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-rw-r--r--src/render/backend/renderer.cpp150
1 files changed, 80 insertions, 70 deletions
diff --git a/src/render/backend/renderer.cpp b/src/render/backend/renderer.cpp
index 0fda6e5b4..bd8687d5e 100644
--- a/src/render/backend/renderer.cpp
+++ b/src/render/backend/renderer.cpp
@@ -86,6 +86,7 @@
#include <Qt3DRender/private/updatelevelofdetailjob_p.h>
#include <Qt3DRender/private/buffercapture_p.h>
#include <Qt3DRender/private/offscreensurfacehelper_p.h>
+#include <Qt3DRender/private/renderviewbuilder_p.h>
#include <Qt3DRender/qcameralens.h>
#include <Qt3DCore/qt3dcore-config.h>
@@ -535,17 +536,26 @@ void Renderer::render()
void Renderer::doRender()
{
- bool submissionSucceeded = false;
- bool hasCleanedQueueAndProceeded = false;
Renderer::ViewSubmissionResultData submissionData;
+ bool hasCleanedQueueAndProceeded = false;
bool preprocessingComplete = false;
-
- if (isReadyToSubmit()) {
-
- // Lock the mutex to protect access to m_surface and check if we are still set
- // to the running state and that we have a valid surface on which to draw
- // TO DO: Is that still needed given the surface changes
- QMutexLocker locker(&m_mutex);
+ bool beganDrawing = false;
+ const bool canSubmit = isReadyToSubmit();
+
+ // Lock the mutex to protect access to the renderQueue while we look for its state
+ QMutexLocker locker(&m_renderQueueMutex);
+ const bool queueIsComplete = m_renderQueue->isFrameQueueComplete();
+ const bool queueIsEmpty = m_renderQueue->targetRenderViewCount() == 0;
+
+ // When using synchronous rendering (QtQuick)
+ // We are not sure that the frame queue is actually complete
+ // Since a call to render may not be synched with the completions
+ // of the RenderViewJobs
+ // In such a case we return early, waiting for a next call with
+ // the frame queue complete at this point
+
+ // RenderQueue is complete (but that means it may be of size 0)
+ if (canSubmit && (queueIsComplete && !queueIsEmpty)) {
const QVector<Render::RenderView *> renderViews = m_renderQueue->nextFrameQueue();
#ifdef QT3D_JOBS_RUN_STATS
@@ -560,8 +570,7 @@ void Renderer::doRender()
submissionStatsPart2.jobId.typeAndInstance[1] = 0;
submissionStatsPart2.threadId = reinterpret_cast<quint64>(QThread::currentThreadId());
#endif
-
- if (canRender() && (submissionSucceeded = renderViews.size() > 0) == true) {
+ if (canRender()) {
// Clear all dirty flags but Compute so that
// we still render every frame when a compute shader is used in a scene
BackendNodeDirtySet changesToUnset = m_changeSet;
@@ -583,7 +592,8 @@ void Renderer::doRender()
// Reset state for each draw if we don't have complete control of the context
if (!m_ownedContext)
m_graphicsContext->setCurrentStateSet(nullptr);
- if (m_graphicsContext->beginDrawing(surface)) {
+ beganDrawing = m_graphicsContext->beginDrawing(surface);
+ if (beganDrawing) {
// 1) Execute commands for buffer uploads, texture updates, shader loading first
updateGLResources();
// 2) Update VAO and copy data into commands to allow concurrent submission
@@ -594,6 +604,7 @@ void Renderer::doRender()
}
// 2) Proceed to next frame and start preparing frame n + 1
m_renderQueue->reset();
+ locker.unlock(); // Done protecting RenderQueue
m_vsyncFrameAdvanceService->proceedToNextFrame();
hasCleanedQueueAndProceeded = true;
@@ -637,61 +648,57 @@ void Renderer::doRender()
#endif
}
- // Note: submissionSucceeded is false when
- // * we cannot render because a shutdown has been scheduled
- // * the renderqueue is incomplete (only when rendering with a Scene3D)
- // Otherwise returns true even for cases like
- // * No render view
- // * No surface set
- // * OpenGLContext failed to be set current
- // This behavior is important as we need to
- // call proceedToNextFrame despite rendering errors that aren't fatal
-
// Only reset renderQueue and proceed to next frame if the submission
- // succeeded or it we are using a render thread and that is wasn't performed
+ // succeeded or if we are using a render thread and that is wasn't performed
// already
- // If submissionSucceeded isn't true this implies that something went wrong
+ // If hasCleanedQueueAndProceeded isn't true this implies that something went wrong
// with the rendering and/or the renderqueue is incomplete from some reason
// (in the case of scene3d the render jobs may be taking too long ....)
