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authorPaul Lemire <paul.lemire@kdab.com>2019-09-27 14:31:21 +0200
committerPaul Lemire <paul.lemire@kdab.com>2019-10-21 13:35:38 +0200
commit7eb01e9532f080bef539808c0eb5e7c65cf34048 (patch)
tree5aadb0e7fcfb80a671641beb972345c4762f763a /src/render/renderers
parent7d8fd90a1d5e59b21b29da3e7fd0e593e3d94620 (diff)
Split RenderCommand generation and uniform update
In most cases, we can generate the RenderCommands once and reuse them in subsequent frames only updating the uniforms. We still have to copy the RenderCommands as the renderer renders while we start preparing the next frame. This is still faster than regenerating them entirely. Regenerating the entire commands will happen only when FrameGraph or Scene structure changes. That should rarely be happening on a per frame basis. Next step could be to look at how to only update commands for Entity with Parameters that have changed. Change-Id: I202870850a46fcd3946f81bffddb7027d192f374 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/render/renderers')
-rw-r--r--src/render/renderers/opengl/jobs/jobs.pri6
-rw-r--r--src/render/renderers/opengl/jobs/renderviewcommandbuilderjob.cpp78
-rw-r--r--src/render/renderers/opengl/jobs/renderviewcommandbuilderjob_p.h89
-rw-r--r--src/render/renderers/opengl/jobs/renderviewcommandupdaterjob.cpp (renamed from src/render/renderers/opengl/jobs/renderviewbuilderjob.cpp)50
-rw-r--r--src/render/renderers/opengl/jobs/renderviewcommandupdaterjob_p.h (renamed from src/render/renderers/opengl/jobs/renderviewbuilderjob_p.h)27
-rw-r--r--src/render/renderers/opengl/renderer/rendercommand.cpp14
-rw-r--r--src/render/renderers/opengl/renderer/rendercommand_p.h17
-rw-r--r--src/render/renderers/opengl/renderer/renderer.cpp103
-rw-r--r--src/render/renderers/opengl/renderer/renderer_p.h4
-rw-r--r--src/render/renderers/opengl/renderer/renderercache_p.h2
-rw-r--r--src/render/renderers/opengl/renderer/renderview.cpp526
-rw-r--r--src/render/renderers/opengl/renderer/renderview_p.h20
-rw-r--r--src/render/renderers/opengl/renderer/renderviewbuilder.cpp427
-rw-r--r--src/render/renderers/opengl/renderer/renderviewbuilder_p.h31
14 files changed, 877 insertions, 517 deletions
diff --git a/src/render/renderers/opengl/jobs/jobs.pri b/src/render/renderers/opengl/jobs/jobs.pri
index 021cd3242..d80b8bfd9 100644
--- a/src/render/renderers/opengl/jobs/jobs.pri
+++ b/src/render/renderers/opengl/jobs/jobs.pri
@@ -3,13 +3,15 @@ INCLUDEPATH += $$PWD
SOURCES += \
$$PWD/filtercompatibletechniquejob.cpp \
$$PWD/materialparametergathererjob.cpp \
- $$PWD/renderviewbuilderjob.cpp \
+ $$PWD/renderviewcommandbuilderjob.cpp \
+ $$PWD/renderviewcommandupdaterjob.cpp \
$$PWD/renderviewinitializerjob.cpp \
$$PWD/renderviewjobutils.cpp
HEADERS += \
$$PWD/filtercompatibletechniquejob_p.h \
$$PWD/materialparametergathererjob_p.h \
- $$PWD/renderviewbuilderjob_p.h \
+ $$PWD/renderviewcommandbuilderjob_p.h \
+ $$PWD/renderviewcommandupdaterjob_p.h \
$$PWD/renderviewinitializerjob_p.h \
$$PWD/renderviewjobutils_p.h
diff --git a/src/render/renderers/opengl/jobs/renderviewcommandbuilderjob.cpp b/src/render/renderers/opengl/jobs/renderviewcommandbuilderjob.cpp
new file mode 100644
index 000000000..658458568
--- /dev/null
+++ b/src/render/renderers/opengl/jobs/renderviewcommandbuilderjob.cpp
@@ -0,0 +1,78 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 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 "renderviewcommandbuilderjob_p.h"
+#include <Qt3DRender/private/job_common_p.h>
+#include <Qt3DRender/private/renderview_p.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+namespace Render {
+
+namespace {
+int renderViewInstanceCounter = 0;
+} // anonymous
+
+RenderViewCommandBuilderJob::RenderViewCommandBuilderJob()
+ : Qt3DCore::QAspectJob()
+ , m_renderView(nullptr)
+{
+ SET_JOB_RUN_STAT_TYPE(this, JobTypes::RenderViewCommandBuilder, renderViewInstanceCounter++);
+}
+
+void RenderViewCommandBuilderJob::run()
+{
+ if (!m_renderView->noDraw()) {
+ const bool isDraw = !m_renderView->isCompute();
+ if (isDraw)
+ m_commandData = std::move(m_renderView->buildDrawRenderCommands(
+ m_entities));
+ else
+ m_commandData = std::move(m_renderView->buildComputeRenderCommands(
+ m_entities));
+ }
+}
+
+} // Render
+
+} // Qt3DRender
+
+QT_END_NAMESPACE
diff --git a/src/render/renderers/opengl/jobs/renderviewcommandbuilderjob_p.h b/src/render/renderers/opengl/jobs/renderviewcommandbuilderjob_p.h
new file mode 100644
index 000000000..725f83b62
--- /dev/null
+++ b/src/render/renderers/opengl/jobs/renderviewcommandbuilderjob_p.h
@@ -0,0 +1,89 @@
+/****************************************************************************
+**
+** Copyright (C) 2019 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_RENDERVIEWCOMMANDBUILDERJOB_P_H
+#define QT3DRENDER_RENDER_RENDERVIEWCOMMANDBUILDERJOB_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 <Qt3DCore/qaspectjob.h>
+#include <Qt3DRender/private/handle_types_p.h>
+#include <Qt3DRender/private/rendercommand_p.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+namespace Render {
+
+class Q_AUTOTEST_EXPORT RenderViewCommandBuilderJob : public Qt3DCore::QAspectJob
+{
+public:
+ RenderViewCommandBuilderJob();
+
+ inline void setRenderView(RenderView *rv) Q_DECL_NOTHROW { m_renderView = rv; }
+ inline void setEntities(const QVector<Entity *> &entities) { m_entities = entities; }
+ inline QVector<EntityRenderCommandData> &commandData() { return m_commandData; }
+
+ void run() final;
+
+private:
+ RenderView *m_renderView;
+ QVector<Entity *> m_entities;
+ QVector<EntityRenderCommandData> m_commandData;
+};
+
+typedef QSharedPointer<RenderViewCommandBuilderJob> RenderViewCommandBuilderJobPtr;
+
+} // Render
+
+} // Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // QT3DRENDER_RENDER_RENDERVIEWCOMMANDBUILDERJOB_P_H
diff --git a/src/render/renderers/opengl/jobs/renderviewbuilderjob.cpp b/src/render/renderers/opengl/jobs/renderviewcommandupdaterjob.cpp
index 42f00d9f2..d58b288e6 100644
--- a/src/render/renderers/opengl/jobs/renderviewbuilderjob.cpp
+++ b/src/render/renderers/opengl/jobs/renderviewcommandupdaterjob.cpp
@@ -37,7 +37,7 @@
**
****************************************************************************/
-#include "renderviewbuilderjob_p.h"
+#include "renderviewcommandupdaterjob_p.h"
#include <Qt3DRender/private/job_common_p.h>
#include <Qt3DRender/private/renderer_p.h>
#include <Qt3DRender/private/renderview_p.h>
@@ -52,52 +52,30 @@ namespace {
int renderViewInstanceCounter = 0;
} // anonymous
-RenderViewBuilderJob::RenderViewBuilderJob()
+RenderViewCommandUpdaterJob::RenderViewCommandUpdaterJob()
: Qt3DCore::QAspectJob()
, m_renderView(nullptr)
, m_renderer(nullptr)
- , m_index(0)
{
- SET_JOB_RUN_STAT_TYPE(this, JobTypes::RenderViewBuilder, renderViewInstanceCounter++)
+ SET_JOB_RUN_STAT_TYPE(this, JobTypes::RenderCommandUpdater, renderViewInstanceCounter++);
}
-void RenderViewBuilderJob::run()
+void RenderViewCommandUpdaterJob::run()
{
// Build RenderCommand should perform the culling as we have no way to determine
// if a child has a mesh in the view frustum while its parent isn't contained in it.
