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-rw-r--r--src/render/renderers/opengl/renderer/renderviewbuilder.cpp586
1 files changed, 291 insertions, 295 deletions
diff --git a/src/render/renderers/opengl/renderer/renderviewbuilder.cpp b/src/render/renderers/opengl/renderer/renderviewbuilder.cpp
index 83fab301a..8f1b17119 100644
--- a/src/render/renderers/opengl/renderer/renderviewbuilder.cpp
+++ b/src/render/renderers/opengl/renderer/renderviewbuilder.cpp
@@ -50,18 +50,73 @@ namespace Render {
// In some cases having less jobs is better (especially on fast cpus where
// splitting just adds more overhead). Ideally, we should try to set the value
// depending on the platform/CPU/nbr of cores
-const int RenderViewBuilder::m_optimalParallelJobCount = std::max(std::min(4, QThread::idealThreadCount()), 2);
+const int RenderViewBuilder::m_optimalParallelJobCount = QThread::idealThreadCount();
namespace {
-class SyncRenderViewCommandBuilders
+int findIdealNumberOfWorkers(int elementCount, int packetSize = 100)
+{
+ if (elementCount == 0 || packetSize == 0)
+ return 0;
+ return std::min(std::max(elementCount / packetSize, 1), RenderViewBuilder::optimalJobCount());
+}
+
+
+class SyncPreCommandBuilding
{
public:
- explicit SyncRenderViewCommandBuilders(const RenderViewInitializerJobPtr &renderViewJob,
- const QVector<RenderViewBuilderJobPtr> &renderViewBuilderJobs,
- Renderer *renderer)
+ explicit SyncPreCommandBuilding(RenderViewInitializerJobPtr renderViewInitializerJob,
+ const QVector<RenderViewCommandBuilderJobPtr> &renderViewCommandBuilderJobs,
+ Renderer *renderer,
+ FrameGraphNode *leafNode)
+ : m_renderViewInitializer(renderViewInitializerJob)
+ , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs)
+ , m_renderer(renderer)
+ , m_leafNode(leafNode)
+ {
+ }
+
+ void operator()()
+ {
+ // Split commands to build among jobs
+ QMutexLocker lock(m_renderer->cache()->mutex());
+ // Rebuild RenderCommands for all entities in RV (ignoring filtering)
+ RendererCache *cache = m_renderer->cache();
+ const RendererCache::LeafNodeData &dataCacheForLeaf = cache->leafNodeCache[m_leafNode];
+ RenderView *rv = m_renderViewInitializer->renderView();
+ const auto entities = !rv->isCompute() ? cache->renderableEntities : cache->computeEntities;
+
+ rv->setMaterialParameterTable(dataCacheForLeaf.materialParameterGatherer);
+
+ lock.unlock();
+
+ // Split among the ideal number of command builders
+ const int idealPacketSize = std::min(std::max(100, entities.size() / RenderViewBuilder::optimalJobCount()), entities.size());
+ // Try to split work into an ideal number of workers
+ const int m = findIdealNumberOfWorkers(entities.size(), idealPacketSize);
+
+ for (int i = 0; i < m; ++i) {
+ const RenderViewCommandBuilderJobPtr renderViewCommandBuilder = m_renderViewCommandBuilderJobs.at(i);
+ const int count = (i == m - 1) ? entities.size() - (i * idealPacketSize) : idealPacketSize;
+ renderViewCommandBuilder->setEntities(entities, i * idealPacketSize, count);
+ }
+ }
+
+private:
+ RenderViewInitializerJobPtr m_renderViewInitializer;
+ QVector<RenderViewCommandBuilderJobPtr> m_renderViewCommandBuilderJobs;
+ Renderer *m_renderer;
+ FrameGraphNode *m_leafNode;
+};
+
+class SyncRenderViewPostCommandUpdate
+{
+public:
+ explicit SyncRenderViewPostCommandUpdate(const RenderViewInitializerJobPtr &renderViewJob,
+ const QVector<RenderViewCommandUpdaterJobPtr> &renderViewCommandUpdateJobs,
+ Renderer *renderer)
: m_renderViewJob(renderViewJob)
- , m_renderViewBuilderJobs(renderViewBuilderJobs)
+ , m_renderViewCommandUpdaterJobs(renderViewCommandUpdateJobs)
, m_renderer(renderer)
{}
@@ -70,20 +125,16 @@ public:
// Append all the commands and sort them
RenderView *rv = m_renderViewJob->renderView();
- int totalCommandCount = 0;
- for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs))
- totalCommandCount += renderViewCommandBuilder->commands().size();
-
- QVector<RenderCommand *> commands;
- commands.reserve(totalCommandCount);
+ const EntityRenderCommandDataPtr commandData = m_renderViewCommandUpdaterJobs.first()->renderables();
- // Reduction
- for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs))
- commands += std::move(renderViewCommandBuilder->commands());
- rv->setCommands(commands);
+ if (commandData) {
+ const QVector<RenderCommand> commands = std::move(commandData->commands);
+ rv->setCommands(commands);
- // Sort the commands
