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-rw-r--r--src/render/renderers/opengl/renderer/renderer.cpp90
1 files changed, 49 insertions, 41 deletions
diff --git a/src/render/renderers/opengl/renderer/renderer.cpp b/src/render/renderers/opengl/renderer/renderer.cpp
index 42af03d11..3da9b6c48 100644
--- a/src/render/renderers/opengl/renderer/renderer.cpp
+++ b/src/render/renderers/opengl/renderer/renderer.cpp
@@ -91,6 +91,8 @@
#include <Qt3DRender/private/renderviewbuilder_p.h>
#include <Qt3DRender/private/setfence_p.h>
#include <Qt3DRender/private/subtreeenabler_p.h>
+#include <Qt3DRender/private/qshaderprogrambuilder_p.h>
+#include <Qt3DRender/private/qshaderprogram_p.h>
#include <Qt3DRender/qcameralens.h>
#include <Qt3DCore/private/qeventfilterservice_p.h>
@@ -191,16 +193,18 @@ Renderer::Renderer(QRenderAspect::RenderType type)
, m_updateMeshTriangleListJob(Render::UpdateMeshTriangleListJobPtr::create())
, m_filterCompatibleTechniqueJob(Render::FilterCompatibleTechniqueJobPtr::create())
, m_updateEntityLayersJob(Render::UpdateEntityLayersJobPtr::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_sendTextureChangesToFrontendJob(decltype(m_sendTextureChangesToFrontendJob)::create([] {},
- [this] (Qt3DCore::QAspectManager *m) { sendTextureChangesToFrontend(m); },
- JobTypes::SendTextureChangesToFrontend))
- , m_sendSetFenceHandlesToFrontendJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { sendSetFenceHandlesToFrontend(); }, JobTypes::SendSetFenceHandlesToFrontend))
- , m_sendDisablesToFrontendJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { sendDisablesToFrontend(); }, JobTypes::SendDisablesToFrontend))
- , m_introspectShaderJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { reloadDirtyShaders(); }, JobTypes::DirtyShaderGathering))
- , m_syncLoadingJobs(Render::GenericLambdaJobPtr<std::function<void ()>>::create([] {}, JobTypes::SyncLoadingJobs))
+ , m_bufferGathererJob(SynchronizerJobPtr::create([this] { lookForDirtyBuffers(); }, JobTypes::DirtyBufferGathering))
+ , m_vaoGathererJob(SynchronizerJobPtr::create([this] { lookForAbandonedVaos(); }, JobTypes::DirtyVaoGathering))
+ , m_textureGathererJob(SynchronizerJobPtr::create([this] { lookForDirtyTextures(); }, JobTypes::DirtyTextureGathering))
+ , m_sendTextureChangesToFrontendJob(SynchronizerPostFramePtr::create([] {},
+ [this] (Qt3DCore::QAspectManager *m) { sendTextureChangesToFrontend(m); },
+ JobTypes::SendTextureChangesToFrontend))
+ , m_sendSetFenceHandlesToFrontendJob(SynchronizerJobPtr::create([this] { sendSetFenceHandlesToFrontend(); }, JobTypes::SendSetFenceHandlesToFrontend))
+ , m_sendDisablesToFrontendJob(SynchronizerJobPtr::create([this] { sendDisablesToFrontend(); }, JobTypes::SendDisablesToFrontend))
+ , m_introspectShaderJob(SynchronizerPostFramePtr::create([this] { reloadDirtyShaders(); },
+ [this] (Qt3DCore::QAspectManager *m) { sendShaderChangesToFrontend(m); },
+ JobTypes::DirtyShaderGathering))
+ , m_syncLoadingJobs(SynchronizerJobPtr::create([] {}, JobTypes::SyncLoadingJobs))
, m_ownedContext(false)
, m_offscreenHelper(nullptr)
, m_shouldSwapBuffers(true)
@@ -1104,45 +1108,22 @@ void Renderer::reloadDirtyShaders()