if (!m_renderView->noDraw()) {
-#if defined(QT3D_RENDER_VIEW_JOB_TIMINGS)
- gatherLightsTime = timer.nsecsElapsed();
- timer.restart();
-#endif
- if (!m_renderView->isCompute())
- m_commands = m_renderView->buildDrawRenderCommands(m_renderables);
- else
- m_commands = m_renderView->buildComputeRenderCommands(m_renderables);
-#if defined(QT3D_RENDER_VIEW_JOB_TIMINGS)
- buildCommandsTime = timer.nsecsElapsed();
- timer.restart();
-#endif
- }
-
-#if defined(QT3D_RENDER_VIEW_JOB_TIMINGS)
- qint64 creationTime = timer.nsecsElapsed();
- timer.restart();
-#endif
-
-#if defined(QT3D_RENDER_VIEW_JOB_TIMINGS)
- qint64 sortTime = timer.nsecsElapsed();
-#endif
-
-#if defined(QT3D_RENDER_VIEW_JOB_TIMINGS)
- qDebug() << m_index
- << "state:" << gatherStateTime / 1.0e6
- << "lights:" << gatherLightsTime / 1.0e6
- << "build commands:" << buildCommandsTime / 1.0e6
- << "sort:" << sortTime / 1.0e6;
-#endif
-
+ // Update Render Commands (Uniform Change, Depth Change)
+ m_renderView->updateRenderCommand(m_renderables);
+ // Copy commands out of cached -> ensures we can submit them for rendering
+ // while cache is rebuilt or modified for next frame
+ QVector<RenderCommand> commands;
+ commands.reserve(m_renderables.size());
+ for (const EntityRenderCommandData *data : m_renderables)
+ commands.push_back(data->command);
+ m_commands = commands;
+ }
}
} // Render
diff --git a/src/render/renderers/opengl/jobs/renderviewbuilderjob_p.h b/src/render/renderers/opengl/jobs/renderviewcommandupdaterjob_p.h
index c38f788b0..3fff5f1a0 100644
--- a/src/render/renderers/opengl/jobs/renderviewbuilderjob_p.h
+++ b/src/render/renderers/opengl/jobs/renderviewcommandupdaterjob_p.h
@@ -1,4 +1,4 @@
-/****************************************************************************
+/****************************************************************************
**
** Copyright (C) 2016 Paul Lemire
** Contact: https://www.qt.io/licensing/
@@ -37,8 +37,8 @@
**
****************************************************************************/
-#ifndef QT3DRENDER_RENDER_RENDERVIEWBUILDERJOB_P_H
-#define QT3DRENDER_RENDER_RENDERVIEWBUILDERJOB_P_H
+#ifndef QT3DRENDER_RENDER_RENDERVIEWCOMMANDUPDATEJOB_P_H
+#define QT3DRENDER_RENDER_RENDERVIEWCOMMANDUPDATEJOB_P_H
//
// W A R N I N G
@@ -53,6 +53,7 @@
#include <Qt3DCore/qaspectjob.h>
#include <Qt3DRender/private/handle_types_p.h>
+#include <Qt3DRender/private/rendercommand_p.h>
QT_BEGIN_NAMESPACE
@@ -62,30 +63,28 @@ namespace Render {
class RenderView;
class Renderer;
-class RenderCommand;
-class Q_AUTOTEST_EXPORT RenderViewBuilderJob : public Qt3DCore::QAspectJob
+class Q_AUTOTEST_EXPORT RenderViewCommandUpdaterJob : public Qt3DCore::QAspectJob
{
public:
- RenderViewBuilderJob();
+ RenderViewCommandUpdaterJob();
inline void setRenderView(RenderView *rv) Q_DECL_NOTHROW { m_renderView = rv; }
inline void setRenderer(Renderer *renderer) Q_DECL_NOTHROW { m_renderer = renderer; }
- inline void setIndex(int index) Q_DECL_NOTHROW { m_index = index; }
- inline void setRenderables(const QVector<Entity *> &renderables) Q_DECL_NOTHROW { m_renderables = renderables; }
- QVector<RenderCommand *> &commands() Q_DECL_NOTHROW { return m_commands; }
+ inline void setRenderables(const QVector<EntityRenderCommandData *> &renderables) Q_DECL_NOTHROW { m_renderables = renderables; }
+
+ QVector<RenderCommand> &commands() Q_DECL_NOTHROW { return m_commands; }
void run() final;
private:
RenderView *m_renderView;
Renderer *m_renderer;
- int m_index;
- QVector<Entity *> m_renderables;
- QVector<RenderCommand *> m_commands;
+ QVector<EntityRenderCommandData *> m_renderables;
+ QVector<RenderCommand> m_commands;
};
-typedef QSharedPointer<RenderViewBuilderJob> RenderViewBuilderJobPtr;
+typedef QSharedPointer<RenderViewCommandUpdaterJob> RenderViewCommandUpdaterJobPtr;
} // Render
@@ -93,4 +92,4 @@ typedef QSharedPointer<RenderViewBuilderJob> RenderViewBuilderJobPtr;
QT_END_NAMESPACE
-#endif // QT3DRENDER_RENDER_RENDERVIEWBUILDERJOB_P_H
+#endif // QT3DRENDER_RENDER_RENDERVIEWCOMMANDUPDATEJOB_P_H
diff --git a/src/render/renderers/opengl/renderer/rendercommand.cpp b/src/render/renderers/opengl/renderer/rendercommand.cpp
index ee0bf0aec..072127391 100644
--- a/src/render/renderers/opengl/renderer/rendercommand.cpp
+++ b/src/render/renderers/opengl/renderer/rendercommand.cpp
@@ -71,6 +71,20 @@ RenderCommand::RenderCommand()
m_workGroups[2] = 0;
}
+bool operator==(const RenderCommand &a, const RenderCommand &b) noexcept
+{
+ return (a.m_vao == b.m_vao && a.m_shader == b.m_shader && a.m_material == b.m_material &&
+ a.m_stateSet == b.m_stateSet && a.m_geometry == b.m_geometry && a.m_geometryRenderer == b.m_geometryRenderer &&
+ a.m_indirectDrawBuffer == b.m_indirectDrawBuffer && a.m_activeAttributes == b.m_activeAttributes &&
+ a.m_depth == b.m_depth && a.m_changeCost == b.m_changeCost && a.m_shaderDna == b.m_shaderDna &&
+ a.m_workGroups[0] == b.m_workGroups[0] && a.m_workGroups[1] == b.m_workGroups[1] && a.m_workGroups[2] == b.m_workGroups[2] &&
+ a.m_primitiveCount == b.m_primitiveCount && a.m_primitiveType == b.m_primitiveType && a.m_restartIndexValue == b.m_restartIndexValue &&
+ a.m_firstInstance == b.m_firstInstance && a.m_firstVertex == b.m_firstVertex && a.m_verticesPerPatch == b.m_verticesPerPatch &&
+ a.m_instanceCount == b.m_instanceCount && a.m_indexOffset == b.m_indexOffset && a.m_indexAttributeByteOffset == b.m_indexAttributeByteOffset &&
+ a.m_drawIndexed == b.m_drawIndexed && a.m_drawIndirect == b.m_drawIndirect && a.m_primitiveRestartEnabled == b.m_primitiveRestartEnabled &&
+ a.m_isValid == b.m_isValid && a.m_computeCommand == b.m_computeCommand);
+}
+
} // namespace Render
} // namespace Qt3DRender
diff --git a/src/render/renderers/opengl/renderer/rendercommand_p.h b/src/render/renderers/opengl/renderer/rendercommand_p.h
index 61cc6d17d..58ab0cadd 100644
--- a/src/render/renderers/opengl/renderer/rendercommand_p.h
+++ b/src/render/renderers/opengl/renderer/rendercommand_p.h
@@ -55,6 +55,7 @@
#include <qglobal.h>
#include <Qt3DRender/private/shaderparameterpack_p.h>
#include <Qt3DRender/private/handle_types_p.h>
+#include <Qt3DRender/private/renderviewjobutils_p.h>
#include <Qt3DRender/qgeometryrenderer.h>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
@@ -69,6 +70,7 @@ namespace Qt3DRender {
namespace Render {
class RenderStateSet;
+using RenderStateSetPtr = QSharedPointer<RenderStateSet>;
class Q_AUTOTEST_EXPORT RenderCommand
{
@@ -80,12 +82,13 @@ public:
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;
+ RenderStateSetPtr m_stateSet;
HGeometry m_geometry;
HGeometryRenderer m_geometryRenderer;
HBuffer m_indirectDrawBuffer; // Reference to indirect draw buffer (valid only m_drawIndirect == true)
+ HComputeCommand m_computeCommand;
// A QAttribute pack might be interesting
// This is a temporary fix in the meantime, to remove the hacked methods in Technique
@@ -121,6 +124,18 @@ public:
bool m_isValid;
};
+Q_AUTOTEST_EXPORT bool operator==(const RenderCommand &a, const RenderCommand &b) noexcept;
+
+inline bool operator!=(const RenderCommand &lhs, const RenderCommand &rhs) noexcept
+{ return !operator==(lhs, rhs); }
+
+struct EntityRenderCommandData
+{
+ Entity *entity;
+ RenderCommand command;
+ RenderPassParameterData passData;
+};
+
} // namespace Render
} // namespace Qt3DRender
diff --git a/src/render/renderers/opengl/renderer/renderer.cpp b/src/render/renderers/opengl/renderer/renderer.cpp
index 121a6aa8f..f17e66108 100644
--- a/src/render/renderers/opengl/renderer/renderer.cpp
+++ b/src/render/renderers/opengl/renderer/renderer.cpp
@@ -432,6 +432,9 @@ void Renderer::initialize()
m_waitForInitializationToBeCompleted.release(1);
// Allow the aspect manager to proceed
m_vsyncFrameAdvanceService->proceedToNextFrame();
+
+ // Force initial refresh
+ markDirty(AllDirty, nullptr);
}
/*!