- rv->sort();
+ // TO DO: Find way to store commands once or at least only when required
+ // Sort the commands
+ rv->sort();
+ }
// Enqueue our fully populated RenderView with the RenderThread
m_renderer->enqueueRenderView(rv, m_renderViewJob->submitOrderIndex());
@@ -91,15 +142,15 @@ public:
private:
RenderViewInitializerJobPtr m_renderViewJob;
- QVector<RenderViewBuilderJobPtr> m_renderViewBuilderJobs;
+ QVector<RenderViewCommandUpdaterJobPtr> m_renderViewCommandUpdaterJobs;
Renderer *m_renderer;
};
-class SyncFrustumCulling
+class SyncPreFrustumCulling
{
public:
- explicit SyncFrustumCulling(const RenderViewInitializerJobPtr &renderViewJob,
- const FrustumCullingJobPtr &frustumCulling)
+ explicit SyncPreFrustumCulling(const RenderViewInitializerJobPtr &renderViewJob,
+ const FrustumCullingJobPtr &frustumCulling)
: m_renderViewJob(renderViewJob)
, m_frustumCullingJob(frustumCulling)
{}
@@ -120,21 +171,23 @@ private:
FrustumCullingJobPtr m_frustumCullingJob;
};
-class SyncRenderViewInitialization
+class SyncRenderViewPostInitialization
{
public:
- explicit SyncRenderViewInitialization(const RenderViewInitializerJobPtr &renderViewJob,
- const FrustumCullingJobPtr &frustumCullingJob,
- const FilterLayerEntityJobPtr &filterEntityByLayerJob,
- const FilterProximityDistanceJobPtr &filterProximityJob,
- const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs,
- const QVector<RenderViewBuilderJobPtr> &renderViewBuilderJobs)
+ explicit SyncRenderViewPostInitialization(const RenderViewInitializerJobPtr &renderViewJob,
+ const FrustumCullingJobPtr &frustumCullingJob,
+ const FilterLayerEntityJobPtr &filterEntityByLayerJob,
+ const FilterProximityDistanceJobPtr &filterProximityJob,
+ const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs,
+ const QVector<RenderViewCommandUpdaterJobPtr> &renderViewCommandUpdaterJobs,
+ const QVector<RenderViewCommandBuilderJobPtr> &renderViewCommandBuilderJobs)
: m_renderViewJob(renderViewJob)
, m_frustumCullingJob(frustumCullingJob)
, m_filterEntityByLayerJob(filterEntityByLayerJob)
, m_filterProximityJob(filterProximityJob)
, m_materialGathererJobs(materialGathererJobs)
- , m_renderViewBuilderJobs(renderViewBuilderJobs)
+ , m_renderViewCommandUpdaterJobs(renderViewCommandUpdaterJobs)
+ , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs)
{}
void operator()()
@@ -154,8 +207,10 @@ public:
materialGatherer->setTechniqueFilter(const_cast<TechniqueFilter *>(rv->techniqueFilter()));
}
- // Command builders
- for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs))
+ // Command builders and updates
+ for (const auto &renderViewCommandUpdater : qAsConst(m_renderViewCommandUpdaterJobs))
+ renderViewCommandUpdater->setRenderView(rv);
+ for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewCommandBuilderJobs))
renderViewCommandBuilder->setRenderView(rv);
// Set whether frustum culling is enabled or not
@@ -168,26 +223,31 @@ private:
FilterLayerEntityJobPtr m_filterEntityByLayerJob;
FilterProximityDistanceJobPtr m_filterProximityJob;
QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs;
- QVector<RenderViewBuilderJobPtr> m_renderViewBuilderJobs;
+ QVector<RenderViewCommandUpdaterJobPtr> m_renderViewCommandUpdaterJobs;
+ QVector<RenderViewCommandBuilderJobPtr> m_renderViewCommandBuilderJobs;
};
-class SyncRenderCommandBuilding
+class SyncRenderViewPreCommandUpdate
{
public:
- explicit SyncRenderCommandBuilding(const RenderViewInitializerJobPtr &renderViewJob,
- const FrustumCullingJobPtr &frustumCullingJob,
- const FilterProximityDistanceJobPtr &filterProximityJob,
- const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs,
- const QVector<RenderViewBuilderJobPtr> &renderViewBuilderJobs,
- Renderer *renderer,
- FrameGraphNode *leafNode)
+ explicit SyncRenderViewPreCommandUpdate(const RenderViewInitializerJobPtr &renderViewJob,
+ const FrustumCullingJobPtr &frustumCullingJob,
+ const FilterProximityDistanceJobPtr &filterProximityJob,
+ const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs,
+ const QVector<RenderViewCommandUpdaterJobPtr> &renderViewCommandUpdaterJobs,
+ const QVector<RenderViewCommandBuilderJobPtr> &renderViewCommandBuilderJobs,
+ Renderer *renderer,
+ FrameGraphNode *leafNode,
+ bool fullCommandRebuild)
: m_renderViewJob(renderViewJob)
, m_frustumCullingJob(frustumCullingJob)
, m_filterProximityJob(filterProximityJob)
, m_materialGathererJobs(materialGathererJobs)