- if (m_renderThread || submissionSucceeded) {
-
- if (!hasCleanedQueueAndProceeded) {
- // Reset the m_renderQueue so that we won't try to render
- // with a queue used by a previous frame with corrupted content
- // if the current queue was correctly submitted
- m_renderQueue->reset();
-
- // We allow the RenderTickClock service to proceed to the next frame
- // In turn this will allow the aspect manager to request a new set of jobs
- // to be performed for each aspect
- m_vsyncFrameAdvanceService->proceedToNextFrame();
- }
+ // or alternatively it could be complete but empty (RenderQueue of size 0)
+ if (!hasCleanedQueueAndProceeded &&
+ (m_renderThread || queueIsComplete || queueIsEmpty)) {
+ // RenderQueue was full but something bad happened when
+ // trying to render it and therefore proceedToNextFrame was not called
+ // Note: in this case the renderQueue mutex is still locked
+
+ // Reset the m_renderQueue so that we won't try to render
+ // with a queue used by a previous frame with corrupted content
+ // if the current queue was correctly submitted
+ m_renderQueue->reset();
+
+ // We allow the RenderTickClock service to proceed to the next frame
+ // In turn this will allow the aspect manager to request a new set of jobs
+ // to be performed for each aspect
+ m_vsyncFrameAdvanceService->proceedToNextFrame();
+ }
- // Perform the last swapBuffers calls after the proceedToNextFrame
- // as this allows us to gain a bit of time for the preparation of the
- // next frame
+ // Perform the last swapBuffers calls after the proceedToNextFrame
+ // as this allows us to gain a bit of time for the preparation of the
+ // next frame
+ // Finish up with last surface used in the list of RenderViews
+ if (beganDrawing) {
+ SurfaceLocker surfaceLock(submissionData.surface);
// Finish up with last surface used in the list of RenderViews
- if (submissionSucceeded) {
- SurfaceLocker surfaceLock(submissionData.surface);
- // Finish up with last surface used in the list of RenderViews
- m_graphicsContext->endDrawing(submissionData.lastBoundFBOId == m_graphicsContext->defaultFBO() && surfaceLock.isSurfaceValid());
- }
+ m_graphicsContext->endDrawing(submissionData.lastBoundFBOId == m_graphicsContext->defaultFBO() && surfaceLock.isSurfaceValid());
}
}
// Called by RenderViewJobs
+// When the frameQueue is complete and we are using a renderThread
+// we allow the render thread to proceed
void Renderer::enqueueRenderView(Render::RenderView *renderView, int submitOrder)
{
- QMutexLocker locker(&m_mutex); // Prevent out of order execution
+ QMutexLocker locker(&m_renderQueueMutex); // Prevent out of order execution
// We cannot use a lock free primitive here because:
// - QVector is not thread safe
// - Even if the insert is made correctly, the isFrameComplete call
// could be invalid since depending on the order of execution
// the counter could be complete but the renderview not yet added to the
// buffer depending on whichever order the cpu decides to process this
-
- if (m_renderQueue->queueRenderView(renderView, submitOrder)) {
+ const bool isQueueComplete = m_renderQueue->queueRenderView(renderView, submitOrder);
+ locker.unlock(); // We're done protecting the queue at this point
+ if (isQueueComplete) {
if (m_renderThread && m_running.load())
