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-rw-r--r--src/render/renderers/opengl/renderer/rendercommand.cpp15
-rw-r--r--src/render/renderers/opengl/renderer/rendercommand_p.h52
-rw-r--r--src/render/renderers/opengl/renderer/renderer.cpp452
-rw-r--r--src/render/renderers/opengl/renderer/renderer_p.h50
-rw-r--r--src/render/renderers/opengl/renderer/renderercache_p.h13
-rw-r--r--src/render/renderers/opengl/renderer/renderview.cpp693
-rw-r--r--src/render/renderers/opengl/renderer/renderview_p.h23
-rw-r--r--src/render/renderers/opengl/renderer/renderviewbuilder.cpp586
-rw-r--r--src/render/renderers/opengl/renderer/renderviewbuilder_p.h56
-rw-r--r--src/render/renderers/opengl/renderer/shaderparameterpack.cpp1
-rw-r--r--src/render/renderers/opengl/renderer/shaderparameterpack_p.h51
11 files changed, 1098 insertions, 894 deletions
diff --git a/src/render/renderers/opengl/renderer/rendercommand.cpp b/src/render/renderers/opengl/renderer/rendercommand.cpp
index e60b17668..072127391 100644
--- a/src/render/renderers/opengl/renderer/rendercommand.cpp
+++ b/src/render/renderers/opengl/renderer/rendercommand.cpp
@@ -48,6 +48,7 @@ RenderCommand::RenderCommand()
: m_stateSet(nullptr)
, m_depth(0.0f)
, m_changeCost(0)
+ , m_shaderDna(0)
, m_type(RenderCommand::Draw)
, m_primitiveCount(0)
, m_primitiveType(QGeometryRenderer::Triangles)
@@ -70,6 +71,20 @@ RenderCommand::RenderCommand()
m_workGroups[2] = 0;
}
+bool operator==(const RenderCommand &a, const RenderCommand &b) noexcept
+{
+ return (a.m_vao == b.m_vao && a.m_shader == b.m_shader && a.m_material == b.m_material &&
+ a.m_stateSet == b.m_stateSet && a.m_geometry == b.m_geometry && a.m_geometryRenderer == b.m_geometryRenderer &&
+ a.m_indirectDrawBuffer == b.m_indirectDrawBuffer && a.m_activeAttributes == b.m_activeAttributes &&
+ a.m_depth == b.m_depth && a.m_changeCost == b.m_changeCost && a.m_shaderDna == b.m_shaderDna &&
+ a.m_workGroups[0] == b.m_workGroups[0] && a.m_workGroups[1] == b.m_workGroups[1] && a.m_workGroups[2] == b.m_workGroups[2] &&
+ a.m_primitiveCount == b.m_primitiveCount && a.m_primitiveType == b.m_primitiveType && a.m_restartIndexValue == b.m_restartIndexValue &&
+ a.m_firstInstance == b.m_firstInstance && a.m_firstVertex == b.m_firstVertex && a.m_verticesPerPatch == b.m_verticesPerPatch &&
+ a.m_instanceCount == b.m_instanceCount && a.m_indexOffset == b.m_indexOffset && a.m_indexAttributeByteOffset == b.m_indexAttributeByteOffset &&
+ a.m_drawIndexed == b.m_drawIndexed && a.m_drawIndirect == b.m_drawIndirect && a.m_primitiveRestartEnabled == b.m_primitiveRestartEnabled &&
+ a.m_isValid == b.m_isValid && a.m_computeCommand == b.m_computeCommand);
+}
+
} // namespace Render
} // namespace Qt3DRender
diff --git a/src/render/renderers/opengl/renderer/rendercommand_p.h b/src/render/renderers/opengl/renderer/rendercommand_p.h
index 61cc6d17d..be00fb753 100644
--- a/src/render/renderers/opengl/renderer/rendercommand_p.h
+++ b/src/render/renderers/opengl/renderer/rendercommand_p.h
@@ -55,6 +55,7 @@
#include <qglobal.h>
#include <Qt3DRender/private/shaderparameterpack_p.h>
#include <Qt3DRender/private/handle_types_p.h>
+#include <Qt3DRender/private/renderviewjobutils_p.h>
#include <Qt3DRender/qgeometryrenderer.h>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
@@ -69,6 +70,7 @@ namespace Qt3DRender {
namespace Render {
class RenderStateSet;
+using RenderStateSetPtr = QSharedPointer<RenderStateSet>;
class Q_AUTOTEST_EXPORT RenderCommand
{
@@ -80,12 +82,13 @@ public:
HMaterial m_material; // Purely used to ease sorting (minimize stage changes, binding changes ....)
ShaderParameterPack m_parameterPack; // Might need to be reworked so as to be able to destroy the
// Texture while submission is happening.
