingVolumeJob(Render::ExpandBoundingVolumeJobPtr::create())
+ , m_calculateBoundingVolumeJob(Render::CalculateBoundingVolumeJobPtr::create())
+ , m_updateWorldBoundingVolumeJob(Render::UpdateWorldBoundingVolumeJobPtr::create())
+ , m_updateTreeEnabledJob(Render::UpdateTreeEnabledJobPtr::create())
+ , m_sendRenderCaptureJob(Render::SendRenderCaptureJobPtr::create(this))
+ , m_sendBufferCaptureJob(Render::SendBufferCaptureJobPtr::create())
+ , m_updateSkinningPaletteJob(Render::UpdateSkinningPaletteJobPtr::create())
+ , m_updateLevelOfDetailJob(Render::UpdateLevelOfDetailJobPtr::create())
+ , m_updateMeshTriangleListJob(Render::UpdateMeshTriangleListJobPtr::create())
+ , m_filterCompatibleTechniqueJob(Render::FilterCompatibleTechniqueJobPtr::create())
+ , m_bufferGathererJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { lookForDirtyBuffers(); }, JobTypes::DirtyBufferGathering))
+ , m_vaoGathererJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { lookForAbandonedVaos(); }, JobTypes::DirtyVaoGathering))
+ , m_textureGathererJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { lookForDirtyTextures(); }, JobTypes::DirtyTextureGathering))
+ , m_introspectShaderJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { reloadDirtyShaders(); }, JobTypes::DirtyShaderGathering))
+ , m_syncTextureLoadingJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([] {}, JobTypes::SyncTextureLoading))
+ , m_ownedContext(false)
+ , m_offscreenHelper(nullptr)
+ #if QT_CONFIG(qt3d_profile_jobs)
+ , m_commandExecuter(new Qt3DRender::Debug::CommandExecuter(this))
+ #endif
+{
+ // Set renderer as running - it will wait in the context of the
+ // RenderThread for RenderViews to be submitted
+ m_running.fetchAndStoreOrdered(1);
+ if (m_renderThread)
+ m_renderThread->waitForStart();
+
+ // Create jobs to update transforms and bounding volumes
+ // We can only update bounding volumes once all world transforms are known
+ m_updateWorldBoundingVolumeJob->addDependency(m_worldTransformJob);
+ m_updateWorldBoundingVolumeJob->addDependency(m_calculateBoundingVolumeJob);
+ m_expandBoundingVolumeJob->addDependency(m_updateWorldBoundingVolumeJob);
+ m_updateShaderDataTransformJob->addDependency(m_worldTransformJob);
+ m_pickBoundingVolumeJob->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);
+
+ // All world stuff depends on the RenderEntity's localBoundingVolume
+ m_updateLevelOfDetailJob->addDependency(m_updateMeshTriangleListJob);
+ m_pickBoundingVolumeJob->addDependency(m_updateMeshTriangleListJob);
+ m_rayCastingJob->addDependency(m_updateMeshTriangleListJob);
+
+ m_introspectShaderJob->addDependency(m_filterCompatibleTechniqueJob);
+
+ m_filterCompatibleTechniqueJob->setRenderer(this);
+
+ m_defaultRenderStateSet = new RenderStateSet;
+ m_defaultRenderStateSet->addState(RenderStateSet::createState<DepthTest>(GL_LESS));
+ m_defaultRenderStateSet->addState(RenderStateSet::createState<CullFace>(GL_BACK));
+ m_defaultRenderStateSet->addState(RenderStateSet::createState<ColorMask>(true, true, true, true));
+}
+
+Renderer::~Renderer()
+{
+ // If using a threaded rendering approach, tell the thread to exit
+ // and wait for it to be done
+ m_running.fetchAndStoreOrdered(0);
+ if (m_renderThread)
+ m_renderThread->wait();
+
+ delete m_renderQueue;
+ delete m_defaultRenderStateSet;
+ delete m_shaderCache;
+
+ if (!m_ownedContext)
+ QObject::disconnect(m_contextConnection);
+}
+
+void Renderer::dumpInfo() const
+{
+ qDebug() << Q_FUNC_INFO << "t =" << m_time;
+
+ const ShaderManager *shaderManager = m_nodesManager->shaderManager();
+ qDebug() << "=== Shader Manager ===";
+ qDebug() << *shaderManager;
+
+ const TextureManager *textureManager = m_nodesManager->textureManager();
+ qDebug() << "=== Texture Manager ===";
+ qDebug() << *textureManager;
+
+ const TextureImageManager *textureImageManager = m_nodesManager->textureImageManager();
+ qDebug() << "=== Texture Image Manager ===";
+ qDebug() << *textureImageManager;
+}
+
+qint64 Renderer::time() const
+{
+ return m_time;
+}
+
+void Renderer::setTime(qint64 time)
+{
+ m_time = time;
+}
+
+void Renderer::setNodeManagers(NodeManagers *managers)
+{
+ m_nodesManager = managers;
+
+ m_updateShaderDataTransformJob->setManagers(m_nodesManager);
+ m_cleanupJob->setManagers(m_nodesManager);
+ m_calculateBoundingVolumeJob->setManagers(m_nodesManager);
+ m_pickBoundingVolumeJob->setManagers(m_nodesManager);
+ m_rayCastingJob->setManagers(m_nodesManager);
+ m_updateWorldBoundingVolumeJob->setManager(m_nodesManager->renderNodesManager());
+ m_sendRenderCaptureJob->setManagers(m_nodesManager);
+ m_sendBufferCaptureJob->setManagers(m_nodesManager);
+ m_updateLevelOfDetailJob->setManagers(m_nodesManager);
+ m_updateSkinningPaletteJob->setManagers(m_nodesManager);
+ m_updateMeshTriangleListJob->setManagers(m_nodesManager);
+ m_filterCompatibleTechniqueJob->setManager(m_nodesManager->techniqueManager());
+}
+
+void Renderer::setServices(QServiceLocator *services)
+{
+ m_services = services;
+
+ m_nodesManager->sceneManager()->setDownloadService(m_services->downloadHelperService());
+}
+
+NodeManagers *Renderer::nodeManagers() const
+{
+ return m_nodesManager;
+}
+
+/*!
+ \internal
+
+ Return context which can be used to share resources safely
+ with qt3d main render context.
+*/
+QOpenGLContext *Renderer::shareContext() const
+{
+ QMutexLocker lock(&m_shareContextMutex);
+ return m_shareContext ? m_shareContext
+ : (m_submissionContext->openGLContext()
+ ? m_submissionContext->openGLContext()->shareContext()
+ : nullptr);
+}
+
+// Executed in the command thread
+void Renderer::loadShader(Shader *shader) const
+{
+ Profiling::GLTimeRecorder recorder(Profiling::ShaderUpload);
+ LoadShaderCommand cmd(shader);
+ m_commandThread->executeCommand(&cmd);
+}
+
+void Renderer::setOpenGLContext(QOpenGLContext *context)
+{
+ m_glContext = context;
+}
+
+// Called in RenderThread context by the run method of RenderThread
+// RenderThread has locked the mutex already and unlocks it when this
+// method termintates
+void Renderer::initialize()
+{
+ m_submissionContext.reset(new SubmissionContext);
+ m_submissionContext->setRenderer(this);
+
+ QOpenGLContext* ctx = m_glContext;
+
+ {
+ QMutexLocker lock(&m_shareContextMutex);
+ // If we are using our own context (not provided by QtQuick),
+ // we need to create it
+ if (!m_glContext) {
+ ctx = new QOpenGLContext;
+ ctx->setShareContext(qt_gl_global_share_context());
+
+ // TO DO: Shouldn't we use the highest context available and trust
+ // QOpenGLContext to fall back on the best lowest supported ?
+ const QByteArray debugLoggingMode = qgetenv("QT3DRENDER_DEBUG_LOGGING");
+
+ if (!debugLoggingMode.isEmpty()) {
+ QSurfaceFormat sf = ctx->format();
+ sf.setOption(QSurfaceFormat::DebugContext);
+ ctx->setFormat(sf);
+ }
+
+ // Create OpenGL context
+ if (ctx->create())
+ qCDebug(Backend) << "OpenGL context created with actual format" << ctx->format();
+ else
+ qCWarning(Backend) << Q_FUNC_INFO << "OpenGL context creation failed";
+ m_ownedContext = true;
+ } else {
+ // Context is not owned by us, so we need to know if it gets destroyed
+ m_contextConnection = QObject::connect(m_glContext, &QOpenGLContext::aboutToBeDestroyed,
+ [this] { releaseGraphicsResources(); });
+ }
+
+ if (!ctx->shareContext()) {
+ m_shareContext = new QOpenGLContext;
+ m_shareContext->setFormat(ctx->format());
+ m_shareContext->setShareContext(ctx);
+ m_shareContext->create();
+ }
+
+ // Set shader cache on submission context and command thread
+ m_submissionContext->setShaderCache(m_shaderCache);
+ m_commandThread->setShaderCache(m_shaderCache);
+
+ // Note: we don't have a surface at this point
+ // The context will be made current later on (at render time)
+ m_submissionContext->setOpenGLContext(ctx);
+
+ // Store the format used by the context and queue up creating an
+ // offscreen surface in the main thread so that it is available
+ // for use when we want to shutdown the renderer. We need to create
+ // the offscreen surface on the main thread because on some platforms
+ // (MS Windows), an offscreen surface is just a hidden QWindow.
+ m_format = ctx->format();
+ QMetaObject::invokeMethod(m_offscreenHelper, "createOffscreenSurface");
+
+ // Initialize command thread (uses the offscreen surface to make its own ctx current)
+ m_commandThread->initialize(ctx, m_offscreenHelper);
+ // Note: the offscreen surface is also used at shutdown time to release resources
+ // of the submission gl context (when the window is already gone).
+ // By that time (in releaseGraphicResources), the commandThread has been destroyed
+ // and the offscreenSurface can be reused
+ }
+
+ // Awake setScenegraphRoot in case it was waiting
+ m_waitForInitializationToBeCompleted.release(1);
+ // Allow the aspect manager to proceed
+ m_vsyncFrameAdvanceService->proceedToNextFrame();
+}
+
+/*!
+ * \internal
+ *
+ * Signals for the renderer to stop rendering. If a threaded renderer is in use,
+ * the render thread will call releaseGraphicsResources() just before the thread exits.
+ * If rendering synchronously, this function will call releaseGraphicsResources().
+ */
+void Renderer::shutdown()
+{
+ qCDebug(Backend) << Q_FUNC_INFO << "Requesting renderer shutdown";
+ m_running.store(0);
+
+ // We delete any renderqueue that we may not have had time to render
+ // before the surface was destroyed
+ qDeleteAll(m_renderQueue->nextFrameQueue());
+ m_renderQueue->reset();
+
+ m_commandThread->shutdown();
+
+ if (!m_renderThread) {
+ releaseGraphicsResources();
+ } else {
+ // Wake up the render thread in case it is waiting for some renderviews
+ // to be ready. The isReadyToSubmit() function checks for a shutdown
+ // having been requested.
+ m_submitRenderViewsSemaphore.release(1);
+ m_renderThread->wait();
+ }
+}
+
+/*!
+ \internal
+
+ When using a threaded renderer this function is called in the context of the
+ RenderThread to do any shutdown and cleanup that needs to be performed in the
+ thread where the OpenGL context lives.
+
+ When using Scene3D or anything that provides a custom QOpenGLContext (not
+ owned by Qt3D) this function is called whenever the signal
+ QOpenGLContext::aboutToBeDestroyed is emitted. In that case this function
+ is called in the context of the emitter's thread.
+*/
+void Renderer::releaseGraphicsResources()
+{
+ // We may get called twice when running inside of a Scene3D. Once when Qt Quick
+ // wants to shutdown, and again when the render aspect gets unregistered. So
+ // check that we haven't already cleaned up before going any further.
+ if (!m_submissionContext)
+ return;
+
+ // Try to temporarily make the context current so we can free up any resources
+ QMutexLocker locker(&m_offscreenSurfaceMutex);
+ QOffscreenSurface *offscreenSurface = m_offscreenHelper->offscreenSurface();
+ if (!offscreenSurface) {
+ qWarning() << "Failed to make context current: OpenGL resources will not be destroyed";
+ return;
+ }
+
+ QOpenGLContext *context = m_submissionContext->openGLContext();
+ Q_ASSERT(context);
+ 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();
+
+ // Do the same thing with buffers
+ const QVector<HGLBuffer> activeBuffers = m_nodesManager->glBufferManager()->activeHandles();
+ for (const HGLBuffer &bufferHandle : activeBuffers) {
+ GLBuffer *buffer = m_nodesManager->glBufferManager()->data(bufferHandle);
+ buffer->destroy(m_submissionContext.data());
+ }
+
+ // Do the same thing with VAOs
+ const QVector<HVao> activeVaos = m_nodesManager->vaoManager()->activeHandles();
+ for (const HVao &vaoHandle : activeVaos) {
+ OpenGLVertexArrayObject *vao = m_nodesManager->vaoManager()->data(vaoHandle);
+ vao->destroy();
+ }
+
+ context->doneCurrent();
+ } else {
+ qWarning() << "Failed to make context current: OpenGL resources will not be destroyed";
+ }
+
+ if (m_ownedContext)
+ delete context;
+ if (m_shareContext)
+ delete m_shareContext;
+
+ m_submissionContext.reset(nullptr);
+ qCDebug(Backend) << Q_FUNC_INFO << "Renderer properly shutdown";
+}
+
+void Renderer::setSurfaceExposed(bool exposed)
+{
+ qCDebug(Backend) << "Window exposed: " << exposed;
+ m_exposed.fetchAndStoreOrdered(exposed);
+}
+
+Render::FrameGraphNode *Renderer::frameGraphRoot() const
+{
+ Q_ASSERT(m_settings);
+ if (m_nodesManager && m_nodesManager->frameGraphManager() && m_settings)
+ return m_nodesManager->frameGraphManager()->lookupNode(m_settings->activeFrameGraphID());
+ return nullptr;
+}
+
+// QAspectThread context
+// Order of execution :
+// 1) RenderThread is created -> release 1 of m_waitForInitializationToBeCompleted when started
+// 2) setSceneRoot waits to acquire initialization
+// 3) submitRenderView -> check for surface
+// -> make surface current + create proper glHelper if needed
+void Renderer::setSceneRoot(QBackendNodeFactory *factory, Entity *sgRoot)
+{
+ Q_ASSERT(sgRoot);
+ Q_UNUSED(factory);
+
+ // If initialization hasn't been completed we must wait
+ m_waitForInitializationToBeCompleted.acquire();
+
+ m_renderSceneRoot = sgRoot;
+ if (!m_renderSceneRoot)
+ qCWarning(Backend) << "Failed to build render scene";
+ m_renderSceneRoot->dump();
+ qCDebug(Backend) << Q_FUNC_INFO << "DUMPING SCENE";
+
+ // Set the scene root on the jobs
+ m_worldTransformJob->setRoot(m_renderSceneRoot);
+ m_expandBoundingVolumeJob->setRoot(m_renderSceneRoot);
+ m_calculateBoundingVolumeJob->setRoot(m_renderSceneRoot);
+ m_cleanupJob->setRoot(m_renderSceneRoot);
+ m_pickBoundingVolumeJob->setRoot(m_renderSceneRoot);
+ m_rayCastingJob->setRoot(m_renderSceneRoot);
+ m_updateLevelOfDetailJob->setRoot(m_renderSceneRoot);
+ m_updateSkinningPaletteJob->setRoot(m_renderSceneRoot);
+ m_updateTreeEnabledJob->setRoot(m_renderSceneRoot);
+
+ // Set all flags to dirty
+ m_dirtyBits.marked |= AbstractRenderer::AllDirty;
+}
+
+void Renderer::registerEventFilter(QEventFilterService *service)
+{
+ qCDebug(Backend) << Q_FUNC_INFO << QThread::currentThread();
+ service->registerEventFilter(m_pickEventFilter.data(), 1024);
+}
+
+void Renderer::setSettings(RenderSettings *settings)
+{
+ m_settings = settings;
+}
+
+RenderSettings *Renderer::settings() const
+{
+ return m_settings;
+}
+
+void Renderer::render()
+{
+ // Traversing the framegraph tree from root to lead node
+ // Allows us to define the rendering set up
+ // Camera, RenderTarget ...
+
+ // Utimately the renderer should be a framework
+ // For the processing of the list of renderviews
+
+ // Matrice update, bounding volumes computation ...
+ // Should be jobs
+
+ // namespace Qt3DCore has 2 distincts node trees
+ // One scene description
+ // One framegraph description
+
+ while (m_running.load() > 0) {
+ doRender();
+ // TO DO: Restore windows exposed detection
+ // Probably needs to happens some place else though
+ }
+}
+
+void Renderer::doRender(bool scene3dBlocking)
+{
+ Renderer::ViewSubmissionResultData submissionData;
+ bool hasCleanedQueueAndProceeded = false;
+ bool preprocessingComplete = false;
+ bool beganDrawing = false;
+ const bool canSubmit = isReadyToSubmit();
+
+ // Lock the mutex to protect access to the renderQueue while we look for its state
+ QMutexLocker locker(m_renderQueue->mutex());
+ bool queueIsComplete = m_renderQueue->isFrameQueueComplete();
+ const bool queueIsEmpty = m_renderQueue->targetRenderViewCount() == 0;
+
+ // Scene3D Blocking Mode
+ if (scene3dBlocking && !queueIsComplete && !queueIsEmpty) {
+ int i = 0;
+ // We wait at most 10ms to avoid a case we could never recover from
+ while (!queueIsComplete && i++ < 10) {
+ QThread::msleep(1);
+ qCDebug(Backend) << Q_FUNC_INFO << "Waiting for ready queue (try:" << i << "/ 10)";
+ locker.unlock();
+ queueIsComplete = m_renderQueue->isFrameQueueComplete();
+ locker.relock();
+ }
+ }
+
+ // When using synchronous rendering (QtQuick)
+ // We are not sure that the frame queue is actually complete
+ // Since a call to render may not be synched with the completions
+ // of the RenderViewJobs
+ // In such a case we return early, waiting for a next call with
+ // the frame queue complete at this point
+
+ // RenderQueue is complete (but that means it may be of size 0)
+ if (canSubmit && (queueIsComplete && !queueIsEmpty)) {
+ const QVector<Render::RenderView *> renderViews = m_renderQueue->nextFrameQueue();
+
+#if QT_CONFIG(qt3d_profile_jobs)
+ // Save start of frame
+ JobRunStats submissionStatsPart1;
+ JobRunStats submissionStatsPart2;
+ submissionStatsPart1.jobId.typeAndInstance[0] = JobTypes::FrameSubmissionPart1;
+ submissionStatsPart1.jobId.typeAndInstance[1] = 0;
+ submissionStatsPart1.threadId = reinterpret_cast<quint64>(QThread::currentThreadId());
+ submissionStatsPart1.startTime = QThreadPooler::m_jobsStatTimer.nsecsElapsed();
+ submissionStatsPart2.jobId.typeAndInstance[0] = JobTypes::FrameSubmissionPart2;
+ submissionStatsPart2.jobId.typeAndInstance[1] = 0;
+ submissionStatsPart2.threadId = reinterpret_cast<quint64>(QThread::currentThreadId());
+#endif
+
+ if (canRender()) {
+ { // Scoped to destroy surfaceLock
+ QSurface *surface = nullptr;
+ for (const Render::RenderView *rv: renderViews) {
+ surface = rv->surface();
+ if (surface)
+ break;
+ }
+
+ SurfaceLocker surfaceLock(surface);
+ const bool surfaceIsValid = (surface && surfaceLock.isSurfaceValid());
+ if (surfaceIsValid) {
+ // Reset state for each draw if we don't have complete control of the context
+ if (!m_ownedContext)
+ m_submissionContext->setCurrentStateSet(nullptr);
+ beganDrawing = m_submissionContext->beginDrawing(surface);
+ if (beganDrawing) {
+ // 1) Execute commands for buffer uploads, texture updates, shader loading first
+ updateGLResources();
+ // 2) Update VAO and copy data into commands to allow concurrent submission
+ prepareCommandsSubmission(renderViews);
+ preprocessingComplete = true;
+ }
+ }
+ }
+ // 2) Proceed to next frame and start preparing frame n + 1
+ m_renderQueue->reset();
+ locker.unlock(); // Done protecting RenderQueue
+ m_vsyncFrameAdvanceService->proceedToNextFrame();
+ hasCleanedQueueAndProceeded = true;
+
+#if QT_CONFIG(qt3d_profile_jobs)
+ if (preprocessingComplete) {
+ submissionStatsPart2.startTime = QThreadPooler::m_jobsStatTimer.nsecsElapsed();
+ submissionStatsPart1.endTime = submissionStatsPart2.startTime;
+ }
+#endif
+ // Only try to submit the RenderViews if the preprocessing was successful
+ // This part of the submission is happening in parallel to the RV building for the next frame
+ if (preprocessingComplete) {
+ // 3) Submit the render commands for frame n (making sure we never reference something that could be changing)
+ // Render using current device state and renderer configuration
+ submissionData = submitRenderViews(renderViews);
+
+ // Perform any required cleanup of the Graphics resources (Buffers deleted, Shader deleted...)
+ cleanGraphicsResources();
+ }
+ }
+
+#if QT_CONFIG(qt3d_profile_jobs)
+ // Execute the pending shell commands
+ m_commandExecuter->performAsynchronousCommandExecution(renderViews);
+#endif
+
+ // Delete all the RenderViews which will clear the allocators
+ // that were used for their allocation
+ qDeleteAll(renderViews);
+
+#if QT_CONFIG(qt3d_profile_jobs)
+ if (preprocessingComplete) {
+ // Save submission elapsed time
+ submissionStatsPart2.endTime = QThreadPooler::m_jobsStatTimer.nsecsElapsed();
+ // Note this is safe since proceedToNextFrame is the one going to trigger
+ // the write to the file, and this is performed after this step
+ Qt3DCore::QThreadPooler::addSubmissionLogStatsEntry(submissionStatsPart1);
+ Qt3DCore::QThreadPooler::addSubmissionLogStatsEntry(submissionStatsPart2);
+ Profiling::GLTimeRecorder::writeResults();
+ }
+#endif
+ }
+
+ // Only reset renderQueue and proceed to next frame if the submission
+ // succeeded or if we are using a render thread and that is wasn't performed
+ // already
+
+ // If hasCleanedQueueAndProceeded isn't true this implies that something went wrong
+ // with the rendering and/or the renderqueue is incomplete from some reason
+ // (in the case of scene3d the render jobs may be taking too long ....)