- , m_renderViewBuilderJobs(renderViewBuilderJobs)
+ , m_renderViewCommandUpdaterJobs(renderViewCommandUpdaterJobs)
+ , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs)
, m_renderer(renderer)
, m_leafNode(leafNode)
+ , m_fullRebuild(fullCommandRebuild)
{}
void operator()()
@@ -197,21 +257,44 @@ public:
RenderView *rv = m_renderViewJob->renderView();
if (!rv->noDraw()) {
- QVector<Entity *> renderableEntities;
- const bool isDraw = !rv->isCompute();
- QMutexLocker lock(m_renderer->cache()->mutex());
- const auto& cacheData = m_renderer->cache()->leafNodeCache.value(m_leafNode);
+ ///////// CACHE LOCKED ////////////
+ // Retrieve Data from Cache
+ RendererCache *cache = m_renderer->cache();
+ QMutexLocker lock(cache->mutex());
+ Q_ASSERT(cache->leafNodeCache.contains(m_leafNode));
- if (isDraw)
- renderableEntities = cacheData.renderableEntities;
- else
- renderableEntities = cacheData.computeEntities;
-
- const QVector<Entity *> filteredEntities = cacheData.filterEntitiesByLayer;
- QVector<LightSource> lightSources = cacheData.gatheredLights;
- rv->setEnvironmentLight(cacheData.environmentLight);
+ const bool isDraw = !rv->isCompute();
+ const RendererCache::LeafNodeData &dataCacheForLeaf = cache->leafNodeCache[m_leafNode];
+
+ // Rebuild RenderCommands if required
+ // This should happen fairly infrequently (FrameGraph Change, Geometry/Material change)
+ // and allow to skip that step most of the time
+ if (m_fullRebuild) {
+ EntityRenderCommandData commandData;
+ // Reduction
+ {
+ int totalCommandCount = 0;
+ for (const RenderViewCommandBuilderJobPtr &renderViewCommandBuilder : qAsConst(m_renderViewCommandBuilderJobs))
+ totalCommandCount += renderViewCommandBuilder->commandData().size();
+ commandData.reserve(totalCommandCount);
+ for (const RenderViewCommandBuilderJobPtr &renderViewCommandBuilder : qAsConst(m_renderViewCommandBuilderJobs))
+ commandData += std::move(renderViewCommandBuilder->commandData());
+ }
+
+
+ // Store new cache
+ RendererCache::LeafNodeData &writableCacheForLeaf = cache->leafNodeCache[m_leafNode];
+ writableCacheForLeaf.renderCommandData = std::move(commandData);
+ }
+ const EntityRenderCommandData commandData = dataCacheForLeaf.renderCommandData;
+ const QVector<Entity *> filteredEntities = dataCacheForLeaf.filterEntitiesByLayer;
+ QVector<Entity *> renderableEntities = isDraw ? cache->renderableEntities : cache->computeEntities;
+ QVector<LightSource> lightSources = cache->gatheredLights;
+ rv->setMaterialParameterTable(dataCacheForLeaf.materialParameterGatherer);
+ rv->setEnvironmentLight(cache->environmentLight);
lock.unlock();
+ ///////// END OF CACHE LOCKED ////////////
// Filter out entities that weren't selected by the layer filters
// Remove all entities from the compute and renderable vectors that aren't in the filtered layer vector
@@ -229,22 +312,52 @@ public:
if (rv->frustumCulling())
renderableEntities = RenderViewBuilder::entitiesInSubset(renderableEntities, m_frustumCullingJob->visibleEntities());
// Filter out entities which didn't satisfy proximity filtering
- renderableEntities = RenderViewBuilder::entitiesInSubset(renderableEntities, m_filterProximityJob->filteredEntities());
+ if (!rv->proximityFilterIds().empty())
+ renderableEntities = RenderViewBuilder::entitiesInSubset(renderableEntities, m_filterProximityJob->filteredEntities());
}
- // Split among the number of command builders
- int i = 0;
- const int m = RenderViewBuilder::optimalJobCount() - 1;
- const int packetSize = renderableEntities.size() / RenderViewBuilder::optimalJobCount();
- while (i < m) {
- const RenderViewBuilderJobPtr renderViewCommandBuilder = m_renderViewBuilderJobs.at(i);
- renderViewCommandBuilder->setRenderables(renderableEntities.mid(i * packetSize, packetSize));
- ++i;
+ // Early return in case we have nothing to filter
+ if (renderableEntities.size() == 0)
+ return;
+
+ // Filter out Render commands for which the Entity wasn't selected because
+ // of frustum, proximity or layer filtering
+ EntityRenderCommandDataPtr filteredCommandData = EntityRenderCommandDataPtr::create();
+ filteredCommandData->reserve(renderableEntities.size());
+ // Because dataCacheForLeaf.renderableEntities or computeEntities are sorted
+ // What we get out of EntityRenderCommandData is also sorted by Entity
+ auto eIt = std::cbegin(renderableEntities);
+ const auto eEnd = std::cend(renderableEntities);
+ int cIt = 0;
