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-rw-r--r--src/render/backend/openglvertexarrayobject.cpp49
-rw-r--r--src/render/backend/openglvertexarrayobject_p.h15
-rw-r--r--src/render/backend/renderer.cpp46
-rw-r--r--src/render/backend/renderer_p.h5
-rw-r--r--src/render/jobs/job_common_p.h1
5 files changed, 79 insertions, 37 deletions
diff --git a/src/render/backend/openglvertexarrayobject.cpp b/src/render/backend/openglvertexarrayobject.cpp
index 30f79c466..b88ddfb7b 100644
--- a/src/render/backend/openglvertexarrayobject.cpp
+++ b/src/render/backend/openglvertexarrayobject.cpp
@@ -52,15 +52,8 @@ OpenGLVertexArrayObject::OpenGLVertexArrayObject()
: m_ctx(nullptr)
, m_specified(false)
, m_supportsVao(false)
- , m_createdEmulatedVAO(false)
{}
-void OpenGLVertexArrayObject::setGraphicsContext(GraphicsContext *ctx)
-{
- m_ctx = ctx;
- m_supportsVao = m_ctx->supportsVAO();
-}
-
void OpenGLVertexArrayObject::bind()
{
Q_ASSERT(m_ctx);
@@ -99,19 +92,25 @@ void OpenGLVertexArrayObject::release()
}
}
-void OpenGLVertexArrayObject::create()
+// called from Render thread
+void OpenGLVertexArrayObject::create(GraphicsContext *ctx, const VAOIdentifier &key)
{
- Q_ASSERT(m_ctx);
- if (m_supportsVao) {
- Q_ASSERT(!m_vao.isNull());
- m_vao->create();
- } else {
- m_createdEmulatedVAO = true;
- }
+ QMutexLocker lock(&m_mutex);
+
+ Q_ASSERT(!m_ctx && !m_vao);
+
+ m_ctx = ctx;
+ m_supportsVao = m_ctx->supportsVAO();
+ m_vao.reset(m_supportsVao ? new QOpenGLVertexArrayObject() : nullptr);
+ m_vao->create();
+ m_owners = key;
}
+// called from Render thread
void OpenGLVertexArrayObject::destroy()
{
+ QMutexLocker locker(&m_mutex);
+
Q_ASSERT(m_ctx);
cleanup();
}
@@ -122,20 +121,22 @@ void OpenGLVertexArrayObject::cleanup()
m_ctx = nullptr;
m_specified = false;
m_supportsVao = false;
- m_createdEmulatedVAO = false;
m_indexAttribute = GraphicsContext::VAOIndexAttribute();
m_vertexAttributes.clear();
}
-
-bool OpenGLVertexArrayObject::isCreated() const
+// called from job
+bool OpenGLVertexArrayObject::isAbandoned(GeometryManager *geomMgr, ShaderManager *shaderMgr)
{
- if (m_supportsVao) {
- Q_ASSERT(!m_vao.isNull());
- return m_vao->isCreated();
- } else {
- return m_createdEmulatedVAO;
- }
+ QMutexLocker lock(&m_mutex);
+
+ if (!m_ctx)
+ return false;
+
+ const bool geometryExists = (geomMgr->data(m_owners.first) != nullptr);
+ const bool shaderExists = (shaderMgr->data(m_owners.second) != nullptr);
+
+ return !geometryExists || !shaderExists;
}
void OpenGLVertexArrayObject::saveVertexAttribute(const GraphicsContext::VAOVertexAttribute &attr)
diff --git a/src/render/backend/openglvertexarrayobject_p.h b/src/render/backend/openglvertexarrayobject_p.h
index 6d8eecec8..a564175f6 100644
--- a/src/render/backend/openglvertexarrayobject_p.h
+++ b/src/render/backend/openglvertexarrayobject_p.h
@@ -59,6 +59,9 @@ QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
+class GeometryManager;
+class ShaderManager;
+
typedef QPair<HGeometry, HShader> VAOIdentifier;
class OpenGLVertexArrayObject
@@ -66,27 +69,29 @@ class OpenGLVertexArrayObject
public:
OpenGLVertexArrayObject();