@@ -860,13 +863,13 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
QHash<HVao, bool> updatedTable;
for (RenderView *rv: renderViews) {
- const QVector<RenderCommand *> commands = rv->commands();
- for (RenderCommand *command : commands) {
+ 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);
+ 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
@@ -879,15 +882,15 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
// 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;
+ 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);
+ 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
@@ -898,7 +901,7 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
if (rGeometry->isDirty())
m_dirtyGeometry.push_back(rGeometry);
- if (!command->m_activeAttributes.isEmpty() && (requiresFullVAOUpdate || requiresPartialVAOUpdate)) {
+ if (!command.m_activeAttributes.isEmpty() && (requiresFullVAOUpdate || requiresPartialVAOUpdate)) {
Profiling::GLTimeRecorder recorder(Profiling::VAOUpload);
// Activate shader
m_submissionContext->activateShader(shader->dna());
@@ -906,7 +909,7 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
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))
+ if (updateVAOWithAttributes(rGeometry, &command, shader, requiresFullVAOUpdate))
vao->setSpecified(true);
}
}
@@ -918,11 +921,11 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
rGeometryRenderer->unsetDirty();
// Prepare the ShaderParameterPack based on the active uniforms of the shader
- shader->prepareUniforms(command->m_parameterPack);
+ shader->prepareUniforms(command.m_parameterPack);
{ // Scoped to show extent
- command->m_isValid = !command->m_activeAttributes.empty();
- if (!command->m_isValid)
+ command.m_isValid = !command.m_activeAttributes.empty();
+ if (!command.m_isValid)
continue;
// Update the draw command with what's going to be needed for the drawing
@@ -942,7 +945,7 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
indirectAttribute = attribute;
break;
case QAttribute::VertexAttribute: {
- if (command->m_activeAttributes.contains(attribute->nameId()))
+ if (command.m_activeAttributes.contains(attribute->nameId()))
estimatedCount = qMax(attribute->count(), estimatedCount);
break;
}
@@ -952,20 +955,20 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
}
}
- command->m_drawIndexed = (indexAttribute != nullptr);
- command->m_drawIndirect = (indirectAttribute != nullptr);
+ 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();
+ 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());
+ 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
@@ -978,22 +981,22 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
}
}
- 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();
+ 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);
+ } 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);
+ shader->prepareUniforms(command.m_parameterPack);
}
}
}
@@ -1834,6 +1837,7 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
const bool computeableDirty = dirtyBitsForFrame & AbstractRenderer::ComputeDirty;
const bool renderableDirty = dirtyBitsForFrame & AbstractRenderer::GeometryDirty;
const bool materialCacheNeedsToBeRebuilt = shadersDirty || materialDirty || frameGraphDirty;
+ const bool renderCommandsDirty = materialCacheNeedsToBeRebuilt || renderableDirty || computeableDirty;
// Rebuild Entity Layers list if layers are dirty
if (layersDirty)
@@ -1873,6 +1877,7 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
builder.setLightGathererCacheNeedsToBeRebuilt(lightsDirty);
builder.setMaterialGathererCacheNeedsToBeRebuilt(materialCacheNeedsToBeRebuilt);
builder.setLightGathererCacheNeedsToBeRebuilt(lightsDirty);
+ builder.setRenderCommandCacheNeedsToBeRebuilt(renderCommandsDirty);
builder.prepareJobs();
renderBinJobs.append(builder.buildJobHierachy());
@@ -2075,7 +2080,7 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
bool allCommandsIssued = true;
// Render drawing commands
- const QVector<RenderCommand *> commands = rv->commands();
+ QVector<RenderCommand> commands = rv->commands();
// Use the graphicscontext to submit the commands to the underlying
// graphics API (OpenGL)
@@ -2084,18 +2089,18 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
RenderStateSet *globalState = m_submissionContext->currentStateSet();
OpenGLVertexArrayObject *vao = nullptr;
- for (RenderCommand *command : qAsConst(commands)) {
+ for (RenderCommand &command : commands) {
- if (command->m_type == RenderCommand::Compute) { // Compute Call
- performCompute(rv, command);
+ 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) {
+ if (!command.m_isValid) {
allCommandsIssued = false;
continue;
}
- vao = m_nodesManager->vaoManager()->data(command->m_vao);
+ vao = m_nodesManager->vaoManager()->data(command.m_vao);
// something may have went wrong when initializing the VAO
if (!vao->isSpecified()) {
@@ -2106,7 +2111,7 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
{
Profiling::GLTimeRecorder recorder(Profiling::ShaderUpdate);
//// We activate the shader here
- if (!m_submissionContext->activateShader(command->m_shaderDna)) {
+ if (!m_submissionContext->activateShader(command.m_shaderDna)) {
allCommandsIssued = false;
continue;
}
@@ -2121,7 +2126,7 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
{
Profiling::GLTimeRecorder recorder(Profiling::UniformUpdate);
//// Update program uniforms
- if (!m_submissionContext->setParameters(command->m_parameterPack)) {
+ 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
@@ -2132,7 +2137,7 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
//// OpenGL State
// TO DO: Make states not dependendent on their backend node for this step
// Set state
- RenderStateSet *localState = command->m_stateSet;
+ RenderStateSet *localState = command.m_stateSet.data();
{
@@ -2140,8 +2145,8 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
// 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);
+ command.m_stateSet->merge(globalState);
+ m_submissionContext->setCurrentStateSet(localState);
} else {
m_submissionContext->setCurrentStateSet(globalState);
}
@@ -2151,7 +2156,7 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
// at that point
//// Draw Calls
- performDraw(command);
+ performDraw(&command);
}
} // end of RenderCommands loop
@@ -2167,7 +2172,7 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
}
bool Renderer::updateVAOWithAttributes(Geometry *geometry,
- RenderCommand *command,
+ const RenderCommand *command,
Shader *shader,
bool forceUpdate)
{
@@ -2227,7 +2232,7 @@ bool Renderer::updateVAOWithAttributes(Geometry *geometry,
}
bool Renderer::requiresVAOAttributeUpdate(Geometry *geometry,
- RenderCommand *command) const
+ const RenderCommand *command) const
{
const auto attributeIds = geometry->attributes();
diff --git a/src/render/renderers/opengl/renderer/renderer_p.h b/src/render/renderers/opengl/renderer/renderer_p.h
index b1cd4aac5..db63f31d0 100644
--- a/src/render/renderers/opengl/renderer/renderer_p.h
+++ b/src/render/renderers/opengl/renderer/renderer_p.h
@@ -254,12 +254,12 @@ public:
void prepareCommandsSubmission(const QVector<RenderView *> &renderViews);
bool executeCommandsSubmission(const RenderView *rv);
bool updateVAOWithAttributes(Geometry *geometry,
- RenderCommand *command,
+ const RenderCommand *command,
Shader *shader,
bool forceUpdate);
bool requiresVAOAttributeUpdate(Geometry *geometry,
- RenderCommand *command) const;
+ const RenderCommand *command) const;
void setOpenGLContext(QOpenGLContext *context) override;
const GraphicsApiFilterData *contextInfo() const;
diff --git a/src/render/renderers/opengl/renderer/renderercache_p.h b/src/render/renderers/opengl/renderer/renderercache_p.h
index 0e9c5d3cd..a1298f491 100644
--- a/src/render/renderers/opengl/renderer/renderercache_p.h
+++ b/src/render/renderers/opengl/renderer/renderercache_p.h
@@ -56,6 +56,7 @@
#include <Qt3DRender/private/entity_p.h>
#include <Qt3DRender/private/renderviewjobutils_p.h>
#include <Qt3DRender/private/lightsource_p.h>
+#include <Qt3DRender/private/rendercommand_p.h>
QT_BEGIN_NAMESPACE
@@ -73,6 +74,7 @@ struct RendererCache
QVector<Entity *> renderableEntities;
QVector<Entity *> computeEntities;
EnvironmentLight* environmentLight;
+ QVector<EntityRenderCommandData> renderCommandData;
};
QHash<FrameGraphNode *, LeafNodeData> leafNodeCache;
diff --git a/src/render/renderers/opengl/renderer/renderview.cpp b/src/render/renderers/opengl/renderer/renderview.cpp
index 48f622c07..c38ffae80 100644
--- a/src/render/renderers/opengl/renderer/renderview.cpp
+++ b/src/render/renderers/opengl/renderer/renderview.cpp
@@ -282,11 +282,6 @@ RenderView::RenderView()
RenderView::~RenderView()
{
- delete m_stateSet;
- for (RenderCommand *command : qAsConst(m_commands)) {
- delete command->m_stateSet;
- delete command;
- }
}
namespace {
@@ -294,7 +289,7 @@ namespace {
template<int SortType>
struct AdjacentSubRangeFinder
{
- static bool adjacentSubRange(RenderCommand *, RenderCommand *)
+ static bool adjacentSubRange(const RenderCommand &, const RenderCommand &)
{
Q_UNREACHABLE();
return false;
@@ -304,47 +299,47 @@ struct AdjacentSubRangeFinder
template<>
struct AdjacentSubRangeFinder<QSortPolicy::StateChangeCost>
{
- static bool adjacentSubRange(RenderCommand *a, RenderCommand *b)
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
{
- return a->m_changeCost == b->m_changeCost;
+ return a.m_changeCost == b.m_changeCost;
}
};
template<>
struct AdjacentSubRangeFinder<QSortPolicy::BackToFront>
{
- static bool adjacentSubRange(RenderCommand *a, RenderCommand *b)
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
{
- return a->m_depth == b->m_depth;
+ return a.m_depth == b.m_depth;
}
};
template<>
struct AdjacentSubRangeFinder<QSortPolicy::Material>
{
- static bool adjacentSubRange(RenderCommand *a, RenderCommand *b)
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
{
- return a->m_shaderDna == b->m_shaderDna;
+ return a.m_shaderDna == b.m_shaderDna;
}
};
template<>
struct AdjacentSubRangeFinder<QSortPolicy::FrontToBack>
{
- static bool adjacentSubRange(RenderCommand *a, RenderCommand *b)
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
{
- return a->m_depth == b->m_depth;
+ return a.m_depth == b.m_depth;
