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+/****************************************************************************
+**
+** Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DRENDER_RENDER_RHI_RENDERER_H
+#define QT3DRENDER_RENDER_RHI_RENDERER_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of other Qt classes. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <Qt3DRender/qrenderaspect.h>
+#include <Qt3DRender/qtechnique.h>
+#include <Qt3DRender/private/handle_types_p.h>
+#include <Qt3DRender/private/abstractrenderer_p.h>
+#include <Qt3DCore/qaspectjob.h>
+#include <Qt3DRender/private/qt3drender_global_p.h>
+#include <Qt3DRender/private/rendersettings_p.h>
+#include <Qt3DRender/private/updateshaderdatatransformjob_p.h>
+#include <Qt3DRender/private/framecleanupjob_p.h>
+#include <Qt3DRender/private/platformsurfacefilter_p.h>
+#include <Qt3DRender/private/sendbuffercapturejob_p.h>
+#include <Qt3DRender/private/genericlambdajob_p.h>
+#include <Qt3DRender/private/shaderbuilder_p.h>
+#include <Qt3DRender/private/lightgatherer_p.h>
+#include <Qt3DRender/private/texture_p.h>
+#include <Qt3DRender/private/attachmentpack_p.h>
+#include <Qt3DRender/private/filterentitybycomponentjob_p.h>
+
+#include <QtGui/private/qrhi_p.h>
+
+#include <shaderparameterpack_p.h>
+#include <renderviewinitializerjob_p.h>
+#include <filtercompatibletechniquejob_p.h>
+#include <renderercache_p.h>
+#include <logging_p.h>
+#include <rhihandle_types_p.h>
+#include <renderercache_p.h>
+
+#include <QHash>
+#include <QMatrix4x4>
+#include <QObject>
+
+#include <QOpenGLShaderProgram>
+#include <QOpenGLVertexArrayObject>
+#include <QOpenGLBuffer>
+#include <QMutex>
+#include <QWaitCondition>
+#include <QAtomicInt>
+#include <QScopedPointer>
+#include <QSemaphore>
+
+#include <functional>
+
+#if defined(QT_BUILD_INTERNAL)
+class tst_Renderer;
+#endif
+
+QT_BEGIN_NAMESPACE
+
+class QSurface;
+class QMouseEvent;
+class QScreen;
+
+namespace Qt3DCore {
+class QEntity;
+class QFrameAllocator;
+class QEventFilterService;
+}
+
+namespace Qt3DRender {
+
+class QCamera;
+class QMaterial;
+class QShaderProgram;
+class QMesh;
+class QRenderPass;
+class QAbstractShapeMesh;
+struct GraphicsApiFilterData;
+class QSceneImporter;
+
+namespace Debug {
+class CommandExecuter;
+}
+
+namespace Render {
+
+class CameraLens;
+class FrameGraphNode;
+class Material;
+class Technique;
+class Shader;
+class Entity;
+class Effect;
+class RenderPass;
+class RenderThread;
+class RenderStateSet;
+class VSyncFrameAdvanceService;
+class NodeManagers;
+class ResourceAccessor;
+
+using ComputableEntityFilter = FilterEntityByComponentJob<Render::ComputeCommand, Render::Material>;
+using ComputableEntityFilterPtr = QSharedPointer<ComputableEntityFilter>;
+using RenderableEntityFilter =
+ FilterEntityByComponentJob<Render::GeometryRenderer, Render::Material>;
+using RenderableEntityFilterPtr = QSharedPointer<RenderableEntityFilter>;
+
+using SynchronizerJobPtr = GenericLambdaJobPtr<std::function<void()>>;
+using SynchronizerPostFramePtr =
+ GenericLambdaJobAndPostFramePtr<std::function<void()>,
+ std::function<void(Qt3DCore::QAspectManager *)>>;
+
+namespace Rhi {
+
+class CommandThread;