+ // or alternatively it could be complete but empty (RenderQueue of size 0)
+ if (!hasCleanedQueueAndProceeded &&
+ (m_renderThread || queueIsComplete || queueIsEmpty)) {
+ // RenderQueue was full but something bad happened when
+ // trying to render it and therefore proceedToNextFrame was not called
+ // Note: in this case the renderQueue mutex is still locked
+
+ // Reset the m_renderQueue so that we won't try to render
+ // with a queue used by a previous frame with corrupted content
+ // if the current queue was correctly submitted
+ m_renderQueue->reset();
+
+ // We allow the RenderTickClock service to proceed to the next frame
+ // In turn this will allow the aspect manager to request a new set of jobs
+ // to be performed for each aspect
+ m_vsyncFrameAdvanceService->proceedToNextFrame();
+ }
+
+ // Perform the last swapBuffers calls after the proceedToNextFrame
+ // as this allows us to gain a bit of time for the preparation of the
+ // next frame
+ // Finish up with last surface used in the list of RenderViews
+ if (beganDrawing) {
+ SurfaceLocker surfaceLock(submissionData.surface);
+ // Finish up with last surface used in the list of RenderViews
+ m_submissionContext->endDrawing(submissionData.lastBoundFBOId == m_submissionContext->defaultFBO() && surfaceLock.isSurfaceValid());
+ }
+}
+
+// Called by RenderViewJobs
+// When the frameQueue is complete and we are using a renderThread
+// we allow the render thread to proceed
+void Renderer::enqueueRenderView(Render::RenderView *renderView, int submitOrder)
+{
+ QMutexLocker locker(m_renderQueue->mutex()); // Prevent out of order execution
+ // We cannot use a lock free primitive here because:
+ // - QVector is not thread safe
+ // - Even if the insert is made correctly, the isFrameComplete call
+ // could be invalid since depending on the order of execution
+ // the counter could be complete but the renderview not yet added to the
+ // buffer depending on whichever order the cpu decides to process this
+ const bool isQueueComplete = m_renderQueue->queueRenderView(renderView, submitOrder);
+ locker.unlock(); // We're done protecting the queue at this point
+ if (isQueueComplete) {
+ if (m_renderThread && m_running.load())
+ Q_ASSERT(m_submitRenderViewsSemaphore.available() == 0);
+ m_submitRenderViewsSemaphore.release(1);
+ }
+}
+
+bool Renderer::canRender() const
+{
+ // Make sure that we've not been told to terminate
+ if (m_renderThread && !m_running.load()) {
+ qCDebug(Rendering) << "RenderThread termination requested whilst waiting";
+ return false;
+ }
+
+ // TO DO: Check if all surfaces have been destroyed...
+ // It may be better if the last window to be closed trigger a call to shutdown
+ // Rather than having checks for the surface everywhere
+
+ return true;
+}
+
+bool Renderer::isReadyToSubmit()
+{
+ // If we are using a render thread, make sure that
+ // we've been told to render before rendering
+ if (m_renderThread) { // Prevent ouf of order execution
+ m_submitRenderViewsSemaphore.acquire(1);
+
+ // Check if shutdown has been requested
+ if (m_running.load() == 0)
+ return false;
+
+ // When using Thread rendering, the semaphore should only
+ // be released when the frame queue is complete and there's
+ // something to render
+ // The case of shutdown should have been handled just before
+ Q_ASSERT(m_renderQueue->isFrameQueueComplete());
+ }
+ return true;
+}
+
+// Main thread
+QVariant Renderer::executeCommand(const QStringList &args)
+{
+#if QT_CONFIG(qt3d_profile_jobs)
+ return m_commandExecuter->executeCommand(args);
+#else
+ Q_UNUSED(args);
+#endif
+ return QVariant();
+}
+
+/*!
+ \internal
+ Called in the context of the aspect thread from QRenderAspect::onRegistered
+*/
+void Renderer::setOffscreenSurfaceHelper(OffscreenSurfaceHelper *helper)
+{
+ QMutexLocker locker(&m_offscreenSurfaceMutex);
+ m_offscreenHelper = helper;
+}
+
+QSurfaceFormat Renderer::format()
+{
+ return m_format;
+}
+
+// When this function is called, we must not be processing the commands for frame n+1
+void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderViews)
+{
+ OpenGLVertexArrayObject *vao = nullptr;
+ QHash<HVao, bool> updatedTable;
+
+ for (RenderView *rv: renderViews) {
+ const QVector<RenderCommand *> commands = rv->commands();
+ for (RenderCommand *command : commands) {
+ // Update/Create VAO
+ if (command->m_type == RenderCommand::Draw) {
+ Geometry *rGeometry = m_nodesManager->data<Geometry, GeometryManager>(command->m_geometry);
+ GeometryRenderer *rGeometryRenderer = m_nodesManager->data<GeometryRenderer, GeometryRendererManager>(command->m_geometryRenderer);
+ Shader *shader = m_nodesManager->data<Shader, ShaderManager>(command->m_shader);
+
+ // We should never have inserted a command for which these are null
+ // in the first place
+ Q_ASSERT(rGeometry && rGeometryRenderer && shader);
+
+ // The VAO should be created only once for a QGeometry and a ShaderProgram
+ // Manager should have a VAO Manager that are indexed by QMeshData and Shader
+ // RenderCommand should have a handle to the corresponding VAO for the Mesh and Shader
+ HVao vaoHandle;
+
+ // Create VAO or return already created instance associated with command shader/geometry
+ // (VAO is emulated if not supported)
+ createOrUpdateVAO(command, &vaoHandle, &vao);
+ command->m_vao = vaoHandle;
+
+ // Avoids redoing the same thing for the same VAO
+ if (!updatedTable.contains(vaoHandle)) {
+ updatedTable.insert(vaoHandle, true);
+
+ // Do we have any attributes that are dirty ?
+ const bool requiresPartialVAOUpdate = requiresVAOAttributeUpdate(rGeometry, command);
+
+ // If true, we need to reupload all attributes to set the VAO
+ // Otherwise only dirty attributes will be updates
+ const bool requiresFullVAOUpdate = (!vao->isSpecified()) || (rGeometry->isDirty() || rGeometryRenderer->isDirty());
+
+ // Append dirty Geometry to temporary vector
+ // so that its dirtiness can be unset later
+ if (rGeometry->isDirty())
+ m_dirtyGeometry.push_back(rGeometry);
+
+ if (!command->m_attributes.isEmpty() && (requiresFullVAOUpdate || requiresPartialVAOUpdate)) {
+ Profiling::GLTimeRecorder recorder(Profiling::VAOUpload);
+ // Activate shader
+ m_submissionContext->activateShader(shader->dna());
+ // Bind VAO
+ vao->bind();
+ // Update or set Attributes and Buffers for the given rGeometry and Command
+ // Note: this fills m_dirtyAttributes as well
+ if (updateVAOWithAttributes(rGeometry, command, shader, requiresFullVAOUpdate))
+ vao->setSpecified(true);
+ }
+ }
+
+ // Unset dirtiness on rGeometryRenderer only
+ // The rGeometry may be shared by several rGeometryRenderer
+ // so we cannot unset its dirtiness at this point
+ if (rGeometryRenderer->isDirty())
+ rGeometryRenderer->unsetDirty();
+
+ // Prepare the ShaderParameterPack based on the active uniforms of the shader
+ shader->prepareUniforms(command->m_parameterPack);
+
+ // TO DO: The step below could be performed by the RenderCommand builder job
+ { // Scoped to show extent
+ command->m_isValid = !command->m_attributes.empty();
+ if (!command->m_isValid)
+ continue;
+
+ // Update the draw command with what's going to be needed for the drawing
+ uint primitiveCount = rGeometryRenderer->vertexCount();
+ uint estimatedCount = 0;
+ Attribute *indexAttribute = nullptr;
+ Attribute *indirectAttribute = nullptr;
+
+ const QVector<Qt3DCore::QNodeId> attributeIds = rGeometry->attributes();
+ for (Qt3DCore::QNodeId attributeId : attributeIds) {
+ Attribute *attribute = m_nodesManager->attributeManager()->lookupResource(attributeId);
+ switch (attribute->attributeType()) {
+ case QAttribute::IndexAttribute:
+ indexAttribute = attribute;
+ break;
+ case QAttribute::DrawIndirectAttribute:
+ indirectAttribute = attribute;
+ break;
+ case QAttribute::VertexAttribute: {
+ if (command->m_attributes.contains(attribute->nameId()))
+ estimatedCount = qMax(attribute->count(), estimatedCount);
+ break;
+ }
+ default:
+ Q_UNREACHABLE();
+ break;
+ }
+ }
+
+ command->m_drawIndexed = (indexAttribute != nullptr);
+ command->m_drawIndirect = (indirectAttribute != nullptr);
+
+ // Update the draw command with all the information required for the drawing
+ if (command->m_drawIndexed) {
+ command->m_indexAttributeDataType = GraphicsContext::glDataTypeFromAttributeDataType(indexAttribute->vertexBaseType());
+ command->m_indexAttributeByteOffset = indexAttribute->byteOffset() + rGeometryRenderer->indexBufferByteOffset();
+ }
+
+ // Note: we only care about the primitiveCount when using direct draw calls
+ // For indirect draw calls it is assumed the buffer was properly set already
+ if (command->m_drawIndirect) {
+ command->m_indirectAttributeByteOffset = indirectAttribute->byteOffset();
+ command->m_indirectDrawBuffer = m_nodesManager->bufferManager()->lookupHandle(indirectAttribute->bufferId());
+ } else {
+ // Use the count specified by the GeometryRender
+ // If not specify use the indexAttribute count if present
+ // Otherwise tries to use the count from the attribute with the highest count
+ if (primitiveCount == 0) {
+ if (indexAttribute)
+ primitiveCount = indexAttribute->count();
+ else
+ primitiveCount = estimatedCount;
+ }
+ }
+
+ command->m_primitiveCount = primitiveCount;
+ command->m_primitiveType = rGeometryRenderer->primitiveType();
+ command->m_primitiveRestartEnabled = rGeometryRenderer->primitiveRestartEnabled();
+ command->m_restartIndexValue = rGeometryRenderer->restartIndexValue();
+ command->m_firstInstance = rGeometryRenderer->firstInstance();
+ command->m_instanceCount = rGeometryRenderer->instanceCount();
+ command->m_firstVertex = rGeometryRenderer->firstVertex();
+ command->m_indexOffset = rGeometryRenderer->indexOffset();
+ command->m_verticesPerPatch = rGeometryRenderer->verticesPerPatch();
+ } // scope
+ } else if (command->m_type == RenderCommand::Compute) {
+ Shader *shader = m_nodesManager->data<Shader, ShaderManager>(command->m_shader);
+ Q_ASSERT(shader);
+
+ // Prepare the ShaderParameterPack based on the active uniforms of the shader
+ shader->prepareUniforms(command->m_parameterPack);
+ }
+ }
+ }
+
+ // Make sure we leave nothing bound
+ if (vao)
+ vao->release();
+
+ // Unset dirtiness on Geometry and Attributes
+ // Note: we cannot do it in the loop above as we want to be sure that all
+ // the VAO which reference the geometry/attributes are properly updated
+ for (Attribute *attribute : qAsConst(m_dirtyAttributes))
+ attribute->unsetDirty();
+ m_dirtyAttributes.clear();
+
+ for (Geometry *geometry : qAsConst(m_dirtyGeometry))
+ geometry->unsetDirty();
+ m_dirtyGeometry.clear();
+}
+
+// Executed in a job
+void Renderer::lookForAbandonedVaos()
+{
+ const QVector<HVao> activeVaos = m_nodesManager->vaoManager()->activeHandles();
+ for (const HVao &handle : activeVaos) {
+ OpenGLVertexArrayObject *vao = m_nodesManager->vaoManager()->data(handle);
+
+ // Make sure to only mark VAOs for deletion that were already created
+ // (ignore those that might be currently under construction in the render thread)
+ if (vao && vao->isAbandoned(m_nodesManager->geometryManager(), m_nodesManager->shaderManager())) {
+ m_abandonedVaosMutex.lock();
+ m_abandonedVaos.push_back(handle);
+ m_abandonedVaosMutex.unlock();
+ }
+ }
+}
+
+// Executed in a job
+void Renderer::lookForDirtyBuffers()
+{
+ const QVector<HBuffer> activeBufferHandles = m_nodesManager->bufferManager()->activeHandles();
+ for (const HBuffer &handle: activeBufferHandles) {
+ Buffer *buffer = m_nodesManager->bufferManager()->data(handle);
+ if (buffer->isDirty())
+ m_dirtyBuffers.push_back(handle);
+ }
+}
+
+void Renderer::lookForDownloadableBuffers()
+{
+ m_downloadableBuffers.clear();
+ const QVector<HBuffer> activeBufferHandles = m_nodesManager->bufferManager()->activeHandles();
+ for (const HBuffer &handle : activeBufferHandles) {
+ Buffer *buffer = m_nodesManager->bufferManager()->data(handle);
+ if (buffer->access() & QBuffer::Read)
+ m_downloadableBuffers.push_back(handle);
+ }
+}
+
+// Executed in a job
+void Renderer::lookForDirtyTextures()
+{
+ const QVector<HTexture> activeTextureHandles = m_nodesManager->textureManager()->activeHandles();
+ for (const HTexture &handle: activeTextureHandles) {
+ Texture *texture = m_nodesManager->textureManager()->data(handle);
+ // Dirty meaning that something has changed on the texture
+ // either properties, parameters, generator or a texture image
+ if (texture->dirtyFlags() != Texture::NotDirty)
+ m_dirtyTextures.push_back(handle);
+ }
+}
+
+// Executed in a job
+void Renderer::reloadDirtyShaders()
+{
+ Q_ASSERT(isRunning());
+ const QVector<HTechnique> activeTechniques = m_nodesManager->techniqueManager()->activeHandles();
+ const QVector<HShaderBuilder> activeBuilders = m_nodesManager->shaderBuilderManager()->activeHandles();
+ for (const HTechnique &techniqueHandle : activeTechniques) {
+ Technique *technique = m_nodesManager->techniqueManager()->data(techniqueHandle);
+ // If api of the renderer matches the one from the technique
+ if (technique->isCompatibleWithRenderer()) {
+ const auto passIds = technique->renderPasses();
+ for (const QNodeId passId : passIds) {
+ RenderPass *renderPass = m_nodesManager->renderPassManager()->lookupResource(passId);
+ HShader shaderHandle = m_nodesManager->shaderManager()->lookupHandle(renderPass->shaderProgram());
+ Shader *shader = m_nodesManager->shaderManager()->data(shaderHandle);
+
+ ShaderBuilder *shaderBuilder = nullptr;
+ for (const HShaderBuilder &builderHandle : activeBuilders) {
+ ShaderBuilder *builder = m_nodesManager->shaderBuilderManager()->data(builderHandle);
+ if (builder->shaderProgramId() == shader->peerId()) {
+ shaderBuilder = builder;
+ break;
+ }
+ }
+
+ if (shaderBuilder) {
+ shaderBuilder->setGraphicsApi(*technique->graphicsApiFilter());
+
+ for (int i = 0; i <= ShaderBuilder::Compute; i++) {
+ const auto builderType = static_cast<ShaderBuilder::ShaderType>(i);
+ if (!shaderBuilder->shaderGraph(builderType).isValid())
+ continue;
+
+ if (shaderBuilder->isShaderCodeDirty(builderType)) {
+ shaderBuilder->generateCode(builderType);
+ }
+
+ QShaderProgram::ShaderType shaderType = QShaderProgram::Vertex;
+ switch (builderType) {
+ case ShaderBuilder::Vertex:
+ shaderType = QShaderProgram::Vertex;
+ break;
+ case ShaderBuilder::TessellationControl:
+ shaderType = QShaderProgram::TessellationControl;
+ break;
+ case ShaderBuilder::TessellationEvaluation:
+ shaderType = QShaderProgram::TessellationEvaluation;
+ break;
+ case ShaderBuilder::Geometry:
+ shaderType = QShaderProgram::Geometry;
+ break;
+ case ShaderBuilder::Fragment:
+ shaderType = QShaderProgram::Fragment;
+ break;
+ case ShaderBuilder::Compute:
+ shaderType = QShaderProgram::Compute;
+ break;
+ }
+
+ const auto code = shaderBuilder->shaderCode(builderType);
+ shader->setShaderCode(shaderType, code);
+ }
+ }
+
+ if (Q_UNLIKELY(shader->hasPendingNotifications()))
+ shader->submitPendingNotifications();
+ // If the shader hasn't be loaded, load it
+ if (shader != nullptr && !shader->isLoaded())
+ loadShader(shader);
+ }
+ }
+ }
+}
+
+// Render Thread
+void Renderer::updateGLResources()
+{
+ {
+ Profiling::GLTimeRecorder recorder(Profiling::BufferUpload);
+ const QVector<HBuffer> dirtyBufferHandles = std::move(m_dirtyBuffers);
+ for (const HBuffer &handle: dirtyBufferHandles) {
+ Buffer *buffer = m_nodesManager->bufferManager()->data(handle);
+ // Forces creation if it doesn't exit
+ // Also note the binding point doesn't really matter here, we just upload data
+ if (!m_submissionContext->hasGLBufferForBuffer(buffer))
+ m_submissionContext->glBufferForRenderBuffer(buffer, GLBuffer::ArrayBuffer);
+ // Update the glBuffer data
+ m_submissionContext->updateBuffer(buffer);
+ buffer->unsetDirty();
+ }
+ }
+
+ {
+ Profiling::GLTimeRecorder recorder(Profiling::TextureUpload);
+ const QVector<HTexture> activeTextureHandles = std::move(m_dirtyTextures);
+ for (const HTexture &handle: activeTextureHandles) {
+ Texture *texture = m_nodesManager->textureManager()->data(handle);
+ // Upload/Update texture
+ updateTexture(texture);
+ }
+ }
+ // 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
+ const QVector<Qt3DCore::QNodeId> cleanedUpTextureIds = m_nodesManager->textureManager()->takeTexturesIdsToCleanup();
+ for (const Qt3DCore::QNodeId textureCleanedUpId: cleanedUpTextureIds) {
+ cleanupTexture(m_nodesManager->textureManager()->lookupResource(textureCleanedUpId));
+ // We can really release the texture at this point
+ m_nodesManager->textureManager()->releaseResource(textureCleanedUpId);
+ }
+}
+
+// Render Thread
+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();
+ if (!isValid)
+ return;
+
+ // For implementing unique, non-shared, non-cached textures.
+ // for now, every texture is shared by default
+
+ bool isUnique = false;
+
+ // 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;
+ }
+ }
+
+ // Try to find the associated GLTexture for the backend Texture
+ GLTextureManager *glTextureManager = m_nodesManager->glTextureManager();
+ GLTexture *glTexture = glTextureManager->lookupResource(texture->peerId());
+
+ // No GLTexture associated yet -> create it
+ if (glTexture == nullptr) {
+ if (isUnique)
+ glTextureManager->createUnique(texture);
+ else
+ glTextureManager->getOrCreateShared(texture);
+ texture->unsetDirty();
+ return;
+ }
+
+ // 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);
+ // Check if a shared texture should become unique
+ if (isUnique)
+ glTextureManager->createUnique(texture);
+ else
+ glTextureManager->getOrCreateShared(texture);
+ texture->unsetDirty();
+ 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);
+ 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.
+ const Texture::DirtyFlags dirtyFlags = texture->dirtyFlags();
+
+ 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::DirtyParameters) &&
+ !glTextureManager->setParameters(glTexture, texture->parameters()))
+ qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setParameters failed, should be non-shared";
+
+ // Will make the texture requestUpload
+ if (dirtyFlags.testFlag(Texture::DirtyImageGenerators) &&
+ !glTextureManager->setImages(glTexture, texture->textureImages()))
+ qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setGenerators failed, should be non-shared";
+
+ // 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";
+
+ // Unset the dirty flag on the texture
+ texture->unsetDirty();
+}
+
+// Render Thread
+void Renderer::cleanupTexture(const Texture *texture)
+{
+ GLTextureManager *glTextureManager = m_nodesManager->glTextureManager();
+ GLTexture *glTexture = glTextureManager->lookupResource(texture->peerId());
+
+ if (glTexture != nullptr)
+ glTextureManager->abandon(glTexture, texture);
+}
+
+void Renderer::downloadGLBuffers()
+{
+ lookForDownloadableBuffers();
+ const QVector<HBuffer> downloadableHandles = std::move(m_downloadableBuffers);
+ for (const HBuffer &handle : downloadableHandles) {
+ Buffer *buffer = m_nodesManager->bufferManager()->data(handle);
+ QByteArray content = m_submissionContext->downloadBufferContent(buffer);
+ m_sendBufferCaptureJob->addRequest(QPair<Buffer*, QByteArray>(buffer, content));
+ }
+}
+
+// Happens in RenderThread context when all RenderViewJobs are done
+// Returns the id of the last bound FBO
+Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVector<Render::RenderView *> &renderViews)
+{
+ QElapsedTimer timer;
+ quint64 queueElapsed = 0;
+ timer.start();
+
+ const int renderViewsCount = renderViews.size();
+ quint64 frameElapsed = queueElapsed;
+ m_lastFrameCorrect.store(1); // everything fine until now.....
+
+ qCDebug(Memory) << Q_FUNC_INFO << "rendering frame ";
+
+ // We might not want to render on the default FBO
+ uint lastBoundFBOId = m_submissionContext->boundFrameBufferObject();
+ QSurface *surface = nullptr;
+ QSurface *previousSurface = nullptr;
+ for (const Render::RenderView *rv: renderViews) {
+ previousSurface = rv->surface();
+ if (previousSurface)
+ break;
+ }
+ QSurface *lastUsedSurface = nullptr;
+
+ for (int i = 0; i < renderViewsCount; ++i) {
+ // Initialize GraphicsContext for drawing
+ // If the RenderView has a RenderStateSet defined
+ const RenderView *renderView = renderViews.at(i);
+
+ // Check if using the same surface as the previous RenderView.
+ // If not, we have to free up the context from the previous surface
+ // and make the context current on the new surface
+ surface = renderView->surface();
+ SurfaceLocker surfaceLock(surface);
+
+ // TO DO: Make sure that the surface we are rendering too has not been unset
+
+ // For now, if we do not have a surface, skip this renderview
+ // TODO: Investigate if it's worth providing a fallback offscreen surface
+ // to use when surface is null. Or if we should instead expose an
+ // offscreensurface to Qt3D.
+ if (!surface || !surfaceLock.isSurfaceValid()) {
+ m_lastFrameCorrect.store(0);
+ continue;
+ }
+
+ lastUsedSurface = surface;
+ const bool surfaceHasChanged = surface != previousSurface;
+
+ if (surfaceHasChanged && previousSurface) {
+ const bool swapBuffers = (lastBoundFBOId == m_submissionContext->defaultFBO()) && PlatformSurfaceFilter::isSurfaceValid(previousSurface);
+ // We only call swap buffer if we are sure the previous surface is still valid
+ m_submissionContext->endDrawing(swapBuffers);
+ }
+
+ if (surfaceHasChanged) {
+ // If we can't make the context current on the surface, skip to the
+ // next RenderView. We won't get the full frame but we may get something
+ if (!m_submissionContext->beginDrawing(surface)) {
+ qWarning() << "Failed to make OpenGL context current on surface";
+ m_lastFrameCorrect.store(0);
+ continue;
+ }
+
+ previousSurface = surface;
+ lastBoundFBOId = m_submissionContext->boundFrameBufferObject();
+ }
+
+ // Apply Memory Barrier if needed
+ if (renderView->memoryBarrier() != QMemoryBarrier::None)
+ m_submissionContext->memoryBarrier(renderView->memoryBarrier());
+
+ // Note: the RenderStateSet is allocated once per RV if needed
+ // and it contains a list of StateVariant value types
+ RenderStateSet *renderViewStateSet = renderView->stateSet();
+
+ {
+ Profiling::GLTimeRecorder recorder(Profiling::StateUpdate);
+ // Set the RV state if not null,
+ if (renderViewStateSet != nullptr)
+ m_submissionContext->setCurrentStateSet(renderViewStateSet);
+ else
+ m_submissionContext->setCurrentStateSet(m_defaultRenderStateSet);
+ }
+
+ // Set RenderTarget ...
