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-rw-r--r--src/render/renderers/opengl/renderer/renderer.cpp176
1 files changed, 75 insertions, 101 deletions
diff --git a/src/render/renderers/opengl/renderer/renderer.cpp b/src/render/renderers/opengl/renderer/renderer.cpp
index 746ca514f..012ec7056 100644
--- a/src/render/renderers/opengl/renderer/renderer.cpp
+++ b/src/render/renderers/opengl/renderer/renderer.cpp
@@ -199,7 +199,7 @@ Renderer::Renderer(QRenderAspect::RenderType type)
, m_sendTextureChangesToFrontendJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { sendTextureChangesToFrontend(); }, JobTypes::SendTextureChangesToFrontend))
, m_sendSetFenceHandlesToFrontendJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { sendSetFenceHandlesToFrontend(); }, JobTypes::SendSetFenceHandlesToFrontend))
, m_introspectShaderJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { reloadDirtyShaders(); }, JobTypes::DirtyShaderGathering))
- , m_syncTextureLoadingJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([] {}, JobTypes::SyncTextureLoading))
+ , m_syncLoadingJobs(Render::GenericLambdaJobPtr<std::function<void ()>>::create([] {}, JobTypes::SyncLoadingJobs))
, m_ownedContext(false)
, m_offscreenHelper(nullptr)
#if QT_CONFIG(qt3d_profile_jobs)
@@ -222,12 +222,8 @@ Renderer::Renderer(QRenderAspect::RenderType type)
m_rayCastingJob->addDependency(m_expandBoundingVolumeJob);
// m_calculateBoundingVolumeJob's dependency on m_updateTreeEnabledJob is set in renderBinJobs
- // Dirty texture gathering depends on m_syncTextureLoadingJob
- // m_syncTextureLoadingJob will depend on the texture loading jobs
- m_textureGathererJob->addDependency(m_syncTextureLoadingJob);
-
// Ensures all skeletons are loaded before we try to update them
- m_updateSkinningPaletteJob->addDependency(m_syncTextureLoadingJob);
+ m_updateSkinningPaletteJob->addDependency(m_syncLoadingJobs);
// All world stuff depends on the RenderEntity's localBoundingVolume
m_updateLevelOfDetailJob->addDependency(m_updateMeshTriangleListJob);
@@ -501,9 +497,11 @@ void Renderer::releaseGraphicsResources()
if (context->makeCurrent(offscreenSurface)) {
// Clean up the graphics context and any resources
- const QVector<GLTexture*> activeTextures = m_nodesManager->glTextureManager()->activeResources();
- for (GLTexture *tex : activeTextures)
- tex->destroyGLTexture();
+ const QVector<HGLTexture> activeTexturesHandles = m_nodesManager->glTextureManager()->activeHandles();
+ for (const HGLTexture &textureHandle : activeTexturesHandles) {
+ GLTexture *tex = m_nodesManager->glTextureManager()->data(textureHandle);
+ tex->destroy();
+ }
// Do the same thing with buffers
const QVector<HGLBuffer> activeBuffers = m_nodesManager->glBufferManager()->activeHandles();
@@ -1297,7 +1295,8 @@ void Renderer::updateGLResources()
if (texture == nullptr)
continue;
- // Create or Update GLTexture
+ // Create or Update GLTexture (the GLTexture instance is created if required
+ // and all things that can take place without a GL context are done here)
updateTexture(texture);
}
// We want to upload textures data at this point as the SubmissionThread and
@@ -1305,15 +1304,18 @@ void Renderer::updateGLResources()
// GLTexture
if (m_submissionContext != nullptr) {
GLTextureManager *glTextureManager = m_nodesManager->glTextureManager();
- const QVector<GLTexture *> glTextures = glTextureManager->activeResources();
+ const QVector<HGLTexture> glTextureHandles = glTextureManager->activeHandles();
// Upload texture data
- for (GLTexture *glTexture : glTextures) {
+ for (const HGLTexture &glTextureHandle : glTextureHandles) {
+ GLTexture *glTexture = glTextureManager->data(glTextureHandle);
+
+ // We create/update the actual GL texture using the GL context at this point
const GLTexture::TextureUpdateInfo info = glTexture->createOrUpdateGLTexture();
// GLTexture creation provides us width/height/format ... information
// for textures which had not initially specified these information (TargetAutomatic...)
