diff options
Diffstat (limited to 'src/render/renderers/opengl/renderer/renderer.cpp')
-rw-r--r-- | src/render/renderers/opengl/renderer/renderer.cpp | 42 |
1 files changed, 14 insertions, 28 deletions
diff --git a/src/render/renderers/opengl/renderer/renderer.cpp b/src/render/renderers/opengl/renderer/renderer.cpp index e7112b3f4..2df3d1270 100644 --- a/src/render/renderers/opengl/renderer/renderer.cpp +++ b/src/render/renderers/opengl/renderer/renderer.cpp @@ -192,7 +192,6 @@ Renderer::Renderer(QRenderAspect::RenderType type) , m_updateMeshTriangleListJob(Render::UpdateMeshTriangleListJobPtr::create()) , m_filterCompatibleTechniqueJob(Render::FilterCompatibleTechniqueJobPtr::create()) , m_updateEntityLayersJob(Render::UpdateEntityLayersJobPtr::create()) - , m_updateEntityHierarchyJob(Render::UpdateEntityHierarchyJobPtr::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)) @@ -213,9 +212,6 @@ Renderer::Renderer(QRenderAspect::RenderType type) if (m_renderThread) m_renderThread->waitForStart(); - m_worldTransformJob->addDependency(m_updateEntityHierarchyJob); - m_updateEntityLayersJob->addDependency(m_updateEntityHierarchyJob); - // Create jobs to update transforms and bounding volumes // We can only update bounding volumes once all world transforms are known m_updateWorldBoundingVolumeJob->addDependency(m_worldTransformJob); @@ -304,7 +300,6 @@ void Renderer::setNodeManagers(NodeManagers *managers) m_filterCompatibleTechniqueJob->setManager(m_nodesManager->techniqueManager()); m_updateEntityLayersJob->setManager(m_nodesManager); m_updateTreeEnabledJob->setManagers(m_nodesManager); - m_updateEntityHierarchyJob->setManager(m_nodesManager); } void Renderer::setServices(QServiceLocator *services) @@ -448,7 +443,7 @@ void Renderer::shutdown() QMutexLocker lock(&m_hasBeenInitializedMutex); qCDebug(Backend) << Q_FUNC_INFO << "Requesting renderer shutdown"; - m_running.store(0); + m_running.storeRelaxed(0); // We delete any renderqueue that we may not have had time to render // before the surface was destroyed @@ -559,10 +554,9 @@ Render::FrameGraphNode *Renderer::frameGraphRoot() const // 2) setSceneRoot waits to acquire initialization // 3) submitRenderView -> check for surface // -> make surface current + create proper glHelper if needed -void Renderer::setSceneRoot(QBackendNodeFactory *factory, Entity *sgRoot) +void Renderer::setSceneRoot(Entity *sgRoot) { Q_ASSERT(sgRoot); - Q_UNUSED(factory); // If initialization hasn't been completed we must wait m_waitForInitializationToBeCompleted.acquire(); @@ -620,7 +614,7 @@ void Renderer::render() // One scene description // One framegraph description - while (m_running.load() > 0) { + while (m_running.loadRelaxed() > 0) { doRender(); // TO DO: Restore windows exposed detection // Probably needs to happens some place else though @@ -790,7 +784,7 @@ void Renderer::enqueueRenderView(Render::RenderView *renderView, int 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()) + if (m_renderThread && m_running.loadRelaxed()) Q_ASSERT(m_submitRenderViewsSemaphore.available() == 0); m_submitRenderViewsSemaphore.release(1); } @@ -799,7 +793,7 @@ void Renderer::enqueueRenderView(Render::RenderView *renderView, int submitOrder bool Renderer::canRender() const { // Make sure that we've not been told to terminate - if (m_renderThread && !m_running.load()) { + if (m_renderThread && !m_running.loadRelaxed()) { qCDebug(Rendering) << "RenderThread termination requested whilst waiting"; return false; } @@ -818,7 +812,7 @@ bool Renderer::isReadyToSubmit() m_submitRenderViewsSemaphore.acquire(1); // Check if shutdown has been requested - if (m_running.load() == 0) + if (m_running.loadRelaxed() == 0) return false; // The semaphore should only @@ -1425,7 +1419,7 @@ Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVector<Ren const int renderViewsCount = renderViews.size(); quint64 frameElapsed = queueElapsed; - m_lastFrameCorrect.store(1); // everything fine until now..... + m_lastFrameCorrect.storeRelaxed(1); // everything fine until