}
};
template<>
struct AdjacentSubRangeFinder<QSortPolicy::Texture>
{
- static bool adjacentSubRange(RenderCommand *a, RenderCommand *b)
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
{
// Two renderCommands are adjacent if one contains all the other command's textures
- QVector<ShaderParameterPack::NamedResource> texturesA = a->m_parameterPack.textures();
- QVector<ShaderParameterPack::NamedResource> texturesB = b->m_parameterPack.textures();
+ QVector<ShaderParameterPack::NamedResource> texturesA = a.m_parameterPack.textures();
+ QVector<ShaderParameterPack::NamedResource> texturesB = b.m_parameterPack.textures();
if (texturesB.size() > texturesA.size())
qSwap(texturesA, texturesB);
@@ -359,7 +354,7 @@ struct AdjacentSubRangeFinder<QSortPolicy::Texture>
};
template<typename Predicate>
-int advanceUntilNonAdjacent(const QVector<RenderCommand *> &commands,
+int advanceUntilNonAdjacent(const QVector<RenderCommand> &commands,
const int beg, const int end, Predicate pred)
{
int i = beg + 1;
@@ -372,7 +367,7 @@ int advanceUntilNonAdjacent(const QVector<RenderCommand *> &commands,
}
-using CommandIt = QVector<RenderCommand *>::iterator;
+using CommandIt = QVector<RenderCommand>::iterator;
template<int SortType>
struct SubRangeSorter
@@ -390,8 +385,8 @@ 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;
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ return a.m_changeCost > b.m_changeCost;
});
}
};
@@ -401,8 +396,8 @@ 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;
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ return a.m_depth > b.m_depth;
});
}
};
@@ -413,8 +408,8 @@ 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;
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ return a.m_shaderDna > b.m_shaderDna;
});
}
};
@@ -424,8 +419,8 @@ 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;
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ return a.m_depth < b.m_depth;
});
}
};
@@ -435,9 +430,9 @@ struct SubRangeSorter<QSortPolicy::Texture>
{
static void sortSubRange(CommandIt begin, const CommandIt end)
{
- std::stable_sort(begin, end, [] (RenderCommand *a, RenderCommand *b) {
- QVector<ShaderParameterPack::NamedResource> texturesA = a->m_parameterPack.textures();
- QVector<ShaderParameterPack::NamedResource> texturesB = b->m_parameterPack.textures();
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ QVector<ShaderParameterPack::NamedResource> texturesA = a.m_parameterPack.textures();
+ QVector<ShaderParameterPack::NamedResource> texturesB = b.m_parameterPack.textures();
const int originalTextureASize = texturesA.size();
@@ -456,7 +451,7 @@ struct SubRangeSorter<QSortPolicy::Texture>
}
};
-int findSubRange(const QVector<RenderCommand *> &commands,
+int findSubRange(const QVector<RenderCommand> &commands,
const int begin, const int end,
const QSortPolicy::SortType sortType)
{
@@ -477,14 +472,14 @@ int findSubRange(const QVector<RenderCommand *> &commands,
}
}
-void sortByMaterial(QVector<RenderCommand *> &commands, int begin, const int 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();
+ std::stable_sort(commands.begin() + begin + 1, commands.begin() + rangeEnd, [] (const RenderCommand &a, const RenderCommand &b){
+ return a.m_material.handle() < b.m_material.handle();
});
}
begin = rangeEnd;
@@ -492,7 +487,7 @@ void sortByMaterial(QVector<RenderCommand *> &commands, int begin, const int end
}
}
-void sortCommandRange(QVector<RenderCommand *> &commands, int begin, const int end, const int level,
+void sortCommandRange(QVector<RenderCommand> &commands, int begin, const int end, const int level,
const QVector<Qt3DRender::QSortPolicy::SortType> &sortingTypes)
{
if (level >= sortingTypes.size())
@@ -542,20 +537,21 @@ void RenderView::sort()
// Minimize uniform changes
int i = 0;
- while (i < m_commands.size()) {
+ const int commandSize = m_commands.size();
+ while (i < commandSize) {
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)
+ while (i < commandSize && 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();
+ 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 &uniforms = m_commands[j].m_parameterPack.m_uniforms;
PackUniformHash::iterator it = uniforms.begin();
const PackUniformHash::iterator end = uniforms.end();
@@ -571,6 +567,9 @@ void RenderView::sort()
if (it.value() == refValue) {
it = uniforms.erase(it);
} else {
+ // Record updated value so that subsequent comparison
+ // for the next command will be made againts latest
+ // uniform value
cachedUniforms.insert(it.key(), it.value());
++it;
}
@@ -622,19 +621,12 @@ void RenderView::addClearBuffers(const ClearBuffers *cb) {
}
// If we are there, we know that entity had a GeometryRenderer + Material
-QVector<RenderCommand *> RenderView::buildDrawRenderCommands(const QVector<Entity *> &entities) const
+QVector<EntityRenderCommandData> 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;
+ QVector<EntityRenderCommandData> commands;
commands.reserve(entities.size());
+
for (Entity *entity : entities) {
GeometryRenderer *geometryRenderer = nullptr;
HGeometryRenderer geometryRendererHandle = entity->componentHandle<GeometryRenderer>();
@@ -651,84 +643,47 @@ QVector<RenderCommand *> RenderView::buildDrawRenderCommands(const QVector<Entit
// 1 RenderCommand per RenderPass pass on an Entity with a Mesh
for (const RenderPassParameterData &passData : renderPassData) {
// Add the RenderPass Parameters
- RenderCommand *command = new RenderCommand();
- command->m_geometryRenderer = geometryRendererHandle;
- command->m_geometry = m_manager->geometryManager()->lookupHandle(geometryRenderer->geometryId());
-
- // 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_material = materialHandle;
+ RenderCommand command = {};
+ command.m_geometryRenderer = geometryRendererHandle;
+ command.m_geometry = m_manager->geometryManager()->lookupHandle(geometryRenderer->geometryId());
+
+ 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();
- addStatesToRenderStateSet(command->m_stateSet, pass->renderStates(), m_manager->renderStateManager());
+ command.m_stateSet = RenderStateSetPtr::create();
+ addStatesToRenderStateSet(command.m_stateSet.data(), pass->renderStates(), m_manager->renderStateManager());
if (m_stateSet != nullptr)
- command->m_stateSet->merge(m_stateSet);
- command->m_changeCost = m_renderer->defaultRenderState()->changeCost(command->m_stateSet);
+ command.m_stateSet->merge(m_stateSet);
+ command.m_changeCost = m_renderer->defaultRenderState()->changeCost(command.m_stateSet.data());
}
+ command.m_shader = m_manager->lookupHandle<Shader, ShaderManager, HShader>(pass->shaderProgram());
- // 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);
-
- commands.append(command);
+ const EntityRenderCommandData commandData = { entity, command, passData };
+ commands.append(commandData);
}
}
}
- // 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
+QVector<EntityRenderCommandData> 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;
+ QVector<EntityRenderCommandData> commands;
commands.reserve(entities.size());
for (Entity *entity : entities) {
ComputeCommand *computeJob = nullptr;
- if ((computeJob = entity->renderComponent<ComputeCommand>()) != nullptr
+ HComputeCommand computeCommandHandle = entity->componentHandle<ComputeCommand>();
+ if ((computeJob = nodeManagers()->computeJobManager()->data(computeCommandHandle)) != nullptr
&& computeJob->isEnabled()) {
// Note: if frameCount has reached 0 in the previous frame, isEnabled
@@ -742,41 +697,96 @@ QVector<RenderCommand *> RenderView::buildComputeRenderCommands(const QVector<En
// 1 RenderCommand per RenderPass pass on an Entity with a Mesh
for (const RenderPassParameterData &passData : renderPassData) {
// Add the RenderPass Parameters
- RenderCommand *command = new RenderCommand();
+ RenderCommand command = {};
RenderPass *pass = passData.pass;
if (pass->hasRenderStates()) {
- command->m_stateSet = new RenderStateSet();
- addStatesToRenderStateSet(command->m_stateSet, pass->renderStates(), m_manager->renderStateManager());
+ command.m_stateSet = RenderStateSetPtr::create();
+ addStatesToRenderStateSet(command.m_stateSet.data(), 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);
+ command.m_stateSet->merge(m_stateSet);
+ command.m_changeCost = m_renderer->defaultRenderState()->changeCost(command.m_stateSet.data());
}
+ command.m_shader = m_manager->lookupHandle<Shader, ShaderManager, HShader>(pass->shaderProgram());
+ command.m_computeCommand = computeCommandHandle;
+ 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());
+
+ const EntityRenderCommandData commandData = { entity, command, passData };
+ commands.append(commandData);
+ }
+ }
+ }
- 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());
-
- ParameterInfoList globalParameters = passData.parameterInfo;
- setShaderAndUniforms(command,
- pass,
- globalParameters,
- entity,
- QVector<LightSource>(),
- nullptr);
- commands.append(command);
+ return commands;
+}
+
+void RenderView::updateRenderCommand(QVector<EntityRenderCommandData *> &renderCommandData)
+{
+ // 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);
+
+ for (EntityRenderCommandData *commandData : renderCommandData) {
+ Entity *entity = commandData->entity;
+ RenderPassParameterData passData = commandData->passData;
+ RenderCommand &command = commandData->command;
+
+ // 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;
+ EnvironmentLight *environmentLight = nullptr;
+
+ if (command.m_type == RenderCommand::Draw) {
+ // 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);
+
+ environmentLight = m_environmentLight;
+ 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;
+ });
}
+ lightSources = lightSources.mid(0, std::max(lightSources.size(), MAX_LIGHTS));
+ } else { // Compute
+ // Note: if frameCount has reached 0 in the previous frame, isEnabled
+ // would be false
+ ComputeCommand *computeJob = m_manager->computeJobManager()->data(command.m_computeCommand);
+ if (computeJob->runType() == QComputeCommand::Manual)
+ computeJob->updateFrameCount();
}
+
+ ParameterInfoList globalParameters = passData.parameterInfo;
+ // setShaderAndUniforms can initialize a localData
+ // make sure this is cleared before we leave this function