+class SubmissionContext;
+class RenderCommand;
+class RenderQueue;
+class RenderView;
+class RHIShader;
+class RHIResourceManagers;
+
+class Q_AUTOTEST_EXPORT Renderer : public AbstractRenderer
+{
+public:
+ explicit Renderer(QRenderAspect::RenderType type);
+ ~Renderer();
+
+ void dumpInfo() const override;
+ API api() const override;
+
+ qint64 time() const override;
+ void setTime(qint64 time) override;
+ void setJobsInLastFrame(int jobsInLastFrame) override;
+
+ void setAspect(QRenderAspect *aspect) override;
+ void setNodeManagers(NodeManagers *managers) override;
+ void setServices(Qt3DCore::QServiceLocator *services) override;
+ void setSurfaceExposed(bool exposed) override;
+
+ QRenderAspect *aspect() const override;
+ NodeManagers *nodeManagers() const override;
+ Qt3DCore::QServiceLocator *services() const override { return m_services; }
+
+ void initialize() override;
+ void shutdown() override;
+ void releaseGraphicsResources() override;
+
+ void render() override;
+ void doRender(bool swapBuffers = true) override;
+ void cleanGraphicsResources() override;
+
+ bool isRunning() const override { return m_running.loadRelaxed(); }
+
+ void setSceneRoot(Entity *sgRoot) override;
+ Entity *sceneRoot() const override { return m_renderSceneRoot; }
+
+ FrameGraphNode *frameGraphRoot() const override;
+ RenderQueue *renderQueue() const { return m_renderQueue; }
+
+ void markDirty(BackendNodeDirtySet changes, BackendNode *node) override;
+ BackendNodeDirtySet dirtyBits() override;
+
+#if defined(QT_BUILD_INTERNAL)
+ void clearDirtyBits(BackendNodeDirtySet changes) override;
+#endif
+ bool shouldRender() const override;
+ void skipNextFrame() override;
+ void jobsDone(Qt3DCore::QAspectManager *manager) override;
+
+ void setPendingEvents(const QList<QPair<QObject *, QMouseEvent>> &mouseEvents,
+ const QList<QKeyEvent> &keyEvents) override;
+
+ QVector<Qt3DCore::QAspectJobPtr> preRenderingJobs() override;
+ QVector<Qt3DCore::QAspectJobPtr> renderBinJobs() override;
+
+ inline FrameCleanupJobPtr frameCleanupJob() const { return m_cleanupJob; }
+ inline UpdateShaderDataTransformJobPtr updateShaderDataTransformJob() const
+ {
+ return m_updateShaderDataTransformJob;
+ }
+ inline FilterCompatibleTechniqueJobPtr filterCompatibleTechniqueJob() const
+ {
+ return m_filterCompatibleTechniqueJob;
+ }
+ inline SynchronizerPostFramePtr introspectShadersJob() const { return m_introspectShaderJob; }
+ inline Qt3DCore::QAspectJobPtr bufferGathererJob() const { return m_bufferGathererJob; }
+ inline Qt3DCore::QAspectJobPtr textureGathererJob() const { return m_textureGathererJob; }
+ inline LightGathererPtr lightGathererJob() const { return m_lightGathererJob; }
+ inline RenderableEntityFilterPtr renderableEntityFilterJob() const
+ {
+ return m_renderableEntityFilterJob;
+ }
+ inline ComputableEntityFilterPtr computableEntityFilterJob() const
+ {
+ return m_computableEntityFilterJob;
+ }
+
+ Qt3DCore::QAbstractFrameAdvanceService *frameAdvanceService() const override;
+
+ void setSettings(RenderSettings *settings) override;
+ RenderSettings *settings() const override;
+ QOpenGLContext *shareContext() const override;
+