+ // Activate RenderTarget
+ {
+ Profiling::GLTimeRecorder recorder(Profiling::RenderTargetUpdate);
+ m_submissionContext->activateRenderTarget(renderView->renderTargetId(),
+ renderView->attachmentPack(),
+ lastBoundFBOId);
+ }
+
+ {
+ Profiling::GLTimeRecorder recorder(Profiling::ClearBuffer);
+ // set color, depth, stencil clear values (only if needed)
+ auto clearBufferTypes = renderView->clearTypes();
+ if (clearBufferTypes & QClearBuffers::ColorBuffer) {
+ const QVector4D vCol = renderView->globalClearColorBufferInfo().clearColor;
+ m_submissionContext->clearColor(QColor::fromRgbF(vCol.x(), vCol.y(), vCol.z(), vCol.w()));
+ }
+ if (clearBufferTypes & QClearBuffers::DepthBuffer)
+ m_submissionContext->clearDepthValue(renderView->clearDepthValue());
+ if (clearBufferTypes & QClearBuffers::StencilBuffer)
+ m_submissionContext->clearStencilValue(renderView->clearStencilValue());
+
+ // Clear BackBuffer
+ m_submissionContext->clearBackBuffer(clearBufferTypes);
+
+ // if there are ClearColors set for different draw buffers,
+ // clear each of these draw buffers individually now
+ const QVector<ClearBufferInfo> clearDrawBuffers = renderView->specificClearColorBufferInfo();
+ for (const ClearBufferInfo &clearBuffer : clearDrawBuffers)
+ m_submissionContext->clearBufferf(clearBuffer.drawBufferIndex, clearBuffer.clearColor);
+ }
+
+ // Set the Viewport
+ m_submissionContext->setViewport(renderView->viewport(), renderView->surfaceSize() * renderView->devicePixelRatio());
+
+ // Execute the render commands
+ if (!executeCommandsSubmission(renderView))
+ m_lastFrameCorrect.store(0); // something went wrong; make sure to render the next frame!
+
+ // executeCommandsSubmission takes care of restoring the stateset to the value
+ // of gc->currentContext() at the moment it was called (either
+ // renderViewStateSet or m_defaultRenderStateSet)
+ if (!renderView->renderCaptureNodeId().isNull()) {
+ const QRenderCaptureRequest request = renderView->renderCaptureRequest();
+ const QSize size = m_submissionContext->renderTargetSize(renderView->surfaceSize() * renderView->devicePixelRatio());
+ QRect rect(QPoint(0, 0), size);
+ if (!request.rect.isEmpty())
+ rect = rect.intersected(request.rect);
+ QImage image;
+ if (!rect.isEmpty()) {
+ // Bind fbo as read framebuffer
+ m_submissionContext->bindFramebuffer(m_submissionContext->activeFBO(), GraphicsHelperInterface::FBORead);
+ image = m_submissionContext->readFramebuffer(rect);
+ } else {
+ qWarning() << "Requested capture rectangle is outside framebuffer";
+ }
+ Render::RenderCapture *renderCapture =
+ static_cast<Render::RenderCapture*>(m_nodesManager->frameGraphManager()->lookupNode(renderView->renderCaptureNodeId()));
+ renderCapture->addRenderCapture(request.captureId, image);
+ addRenderCaptureSendRequest(renderView->renderCaptureNodeId());
+ }
+
+ if (renderView->isDownloadBuffersEnable())
+ downloadGLBuffers();
+
+ // Perform BlitFramebuffer operations
+ if (renderView->hasBlitFramebufferInfo()) {
+ const auto &blitFramebufferInfo = renderView->blitFrameBufferInfo();
+ const QNodeId inputTargetId = blitFramebufferInfo.sourceRenderTargetId;
+ const QNodeId outputTargetId = blitFramebufferInfo.destinationRenderTargetId;
+ const QRect inputRect = blitFramebufferInfo.sourceRect;
+ const QRect outputRect = blitFramebufferInfo.destinationRect;
+ const QRenderTargetOutput::AttachmentPoint inputAttachmentPoint = blitFramebufferInfo.sourceAttachmentPoint;
+ const QRenderTargetOutput::AttachmentPoint outputAttachmentPoint = blitFramebufferInfo.destinationAttachmentPoint;
+ const QBlitFramebuffer::InterpolationMethod interpolationMethod = blitFramebufferInfo.interpolationMethod;
+ m_submissionContext->blitFramebuffer(inputTargetId, outputTargetId, inputRect, outputRect, lastBoundFBOId,
+ inputAttachmentPoint, outputAttachmentPoint,
+ interpolationMethod);
+ }
+
+
+ frameElapsed = timer.elapsed() - frameElapsed;
+ qCDebug(Rendering) << Q_FUNC_INFO << "Submitted Renderview " << i + 1 << "/" << renderViewsCount << "in " << frameElapsed << "ms";
+ frameElapsed = timer.elapsed();
+ }
+
+ // Bind lastBoundFBOId back. Needed also in threaded mode.
+ // lastBoundFBOId != m_graphicsContext->activeFBO() when the last FrameGraph leaf node/renderView
+ // contains RenderTargetSelector/RenderTarget
+ if (lastBoundFBOId != m_submissionContext->activeFBO())
+ m_submissionContext->bindFramebuffer(lastBoundFBOId, GraphicsHelperInterface::FBOReadAndDraw);
+
+ // Reset state and call doneCurrent if the surface
+ // is valid and was actually activated
+ if (surface && m_submissionContext->hasValidGLHelper()) {
+ // Reset state to the default state if the last stateset is not the
+ // defaultRenderStateSet
+ if (m_submissionContext->currentStateSet() != m_defaultRenderStateSet)
+ m_submissionContext->setCurrentStateSet(m_defaultRenderStateSet);
+ }
+
+ queueElapsed = timer.elapsed() - queueElapsed;
+ qCDebug(Rendering) << Q_FUNC_INFO << "Submission of Queue in " << queueElapsed << "ms <=> " << queueElapsed / renderViewsCount << "ms per RenderView <=> Avg " << 1000.0f / (queueElapsed * 1.0f/ renderViewsCount * 1.0f) << " RenderView/s";
+ qCDebug(Rendering) << Q_FUNC_INFO << "Submission Completed in " << timer.elapsed() << "ms";
+
+ // Stores the necessary information to safely perform
+ // the last swap buffer call
+ ViewSubmissionResultData resultData;
+ resultData.lastBoundFBOId = lastBoundFBOId;
+ resultData.surface = lastUsedSurface;
+
+ return resultData;
+}
+
+void Renderer::markDirty(BackendNodeDirtySet changes, BackendNode *node)
+{
+ Q_UNUSED(node);
+ m_dirtyBits.marked |= changes;
+}
+
+Renderer::BackendNodeDirtySet Renderer::dirtyBits()
+{
+ return m_dirtyBits.marked;
+}
+
+#if defined(QT_BUILD_INTERNAL)
+void Renderer::clearDirtyBits(BackendNodeDirtySet changes)
+{
+ m_dirtyBits.remaining &= ~changes;
+ m_dirtyBits.marked &= ~changes;
+}
+#endif
+
+bool Renderer::shouldRender()
+{
+ // Only render if something changed during the last frame, or the last frame
+ // was not rendered successfully (or render-on-demand is disabled)
+ return (m_settings->renderPolicy() == QRenderSettings::Always
+ || m_dirtyBits.marked != 0
+ || m_dirtyBits.remaining != 0
+ || !m_lastFrameCorrect.load());
+}
+
+void Renderer::skipNextFrame()
+{
+ Q_ASSERT(m_settings->renderPolicy() != QRenderSettings::Always);
+
+ // make submitRenderViews() actually run
+ m_renderQueue->setNoRender();
+ m_submitRenderViewsSemaphore.release(1);
+}
+
+// Waits to be told to create jobs for the next frame
+// Called by QRenderAspect jobsToExecute context of QAspectThread
+// Returns all the jobs (and with proper dependency chain) required
+// for the rendering of the scene
+QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
+{
+ QVector<QAspectJobPtr> renderBinJobs;
+
+ // Create the jobs to build the frame
+ const QVector<QAspectJobPtr> bufferJobs = createRenderBufferJobs();
+
+ // Remove previous dependencies
+ m_calculateBoundingVolumeJob->removeDependency(QWeakPointer<QAspectJob>());
+ m_cleanupJob->removeDependency(QWeakPointer<QAspectJob>());
+
+ // Set dependencies
+ for (const QAspectJobPtr &bufferJob : bufferJobs)
+ m_calculateBoundingVolumeJob->addDependency(bufferJob);
+
+ m_updateLevelOfDetailJob->setFrameGraphRoot(frameGraphRoot());
+
+ const BackendNodeDirtySet dirtyBitsForFrame = m_dirtyBits.marked | m_dirtyBits.remaining;
+ m_dirtyBits.marked = 0;
+ m_dirtyBits.remaining = 0;
+ BackendNodeDirtySet notCleared = 0;
+
+ // Add jobs
+ const bool entitiesEnabledDirty = dirtyBitsForFrame & AbstractRenderer::EntityEnabledDirty;
+ if (entitiesEnabledDirty) {
+ renderBinJobs.push_back(m_updateTreeEnabledJob);
+ // This dependency is added here because we clear all dependencies
+ // at the start of this function.
+ m_calculateBoundingVolumeJob->addDependency(m_updateTreeEnabledJob);
+ }
+
+ if (dirtyBitsForFrame & AbstractRenderer::TransformDirty) {
+ renderBinJobs.push_back(m_worldTransformJob);
+ renderBinJobs.push_back(m_updateWorldBoundingVolumeJob);
+ renderBinJobs.push_back(m_updateShaderDataTransformJob);
+ }
+
+ if (dirtyBitsForFrame & AbstractRenderer::GeometryDirty) {
+ renderBinJobs.push_back(m_calculateBoundingVolumeJob);
+ renderBinJobs.push_back(m_updateMeshTriangleListJob);
+ }
+
+ if (dirtyBitsForFrame & AbstractRenderer::GeometryDirty ||
+ dirtyBitsForFrame & AbstractRenderer::TransformDirty) {
+ renderBinJobs.push_back(m_expandBoundingVolumeJob);
+ }
+
+ m_updateSkinningPaletteJob->setDirtyJoints(m_nodesManager->jointManager()->dirtyJoints());
+ renderBinJobs.push_back(m_updateSkinningPaletteJob);
+ renderBinJobs.push_back(m_updateLevelOfDetailJob);
+ renderBinJobs.push_back(m_cleanupJob);
+ renderBinJobs.push_back(m_sendRenderCaptureJob);
+ renderBinJobs.push_back(m_sendBufferCaptureJob);
+ renderBinJobs.append(bufferJobs);
+
+ // Jobs to prepare GL Resource upload
+ renderBinJobs.push_back(m_vaoGathererJob);
+
+ if (dirtyBitsForFrame & AbstractRenderer::BuffersDirty)
+ renderBinJobs.push_back(m_bufferGathererJob);
+
+ if (dirtyBitsForFrame & AbstractRenderer::TexturesDirty) {
+ renderBinJobs.push_back(m_syncTextureLoadingJob);
+ renderBinJobs.push_back(m_textureGathererJob);
+ }
+
+
+ // Layer cache is dependent on layers, layer filters and the enabled flag
+ // on entities
+ const bool layersDirty = dirtyBitsForFrame & AbstractRenderer::LayersDirty;
+ const bool layersCacheNeedsToBeRebuilt = layersDirty || entitiesEnabledDirty;
+ const bool materialDirty = dirtyBitsForFrame & AbstractRenderer::MaterialDirty;
+
+ QMutexLocker lock(m_renderQueue->mutex());
+ if (m_renderQueue->wasReset()) { // Have we rendered yet? (Scene3D case)
+ // Traverse the current framegraph. For each leaf node create a
+ // RenderView and set its configuration then create a job to
+ // populate the RenderView with a set of RenderCommands that get
+ // their details from the RenderNodes that are visible to the
+ // Camera selected by the framegraph configuration
+ FrameGraphVisitor visitor(m_nodesManager->frameGraphManager());
+ const QVector<FrameGraphNode *> fgLeaves = visitor.traverse(frameGraphRoot());
+
+ // Remove leaf nodes that no longer exist from cache
+ const QList<FrameGraphNode *> keys = m_cache.leafNodeCache.keys();
+ for (FrameGraphNode *leafNode : keys) {
+ if (!fgLeaves.contains(leafNode))
+ m_cache.leafNodeCache.remove(leafNode);
+ }
+
+ const int fgBranchCount = fgLeaves.size();
+ for (int i = 0; i < fgBranchCount; ++i) {
+ RenderViewBuilder builder(fgLeaves.at(i), i, this);
+ builder.setLayerCacheNeedsToBeRebuilt(layersCacheNeedsToBeRebuilt);
+ builder.setMaterialGathererCacheNeedsToBeRebuilt(materialDirty);
+ builder.prepareJobs();
+ renderBinJobs.append(builder.buildJobHierachy());
+ }
+
+ // Set target number of RenderViews
+ m_renderQueue->setTargetRenderViewCount(fgBranchCount);
+ } else {
+ // FilterLayerEntityJob is part of the RenderViewBuilder jobs and must be run later
+ // if none of those jobs are started this frame
+ notCleared |= AbstractRenderer::EntityEnabledDirty;
+ notCleared |= AbstractRenderer::LayersDirty;
+ }
+
+ if (isRunning() && m_submissionContext->isInitialized()) {
+ if (dirtyBitsForFrame & AbstractRenderer::TechniquesDirty )
+ renderBinJobs.push_back(m_filterCompatibleTechniqueJob);
+ if (dirtyBitsForFrame & AbstractRenderer::ShadersDirty)
+ renderBinJobs.push_back(m_introspectShaderJob);
+ } else {
+ notCleared |= AbstractRenderer::TechniquesDirty;
+ notCleared |= AbstractRenderer::ShadersDirty;
+ }
+
+ m_dirtyBits.remaining = dirtyBitsForFrame & notCleared;
+
+ return renderBinJobs;
+}
+
+QAspectJobPtr Renderer::pickBoundingVolumeJob()
+{
+ // Set values on pickBoundingVolumeJob
+ RenderSettings *renderSetting = settings();
+ if (renderSetting != nullptr) {
+ m_pickBoundingVolumeJob->setRenderSettings(renderSetting);
+ m_pickBoundingVolumeJob->setFrameGraphRoot(frameGraphRoot());
+ m_pickBoundingVolumeJob->setMouseEvents(pendingPickingEvents());
+ m_pickBoundingVolumeJob->setKeyEvents(pendingKeyEvents());
+ }
+
+ return m_pickBoundingVolumeJob;
+}
+
+QAspectJobPtr Renderer::rayCastingJob()
+{
+ // Set values on rayCastingJob
+ RenderSettings *renderSetting = settings();
+ if (renderSetting != nullptr) {
+ m_rayCastingJob->setRenderSettings(renderSetting);
+ m_rayCastingJob->setFrameGraphRoot(frameGraphRoot());
+ }
+
+ return m_rayCastingJob;
+}
+
+QAspectJobPtr Renderer::syncTextureLoadingJob()
+{
+ return m_syncTextureLoadingJob;
+}
+
+QAspectJobPtr Renderer::expandBoundingVolumeJob()
+{
+ return m_expandBoundingVolumeJob;
+}
+
+QAbstractFrameAdvanceService *Renderer::frameAdvanceService() const
+{
+ return static_cast<Qt3DCore::QAbstractFrameAdvanceService *>(m_vsyncFrameAdvanceService.data());
+}
+
+// Called by executeCommands
+void Renderer::performDraw(RenderCommand *command)
+{
+ // Indirect Draw Calls
+ if (command->m_drawIndirect) {
+
+ // Bind the indirect draw buffer
+ Buffer *indirectDrawBuffer = m_nodesManager->bufferManager()->data(command->m_indirectDrawBuffer);
+ if (Q_UNLIKELY(indirectDrawBuffer == nullptr)) {
+ qWarning() << "Invalid Indirect Draw Buffer - failed to retrieve Buffer";
+ return;
+ }
+
+ // Get GLBuffer from Buffer;
+ GLBuffer *indirectDrawGLBuffer = m_submissionContext->glBufferForRenderBuffer(indirectDrawBuffer, GLBuffer::DrawIndirectBuffer);
+ if (Q_UNLIKELY(indirectDrawGLBuffer == nullptr)) {
+ qWarning() << "Invalid Indirect Draw Buffer - failed to retrieve GLBuffer";
+ return;
+ }
+
+ // Bind GLBuffer
+ const bool successfullyBound = indirectDrawGLBuffer->bind(m_submissionContext.data(), GLBuffer::DrawIndirectBuffer);
+
+ if (Q_LIKELY(successfullyBound)) {
+ // TO DO: Handle multi draw variants if attribute count > 1
+ if (command->m_drawIndexed) {
+ m_submissionContext->drawElementsIndirect(command->m_primitiveType,
+ command->m_indexAttributeDataType,
+ reinterpret_cast<void*>(quintptr(command->m_indirectAttributeByteOffset)));
+ } else {
+ m_submissionContext->drawArraysIndirect(command->m_primitiveType,
+ reinterpret_cast<void*>(quintptr(command->m_indirectAttributeByteOffset)));
+ }
+ } else {
+ qWarning() << "Failed to bind IndirectDrawBuffer";
+ }
+
+ } else { // Direct Draw Calls
+
+ // TO DO: Add glMulti Draw variants
+ if (command->m_primitiveType == QGeometryRenderer::Patches)
+ m_submissionContext->setVerticesPerPatch(command->m_verticesPerPatch);
+
+ if (command->m_primitiveRestartEnabled)
+ m_submissionContext->enablePrimitiveRestart(command->m_restartIndexValue);
+
+ // TO DO: Add glMulti Draw variants
+ if (command->m_drawIndexed) {
+ Profiling::GLTimeRecorder recorder(Profiling::DrawElement);
+ m_submissionContext->drawElementsInstancedBaseVertexBaseInstance(command->m_primitiveType,
+ command->m_primitiveCount,
+ command->m_indexAttributeDataType,
+ reinterpret_cast<void*>(quintptr(command->m_indexAttributeByteOffset)),
+ command->m_instanceCount,
+ command->m_indexOffset,
+ command->m_firstVertex);
+ } else {
+ Profiling::GLTimeRecorder recorder(Profiling::DrawArray);
+ m_submissionContext->drawArraysInstancedBaseInstance(command->m_primitiveType,
+ command->m_firstInstance,
+ command->m_primitiveCount,
+ command->m_instanceCount,
+ command->m_firstVertex);
+ }
+ }
+
+#if defined(QT3D_RENDER_ASPECT_OPENGL_DEBUG)
+ int err = m_graphicsContext->openGLContext()->functions()->glGetError();
+ if (err)
+ qCWarning(Rendering) << "GL error after drawing mesh:" << QString::number(err, 16);
+#endif
+
+ if (command->m_primitiveRestartEnabled)
+ m_submissionContext->disablePrimitiveRestart();
+}
+
+void Renderer::performCompute(const RenderView *, RenderCommand *command)
+{
+ {
+ Profiling::GLTimeRecorder recorder(Profiling::ShaderUpdate);
+ m_submissionContext->activateShader(command->m_shaderDna);
+ }
+ {
+ Profiling::GLTimeRecorder recorder(Profiling::UniformUpdate);
+ m_submissionContext->setParameters(command->m_parameterPack);
+ }
+ {
+ Profiling::GLTimeRecorder recorder(Profiling::DispatchCompute);
+ m_submissionContext->dispatchCompute(command->m_workGroups[0],
+ command->m_workGroups[1],
+ command->m_workGroups[2]);
+ }
+ // HACK: Reset the compute flag to dirty
+ m_dirtyBits.marked |= AbstractRenderer::ComputeDirty;
+
+#if defined(QT3D_RENDER_ASPECT_OPENGL_DEBUG)
+ int err = m_graphicsContext->openGLContext()->functions()->glGetError();
+ if (err)
+ qCWarning(Rendering) << "GL error after drawing mesh:" << QString::number(err, 16);
+#endif
+}
+
+void Renderer::createOrUpdateVAO(RenderCommand *command,
+ HVao *previousVaoHandle,
+ OpenGLVertexArrayObject **vao)
+{
+ const VAOIdentifier vaoKey(command->m_geometry, command->m_shader);
+
+ VAOManager *vaoManager = m_nodesManager->vaoManager();
+ command->m_vao = vaoManager->lookupHandle(vaoKey);
+
+ if (command->m_vao.isNull()) {
+ qCDebug(Rendering) << Q_FUNC_INFO << "Allocating new VAO";
+ command->m_vao = vaoManager->getOrAcquireHandle(vaoKey);
+ vaoManager->data(command->m_vao)->create(m_submissionContext.data(), vaoKey);
+ }
+
+ if (*previousVaoHandle != command->m_vao) {
+ *previousVaoHandle = command->m_vao;
+ *vao = vaoManager->data(command->m_vao);
+ }
+ Q_ASSERT(*vao);
+}
+
+// Called by RenderView->submit() in RenderThread context
+// Returns true, if all RenderCommands were sent to the GPU
+bool Renderer::executeCommandsSubmission(const RenderView *rv)
+{
+ bool allCommandsIssued = true;
+
+ // Render drawing commands
+ const QVector<RenderCommand *> commands = rv->commands();
+
+ // Use the graphicscontext to submit the commands to the underlying
+ // graphics API (OpenGL)
+
+ // Save the RenderView base stateset
+ RenderStateSet *globalState = m_submissionContext->currentStateSet();
+ OpenGLVertexArrayObject *vao = nullptr;
+
+ for (RenderCommand *command : qAsConst(commands)) {
+
+ if (command->m_type == RenderCommand::Compute) { // Compute Call
+ performCompute(rv, command);
+ } else { // Draw Command
+ // Check if we have a valid command that can be drawn
+ if (!command->m_isValid) {
+ allCommandsIssued = false;
+ continue;
+ }
+
+ vao = m_nodesManager->vaoManager()->data(command->m_vao);
+
+ // something may have went wrong when initializing the VAO
+ if (!vao->isSpecified()) {
+ allCommandsIssued = false;
+ continue;
+ }
+
+ {
+ Profiling::GLTimeRecorder recorder(Profiling::ShaderUpdate);
+ //// We activate the shader here
+ if (!m_submissionContext->activateShader(command->m_shaderDna)) {
+ allCommandsIssued = false;
+ continue;
+ }
+ }
+
+ {
+ Profiling::GLTimeRecorder recorder(Profiling::VAOUpdate);
+ // Bind VAO
+ vao->bind();
+ }
+
+ {
+ Profiling::GLTimeRecorder recorder(Profiling::UniformUpdate);
+ //// Update program uniforms
+ if (!m_submissionContext->setParameters(command->m_parameterPack)) {
+ allCommandsIssued = false;
+ // If we have failed to set uniform (e.g unable to bind a texture)
+ // we won't perform the draw call which could show invalid content
+ continue;
+ }
+ }
+
+ //// OpenGL State
+ // TO DO: Make states not dependendent on their backend node for this step
+ // Set state
+ RenderStateSet *localState = command->m_stateSet;
+
+
+ {
+ Profiling::GLTimeRecorder recorder(Profiling::StateUpdate);
+ // Merge the RenderCommand state with the globalState of the RenderView
+ // Or restore the globalState if no stateSet for the RenderCommand
+ if (localState != nullptr) {
+ command->m_stateSet->merge(globalState);
+ m_submissionContext->setCurrentStateSet(command->m_stateSet);
+ } else {
+ m_submissionContext->setCurrentStateSet(globalState);
+ }
+ }
+ // All Uniforms for a pass are stored in the QUniformPack of the command
+ // Uniforms for Effect, Material and Technique should already have been correctly resolved
+ // at that point
+
+ //// Draw Calls
+ performDraw(command);
+ }
+ } // end of RenderCommands loop
+
+ // We cache the VAO and release it only at the end of the exectute frame
+ // We try to minimize VAO binding between RenderCommands
+ if (vao)
+ vao->release();
+
+ // Reset to the state we were in before executing the render commands
+ m_submissionContext->setCurrentStateSet(globalState);
+
+ return allCommandsIssued;
+}
+
+bool Renderer::updateVAOWithAttributes(Geometry *geometry,
+ RenderCommand *command,
+ Shader *shader,
+ bool forceUpdate)
+{
+ m_dirtyAttributes.reserve(m_dirtyAttributes.size() + geometry->attributes().size());
+ const auto attributeIds = geometry->attributes();
+
+ for (QNodeId attributeId : attributeIds) {