+ const int cEnd = commandData.size();
+
+ while (eIt != eEnd) {
+ const Entity *targetEntity = *eIt;
+ // Advance until we have commands whose Entity has a lower address
+ // than the selected filtered entity
+ while (cIt != cEnd && commandData.entities.at(cIt) < targetEntity)
+ ++cIt;
+
+ // Push pointers to command data for all commands that match the
+ // entity
+ while (cIt != cEnd && commandData.entities.at(cIt) == targetEntity) {
+ filteredCommandData->push_back(commandData.entities.at(cIt),
+ commandData.commands.at(cIt),
+ commandData.passesData.at(cIt));
+ ++cIt;
+ }
+ ++eIt;
}
- m_renderViewBuilderJobs.at(i)->setRenderables(renderableEntities.mid(i * packetSize, packetSize + renderableEntities.size() % (m + 1)));
- {
- QMutexLocker rendererCacheLock(m_renderer->cache()->mutex());
- rv->setMaterialParameterTable(m_renderer->cache()->leafNodeCache.value(m_leafNode).materialParameterGatherer);
+
+ // Split among the number of command builders
+ // The idealPacketSize is at least 100 entities per worker
+ const int idealPacketSize = std::min(std::max(100, filteredCommandData->size() / RenderViewBuilder::optimalJobCount()), filteredCommandData->size());
+ const int m = findIdealNumberOfWorkers(filteredCommandData->size(), idealPacketSize);
+
+ for (int i = 0; i < m; ++i) {
+ const RenderViewCommandUpdaterJobPtr renderViewCommandBuilder = m_renderViewCommandUpdaterJobs.at(i);
+ const int count = (i == m - 1) ? filteredCommandData->size() - (i * idealPacketSize) : idealPacketSize;
+ renderViewCommandBuilder->setRenderables(filteredCommandData, i * idealPacketSize, count);
}
}
}
@@ -254,9 +367,11 @@ private:
FrustumCullingJobPtr m_frustumCullingJob;
FilterProximityDistanceJobPtr m_filterProximityJob;
QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs;
- QVector<RenderViewBuilderJobPtr> m_renderViewBuilderJobs;
+ QVector<RenderViewCommandUpdaterJobPtr> m_renderViewCommandUpdaterJobs;
+ QVector<RenderViewCommandBuilderJobPtr> m_renderViewCommandBuilderJobs;
Renderer *m_renderer;
FrameGraphNode *m_leafNode;
+ bool m_fullRebuild;
};
class SetClearDrawBufferIndex
@@ -335,84 +450,6 @@ private:
FrameGraphNode *m_leafNode;
};
-class SyncLightsGatherer
-{
-public:
- explicit SyncLightsGatherer(LightGathererPtr gatherJob,
- Renderer *renderer,
- FrameGraphNode *leafNode)
- : m_gatherJob(gatherJob)
- , m_renderer(renderer)
- , m_leafNode(leafNode)
- {
- }
-
- void operator()()
- {
- QMutexLocker lock(m_renderer->cache()->mutex());
- RendererCache::LeafNodeData &dataCacheForLeaf = m_renderer->cache()->leafNodeCache[m_leafNode];
- dataCacheForLeaf.gatheredLights = m_gatherJob->lights();
- dataCacheForLeaf.environmentLight = m_gatherJob->takeEnvironmentLight();
- }
-
-private:
- LightGathererPtr m_gatherJob;
- Renderer *m_renderer;
- FrameGraphNode *m_leafNode;
-};
-
-class SyncRenderableEntities
-{
-public:
- explicit SyncRenderableEntities(RenderableEntityFilterPtr gatherJob,
- Renderer *renderer,
- FrameGraphNode *leafNode)
- : m_gatherJob(gatherJob)
- , m_renderer(renderer)
- , m_leafNode(leafNode)
- {
- }
-
- void operator()()
- {
- QMutexLocker lock(m_renderer->cache()->mutex());
- RendererCache::LeafNodeData &dataCacheForLeaf = m_renderer->cache()->leafNodeCache[m_leafNode];
- dataCacheForLeaf.renderableEntities = m_gatherJob->filteredEntities();
- std::sort(dataCacheForLeaf.renderableEntities.begin(), dataCacheForLeaf.renderableEntities.end());
- }
-
-private:
- RenderableEntityFilterPtr m_gatherJob;
- Renderer *m_renderer;
- FrameGraphNode *m_leafNode;
-};
-
-class SyncComputableEntities
-{
-public:
- explicit SyncComputableEntities(ComputableEntityFilterPtr gatherJob,
- Renderer *renderer,
- FrameGraphNode *leafNode)
- : m_gatherJob(gatherJob)
- , m_renderer(renderer)
- , m_leafNode(leafNode)
- {
- }
-
- void operator()()
- {
- QMutexLocker lock(m_renderer->cache()->mutex());
- RendererCache::LeafNodeData &dataCacheForLeaf = m_renderer->cache()->leafNodeCache[m_leafNode];
- dataCacheForLeaf.computeEntities = m_gatherJob->filteredEntities();
- std::sort(dataCacheForLeaf.computeEntities.begin(), dataCacheForLeaf.computeEntities.end());
- }
-
-private:
- ComputableEntityFilterPtr m_gatherJob;
- Renderer *m_renderer;
- FrameGraphNode *m_leafNode;
-};
-
} // anonymous
RenderViewBuilder::RenderViewBuilder(Render::FrameGraphNode *leafNode, int renderViewIndex, Renderer *renderer)