- RenderStateSet *m_stateSet;
+ RenderStateSetPtr m_stateSet;
HGeometry m_geometry;
HGeometryRenderer m_geometryRenderer;
HBuffer m_indirectDrawBuffer; // Reference to indirect draw buffer (valid only m_drawIndirect == true)
+ HComputeCommand m_computeCommand;
// A QAttribute pack might be interesting
// This is a temporary fix in the meantime, to remove the hacked methods in Technique
@@ -121,6 +124,53 @@ public:
bool m_isValid;
};
+Q_AUTOTEST_EXPORT bool operator==(const RenderCommand &a, const RenderCommand &b) noexcept;
+
+inline bool operator!=(const RenderCommand &lhs, const RenderCommand &rhs) noexcept
+{ return !operator==(lhs, rhs); }
+
+struct EntityRenderCommandData
+{
+ QVector<Entity *> entities;
+ QVector<RenderCommand> commands;
+ QVector<RenderPassParameterData> passesData;
+
+ void reserve(int size)
+ {
+ entities.reserve(size);
+ commands.reserve(size);
+ passesData.reserve(size);
+ }
+
+ inline int size() const { return entities.size(); }
+
+ inline void push_back(Entity *e, const RenderCommand &c, const RenderPassParameterData &p)
+ {
+ entities.push_back(e);
+ commands.push_back(c);
+ passesData.push_back(p);
+ }
+
+ inline void push_back(Entity *e, RenderCommand &&c, RenderPassParameterData &&p)
+ {
+ entities.push_back(e);
+ commands.push_back(std::move(c));
+ passesData.push_back(std::move(p));
+ }
+
+ EntityRenderCommandData &operator+=(EntityRenderCommandData &&t)
+ {
+ entities += std::move(t.entities);
+ commands += std::move(t.commands);
+ passesData += std::move(t.passesData);
+ return *this;
+ }
+
+};
+
+using EntityRenderCommandDataPtr = QSharedPointer<EntityRenderCommandData>;
+
+
} // namespace Render
} // namespace Qt3DRender
diff --git a/src/render/renderers/opengl/renderer/renderer.cpp b/src/render/renderers/opengl/renderer/renderer.cpp
index 121a6aa8f..ddf57f4fe 100644
--- a/src/render/renderers/opengl/renderer/renderer.cpp
+++ b/src/render/renderers/opengl/renderer/renderer.cpp
@@ -93,15 +93,15 @@
#include <Qt3DRender/private/subtreeenabler_p.h>
#include <Qt3DRender/private/qshaderprogrambuilder_p.h>
#include <Qt3DRender/private/qshaderprogram_p.h>
+#include <Qt3DRender/private/filterentitybycomponentjob_p.h>
+#include <Qt3DRender/private/commandexecuter_p.h>
#include <Qt3DRender/qcameralens.h>
#include <Qt3DCore/private/qeventfilterservice_p.h>
#include <Qt3DCore/private/qabstractaspectjobmanager_p.h>
#include <Qt3DCore/private/qaspectmanager_p.h>
-
-#if QT_CONFIG(qt3d_profile_jobs)
-#include <Qt3DCore/private/aspectcommanddebugger_p.h>
-#endif
+#include <Qt3DCore/private/qsysteminformationservice_p.h>
+#include <Qt3DCore/private/qsysteminformationservice_p_p.h>
#include <QStack>
#include <QOffscreenSurface>
@@ -114,19 +114,9 @@
#include <QUrl>
#include <QOffscreenSurface>
#include <QWindow>
-
-#include <QtGui/private/qopenglcontext_p.h>
-
-// For Debug purposes only
#include <QThread>
-
-#if QT_CONFIG(qt3d_profile_jobs)
-#include <Qt3DCore/private/qthreadpooler_p.h>
-#include <Qt3DRender/private/job_common_p.h>
-#include <Qt3DRender/private/commandexecuter_p.h>
-#endif
-
+#include <QtGui/private/qopenglcontext_p.h>
#include <Qt3DRender/private/frameprofiler_p.h>
QT_BEGIN_NAMESPACE
@@ -138,6 +128,82 @@ using namespace Qt3DCore;
namespace Qt3DRender {
namespace Render {
+
+namespace {
+
+class SyncLightsGatherer
+{
+public:
+ explicit SyncLightsGatherer(LightGathererPtr gatherJob,
+ RendererCache *cache)
+ : m_gatherJob(gatherJob)
+ , m_cache(cache)
+ {
+ }
+
+ void operator()()
+ {
+ QMutexLocker lock(m_cache->mutex());
+ m_cache->gatheredLights = m_gatherJob->lights();
+ m_cache->environmentLight = m_gatherJob->takeEnvironmentLight();
+ }
+
+private:
+ LightGathererPtr m_gatherJob;
+ RendererCache *m_cache;
+};
+
+class SyncRenderableEntities
+{
+public:
+ explicit SyncRenderableEntities(RenderableEntityFilterPtr gatherJob,
+ RendererCache *cache)
+ : m_gatherJob(gatherJob)
+ , m_cache(cache)
+ {
+ }
+
+ void operator()()
+ {
+ QVector<Entity *> selectedEntities = m_gatherJob->filteredEntities();
+ std::sort(selectedEntities.begin(), selectedEntities.end());
+
+ QMutexLocker lock(m_cache->mutex());
+ m_cache->renderableEntities = selectedEntities;
+ }
+
+private:
+ RenderableEntityFilterPtr m_gatherJob;
+ RendererCache *m_cache;
+};
+
+class SyncComputableEntities
+{
+public:
+ explicit SyncComputableEntities(ComputableEntityFilterPtr gatherJob,
+ RendererCache *cache)
+ : m_gatherJob(gatherJob)
+ , m_cache(cache)
+ {
+ }
+
+ void operator()()
+ {
+ QVector<Entity *> selectedEntities = m_gatherJob->filteredEntities();
+ std::sort(selectedEntities.begin(), selectedEntities.end());
+
+ QMutexLocker lock(m_cache->mutex());
+ m_cache->computeEntities = selectedEntities;
+ }
+
+private:
+ ComputableEntityFilterPtr m_gatherJob;
+ RendererCache *m_cache;
+};
+
+} // anonymous
+
+
/*!