+ setShaderAndUniforms(&command,
+ globalParameters,
+ entity,
+ lightSources,
+ environmentLight);
}
// We reset the local data once we are done with it
m_localData.setLocalData(nullptr);
-
- return commands;
}
void RenderView::updateMatrices()
@@ -911,7 +921,6 @@ void RenderView::setDefaultUniformBlockShaderDataValue(ShaderParameterPack &unif
}
void RenderView::setShaderAndUniforms(RenderCommand *command,
- RenderPass *rPass,
ParameterInfoList &parameters,
Entity *entity,
const QVector<LightSource> &activeLightSources,
@@ -927,163 +936,158 @@ void RenderView::setShaderAndUniforms(RenderCommand *command,
// 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
+ // Index Shader by Shader UUID
+ 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
+ if (!m_renderTarget.isNull() && !shader->isLoaded()) {
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);
- }
+ 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);
}
+ // Set frag outputs in the shaders if hash not empty
+ if (!fragOutputs.isEmpty())
+ shader->setFragOutputs(fragOutputs);
+ }
- if (!uniformNamesIds.isEmpty() || !attributeNamesIds.isEmpty() ||
- !shaderStorageBlockNamesIds.isEmpty() || !attributeNamesIds.isEmpty()) {
+ 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 standard uniforms without bindings
+ const Matrix4x4 worldTransform = *(entity->worldTransform());
- // Set default attributes
- for (const int attributeNameId : attributeNamesIds)
- command->m_activeAttributes.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
+ for (const int uniformNameId : uniformNamesIds) {
+ if (ms_standardUniformSetters.contains(uniformNameId))
+ setStandardUniformValue(command->m_parameterPack, uniformNameId, uniformNameId, entity, worldTransform);
+ }
+
+ // Set default attributes
+ command->m_activeAttributes = attributeNamesIds;
+
+ // 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));
}
- ++it;
+ // 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;
- // Lights
+ ShaderData *shaderData = m_manager->shaderDataManager()->lookupResource(light->shaderData());
+ if (!shaderData)
+ continue;
- 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);
-
- setUniformValue(command->m_parameterPack, LIGHT_POSITION_UNROLL_NAMES[lightIdx], worldPos);
- setUniformValue(command->m_parameterPack, LIGHT_TYPE_UNROLL_NAMES[lightIdx], int(QAbstractLight::PointLight));
- setUniformValue(command->m_parameterPack, LIGHT_COLOR_UNROLL_NAMES[lightIdx], Vector3D(1.0f, 1.0f, 1.0f));
- setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_UNROLL_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]);
- setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, LIGHT_STRUCT_UNROLL_NAMES[lightIdx]);
- ++lightIdx;
- }
- }
- if (uniformNamesIds.contains(LIGHT_COUNT_NAME_ID))
- setUniformValue(command->m_parameterPack, LIGHT_COUNT_NAME_ID, UniformValue(qMax((environmentLight ? 0 : 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);
-
- setUniformValue(command->m_parameterPack, LIGHT_POSITION_UNROLL_NAMES[0], Vector3D(10.0f, 10.0f, 0.0f));
- setUniformValue(command->m_parameterPack, LIGHT_TYPE_UNROLL_NAMES[0], int(QAbstractLight::PointLight));
- setUniformValue(command->m_parameterPack, LIGHT_COLOR_UNROLL_NAMES[0], Vector3D(1.0f, 1.0f, 1.0f));
- setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_UNROLL_NAMES[0], 0.5f);
+ 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);
+
+ setUniformValue(command->m_parameterPack, LIGHT_POSITION_UNROLL_NAMES[lightIdx], worldPos);
+ setUniformValue(command->m_parameterPack, LIGHT_TYPE_UNROLL_NAMES[lightIdx], int(QAbstractLight::PointLight));
+ setUniformValue(command->m_parameterPack, LIGHT_COLOR_UNROLL_NAMES[lightIdx], Vector3D(1.0f, 1.0f, 1.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_UNROLL_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]);
+ setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, LIGHT_STRUCT_UNROLL_NAMES[lightIdx]);
+ ++lightIdx;
}
+ }
- // 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;
- }
- } else {
- // with some drivers, samplers (like the envbox sampler) need to be bound even though
- // they may not be actually used, otherwise draw calls can fail
- static const int irradianceId = StringToInt::lookupId(QLatin1String("envLight.irradiance"));
- static const int specularId = StringToInt::lookupId(QLatin1String("envLight.specular"));
- setUniformValue(command->m_parameterPack, irradianceId, m_renderer->submissionContext()->maxTextureUnitsCount());
- setUniformValue(command->m_parameterPack, specularId, m_renderer->submissionContext()->maxTextureUnitsCount());
+ if (uniformNamesIds.contains(LIGHT_COUNT_NAME_ID))
+ setUniformValue(command->m_parameterPack, LIGHT_COUNT_NAME_ID, UniformValue(qMax((environmentLight ? 0 : 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);
+
+ setUniformValue(command->m_parameterPack, LIGHT_POSITION_UNROLL_NAMES[0], Vector3D(10.0f, 10.0f, 0.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_TYPE_UNROLL_NAMES[0], int(QAbstractLight::PointLight));
+ setUniformValue(command->m_parameterPack, LIGHT_COLOR_UNROLL_NAMES[0], Vector3D(1.0f, 1.0f, 1.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_UNROLL_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);
+ } else {
+ // with some drivers, samplers (like the envbox sampler) need to be bound even though
+ // they may not be actually used, otherwise draw calls can fail
+ static const int irradianceId = StringToInt::lookupId(QLatin1String("envLight.irradiance"));
+ static const int specularId = StringToInt::lookupId(QLatin1String("envLight.specular"));
+ setUniformValue(command->m_parameterPack, irradianceId, m_renderer->submissionContext()->maxTextureUnitsCount());
+ setUniformValue(command->m_parameterPack, specularId, m_renderer->submissionContext()->maxTextureUnitsCount());
}
- // Set frag outputs in the shaders if hash not empty
- if (!fragOutputs.isEmpty())
- shader->setFragOutputs(fragOutputs);
+ setUniformValue(command->m_parameterPack, StringToInt::lookupId(QStringLiteral("envLightCount")), envLightCount);
}
}
- else {
- qCWarning(Render::Backend) << Q_FUNC_INFO << "Using default effect as none was provided";
- }
}
bool RenderView::hasBlitFramebufferInfo() const
diff --git a/src/render/renderers/opengl/renderer/renderview_p.h b/src/render/renderers/opengl/renderer/renderview_p.h
index 7ebcdb6bd..7d148118d 100644
--- a/src/render/renderers/opengl/renderer/renderview_p.h
+++ b/src/render/renderers/opengl/renderer/renderview_p.h
@@ -227,10 +227,16 @@ public:
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; }
+ QVector<EntityRenderCommandData> buildDrawRenderCommands(const QVector<Entity *> &entities) const;
+ QVector<EntityRenderCommandData> buildComputeRenderCommands(const QVector<Entity *> &entities) const;
+
+
+ void updateRenderCommand(QVector<EntityRenderCommandData *> &renderCommandData);
+
+
+ void setCommands(const QVector<RenderCommand> &commands) Q_DECL_NOTHROW { m_commands = commands; }
+ QVector<RenderCommand> &commands() { return m_commands; }
+ QVector<RenderCommand> commands() const { return m_commands; }
void setAttachmentPack(const AttachmentPack &pack) { m_attachmentPack = pack; }
const AttachmentPack &attachmentPack() const { return m_attachmentPack; }
@@ -291,7 +297,6 @@ public:
private:
void setShaderAndUniforms(RenderCommand *command,
- RenderPass *pass,
ParameterInfoList &parameters,
Entity *entity,
const QVector<LightSource> &activeLightSources,
@@ -331,10 +336,7 @@ private:
QVector<Qt3DCore::QNodeId> m_insertFenceIds;
QVector<QWaitFenceData> m_waitFences;
- // 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;
+ QVector<RenderCommand> m_commands;
mutable QVector<LightSource> m_lightSources;
EnvironmentLight *m_environmentLight;
diff --git a/src/render/renderers/opengl/renderer/renderviewbuilder.cpp b/src/render/renderers/opengl/renderer/renderviewbuilder.cpp
index 83fab301a..3c6521263 100644
--- a/src/render/renderers/opengl/renderer/renderviewbuilder.cpp
+++ b/src/render/renderers/opengl/renderer/renderviewbuilder.cpp
@@ -54,14 +54,60 @@ const int RenderViewBuilder::m_optimalParallelJobCount = std::max(std::min(4, QT
namespace {
-class SyncRenderViewCommandBuilders
+class SyncPreCommandBuilding
{
public:
- explicit SyncRenderViewCommandBuilders(const RenderViewInitializerJobPtr &renderViewJob,
- const QVector<RenderViewBuilderJobPtr> &renderViewBuilderJobs,
- Renderer *renderer)
+ explicit SyncPreCommandBuilding(RenderViewInitializerJobPtr renderViewInitializerJob,
+ const QVector<RenderViewCommandBuilderJobPtr> &renderViewCommandBuilderJobs,
+ Renderer *renderer,
+ FrameGraphNode *leafNode)
+ : m_renderViewInitializer(renderViewInitializerJob)
+ , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs)
+ , m_renderer(renderer)
+ , m_leafNode(leafNode)
+ {
+ }
+
+ void operator()()
+ {
+ // Split commands to build among jobs
+ QMutexLocker lock(m_renderer->cache()->mutex());
+ // Rebuild RenderCommands for all entities in RV (ignoring filtering)
+ const RendererCache::LeafNodeData &dataCacheForLeaf = m_renderer->cache()->leafNodeCache[m_leafNode];
+ RenderView *rv = m_renderViewInitializer->renderView();
+ const auto entities = !rv->isCompute() ? dataCacheForLeaf.renderableEntities : dataCacheForLeaf.computeEntities;
+
+ rv->setMaterialParameterTable(dataCacheForLeaf.materialParameterGatherer);
+
+ lock.unlock();
+
+ // Split among the number of command builders
+ int i = 0;
+ const int m = RenderViewBuilder::optimalJobCount() - 1;
+ const int packetSize = entities.size() / RenderViewBuilder::optimalJobCount();
+ while (i < m) {
+ const RenderViewCommandBuilderJobPtr renderViewCommandBuilder = m_renderViewCommandBuilderJobs.at(i);
+ renderViewCommandBuilder->setEntities(entities.mid(i * packetSize, packetSize));
+ ++i;
+ }
+ m_renderViewCommandBuilderJobs.at(i)->setEntities(entities.mid(i * packetSize, packetSize + entities.size() % (m + 1)));
+ }
+
+private:
+ RenderViewInitializerJobPtr m_renderViewInitializer;
+ QVector<RenderViewCommandBuilderJobPtr> m_renderViewCommandBuilderJobs;
+ Renderer *m_renderer;
+ FrameGraphNode *m_leafNode;
+};
+
+class SyncRenderViewPostCommandUpdate
+{
+public:
+ explicit SyncRenderViewPostCommandUpdate(const RenderViewInitializerJobPtr &renderViewJob,