@@ -421,13 +458,11 @@ RenderViewBuilder::RenderViewBuilder(Render::FrameGraphNode *leafNode, int rende
, m_renderer(renderer)
, m_layerCacheNeedsToBeRebuilt(false)
, m_materialGathererCacheNeedsToBeRebuilt(false)
- , m_lightsCacheNeedsToBeRebuilt(false)
- , m_renderableCacheNeedsToBeRebuilt(false)
- , m_computableCacheNeedsToBeRebuilt(false)
+ , m_renderCommandCacheNeedsToBeRebuilt(false)
, m_renderViewJob(RenderViewInitializerJobPtr::create())
, m_filterEntityByLayerJob()
, m_frustumCullingJob(new Render::FrustumCullingJob())
- , m_syncFrustumCullingJob(SynchronizerJobPtr::create(SyncFrustumCulling(m_renderViewJob, m_frustumCullingJob), JobTypes::SyncFrustumCulling))
+ , m_syncPreFrustumCullingJob(SynchronizerJobPtr::create(SyncPreFrustumCulling(m_renderViewJob, m_frustumCullingJob), JobTypes::SyncFrustumCulling))
, m_setClearDrawBufferIndexJob(SynchronizerJobPtr::create(SetClearDrawBufferIndex(m_renderViewJob), JobTypes::ClearBufferDrawIndex))
, m_syncFilterEntityByLayerJob()
, m_filterProximityJob(Render::FilterProximityDistanceJobPtr::create())
@@ -444,54 +479,49 @@ FilterLayerEntityJobPtr RenderViewBuilder::filterEntityByLayerJob() const
return m_filterEntityByLayerJob;
}
-LightGathererPtr RenderViewBuilder::lightGathererJob() const
-{
- return m_lightGathererJob;
-}
-
-RenderableEntityFilterPtr RenderViewBuilder::renderableEntityFilterJob() const
+FrustumCullingJobPtr RenderViewBuilder::frustumCullingJob() const
{
- return m_renderableEntityFilterJob;
+ return m_frustumCullingJob;
}
-ComputableEntityFilterPtr RenderViewBuilder::computableEntityFilterJob() const
+QVector<RenderViewCommandUpdaterJobPtr> RenderViewBuilder::renderViewCommandUpdaterJobs() const
{
- return m_computableEntityFilterJob;
+ return m_renderViewCommandUpdaterJobs;
}
-FrustumCullingJobPtr RenderViewBuilder::frustumCullingJob() const
+QVector<RenderViewCommandBuilderJobPtr> RenderViewBuilder::renderViewCommandBuilderJobs() const
{
- return m_frustumCullingJob;
+ return m_renderViewCommandBuilderJobs;
}
-QVector<RenderViewBuilderJobPtr> RenderViewBuilder::renderViewBuilderJobs() const
+QVector<MaterialParameterGathererJobPtr> RenderViewBuilder::materialGathererJobs() const
{
- return m_renderViewBuilderJobs;
+ return m_materialGathererJobs;
}
-QVector<MaterialParameterGathererJobPtr> RenderViewBuilder::materialGathererJobs() const
+SynchronizerJobPtr RenderViewBuilder::syncRenderViewPostInitializationJob() const
{
- return m_materialGathererJobs;
+ return m_syncRenderViewPostInitializationJob;
}
-SynchronizerJobPtr RenderViewBuilder::syncRenderViewInitializationJob() const
+SynchronizerJobPtr RenderViewBuilder::syncPreFrustumCullingJob() const
{
- return m_syncRenderViewInitializationJob;
+ return m_syncPreFrustumCullingJob;
}
-SynchronizerJobPtr RenderViewBuilder::syncFrustumCullingJob() const
+SynchronizerJobPtr RenderViewBuilder::syncRenderViewPreCommandBuildingJob() const
{
- return m_syncFrustumCullingJob;
+ return m_syncRenderViewPreCommandBuildingJob;
}
-SynchronizerJobPtr RenderViewBuilder::syncRenderCommandBuildingJob() const
+SynchronizerJobPtr RenderViewBuilder::syncRenderViewPreCommandUpdateJob() const
{
- return m_syncRenderCommandBuildingJob;
+ return m_syncRenderViewPreCommandUpdateJob;
}
-SynchronizerJobPtr RenderViewBuilder::syncRenderViewCommandBuildersJob() const
+SynchronizerJobPtr RenderViewBuilder::syncRenderViewPostCommandUpdateJob() const
{
- return m_syncRenderViewCommandBuildersJob;
+ return m_syncRenderViewPostCommandUpdateJob;
}
SynchronizerJobPtr RenderViewBuilder::setClearDrawBufferIndexJob() const
@@ -517,37 +547,21 @@ FilterProximityDistanceJobPtr RenderViewBuilder::filterProximityJob() const
void RenderViewBuilder::prepareJobs()
{
// Init what we can here
- EntityManager *entityManager = m_renderer->nodeManagers()->renderNodesManager();
m_filterProximityJob->setManager(m_renderer->nodeManagers());
m_frustumCullingJob->setRoot(m_renderer->sceneRoot());
- if (m_lightsCacheNeedsToBeRebuilt) {
- m_lightGathererJob = Render::LightGathererPtr::create();
- m_lightGathererJob->setManager(entityManager);
-
- m_cacheLightsJob = SynchronizerJobPtr::create(SyncLightsGatherer(m_lightGathererJob, m_renderer, m_leafNode),
- JobTypes::EntityComponentTypeFiltering);
- m_cacheLightsJob->addDependency(m_lightGathererJob);
- }
-
- if (m_renderableCacheNeedsToBeRebuilt) {
- m_renderableEntityFilterJob = RenderableEntityFilterPtr::create();
- m_renderableEntityFilterJob->setManager(entityManager);