// Gather these information and store them to be distributed by a change next frame
- const QNodeIdVector referenceTextureIds = glTextureManager->referencedTextureIds(glTexture);
+ const QNodeIdVector referenceTextureIds = { glTextureManager->texNodeIdForGLTexture.value(glTexture) };
// Store properties and referenceTextureIds
if (info.wasUpdated) {
Texture::TextureUpdateInfo updateInfo;
@@ -1324,14 +1326,10 @@ void Renderer::updateGLResources()
}
}
}
+
+ // Record ids of texture to cleanup while we are still blocking the aspect thread
+ m_textureIdsToCleanup += m_nodesManager->textureManager()->takeTexturesIdsToCleanup();
}
- // When Textures are cleaned up, their id is saved so that they can be
- // cleaned up in the render thread Note: we perform this step in second so
- // that the previous updateTexture call has a chance to find a shared
- // texture and avoid possible destroying recreating a new texture
- const QVector<Qt3DCore::QNodeId> cleanedUpTextureIds = m_nodesManager->textureManager()->takeTexturesIdsToCleanup();
- for (const Qt3DCore::QNodeId textureCleanedUpId: cleanedUpTextureIds)
- cleanupTexture(textureCleanedUpId);
}
// Render Thread
@@ -1339,92 +1337,60 @@ 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(m_nodesManager->textureImageManager());
- if (!isValid)
+ if (!isValid) {
+ qWarning() << Q_FUNC_INFO << "QTexture referencing invalid QTextureImages";
return;
-
- // For implementing unique, non-shared, non-cached textures.
- // for now, every texture is shared by default except if:
- // - texture is reference by a render attachment
- // - texture is referencing a shared texture id
- bool isUnique = texture->sharedTextureId() > 0;
-
- if (!isUnique) {
- // TO DO: Update the vector once per frame (or in a job)
- const QVector<HAttachment> activeRenderTargetOutputs = m_nodesManager->attachmentManager()->activeHandles();
- // A texture is unique if it's being reference by a render target output
- for (const HAttachment &attachmentHandle : activeRenderTargetOutputs) {
- RenderTargetOutput *attachment = m_nodesManager->attachmentManager()->data(attachmentHandle);
- if (attachment->textureUuid() == texture->peerId()) {
- isUnique = true;
- break;
- }
- }
}
+ // All textures are unique, if you instanciate twice the exact same texture
+ // this will create 2 identical GLTextures, no sharing will take place
+
// Try to find the associated GLTexture for the backend Texture
GLTextureManager *glTextureManager = m_nodesManager->glTextureManager();
GLTexture *glTexture = glTextureManager->lookupResource(texture->peerId());
- auto createOrUpdateGLTexture = [=] () {
- if (isUnique)
- glTextureManager->createUnique(texture);
- else
- glTextureManager->getOrCreateShared(texture);
- texture->unsetDirty();
- };
-
// No GLTexture associated yet -> create it
if (glTexture == nullptr) {
- createOrUpdateGLTexture();
- return;
- }
-
- // if this texture is a shared texture, we might need to look for a new TextureImpl
- // and abandon the old one
- if (glTextureManager->isShared(glTexture)) {
- glTextureManager->abandon(glTexture, texture->peerId());
- // Note: if isUnique is true, a once shared texture will become unique
- createOrUpdateGLTexture();
- return;
+ glTexture = glTextureManager->getOrCreateResource(texture->peerId());
+ glTextureManager->texNodeIdForGLTexture.insert(glTexture, texture->peerId());
}
- // this texture node is the only one referring to the GLTexture.
- // we could thus directly modify the texture. Instead, for non-unique textures,
- // we first see if there is already a matching texture present.