+ // TO DO: Improvement we could store handles and use the non locking policy on the attributeManager
+ Attribute *attribute = m_nodesManager->attributeManager()->lookupResource(attributeId);
+
+ if (attribute == nullptr)
+ return false;
+
+ Buffer *buffer = m_nodesManager->bufferManager()->lookupResource(attribute->bufferId());
+
+ // Buffer update was already performed at this point
+ // Just make sure the attribute reference a valid buffer
+ if (buffer == nullptr)
+ return false;
+
+ // Index Attribute
+ bool attributeWasDirty = false;
+ if (attribute->attributeType() == QAttribute::IndexAttribute) {
+ if ((attributeWasDirty = attribute->isDirty()) == true || forceUpdate)
+ m_submissionContext->specifyIndices(buffer);
+ // Vertex Attribute
+ } else if (command->m_attributes.contains(attribute->nameId())) {
+ if ((attributeWasDirty = attribute->isDirty()) == true || forceUpdate) {
+ // Find the location for the attribute
+ const QVector<ShaderAttribute> shaderAttributes = shader->attributes();
+ const ShaderAttribute *attributeDescription = nullptr;
+ for (const ShaderAttribute &shaderAttribute : shaderAttributes) {
+ if (shaderAttribute.m_nameId == attribute->nameId()) {
+ attributeDescription = &shaderAttribute;
+ break;
+ }
+ }
+ if (!attributeDescription || attributeDescription->m_location < 0)
+ return false;
+ m_submissionContext->specifyAttribute(attribute, buffer, attributeDescription);
+ }
+ }
+
+ // Append attribute to temporary vector so that its dirtiness
+ // can be cleared at the end of the frame
+ if (attributeWasDirty)
+ m_dirtyAttributes.push_back(attribute);
+
+ // Note: We cannot call unsertDirty on the Attribute at this
+ // point as we don't know if the attributes are being shared
+ // with other geometry / geometryRenderer in which case they still
+ // should remain dirty so that VAO for these commands are properly
+ // updated
+ }
+
+ return true;
+}
+
+bool Renderer::requiresVAOAttributeUpdate(Geometry *geometry,
+ RenderCommand *command) const
+{
+ const auto attributeIds = geometry->attributes();
+
+ for (QNodeId attributeId : attributeIds) {
+ // TO DO: Improvement we could store handles and use the non locking policy on the attributeManager
+ Attribute *attribute = m_nodesManager->attributeManager()->lookupResource(attributeId);
+
+ if (attribute == nullptr)
+ continue;
+
+ if ((attribute->attributeType() == QAttribute::IndexAttribute && attribute->isDirty()) ||
+ (command->m_attributes.contains(attribute->nameId()) && attribute->isDirty()))
+ return true;
+ }
+ return false;
+}
+
+// Erase graphics related resources that may become unused after a frame
+void Renderer::cleanGraphicsResources()
+{
+ // Clean buffers
+ const QVector<Qt3DCore::QNodeId> buffersToRelease = m_nodesManager->bufferManager()->takeBuffersToRelease();
+ 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;
+ }
+
+ // Delete abandoned VAOs
+ m_abandonedVaosMutex.lock();
+ const QVector<HVao> abandonedVaos = std::move(m_abandonedVaos);
+ m_abandonedVaosMutex.unlock();
+ for (const HVao &vaoHandle : abandonedVaos) {
+ // might have already been destroyed last frame, but added by the cleanup job before, so
+ // check if the VAO is really still existent
+ OpenGLVertexArrayObject *vao = m_nodesManager->vaoManager()->data(vaoHandle);
+ if (vao) {
+ vao->destroy();
+ m_nodesManager->vaoManager()->release(vaoHandle);
+ }
+ }
+}
+
+QList<QPair<QObject *, QMouseEvent>> Renderer::pendingPickingEvents() const
+{
+ return m_pickEventFilter->pendingMouseEvents();
+}
+
+QList<QKeyEvent> Renderer::pendingKeyEvents() const
+{
+ return m_pickEventFilter->pendingKeyEvents();
+}
+
+const GraphicsApiFilterData *Renderer::contextInfo() const
+{
+ return m_submissionContext->contextInfo();
+}
+
+SubmissionContext *Renderer::submissionContext() const
+{
+ return m_submissionContext.data();
+}
+
+void Renderer::addRenderCaptureSendRequest(Qt3DCore::QNodeId nodeId)
+{
+ if (!m_pendingRenderCaptureSendRequests.contains(nodeId))
+ m_pendingRenderCaptureSendRequests.push_back(nodeId);
+}
+
+const QVector<Qt3DCore::QNodeId> Renderer::takePendingRenderCaptureSendRequests()
+{
+ return std::move(m_pendingRenderCaptureSendRequests);
+}
+
+// Returns a vector of jobs to be performed for dirty buffers
+// 1 dirty buffer == 1 job, all job can be performed in parallel
+QVector<Qt3DCore::QAspectJobPtr> Renderer::createRenderBufferJobs() const
+{
+ const QVector<QNodeId> dirtyBuffers = m_nodesManager->bufferManager()->takeDirtyBuffers();
+ QVector<QAspectJobPtr> dirtyBuffersJobs;
+ dirtyBuffersJobs.reserve(dirtyBuffers.size());
+
+ for (const QNodeId bufId : dirtyBuffers) {
+ Render::HBuffer bufferHandle = m_nodesManager->lookupHandle<Render::Buffer, Render::BufferManager, Render::HBuffer>(bufId);
+ if (!bufferHandle.isNull()) {
+ // Create new buffer job
+ auto job = Render::LoadBufferJobPtr::create(bufferHandle);
+ job->setNodeManager(m_nodesManager);
+ dirtyBuffersJobs.push_back(job);
+ }
+ }
+
+ return dirtyBuffersJobs;
+}
+
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
diff --git a/src/render/renderers/opengl/renderer/renderer.pri b/src/render/renderers/opengl/renderer/renderer.pri
new file mode 100644
index 000000000..34f6064bd
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/renderer.pri
@@ -0,0 +1,27 @@
+INCLUDEPATH += $$PWD
+
+SOURCES += \
+ $$PWD/commandthread.cpp \
+ $$PWD/glcommands.cpp \
+ $$PWD/openglvertexarrayobject.cpp \
+ $$PWD/rendercommand.cpp \
+ $$PWD/renderer.cpp \
+ $$PWD/renderqueue.cpp \
+ $$PWD/renderview.cpp \
+ $$PWD/renderviewbuilder.cpp \
+ $$PWD/shaderparameterpack.cpp
+
+HEADERS += \
+ $$PWD/commandthread_p.h \
+ $$PWD/glcommands_p.h \
+ $$PWD/openglvertexarrayobject_p.h \
+ $$PWD/renderercache_p.h \
+ $$PWD/rendercommand_p.h \
+ $$PWD/renderer_p.h \
+ $$PWD/renderqueue_p.h \
+ $$PWD/renderview_p.h \
+ $$PWD/renderviewbuilder_p.h \
+ $$PWD/shaderparameterpack_p.h \
+ $$PWD/shadervariables_p.h
+
+
diff --git a/src/render/renderers/opengl/renderer/renderer_p.h b/src/render/renderers/opengl/renderer/renderer_p.h
new file mode 100644
index 000000000..b4ad0b0fe
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/renderer_p.h
@@ -0,0 +1,405 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
+** 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DRENDER_RENDER_RENDERER_H
+#define QT3DRENDER_RENDER_RENDERER_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of other Qt classes. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <Qt3DRender/qrenderaspect.h>
+#include <Qt3DRender/qtechnique.h>
+#include <Qt3DRender/private/shaderparameterpack_p.h>
+#include <Qt3DRender/private/handle_types_p.h>
+#include <Qt3DRender/private/abstractrenderer_p.h>
+#include <Qt3DCore/qaspectjob.h>
+#include <Qt3DRender/private/qt3drender_global_p.h>
+#include <Qt3DRender/private/pickboundingvolumejob_p.h>
+#include <Qt3DRender/private/raycastingjob_p.h>
+#include <Qt3DRender/private/rendersettings_p.h>
+#include <Qt3DRender/private/renderviewinitializerjob_p.h>
+#include <Qt3DRender/private/expandboundingvolumejob_p.h>
+#include <Qt3DRender/private/updateworldtransformjob_p.h>
+#include <Qt3DRender/private/calcboundingvolumejob_p.h>
+#include <Qt3DRender/private/updateshaderdatatransformjob_p.h>
+#include <Qt3DRender/private/framecleanupjob_p.h>
+#include <Qt3DRender/private/updateworldboundingvolumejob_p.h>
+#include <Qt3DRender/private/updatetreeenabledjob_p.h>
+#include <Qt3DRender/private/platformsurfacefilter_p.h>
+#include <Qt3DRender/private/sendrendercapturejob_p.h>
+#include <Qt3DRender/private/sendbuffercapturejob_p.h>
+#include <Qt3DRender/private/genericlambdajob_p.h>
+#include <Qt3DRender/private/updatemeshtrianglelistjob_p.h>
+#include <Qt3DRender/private/filtercompatibletechniquejob_p.h>
+#include <Qt3DRender/private/updateskinningpalettejob_p.h>
+#include <Qt3DRender/private/renderercache_p.h>
+
+#include <QHash>
+#include <QMatrix4x4>
+#include <QObject>
+
+#include <QOpenGLShaderProgram>
+#include <QOpenGLVertexArrayObject>
+#include <QOpenGLBuffer>
+#include <QMutex>
+#include <QWaitCondition>
+#include <QAtomicInt>
+#include <QScopedPointer>
+#include <QSemaphore>
+
+#include <functional>
+
+QT_BEGIN_NAMESPACE
+
+class QSurface;
+class QMouseEvent;
+
+namespace Qt3DCore {
+class QEntity;
+class QFrameAllocator;
+class QEventFilterService;
+}
+
+namespace Qt3DRender {
+
+class QCamera;
+class QMaterial;
+class QShaderProgram;
+class QMesh;
+class QRenderPass;
+class QAbstractShapeMesh;
+struct GraphicsApiFilterData;
+class QSceneImporter;
+
+#if QT_CONFIG(qt3d_profile_jobs)
+namespace Debug {
+class CommandExecuter;
+}
+#endif
+
+namespace Render {
+
+class CameraLens;
+class SubmissionContext;
+class FrameGraphNode;
+class Material;
+class Technique;
+class Shader;
+class Entity;
+class RenderCommand;
+class RenderQueue;
+class RenderView;
+class Effect;
+class RenderPass;
+class RenderThread;
+class CommandThread;
+class RenderStateSet;
+class VSyncFrameAdvanceService;
+class PickEventFilter;
+class NodeManagers;
+class ShaderCache;
+
+class UpdateLevelOfDetailJob;
+typedef QSharedPointer<UpdateLevelOfDetailJob> UpdateLevelOfDetailJobPtr;
+
+using SynchronizerJobPtr = GenericLambdaJobPtr<std::function<void()>>;
+using IntrospectShadersJobPtr = GenericLambdaJobPtr<std::function<void()>>;
+
+class QT3DRENDERSHARED_PRIVATE_EXPORT Renderer : public AbstractRenderer
+{
+public:
+ explicit Renderer(QRenderAspect::RenderType type);
+ ~Renderer();
+
+ void dumpInfo() const override;
+ API api() const override { return AbstractRenderer::OpenGL; }
+
+ qint64 time() const override;
+ void setTime(qint64 time) override;
+
+ void setNodeManagers(NodeManagers *managers) override;
+ void setServices(Qt3DCore::QServiceLocator *services) override;
+ void setSurfaceExposed(bool exposed) override;
+
+ NodeManagers *nodeManagers() const override;
+ Qt3DCore::QServiceLocator *services() const override { return m_services; }
+
+ void initialize() override;
+ void shutdown() override;
+ void releaseGraphicsResources() override;
+
+ void render() override;
+ void doRender(bool scene3dBlocking = false) override;
+ void cleanGraphicsResources() override;
+
+ bool isRunning() const override { return m_running.load(); }
+
+ void setSceneRoot(Qt3DCore::QBackendNodeFactory *factory, Entity *sgRoot) override;
+ Entity *sceneRoot() const override { return m_renderSceneRoot; }
+
+ FrameGraphNode *frameGraphRoot() const override;
+
+ void markDirty(BackendNodeDirtySet changes, BackendNode *node) override;
+ BackendNodeDirtySet dirtyBits() override;
+
+#if defined(QT_BUILD_INTERNAL)
+ void clearDirtyBits(BackendNodeDirtySet changes) override;
+#endif
+ bool shouldRender() override;
+ void skipNextFrame() override;
+
+ QVector<Qt3DCore::QAspectJobPtr> renderBinJobs() override;
+ Qt3DCore::QAspectJobPtr pickBoundingVolumeJob() override;
+ Qt3DCore::QAspectJobPtr rayCastingJob() override;
+ Qt3DCore::QAspectJobPtr syncTextureLoadingJob() override;
+ Qt3DCore::QAspectJobPtr expandBoundingVolumeJob() override;
+
+ QVector<Qt3DCore::QAspectJobPtr> createRenderBufferJobs() const;
+
+ inline FrameCleanupJobPtr frameCleanupJob() const { return m_cleanupJob; }
+ inline UpdateShaderDataTransformJobPtr updateShaderDataTransformJob() const { return m_updateShaderDataTransformJob; }
+ inline CalculateBoundingVolumeJobPtr calculateBoundingVolumeJob() const { return m_calculateBoundingVolumeJob; }
+ inline UpdateTreeEnabledJobPtr updateTreeEnabledJob() const { return m_updateTreeEnabledJob; }
+ inline UpdateWorldTransformJobPtr updateWorldTransformJob() const { return m_worldTransformJob; }
+ inline UpdateWorldBoundingVolumeJobPtr updateWorldBoundingVolumeJob() const { return m_updateWorldBoundingVolumeJob; }
+ inline UpdateLevelOfDetailJobPtr updateLevelOfDetailJob() const { return m_updateLevelOfDetailJob; }
+ inline UpdateMeshTriangleListJobPtr updateMeshTriangleListJob() const { return m_updateMeshTriangleListJob; }
+ inline FilterCompatibleTechniqueJobPtr filterCompatibleTechniqueJob() const { return m_filterCompatibleTechniqueJob; }
+ inline SynchronizerJobPtr textureLoadSyncJob() const { return m_syncTextureLoadingJob; }
+ inline UpdateSkinningPaletteJobPtr updateSkinningPaletteJob() const { return m_updateSkinningPaletteJob; }
+ inline IntrospectShadersJobPtr introspectShadersJob() const { return m_introspectShaderJob; }
+ inline Qt3DCore::QAspectJobPtr bufferGathererJob() const { return m_bufferGathererJob; }
+ inline Qt3DCore::QAspectJobPtr textureGathererJob() const { return m_textureGathererJob; }
+
+ Qt3DCore::QAbstractFrameAdvanceService *frameAdvanceService() const override;
+
+ void registerEventFilter(Qt3DCore::QEventFilterService *service) override;
+
+ void setSettings(RenderSettings *settings) override;
+ RenderSettings *settings() const override;
+ QOpenGLContext *shareContext() const override;
+
+
+ // Executed in secondary GL thread
+ void loadShader(Shader *shader) const override;
+
+
+ void updateGLResources();
+ void updateTexture(Texture *texture);
+ void cleanupTexture(const Texture *texture);
+ void downloadGLBuffers();
+ void blitFramebuffer(Qt3DCore::QNodeId inputRenderTargetId,
+ Qt3DCore::QNodeId outputRenderTargetId,
+ QRect inputRect,
+ QRect outputRect,
+ GLuint defaultFramebuffer);
+
+ void prepareCommandsSubmission(const QVector<RenderView *> &renderViews);
+ bool executeCommandsSubmission(const RenderView *rv);
+ bool updateVAOWithAttributes(Geometry *geometry,
+ RenderCommand *command,
+ Shader *shader,
+ bool forceUpdate);
+
+ bool requiresVAOAttributeUpdate(Geometry *geometry,
+ RenderCommand *command) const;
+
+ void setOpenGLContext(QOpenGLContext *context);
+ const GraphicsApiFilterData *contextInfo() const;
+ SubmissionContext *submissionContext() const;
+
+ inline RenderStateSet *defaultRenderState() const { return m_defaultRenderStateSet; }
+
+ QList<QPair<QObject*, QMouseEvent>> pendingPickingEvents() const;
+ QList<QKeyEvent> pendingKeyEvents() const;
+
+ void addRenderCaptureSendRequest(Qt3DCore::QNodeId nodeId);
+ const QVector<Qt3DCore::QNodeId> takePendingRenderCaptureSendRequests();
+
+ void enqueueRenderView(RenderView *renderView, int submitOrder);
+ bool isReadyToSubmit();
+
+ QVariant executeCommand(const QStringList &args) override;
+ void setOffscreenSurfaceHelper(OffscreenSurfaceHelper *helper) override;
+ QSurfaceFormat format() override;
+
+ struct ViewSubmissionResultData
+ {
+ ViewSubmissionResultData()
+ : lastBoundFBOId(0)
+ , surface(nullptr)
+ {}
+
+ uint lastBoundFBOId;
+ QSurface *surface;
+ };
+
+ ViewSubmissionResultData submitRenderViews(const QVector<Render::RenderView *> &renderViews);
+
+ RendererCache *cache() { return &m_cache; }
+
+#ifdef QT3D_RENDER_UNIT_TESTS
+public:
+#else
+
+private:
+#endif
+ bool canRender() const;
+
+ Qt3DCore::QServiceLocator *m_services;
+ NodeManagers *m_nodesManager;
+
+ // Frame graph root
+ Qt3DCore::QNodeId m_frameGraphRootUuid;
+
+ Entity *m_renderSceneRoot;
+
+ // Fail safe values that we can use if a RenderCommand
+ // is missing a shader
+ RenderStateSet *m_defaultRenderStateSet;
+ ShaderParameterPack m_defaultUniformPack;
+
+ QScopedPointer<SubmissionContext> m_submissionContext;
+ QSurfaceFormat m_format;
+
+ RenderQueue *m_renderQueue;
+ QScopedPointer<RenderThread> m_renderThread;
+ QScopedPointer<CommandThread> m_commandThread;
+ QScopedPointer<VSyncFrameAdvanceService> m_vsyncFrameAdvanceService;
+
+ QSemaphore m_submitRenderViewsSemaphore;
+ QSemaphore m_waitForInitializationToBeCompleted;
+
+ QAtomicInt m_running;
+
+ QScopedPointer<PickEventFilter> m_pickEventFilter;
+
+ QVector<Attribute *> m_dirtyAttributes;
+ QVector<Geometry *> m_dirtyGeometry;
+ QAtomicInt m_exposed;
+
+ struct DirtyBits {
+ BackendNodeDirtySet marked = 0; // marked dirty since last job build
+ BackendNodeDirtySet remaining = 0; // remaining dirty after jobs have finished
+ };
+ DirtyBits m_dirtyBits;
+
+ QAtomicInt m_lastFrameCorrect;
+ QOpenGLContext *m_glContext;
+ QOpenGLContext *m_shareContext;
+ mutable QMutex m_shareContextMutex;
+ ShaderCache *m_shaderCache;
+ PickBoundingVolumeJobPtr m_pickBoundingVolumeJob;
+ RayCastingJobPtr m_rayCastingJob;
+
+ qint64 m_time;
+
+ RenderSettings *m_settings;
+
+ UpdateShaderDataTransformJobPtr m_updateShaderDataTransformJob;
+ FrameCleanupJobPtr m_cleanupJob;
+ UpdateWorldTransformJobPtr m_worldTransformJob;
+ ExpandBoundingVolumeJobPtr m_expandBoundingVolumeJob;
+ CalculateBoundingVolumeJobPtr m_calculateBoundingVolumeJob;
+ UpdateWorldBoundingVolumeJobPtr m_updateWorldBoundingVolumeJob;
+ UpdateTreeEnabledJobPtr m_updateTreeEnabledJob;
+ SendRenderCaptureJobPtr m_sendRenderCaptureJob;
+ SendBufferCaptureJobPtr m_sendBufferCaptureJob;
+ UpdateSkinningPaletteJobPtr m_updateSkinningPaletteJob;
+ UpdateLevelOfDetailJobPtr m_updateLevelOfDetailJob;
+ UpdateMeshTriangleListJobPtr m_updateMeshTriangleListJob;
+ FilterCompatibleTechniqueJobPtr m_filterCompatibleTechniqueJob;
+
+ QVector<Qt3DCore::QNodeId> m_pendingRenderCaptureSendRequests;
+
+ void performDraw(RenderCommand *command);
+ void performCompute(const RenderView *rv, RenderCommand *command);
+ void createOrUpdateVAO(RenderCommand *command,
+ HVao *previousVAOHandle,
+ OpenGLVertexArrayObject **vao);
+
+ GenericLambdaJobPtr<std::function<void ()>> m_bufferGathererJob;
+ GenericLambdaJobPtr<std::function<void ()>> m_vaoGathererJob;
+ GenericLambdaJobPtr<std::function<void ()>> m_textureGathererJob;
+ IntrospectShadersJobPtr m_introspectShaderJob;
+
+ SynchronizerJobPtr m_syncTextureLoadingJob;
+
+ void lookForAbandonedVaos();
+ void lookForDirtyBuffers();
+ void lookForDownloadableBuffers();
+ void lookForDirtyTextures();
+ void reloadDirtyShaders();
+
+ QMutex m_abandonedVaosMutex;
+ QVector<HVao> m_abandonedVaos;
+
+ QVector<HBuffer> m_dirtyBuffers;
+ QVector<HBuffer> m_downloadableBuffers;
+ QVector<HTexture> m_dirtyTextures;
+
+ bool m_ownedContext;
+
+ OffscreenSurfaceHelper *m_offscreenHelper;
+ QMutex m_offscreenSurfaceMutex;
+
+#if QT_CONFIG(qt3d_profile_jobs)
+ QScopedPointer<Qt3DRender::Debug::CommandExecuter> m_commandExecuter;
+ friend class Qt3DRender::Debug::CommandExecuter;
+#endif
+
+ QMetaObject::Connection m_contextConnection;
+ RendererCache m_cache;
+};
+
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // QT3DRENDER_RENDER_RENDERER_H
diff --git a/src/render/renderers/opengl/renderer/renderercache_p.h b/src/render/renderers/opengl/renderer/renderercache_p.h
new file mode 100644
index 000000000..2aa50d131
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/renderercache_p.h
@@ -0,0 +1,87 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 The Qt Company Ltd.
+** 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DRENDER_RENDER_RENDERERCACHE_P_H
+#define QT3DRENDER_RENDER_RENDERERCACHE_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of other Qt classes. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <Qt3DRender/QFrameGraphNode>
+
+#include <Qt3DRender/private/entity_p.h>
+#include <Qt3DRender/private/renderviewjobutils_p.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+namespace Render {
+
+struct RendererCache
+{
+ struct LeafNodeData
+ {
+ QVector<Entity *> filterEntitiesByLayer;
+ MaterialParameterGathererData materialParameterGatherer;
+ };
+
+ QHash<FrameGraphNode *, LeafNodeData> leafNodeCache;
+
+ QMutex *mutex() { return &m_mutex; }
+
+private:
+ QMutex m_mutex;
+};
+
+} // namespace Render
+
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // QT3DRENDER_RENDER_RENDERERCACHE_P_H
diff --git a/src/render/renderers/opengl/renderer/renderqueue.cpp b/src/render/renderers/opengl/renderer/renderqueue.cpp
new file mode 100644
index 000000000..bd9d3ee59
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/renderqueue.cpp
@@ -0,0 +1,133 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 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 "renderqueue_p.h"
+#include <Qt3DRender/private/renderview_p.h>
+#include <QThread>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+namespace Render {
+
+RenderQueue::RenderQueue()
+ : m_noRender(false)
+ , m_wasReset(true)
+ , m_targetRenderViewCount(0)
+ , m_currentRenderViewCount(0)
+ , m_currentWorkQueue(1)
+{
+}
+
+int RenderQueue::currentRenderViewCount() const
+{
+ return m_currentRenderViewCount;
+}
+
+/*
+ * In case the framegraph changed or when the current number of render queue
+ * needs to be reset.