+ const QVector<RenderViewCommandUpdaterJobPtr> &renderViewCommandUpdateJobs,
+ Renderer *renderer)
: m_renderViewJob(renderViewJob)
- , m_renderViewBuilderJobs(renderViewBuilderJobs)
+ , m_renderViewCommandUpdaterJobs(renderViewCommandUpdateJobs)
, m_renderer(renderer)
{}
@@ -71,17 +117,19 @@ public:
RenderView *rv = m_renderViewJob->renderView();
int totalCommandCount = 0;
- for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs))
+ for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewCommandUpdaterJobs))
totalCommandCount += renderViewCommandBuilder->commands().size();
- QVector<RenderCommand *> commands;
+ QVector<RenderCommand> commands;
commands.reserve(totalCommandCount);
// Reduction
- for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs))
+ for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewCommandUpdaterJobs))
commands += std::move(renderViewCommandBuilder->commands());
+
rv->setCommands(commands);
+ // TO DO: Find way to store commands once or at least only when required
// Sort the commands
rv->sort();
@@ -91,15 +139,15 @@ public:
private:
RenderViewInitializerJobPtr m_renderViewJob;
- QVector<RenderViewBuilderJobPtr> m_renderViewBuilderJobs;
+ QVector<RenderViewCommandUpdaterJobPtr> m_renderViewCommandUpdaterJobs;
Renderer *m_renderer;
};
-class SyncFrustumCulling
+class SyncPreFrustumCulling
{
public:
- explicit SyncFrustumCulling(const RenderViewInitializerJobPtr &renderViewJob,
- const FrustumCullingJobPtr &frustumCulling)
+ explicit SyncPreFrustumCulling(const RenderViewInitializerJobPtr &renderViewJob,
+ const FrustumCullingJobPtr &frustumCulling)
: m_renderViewJob(renderViewJob)
, m_frustumCullingJob(frustumCulling)
{}
@@ -120,21 +168,23 @@ private:
FrustumCullingJobPtr m_frustumCullingJob;
};
-class SyncRenderViewInitialization
+class SyncRenderViewPostInitialization
{
public:
- explicit SyncRenderViewInitialization(const RenderViewInitializerJobPtr &renderViewJob,
- const FrustumCullingJobPtr &frustumCullingJob,
- const FilterLayerEntityJobPtr &filterEntityByLayerJob,
- const FilterProximityDistanceJobPtr &filterProximityJob,
- const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs,
- const QVector<RenderViewBuilderJobPtr> &renderViewBuilderJobs)
+ explicit SyncRenderViewPostInitialization(const RenderViewInitializerJobPtr &renderViewJob,
+ const FrustumCullingJobPtr &frustumCullingJob,
+ const FilterLayerEntityJobPtr &filterEntityByLayerJob,
+ const FilterProximityDistanceJobPtr &filterProximityJob,
+ const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs,
+ const QVector<RenderViewCommandUpdaterJobPtr> &renderViewCommandUpdaterJobs,
+ const QVector<RenderViewCommandBuilderJobPtr> &renderViewCommandBuilderJobs)
: m_renderViewJob(renderViewJob)
, m_frustumCullingJob(frustumCullingJob)
, m_filterEntityByLayerJob(filterEntityByLayerJob)
, m_filterProximityJob(filterProximityJob)
, m_materialGathererJobs(materialGathererJobs)
- , m_renderViewBuilderJobs(renderViewBuilderJobs)
+ , m_renderViewCommandUpdaterJobs(renderViewCommandUpdaterJobs)
+ , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs)
{}
void operator()()
@@ -154,8 +204,10 @@ public:
materialGatherer->setTechniqueFilter(const_cast<TechniqueFilter *>(rv->techniqueFilter()));
}
- // Command builders
- for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs))
+ // Command builders and updates
+ for (const auto &renderViewCommandUpdater : qAsConst(m_renderViewCommandUpdaterJobs))
+ renderViewCommandUpdater->setRenderView(rv);
+ for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewCommandBuilderJobs))
renderViewCommandBuilder->setRenderView(rv);
// Set whether frustum culling is enabled or not
@@ -168,26 +220,31 @@ private:
FilterLayerEntityJobPtr m_filterEntityByLayerJob;
FilterProximityDistanceJobPtr m_filterProximityJob;
QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs;
- QVector<RenderViewBuilderJobPtr> m_renderViewBuilderJobs;
+ QVector<RenderViewCommandUpdaterJobPtr> m_renderViewCommandUpdaterJobs;
+ QVector<RenderViewCommandBuilderJobPtr> m_renderViewCommandBuilderJobs;
};
-class SyncRenderCommandBuilding
+class SyncRenderViewPreCommandUpdate
{
public:
- explicit SyncRenderCommandBuilding(const RenderViewInitializerJobPtr &renderViewJob,
- const FrustumCullingJobPtr &frustumCullingJob,
- const FilterProximityDistanceJobPtr &filterProximityJob,
- const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs,
- const QVector<RenderViewBuilderJobPtr> &renderViewBuilderJobs,
- Renderer *renderer,
- FrameGraphNode *leafNode)
+ explicit SyncRenderViewPreCommandUpdate(const RenderViewInitializerJobPtr &renderViewJob,
+ const FrustumCullingJobPtr &frustumCullingJob,
+ const FilterProximityDistanceJobPtr &filterProximityJob,
+ const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs,
+ const QVector<RenderViewCommandUpdaterJobPtr> &renderViewCommandUpdaterJobs,
+ const QVector<RenderViewCommandBuilderJobPtr> &renderViewCommandBuilderJobs,
+ Renderer *renderer,
+ FrameGraphNode *leafNode,
+ bool fullCommandRebuild)
: m_renderViewJob(renderViewJob)
, m_frustumCullingJob(frustumCullingJob)
, m_filterProximityJob(filterProximityJob)
, m_materialGathererJobs(materialGathererJobs)
- , m_renderViewBuilderJobs(renderViewBuilderJobs)
+ , m_renderViewCommandUpdaterJobs(renderViewCommandUpdaterJobs)
+ , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs)
, m_renderer(renderer)
, m_leafNode(leafNode)
+ , m_fullRebuild(fullCommandRebuild)
{}
void operator()()
@@ -197,21 +254,45 @@ public:
RenderView *rv = m_renderViewJob->renderView();
if (!rv->noDraw()) {
- QVector<Entity *> renderableEntities;
- const bool isDraw = !rv->isCompute();
+ ///////// CACHE LOCKED ////////////
+ // Retrieve Data from Cache
QMutexLocker lock(m_renderer->cache()->mutex());
- const auto& cacheData = m_renderer->cache()->leafNodeCache.value(m_leafNode);
+ Q_ASSERT(m_renderer->cache()->leafNodeCache.contains(m_leafNode));
- if (isDraw)
- renderableEntities = cacheData.renderableEntities;
- else
- renderableEntities = cacheData.computeEntities;
+ const bool isDraw = !rv->isCompute();
+ const RendererCache::LeafNodeData &dataCacheForLeaf = m_renderer->cache()->leafNodeCache[m_leafNode];
+
+ // Rebuild RenderCommands if required
+ // This should happen fairly infrequently (FrameGraph Change, Geometry/Material change)
+ // and allow to skip that step most of the time
+ if (m_fullRebuild) {
+ // Clear previous cache
+ RendererCache::LeafNodeData &writableCacheForLeaf = m_renderer->cache()->leafNodeCache[m_leafNode];
+ writableCacheForLeaf.renderCommandData.clear();
+
+ QVector<EntityRenderCommandData> commandData;
+ // Reduction
+ {
+ int totalCommandCount = 0;
+ for (const RenderViewCommandBuilderJobPtr &renderViewCommandBuilder : qAsConst(m_renderViewCommandBuilderJobs))
+ totalCommandCount += renderViewCommandBuilder->commandData().size();
+ commandData.reserve(totalCommandCount);
+ for (const RenderViewCommandBuilderJobPtr &renderViewCommandBuilder : qAsConst(m_renderViewCommandBuilderJobs))
+ commandData += std::move(renderViewCommandBuilder->commandData());
+ }
+ // Store in cache
+ writableCacheForLeaf.renderCommandData = std::move(commandData);
+ }
+ const QVector<EntityRenderCommandData> commandData = dataCacheForLeaf.renderCommandData;
- const QVector<Entity *> filteredEntities = cacheData.filterEntitiesByLayer;
- QVector<LightSource> lightSources = cacheData.gatheredLights;
- rv->setEnvironmentLight(cacheData.environmentLight);
+ QVector<Entity *> renderableEntities = isDraw ? dataCacheForLeaf.renderableEntities : dataCacheForLeaf.computeEntities;
+ const QVector<Entity *> filteredEntities = dataCacheForLeaf.filterEntitiesByLayer;
+ QVector<LightSource> lightSources = dataCacheForLeaf.gatheredLights;
+ rv->setMaterialParameterTable(dataCacheForLeaf.materialParameterGatherer);
+ rv->setEnvironmentLight(dataCacheForLeaf.environmentLight);
lock.unlock();
+ ///////// END OF CACHE LOCKED ////////////
// Filter out entities that weren't selected by the layer filters
// Remove all entities from the compute and renderable vectors that aren't in the filtered layer vector
@@ -232,20 +313,43 @@ public:
renderableEntities = RenderViewBuilder::entitiesInSubset(renderableEntities, m_filterProximityJob->filteredEntities());
}
+ // Filter out Render commands for which the Entity wasn't selected because
+ // of frustum, proximity or layer filtering
+ QVector<EntityRenderCommandData *> filteredCommandData;
+ filteredCommandData.reserve(renderableEntities.size());
+ // Because dataCacheForLeaf.renderableEntities or computeEntities are sorted
+ // What we get out of EntityRenderCommandData is also sorted by Entity
+ auto eIt = std::cbegin(renderableEntities);
+ auto cIt = std::cbegin(commandData);
+ const auto eEnd = std::cend(renderableEntities);
+ const auto cEnd = std::cend(commandData);
+
+ while (eIt != eEnd) {
+ const Entity *targetEntity = *eIt;
+ // Advance until we have commands whose Entity has a lower address
+ // than the selected filtered entity
+ while (cIt->entity < targetEntity && cIt != cEnd)
+ ++cIt;
+
+ // Push pointers to command data for all commands that match the
+ // entity
+ while (cIt->entity == targetEntity && cIt != cEnd) {
+ filteredCommandData.push_back(const_cast<EntityRenderCommandData *>(&(*cIt)));
+ ++cIt;
+ }
+ ++eIt;
+ }
+
// Split among the number of command builders
int i = 0;
const int m = RenderViewBuilder::optimalJobCount() - 1;
- const int packetSize = renderableEntities.size() / RenderViewBuilder::optimalJobCount();
+ const int packetSize = filteredCommandData.size() / RenderViewBuilder::optimalJobCount();
while (i < m) {
- const RenderViewBuilderJobPtr renderViewCommandBuilder = m_renderViewBuilderJobs.at(i);
- renderViewCommandBuilder->setRenderables(renderableEntities.mid(i * packetSize, packetSize));
+ const RenderViewCommandUpdaterJobPtr renderViewCommandBuilder = m_renderViewCommandUpdaterJobs.at(i);
+ renderViewCommandBuilder->setRenderables(filteredCommandData.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);
- }
+ m_renderViewCommandUpdaterJobs.at(i)->setRenderables(filteredCommandData.mid(i * packetSize, packetSize + filteredCommandData.size() % (m + 1)));
}
}
@@ -254,9 +358,11 @@ private:
FrustumCullingJobPtr m_frustumCullingJob;
FilterProximityDistanceJobPtr m_filterProximityJob;
QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs;
- QVector<RenderViewBuilderJobPtr> m_renderViewBuilderJobs;
+ QVector<RenderViewCommandUpdaterJobPtr> m_renderViewCommandUpdaterJobs;
+ QVector<RenderViewCommandBuilderJobPtr> m_renderViewCommandBuilderJobs;
Renderer *m_renderer;
FrameGraphNode *m_leafNode;
+ bool m_fullRebuild;
};
class SetClearDrawBufferIndex
@@ -365,8 +471,8 @@ class SyncRenderableEntities
{
public:
explicit SyncRenderableEntities(RenderableEntityFilterPtr gatherJob,
- Renderer *renderer,
- FrameGraphNode *leafNode)
+ Renderer *renderer,
+ FrameGraphNode *leafNode)
: m_gatherJob(gatherJob)
, m_renderer(renderer)
, m_leafNode(leafNode)
@@ -375,10 +481,12 @@ public:
void operator()()
{
+ QVector<Entity *> selectedEntities = m_gatherJob->filteredEntities();
+ std::sort(selectedEntities.begin(), selectedEntities.end());
+
QMutexLocker lock(m_renderer->cache()->mutex());
RendererCache::LeafNodeData &dataCacheForLeaf = m_renderer->cache()->leafNodeCache[m_leafNode];
- dataCacheForLeaf.renderableEntities = m_gatherJob->filteredEntities();
- std::sort(dataCacheForLeaf.renderableEntities.begin(), dataCacheForLeaf.renderableEntities.end());
+ dataCacheForLeaf.renderableEntities = selectedEntities;
}
private:
@@ -391,8 +499,8 @@ class SyncComputableEntities
{
public:
explicit SyncComputableEntities(ComputableEntityFilterPtr gatherJob,
- Renderer *renderer,
- FrameGraphNode *leafNode)
+ Renderer *renderer,
+ FrameGraphNode *leafNode)
: m_gatherJob(gatherJob)
, m_renderer(renderer)
, m_leafNode(leafNode)
@@ -401,10 +509,12 @@ public:
void operator()()
{
+ QVector<Entity *> selectedEntities = m_gatherJob->filteredEntities();
+ std::sort(selectedEntities.begin(), selectedEntities.end());
+
QMutexLocker lock(m_renderer->cache()->mutex());
RendererCache::LeafNodeData &dataCacheForLeaf = m_renderer->cache()->leafNodeCache[m_leafNode];
- dataCacheForLeaf.computeEntities = m_gatherJob->filteredEntities();
- std::sort(dataCacheForLeaf.computeEntities.begin(), dataCacheForLeaf.computeEntities.end());
+ dataCacheForLeaf.computeEntities = selectedEntities;
}
private:
@@ -424,10 +534,11 @@ RenderViewBuilder::RenderViewBuilder(Render::FrameGraphNode *leafNode, int rende
, m_lightsCacheNeedsToBeRebuilt(false)
, m_renderableCacheNeedsToBeRebuilt(false)
, m_computableCacheNeedsToBeRebuilt(false)
+ , m_renderCommandCacheNeedsToBeRebuilt(false)
, m_renderViewJob(RenderViewInitializerJobPtr::create())
, m_filterEntityByLayerJob()
, m_frustumCullingJob(new Render::FrustumCullingJob())
- , m_syncFrustumCullingJob(SynchronizerJobPtr::create(SyncFrustumCulling(m_renderViewJob, m_frustumCullingJob), JobTypes::SyncFrustumCulling))
+ , m_syncPreFrustumCullingJob(SynchronizerJobPtr::create(SyncPreFrustumCulling(m_renderViewJob, m_frustumCullingJob), JobTypes::SyncFrustumCulling))
, m_setClearDrawBufferIndexJob(SynchronizerJobPtr::create(SetClearDrawBufferIndex(m_renderViewJob), JobTypes::ClearBufferDrawIndex))
, m_syncFilterEntityByLayerJob()
, m_filterProximityJob(Render::FilterProximityDistanceJobPtr::create())
@@ -464,9 +575,14 @@ FrustumCullingJobPtr RenderViewBuilder::frustumCullingJob() const
return m_frustumCullingJob;
}
-QVector<RenderViewBuilderJobPtr> RenderViewBuilder::renderViewBuilderJobs() const
+QVector<RenderViewCommandUpdaterJobPtr> RenderViewBuilder::renderViewCommandUpdaterJobs() const
+{
+ return m_renderViewCommandUpdaterJobs;
+}
+
+QVector<RenderViewCommandBuilderJobPtr> RenderViewBuilder::renderViewCommandBuilderJobs() const
{
- return m_renderViewBuilderJobs;
+ return m_renderViewCommandBuilderJobs;
}
QVector<MaterialParameterGathererJobPtr> RenderViewBuilder::materialGathererJobs() const
@@ -474,24 +590,29 @@ QVector<MaterialParameterGathererJobPtr> RenderViewBuilder::materialGathererJobs
return m_materialGathererJobs;
}
-SynchronizerJobPtr RenderViewBuilder::syncRenderViewInitializationJob() const
+SynchronizerJobPtr RenderViewBuilder::syncRenderViewPostInitializationJob() const
+{
+ return m_syncRenderViewPostInitializationJob;
+}
+
+SynchronizerJobPtr RenderViewBuilder::syncPreFrustumCullingJob() const
{
- return m_syncRenderViewInitializationJob;
+ return m_syncPreFrustumCullingJob;
}
-SynchronizerJobPtr RenderViewBuilder::syncFrustumCullingJob() const
+SynchronizerJobPtr RenderViewBuilder::syncRenderViewPreCommandBuildingJob() const
{
- return m_syncFrustumCullingJob;
+ return m_syncRenderViewPreCommandBuildingJob;
}
-SynchronizerJobPtr RenderViewBuilder::syncRenderCommandBuildingJob() const
+SynchronizerJobPtr RenderViewBuilder::syncRenderViewPreCommandUpdateJob() const
{
- return m_syncRenderCommandBuildingJob;
+ return m_syncRenderViewPreCommandUpdateJob;
}
-SynchronizerJobPtr RenderViewBuilder::syncRenderViewCommandBuildersJob() const
+SynchronizerJobPtr RenderViewBuilder::syncRenderViewPostCommandUpdateJob() const
{
- return m_syncRenderViewCommandBuildersJob;
+ return m_syncRenderViewPostCommandUpdateJob;
}
SynchronizerJobPtr RenderViewBuilder::setClearDrawBufferIndexJob() const
@@ -526,7 +647,7 @@ void RenderViewBuilder::prepareJobs()
m_lightGathererJob->setManager(entityManager);
m_cacheLightsJob = SynchronizerJobPtr::create(SyncLightsGatherer(m_lightGathererJob, m_renderer, m_leafNode),
- JobTypes::EntityComponentTypeFiltering);
+ JobTypes::EntityComponentTypeFiltering);
m_cacheLightsJob->addDependency(m_lightGathererJob);
}
@@ -535,8 +656,8 @@ void RenderViewBuilder::prepareJobs()
m_renderableEntityFilterJob->setManager(entityManager);
m_cacheRenderableEntitiesJob = SynchronizerJobPtr::create(
- SyncRenderableEntities(m_renderableEntityFilterJob, m_renderer, m_leafNode),
- JobTypes::EntityComponentTypeFiltering);
+ SyncRenderableEntities(m_renderableEntityFilterJob, m_renderer, m_leafNode),
+ JobTypes::EntityComponentTypeFiltering);
m_cacheRenderableEntitiesJob->addDependency(m_renderableEntityFilterJob);
}
@@ -545,23 +666,36 @@ void RenderViewBuilder::prepareJobs()
m_computableEntityFilterJob->setManager(entityManager);
m_cacheComputableEntitiesJob = SynchronizerJobPtr::create(
- SyncComputableEntities(m_computableEntityFilterJob, m_renderer, m_leafNode),
- JobTypes::EntityComponentTypeFiltering);
+ SyncComputableEntities(m_computableEntityFilterJob, m_renderer, m_leafNode),
+ JobTypes::EntityComponentTypeFiltering);
m_cacheComputableEntitiesJob->addDependency(m_computableEntityFilterJob);
}
+ if (m_renderCommandCacheNeedsToBeRebuilt) {
+
+ m_renderViewCommandBuilderJobs.reserve(RenderViewBuilder::m_optimalParallelJobCount);
+ for (auto i = 0; i < RenderViewBuilder::m_optimalParallelJobCount; ++i) {
+ auto renderViewCommandBuilder = Render::RenderViewCommandBuilderJobPtr::create();
+ m_renderViewCommandBuilderJobs.push_back(renderViewCommandBuilder);
+ }
+ m_syncRenderViewPreCommandBuildingJob = SynchronizerJobPtr::create(SyncPreCommandBuilding(m_renderViewJob,
+ m_renderViewCommandBuilderJobs,
+ m_renderer,
+ m_leafNode),
+ JobTypes::SyncRenderViewPreCommandBuilding);
+ }
+
m_renderViewJob->setRenderer(m_renderer);
m_renderViewJob->setFrameGraphLeafNode(m_leafNode);
m_renderViewJob->setSubmitOrderIndex(m_renderViewIndex);
// RenderCommand building is the most consuming task -> split it
// Estimate the number of jobs to create based on the number of entities
- m_renderViewBuilderJobs.reserve(RenderViewBuilder::m_optimalParallelJobCount);
+ m_renderViewCommandUpdaterJobs.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);
+ auto renderViewCommandUpdater = Render::RenderViewCommandUpdaterJobPtr::create();
+ renderViewCommandUpdater->setRenderer(m_renderer);
+ m_renderViewCommandUpdaterJobs.push_back(renderViewCommandUpdater);
}
if (m_materialGathererCacheNeedsToBeRebuilt) {
@@ -582,7 +716,7 @@ void RenderViewBuilder::prepareJobs()
m_syncMaterialGathererJob = SynchronizerJobPtr::create(SyncMaterialParameterGatherer(m_materialGathererJobs,
m_renderer,
m_leafNode),
- JobTypes::SyncMaterialGatherer);
+ JobTypes::SyncMaterialGatherer);
}
if (m_layerCacheNeedsToBeRebuilt) {
@@ -594,34 +728,37 @@ void RenderViewBuilder::prepareJobs()
JobTypes::SyncFilterEntityByLayer);
}
- m_syncRenderCommandBuildingJob = SynchronizerJobPtr::create(SyncRenderCommandBuilding(m_renderViewJob,
- m_frustumCullingJob,
- m_filterProximityJob,
- 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);
+ m_syncRenderViewPreCommandUpdateJob = SynchronizerJobPtr::create(SyncRenderViewPreCommandUpdate(m_renderViewJob,
+ m_frustumCullingJob,
+ m_filterProximityJob,
+ m_materialGathererJobs,
+ m_renderViewCommandUpdaterJobs,
+ m_renderViewCommandBuilderJobs,
+ m_renderer,
+ m_leafNode,
+ m_renderCommandCacheNeedsToBeRebuilt),
+ JobTypes::SyncRenderViewPreCommandUpdate);
+
+ m_syncRenderViewPostCommandUpdateJob = SynchronizerJobPtr::create(SyncRenderViewPostCommandUpdate(m_renderViewJob,
+ m_renderViewCommandUpdaterJobs,
+ m_renderer),
+ JobTypes::SyncRenderViewPostCommandUpdate);
+
+ m_syncRenderViewPostInitializationJob = SynchronizerJobPtr::create(SyncRenderViewPostInitialization(m_renderViewJob,
+ m_frustumCullingJob,
+ m_filterEntityByLayerJob,
+ m_filterProximityJob,
+ m_materialGathererJobs,
+ m_renderViewCommandUpdaterJobs,
+ m_renderViewCommandBuilderJobs),
+ JobTypes::SyncRenderViewInitialization);
}
QVector<Qt3DCore::QAspectJobPtr> RenderViewBuilder::buildJobHierachy() const
{
QVector<Qt3DCore::QAspectJobPtr> jobs;
- jobs.reserve(m_materialGathererJobs.size() + m_renderViewBuilderJobs.size() + 11);
+ jobs.reserve(m_materialGathererJobs.size() + m_renderViewCommandUpdaterJobs.size() + 11);
// Set dependencies
@@ -629,36 +766,36 @@ QVector<Qt3DCore::QAspectJobPtr> RenderViewBuilder::buildJobHierachy() const
// 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_syncPreFrustumCullingJob->addDependency(m_renderer->updateWorldTransformJob());
+ m_syncPreFrustumCullingJob->addDependency(m_renderer->updateShaderDataTransformJob());
+ m_syncPreFrustumCullingJob->addDependency(m_syncRenderViewPostInitializationJob);
m_frustumCullingJob->addDependency(m_renderer->expandBoundingVolumeJob());
- m_frustumCullingJob->addDependency(m_syncFrustumCullingJob);
+ m_frustumCullingJob->addDependency(m_syncPreFrustumCullingJob);
- m_setClearDrawBufferIndexJob->addDependency(m_syncRenderViewInitializationJob);