- if (!isUnique) {
- GLTexture *newSharedTex = glTextureManager->findMatchingShared(texture);
- if (newSharedTex && newSharedTex != glTexture) {
- glTextureManager->abandon(glTexture, texture->peerId());
- glTextureManager->adoptShared(newSharedTex, texture);
- texture->unsetDirty();
- return;
- }
- }
-
- // we hold a reference to a unique or exclusive access to a shared texture
- // we can thus modify the texture directly.
+ // Update GLTexture to match Texture instance
const Texture::DirtyFlags dirtyFlags = texture->dirtyFlags();
- if (dirtyFlags.testFlag(Texture::DirtySharedTextureId) &&
- !glTextureManager->setSharedTextureId(glTexture, texture->sharedTextureId()))
- qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setSharedTextureId failed, should be non-shared";
+ if (dirtyFlags.testFlag(Texture::DirtySharedTextureId))
+ glTexture->setSharedTextureId(texture->sharedTextureId());
- if (dirtyFlags.testFlag(Texture::DirtyProperties) &&
- !glTextureManager->setProperties(glTexture, texture->properties()))
- qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setProperties failed, should be non-shared";
+ if (dirtyFlags.testFlag(Texture::DirtyProperties))
+ glTexture->setProperties(texture->properties());
- if (dirtyFlags.testFlag(Texture::DirtyParameters) &&
- !glTextureManager->setParameters(glTexture, texture->parameters()))
- qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setParameters failed, should be non-shared";
+ if (dirtyFlags.testFlag(Texture::DirtyParameters))
+ glTexture->setParameters(texture->parameters());
+
+ // Will make the texture requestUpload
+ if (dirtyFlags.testFlag(Texture::DirtyImageGenerators)) {
+ const QNodeIdVector textureImageIds = texture->textureImageIds();
+ QVector<GLTexture::Image> images;
+ images.reserve(textureImageIds.size());
+ // TODO: Move this into GLTexture directly
+ for (const QNodeId textureImageId : textureImageIds) {
+ const TextureImage *img = m_nodesManager->textureImageManager()->lookupResource(textureImageId);
+ if (img == nullptr) {
+ qWarning() << Q_FUNC_INFO << "invalid TextureImage handle";
+ } else {
+ GLTexture::Image glImg {img->dataGenerator(), img->layer(), img->mipLevel(), img->face()};
+ images.push_back(glImg);
+ }
+ }
+ glTexture->setImages(images);
+ }
// Will make the texture requestUpload
- if (dirtyFlags.testFlag(Texture::DirtyImageGenerators) &&
- !glTextureManager->setImages(glTexture, texture->textureImageIds()))
- qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setGenerators failed, should be non-shared";
+ if (dirtyFlags.testFlag(Texture::DirtyDataGenerator))
+ glTexture->setGenerator(texture->dataGenerator());
// Will make the texture requestUpload
- if (dirtyFlags.testFlag(Texture::DirtyDataGenerator) &&
- !glTextureManager->setGenerator(glTexture, texture->dataGenerator()))
- qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setGenerator failed, should be non-shared";
+ if (dirtyFlags.testFlag(Texture::DirtyPendingDataUpdates))
+ glTexture->addTextureDataUpdates(texture->takePendingTextureDataUpdates());
// Unset the dirty flag on the texture
texture->unsetDirty();
@@ -1436,8 +1402,11 @@ void Renderer::cleanupTexture(Qt3DCore::QNodeId cleanedUpTextureId)
GLTextureManager *glTextureManager = m_nodesManager->glTextureManager();
GLTexture *glTexture = glTextureManager->lookupResource(cleanedUpTextureId);
- if (glTexture != nullptr)
- glTextureManager->abandon(glTexture, cleanedUpTextureId);