+ */
+void RenderQueue::reset()
+{
+ m_currentRenderViewCount = 0;
+ m_targetRenderViewCount = 0;
+ m_currentWorkQueue.clear();
+ m_noRender = false;
+ m_wasReset = true;
+}
+
+void RenderQueue::setNoRender()
+{
+ Q_ASSERT(m_targetRenderViewCount == 0);
+ m_noRender = true;
+}
+
+/*
+ * Queue up a RenderView for the frame being built.
+ * Thread safe as this is called from the renderer which is locked.
+ * Returns true if the renderView is complete
+ */
+bool RenderQueue::queueRenderView(RenderView *renderView, uint submissionOrderIndex)
+{
+ Q_ASSERT(!m_noRender);
+ m_currentWorkQueue[submissionOrderIndex] = renderView;
+ ++m_currentRenderViewCount;
+ Q_ASSERT(m_currentRenderViewCount <= m_targetRenderViewCount);
+ return isFrameQueueComplete();
+}
+
+/*
+ * Called by the Rendering Thread to retrieve the a frame queue to render.
+ * A call to reset is required after rendering of the frame. Otherwise under some
+ * conditions the current but then invalidated frame queue could be reused.
+ */
+QVector<RenderView *> RenderQueue::nextFrameQueue()
+{
+ return m_currentWorkQueue;
+}
+
+/*
+ * Sets the number \a targetRenderViewCount of RenderView objects that make up a frame.
+ */
+void RenderQueue::setTargetRenderViewCount(int targetRenderViewCount)
+{
+ Q_ASSERT(!m_noRender);
+ m_targetRenderViewCount = targetRenderViewCount;
+ m_currentWorkQueue.resize(targetRenderViewCount);
+ m_wasReset = false;
+}
+
+/*
+ * Returns true if all the RenderView objects making up the current frame have been queued.
+ * Returns false otherwise.
+ * \note a frameQueue or size 0 is considered incomplete.
+ */
+bool RenderQueue::isFrameQueueComplete() const
+{
+ return (m_noRender
+ || (m_targetRenderViewCount > 0 && m_targetRenderViewCount == m_currentRenderViewCount));
+}
+
+} // namespace Render
+
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
diff --git a/src/render/renderers/opengl/renderer/renderqueue_p.h b/src/render/renderers/opengl/renderer/renderqueue_p.h
new file mode 100644
index 000000000..e565115f2
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/renderqueue_p.h
@@ -0,0 +1,102 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DRENDER_RENDER_RENDERQUEUE_H
+#define QT3DRENDER_RENDER_RENDERQUEUE_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of other Qt classes. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <QVector>
+#include <QtGlobal>
+#include <QMutex>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+namespace Render {
+
+class RenderView;
+
+class Q_AUTOTEST_EXPORT RenderQueue
+{
+public:
+ RenderQueue();
+
+ void setTargetRenderViewCount(int targetRenderViewCount);
+ int targetRenderViewCount() const { return m_targetRenderViewCount; }
+ int currentRenderViewCount() const;
+ bool isFrameQueueComplete() const;
+
+ bool queueRenderView(RenderView *renderView, uint submissionOrderIndex);
+ QVector<RenderView *> nextFrameQueue();
+ void reset();
+
+ void setNoRender();
+ inline bool isNoRender() const { return m_noRender; }
+
+ inline bool wasReset() const { return m_wasReset; }
+
+ inline QMutex *mutex() { return &m_mutex; }
+
+private:
+ bool m_noRender;
+ bool m_wasReset;
+ int m_targetRenderViewCount;
+ int m_currentRenderViewCount;
+ QVector<RenderView *> m_currentWorkQueue;
+ QMutex m_mutex;
+};
+
+} // namespace Render
+
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // QT3DRENDER_RENDER_RENDERQUEUE_H
diff --git a/src/render/renderers/opengl/renderer/renderview.cpp b/src/render/renderers/opengl/renderer/renderview.cpp
new file mode 100644
index 000000000..c29448570
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/renderview.cpp
@@ -0,0 +1,1108 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
+** 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 "renderview_p.h"
+#include <Qt3DRender/qmaterial.h>
+#include <Qt3DRender/qrenderaspect.h>
+#include <Qt3DRender/qrendertarget.h>
+#include <Qt3DRender/qabstractlight.h>
+#include <Qt3DRender/private/sphere_p.h>
+
+#include <Qt3DRender/private/cameraselectornode_p.h>
+#include <Qt3DRender/private/framegraphnode_p.h>
+#include <Qt3DRender/private/layerfilternode_p.h>
+#include <Qt3DRender/private/qparameter_p.h>
+#include <Qt3DRender/private/cameralens_p.h>
+#include <Qt3DRender/private/rendercommand_p.h>
+#include <Qt3DRender/private/effect_p.h>
+#include <Qt3DRender/private/entity_p.h>
+#include <Qt3DRender/private/renderer_p.h>
+#include <Qt3DRender/private/nodemanagers_p.h>
+#include <Qt3DRender/private/layer_p.h>
+#include <Qt3DRender/private/renderlogging_p.h>
+#include <Qt3DRender/private/renderpassfilternode_p.h>
+#include <Qt3DRender/private/renderpass_p.h>
+#include <Qt3DRender/private/geometryrenderer_p.h>
+#include <Qt3DRender/private/renderstateset_p.h>
+#include <Qt3DRender/private/techniquefilternode_p.h>
+#include <Qt3DRender/private/viewportnode_p.h>
+#include <Qt3DRender/private/buffermanager_p.h>
+#include <Qt3DRender/private/geometryrenderermanager_p.h>
+#include <Qt3DRender/private/rendercapture_p.h>
+#include <Qt3DRender/private/buffercapture_p.h>
+#include <Qt3DRender/private/stringtoint_p.h>
+#include <Qt3DCore/qentity.h>
+#include <QtGui/qsurface.h>
+#include <algorithm>
+
+#include <QDebug>
+#if defined(QT3D_RENDER_VIEW_JOB_TIMINGS)
+#include <QElapsedTimer>
+#endif
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+namespace Render {
+
+
+namespace {
+
+// register our QNodeId's as a metatype during program loading
+const int Q_DECL_UNUSED qNodeIdTypeId = qMetaTypeId<Qt3DCore::QNodeId>();
+
+const int MAX_LIGHTS = 8;
+
+#define LIGHT_POSITION_NAME QLatin1String(".position")
+#define LIGHT_TYPE_NAME QLatin1String(".type")
+#define LIGHT_COLOR_NAME QLatin1String(".color")
+#define LIGHT_INTENSITY_NAME QLatin1String(".intensity")
+
+int LIGHT_COUNT_NAME_ID = 0;
+int LIGHT_POSITION_NAMES[MAX_LIGHTS];
+int LIGHT_TYPE_NAMES[MAX_LIGHTS];
+int LIGHT_COLOR_NAMES[MAX_LIGHTS];
+int LIGHT_INTENSITY_NAMES[MAX_LIGHTS];
+QString LIGHT_STRUCT_NAMES[MAX_LIGHTS];
+
+} // anonymous namespace
+
+bool wasInitialized = false;
+RenderView::StandardUniformsNameToTypeHash RenderView::ms_standardUniformSetters;
+
+
+RenderView::StandardUniformsNameToTypeHash RenderView::initializeStandardUniformSetters()
+{
+ RenderView::StandardUniformsNameToTypeHash setters;
+
+ setters.insert(StringToInt::lookupId(QLatin1String("modelMatrix")), ModelMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("viewMatrix")), ViewMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("projectionMatrix")), ProjectionMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("modelView")), ModelViewMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("viewProjectionMatrix")), ViewProjectionMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("modelViewProjection")), ModelViewProjectionMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("mvp")), ModelViewProjectionMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("inverseModelMatrix")), InverseModelMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("inverseViewMatrix")), InverseViewMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("inverseProjectionMatrix")), InverseProjectionMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("inverseModelView")), InverseModelViewMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("inverseViewProjectionMatrix")), InverseViewProjectionMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("inverseModelViewProjection")), InverseModelViewProjectionMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("modelNormalMatrix")), ModelNormalMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("modelViewNormal")), ModelViewNormalMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("viewportMatrix")), ViewportMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("inverseViewportMatrix")), InverseViewportMatrix);
+ setters.insert(StringToInt::lookupId(QLatin1String("aspectRatio")), AspectRatio);
+ setters.insert(StringToInt::lookupId(QLatin1String("exposure")), Exposure);
+ setters.insert(StringToInt::lookupId(QLatin1String("gamma")), Gamma);
+ setters.insert(StringToInt::lookupId(QLatin1String("time")), Time);
+ setters.insert(StringToInt::lookupId(QLatin1String("eyePosition")), EyePosition);
+ setters.insert(StringToInt::lookupId(QLatin1String("skinningPalette[0]")), SkinningPalette);
+
+ return setters;
+}
+
+// TODO: Move this somewhere global where GraphicsContext::setViewport() can use it too
+static QRectF resolveViewport(const QRectF &fractionalViewport, const QSize &surfaceSize)
+{
+ return QRectF(fractionalViewport.x() * surfaceSize.width(),
+ (1.0 - fractionalViewport.y() - fractionalViewport.height()) * surfaceSize.height(),
+ fractionalViewport.width() * surfaceSize.width(),
+ fractionalViewport.height() * surfaceSize.height());
+}
+
+static Matrix4x4 getProjectionMatrix(const CameraLens *lens)
+{
+ if (!lens)
+ qWarning() << "[Qt3D Renderer] No Camera Lens found. Add a CameraSelector to your Frame Graph or make sure that no entities will be rendered.";
+ return lens ? lens->projection() : Matrix4x4();
+}
+
+UniformValue RenderView::standardUniformValue(RenderView::StandardUniform standardUniformType,
+ Entity *entity,
+ const Matrix4x4 &model) const
+{
+ switch (standardUniformType) {
+ case ModelMatrix:
+ return UniformValue(model);
+ case ViewMatrix:
+ return UniformValue(m_data.m_viewMatrix);
+ case ProjectionMatrix:
+ return UniformValue(getProjectionMatrix(m_data.m_renderCameraLens));
+ case ModelViewMatrix:
+ return UniformValue(m_data.m_viewMatrix * model);
+ case ViewProjectionMatrix:
+ return UniformValue(getProjectionMatrix(m_data.m_renderCameraLens) * m_data.m_viewMatrix);
+ case ModelViewProjectionMatrix:
+ return UniformValue(m_data.m_viewProjectionMatrix * model);
+ case InverseModelMatrix:
+ return UniformValue(model.inverted());
+ case InverseViewMatrix:
+ return UniformValue(m_data.m_viewMatrix.inverted());
+ case InverseProjectionMatrix: {
+ return UniformValue(getProjectionMatrix(m_data.m_renderCameraLens).inverted());
+ }
+ case InverseModelViewMatrix:
+ return UniformValue((m_data.m_viewMatrix * model).inverted());
+ case InverseViewProjectionMatrix: {
+ const Matrix4x4 viewProjectionMatrix = getProjectionMatrix(m_data.m_renderCameraLens) * m_data.m_viewMatrix;
+ return UniformValue(viewProjectionMatrix.inverted());
+ }
+ case InverseModelViewProjectionMatrix:
+ return UniformValue((m_data.m_viewProjectionMatrix * model).inverted());
+ case ModelNormalMatrix:
+ return UniformValue(convertToQMatrix4x4(model).normalMatrix());
+ case ModelViewNormalMatrix:
+ return UniformValue(convertToQMatrix4x4(m_data.m_viewMatrix * model).normalMatrix());
+ case ViewportMatrix: {
+ QMatrix4x4 viewportMatrix;
+ // TO DO: Implement on Matrix4x4
+ viewportMatrix.viewport(resolveViewport(m_viewport, m_surfaceSize));
+ return UniformValue(Matrix4x4(viewportMatrix));
+ }
+ case InverseViewportMatrix: {
+ QMatrix4x4 viewportMatrix;
+ // TO DO: Implement on Matrix4x4
+ viewportMatrix.viewport(resolveViewport(m_viewport, m_surfaceSize));
+ return UniformValue(Matrix4x4(viewportMatrix.inverted()));
+ }
+ case AspectRatio:
+ return float(m_surfaceSize.width()) / float(m_surfaceSize.height());
+ case Exposure:
+ return UniformValue(m_data.m_renderCameraLens ? m_data.m_renderCameraLens->exposure() : 0.0f);
+ case Gamma:
+ return UniformValue(m_gamma);
+ case Time:
+ return UniformValue(float(m_renderer->time() / 1000000000.0f));
+ case EyePosition:
+ return UniformValue(m_data.m_eyePos);
+ case SkinningPalette: {
+ const Armature *armature = entity->renderComponent<Armature>();
+ if (!armature) {
+ qCWarning(Jobs, "Requesting skinningPalette uniform but no armature set on entity");
+ return UniformValue();
+ }
+ return armature->skinningPaletteUniform();
+ }
+ default:
+ Q_UNREACHABLE();
+ return UniformValue();
+ }
+}
+
+RenderView::RenderView()
+ : m_isDownloadBuffersEnable(false)
+ , m_hasBlitFramebufferInfo(false)
+ , m_renderer(nullptr)
+ , m_devicePixelRatio(1.)
+ , m_viewport(QRectF(0.0f, 0.0f, 1.0f, 1.0f))
+ , m_gamma(2.2f)
+ , m_surface(nullptr)
+ , m_clearBuffer(QClearBuffers::None)
+ , m_stateSet(nullptr)
+ , m_noDraw(false)
+ , m_compute(false)
+ , m_frustumCulling(false)
+ , m_memoryBarrier(QMemoryBarrier::None)
+ , m_environmentLight(nullptr)
+{
+ m_workGroups[0] = 1;
+ m_workGroups[1] = 1;
+ m_workGroups[2] = 1;
+
+ if (Q_UNLIKELY(!wasInitialized)) {
+ // Needed as we can control the init order of static/global variables across compile units
+ // and this hash relies on the static StringToInt class
+ wasInitialized = true;
+ RenderView::ms_standardUniformSetters = RenderView::initializeStandardUniformSetters();
+ LIGHT_COUNT_NAME_ID = StringToInt::lookupId(QLatin1String("lightCount"));
+ for (int i = 0; i < MAX_LIGHTS; ++i) {
+ Q_STATIC_ASSERT_X(MAX_LIGHTS < 10, "can't use the QChar trick anymore");
+ LIGHT_STRUCT_NAMES[i] = QLatin1String("lights[") + QLatin1Char(char('0' + i)) + QLatin1Char(']');
+ LIGHT_POSITION_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_NAMES[i] + LIGHT_POSITION_NAME);
+ LIGHT_TYPE_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_NAMES[i] + LIGHT_TYPE_NAME);
+ LIGHT_COLOR_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_NAMES[i] + LIGHT_COLOR_NAME);
+ LIGHT_INTENSITY_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_NAMES[i] + LIGHT_INTENSITY_NAME);
+ }
+ }
+}
+
+RenderView::~RenderView()
+{
+ delete m_stateSet;
+ for (RenderCommand *command : qAsConst(m_commands)) {
+ delete command->m_stateSet;
+ delete command;
+ }
+}
+
+namespace {
+
+template<int SortType>
+struct AdjacentSubRangeFinder
+{
+ static bool adjacentSubRange(RenderCommand *, RenderCommand *)
+ {
+ Q_UNREACHABLE();
+ return false;
+ }
+};
+
+template<>
+struct AdjacentSubRangeFinder<QSortPolicy::StateChangeCost>
+{
+ static bool adjacentSubRange(RenderCommand *a, RenderCommand *b)
+ {
+ return a->m_changeCost == b->m_changeCost;
+ }
+};
+
+template<>
+struct AdjacentSubRangeFinder<QSortPolicy::BackToFront>
+{
+ static bool adjacentSubRange(RenderCommand *a, RenderCommand *b)
+ {
+ return a->m_depth == b->m_depth;
+ }
+};
+
+template<>
+struct AdjacentSubRangeFinder<QSortPolicy::Material>
+{
+ static bool adjacentSubRange(RenderCommand *a, RenderCommand *b)
+ {
+ return a->m_shaderDna == b->m_shaderDna;
+ }
+};
+
+template<>
+struct AdjacentSubRangeFinder<QSortPolicy::FrontToBack>
+{
+ static bool adjacentSubRange(RenderCommand *a, RenderCommand *b)
+ {
+ return a->m_depth == b->m_depth;
+ }
+};
+
+template<typename Predicate>
+int advanceUntilNonAdjacent(const QVector<RenderCommand *> &commands,
+ const int beg, const int end, Predicate pred)
+{
+ int i = beg + 1;
+ while (i < end) {
+ if (!pred(*(commands.begin() + beg), *(commands.begin() + i)))
+ break;
+ ++i;
+ }
+ return i;
+}
+
+
+using CommandIt = QVector<RenderCommand *>::iterator;
+
+template<int SortType>
+struct SubRangeSorter
+{
+ static void sortSubRange(CommandIt begin, const CommandIt end)
+ {
+ Q_UNUSED(begin);
+ Q_UNUSED(end);
+ Q_UNREACHABLE();
+ }
+};
+
+template<>
+struct SubRangeSorter<QSortPolicy::StateChangeCost>
+{
+ static void sortSubRange(CommandIt begin, const CommandIt end)
+ {
+ std::stable_sort(begin, end, [] (RenderCommand *a, RenderCommand *b) {
+ return a->m_changeCost > b->m_changeCost;
+ });
+ }
+};
+
+template<>
+struct SubRangeSorter<QSortPolicy::BackToFront>
+{
+ static void sortSubRange(CommandIt begin, const CommandIt end)
+ {
+ std::stable_sort(begin, end, [] (RenderCommand *a, RenderCommand *b) {
+ return a->m_depth > b->m_depth;
+ });
+ }
+};
+
+template<>
+struct SubRangeSorter<QSortPolicy::Material>
+{
+ static void sortSubRange(CommandIt begin, const CommandIt end)
+ {
+ // First we sort by shaderDNA
+ std::stable_sort(begin, end, [] (RenderCommand *a, RenderCommand *b) {
+ return a->m_shaderDna > b->m_shaderDna;
+ });
+ }
+};
+
+template<>
+struct SubRangeSorter<QSortPolicy::FrontToBack>
+{
+ static void sortSubRange(CommandIt begin, const CommandIt end)
+ {
+ std::stable_sort(begin, end, [] (RenderCommand *a, RenderCommand *b) {
+ return a->m_depth < b->m_depth;
+ });
+ }
+};
+
+int findSubRange(const QVector<RenderCommand *> &commands,
+ const int begin, const int end,
+ const QSortPolicy::SortType sortType)
+{
+ switch (sortType) {
+ case QSortPolicy::StateChangeCost:
+ return advanceUntilNonAdjacent(commands, begin, end, AdjacentSubRangeFinder<QSortPolicy::StateChangeCost>::adjacentSubRange);
+ case QSortPolicy::BackToFront:
+ return advanceUntilNonAdjacent(commands, begin, end, AdjacentSubRangeFinder<QSortPolicy::BackToFront>::adjacentSubRange);
+ case QSortPolicy::Material:
+ return advanceUntilNonAdjacent(commands, begin, end, AdjacentSubRangeFinder<QSortPolicy::Material>::adjacentSubRange);
+ case QSortPolicy::FrontToBack:
+ return advanceUntilNonAdjacent(commands, begin, end, AdjacentSubRangeFinder<QSortPolicy::FrontToBack>::adjacentSubRange);
+ default:
+ Q_UNREACHABLE();
+ return end;
+ }
+}
+
+void sortByMaterial(QVector<RenderCommand *> &commands, int begin, const int end)
+{
+ // We try to arrange elements so that their rendering cost is minimized for a given shader
+ int rangeEnd = advanceUntilNonAdjacent(commands, begin, end, AdjacentSubRangeFinder<QSortPolicy::Material>::adjacentSubRange);
+ while (begin != end) {
+ if (begin + 1 < rangeEnd) {
+ std::stable_sort(commands.begin() + begin + 1, commands.begin() + rangeEnd, [] (RenderCommand *a, RenderCommand *b){
+ return a->m_material.handle() < b->m_material.handle();
+ });
+ }
+ begin = rangeEnd;
+ rangeEnd = advanceUntilNonAdjacent(commands, begin, end, AdjacentSubRangeFinder<QSortPolicy::Material>::adjacentSubRange);
+ }
+}
+
+void sortCommandRange(QVector<RenderCommand *> &commands, int begin, const int end, const int level,
+ const QVector<Qt3DRender::QSortPolicy::SortType> &sortingTypes)
+{
+ if (level >= sortingTypes.size())
+ return;
+
+ switch (sortingTypes.at(level)) {
+ case QSortPolicy::StateChangeCost:
+ SubRangeSorter<QSortPolicy::StateChangeCost>::sortSubRange(commands.begin() + begin, commands.begin() + end);
+ break;
+ case QSortPolicy::BackToFront:
+ SubRangeSorter<QSortPolicy::BackToFront>::sortSubRange(commands.begin() + begin, commands.begin() + end);
+ break;
+ case QSortPolicy::Material:
+ // Groups all same shader DNA together
+ SubRangeSorter<QSortPolicy::Material>::sortSubRange(commands.begin() + begin, commands.begin() + end);
+ // Group all same material together (same parameters most likely)
+ sortByMaterial(commands, begin, end);
+ break;
+ case QSortPolicy::FrontToBack:
+ SubRangeSorter<QSortPolicy::FrontToBack>::sortSubRange(commands.begin() + begin, commands.begin() + end);
+ break;
+ default:
+ Q_UNREACHABLE();
+ }
+
+ // For all sub ranges of adjacent item for sortType[i]
+ // Perform filtering with sortType[i + 1]
+ int rangeEnd = findSubRange(commands, begin, end, sortingTypes.at(level));
+ while (begin != end) {
+ sortCommandRange(commands, begin, rangeEnd, level + 1, sortingTypes);
+ begin = rangeEnd;
+ rangeEnd = findSubRange(commands, begin, end, sortingTypes.at(level));
+ }
+}
+
+} // anonymous
+
+void RenderView::sort()
+{
+ sortCommandRange(m_commands, 0, m_commands.size(), 0, m_data.m_sortingTypes);
+
+ // For RenderCommand with the same shader
+ // We compute the adjacent change cost
+
+ // Minimize uniform changes
+ int i = 0;
+ while (i < m_commands.size()) {
+ int j = i;
+
+ // Advance while commands share the same shader
+ while (i < m_commands.size() && m_commands[j]->m_shaderDna == m_commands[i]->m_shaderDna)
+ ++i;
+
+ if (i - j > 0) { // Several commands have the same shader, so we minimize uniform changes
+ PackUniformHash cachedUniforms = m_commands[j++]->m_parameterPack.uniforms();
+
+ while (j < i) {
+ // We need the reference here as we are modifying the original container
+ // not the copy
+ PackUniformHash &uniforms = m_commands.at(j)->m_parameterPack.m_uniforms;
+ PackUniformHash::iterator it = uniforms.begin();
+ const PackUniformHash::iterator end = uniforms.end();
+
+ while (it != end) {
+ // We are comparing the values:
+ // - raw uniform values
+ // - the texture Node id if the uniform represents a texture
+ // since all textures are assigned texture units before the RenderCommands
+ // sharing the same material (shader) are rendered, we can't have the case
+ // where two uniforms, referencing the same texture eventually have 2 different
+ // texture unit values
+ const UniformValue refValue = cachedUniforms.value(it.key());
+ if (it.value() == refValue) {
+ it = uniforms.erase(it);
+ } else {
+ cachedUniforms.insert(it.key(), it.value());
+ ++it;
+ }
+ }
+ ++j;
+ }
+ }
+ }
+}
+
+void RenderView::setRenderer(Renderer *renderer)
+{
+ m_renderer = renderer;
+ m_manager = renderer->nodeManagers();
+}
+
+void RenderView::addClearBuffers(const ClearBuffers *cb) {
+ QClearBuffers::BufferTypeFlags type = cb->type();
+
+ if (type & QClearBuffers::StencilBuffer) {
+ m_clearStencilValue = cb->clearStencilValue();
+ m_clearBuffer |= QClearBuffers::StencilBuffer;
+ }
+ if (type & QClearBuffers::DepthBuffer) {
+ m_clearDepthValue = cb->clearDepthValue();
+ m_clearBuffer |= QClearBuffers::DepthBuffer;
+ }
+ // keep track of global ClearColor (if set) and collect all DrawBuffer-specific
+ // ClearColors
+ if (type & QClearBuffers::ColorBuffer) {
+ ClearBufferInfo clearBufferInfo;
+ clearBufferInfo.clearColor = cb->clearColor();
+
+ if (cb->clearsAllColorBuffers()) {
+ m_globalClearColorBuffer = clearBufferInfo;
+ m_clearBuffer |= QClearBuffers::ColorBuffer;
+ } else {
+ if (cb->bufferId()) {
+ const RenderTargetOutput *targetOutput = m_manager->attachmentManager()->lookupResource(cb->bufferId());
+ if (targetOutput) {
+ clearBufferInfo.attchmentPoint = targetOutput->point();
+ // Note: a job is later performed to find the drawIndex from the buffer attachment point
+ // using the AttachmentPack
+ m_specificClearColorBuffers.push_back(clearBufferInfo);
+ }
+ }
+ }
+ }
+}
+
+// If we are there, we know that entity had a GeometryRenderer + Material
+QVector<RenderCommand *> RenderView::buildDrawRenderCommands(const QVector<Entity *> &entities) const
+{
+ // Note: since many threads can be building render commands
+ // we need to ensure that the UniformBlockValueBuilder they are using
+ // is only accessed from the same thread
+ UniformBlockValueBuilder *builder = new UniformBlockValueBuilder();
+ builder->shaderDataManager = m_manager->shaderDataManager();
+ builder->textureManager = m_manager->textureManager();
+ m_localData.setLocalData(builder);
+
+ QVector<RenderCommand *> commands;
+ commands.reserve(entities.size());
+
+ for (Entity *entity : entities) {
+ GeometryRenderer *geometryRenderer = nullptr;
+ HGeometryRenderer geometryRendererHandle = entity->componentHandle<GeometryRenderer>();
+
+ // There is a geometry renderer with geometry
+ if ((geometryRenderer = m_manager->geometryRendererManager()->data(geometryRendererHandle)) != nullptr
+ && geometryRenderer->isEnabled()
+ && !geometryRenderer->geometryId().isNull()) {
+
+ const Qt3DCore::QNodeId materialComponentId = entity->componentUuid<Material>();
+ const HMaterial materialHandle = entity->componentHandle<Material>();
+ const QVector<RenderPassParameterData> renderPassData = m_parameters.value(materialComponentId);
+ HGeometry geometryHandle = m_manager->lookupHandle<Geometry, GeometryManager, HGeometry>(geometryRenderer->geometryId());
+ Geometry *geometry = m_manager->data<Geometry, GeometryManager>(geometryHandle);
+
+ // 1 RenderCommand per RenderPass pass on an Entity with a Mesh
+ for (const RenderPassParameterData &passData : renderPassData) {
+ // Add the RenderPass Parameters
+ RenderCommand *command = new RenderCommand();
+
+ // Project the camera-to-object-center vector onto the camera
+ // view vector. This gives a depth value suitable as the key
+ // for BackToFront sorting.