-
- m_cacheRenderableEntitiesJob = SynchronizerJobPtr::create(
- SyncRenderableEntities(m_renderableEntityFilterJob, m_renderer, m_leafNode),
- JobTypes::EntityComponentTypeFiltering);
- m_cacheRenderableEntitiesJob->addDependency(m_renderableEntityFilterJob);
- }
-
- if (m_computableCacheNeedsToBeRebuilt) {
- m_computableEntityFilterJob = ComputableEntityFilterPtr::create();
- m_computableEntityFilterJob->setManager(entityManager);
+ if (m_renderCommandCacheNeedsToBeRebuilt) {
- m_cacheComputableEntitiesJob = SynchronizerJobPtr::create(
- SyncComputableEntities(m_computableEntityFilterJob, m_renderer, m_leafNode),
- JobTypes::EntityComponentTypeFiltering);
- m_cacheComputableEntitiesJob->addDependency(m_computableEntityFilterJob);
+ m_renderViewCommandBuilderJobs.reserve(RenderViewBuilder::m_optimalParallelJobCount);
+ for (auto i = 0; i < RenderViewBuilder::m_optimalParallelJobCount; ++i) {
+ auto renderViewCommandBuilder = Render::RenderViewCommandBuilderJobPtr::create();
+ m_renderViewCommandBuilderJobs.push_back(renderViewCommandBuilder);
+ }
+ m_syncRenderViewPreCommandBuildingJob = SynchronizerJobPtr::create(SyncPreCommandBuilding(m_renderViewJob,
+ m_renderViewCommandBuilderJobs,
+ m_renderer,
+ m_leafNode),
+ JobTypes::SyncRenderViewPreCommandBuilding);
}
m_renderViewJob->setRenderer(m_renderer);
@@ -556,12 +570,11 @@ void RenderViewBuilder::prepareJobs()
// RenderCommand building is the most consuming task -> split it
// Estimate the number of jobs to create based on the number of entities
- m_renderViewBuilderJobs.reserve(RenderViewBuilder::m_optimalParallelJobCount);
+ m_renderViewCommandUpdaterJobs.reserve(RenderViewBuilder::m_optimalParallelJobCount);
for (auto i = 0; i < RenderViewBuilder::m_optimalParallelJobCount; ++i) {
- auto renderViewCommandBuilder = Render::RenderViewBuilderJobPtr::create();
- renderViewCommandBuilder->setIndex(m_renderViewIndex);
- renderViewCommandBuilder->setRenderer(m_renderer);
- m_renderViewBuilderJobs.push_back(renderViewCommandBuilder);
+ auto renderViewCommandUpdater = Render::RenderViewCommandUpdaterJobPtr::create();
+ renderViewCommandUpdater->setRenderer(m_renderer);
+ m_renderViewCommandUpdaterJobs.push_back(renderViewCommandUpdater);
}
if (m_materialGathererCacheNeedsToBeRebuilt) {
@@ -582,7 +595,7 @@ void RenderViewBuilder::prepareJobs()
m_syncMaterialGathererJob = SynchronizerJobPtr::create(SyncMaterialParameterGatherer(m_materialGathererJobs,
m_renderer,
m_leafNode),
- JobTypes::SyncMaterialGatherer);
+ JobTypes::SyncMaterialGatherer);
}
if (m_layerCacheNeedsToBeRebuilt) {
@@ -594,34 +607,37 @@ void RenderViewBuilder::prepareJobs()
JobTypes::SyncFilterEntityByLayer);
}
- m_syncRenderCommandBuildingJob = SynchronizerJobPtr::create(SyncRenderCommandBuilding(m_renderViewJob,
- m_frustumCullingJob,
- m_filterProximityJob,
- m_materialGathererJobs,
- m_renderViewBuilderJobs,
- m_renderer,
- m_leafNode),
- JobTypes::SyncRenderViewCommandBuilding);
-
- m_syncRenderViewCommandBuildersJob = SynchronizerJobPtr::create(SyncRenderViewCommandBuilders(m_renderViewJob,
- m_renderViewBuilderJobs,
- m_renderer),
- JobTypes::SyncRenderViewCommandBuilder);
-
- m_syncRenderViewInitializationJob = SynchronizerJobPtr::create(SyncRenderViewInitialization(m_renderViewJob,
- m_frustumCullingJob,
- m_filterEntityByLayerJob,
- m_filterProximityJob,
- m_materialGathererJobs,
- m_renderViewBuilderJobs),
- JobTypes::SyncRenderViewInitialization);
+ m_syncRenderViewPreCommandUpdateJob = SynchronizerJobPtr::create(SyncRenderViewPreCommandUpdate(m_renderViewJob,
+ m_frustumCullingJob,
+ m_filterProximityJob,
+ m_materialGathererJobs,
+ m_renderViewCommandUpdaterJobs,
+ m_renderViewCommandBuilderJobs,
+ m_renderer,
+ m_leafNode,
+ m_renderCommandCacheNeedsToBeRebuilt),
+ JobTypes::SyncRenderViewPreCommandUpdate);
+
+ m_syncRenderViewPostCommandUpdateJob = SynchronizerJobPtr::create(SyncRenderViewPostCommandUpdate(m_renderViewJob,
+ m_renderViewCommandUpdaterJobs,
+ m_renderer),
+ JobTypes::SyncRenderViewPostCommandUpdate);
+
+ m_syncRenderViewPostInitializationJob = SynchronizerJobPtr::create(SyncRenderViewPostInitialization(m_renderViewJob,
+ m_frustumCullingJob,
+ m_filterEntityByLayerJob,
+ m_filterProximityJob,
+ m_materialGathererJobs,
+ m_renderViewCommandUpdaterJobs,
+ m_renderViewCommandBuilderJobs),
+ JobTypes::SyncRenderViewInitialization);
}