now..... qCDebug(Memory) << Q_FUNC_INFO << "rendering frame "; @@ -1458,7 +1452,7 @@ Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVector<Ren // to use when surface is null. Or if we should instead expose an // offscreensurface to Qt3D. if (!surface || !surfaceLock.isSurfaceValid()) { - m_lastFrameCorrect.store(0); + m_lastFrameCorrect.storeRelaxed(0); continue; } @@ -1478,7 +1472,7 @@ Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVector<Ren // next RenderView. We won't get the full frame but we may get something if (!m_submissionContext->beginDrawing(surface)) { qWarning() << "Failed to make OpenGL context current on surface"; - m_lastFrameCorrect.store(0); + m_lastFrameCorrect.storeRelaxed(0); continue; } @@ -1579,7 +1573,7 @@ Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVector<Ren // Execute the render commands if (!executeCommandsSubmission(renderView)) - m_lastFrameCorrect.store(0); // something went wrong; make sure to render the next frame! + m_lastFrameCorrect.storeRelaxed(0); // something went wrong; make sure to render the next frame! // executeCommandsSubmission takes care of restoring the stateset to the value // of gc->currentContext() at the moment it was called (either @@ -1682,7 +1676,7 @@ bool Renderer::shouldRender() || m_renderThread == nullptr // <==> we use Scene3D || m_dirtyBits.marked != 0 || m_dirtyBits.remaining != 0 - || !m_lastFrameCorrect.load()); + || !m_lastFrameCorrect.loadRelaxed()); } void Renderer::skipNextFrame() @@ -1749,17 +1743,14 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs() // Add jobs const bool entitiesEnabledDirty = dirtyBitsForFrame & AbstractRenderer::EntityEnabledDirty; - const bool entityHierarchyNeedsToBeRebuilt = dirtyBitsForFrame & AbstractRenderer::EntityHierarchyDirty; - if (entitiesEnabledDirty || entityHierarchyNeedsToBeRebuilt) { + if (entitiesEnabledDirty) { renderBinJobs.push_back(m_updateTreeEnabledJob); // This dependency is added here because we clear all dependencies // at the start of this function. m_calculateBoundingVolumeJob->addDependency(m_updateTreeEnabledJob); - m_calculateBoundingVolumeJob->addDependency(m_updateEntityHierarchyJob); } - if (dirtyBitsForFrame & AbstractRenderer::TransformDirty || - dirtyBitsForFrame & AbstractRenderer::EntityHierarchyDirty) { + if (dirtyBitsForFrame & AbstractRenderer::TransformDirty) { renderBinJobs.push_back(m_worldTransformJob); renderBinJobs.push_back(m_updateWorldBoundingVolumeJob); renderBinJobs.push_back(m_updateShaderDataTransformJob); @@ -1772,7 +1763,6 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs() } if (dirtyBitsForFrame & AbstractRenderer::GeometryDirty || - dirtyBitsForFrame & AbstractRenderer::EntityHierarchyDirty || dirtyBitsForFrame & AbstractRenderer::TransformDirty) { renderBinJobs.push_back(m_expandBoundingVolumeJob); } @@ -1799,7 +1789,7 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs() // Layer cache is dependent on layers, layer filters (hence FG structure // changes) and the enabled flag on entities const bool frameGraphDirty = dirtyBitsForFrame & AbstractRenderer::FrameGraphDirty; - const bool layersDirty = dirtyBitsForFrame & AbstractRenderer::LayersDirty || entityHierarchyNeedsToBeRebuilt; + const bool layersDirty = dirtyBitsForFrame & AbstractRenderer::LayersDirty; const bool layersCacheNeedsToBeRebuilt = layersDirty || entitiesEnabledDirty || frameGraphDirty; const bool materialDirty = dirtyBitsForFrame & AbstractRenderer::MaterialDirty; const bool lightsDirty = dirtyBitsForFrame & AbstractRenderer::LightsDirty; @@ -1807,10 +1797,6 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs() const bool renderableDirty = dirtyBitsForFrame & AbstractRenderer::GeometryDirty; const bool materialCacheNeedsToBeRebuilt = materialDirty || frameGraphDirty; - // Rebuild Entity Hierarchy if dirty - if (entityHierarchyNeedsToBeRebuilt) - renderBinJobs.push_back(m_updateEntityHierarchyJob); - // Rebuild Entity Layers list if layers are dirty if (layersDirty) renderBinJobs.push_back(m_updateEntityLayersJob); |