+ command->m_depth = Vector3D::dotProduct(entity->worldBoundingVolume()->center() - m_data.m_eyePos, m_data.m_eyeViewDir);
+
+ command->m_geometry = geometryHandle;
+ command->m_geometryRenderer = geometryRendererHandle;
+ command->m_material = materialHandle;
+ // For RenderPass based states we use the globally set RenderState
+ // if no renderstates are defined as part of the pass. That means:
+ // RenderPass { renderStates: [] } will use the states defined by
+ // StateSet in the FrameGraph
+ RenderPass *pass = passData.pass;
+ if (pass->hasRenderStates()) {
+ command->m_stateSet = new RenderStateSet();
+ addToRenderStateSet(command->m_stateSet, pass->renderStates(), m_manager->renderStateManager());
+
+ // Merge per pass stateset with global stateset
+ // so that the local stateset only overrides
+ if (m_stateSet != nullptr)
+ command->m_stateSet->merge(m_stateSet);
+ command->m_changeCost = m_renderer->defaultRenderState()->changeCost(command->m_stateSet);
+ }
+
+ // Pick which lights to take in to account.
+ // For now decide based on the distance by taking the MAX_LIGHTS closest lights.
+ // Replace with more sophisticated mechanisms later.
+ // Copy vector so that we can sort it concurrently and we only want to sort the one for the current command
+ QVector<LightSource> lightSources = m_lightSources;
+ if (lightSources.size() > 1) {
+ const Vector3D entityCenter = entity->worldBoundingVolume()->center();
+ std::sort(lightSources.begin(), lightSources.end(),
+ [&] (const LightSource &a, const LightSource &b) {
+ const float distA = entityCenter.distanceToPoint(a.entity->worldBoundingVolume()->center());
+ const float distB = entityCenter.distanceToPoint(b.entity->worldBoundingVolume()->center());
+ return distA < distB;
+ });
+ }
+
+ ParameterInfoList globalParameters = passData.parameterInfo;
+ // setShaderAndUniforms can initialize a localData
+ // make sure this is cleared before we leave this function
+ setShaderAndUniforms(command,
+ pass,
+ globalParameters,
+ entity,
+ lightSources.mid(0, std::max(lightSources.size(), MAX_LIGHTS)),
+ m_environmentLight);
+
+ // Store all necessary information for actual drawing if command is valid
+ command->m_isValid = !command->m_attributes.empty();
+ if (command->m_isValid) {
+ // Update the draw command with what's going to be needed for the drawing
+ uint primitiveCount = geometryRenderer->vertexCount();
+ uint estimatedCount = 0;
+ Attribute *indexAttribute = nullptr;
+
+ const QVector<Qt3DCore::QNodeId> attributeIds = geometry->attributes();
+ for (Qt3DCore::QNodeId attributeId : attributeIds) {
+ Attribute *attribute = m_manager->attributeManager()->lookupResource(attributeId);
+ if (attribute->attributeType() == QAttribute::IndexAttribute)
+ indexAttribute = attribute;
+ else if (command->m_attributes.contains(attribute->nameId()))
+ estimatedCount = qMax(attribute->count(), estimatedCount);
+ }
+
+ // Update the draw command with all the information required for the drawing
+ command->m_drawIndexed = (indexAttribute != nullptr);
+ if (command->m_drawIndexed) {
+ command->m_indexAttributeDataType = GraphicsContext::glDataTypeFromAttributeDataType(indexAttribute->vertexBaseType());
+ command->m_indexAttributeByteOffset = indexAttribute->byteOffset();
+ }
+
+ // Use the count specified by the GeometryRender
+ // If not specified use the indexAttribute count if present
+ // Otherwise tries to use the count from the attribute with the highest count
+ if (primitiveCount == 0) {
+ if (indexAttribute)
+ primitiveCount = indexAttribute->count();
+ else
+ primitiveCount = estimatedCount;
+ }
+
+ command->m_primitiveCount = primitiveCount;
+ command->m_primitiveType = geometryRenderer->primitiveType();
+ command->m_primitiveRestartEnabled = geometryRenderer->primitiveRestartEnabled();
+ command->m_restartIndexValue = geometryRenderer->restartIndexValue();
+ command->m_firstInstance = geometryRenderer->firstInstance();
+ command->m_instanceCount = geometryRenderer->instanceCount();
+ command->m_firstVertex = geometryRenderer->firstVertex();
+ command->m_indexOffset = geometryRenderer->indexOffset();
+ command->m_verticesPerPatch = geometryRenderer->verticesPerPatch();
+ }
+
+ commands.append(command);
+ }
+ }
+ }
+
+ // We reset the local data once we are done with it
+ m_localData.setLocalData(nullptr);
+
+ return commands;
+}
+
+QVector<RenderCommand *> RenderView::buildComputeRenderCommands(const QVector<Entity *> &entities) const
+{
+ // Note: since many threads can be building render commands
+ // we need to ensure that the UniformBlockValueBuilder they are using
+ // is only accessed from the same thread
+ UniformBlockValueBuilder *builder = new UniformBlockValueBuilder();
+ builder->shaderDataManager = m_manager->shaderDataManager();
+ builder->textureManager = m_manager->textureManager();
+ m_localData.setLocalData(builder);
+
+ // If the RenderView contains only a ComputeDispatch then it cares about
+ // A ComputeDispatch is also implicitely a NoDraw operation
+ // enabled flag
+ // layer component
+ // material/effect/technique/parameters/filters/
+ QVector<RenderCommand *> commands;
+ commands.reserve(entities.size());
+ for (Entity *entity : entities) {
+ ComputeCommand *computeJob = nullptr;
+ if ((computeJob = entity->renderComponent<ComputeCommand>()) != nullptr
+ && computeJob->isEnabled()) {
+
+ const Qt3DCore::QNodeId materialComponentId = entity->componentUuid<Material>();
+ const QVector<RenderPassParameterData> renderPassData = m_parameters.value(materialComponentId);
+
+ // 1 RenderCommand per RenderPass pass on an Entity with a Mesh
+ for (const RenderPassParameterData &passData : renderPassData) {
+ // Add the RenderPass Parameters
+ ParameterInfoList globalParameters = passData.parameterInfo;
+ RenderPass *pass = passData.pass;
+ parametersFromParametersProvider(&globalParameters, m_manager->parameterManager(), pass);
+
+ RenderCommand *command = new RenderCommand();
+ command->m_type = RenderCommand::Compute;
+ command->m_workGroups[0] = std::max(m_workGroups[0], computeJob->x());
+ command->m_workGroups[1] = std::max(m_workGroups[1], computeJob->y());
+ command->m_workGroups[2] = std::max(m_workGroups[2], computeJob->z());
+ setShaderAndUniforms(command,
+ pass,
+ globalParameters,
+ entity,
+ QVector<LightSource>(),
+ nullptr);
+ commands.append(command);
+ }
+ }
+ }
+
+ // We reset the local data once we are done with it
+ m_localData.setLocalData(nullptr);
+
+ return commands;
+}
+
+void RenderView::updateMatrices()
+{
+ if (m_data.m_renderCameraNode && m_data.m_renderCameraLens && m_data.m_renderCameraLens->isEnabled()) {
+ const Matrix4x4 cameraWorld = *(m_data.m_renderCameraNode->worldTransform());
+ setViewMatrix(m_data.m_renderCameraLens->viewMatrix(cameraWorld));
+
+ setViewProjectionMatrix(m_data.m_renderCameraLens->projection() * viewMatrix());
+ //To get the eyePosition of the camera, we need to use the inverse of the
+ //camera's worldTransform matrix.
+ const Matrix4x4 inverseWorldTransform = viewMatrix().inverted();
+ const Vector3D eyePosition(inverseWorldTransform.column(3));
+ setEyePosition(eyePosition);
+
+ // Get the viewing direction of the camera. Use the normal matrix to
+ // ensure non-uniform scale works too.
+ const QMatrix3x3 normalMat = convertToQMatrix4x4(m_data.m_viewMatrix).normalMatrix();
+ // dir = normalize(QVector3D(0, 0, -1) * normalMat)
+ setEyeViewDirection(Vector3D(-normalMat(2, 0), -normalMat(2, 1), -normalMat(2, 2)).normalized());
+ }
+}
+
+void RenderView::setUniformValue(ShaderParameterPack &uniformPack, int nameId, const UniformValue &value) const
+{
+ // At this point a uniform value can only be a scalar type
+ // or a Qt3DCore::QNodeId corresponding to a Texture
+ // ShaderData/Buffers would be handled as UBO/SSBO and would therefore
+ // not be in the default uniform block
+ if (value.valueType() == UniformValue::NodeId) {
+ const Qt3DCore::QNodeId *nodeIds = value.constData<Qt3DCore::QNodeId>();
+
+ const int uniformArraySize = value.byteSize() / sizeof(Qt3DCore::QNodeId);
+ for (int i = 0; i < uniformArraySize; ++i) {
+ const Qt3DCore::QNodeId texId = nodeIds[i];
+ const Texture *tex = m_manager->textureManager()->lookupResource(texId);
+ if (tex != nullptr)
+ uniformPack.setTexture(nameId, i, texId);
+ }
+
+ UniformValue textureValue(uniformArraySize * sizeof(int), UniformValue::TextureValue);
+ std::fill(textureValue.data<int>(), textureValue.data<int>() + uniformArraySize, -1);
+ uniformPack.setUniform(nameId, textureValue);
+ } else {
+ uniformPack.setUniform(nameId, value);
+ }
+}
+
+void RenderView::setStandardUniformValue(ShaderParameterPack &uniformPack,
+ int glslNameId,
+ int nameId,
+ Entity *entity,
+ const Matrix4x4 &worldTransform) const
+{
+ uniformPack.setUniform(glslNameId, standardUniformValue(ms_standardUniformSetters[nameId], entity, worldTransform));
+}
+
+void RenderView::setUniformBlockValue(ShaderParameterPack &uniformPack,
+ Shader *shader,
+ const ShaderUniformBlock &block,
+ const UniformValue &value) const
+{
+ Q_UNUSED(shader)
+
+ if (value.valueType() == UniformValue::NodeId) {
+
+ Buffer *buffer = nullptr;
+ if ((buffer = m_manager->bufferManager()->lookupResource(*value.constData<Qt3DCore::QNodeId>())) != nullptr) {
+ BlockToUBO uniformBlockUBO;
+ uniformBlockUBO.m_blockIndex = block.m_index;
+ uniformBlockUBO.m_bufferID = buffer->peerId();
+ uniformBlockUBO.m_needsUpdate = false;
+ uniformPack.setUniformBuffer(std::move(uniformBlockUBO));
+ // Buffer update to GL buffer will be done at render time
+ }
+
+
+ //ShaderData *shaderData = nullptr;
+ // if ((shaderData = m_manager->shaderDataManager()->lookupResource(value.value<Qt3DCore::QNodeId>())) != nullptr) {
+ // UBO are indexed by <ShaderId, ShaderDataId> so that a same QShaderData can be used among different shaders
+ // while still making sure that if they have a different layout everything will still work
+ // If two shaders define the same block with the exact same layout, in that case the UBO could be shared
+ // but how do we know that ? We'll need to compare ShaderUniformBlocks
+
+ // Note: we assume that if a buffer is shared across multiple shaders
+ // then it implies that they share the same layout
+
+ // Temporarly disabled
+
+ // BufferShaderKey uboKey(shaderData->peerId(),
+ // shader->peerId());
+
+ // BlockToUBO uniformBlockUBO;
+ // uniformBlockUBO.m_blockIndex = block.m_index;
+ // uniformBlockUBO.m_shaderDataID = shaderData->peerId();
+ // bool uboNeedsUpdate = false;
+
+ // // build UBO at uboId if not created before
+ // if (!m_manager->glBufferManager()->contains(uboKey)) {
+ // m_manager->glBufferManager()->getOrCreateResource(uboKey);
+ // uboNeedsUpdate = true;
+ // }
+
+ // // If shaderData has been updated (property has changed or one of the nested properties has changed)
+ // // foreach property defined in the QShaderData, we try to fill the value of the corresponding active uniform(s)
+ // // for all the updated properties (all the properties if the UBO was just created)
+ // if (shaderData->updateViewTransform(*m_data->m_viewMatrix) || uboNeedsUpdate) {
+ // // Clear previous values remaining in the hash
+ // m_data->m_uniformBlockBuilder.activeUniformNamesToValue.clear();
+ // // Update only update properties if uboNeedsUpdate is true, otherwise update the whole block
+ // m_data->m_uniformBlockBuilder.updatedPropertiesOnly = uboNeedsUpdate;
+ // // Retrieve names and description of each active uniforms in the uniform block
+ // m_data->m_uniformBlockBuilder.uniforms = shader->activeUniformsForUniformBlock(block.m_index);
+ // // Builds the name-value map for the block
+ // m_data->m_uniformBlockBuilder.buildActiveUniformNameValueMapStructHelper(shaderData, block.m_name);
+ // if (!uboNeedsUpdate)
+ // shaderData->markDirty();
+ // // copy the name-value map into the BlockToUBO
+ // uniformBlockUBO.m_updatedProperties = m_data->m_uniformBlockBuilder.activeUniformNamesToValue;
+ // uboNeedsUpdate = true;
+ // }
+
+ // uniformBlockUBO.m_needsUpdate = uboNeedsUpdate;
+ // uniformPack.setUniformBuffer(std::move(uniformBlockUBO));
+ // }
+ }
+}
+
+void RenderView::setShaderStorageValue(ShaderParameterPack &uniformPack,
+ Shader *shader,
+ const ShaderStorageBlock &block,
+ const UniformValue &value) const
+{
+ Q_UNUSED(shader)
+ if (value.valueType() == UniformValue::NodeId) {
+ Buffer *buffer = nullptr;
+ if ((buffer = m_manager->bufferManager()->lookupResource(*value.constData<Qt3DCore::QNodeId>())) != nullptr) {
+ BlockToSSBO shaderStorageBlock;
+ shaderStorageBlock.m_blockIndex = block.m_index;
+ shaderStorageBlock.m_bufferID = buffer->peerId();
+ uniformPack.setShaderStorageBuffer(shaderStorageBlock);
+ // Buffer update to GL buffer will be done at render time
+ }
+ }
+}
+
+void RenderView::setDefaultUniformBlockShaderDataValue(ShaderParameterPack &uniformPack, Shader *shader, ShaderData *shaderData, const QString &structName) const
+{
+ UniformBlockValueBuilder *builder = m_localData.localData();
+ builder->activeUniformNamesToValue.clear();
+
+ // Set the view matrix to be used to transform "Transformed" properties in the ShaderData
+ builder->viewMatrix = m_data.m_viewMatrix;
+ // Force to update the whole block
+ builder->updatedPropertiesOnly = false;
+ // Retrieve names and description of each active uniforms in the uniform block
+ builder->uniforms = shader->activeUniformsForUniformBlock(-1);
+ // Build name-value map for the block
+ builder->buildActiveUniformNameValueMapStructHelper(shaderData, structName);
+ // Set uniform values for each entrie of the block name-value map
+ QHash<int, QVariant>::const_iterator activeValuesIt = builder->activeUniformNamesToValue.constBegin();
+ const QHash<int, QVariant>::const_iterator activeValuesEnd = builder->activeUniformNamesToValue.constEnd();
+
+ // TO DO: Make the ShaderData store UniformValue
+ while (activeValuesIt != activeValuesEnd) {
+ setUniformValue(uniformPack, activeValuesIt.key(), UniformValue::fromVariant(activeValuesIt.value()));
+ ++activeValuesIt;
+ }
+}
+
+void RenderView::setShaderAndUniforms(RenderCommand *command,
+ RenderPass *rPass,
+ ParameterInfoList &parameters,
+ Entity *entity,
+ const QVector<LightSource> &activeLightSources,
+ EnvironmentLight *environmentLight) const
+{
+ // The VAO Handle is set directly in the renderer thread so as to avoid having to use a mutex here
+ // Set shader, technique, and effect by basically doing :
+ // ShaderProgramManager[MaterialManager[frontentEntity->id()]->Effect->Techniques[TechniqueFilter->name]->RenderPasses[RenderPassFilter->name]];
+ // The Renderer knows that if one of those is null, a default material / technique / effect as to be used
+
+ // Find all RenderPasses (in order) matching values set in the RenderPassFilter
+ // Get list of parameters for the Material, Effect, and Technique
+ // For each ParameterBinder in the RenderPass -> create a QUniformPack
+ // Once that works, improve that to try and minimize QUniformPack updates
+
+ if (rPass != nullptr) {
+ // Index Shader by Shader UUID
+ command->m_shader = m_manager->lookupHandle<Shader, ShaderManager, HShader>(rPass->shaderProgram());
+ Shader *shader = m_manager->data<Shader, ShaderManager>(command->m_shader);
+ if (shader != nullptr && shader->isLoaded()) {
+ command->m_shaderDna = shader->dna();
+
+ // Builds the QUniformPack, sets shader standard uniforms and store attributes name / glname bindings
+ // If a parameter is defined and not found in the bindings it is assumed to be a binding of Uniform type with the glsl name
+ // equals to the parameter name
+ const QVector<int> uniformNamesIds = shader->uniformsNamesIds();
+ const QVector<int> uniformBlockNamesIds = shader->uniformBlockNamesIds();
+ const QVector<int> shaderStorageBlockNamesIds = shader->storageBlockNamesIds();
+ const QVector<int> attributeNamesIds = shader->attributeNamesIds();
+
+ // Set fragData Name and index
+ // Later on we might want to relink the shader if attachments have changed
+ // But for now we set them once and for all
+ QHash<QString, int> fragOutputs;
+ if (!m_renderTarget.isNull() && !shader->isLoaded()) {
+ const auto atts = m_attachmentPack.attachments();
+ for (const Attachment &att : atts) {
+ if (att.m_point <= QRenderTargetOutput::Color15)
+ fragOutputs.insert(att.m_name, att.m_point);
+ }
+ }
+
+ if (!uniformNamesIds.isEmpty() || !attributeNamesIds.isEmpty() ||
+ !shaderStorageBlockNamesIds.isEmpty() || !attributeNamesIds.isEmpty()) {
+
+ // Set default standard uniforms without bindings
+ const Matrix4x4 worldTransform = *(entity->worldTransform());
+ for (const int uniformNameId : uniformNamesIds) {
+ if (ms_standardUniformSetters.contains(uniformNameId))
+ setStandardUniformValue(command->m_parameterPack, uniformNameId, uniformNameId, entity, worldTransform);
+ }
+
+ // Set default attributes
+ for (const int attributeNameId : attributeNamesIds)
+ command->m_attributes.push_back(attributeNameId);
+
+ // Parameters remaining could be
+ // -> uniform scalar / vector
+ // -> uniform struct / arrays
+ // -> uniform block / array (4.3)
+ // -> ssbo block / array (4.3)
+
+ ParameterInfoList::const_iterator it = parameters.cbegin();
+ const ParameterInfoList::const_iterator parametersEnd = parameters.cend();
+
+ while (it != parametersEnd) {
+ Parameter *param = m_manager->data<Parameter, ParameterManager>(it->handle);
+ const UniformValue &uniformValue = param->uniformValue();
+ if (uniformNamesIds.contains(it->nameId)) { // Parameter is a regular uniform
+ setUniformValue(command->m_parameterPack, it->nameId, uniformValue);
+ } else if (uniformBlockNamesIds.indexOf(it->nameId) != -1) { // Parameter is a uniform block
+ setUniformBlockValue(command->m_parameterPack, shader, shader->uniformBlockForBlockNameId(it->nameId), uniformValue);
+ } else if (shaderStorageBlockNamesIds.indexOf(it->nameId) != -1) { // Parameters is a SSBO
+ setShaderStorageValue(command->m_parameterPack, shader, shader->storageBlockForBlockNameId(it->nameId), uniformValue);
+ } else { // Parameter is a struct
+ ShaderData *shaderData = nullptr;
+ if (uniformValue.valueType() == UniformValue::NodeId &&
+ (shaderData = m_manager->shaderDataManager()->lookupResource(*uniformValue.constData<Qt3DCore::QNodeId>())) != nullptr) {
+ // Try to check if we have a struct or array matching a QShaderData parameter
+ setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, StringToInt::lookupString(it->nameId));
+ }
+ // Otherwise: param unused by current shader
+ }
+ ++it;
+ }
+
+ // Lights
+
+ int lightIdx = 0;
+ for (const LightSource &lightSource : activeLightSources) {
+ if (lightIdx == MAX_LIGHTS)
+ break;
+ Entity *lightEntity = lightSource.entity;
+ const Vector3D worldPos = lightEntity->worldBoundingVolume()->center();
+ for (Light *light : lightSource.lights) {
+ if (!light->isEnabled())
+ continue;
+
+ ShaderData *shaderData = m_manager->shaderDataManager()->lookupResource(light->shaderData());
+ if (!shaderData)
+ continue;
+
+ if (lightIdx == MAX_LIGHTS)
+ break;
+
+ // Note: implicit conversion of values to UniformValue
+ setUniformValue(command->m_parameterPack, LIGHT_POSITION_NAMES[lightIdx], worldPos);
+ setUniformValue(command->m_parameterPack, LIGHT_TYPE_NAMES[lightIdx], int(QAbstractLight::PointLight));
+ setUniformValue(command->m_parameterPack, LIGHT_COLOR_NAMES[lightIdx], Vector3D(1.0f, 1.0f, 1.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_NAMES[lightIdx], 0.5f);
+
+ // There is no risk in doing that even if multithreaded
+ // since we are sure that a shaderData is unique for a given light
+ // and won't ever be referenced as a Component either
+ Matrix4x4 *worldTransform = lightEntity->worldTransform();
+ if (worldTransform)
+ shaderData->updateWorldTransform(*worldTransform);
+
+ setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, LIGHT_STRUCT_NAMES[lightIdx]);
+ ++lightIdx;
+ }
+ }
+