+ // Destroying the GLTexture implicitely also destroy the GL resources
+ if (glTexture != nullptr) {
+ glTextureManager->releaseResource(cleanedUpTextureId);
+ glTextureManager->texNodeIdForGLTexture.remove(glTexture);
+ }
}
// Called by SubmitRenderView
@@ -1807,6 +1776,8 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
renderBinJobs.push_back(m_expandBoundingVolumeJob);
}
+ // TO DO: Conditionally add if skeletons dirty
+ renderBinJobs.push_back(m_syncLoadingJobs);
m_updateSkinningPaletteJob->setDirtyJoints(m_nodesManager->jointManager()->dirtyJoints());
renderBinJobs.push_back(m_updateSkinningPaletteJob);
renderBinJobs.push_back(m_updateLevelOfDetailJob);
@@ -1820,10 +1791,8 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
if (dirtyBitsForFrame & AbstractRenderer::BuffersDirty)
renderBinJobs.push_back(m_bufferGathererJob);
- if (dirtyBitsForFrame & AbstractRenderer::TexturesDirty) {
- renderBinJobs.push_back(m_syncTextureLoadingJob);
+ if (dirtyBitsForFrame & AbstractRenderer::TexturesDirty)
renderBinJobs.push_back(m_textureGathererJob);
- }
// Layer cache is dependent on layers, layer filters (hence FG structure
@@ -1832,6 +1801,9 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
const bool layersDirty = dirtyBitsForFrame & AbstractRenderer::LayersDirty;
const bool layersCacheNeedsToBeRebuilt = layersDirty || entitiesEnabledDirty || frameGraphDirty;
const bool materialDirty = dirtyBitsForFrame & AbstractRenderer::MaterialDirty;
+ const bool lightsDirty = dirtyBitsForFrame & AbstractRenderer::LightsDirty;
+ const bool computeableDirty = dirtyBitsForFrame & AbstractRenderer::ComputeDirty;
+ const bool renderableDirty = dirtyBitsForFrame & AbstractRenderer::GeometryDirty;
const bool materialCacheNeedsToBeRebuilt = materialDirty || frameGraphDirty;
// Rebuild Entity Layers list if layers are dirty
@@ -1859,6 +1831,9 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
for (int i = 0; i < fgBranchCount; ++i) {
RenderViewBuilder builder(fgLeaves.at(i), i, this);
builder.setLayerCacheNeedsToBeRebuilt(layersCacheNeedsToBeRebuilt);
+ builder.setRenderableCacheNeedsToBeRebuilt(renderableDirty);
+ builder.setComputableCacheNeedsToBeRebuilt(computeableDirty);
+ builder.setLightGathererCacheNeedsToBeRebuilt(lightsDirty);
builder.setMaterialGathererCacheNeedsToBeRebuilt(materialCacheNeedsToBeRebuilt);
builder.prepareJobs();
renderBinJobs.append(builder.buildJobHierachy());
@@ -1915,9 +1890,9 @@ QAspectJobPtr Renderer::rayCastingJob()
return m_rayCastingJob;
}
-QAspectJobPtr Renderer::syncTextureLoadingJob()
+QAspectJobPtr Renderer::syncLoadingJobs()
{
- return m_syncTextureLoadingJob;
+ return m_syncLoadingJobs;
}
QAspectJobPtr Renderer::expandBoundingVolumeJob()
@@ -2239,12 +2214,11 @@ void Renderer::cleanGraphicsResources()
for (Qt3DCore::QNodeId bufferId : buffersToRelease)
m_submissionContext->releaseBuffer(bufferId);
- // Delete abandoned textures
- const QVector<GLTexture*> abandonedTextures = m_nodesManager->glTextureManager()->takeAbandonedTextures();
- for (GLTexture *tex : abandonedTextures) {
- tex->destroyGLTexture();
- delete tex;
- }
+ // When Textures are cleaned up, their id is saved so that they can be
+ // cleaned up in the render thread
+ const QVector<Qt3DCore::QNodeId> cleanedUpTextureIds = std::move(m_textureIdsToCleanup);
+ for (const Qt3DCore::QNodeId textureCleanedUpId: cleanedUpTextureIds)
+ cleanupTexture(textureCleanedUpId);
// Delete abandoned VAOs
m_abandonedVaosMutex.lock();