+ m_setClearDrawBufferIndexJob->addDependency(m_syncRenderViewPostInitializationJob);
- m_syncRenderViewInitializationJob->addDependency(m_renderViewJob);
+ m_syncRenderViewPostInitializationJob->addDependency(m_renderViewJob);
m_filterProximityJob->addDependency(m_renderer->expandBoundingVolumeJob());
- m_filterProximityJob->addDependency(m_syncRenderViewInitializationJob);
+ m_filterProximityJob->addDependency(m_syncRenderViewPostInitializationJob);
- m_syncRenderCommandBuildingJob->addDependency(m_syncRenderViewInitializationJob);
- m_syncRenderCommandBuildingJob->addDependency(m_filterProximityJob);
- m_syncRenderCommandBuildingJob->addDependency(m_frustumCullingJob);
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_syncRenderViewPostInitializationJob);
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_filterProximityJob);
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_frustumCullingJob);
// Ensure the RenderThread won't be able to process dirtyResources
// before they have been completely gathered
- m_syncRenderCommandBuildingJob->addDependency(m_renderer->introspectShadersJob());
- m_syncRenderCommandBuildingJob->addDependency(m_renderer->bufferGathererJob());
- m_syncRenderCommandBuildingJob->addDependency(m_renderer->textureGathererJob());
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->introspectShadersJob());
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->bufferGathererJob());
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->textureGathererJob());
- for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs)) {
- renderViewCommandBuilder->addDependency(m_syncRenderCommandBuildingJob);
- m_syncRenderViewCommandBuildersJob->addDependency(renderViewCommandBuilder);
+ for (const auto &renderViewCommandUpdater : qAsConst(m_renderViewCommandUpdaterJobs)) {
+ renderViewCommandUpdater->addDependency(m_syncRenderViewPreCommandUpdateJob);
+ m_syncRenderViewPostCommandUpdateJob->addDependency(renderViewCommandUpdater);
}
- m_renderer->frameCleanupJob()->addDependency(m_syncRenderViewCommandBuildersJob);
+ m_renderer->frameCleanupJob()->addDependency(m_syncRenderViewPostCommandUpdateJob);
m_renderer->frameCleanupJob()->addDependency(m_setClearDrawBufferIndexJob);
// Add jobs
@@ -667,59 +804,75 @@ QVector<Qt3DCore::QAspectJobPtr> RenderViewBuilder::buildJobHierachy() const
if (m_lightsCacheNeedsToBeRebuilt) {
jobs.push_back(m_lightGathererJob); // Step 1
jobs.push_back(m_cacheLightsJob);
- m_syncRenderCommandBuildingJob->addDependency(m_cacheLightsJob);
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_cacheLightsJob);
}
if (m_renderableCacheNeedsToBeRebuilt) {
jobs.push_back(m_renderableEntityFilterJob); // Step 1
jobs.push_back(m_cacheRenderableEntitiesJob);
- m_syncRenderCommandBuildingJob->addDependency(m_cacheRenderableEntitiesJob);
}
if (m_computableCacheNeedsToBeRebuilt) {
// Note: do it only if OpenGL 4.3+ available
jobs.push_back(m_computableEntityFilterJob); // Step 1
jobs.push_back(m_cacheComputableEntitiesJob);
- m_syncRenderCommandBuildingJob->addDependency(m_cacheComputableEntitiesJob);
}
- jobs.push_back(m_syncRenderViewInitializationJob); // Step 2
+ jobs.push_back(m_syncRenderViewPostInitializationJob); // Step 2
+
+ if (m_renderCommandCacheNeedsToBeRebuilt) { // Step 3
+ m_syncRenderViewPreCommandBuildingJob->addDependency(m_cacheComputableEntitiesJob);
+ m_syncRenderViewPreCommandBuildingJob->addDependency(m_cacheRenderableEntitiesJob);
+ m_syncRenderViewPreCommandBuildingJob->addDependency(m_syncRenderViewPostInitializationJob);
+
+ if (m_materialGathererCacheNeedsToBeRebuilt)
+ m_syncRenderViewPreCommandBuildingJob->addDependency(m_syncMaterialGathererJob);
+
+ jobs.push_back(m_syncRenderViewPreCommandBuildingJob);
+
+ for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewCommandBuilderJobs)) {
+ renderViewCommandBuilder->addDependency(m_syncRenderViewPreCommandBuildingJob);
+ m_syncRenderViewPreCommandUpdateJob->addDependency(renderViewCommandBuilder);
+ jobs.push_back(renderViewCommandBuilder);
+ }
+ }
if (m_layerCacheNeedsToBeRebuilt) {
m_filterEntityByLayerJob->addDependency(m_renderer->updateEntityLayersJob());
- m_filterEntityByLayerJob->addDependency(m_syncRenderViewInitializationJob);
+ m_filterEntityByLayerJob->addDependency(m_syncRenderViewPostInitializationJob);
m_filterEntityByLayerJob->addDependency(m_renderer->updateTreeEnabledJob());
m_syncFilterEntityByLayerJob->addDependency(m_filterEntityByLayerJob);
- m_syncRenderCommandBuildingJob->addDependency(m_syncFilterEntityByLayerJob);
+ m_syncRenderViewPreCommandUpdateJob->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_syncPreFrustumCullingJob); // Step 3
jobs.push_back(m_filterProximityJob); // Step 3
jobs.push_back(m_setClearDrawBufferIndexJob); // Step 3
if (m_materialGathererCacheNeedsToBeRebuilt) {
for (const auto &materialGatherer : qAsConst(m_materialGathererJobs)) {
- materialGatherer->addDependency(m_syncRenderViewInitializationJob);
+ materialGatherer->addDependency(m_syncRenderViewPostInitializationJob);
materialGatherer->addDependency(m_renderer->introspectShadersJob());
materialGatherer->addDependency(m_renderer->filterCompatibleTechniqueJob());
jobs.push_back(materialGatherer); // Step3
m_syncMaterialGathererJob->addDependency(materialGatherer);
}
- m_syncRenderCommandBuildingJob->addDependency(m_syncMaterialGathererJob);
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_syncMaterialGathererJob);
jobs.push_back(m_syncMaterialGathererJob); // Step 3
}
jobs.push_back(m_frustumCullingJob); // Step 4
- jobs.push_back(m_syncRenderCommandBuildingJob); // Step 5
+ jobs.push_back(m_syncRenderViewPreCommandUpdateJob); // Step 5
- for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs)) // Step 6
+ // Build RenderCommands or Update RenderCommand Uniforms
+ for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewCommandUpdaterJobs)) // Step 6
jobs.push_back(renderViewCommandBuilder);
- jobs.push_back(m_syncRenderViewCommandBuildersJob); // Step 7
+ jobs.push_back(m_syncRenderViewPostCommandUpdateJob); // Step 7
return jobs;
}
@@ -784,6 +937,16 @@ bool RenderViewBuilder::lightGathererCacheNeedsToBeRebuilt() const
return m_lightsCacheNeedsToBeRebuilt;
}
+void RenderViewBuilder::setRenderCommandCacheNeedsToBeRebuilt(bool needsToBeRebuilt)
+{
+ m_renderCommandCacheNeedsToBeRebuilt = needsToBeRebuilt;
+}
+
+bool RenderViewBuilder::renderCommandCacheNeedsToBeRebuilt() const
+{
+ return m_renderCommandCacheNeedsToBeRebuilt;
+}
+
int RenderViewBuilder::optimalJobCount()
{
return RenderViewBuilder::m_optimalParallelJobCount;
diff --git a/src/render/renderers/opengl/renderer/renderviewbuilder_p.h b/src/render/renderers/opengl/renderer/renderviewbuilder_p.h
index e223a5f1e..66344da11 100644
--- a/src/render/renderers/opengl/renderer/renderviewbuilder_p.h
+++ b/src/render/renderers/opengl/renderer/renderviewbuilder_p.h
@@ -58,7 +58,8 @@
#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/renderviewcommandbuilderjob_p.h>
+#include <Qt3DRender/private/renderviewcommandupdaterjob_p.h>
#include <Qt3DRender/private/renderview_p.h>
#include <Qt3DRender/private/frustumcullingjob_p.h>
#include <Qt3DRender/private/lightgatherer_p.h>
@@ -87,12 +88,14 @@ public:
RenderableEntityFilterPtr renderableEntityFilterJob() const;
ComputableEntityFilterPtr computableEntityFilterJob() const;
FrustumCullingJobPtr frustumCullingJob() const;
- QVector<RenderViewBuilderJobPtr> renderViewBuilderJobs() const;
+ QVector<RenderViewCommandBuilderJobPtr> renderViewCommandBuilderJobs() const;
+ QVector<RenderViewCommandUpdaterJobPtr> renderViewCommandUpdaterJobs() const;
QVector<MaterialParameterGathererJobPtr> materialGathererJobs() const;
- SynchronizerJobPtr syncRenderViewInitializationJob() const;
- SynchronizerJobPtr syncFrustumCullingJob() const;
- SynchronizerJobPtr syncRenderCommandBuildingJob() const;
- SynchronizerJobPtr syncRenderViewCommandBuildersJob() const;
+ SynchronizerJobPtr syncRenderViewPostInitializationJob() const;
+ SynchronizerJobPtr syncPreFrustumCullingJob() const;
+ SynchronizerJobPtr syncRenderViewPreCommandBuildingJob() const;
+ SynchronizerJobPtr syncRenderViewPreCommandUpdateJob() const;
+ SynchronizerJobPtr syncRenderViewPostCommandUpdateJob() const;
SynchronizerJobPtr setClearDrawBufferIndexJob() const;
SynchronizerJobPtr syncFilterEntityByLayerJob() const;
FilterProximityDistanceJobPtr filterProximityJob() const;
@@ -118,6 +121,9 @@ public:
void setLightGathererCacheNeedsToBeRebuilt(bool needsToBeRebuilt);
bool lightGathererCacheNeedsToBeRebuilt() const;
+ void setRenderCommandCacheNeedsToBeRebuilt(bool needsToBeRebuilt);
+ bool renderCommandCacheNeedsToBeRebuilt() const;
+
static int optimalJobCount();
static QVector<Entity *> entitiesInSubset(const QVector<Entity *> &entities, const QVector<Entity *> &subset);
@@ -130,6 +136,7 @@ private:
bool m_lightsCacheNeedsToBeRebuilt;
bool m_renderableCacheNeedsToBeRebuilt;
bool m_computableCacheNeedsToBeRebuilt;
+ bool m_renderCommandCacheNeedsToBeRebuilt;
RenderViewInitializerJobPtr m_renderViewJob;
FilterLayerEntityJobPtr m_filterEntityByLayerJob;
@@ -137,13 +144,15 @@ private:
RenderableEntityFilterPtr m_renderableEntityFilterJob;
ComputableEntityFilterPtr m_computableEntityFilterJob;
FrustumCullingJobPtr m_frustumCullingJob;
- QVector<RenderViewBuilderJobPtr> m_renderViewBuilderJobs;
+ QVector<RenderViewCommandBuilderJobPtr> m_renderViewCommandBuilderJobs;
+ QVector<RenderViewCommandUpdaterJobPtr> m_renderViewCommandUpdaterJobs;
QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs;
- SynchronizerJobPtr m_syncRenderViewInitializationJob;
- SynchronizerJobPtr m_syncFrustumCullingJob;
- SynchronizerJobPtr m_syncRenderCommandBuildingJob;
- SynchronizerJobPtr m_syncRenderViewCommandBuildersJob;
+ SynchronizerJobPtr m_syncRenderViewPostInitializationJob;
+ SynchronizerJobPtr m_syncPreFrustumCullingJob;
+ SynchronizerJobPtr m_syncRenderViewPreCommandBuildingJob;
+ SynchronizerJobPtr m_syncRenderViewPreCommandUpdateJob;
+ SynchronizerJobPtr m_syncRenderViewPostCommandUpdateJob;
SynchronizerJobPtr m_setClearDrawBufferIndexJob;
SynchronizerJobPtr m_syncFilterEntityByLayerJob;
SynchronizerJobPtr m_syncMaterialGathererJob;