\internal
@@ -186,31 +252,33 @@ Renderer::Renderer(QRenderAspect::RenderType type)
, m_calculateBoundingVolumeJob(Render::CalculateBoundingVolumeJobPtr::create())
, m_updateWorldBoundingVolumeJob(Render::UpdateWorldBoundingVolumeJobPtr::create())
, m_updateTreeEnabledJob(Render::UpdateTreeEnabledJobPtr::create())
- , m_sendRenderCaptureJob(Render::SendRenderCaptureJobPtr::create())
, m_sendBufferCaptureJob(Render::SendBufferCaptureJobPtr::create())
, m_updateSkinningPaletteJob(Render::UpdateSkinningPaletteJobPtr::create())
, m_updateLevelOfDetailJob(Render::UpdateLevelOfDetailJobPtr::create())
, m_updateMeshTriangleListJob(Render::UpdateMeshTriangleListJobPtr::create())
, m_filterCompatibleTechniqueJob(Render::FilterCompatibleTechniqueJobPtr::create())
, m_updateEntityLayersJob(Render::UpdateEntityLayersJobPtr::create())
+ , m_lightGathererJob(Render::LightGathererPtr::create())
+ , m_renderableEntityFilterJob(Render::RenderableEntityFilterPtr::create())
+ , m_computableEntityFilterJob(Render::ComputableEntityFilterPtr::create())
, 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_cacheRenderableEntitiesJob(SynchronizerJobPtr::create(SyncRenderableEntities(m_renderableEntityFilterJob, &m_cache),
+ JobTypes::EntityComponentTypeFiltering))
+ , m_cacheComputableEntitiesJob(SynchronizerJobPtr::create(SyncComputableEntities(m_computableEntityFilterJob, &m_cache),
+ JobTypes::EntityComponentTypeFiltering))
+ , m_cacheLightsJob(SynchronizerJobPtr::create(SyncLightsGatherer(m_lightGathererJob, &m_cache),
+ JobTypes::EntityComponentTypeFiltering))
, m_ownedContext(false)
, m_offscreenHelper(nullptr)
- , m_shouldSwapBuffers(true)
- #if QT_CONFIG(qt3d_profile_jobs)
, m_commandExecuter(new Qt3DRender::Debug::CommandExecuter(this))
- #endif
+ , m_shouldSwapBuffers(true)
{
// Set renderer as running - it will wait in the context of the
// RenderThread for RenderViews to be submitted
@@ -238,6 +306,10 @@ Renderer::Renderer(QRenderAspect::RenderType type)
m_introspectShaderJob->addDependency(m_filterCompatibleTechniqueJob);
+ m_cacheLightsJob->addDependency(m_lightGathererJob);
+ m_cacheRenderableEntitiesJob->addDependency(m_renderableEntityFilterJob);
+ m_cacheComputableEntitiesJob->addDependency(m_computableEntityFilterJob);
+
m_filterCompatibleTechniqueJob->setRenderer(this);
m_defaultRenderStateSet = new RenderStateSet;
@@ -299,13 +371,16 @@ void Renderer::setNodeManagers(NodeManagers *managers)
m_pickBoundingVolumeJob->setManagers(m_nodesManager);
m_rayCastingJob->setManagers(m_nodesManager);
m_updateWorldBoundingVolumeJob->setManager(m_nodesManager->renderNodesManager());
- m_sendRenderCaptureJob->setManagers(m_nodesManager);
m_updateLevelOfDetailJob->setManagers(m_nodesManager);
m_updateSkinningPaletteJob->setManagers(m_nodesManager);
m_updateMeshTriangleListJob->setManagers(m_nodesManager);
m_filterCompatibleTechniqueJob->setManager(m_nodesManager->techniqueManager());
m_updateEntityLayersJob->setManager(m_nodesManager);
m_updateTreeEnabledJob->setManagers(m_nodesManager);
+ m_sendBufferCaptureJob->setManagers(m_nodesManager);
+ m_lightGathererJob->setManager(m_nodesManager->renderNodesManager());
+ m_renderableEntityFilterJob->setManager(m_nodesManager->renderNodesManager());
+ m_computableEntityFilterJob->setManager(m_nodesManager->renderNodesManager());
}
void Renderer::setServices(QServiceLocator *services)
@@ -338,7 +413,7 @@ QOpenGLContext *Renderer::shareContext() const
// Executed in the reloadDirtyShader job
void Renderer::loadShader(Shader *shader, HShader shaderHandle)
{
- Q_UNUSED(shader);
+ Q_UNUSED(shader)
m_dirtyShaders.push_back(shaderHandle);
}
@@ -432,6 +507,9 @@ void Renderer::initialize()
m_waitForInitializationToBeCompleted.release(1);
// Allow the aspect manager to proceed
m_vsyncFrameAdvanceService->proceedToNextFrame();
+
+ // Force initial refresh
+ markDirty(AllDirty, nullptr);
}
/*!
@@ -653,19 +731,12 @@ void Renderer::doRender(bool swapBuffers)
// RenderQueue is complete (but that means it may be of size 0)
if (canSubmit && (queueIsComplete && !queueIsEmpty)) {
const QVector<Render::RenderView *> renderViews = m_renderQueue->nextFrameQueue();
-
-#if QT_CONFIG(qt3d_profile_jobs)
- // Save start of frame
- JobRunStats submissionStatsPart1;
- JobRunStats submissionStatsPart2;
- submissionStatsPart1.jobId.typeAndInstance[0] = JobTypes::FrameSubmissionPart1;
- submissionStatsPart1.jobId.typeAndInstance[1] = 0;
- submissionStatsPart1.threadId = reinterpret_cast<quint64>(QThread::currentThreadId());
- submissionStatsPart1.startTime = QThreadPooler::m_jobsStatTimer.nsecsElapsed();
- submissionStatsPart2.jobId.typeAndInstance[0] = JobTypes::FrameSubmissionPart2;
- submissionStatsPart2.jobId.typeAndInstance[1] = 0;
- submissionStatsPart2.threadId = reinterpret_cast<quint64>(QThread::currentThreadId());
-#endif
+ QTaskLogger submissionStatsPart1(m_services->systemInformation(),
+ {JobTypes::FrameSubmissionPart1, 0},
+ QTaskLogger::Submission);
+ QTaskLogger submissionStatsPart2(m_services->systemInformation(),
+ {JobTypes::FrameSubmissionPart2, 0},
+ QTaskLogger::Submission);
if (canRender()) {
{ // Scoped to destroy surfaceLock
@@ -698,15 +769,11 @@ void Renderer::doRender(bool swapBuffers)
m_vsyncFrameAdvanceService->proceedToNextFrame();
hasCleanedQueueAndProceeded = true;
-#if QT_CONFIG(qt3d_profile_jobs)
- if (preprocessingComplete) {
- submissionStatsPart2.startTime = QThreadPooler::m_jobsStatTimer.nsecsElapsed();
- submissionStatsPart1.endTime = submissionStatsPart2.startTime;
- }
-#endif
// Only try to submit the RenderViews if the preprocessing was successful
// This part of the submission is happening in parallel to the RV building for the next frame
if (preprocessingComplete) {
+ submissionStatsPart1.end(submissionStatsPart2.restart());
+
// 3) Submit the render commands for frame n (making sure we never reference something that could be changing)
// Render using current device state and renderer configuration
submissionData = submitRenderViews(renderViews);
@@ -716,33 +783,18 @@ void Renderer::doRender(bool swapBuffers)
}
}
-#if QT_CONFIG(qt3d_profile_jobs)
// Execute the pending shell commands
m_commandExecuter->performAsynchronousCommandExecution(renderViews);
-#endif
// Delete all the RenderViews which will clear the allocators
// that were used for their allocation
qDeleteAll(renderViews);
-
-#if QT_CONFIG(qt3d_profile_jobs)
- if (preprocessingComplete) {
- // Save submission elapsed time
- submissionStatsPart2.endTime = QThreadPooler::m_jobsStatTimer.nsecsElapsed();
- // Note this is safe since proceedToNextFrame is the one going to trigger
- // the write to the file, and this is performed after this step
- Qt3DCore::QThreadPooler::addSubmissionLogStatsEntry(submissionStatsPart1);
- Qt3DCore::QThreadPooler::addSubmissionLogStatsEntry(submissionStatsPart2);
- Profiling::GLTimeRecorder::writeResults();
- }
-#endif
}
// If hasCleanedQueueAndProceeded isn't true this implies that something went wrong
// with the rendering and/or the renderqueue is incomplete from some reason
// or alternatively it could be complete but empty (RenderQueue of size 0)
-
if (!hasCleanedQueueAndProceeded) {
// RenderQueue was full but something bad happened when
// trying to render it and therefore proceedToNextFrame was not called
@@ -830,12 +882,7 @@ bool Renderer::isReadyToSubmit()
// Main thread
QVariant Renderer::executeCommand(const QStringList &args)
{
-#if QT_CONFIG(qt3d_profile_jobs)
return m_commandExecuter->executeCommand(args);
-#else
- Q_UNUSED(args);
-#endif
- return QVariant();
}
/*!