+ inline RHIResourceManagers *rhiResourceManagers() const { return m_RHIResourceManagers; }
+
+ // Executed in secondary GL thread
+ void loadShader(Shader *shader, Qt3DRender::Render::HShader shaderHandle) override;
+
+ void updateResources();
+ void updateTexture(Texture *texture);
+ void cleanupTexture(Qt3DCore::QNodeId cleanedUpTextureId);
+ void cleanupShader(const Shader *shader);
+ void downloadGLBuffers();
+ void blitFramebuffer(Qt3DCore::QNodeId inputRenderTargetId,
+ Qt3DCore::QNodeId outputRenderTargetId, QRect inputRect, QRect outputRect,
+ GLuint defaultFramebuffer);
+
+ struct RHIPassInfo
+ {
+ QVector<RenderView *> rvs;
+ QSurface *surface = nullptr;
+ Qt3DCore::QNodeId renderTargetId;
+ AttachmentPack attachmentPack;
+ };
+
+ QVector<RHIPassInfo> prepareCommandsSubmission(const QVector<RenderView *> &renderViews);
+ bool executeCommandsSubmission(const RHIPassInfo &passInfo);
+
+ // For Scene2D rendering
+ void setOpenGLContext(QOpenGLContext *context) override;
+ bool accessOpenGLTexture(Qt3DCore::QNodeId nodeId, QOpenGLTexture **texture, QMutex **lock,
+ bool readonly) override;
+ QSharedPointer<RenderBackendResourceAccessor> resourceAccessor() const override;
+
+ const GraphicsApiFilterData *contextInfo() const;
+ SubmissionContext *submissionContext() const;
+
+ inline RenderStateSet *defaultRenderState() const { return m_defaultRenderStateSet; }
+
+ QList<QPair<QObject *, QMouseEvent>> pendingPickingEvents() const;
+ QList<QKeyEvent> pendingKeyEvents() const;
+
+ void enqueueRenderView(RenderView *renderView, int submitOrder);
+ bool isReadyToSubmit();
+
+ QVariant executeCommand(const QStringList &args) override;
+ void setOffscreenSurfaceHelper(OffscreenSurfaceHelper *helper) override;
+ QSurfaceFormat format() override;
+
+ struct ViewSubmissionResultData
+ {
+ ViewSubmissionResultData() : lastBoundFBOId(0), surface(nullptr) { }
+
+ uint lastBoundFBOId;
+ QSurface *surface;
+ };
+
+ ViewSubmissionResultData submitRenderViews(const QVector<RHIPassInfo> &rhiPassesInfo);
+
+ RendererCache *cache() { return &m_cache; }
+ void setScreen(QScreen *scr) override;
+ QScreen *screen() const override;
+
+ float *textureTransform() noexcept { return m_textureTransform; }
+ const float *textureTransform() const noexcept { return m_textureTransform; }
+#ifdef QT3D_RENDER_UNIT_TESTS
+public:
+#else
+
+private:
+#endif
+ bool canRender() const;
+
+ Qt3DCore::QServiceLocator *m_services;
+ QRenderAspect *m_aspect;
+ NodeManagers *m_nodesManager;
+
+ // Frame graph root
+ Qt3DCore::QNodeId m_frameGraphRootUuid;
+
+ Entity *m_renderSceneRoot;
+
+ // Fail safe values that we can use if a RenderCommand
+ // is missing a shader
+ RenderStateSet *m_defaultRenderStateSet;
+ ShaderParameterPack m_defaultUniformPack;
+
+ QScopedPointer<SubmissionContext> m_submissionContext;
+
+ RenderQueue *m_renderQueue;
+ QScopedPointer<RenderThread> m_renderThread;
+ QScopedPointer<VSyncFrameAdvanceService> m_vsyncFrameAdvanceService;
+
+ QSemaphore m_submitRenderViewsSemaphore;
+ QSemaphore m_waitForInitializationToBeCompleted;
+ QMutex m_hasBeenInitializedMutex;
+
+ QAtomicInt m_running;
+
+ QVector<Attribute *> m_dirtyAttributes;
+ QVector<Geometry *> m_dirtyGeometry;