QVector<Qt3DCore::QAspectJobPtr> RenderViewBuilder::buildJobHierachy() const
{
QVector<Qt3DCore::QAspectJobPtr> jobs;
- jobs.reserve(m_materialGathererJobs.size() + m_renderViewBuilderJobs.size() + 11);
+ jobs.reserve(m_materialGathererJobs.size() + m_renderViewCommandUpdaterJobs.size() + 11);
// Set dependencies
@@ -629,97 +645,97 @@ QVector<Qt3DCore::QAspectJobPtr> RenderViewBuilder::buildJobHierachy() const
// TODO: Maybe only update skinning palettes for non-culled entities
m_renderViewJob->addDependency(m_renderer->updateSkinningPaletteJob());
- m_syncFrustumCullingJob->addDependency(m_renderer->updateWorldTransformJob());
- m_syncFrustumCullingJob->addDependency(m_renderer->updateShaderDataTransformJob());
- m_syncFrustumCullingJob->addDependency(m_syncRenderViewInitializationJob);
+ m_syncPreFrustumCullingJob->addDependency(m_renderer->updateWorldTransformJob());
+ m_syncPreFrustumCullingJob->addDependency(m_renderer->updateShaderDataTransformJob());
+ m_syncPreFrustumCullingJob->addDependency(m_syncRenderViewPostInitializationJob);
m_frustumCullingJob->addDependency(m_renderer->expandBoundingVolumeJob());
- m_frustumCullingJob->addDependency(m_syncFrustumCullingJob);
+ m_frustumCullingJob->addDependency(m_syncPreFrustumCullingJob);
- m_setClearDrawBufferIndexJob->addDependency(m_syncRenderViewInitializationJob);
+ m_setClearDrawBufferIndexJob->addDependency(m_syncRenderViewPostInitializationJob);
- m_syncRenderViewInitializationJob->addDependency(m_renderViewJob);
+ m_syncRenderViewPostInitializationJob->addDependency(m_renderViewJob);
m_filterProximityJob->addDependency(m_renderer->expandBoundingVolumeJob());
- m_filterProximityJob->addDependency(m_syncRenderViewInitializationJob);
+ m_filterProximityJob->addDependency(m_syncRenderViewPostInitializationJob);
- m_syncRenderCommandBuildingJob->addDependency(m_syncRenderViewInitializationJob);
- m_syncRenderCommandBuildingJob->addDependency(m_filterProximityJob);
- m_syncRenderCommandBuildingJob->addDependency(m_frustumCullingJob);
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_syncRenderViewPostInitializationJob);
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_filterProximityJob);
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_frustumCullingJob);
// Ensure the RenderThread won't be able to process dirtyResources
// before they have been completely gathered
- m_syncRenderCommandBuildingJob->addDependency(m_renderer->introspectShadersJob());
- m_syncRenderCommandBuildingJob->addDependency(m_renderer->bufferGathererJob());
- m_syncRenderCommandBuildingJob->addDependency(m_renderer->textureGathererJob());
-
- for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs)) {
- renderViewCommandBuilder->addDependency(m_syncRenderCommandBuildingJob);
- m_syncRenderViewCommandBuildersJob->addDependency(renderViewCommandBuilder);
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->introspectShadersJob());
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->bufferGathererJob());
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->textureGathererJob());
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->cacheLightJob());
+
+ for (const auto &renderViewCommandUpdater : qAsConst(m_renderViewCommandUpdaterJobs)) {
+ renderViewCommandUpdater->addDependency(m_syncRenderViewPreCommandUpdateJob);
+ m_syncRenderViewPostCommandUpdateJob->addDependency(renderViewCommandUpdater);
}
- m_renderer->frameCleanupJob()->addDependency(m_syncRenderViewCommandBuildersJob);
+ m_renderer->frameCleanupJob()->addDependency(m_syncRenderViewPostCommandUpdateJob);
m_renderer->frameCleanupJob()->addDependency(m_setClearDrawBufferIndexJob);
// Add jobs
jobs.push_back(m_renderViewJob); // Step 1
- if (m_lightsCacheNeedsToBeRebuilt) {
- jobs.push_back(m_lightGathererJob); // Step 1
- jobs.push_back(m_cacheLightsJob);
- m_syncRenderCommandBuildingJob->addDependency(m_cacheLightsJob);
- }
+ jobs.push_back(m_syncRenderViewPostInitializationJob); // Step 2
- if (m_renderableCacheNeedsToBeRebuilt) {
- jobs.push_back(m_renderableEntityFilterJob); // Step 1
- jobs.push_back(m_cacheRenderableEntitiesJob);
- m_syncRenderCommandBuildingJob->addDependency(m_cacheRenderableEntitiesJob);
- }
+ if (m_renderCommandCacheNeedsToBeRebuilt) { // Step 3
+ m_syncRenderViewPreCommandBuildingJob->addDependency(m_renderer->cacheComputableEntitiesJob());
+ m_syncRenderViewPreCommandBuildingJob->addDependency(m_renderer->cacheRenderableEntitiesJob());