@@ -860,13 +907,13 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
QHash<HVao, bool> updatedTable;
for (RenderView *rv: renderViews) {
- const QVector<RenderCommand *> commands = rv->commands();
- for (RenderCommand *command : commands) {
+ QVector<RenderCommand> &commands = rv->commands();
+ for (RenderCommand &command : commands) {
// Update/Create VAO
- if (command->m_type == RenderCommand::Draw) {
- Geometry *rGeometry = m_nodesManager->data<Geometry, GeometryManager>(command->m_geometry);
- GeometryRenderer *rGeometryRenderer = m_nodesManager->data<GeometryRenderer, GeometryRendererManager>(command->m_geometryRenderer);
- Shader *shader = m_nodesManager->data<Shader, ShaderManager>(command->m_shader);
+ if (command.m_type == RenderCommand::Draw) {
+ Geometry *rGeometry = m_nodesManager->data<Geometry, GeometryManager>(command.m_geometry);
+ GeometryRenderer *rGeometryRenderer = m_nodesManager->data<GeometryRenderer, GeometryRendererManager>(command.m_geometryRenderer);
+ Shader *shader = m_nodesManager->data<Shader, ShaderManager>(command.m_shader);
// We should never have inserted a command for which these are null
// in the first place
@@ -879,15 +926,15 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
// Create VAO or return already created instance associated with command shader/geometry
// (VAO is emulated if not supported)
- createOrUpdateVAO(command, &vaoHandle, &vao);
- command->m_vao = vaoHandle;
+ createOrUpdateVAO(&command, &vaoHandle, &vao);
+ command.m_vao = vaoHandle;
// Avoids redoing the same thing for the same VAO
if (!updatedTable.contains(vaoHandle)) {
updatedTable.insert(vaoHandle, true);
// Do we have any attributes that are dirty ?
- const bool requiresPartialVAOUpdate = requiresVAOAttributeUpdate(rGeometry, command);
+ const bool requiresPartialVAOUpdate = requiresVAOAttributeUpdate(rGeometry, &command);
// If true, we need to reupload all attributes to set the VAO
// Otherwise only dirty attributes will be updates
@@ -898,7 +945,7 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
if (rGeometry->isDirty())
m_dirtyGeometry.push_back(rGeometry);
- if (!command->m_activeAttributes.isEmpty() && (requiresFullVAOUpdate || requiresPartialVAOUpdate)) {
+ if (!command.m_activeAttributes.isEmpty() && (requiresFullVAOUpdate || requiresPartialVAOUpdate)) {
Profiling::GLTimeRecorder recorder(Profiling::VAOUpload);
// Activate shader
m_submissionContext->activateShader(shader->dna());
@@ -906,7 +953,7 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
vao->bind();
// Update or set Attributes and Buffers for the given rGeometry and Command
// Note: this fills m_dirtyAttributes as well
- if (updateVAOWithAttributes(rGeometry, command, shader, requiresFullVAOUpdate))
+ if (updateVAOWithAttributes(rGeometry, &command, shader, requiresFullVAOUpdate))
vao->setSpecified(true);
}
}
@@ -918,82 +965,14 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
rGeometryRenderer->unsetDirty();
// Prepare the ShaderParameterPack based on the active uniforms of the shader
- shader->prepareUniforms(command->m_parameterPack);
-
- { // Scoped to show extent
- command->m_isValid = !command->m_activeAttributes.empty();
- if (!command->m_isValid)
- continue;
-
- // Update the draw command with what's going to be needed for the drawing
- uint primitiveCount = rGeometryRenderer->vertexCount();
- uint estimatedCount = 0;
- Attribute *indexAttribute = nullptr;
- Attribute *indirectAttribute = nullptr;
-
- const QVector<Qt3DCore::QNodeId> attributeIds = rGeometry->attributes();
- for (Qt3DCore::QNodeId attributeId : attributeIds) {
- Attribute *attribute = m_nodesManager->attributeManager()->lookupResource(attributeId);
- switch (attribute->attributeType()) {
- case QAttribute::IndexAttribute:
- indexAttribute = attribute;
- break;
- case QAttribute::DrawIndirectAttribute:
- indirectAttribute = attribute;
- break;
- case QAttribute::VertexAttribute: {
- if (command->m_activeAttributes.contains(attribute->nameId()))
- estimatedCount = qMax(attribute->count(), estimatedCount);
- break;
- }
- default:
- Q_UNREACHABLE();
- break;
- }
- }
-
- command->m_drawIndexed = (indexAttribute != nullptr);
- command->m_drawIndirect = (indirectAttribute != nullptr);
-
- // Update the draw command with all the information required for the drawing
- if (command->m_drawIndexed) {
- command->m_indexAttributeDataType = GraphicsContext::glDataTypeFromAttributeDataType(indexAttribute->vertexBaseType());
- command->m_indexAttributeByteOffset = indexAttribute->byteOffset() + rGeometryRenderer->indexBufferByteOffset();
- }
-
- // Note: we only care about the primitiveCount when using direct draw calls
- // For indirect draw calls it is assumed the buffer was properly set already
- if (command->m_drawIndirect) {
- command->m_indirectAttributeByteOffset = indirectAttribute->byteOffset();