if (shaderBuilder) {
shaderBuilder->setGraphicsApi(*technique->graphicsApiFilter());
- for (int i = 0; i <= ShaderBuilder::Compute; i++) {
- const auto builderType = static_cast<ShaderBuilder::ShaderType>(i);
- if (!shaderBuilder->shaderGraph(builderType).isValid())
+ for (int i = 0; i <= QShaderProgram::Compute; i++) {
+ const auto shaderType = static_cast<QShaderProgram::ShaderType>(i);
+ if (!shaderBuilder->shaderGraph(shaderType).isValid())
continue;
- if (shaderBuilder->isShaderCodeDirty(builderType)) {
- shaderBuilder->generateCode(builderType);
+ if (shaderBuilder->isShaderCodeDirty(shaderType)) {
+ shaderBuilder->generateCode(shaderType);
+ m_shaderBuilderUpdates.append(std::move(shaderBuilder->updates()));
}
- QShaderProgram::ShaderType shaderType = QShaderProgram::Vertex;
- switch (builderType) {
- case ShaderBuilder::Vertex:
- shaderType = QShaderProgram::Vertex;
- break;
- case ShaderBuilder::TessellationControl:
- shaderType = QShaderProgram::TessellationControl;
- break;
- case ShaderBuilder::TessellationEvaluation:
- shaderType = QShaderProgram::TessellationEvaluation;
- break;
- case ShaderBuilder::Geometry:
- shaderType = QShaderProgram::Geometry;
- break;
- case ShaderBuilder::Fragment:
- shaderType = QShaderProgram::Fragment;
- break;
- case ShaderBuilder::Compute:
- shaderType = QShaderProgram::Compute;
- break;
- }
-
- const auto code = shaderBuilder->shaderCode(builderType);
+ const auto code = shaderBuilder->shaderCode(shaderType);
shader->setShaderCode(shaderType, code);
}
}
- if (Q_UNLIKELY(shader->hasPendingNotifications()))
- shader->submitPendingNotifications();
- // If the shader hasn't be loaded, load it
+ // If the shader hasn't been loaded, load it
if (shader != nullptr && !shader->isLoaded())
loadShader(shader, shaderHandle);
}
@@ -1150,6 +1131,33 @@ void Renderer::reloadDirtyShaders()
}
}
+// Executed in job postFrame
+void Renderer::sendShaderChangesToFrontend(Qt3DCore::QAspectManager *manager)
+{
+ Q_ASSERT(isRunning());
+
+ // Sync Shader
+ const QVector<HShader> activeShaders = m_nodesManager->shaderManager()->activeHandles();
+ for (const HShader &handle :activeShaders) {
+ Shader *s = m_nodesManager->shaderManager()->data(handle);
+ if (s->requiresFrontendSync()) {
+ QShaderProgram *frontend = static_cast<decltype(frontend)>(manager->lookupNode(s->peerId()));
+ QShaderProgramPrivate *dFrontend = static_cast<decltype(dFrontend)>(QNodePrivate::get(frontend));
+ dFrontend->setStatus(s->status());
+ dFrontend->setLog(s->log());
+ s->unsetRequiresFrontendSync();
+ }
+ }
+
+ // Sync ShaderBuilder
+ const QVector<ShaderBuilderUpdate> shaderBuilderUpdates = std::move(m_shaderBuilderUpdates);
+ for (const ShaderBuilderUpdate &update : shaderBuilderUpdates) {
+ QShaderProgramBuilder *builder = static_cast<decltype(builder)>(manager->lookupNode(update.builderId));
+ QShaderProgramBuilderPrivate *dBuilder = static_cast<decltype(dBuilder)>(QNodePrivate::get(builder));
+ dBuilder->setShaderCode(update.shaderCode, update.shaderType);
+ }
+}
+
// Executed in a job (as postFrame)
void Renderer::sendTextureChangesToFrontend(Qt3DCore::QAspectManager *manager)
{