- void setGraphicsContext(GraphicsContext *ctx);
void bind();
void release();
- void create();
+
+ void create(GraphicsContext *ctx, const VAOIdentifier &key);
void destroy();
void cleanup();
- bool isCreated() const;
+
+ bool isAbandoned(GeometryManager *geomMgr, ShaderManager *shaderMgr);
QOpenGLVertexArrayObject *vao() { return m_vao.data(); }
const QOpenGLVertexArrayObject *vao() const { return m_vao.data(); }
- void setVao(QOpenGLVertexArrayObject *vao) { m_vao.reset(vao); }
void setSpecified(bool b) { m_specified = b; }
bool isSpecified() const { return m_specified; }
+
private:
+ QMutex m_mutex;
GraphicsContext *m_ctx;
QScopedPointer<QOpenGLVertexArrayObject> m_vao;
bool m_specified;
bool m_supportsVao;
- bool m_createdEmulatedVAO;
+ VAOIdentifier m_owners;
friend class GraphicsContext;
diff --git a/src/render/backend/renderer.cpp b/src/render/backend/renderer.cpp
index d38df13e2..100c4a33d 100644
--- a/src/render/backend/renderer.cpp
+++ b/src/render/backend/renderer.cpp
@@ -170,6 +170,7 @@ Renderer::Renderer(QRenderAspect::RenderType type)
, m_updateMeshTriangleListJob(Render::UpdateMeshTriangleListJobPtr::create())
, m_filterCompatibleTechniqueJob(Render::FilterCompatibleTechniqueJobPtr::create())
, m_bufferGathererJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { lookForDirtyBuffers(); }, JobTypes::DirtyBufferGathering))
+ , m_vaoGathererJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { lookForAbandonedVaos(); }, JobTypes::DirtyVaoGathering))
, m_textureGathererJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { lookForDirtyTextures(); }, JobTypes::DirtyTextureGathering))
, m_shaderGathererJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { lookForDirtyShaders(); }, JobTypes::DirtyShaderGathering))
, m_syncTextureLoadingJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([] {}, JobTypes::SyncTextureLoading))
@@ -831,6 +832,23 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
}
// Executed in a job
+void Renderer::lookForAbandonedVaos()
+{
+ const QVector<HVao> activeVaos = m_nodesManager->vaoManager()->activeHandles();
+ for (HVao handle : activeVaos) {
+ OpenGLVertexArrayObject *vao = m_nodesManager->vaoManager()->data(handle);
+
+ // Make sure to only mark VAOs for deletion that were already created
+ // (ignore those that might be currently under construction in the render thread)
+ if (vao->isAbandoned(m_nodesManager->geometryManager(), m_nodesManager->shaderManager())) {
+ m_abandonedVaosMutex.lock();
+ m_abandonedVaos.push_back(handle);
+ m_abandonedVaosMutex.unlock();
+ }
+ }
+}
+
+// Executed in a job
void Renderer::lookForDirtyBuffers()
{
const QVector<HBuffer> activeBufferHandles = m_nodesManager->bufferManager()->activeHandles();
@@ -923,8 +941,6 @@ void Renderer::updateGLResources()
// We can really release the texture at this point
m_nodesManager->textureManager()->releaseResource(textureCleanedUpId);
}
-
-
}
// Render Thread
@@ -1267,6 +1283,7 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
// Jobs to prepare GL Resource upload
renderBinJobs.push_back(m_syncTextureLoadingJob);
+ renderBinJobs.push_back(m_vaoGathererJob);