- command->m_indirectDrawBuffer = m_nodesManager->bufferManager()->lookupHandle(indirectAttribute->bufferId());
- } else {
- // Use the count specified by the GeometryRender
- // If not specify use the indexAttribute count if present
- // Otherwise tries to use the count from the attribute with the highest count
- if (primitiveCount == 0) {
- if (indexAttribute)
- primitiveCount = indexAttribute->count();
- else
- primitiveCount = estimatedCount;
- }
- }
+ shader->prepareUniforms(command.m_parameterPack);
- command->m_primitiveCount = primitiveCount;
- command->m_primitiveType = rGeometryRenderer->primitiveType();
- command->m_primitiveRestartEnabled = rGeometryRenderer->primitiveRestartEnabled();
- command->m_restartIndexValue = rGeometryRenderer->restartIndexValue();
- command->m_firstInstance = rGeometryRenderer->firstInstance();
- command->m_instanceCount = rGeometryRenderer->instanceCount();
- command->m_firstVertex = rGeometryRenderer->firstVertex();
- command->m_indexOffset = rGeometryRenderer->indexOffset();
- command->m_verticesPerPatch = rGeometryRenderer->verticesPerPatch();
- } // scope
- } else if (command->m_type == RenderCommand::Compute) {
- Shader *shader = m_nodesManager->data<Shader, ShaderManager>(command->m_shader);
+ } else if (command.m_type == RenderCommand::Compute) {
+ Shader *shader = m_nodesManager->data<Shader, ShaderManager>(command.m_shader);
Q_ASSERT(shader);
// Prepare the ShaderParameterPack based on the active uniforms of the shader
- shader->prepareUniforms(command->m_parameterPack);
+ shader->prepareUniforms(command.m_parameterPack);
}
}
}
@@ -1042,6 +1021,7 @@ void Renderer::lookForDirtyBuffers()
}
}
+// Called in prepareSubmission
void Renderer::lookForDownloadableBuffers()
{
m_downloadableBuffers.clear();
@@ -1049,7 +1029,7 @@ void Renderer::lookForDownloadableBuffers()
for (const HBuffer &handle : activeBufferHandles) {
Buffer *buffer = m_nodesManager->bufferManager()->data(handle);
if (buffer->access() & QBuffer::Read)
- m_downloadableBuffers.push_back(handle);
+ m_downloadableBuffers.push_back(buffer->peerId());
}
}
@@ -1106,7 +1086,7 @@ void Renderer::reloadDirtyShaders()
// If api of the renderer matches the one from the technique
if (technique->isCompatibleWithRenderer()) {
const auto passIds = technique->renderPasses();
- for (const QNodeId passId : passIds) {
+ for (const QNodeId &passId : passIds) {
RenderPass *renderPass = m_nodesManager->renderPassManager()->lookupResource(passId);
HShader shaderHandle = m_nodesManager->shaderManager()->lookupHandle(renderPass->shaderProgram());
Shader *shader = m_nodesManager->shaderManager()->data(shaderHandle);
@@ -1146,7 +1126,7 @@ void Renderer::reloadDirtyShaders()
}
}
-// Executed in job postFrame
+// Executed in job (in main thread when jobs are done)
void Renderer::sendShaderChangesToFrontend(Qt3DCore::QAspectManager *manager)
{
Q_ASSERT(isRunning());
@@ -1173,14 +1153,13 @@ void Renderer::sendShaderChangesToFrontend(Qt3DCore::QAspectManager *manager)
}
}
-// Executed in a job (as postFrame)
+// Executed in a job (in main thread when jobs are done)
void Renderer::sendTextureChangesToFrontend(Qt3DCore::QAspectManager *manager)
{
const QVector<QPair<Texture::TextureUpdateInfo, Qt3DCore::QNodeIdVector>> updateTextureProperties = std::move(m_updatedTextureProperties);
for (const auto &pair : updateTextureProperties) {
const Qt3DCore::QNodeIdVector targetIds = pair.second;
- for (const Qt3DCore::QNodeId targetId: targetIds) {
-
+ for (const Qt3DCore::QNodeId &targetId: targetIds) {
// Lookup texture
Texture *t = m_nodesManager->textureManager()->lookupResource(targetId);
// If backend texture is Dirty, some property has changed and the properties we are
@@ -1226,17 +1205,24 @@ void Renderer::sendSetFenceHandlesToFrontend()
}
}
-// Executed in a job
-void Renderer::sendDisablesToFrontend()
+// Executed in a job (in main thread when jobs done)
+void Renderer::sendDisablesToFrontend(Qt3DCore::QAspectManager *manager)
{
- const auto updatedDisables = std::move(m_updatedDisables);
- FrameGraphManager *fgManager = m_nodesManager->frameGraphManager();
+ // SubtreeEnabled
+ const auto updatedDisables = std::move(m_updatedDisableSubtreeEnablers);
for (const auto &nodeId : updatedDisables) {
- FrameGraphNode *fgNode = fgManager->lookupNode(nodeId);
- if (fgNode != nullptr) { // Node could have been deleted before we got a chance to notify it
- Q_ASSERT(fgNode->nodeType() == FrameGraphNode::SubtreeEnabler);
- SubtreeEnabler *enabler = static_cast<SubtreeEnabler *>(fgNode);
- enabler->sendDisableToFrontend();
+ QSubtreeEnabler *frontend = static_cast<decltype(frontend)>(manager->lookupNode(nodeId));
+ frontend->setEnabled(false);
+ }
+
+ // Compute Commands
+ const QVector<HComputeCommand> activeCommands = m_nodesManager->computeJobManager()->activeHandles();
+ for (const HComputeCommand &handle :activeCommands) {
+ ComputeCommand *c = m_nodesManager->computeJobManager()->data(handle);