+ QAtomicInt m_exposed;
+
+ struct DirtyBits
+ {
+ BackendNodeDirtySet marked; // marked dirty since last job build
+ BackendNodeDirtySet remaining; // remaining dirty after jobs have finished
+ };
+ DirtyBits m_dirtyBits;
+
+ QAtomicInt m_lastFrameCorrect;
+ QOpenGLContext *m_glContext;
+
+ qint64 m_time;
+
+ RenderSettings *m_settings;
+
+ UpdateShaderDataTransformJobPtr m_updateShaderDataTransformJob;
+ FrameCleanupJobPtr m_cleanupJob;
+ SendBufferCaptureJobPtr m_sendBufferCaptureJob;
+ FilterCompatibleTechniqueJobPtr m_filterCompatibleTechniqueJob;
+ LightGathererPtr m_lightGathererJob;
+ RenderableEntityFilterPtr m_renderableEntityFilterJob;
+ ComputableEntityFilterPtr m_computableEntityFilterJob;
+
+ QVector<Qt3DCore::QNodeId> m_pendingRenderCaptureSendRequests;
+
+ void performDraw(RenderCommand *command);
+ void performCompute(const RenderView *rv, RenderCommand *command);
+
+ SynchronizerJobPtr m_bufferGathererJob;
+ SynchronizerJobPtr m_textureGathererJob;
+ SynchronizerPostFramePtr m_introspectShaderJob;
+
+ void lookForDirtyBuffers();
+ void lookForDownloadableBuffers();
+ void lookForDirtyTextures();
+ void reloadDirtyShaders();
+ void sendShaderChangesToFrontend(Qt3DCore::QAspectManager *manager);
+ void sendTextureChangesToFrontend(Qt3DCore::QAspectManager *manager);
+ void sendSetFenceHandlesToFrontend();
+ void sendDisablesToFrontend(Qt3DCore::QAspectManager *manager);
+
+ QVector<HBuffer> m_dirtyBuffers;
+ QVector<Qt3DCore::QNodeId> m_downloadableBuffers;
+ QVector<HShader> m_dirtyShaders;
+ QVector<HTexture> m_dirtyTextures;
+ QVector<QPair<Texture::TextureUpdateInfo, Qt3DCore::QNodeIdVector>> m_updatedTextureProperties;
+ QVector<Qt3DCore::QNodeId> m_updatedDisableSubtreeEnablers;
+ Qt3DCore::QNodeIdVector m_textureIdsToCleanup;
+ QVector<ShaderBuilderUpdate> m_shaderBuilderUpdates;
+
+ bool m_ownedContext;
+
+ OffscreenSurfaceHelper *m_offscreenHelper;
+ RHIResourceManagers *m_RHIResourceManagers;
+ QMutex m_offscreenSurfaceMutex;
+
+ QScopedPointer<Qt3DRender::Debug::CommandExecuter> m_commandExecuter;
+
+#ifdef QT_BUILD_INTERNAL
+ friend class ::tst_Renderer;
+#endif
+
+ QMetaObject::Connection m_contextConnection;
+ RendererCache m_cache;
+ bool m_shouldSwapBuffers;
+
+ QVector<FrameGraphNode *> m_frameGraphLeaves;
+ QScreen *m_screen = nullptr;
+ QSharedPointer<ResourceAccessor> m_scene2DResourceAccessor;
+
+ QOffscreenSurface *m_fallbackSurface {};
+
+ bool m_hasSwapChain = false;
+
+ QList<QPair<QObject *, QMouseEvent>> m_frameMouseEvents;
+ QList<QKeyEvent> m_frameKeyEvents;
+ QMutex m_frameEventsMutex;
+ int m_jobsInLastFrame = 0;
+
+ float m_textureTransform[4];
+
+ void updateGraphicsPipeline(RenderCommand &command, RenderView *rv, int renderViewIndex);
+ bool uploadBuffersForCommand(QRhiCommandBuffer *cb, const RenderView *rv,
+ RenderCommand &command);
+ bool uploadUBOsForCommand(QRhiCommandBuffer *cb, const RenderView *rv,
+ const RenderCommand &command);
+ bool performDraw(QRhiCommandBuffer *cb, const QRhiViewport &vp, const QRhiScissor *scissor,
+ const RenderCommand &command);
+};
+
+} // namespace Rhi
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // QT3DRENDER_RENDER_RHI_RENDERER_H