+ m_syncRenderViewPreCommandBuildingJob->addDependency(m_syncRenderViewPostInitializationJob);
- if (m_computableCacheNeedsToBeRebuilt) {
- // Note: do it only if OpenGL 4.3+ available
- jobs.push_back(m_computableEntityFilterJob); // Step 1
- jobs.push_back(m_cacheComputableEntitiesJob);
- m_syncRenderCommandBuildingJob->addDependency(m_cacheComputableEntitiesJob);
- }
+ if (m_materialGathererCacheNeedsToBeRebuilt)
+ m_syncRenderViewPreCommandBuildingJob->addDependency(m_syncMaterialGathererJob);
+
+ jobs.push_back(m_syncRenderViewPreCommandBuildingJob);
- jobs.push_back(m_syncRenderViewInitializationJob); // Step 2
+ for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewCommandBuilderJobs)) {
+ renderViewCommandBuilder->addDependency(m_syncRenderViewPreCommandBuildingJob);
+ m_syncRenderViewPreCommandUpdateJob->addDependency(renderViewCommandBuilder);
+ jobs.push_back(renderViewCommandBuilder);
+ }
+ }
if (m_layerCacheNeedsToBeRebuilt) {
m_filterEntityByLayerJob->addDependency(m_renderer->updateEntityLayersJob());
- m_filterEntityByLayerJob->addDependency(m_syncRenderViewInitializationJob);
+ m_filterEntityByLayerJob->addDependency(m_syncRenderViewPostInitializationJob);
m_filterEntityByLayerJob->addDependency(m_renderer->updateTreeEnabledJob());
m_syncFilterEntityByLayerJob->addDependency(m_filterEntityByLayerJob);
- m_syncRenderCommandBuildingJob->addDependency(m_syncFilterEntityByLayerJob);
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_syncFilterEntityByLayerJob);
jobs.push_back(m_filterEntityByLayerJob); // Step 3
jobs.push_back(m_syncFilterEntityByLayerJob); // Step 4
}
- jobs.push_back(m_syncFrustumCullingJob); // Step 3
+ jobs.push_back(m_syncPreFrustumCullingJob); // Step 3
jobs.push_back(m_filterProximityJob); // Step 3
jobs.push_back(m_setClearDrawBufferIndexJob); // Step 3
if (m_materialGathererCacheNeedsToBeRebuilt) {
for (const auto &materialGatherer : qAsConst(m_materialGathererJobs)) {
- materialGatherer->addDependency(m_syncRenderViewInitializationJob);
+ materialGatherer->addDependency(m_syncRenderViewPostInitializationJob);
materialGatherer->addDependency(m_renderer->introspectShadersJob());
materialGatherer->addDependency(m_renderer->filterCompatibleTechniqueJob());
jobs.push_back(materialGatherer); // Step3
m_syncMaterialGathererJob->addDependency(materialGatherer);
}
- m_syncRenderCommandBuildingJob->addDependency(m_syncMaterialGathererJob);
+ m_syncRenderViewPreCommandUpdateJob->addDependency(m_syncMaterialGathererJob);
jobs.push_back(m_syncMaterialGathererJob); // Step 3
}
jobs.push_back(m_frustumCullingJob); // Step 4
- jobs.push_back(m_syncRenderCommandBuildingJob); // Step 5
+ jobs.push_back(m_syncRenderViewPreCommandUpdateJob); // Step 5
- for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewBuilderJobs)) // Step 6
+ // Build RenderCommands or Update RenderCommand Uniforms
+ for (const auto &renderViewCommandBuilder : qAsConst(m_renderViewCommandUpdaterJobs)) // Step 6
jobs.push_back(renderViewCommandBuilder);
- jobs.push_back(m_syncRenderViewCommandBuildersJob); // Step 7
+ jobs.push_back(m_syncRenderViewPostCommandUpdateJob); // Step 7
return jobs;
}
@@ -754,34 +770,14 @@ bool RenderViewBuilder::materialGathererCacheNeedsToBeRebuilt() const
return m_materialGathererCacheNeedsToBeRebuilt;
}
-void RenderViewBuilder::setRenderableCacheNeedsToBeRebuilt(bool needsToBeRebuilt)
-{
- m_renderableCacheNeedsToBeRebuilt = needsToBeRebuilt;
-}
-
-bool RenderViewBuilder::renderableCacheNeedsToBeRebuilt() const
-{
- return m_renderableCacheNeedsToBeRebuilt;
-}
-
-void RenderViewBuilder::setComputableCacheNeedsToBeRebuilt(bool needsToBeRebuilt)
-{
- m_computableCacheNeedsToBeRebuilt = needsToBeRebuilt;
-}
-
-bool RenderViewBuilder::computableCacheNeedsToBeRebuilt() const
-{
- return m_computableCacheNeedsToBeRebuilt;
-}
-
-void RenderViewBuilder::setLightGathererCacheNeedsToBeRebuilt(bool needsToBeRebuilt)
+void RenderViewBuilder::setRenderCommandCacheNeedsToBeRebuilt(bool needsToBeRebuilt)
{
- m_lightsCacheNeedsToBeRebuilt = needsToBeRebuilt;
+ m_renderCommandCacheNeedsToBeRebuilt = needsToBeRebuilt;
}
-bool RenderViewBuilder::lightGathererCacheNeedsToBeRebuilt() const
+bool RenderViewBuilder::renderCommandCacheNeedsToBeRebuilt() const
{
- return m_lightsCacheNeedsToBeRebuilt;
+ return m_renderCommandCacheNeedsToBeRebuilt;
}
int RenderViewBuilder::optimalJobCount()