+ if (c->hasReachedFrameCount()) {
+ QComputeCommand *frontend = static_cast<decltype(frontend)>(manager->lookupNode(c->peerId()));
+ frontend->setEnabled(false);
+ c->resetHasReachedFrameCount();
}
}
}
@@ -1355,6 +1341,9 @@ void Renderer::updateGLResources()
// Record ids of texture to cleanup while we are still blocking the aspect thread
m_textureIdsToCleanup += m_nodesManager->textureManager()->takeTexturesIdsToCleanup();
}
+
+ // Record list of buffer that might need uploading
+ lookForDownloadableBuffers();
}
// Render Thread
@@ -1437,12 +1426,18 @@ void Renderer::cleanupTexture(Qt3DCore::QNodeId cleanedUpTextureId)
// Called by SubmitRenderView
void Renderer::downloadGLBuffers()
{
- lookForDownloadableBuffers();
- const QVector<HBuffer> downloadableHandles = std::move(m_downloadableBuffers);
- for (const HBuffer &handle : downloadableHandles) {
- Buffer *buffer = m_nodesManager->bufferManager()->data(handle);
- QByteArray content = m_submissionContext->downloadBufferContent(buffer);
- m_sendBufferCaptureJob->addRequest(QPair<Buffer*, QByteArray>(buffer, content));
+ const QVector<Qt3DCore::QNodeId> downloadableHandles = std::move(m_downloadableBuffers);
+ for (const Qt3DCore::QNodeId &bufferId : downloadableHandles) {
+ BufferManager *bufferManager = m_nodesManager->bufferManager();
+ BufferManager::ReadLocker locker(const_cast<const BufferManager *>(bufferManager));
+ Buffer *buffer = bufferManager->lookupResource(bufferId);
+ // Buffer could have been destroyed at this point
+ if (!buffer)
+ continue;
+ // locker is protecting us from the buffer being destroy while we're looking
+ // up its content
+ const QByteArray content = m_submissionContext->downloadBufferContent(buffer);
+ m_sendBufferCaptureJob->addRequest(QPair<Qt3DCore::QNodeId, QByteArray>(bufferId, content));
}
}
@@ -1606,7 +1601,7 @@ Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVector<Ren
}
// Set the Viewport
- m_submissionContext->setViewport(renderView->viewport(), renderView->surfaceSize() * renderView->devicePixelRatio());
+ m_submissionContext->setViewport(renderView->viewport(), renderView->surfaceSize());
// Execute the render commands
if (!executeCommandsSubmission(renderView))
@@ -1617,7 +1612,7 @@ Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVector<Ren
// renderViewStateSet or m_defaultRenderStateSet)
if (!renderView->renderCaptureNodeId().isNull()) {
const QRenderCaptureRequest request = renderView->renderCaptureRequest();
- const QSize size = m_submissionContext->renderTargetSize(renderView->surfaceSize() * renderView->devicePixelRatio());
+ const QSize size = m_submissionContext->renderTargetSize(renderView->surfaceSize());
QRect rect(QPoint(0, 0), size);
if (!request.rect.isEmpty())
rect = rect.intersected(request.rect);
@@ -1632,7 +1627,8 @@ Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVector<Ren
Render::RenderCapture *renderCapture =
static_cast<Render::RenderCapture*>(m_nodesManager->frameGraphManager()->lookupNode(renderView->renderCaptureNodeId()));
renderCapture->addRenderCapture(request.captureId, image);
- addRenderCaptureSendRequest(renderView->renderCaptureNodeId());
+ if (!m_pendingRenderCaptureSendRequests.contains(renderView->renderCaptureNodeId()))
+ m_pendingRenderCaptureSendRequests.push_back(renderView->renderCaptureNodeId());
}
if (renderView->isDownloadBuffersEnable())
@@ -1688,7 +1684,7 @@ Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVector<Ren
void Renderer::markDirty(BackendNodeDirtySet changes, BackendNode *node)
{
- Q_UNUSED(node);
+ Q_UNUSED(node)
m_dirtyBits.marked |= changes;
}
@@ -1705,12 +1701,11 @@ void Renderer::clearDirtyBits(BackendNodeDirtySet changes)
}
#endif
-bool Renderer::shouldRender()
+bool Renderer::shouldRender() const
{
// Only render if something changed during the last frame, or the last frame
// was not rendered successfully (or render-on-demand is disabled)
return (m_settings->renderPolicy() == QRenderSettings::Always
- || m_renderThread == nullptr // <==> we use Scene3D
|| m_dirtyBits.marked != 0
|| m_dirtyBits.remaining != 0
|| !m_lastFrameCorrect.loadRelaxed());
@@ -1725,24 +1720,34 @@ void Renderer::skipNextFrame()
m_submitRenderViewsSemaphore.release(1);
}
-// Jobs we may have to run even if no rendering will happen
-QVector<QAspectJobPtr> Renderer::preRenderingJobs()
+void Renderer::jobsDone(Qt3DCore::QAspectManager *manager)
{
- QVector<QAspectJobPtr> jobs;
+ // called in main thread once all jobs are done running
+
+ // sync captured renders to frontend
+ const QVector<Qt3DCore::QNodeId> pendingCaptureIds = std::move(m_pendingRenderCaptureSendRequests);
+ for (const Qt3DCore::QNodeId &id : qAsConst(pendingCaptureIds)) {
+ auto *backend = static_cast<Qt3DRender::Render::RenderCapture *>
+ (m_nodesManager->frameGraphManager()->lookupNode(id));
+ backend->syncRenderCapturesToFrontend(manager);
+ }
// Do we need to notify any texture about property changes?