Q_ASSERT(m_submitRenderViewsSemaphore.available() == 0);
m_submitRenderViewsSemaphore.release(1);
@@ -730,16 +737,6 @@ bool Renderer::isReadyToSubmit()
// something to render
// The case of shutdown should have been handled just before
Q_ASSERT(m_renderQueue->isFrameQueueComplete());
- } else {
- // When using synchronous rendering (QtQuick)
- // We are not sure that the frame queue is actually complete
- // Since a call to render may not be synched with the completions
- // of the RenderViewJobs
- // In such a case we return early, waiting for a next call with
- // the frame queue complete at this point
- QMutexLocker locker(&m_mutex);
- if (!m_renderQueue->isFrameQueueComplete())
- return false;
}
return true;
}
@@ -1016,12 +1013,11 @@ void Renderer::updateGLResources()
const QVector<HBuffer> dirtyBufferHandles = std::move(m_dirtyBuffers);
for (HBuffer handle: dirtyBufferHandles) {
Buffer *buffer = m_nodesManager->bufferManager()->data(handle);
- // Perform data upload
// Forces creation if it doesn't exit
if (!m_graphicsContext->hasGLBufferForBuffer(buffer))
m_graphicsContext->glBufferForRenderBuffer(buffer);
- else if (buffer->isDirty()) // Otherwise update the glBuffer
- m_graphicsContext->updateBuffer(buffer);
+ // Update the glBuffer data
+ m_graphicsContext->updateBuffer(buffer);
buffer->unsetDirty();
}
}
@@ -1061,6 +1057,11 @@ void Renderer::updateGLResources()
// Render Thread
void Renderer::updateTexture(Texture *texture)
{
+ // Check that the current texture images are still in place, if not, do not update
+ const bool isValid = texture->isValid();
+ if (!isValid)
+ return;
+
// For implementing unique, non-shared, non-cached textures.
// for now, every texture is shared by default
@@ -1425,16 +1426,25 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
renderBinJobs.push_back(m_textureGathererJob);
renderBinJobs.push_back(m_shaderGathererJob);
- // Traverse the current framegraph. For each leaf node create a
- // RenderView and set its configuration then create a job to
- // populate the RenderView with a set of RenderCommands that get
- // their details from the RenderNodes that are visible to the
- // Camera selected by the framegraph configuration
- FrameGraphVisitor visitor(this, m_nodesManager->frameGraphManager());
- visitor.traverse(frameGraphRoot(), &renderBinJobs);
+ QMutexLocker lock(&m_renderQueueMutex);
+ if (m_renderQueue->wasReset()) { // Have we rendered yet? (Scene3D case)
+ // Traverse the current framegraph. For each leaf node create a
+ // RenderView and set its configuration then create a job to
+ // populate the RenderView with a set of RenderCommands that get
+ // their details from the RenderNodes that are visible to the
+ // Camera selected by the framegraph configuration
+ FrameGraphVisitor visitor(m_nodesManager->frameGraphManager());
+ const QVector<FrameGraphNode *> fgLeaves = visitor.traverse(frameGraphRoot());
+
+ const int fgBranchCount = fgLeaves.size();
+ for (int i = 0; i < fgBranchCount; ++i) {
+ RenderViewBuilder builder(fgLeaves.at(i), i, this);
+ renderBinJobs.append(builder.buildJobHierachy());
+ }
- // Set target number of RenderViews
- m_renderQueue->setTargetRenderViewCount(visitor.leafNodeCount());
+ // Set target number of RenderViews
+ m_renderQueue->setTargetRenderViewCount(fgBranchCount);
+ }
return renderBinJobs;
}