+ if (uniformNamesIds.contains(LIGHT_COUNT_NAME_ID))
+ setUniformValue(command->m_parameterPack, LIGHT_COUNT_NAME_ID, UniformValue(qMax(1, lightIdx)));
+
+ // If no active light sources and no environment light, add a default light
+ if (activeLightSources.isEmpty() && !environmentLight) {
+ // Note: implicit conversion of values to UniformValue
+ setUniformValue(command->m_parameterPack, LIGHT_POSITION_NAMES[0], Vector3D(10.0f, 10.0f, 0.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_TYPE_NAMES[0], int(QAbstractLight::PointLight));
+ setUniformValue(command->m_parameterPack, LIGHT_COLOR_NAMES[0], Vector3D(1.0f, 1.0f, 1.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_NAMES[0], 0.5f);
+ }
+
+ // Environment Light
+ int envLightCount = 0;
+ if (environmentLight && environmentLight->isEnabled()) {
+ ShaderData *shaderData = m_manager->shaderDataManager()->lookupResource(environmentLight->shaderData());
+ if (shaderData) {
+ setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, QStringLiteral("envLight"));
+ envLightCount = 1;
+ }
+ }
+ setUniformValue(command->m_parameterPack, StringToInt::lookupId(QStringLiteral("envLightCount")), envLightCount);
+ }
+ // Set frag outputs in the shaders if hash not empty
+ if (!fragOutputs.isEmpty())
+ shader->setFragOutputs(fragOutputs);
+ }
+ }
+ else {
+ qCWarning(Render::Backend) << Q_FUNC_INFO << "Using default effect as none was provided";
+ }
+}
+
+bool RenderView::hasBlitFramebufferInfo() const
+{
+ return m_hasBlitFramebufferInfo;
+}
+
+void RenderView::setHasBlitFramebufferInfo(bool hasBlitFramebufferInfo)
+{
+ m_hasBlitFramebufferInfo = hasBlitFramebufferInfo;
+}
+
+BlitFramebufferInfo RenderView::blitFrameBufferInfo() const
+{
+ return m_blitFrameBufferInfo;
+}
+
+void RenderView::setBlitFrameBufferInfo(const BlitFramebufferInfo &blitFrameBufferInfo)
+{
+ m_blitFrameBufferInfo = blitFrameBufferInfo;
+}
+
+bool RenderView::isDownloadBuffersEnable() const
+{
+ return m_isDownloadBuffersEnable;
+}
+
+void RenderView::setIsDownloadBuffersEnable(bool isDownloadBuffersEnable)
+{
+ m_isDownloadBuffersEnable = isDownloadBuffersEnable;
+}
+
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
diff --git a/src/render/renderers/opengl/renderer/renderview_p.h b/src/render/renderers/opengl/renderer/renderview_p.h
new file mode 100644
index 000000000..cb3c74917
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/renderview_p.h
@@ -0,0 +1,392 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
+** 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DRENDER_RENDER_RENDERVIEW_H
+#define QT3DRENDER_RENDER_RENDERVIEW_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of other Qt classes. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <Qt3DRender/qparameter.h>
+#include <Qt3DRender/qclearbuffers.h>
+#include <Qt3DRender/qlayerfilter.h>
+#include <Qt3DRender/private/renderer_p.h>
+#include <Qt3DRender/private/clearbuffers_p.h>
+#include <Qt3DRender/private/cameralens_p.h>
+#include <Qt3DRender/private/attachmentpack_p.h>
+#include <Qt3DRender/private/handle_types_p.h>
+#include <Qt3DRender/private/qsortpolicy_p.h>
+#include <Qt3DRender/private/lightsource_p.h>
+#include <Qt3DRender/private/qmemorybarrier_p.h>
+#include <Qt3DRender/private/qrendercapture_p.h>
+#include <Qt3DRender/private/qblitframebuffer_p.h>
+
+#include <Qt3DCore/private/qframeallocator_p.h>
+#include <Qt3DRender/private/aligned_malloc_p.h>
+
+// TODO: Move out once this is all refactored
+#include <Qt3DRender/private/renderviewjobutils_p.h>
+
+#include <QVector>
+#include <QSurface>
+#include <QMutex>
+#include <QColor>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+class QRenderPass;
+
+namespace Render {
+
+class Renderer;
+class NodeManagers;
+class RenderCommand;
+class RenderPassFilter;
+class TechniqueFilter;
+class ViewportNode;
+class Effect;
+class RenderPass;
+
+typedef QPair<ShaderUniform, QVariant> ActivePropertyContent;
+typedef QPair<QString, ActivePropertyContent > ActiveProperty;
+
+struct Q_AUTOTEST_EXPORT Plane
+{
+ explicit Plane(const Vector4D &planeEquation)
+ : planeEquation(planeEquation)
+ , normal(Vector3D(planeEquation).normalized())
+ , d(planeEquation.w() / Vector3D(planeEquation).length())
+ {}
+
+ const Vector4D planeEquation;
+ const Vector3D normal;
+ const float d;
+};
+
+struct Q_AUTOTEST_EXPORT ClearBufferInfo
+{
+ int drawBufferIndex = 0;
+ QRenderTargetOutput::AttachmentPoint attchmentPoint = QRenderTargetOutput::Color0;
+ QVector4D clearColor;
+};
+
+struct Q_AUTOTEST_EXPORT BlitFramebufferInfo
+{
+ Qt3DCore::QNodeId sourceRenderTargetId;
+ Qt3DCore::QNodeId destinationRenderTargetId;
+ QRect sourceRect;
+ QRect destinationRect;
+ Qt3DRender::QRenderTargetOutput::AttachmentPoint sourceAttachmentPoint;
+ Qt3DRender::QRenderTargetOutput::AttachmentPoint destinationAttachmentPoint;
+ QBlitFramebuffer::InterpolationMethod interpolationMethod;
+};
+
+// This class is kind of analogous to RenderBin but I want to avoid trampling
+// on that until we get this working
+
+class Q_AUTOTEST_EXPORT RenderView
+{
+public:
+ RenderView();
+ ~RenderView();
+
+ QT3D_ALIGNED_MALLOC_AND_FREE()
+
+ // TODO: Add a way to specify a sort predicate for the RenderCommands
+ void sort();
+
+ void setRenderer(Renderer *renderer);
+ inline void setSurfaceSize(const QSize &size) Q_DECL_NOTHROW { m_surfaceSize = size; }
+ inline Renderer *renderer() const Q_DECL_NOTHROW { return m_renderer; }
+ inline NodeManagers *nodeManagers() const Q_DECL_NOTHROW { return m_manager; }
+ inline const QSize &surfaceSize() const Q_DECL_NOTHROW { return m_surfaceSize; }
+ inline void setDevicePixelRatio(qreal r) Q_DECL_NOTHROW { m_devicePixelRatio = r; }
+ inline qreal devicePixelRatio() const Q_DECL_NOTHROW { return m_devicePixelRatio; }
+
+ inline void setRenderCameraLens(CameraLens *renderCameraLens) Q_DECL_NOTHROW { m_data.m_renderCameraLens = renderCameraLens; }
+ inline CameraLens *renderCameraLens() const Q_DECL_NOTHROW { return m_data.m_renderCameraLens; }
+
+ inline void setRenderCameraEntity(Entity *renderCameraNode) Q_DECL_NOTHROW { m_data.m_renderCameraNode = renderCameraNode; }
+ inline Entity *renderCameraEntity() const Q_DECL_NOTHROW { return m_data.m_renderCameraNode; }
+
+ inline void setViewMatrix(const Matrix4x4 &viewMatrix) Q_DECL_NOTHROW { m_data.m_viewMatrix = viewMatrix; }
+ inline Matrix4x4 viewMatrix() const Q_DECL_NOTHROW { return m_data.m_viewMatrix; }
+
+ inline void setViewProjectionMatrix(const Matrix4x4 &viewProjectionMatrix) Q_DECL_NOTHROW { m_data.m_viewProjectionMatrix = viewProjectionMatrix; }
+ inline Matrix4x4 viewProjectionMatrix() const Q_DECL_NOTHROW { return m_data.m_viewProjectionMatrix; }
+
+ inline void setEyePosition(const Vector3D &eyePos) Q_DECL_NOTHROW { m_data.m_eyePos = eyePos; }
+ inline Vector3D eyePosition() const Q_DECL_NOTHROW { return m_data.m_eyePos; }
+
+ inline void setEyeViewDirection(const Vector3D &dir) Q_DECL_NOTHROW { m_data.m_eyeViewDir = dir; }
+ inline Vector3D eyeViewDirection() const Q_DECL_NOTHROW { return m_data.m_eyeViewDir; }
+
+ inline void appendLayerFilter(const Qt3DCore::QNodeId layerFilterId) Q_DECL_NOTHROW { m_data.m_layerFilterIds.push_back(layerFilterId); }
+ inline Qt3DCore::QNodeIdVector layerFilters() const Q_DECL_NOTHROW { return m_data.m_layerFilterIds; }
+
+ inline void appendProximityFilterId(const Qt3DCore::QNodeId proximityFilterId) { m_data.m_proximityFilterIds.push_back(proximityFilterId); }
+ inline Qt3DCore::QNodeIdVector proximityFilterIds() const { return m_data.m_proximityFilterIds; }
+
+ inline void setRenderPassFilter(const RenderPassFilter *rpFilter) Q_DECL_NOTHROW { m_data.m_passFilter = rpFilter; }
+ inline const RenderPassFilter *renderPassFilter() const Q_DECL_NOTHROW { return m_data.m_passFilter; }
+
+ inline void setTechniqueFilter(const TechniqueFilter *filter) Q_DECL_NOTHROW { m_data.m_techniqueFilter = filter; }
+ inline const TechniqueFilter *techniqueFilter() const Q_DECL_NOTHROW { return m_data.m_techniqueFilter; }
+
+ inline RenderStateSet *stateSet() const Q_DECL_NOTHROW { return m_stateSet; }
+ void setStateSet(RenderStateSet *stateSet) Q_DECL_NOTHROW { m_stateSet = stateSet; }
+
+ inline bool noDraw() const Q_DECL_NOTHROW { return m_noDraw; }
+ void setNoDraw(bool noDraw) Q_DECL_NOTHROW { m_noDraw = noDraw; }
+
+ inline bool isCompute() const Q_DECL_NOTHROW { return m_compute; }
+ void setCompute(bool compute) Q_DECL_NOTHROW { m_compute = compute; }
+
+ void setComputeWorkgroups(int x, int y, int z) Q_DECL_NOTHROW { m_workGroups[0] = x; m_workGroups[1] = y; m_workGroups[2] = z; }
+ const int *computeWorkGroups() const Q_DECL_NOTHROW { return m_workGroups; }
+ inline bool frustumCulling() const Q_DECL_NOTHROW { return m_frustumCulling; }
+ void setFrustumCulling(bool frustumCulling) Q_DECL_NOTHROW { m_frustumCulling = frustumCulling; }
+
+ inline void setMaterialParameterTable(const MaterialParameterGathererData &parameters) Q_DECL_NOTHROW { m_parameters = parameters; }
+
+ // TODO: Get rid of this overly complex memory management by splitting out the
+ // InnerData as a RenderViewConfig struct. This can be created by setRenderViewConfigFromFrameGraphLeafNode
+ // and passed along with the RenderView to the functions that populate the renderview
+ inline void setViewport(const QRectF &vp) Q_DECL_NOTHROW { m_viewport = vp; }
+ inline QRectF viewport() const Q_DECL_NOTHROW { return m_viewport; }
+
+ inline float gamma() const Q_DECL_NOTHROW { return m_gamma; }
+ inline void setGamma(float gamma) Q_DECL_NOTHROW { m_gamma = gamma; }
+
+ // depth and stencil ClearBuffers are cached locally
+ // color ClearBuffers are collected, as there may be multiple
+ // color buffers to be cleared. we need to apply all these at rendering
+ void addClearBuffers(const ClearBuffers *cb);
+ inline QVector<ClearBufferInfo> specificClearColorBufferInfo() const { return m_specificClearColorBuffers; }
+ inline QVector<ClearBufferInfo> &specificClearColorBufferInfo() { return m_specificClearColorBuffers; }
+ inline ClearBufferInfo globalClearColorBufferInfo() const { return m_globalClearColorBuffer; }
+
+ inline QClearBuffers::BufferTypeFlags clearTypes() const { return m_clearBuffer; }
+ inline float clearDepthValue() const { return m_clearDepthValue; }
+ inline int clearStencilValue() const { return m_clearStencilValue; }
+
+ RenderPassList passesAndParameters(ParameterInfoList *parameter, Entity *node, bool useDefaultMaterials = true);
+
+ QVector<RenderCommand *> buildDrawRenderCommands(const QVector<Entity *> &entities) const;
+ QVector<RenderCommand *> buildComputeRenderCommands(const QVector<Entity *> &entities) const;
+ void setCommands(QVector<RenderCommand *> &commands) Q_DECL_NOTHROW { m_commands = commands; }
+ QVector<RenderCommand *> commands() const Q_DECL_NOTHROW { return m_commands; }
+
+ void setAttachmentPack(const AttachmentPack &pack) { m_attachmentPack = pack; }
+ const AttachmentPack &attachmentPack() const { return m_attachmentPack; }
+
+ void setRenderTargetId(Qt3DCore::QNodeId renderTargetId) Q_DECL_NOTHROW { m_renderTarget = renderTargetId; }
+ Qt3DCore::QNodeId renderTargetId() const Q_DECL_NOTHROW { return m_renderTarget; }
+
+ void addSortType(const QVector<Qt3DRender::QSortPolicy::SortType> &sortTypes) { m_data.m_sortingTypes.append(sortTypes); }
+
+ void setSurface(QSurface *surface) { m_surface = surface; }
+ QSurface *surface() const { return m_surface; }
+
+ void setLightSources(const QVector<LightSource> &lightSources) Q_DECL_NOTHROW { m_lightSources = lightSources; }
+ void setEnvironmentLight(EnvironmentLight *environmentLight) Q_DECL_NOTHROW { m_environmentLight = environmentLight; }
+
+ void updateMatrices();
+
+ inline void setRenderCaptureNodeId(const Qt3DCore::QNodeId nodeId) Q_DECL_NOTHROW { m_renderCaptureNodeId = nodeId; }
+ inline const Qt3DCore::QNodeId renderCaptureNodeId() const Q_DECL_NOTHROW { return m_renderCaptureNodeId; }
+ inline void setRenderCaptureRequest(const QRenderCaptureRequest& request) Q_DECL_NOTHROW { m_renderCaptureRequest = request; }
+ inline const QRenderCaptureRequest renderCaptureRequest() const Q_DECL_NOTHROW { return m_renderCaptureRequest; }
+
+ void setMemoryBarrier(QMemoryBarrier::Operations barrier) Q_DECL_NOTHROW { m_memoryBarrier = barrier; }
+ QMemoryBarrier::Operations memoryBarrier() const Q_DECL_NOTHROW { return m_memoryBarrier; }
+
+ // Helps making the size of RenderView smaller
+ // Contains all the data needed for the actual building of the RenderView
+ // But that aren't used later by the Renderer
+ struct InnerData {
+ InnerData()
+ : m_renderCameraLens(nullptr)
+ , m_renderCameraNode(nullptr)
+ , m_techniqueFilter(nullptr)
+ , m_passFilter(nullptr)
+ {
+ }
+ CameraLens *m_renderCameraLens;
+ Entity *m_renderCameraNode;
+ const TechniqueFilter *m_techniqueFilter;
+ const RenderPassFilter *m_passFilter;
+ Matrix4x4 m_viewMatrix;
+ Matrix4x4 m_viewProjectionMatrix;
+ Qt3DCore::QNodeIdVector m_layerFilterIds;
+ QVector<Qt3DRender::QSortPolicy::SortType> m_sortingTypes;
+ Vector3D m_eyePos;
+ Vector3D m_eyeViewDir;
+ Qt3DCore::QNodeIdVector m_proximityFilterIds;
+ };
+
+ bool isDownloadBuffersEnable() const;
+ void setIsDownloadBuffersEnable(bool isDownloadBuffersEnable);
+
+ BlitFramebufferInfo blitFrameBufferInfo() const;
+ void setBlitFrameBufferInfo(const BlitFramebufferInfo &blitFrameBufferInfo);
+
+ bool hasBlitFramebufferInfo() const;
+ void setHasBlitFramebufferInfo(bool hasBlitFramebufferInfo);
+
+private:
+ void setShaderAndUniforms(RenderCommand *command,
+ RenderPass *pass,
+ ParameterInfoList &parameters,
+ Entity *entity,
+ const QVector<LightSource> &activeLightSources,
+ EnvironmentLight *environmentLight) const;
+ mutable QThreadStorage<UniformBlockValueBuilder*> m_localData;
+
+ Qt3DCore::QNodeId m_renderCaptureNodeId;
+ QRenderCaptureRequest m_renderCaptureRequest;
+ bool m_isDownloadBuffersEnable;
+
+ bool m_hasBlitFramebufferInfo;
+ BlitFramebufferInfo m_blitFrameBufferInfo;
+
+ Renderer *m_renderer;
+ NodeManagers *m_manager;
+ QSize m_surfaceSize;
+ qreal m_devicePixelRatio;
+
+ InnerData m_data;
+
+ QRectF m_viewport;
+ float m_gamma;
+ Qt3DCore::QNodeId m_renderTarget;
+ QSurface *m_surface;
+ AttachmentPack m_attachmentPack;
+ QClearBuffers::BufferTypeFlags m_clearBuffer;
+ float m_clearDepthValue;
+ int m_clearStencilValue;
+ ClearBufferInfo m_globalClearColorBuffer; // global ClearColor
+ QVector<ClearBufferInfo> m_specificClearColorBuffers; // different draw buffers with distinct colors
+ RenderStateSet *m_stateSet;
+ bool m_noDraw:1;
+ bool m_compute:1;
+ bool m_frustumCulling:1;
+ int m_workGroups[3];
+ QMemoryBarrier::Operations m_memoryBarrier;
+
+ // We do not use pointers to RenderNodes or Drawable's here so that the
+ // render aspect is free to change the drawables on the next frame whilst
+ // the render thread is submitting these commands.
+ QVector<RenderCommand *> m_commands;
+ mutable QVector<LightSource> m_lightSources;
+ EnvironmentLight *m_environmentLight;
+
+ MaterialParameterGathererData m_parameters;
+
+ enum StandardUniform
+ {
+ ModelMatrix,
+ ViewMatrix,
+ ProjectionMatrix,
+ ModelViewMatrix,
+ ViewProjectionMatrix,
+ ModelViewProjectionMatrix,
+ InverseModelMatrix,
+ InverseViewMatrix,
+ InverseProjectionMatrix,
+ InverseModelViewMatrix,
+ InverseViewProjectionMatrix,
+ InverseModelViewProjectionMatrix,
+ ModelNormalMatrix,
+ ModelViewNormalMatrix,
+ ViewportMatrix,
+ InverseViewportMatrix,
+ AspectRatio,
+ Time,
+ Exposure,
+ Gamma,
+ EyePosition,
+ SkinningPalette
+ };
+
+ typedef QHash<int, StandardUniform> StandardUniformsNameToTypeHash;
+ static StandardUniformsNameToTypeHash ms_standardUniformSetters;
+ static StandardUniformsNameToTypeHash initializeStandardUniformSetters();
+
+ UniformValue standardUniformValue(StandardUniform standardUniformType,
+ Entity *entity,
+ const Matrix4x4 &model) const;
+
+ void setUniformValue(ShaderParameterPack &uniformPack, int nameId, const UniformValue &value) const;
+ void setStandardUniformValue(ShaderParameterPack &uniformPack,
+ int glslNameId,
+ int nameId,
+ Entity *entity,
+ const Matrix4x4 &worldTransform) const;
+ void setUniformBlockValue(ShaderParameterPack &uniformPack,
+ Shader *shader,
+ const ShaderUniformBlock &block,
+ const UniformValue &value) const;
+ void setShaderStorageValue(ShaderParameterPack &uniformPack,
+ Shader *shader,
+ const ShaderStorageBlock &block,
+ const UniformValue &value) const;
+ void setDefaultUniformBlockShaderDataValue(ShaderParameterPack &uniformPack,
+ Shader *shader,
+ ShaderData *shaderData,
+ const QString &structName) const;
+};
+
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // QT3DRENDER_RENDER_RENDERVIEW_H
diff --git a/src/render/renderers/opengl/renderer/renderviewbuilder.cpp b/src/render/renderers/opengl/renderer/renderviewbuilder.cpp
new file mode 100644
index 000000000..d08bd6dd4
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/renderviewbuilder.cpp
@@ -0,0 +1,672 @@
+/****************************************************************************
+**
+** 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 {
+
+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 FilterProximityDistanceJobPtr &filterProximityJob,
+ const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs,
+ const QVector<RenderViewBuilderJobPtr> &renderViewBuilderJobs)
+ : m_renderViewJob(renderViewJob)
+ , m_frustumCullingJob(frustumCullingJob)
+ , m_filterEntityByLayerJob(filterEntityByLayerJob)
+ , m_filterProximityJob(filterProximityJob)
+ , m_materialGathererJobs(materialGathererJobs)
+ , m_renderViewBuilderJobs(renderViewBuilderJobs)
+ {}
+
+ 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
+ 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;
+ FilterProximityDistanceJobPtr m_filterProximityJob;
+ QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs;
+ QVector<RenderViewBuilderJobPtr> m_renderViewBuilderJobs;
+};
+
+class SyncRenderCommandBuilding
+{
+public:
+ explicit SyncRenderCommandBuilding(const RenderViewInitializerJobPtr &renderViewJob,
+ const FrustumCullingJobPtr &frustumCullingJob,
+ const FilterProximityDistanceJobPtr &filterProximityJob,
+ const LightGathererPtr &lightGathererJob,
+ const RenderableEntityFilterPtr &renderableEntityFilterJob,
+ const ComputableEntityFilterPtr &computableEntityFilterJob,
+ const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs,
+ const QVector<RenderViewBuilderJobPtr> &renderViewBuilderJobs,
+ Renderer *renderer,
+ FrameGraphNode *leafNode)
+ : m_renderViewJob(renderViewJob)
+ , m_frustumCullingJob(frustumCullingJob)
+ , m_filterProximityJob(filterProximityJob)
+ , m_lightGathererJob(lightGathererJob)
+ , m_renderableEntityFilterJob(renderableEntityFilterJob)
+ , m_computableEntityFilterJob(computableEntityFilterJob)
+ , m_materialGathererJobs(materialGathererJobs)
+ , m_renderViewBuilderJobs(renderViewBuilderJobs)
+ , m_renderer(renderer)
+ , m_leafNode(leafNode)
+ {}
+
+ void operator()()
+ {
+ // Set the result of previous job computations
+ // for final RenderCommand building
+ RenderView *rv = m_renderViewJob->renderView();
+
+ if (!rv->noDraw()) {
+ rv->setEnvironmentLight(m_lightGathererJob->takeEnvironmentLight());
+
+ // We sort the vector so that the removal can then be performed linearly
+
+ QVector<Entity *> renderableEntities;
+ const bool isDraw = !rv->isCompute();
+ if (isDraw)
+ renderableEntities = std::move(m_renderableEntityFilterJob->filteredEntities());
+ else
+ renderableEntities = std::move(m_computableEntityFilterJob->filteredEntities());
+
+ // Filter out entities that weren't selected by the layer filters
+ std::sort(renderableEntities.begin(), renderableEntities.end());
+
+ QMutexLocker lock(m_renderer->cache()->mutex());
+ const QVector<Entity *> filteredEntities = m_renderer->cache()->leafNodeCache.value(m_leafNode).filterEntitiesByLayer;
+ lock.unlock();
+ // 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.