if (m_updatedTextureProperties.size() > 0)
- jobs.push_back(m_sendTextureChangesToFrontendJob);
+ sendTextureChangesToFrontend(manager);
+
+ sendDisablesToFrontend(manager);
+}
+
+// Jobs we may have to run even if no rendering will happen
+QVector<QAspectJobPtr> Renderer::preRenderingJobs()
+{
+ QVector<QAspectJobPtr> jobs;
// Do we need to notify frontend about fence change?
if (m_updatedSetFences.size() > 0)
jobs.push_back(m_sendSetFenceHandlesToFrontendJob);
- const QVector<Qt3DCore::QNodeId> pendingCaptureIds = takePendingRenderCaptureSendRequests();
- if (pendingCaptureIds.size() > 0) {
- m_sendRenderCaptureJob->setPendingCaptureRequests(pendingCaptureIds);
- jobs.push_back(m_sendRenderCaptureJob);
- }
if (m_sendBufferCaptureJob->hasRequests())
jobs.push_back(m_sendBufferCaptureJob);
@@ -1759,7 +1764,6 @@ QVector<QAspectJobPtr> Renderer::preRenderingJobs()
QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
{
QVector<QAspectJobPtr> renderBinJobs;
-
// Create the jobs to build the frame
const QVector<QAspectJobPtr> bufferJobs = createRenderBufferJobs();
@@ -1774,9 +1778,9 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
m_updateLevelOfDetailJob->setFrameGraphRoot(frameGraphRoot());
const BackendNodeDirtySet dirtyBitsForFrame = m_dirtyBits.marked | m_dirtyBits.remaining;
- m_dirtyBits.marked = 0;
- m_dirtyBits.remaining = 0;
- BackendNodeDirtySet notCleared = 0;
+ m_dirtyBits.marked = {};
+ m_dirtyBits.remaining = {};
+ BackendNodeDirtySet notCleared = {};
// Add jobs
const bool entitiesEnabledDirty = dirtyBitsForFrame & AbstractRenderer::EntityEnabledDirty;
@@ -1810,7 +1814,6 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
renderBinJobs.push_back(m_updateSkinningPaletteJob);
renderBinJobs.push_back(m_updateLevelOfDetailJob);
renderBinJobs.push_back(m_cleanupJob);
-
renderBinJobs.append(bufferJobs);
// Jobs to prepare GL Resource upload
@@ -1834,11 +1837,27 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
const bool computeableDirty = dirtyBitsForFrame & AbstractRenderer::ComputeDirty;
const bool renderableDirty = dirtyBitsForFrame & AbstractRenderer::GeometryDirty;
const bool materialCacheNeedsToBeRebuilt = shadersDirty || materialDirty || frameGraphDirty;
+ const bool renderCommandsDirty = materialCacheNeedsToBeRebuilt || renderableDirty || computeableDirty;
// Rebuild Entity Layers list if layers are dirty
if (layersDirty)
renderBinJobs.push_back(m_updateEntityLayersJob);
+ if (renderableDirty) {
+ renderBinJobs.push_back(m_renderableEntityFilterJob);
+ renderBinJobs.push_back(m_cacheRenderableEntitiesJob);
+ }
+
+ if (computeableDirty) {
+ renderBinJobs.push_back(m_computableEntityFilterJob);
+ renderBinJobs.push_back(m_cacheComputableEntitiesJob);
+ }
+
+ if (lightsDirty) {
+ renderBinJobs.push_back(m_lightGathererJob);
+ renderBinJobs.push_back(m_cacheLightsJob);
+ }
+
QMutexLocker lock(m_renderQueue->mutex());
if (m_renderQueue->wasReset()) { // Have we rendered yet? (Scene3D case)
// Traverse the current framegraph. For each leaf node create a
@@ -1859,20 +1878,18 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
// Handle single shot subtree enablers
const auto subtreeEnablers = visitor.takeEnablersToDisable();
for (auto *node : subtreeEnablers)
- m_updatedDisables.push_back(node->peerId());
- if (m_updatedDisables.size() > 0)
- renderBinJobs.push_back(m_sendDisablesToFrontendJob);
+ m_updatedDisableSubtreeEnablers.push_back(node->peerId());
}
const int fgBranchCount = m_frameGraphLeaves.size();
for (int i = 0; i < fgBranchCount; ++i) {
- RenderViewBuilder builder(m_frameGraphLeaves.at(i), i, this);
- builder.setLayerCacheNeedsToBeRebuilt(layersCacheNeedsToBeRebuilt);
- builder.setRenderableCacheNeedsToBeRebuilt(renderableDirty);
- builder.setComputableCacheNeedsToBeRebuilt(computeableDirty);
- builder.setLightGathererCacheNeedsToBeRebuilt(lightsDirty);
- builder.setMaterialGathererCacheNeedsToBeRebuilt(materialCacheNeedsToBeRebuilt);
- builder.setLightGathererCacheNeedsToBeRebuilt(lightsDirty);
+ FrameGraphNode *leaf = m_frameGraphLeaves.at(i);
+ RenderViewBuilder builder(leaf, i, this);
+ // If we have a new RV (wasn't in the cache before, then it contains no cached data)
+ const bool isNewRV = !m_cache.leafNodeCache.contains(leaf);
+ builder.setLayerCacheNeedsToBeRebuilt(layersCacheNeedsToBeRebuilt || isNewRV);
+ builder.setMaterialGathererCacheNeedsToBeRebuilt(materialCacheNeedsToBeRebuilt || isNewRV);
+ builder.setRenderCommandCacheNeedsToBeRebuilt(renderCommandsDirty || isNewRV);
builder.prepareJobs();
renderBinJobs.append(builder.buildJobHierachy());
@@ -2075,7 +2092,7 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
bool allCommandsIssued = true;
// Render drawing commands
- const QVector<RenderCommand *> commands = rv->commands();
+ QVector<RenderCommand> commands = rv->commands();
// Use the graphicscontext to submit the commands to the underlying
// graphics API (OpenGL)
@@ -2084,18 +2101,18 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
RenderStateSet *globalState = m_submissionContext->currentStateSet();
OpenGLVertexArrayObject *vao = nullptr;
- for (RenderCommand *command : qAsConst(commands)) {
+ for (RenderCommand &command : commands) {
- if (command->m_type == RenderCommand::Compute) { // Compute Call