renderBinJobs.push_back(m_bufferGathererJob);
renderBinJobs.push_back(m_textureGathererJob);
renderBinJobs.push_back(m_shaderGathererJob);
@@ -1368,16 +1385,15 @@ void Renderer::createOrUpdateVAO(RenderCommand *command,
HVao *previousVaoHandle,
OpenGLVertexArrayObject **vao)
{
+ const VAOIdentifier vaoKey(command->m_geometry, command->m_shader);
+
VAOManager *vaoManager = m_nodesManager->vaoManager();
- command->m_vao = vaoManager->lookupHandle(QPair<HGeometry, HShader>(command->m_geometry, command->m_shader));
+ command->m_vao = vaoManager->lookupHandle(vaoKey);
if (command->m_vao.isNull()) {
qCDebug(Rendering) << Q_FUNC_INFO << "Allocating new VAO";
- command->m_vao = vaoManager->getOrAcquireHandle(QPair<HGeometry, HShader>(command->m_geometry, command->m_shader));
- vaoManager->data(command->m_vao)->setGraphicsContext(m_graphicsContext.data());
- if (m_graphicsContext->supportsVAO())
- vaoManager->data(command->m_vao)->setVao(new QOpenGLVertexArrayObject());
- vaoManager->data(command->m_vao)->create();
+ command->m_vao = vaoManager->getOrAcquireHandle(vaoKey);
+ vaoManager->data(command->m_vao)->create(m_graphicsContext.data(), vaoKey);
}
if (*previousVaoHandle != command->m_vao) {
@@ -1573,6 +1589,20 @@ void Renderer::cleanGraphicsResources()
tex->destroyGLTexture();
delete tex;
}
+
+ // Delete abandoned VAOs
+ m_abandonedVaosMutex.lock();
+ const QVector<HVao> abandonedVaos = std::move(m_abandonedVaos);
+ m_abandonedVaosMutex.unlock();
+ for (HVao vaoHandle : abandonedVaos) {
+ // might have already been destroyed last frame, but added by the cleanup job before, so
+ // check if the VAO is really still existent
+ OpenGLVertexArrayObject *vao = m_nodesManager->vaoManager()->data(vaoHandle);
+ if (vao) {
+ vao->destroy();
+ m_nodesManager->vaoManager()->release(vaoHandle);
+ }
+ }
}
QList<QMouseEvent> Renderer::pendingPickingEvents() const
diff --git a/src/render/backend/renderer_p.h b/src/render/backend/renderer_p.h
index 9f6e8d857..bd12ecec6 100644
--- a/src/render/backend/renderer_p.h
+++ b/src/render/backend/renderer_p.h
@@ -322,15 +322,20 @@ private:
OpenGLVertexArrayObject **vao);
GenericLambdaJobPtr<std::function<void ()>> m_bufferGathererJob;
+ GenericLambdaJobPtr<std::function<void ()>> m_vaoGathererJob;
GenericLambdaJobPtr<std::function<void ()>> m_textureGathererJob;
GenericLambdaJobPtr<std::function<void ()>> m_shaderGathererJob;
SynchronizerJobPtr m_syncTextureLoadingJob;
+ void lookForAbandonedVaos();
void lookForDirtyBuffers();
void lookForDirtyTextures();
void lookForDirtyShaders();
+ QMutex m_abandonedVaosMutex;
+ QVector<HVao> m_abandonedVaos;
+
QVector<HBuffer> m_dirtyBuffers;
QVector<HShader> m_dirtyShaders;
QVector<HTexture> m_dirtyTextures;
diff --git a/src/render/jobs/job_common_p.h b/src/render/jobs/job_common_p.h
index f3be2e6b0..4c3a6a6c0 100644
--- a/src/render/jobs/job_common_p.h
+++ b/src/render/jobs/job_common_p.h
@@ -86,6 +86,7 @@ namespace JobTypes {
UpdateWorldBoundingVolume,
FrameSubmissionPart2,
DirtyBufferGathering,
+ DirtyVaoGathering,
DirtyTextureGathering,
DirtyShaderGathering,
SendRenderCapture,