+ QVector<LightSource> lightSources = m_lightGathererJob->lights();
+ 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
+ renderableEntities = RenderViewBuilder::entitiesInSubset(renderableEntities, m_filterProximityJob->filteredEntities());
+ }
+
+ // Split among the number of command builders
+ int i = 0;
+ const int m = RenderViewBuilder::optimalJobCount() - 1;
+ const int packetSize = renderableEntities.size() / RenderViewBuilder::optimalJobCount();
+ while (i < m) {
+ const RenderViewBuilderJobPtr renderViewCommandBuilder = m_renderViewBuilderJobs.at(i);
+ renderViewCommandBuilder->setRenderables(renderableEntities.mid(i * packetSize, packetSize));
+ ++i;
+ }
+ m_renderViewBuilderJobs.at(i)->setRenderables(renderableEntities.mid(i * packetSize, packetSize + renderableEntities.size() % (m + 1)));
+ {
+ QMutexLocker rendererCacheLock(m_renderer->cache()->mutex());
+ rv->setMaterialParameterTable(m_renderer->cache()->leafNodeCache.value(m_leafNode).materialParameterGatherer);
+ }
+ }
+ }
+
+private:
+ RenderViewInitializerJobPtr m_renderViewJob;
+ FrustumCullingJobPtr m_frustumCullingJob;
+ FilterProximityDistanceJobPtr m_filterProximityJob;
+ LightGathererPtr m_lightGathererJob;
+ RenderableEntityFilterPtr m_renderableEntityFilterJob;
+ ComputableEntityFilterPtr m_computableEntityFilterJob;
+ QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs;
+ QVector<RenderViewBuilderJobPtr> m_renderViewBuilderJobs;
+ Renderer *m_renderer;
+ FrameGraphNode *m_leafNode;
+};
+
+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_renderViewJob(RenderViewInitializerJobPtr::create())
+ , m_filterEntityByLayerJob()
+ , m_lightGathererJob(Render::LightGathererPtr::create())
+ , m_renderableEntityFilterJob(RenderableEntityFilterPtr::create())
+ , m_computableEntityFilterJob(ComputableEntityFilterPtr::create())
+ , m_frustumCullingJob(new Render::FrustumCullingJob())
+ , m_syncFrustumCullingJob(SynchronizerJobPtr::create(SyncFrustumCulling(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;
+}
+
+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;
+}
+
+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
+ EntityManager *entityManager = m_renderer->nodeManagers()->renderNodesManager();
+ m_filterProximityJob->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(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_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);
+ }
+
+ 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());
+ 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_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_syncRenderCommandBuildingJob = SynchronizerJobPtr::create(SyncRenderCommandBuilding(m_renderViewJob,
+ m_frustumCullingJob,
+ m_filterProximityJob,
+ m_lightGathererJob,
+ m_renderableEntityFilterJob,
+ m_computableEntityFilterJob,
+ m_materialGathererJobs,
+ m_renderViewBuilderJobs,
+ m_renderer,
+ m_leafNode),
+ JobTypes::SyncRenderViewCommandBuilding);
+
+ m_syncRenderViewCommandBuildersJob = SynchronizerJobPtr::create(SyncRenderViewCommandBuilders(m_renderViewJob,
+ m_renderViewBuilderJobs,
+ m_renderer),
+ JobTypes::SyncRenderViewCommandBuilder);
+
+ m_syncRenderViewInitializationJob = SynchronizerJobPtr::create(SyncRenderViewInitialization(m_renderViewJob,
+ m_frustumCullingJob,
+ m_filterEntityByLayerJob,
+ m_filterProximityJob,
+ m_materialGathererJobs,
+ m_renderViewBuilderJobs),
+ JobTypes::SyncRenderViewInitialization);
+
+}
+
+QVector<Qt3DCore::QAspectJobPtr> RenderViewBuilder::buildJobHierachy() const
+{
+ QVector<Qt3DCore::QAspectJobPtr> jobs;
+
+ jobs.reserve(m_materialGathererJobs.size() + m_renderViewBuilderJobs.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_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_filterProximityJob->addDependency(m_renderer->expandBoundingVolumeJob());
+ m_filterProximityJob->addDependency(m_syncRenderViewInitializationJob);
+
+ m_syncRenderCommandBuildingJob->addDependency(m_syncRenderViewInitializationJob);
+ m_syncRenderCommandBuildingJob->addDependency(m_renderableEntityFilterJob);
+ m_syncRenderCommandBuildingJob->addDependency(m_computableEntityFilterJob);
+ m_syncRenderCommandBuildingJob->addDependency(m_filterProximityJob);
+ m_syncRenderCommandBuildingJob->addDependency(m_lightGathererJob);
+ m_syncRenderCommandBuildingJob->addDependency(m_frustumCullingJob);
+
+ // Ensure the RenderThread won't be able to process dirtyResources
+ // before they have been completely gathered
+ m_syncRenderCommandBuildingJob->addDependency(m_renderer->introspectShadersJob());
+ m_syncRenderCommandBuildingJob->addDependency(m_renderer->bufferGathererJob());
+ m_syncRenderCommandBuildingJob->addDependency(m_renderer->textureGathererJob());
+
+ 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
+
+ if (m_layerCacheNeedsToBeRebuilt) {
+ m_filterEntityByLayerJob->addDependency(m_syncRenderViewInitializationJob);
+ m_filterEntityByLayerJob->addDependency(m_renderer->updateTreeEnabledJob());
+
+ m_syncFilterEntityByLayerJob->addDependency(m_filterEntityByLayerJob);
+ m_syncRenderCommandBuildingJob->addDependency(m_syncFilterEntityByLayerJob);
+
+ jobs.push_back(m_filterEntityByLayerJob); // Step 3
+ jobs.push_back(m_syncFilterEntityByLayerJob); // Step 4
+ }
+ jobs.push_back(m_syncFrustumCullingJob); // 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_syncRenderViewInitializationJob);
+ materialGatherer->addDependency(m_renderer->introspectShadersJob());
+ materialGatherer->addDependency(m_renderer->filterCompatibleTechniqueJob());
+ jobs.push_back(materialGatherer); // Step3
+ m_syncMaterialGathererJob->addDependency(materialGatherer);
+ }
+ m_syncRenderCommandBuildingJob->addDependency(m_syncMaterialGathererJob);
+
+ jobs.push_back(m_syncMaterialGathererJob); // Step 3
+ }
+
+ jobs.push_back(m_frustumCullingJob); // Step 4
+ jobs.push_back(m_syncRenderCommandBuildingJob); // Step 5
+
+ for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs)) // Step 6
+ jobs.push_back(renderViewCommandBuilder);
+
+ jobs.push_back(m_syncRenderViewCommandBuildersJob); // 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;
+}
+
+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
diff --git a/src/render/renderers/opengl/renderer/renderviewbuilder_p.h b/src/render/renderers/opengl/renderer/renderviewbuilder_p.h
new file mode 100644
index 000000000..818313500
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/renderviewbuilder_p.h
@@ -0,0 +1,149 @@
+/****************************************************************************
+**
+** 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DRENDER_RENDER_RENDERVIEWBUILDER_H
+#define QT3DRENDER_RENDER_RENDERVIEWBUILDER_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of other Qt classes. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <functional>
+#include <Qt3DCore/qaspectjob.h>
+#include <Qt3DRender/private/filterentitybycomponentjob_p.h>
+#include <Qt3DRender/private/filterlayerentityjob_p.h>
+#include <Qt3DRender/private/genericlambdajob_p.h>
+#include <Qt3DRender/private/materialparametergathererjob_p.h>
+#include <Qt3DRender/private/nodemanagers_p.h>
+#include <Qt3DRender/private/renderviewbuilderjob_p.h>
+#include <Qt3DRender/private/renderview_p.h>
+#include <Qt3DRender/private/frustumcullingjob_p.h>
+#include <Qt3DRender/private/lightgatherer_p.h>
+#include <Qt3DRender/private/filterproximitydistancejob_p.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+namespace Render {
+
+class Renderer;
+
+using SynchronizerJobPtr = GenericLambdaJobPtr<std::function<void()>>;
+using ComputableEntityFilterPtr = FilterEntityByComponentJobPtr<Render::ComputeCommand, Render::Material>;
+using RenderableEntityFilterPtr = FilterEntityByComponentJobPtr<Render::GeometryRenderer, Render::Material>;
+
+class Q_AUTOTEST_EXPORT RenderViewBuilder
+{
+public:
+ explicit RenderViewBuilder(Render::FrameGraphNode *leafNode, int renderViewIndex, Renderer *renderer);
+
+ RenderViewInitializerJobPtr renderViewJob() const;
+ FilterLayerEntityJobPtr filterEntityByLayerJob() const;
+ LightGathererPtr lightGathererJob() const;
+ RenderableEntityFilterPtr renderableEntityFilterJob() const;
+ ComputableEntityFilterPtr computableEntityFilterJob() const;
+ FrustumCullingJobPtr frustumCullingJob() const;
+ QVector<RenderViewBuilderJobPtr> renderViewBuilderJobs() const;
+ QVector<MaterialParameterGathererJobPtr> materialGathererJobs() const;
+ SynchronizerJobPtr syncRenderViewInitializationJob() const;
+ SynchronizerJobPtr syncFrustumCullingJob() const;
+ SynchronizerJobPtr syncRenderCommandBuildingJob() const;
+ SynchronizerJobPtr syncRenderViewCommandBuildersJob() const;
+ SynchronizerJobPtr setClearDrawBufferIndexJob() const;
+ SynchronizerJobPtr syncFilterEntityByLayerJob() const;
+ FilterProximityDistanceJobPtr filterProximityJob() const;
+ SynchronizerJobPtr syncMaterialGathererJob() const;
+
+ void prepareJobs();
+ QVector<Qt3DCore::QAspectJobPtr> buildJobHierachy() const;
+
+ Renderer *renderer() const;
+ int renderViewIndex() const;
+
+ void setLayerCacheNeedsToBeRebuilt(bool needsToBeRebuilt);
+ bool layerCacheNeedsToBeRebuilt() const;
+ void setMaterialGathererCacheNeedsToBeRebuilt(bool needsToBeRebuilt);
+ bool materialGathererCacheNeedsToBeRebuilt() const;
+
+ static int optimalJobCount();
+ static QVector<Entity *> entitiesInSubset(const QVector<Entity *> &entities, const QVector<Entity *> &subset);
+
+private:
+ Render::FrameGraphNode *m_leafNode;
+ const int m_renderViewIndex;
+ Renderer *m_renderer;
+ bool m_layerCacheNeedsToBeRebuilt;
+ bool m_materialGathererCacheNeedsToBeRebuilt;
+
+ RenderViewInitializerJobPtr m_renderViewJob;
+ FilterLayerEntityJobPtr m_filterEntityByLayerJob;
+ LightGathererPtr m_lightGathererJob;
+ RenderableEntityFilterPtr m_renderableEntityFilterJob;
+ ComputableEntityFilterPtr m_computableEntityFilterJob;
+ FrustumCullingJobPtr m_frustumCullingJob;
+ QVector<RenderViewBuilderJobPtr> m_renderViewBuilderJobs;
+ QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs;
+
+ SynchronizerJobPtr m_syncRenderViewInitializationJob;
+ SynchronizerJobPtr m_syncFrustumCullingJob;
+ SynchronizerJobPtr m_syncRenderCommandBuildingJob;
+ SynchronizerJobPtr m_syncRenderViewCommandBuildersJob;
+ SynchronizerJobPtr m_setClearDrawBufferIndexJob;
+ SynchronizerJobPtr m_syncFilterEntityByLayerJob;
+ SynchronizerJobPtr m_syncMaterialGathererJob;
+ FilterProximityDistanceJobPtr m_filterProximityJob;
+
+ static const int m_optimalParallelJobCount;
+};
+
+} // Render
+
+} // Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // QT3DRENDER_RENDER_RENDERVIEWBUILDER_H
diff --git a/src/render/renderers/opengl/renderer/shaderparameterpack.cpp b/src/render/renderers/opengl/renderer/shaderparameterpack.cpp
new file mode 100644
index 000000000..f78e45a5e
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/shaderparameterpack.cpp
@@ -0,0 +1,100 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 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 "shaderparameterpack_p.h"
+
+#include <Qt3DRender/private/graphicscontext_p.h>
+#include <Qt3DRender/private/texture_p.h>
+
+#include <Qt3DCore/private/qframeallocator_p.h>
+
+#include <QOpenGLShaderProgram>
+#include <QDebug>
+#include <QColor>
+#include <QQuaternion>
+#include <Qt3DRender/private/renderlogging_p.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+namespace Render {
+
+ShaderParameterPack::~ShaderParameterPack()
+{
+ m_uniforms.clear();
+}
+
+void ShaderParameterPack::setUniform(const int glslNameId, const UniformValue &val)
+{
+ m_uniforms.insert(glslNameId, val);
+}
+
+void ShaderParameterPack::setTexture(const int glslNameId, int uniformArrayIndex, Qt3DCore::QNodeId texId)
+{
+ for (int t=0; t<m_textures.size(); ++t) {
+ if (m_textures[t].glslNameId != glslNameId || m_textures[t].uniformArrayIndex != uniformArrayIndex)
+ continue;
+
+ m_textures[t].texId = texId;
+ return;
+ }
+
+ m_textures.append(NamedTexture(glslNameId, texId, uniformArrayIndex));
+}
+
+// Contains Uniform Block Index and QNodeId of the ShaderData (UBO)
+void ShaderParameterPack::setUniformBuffer(BlockToUBO blockToUBO)
+{
+ m_uniformBuffers.append(std::move(blockToUBO));
+}
+
+void ShaderParameterPack::setShaderStorageBuffer(BlockToSSBO blockToSSBO)
+{
+ m_shaderStorageBuffers.push_back(std::move(blockToSSBO));
+}
+
+void ShaderParameterPack::setSubmissionUniform(const ShaderUniform &uniform)
+{
+ m_submissionUniforms.push_back(uniform);
+}
+
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
diff --git a/src/render/renderers/opengl/renderer/shaderparameterpack_p.h b/src/render/renderers/opengl/renderer/shaderparameterpack_p.h
new file mode 100644
index 000000000..5703bb17b
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/shaderparameterpack_p.h
@@ -0,0 +1,145 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DRENDER_RENDER_SHADERPARAMETERPACK_P_H
+#define QT3DRENDER_RENDER_SHADERPARAMETERPACK_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of other Qt classes. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <QVariant>
+#include <QByteArray>
+#include <QVector>
+#include <QOpenGLShaderProgram>
+#include <Qt3DCore/qnodeid.h>
+#include <Qt3DRender/private/renderlogging_p.h>
+#include <Qt3DRender/private/shadervariables_p.h>
+#include <Qt3DRender/private/uniform_p.h>
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGLShaderProgram;
+
+namespace Qt3DCore {
+class QFrameAllocator;
+}
+
+namespace Qt3DRender {
+namespace Render {
+
+class GraphicsContext;
+
+struct BlockToUBO {
+ int m_blockIndex;
+ Qt3DCore::QNodeId m_bufferID;
+ bool m_needsUpdate;
+ QHash<QString, QVariant> m_updatedProperties;
+};
+QT3D_DECLARE_TYPEINFO_2(Qt3DRender, Render, BlockToUBO, Q_MOVABLE_TYPE)
+
+struct BlockToSSBO {
+ int m_blockIndex;
+ Qt3DCore::QNodeId m_bufferID;
+};
+QT3D_DECLARE_TYPEINFO_2(Qt3DRender, Render, BlockToSSBO, Q_PRIMITIVE_TYPE)
+
+
+typedef QHash<int, UniformValue> PackUniformHash;
+
+class Q_AUTOTEST_EXPORT ShaderParameterPack
+{
+public:
+ ~ShaderParameterPack();
+
+ void setUniform(const int glslNameId, const UniformValue &val);
+ void setTexture(const int glslNameId, int uniformArrayIndex, Qt3DCore::QNodeId id);
+ void setUniformBuffer(BlockToUBO blockToUBO);
+ void setShaderStorageBuffer(BlockToSSBO blockToSSBO);
+ void setSubmissionUniform(const ShaderUniform &uniform);
+
+ inline PackUniformHash &uniforms() { return m_uniforms; }
+ inline const PackUniformHash &uniforms() const { return m_uniforms; }
+ UniformValue uniform(const int glslNameId) const { return m_uniforms.value(glslNameId); }
+
+ struct NamedTexture
+ {
+ NamedTexture() {}
+ NamedTexture(const int glslNameId, Qt3DCore::QNodeId texId, int uniformArrayIndex)
+ : glslNameId(glslNameId)
+ , texId(texId)
+ , uniformArrayIndex(uniformArrayIndex)
+ { }
+
+ int glslNameId;
+ Qt3DCore::QNodeId texId;
+ int uniformArrayIndex;
+ };
+
+ inline QVector<NamedTexture> textures() const { return m_textures; }
+ inline QVector<BlockToUBO> uniformBuffers() const { return m_uniformBuffers; }
+ inline QVector<BlockToSSBO> shaderStorageBuffers() const { return m_shaderStorageBuffers; }
+ inline QVector<ShaderUniform> submissionUniforms() const { return m_submissionUniforms; }
+private:
+ PackUniformHash m_uniforms;
+
+ QVector<NamedTexture> m_textures;
+ QVector<BlockToUBO> m_uniformBuffers;
+ QVector<BlockToSSBO> m_shaderStorageBuffers;
+ QVector<ShaderUniform> m_submissionUniforms;
+
+ friend class RenderView;
+};
+QT3D_DECLARE_TYPEINFO_2(Qt3DRender, Render, ShaderParameterPack::NamedTexture, Q_PRIMITIVE_TYPE)
+
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+Q_DECLARE_METATYPE(Qt3DRender::Render::ShaderParameterPack)
+
+#endif // QT3DRENDER_RENDER_SHADERPARAMETERPACK_P_H
diff --git a/src/render/renderers/opengl/renderer/shadervariables_p.h b/src/render/renderers/opengl/renderer/shadervariables_p.h
new file mode 100644
index 000000000..e0fa07dff
--- /dev/null
+++ b/src/render/renderers/opengl/renderer/shadervariables_p.h
@@ -0,0 +1,152 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DRENDER_RENDER_SHADERVARIABLES_P_H
+#define QT3DRENDER_RENDER_SHADERVARIABLES_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of other Qt classes. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <Qt3DRender/qt3drender_global.h>
+#include <QOpenGLContext>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+namespace Render {
+
+struct ShaderAttribute
+{
+ ShaderAttribute()
+ : m_nameId(-1)
+ , m_type(0)
+ , m_size(0)
+ , m_location(-1)
+ {}
+
+ QString m_name;
+ int m_nameId;
+ GLenum m_type;
+ int m_size;
+ int m_location;
+};
+QT3D_DECLARE_TYPEINFO_2(Qt3DRender, Render, ShaderAttribute, Q_MOVABLE_TYPE)
+
+struct ShaderUniform
+{
+ ShaderUniform()
+ : m_nameId(-1)
+ , m_type(GL_NONE)
+ , m_size(0)
+ , m_offset(-1)
+ , m_location(-1)
+ , m_blockIndex(-1)
+ , m_arrayStride(-1)
+ , m_matrixStride(-1)
+ , m_rawByteSize(0)
+ {}
+
+ QString m_name;
+ int m_nameId;
+ GLenum m_type;
+ int m_size;
+ int m_offset; // -1 default, >= 0 if uniform defined in uniform block
+ int m_location; // -1 if uniform defined in a uniform block
+ int m_blockIndex; // -1 is the default, >= 0 if uniform defined in uniform block
+ int m_arrayStride; // -1 is the default, >= 0 if uniform defined in uniform block and if it's an array
+ int m_matrixStride; // -1 is the default, >= 0 uniform defined in uniform block and is a matrix
+ uint m_rawByteSize; // contains byte size (size / type / strides)
+ // size, offset and strides are in bytes
+};
+QT3D_DECLARE_TYPEINFO_2(Qt3DRender, Render, ShaderUniform, Q_MOVABLE_TYPE)
+
+struct ShaderUniformBlock
+{
+ ShaderUniformBlock()
+ : m_nameId(-1)
+ , m_index(-1)
+ , m_binding(-1)
+ , m_activeUniformsCount(0)
+ , m_size(0)
+ {}
+
+ QString m_name;
+ int m_nameId;
+ int m_index;
+ int m_binding;
+ int m_activeUniformsCount;
+ int m_size;
+};
+QT3D_DECLARE_TYPEINFO_2(Qt3DRender, Render, ShaderUniformBlock, Q_MOVABLE_TYPE)
+
+struct ShaderStorageBlock
+{
+ ShaderStorageBlock()
+ : m_nameId(-1)
+ , m_index(-1)
+ , m_binding(-1)
+ , m_size(0)
+ , m_activeVariablesCount(0)
+ {}
+
+ QString m_name;
+ int m_nameId;
+ int m_index;
+ int m_binding;
+ int m_size;
+ int m_activeVariablesCount;
+};
+QT3D_DECLARE_TYPEINFO_2(Qt3DRender, Render, ShaderStorageBlock, Q_MOVABLE_TYPE)
+
+} // namespace Render
+
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // QT3DRENDER_RENDER_SHADERVARIABLES_P_H