- performCompute(rv, command);
+ if (command.m_type == RenderCommand::Compute) { // Compute Call
+ performCompute(rv, &command);
} else { // Draw Command
// Check if we have a valid command that can be drawn
- if (!command->m_isValid) {
+ if (!command.m_isValid) {
allCommandsIssued = false;
continue;
}
- vao = m_nodesManager->vaoManager()->data(command->m_vao);
+ vao = m_nodesManager->vaoManager()->data(command.m_vao);
// something may have went wrong when initializing the VAO
if (!vao->isSpecified()) {
@@ -2106,7 +2123,7 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
{
Profiling::GLTimeRecorder recorder(Profiling::ShaderUpdate);
//// We activate the shader here
- if (!m_submissionContext->activateShader(command->m_shaderDna)) {
+ if (!m_submissionContext->activateShader(command.m_shaderDna)) {
allCommandsIssued = false;
continue;
}
@@ -2121,7 +2138,7 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
{
Profiling::GLTimeRecorder recorder(Profiling::UniformUpdate);
//// Update program uniforms
- if (!m_submissionContext->setParameters(command->m_parameterPack)) {
+ if (!m_submissionContext->setParameters(command.m_parameterPack)) {
allCommandsIssued = false;
// If we have failed to set uniform (e.g unable to bind a texture)
// we won't perform the draw call which could show invalid content
@@ -2132,7 +2149,7 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
//// OpenGL State
// TO DO: Make states not dependendent on their backend node for this step
// Set state
- RenderStateSet *localState = command->m_stateSet;
+ RenderStateSet *localState = command.m_stateSet.data();
{
@@ -2140,8 +2157,8 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
// Merge the RenderCommand state with the globalState of the RenderView
// Or restore the globalState if no stateSet for the RenderCommand
if (localState != nullptr) {
- command->m_stateSet->merge(globalState);
- m_submissionContext->setCurrentStateSet(command->m_stateSet);
+ command.m_stateSet->merge(globalState);
+ m_submissionContext->setCurrentStateSet(localState);
} else {
m_submissionContext->setCurrentStateSet(globalState);
}
@@ -2151,7 +2168,7 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
// at that point
//// Draw Calls
- performDraw(command);
+ performDraw(&command);
}
} // end of RenderCommands loop
@@ -2167,7 +2184,7 @@ bool Renderer::executeCommandsSubmission(const RenderView *rv)
}
bool Renderer::updateVAOWithAttributes(Geometry *geometry,
- RenderCommand *command,
+ const RenderCommand *command,
Shader *shader,
bool forceUpdate)
{
@@ -2227,7 +2244,7 @@ bool Renderer::updateVAOWithAttributes(Geometry *geometry,
}
bool Renderer::requiresVAOAttributeUpdate(Geometry *geometry,
- RenderCommand *command) const
+ const RenderCommand *command) const
{
const auto attributeIds = geometry->attributes();
@@ -2295,17 +2312,6 @@ SubmissionContext *Renderer::submissionContext() const
return m_submissionContext.data();
}
-void Renderer::addRenderCaptureSendRequest(Qt3DCore::QNodeId nodeId)
-{
- if (!m_pendingRenderCaptureSendRequests.contains(nodeId))
- m_pendingRenderCaptureSendRequests.push_back(nodeId);
-}
-
-const QVector<Qt3DCore::QNodeId> Renderer::takePendingRenderCaptureSendRequests()
-{
- return std::move(m_pendingRenderCaptureSendRequests);
-}
-
// Returns a vector of jobs to be performed for dirty buffers
// 1 dirty buffer == 1 job, all job can be performed in parallel
QVector<Qt3DCore::QAspectJobPtr> Renderer::createRenderBufferJobs() const
diff --git a/src/render/renderers/opengl/renderer/renderer_p.h b/src/render/renderers/opengl/renderer/renderer_p.h
index b1cd4aac5..e770b8280 100644
--- a/src/render/renderers/opengl/renderer/renderer_p.h
+++ b/src/render/renderers/opengl/renderer/renderer_p.h
@@ -71,7 +71,6 @@
#include <Qt3DRender/private/updateworldboundingvolumejob_p.h>
#include <Qt3DRender/private/updatetreeenabledjob_p.h>
#include <Qt3DRender/private/platformsurfacefilter_p.h>
-#include <Qt3DRender/private/sendrendercapturejob_p.h>
#include <Qt3DRender/private/sendbuffercapturejob_p.h>
#include <Qt3DRender/private/genericlambdajob_p.h>
#include <Qt3DRender/private/updatemeshtrianglelistjob_p.h>
@@ -82,6 +81,7 @@
#include <Qt3DRender/private/texture_p.h>
#include <Qt3DRender/private/glfence_p.h>
#include <Qt3DRender/private/shaderbuilder_p.h>
+#include <Qt3DRender/private/lightgatherer_p.h>
#include <QHash>
#include <QMatrix4x4>
@@ -125,11 +125,9 @@ class QAbstractShapeMesh;
struct GraphicsApiFilterData;
class QSceneImporter;
-#if QT_CONFIG(qt3d_profile_jobs)
namespace Debug {
class CommandExecuter;
}
-#endif
namespace Render {
@@ -158,6 +156,13 @@ typedef QSharedPointer<UpdateLevelOfDetailJob> UpdateLevelOfDetailJobPtr;
using SynchronizerJobPtr = GenericLambdaJobPtr<std::function<void()>>;
using SynchronizerPostFramePtr = GenericLambdaJobAndPostFramePtr<std::function<void ()>, std::function<void (Qt3DCore::QAspectManager *)>>;
+template<typename T, typename ... Ts>
+class FilterEntityByComponentJob;
+template<typename T, typename ... Ts>
+using FilterEntityByComponentJobPtr = QSharedPointer<FilterEntityByComponentJob<T, Ts...>>;
+using ComputableEntityFilterPtr = FilterEntityByComponentJobPtr<Render::ComputeCommand, Render::Material>;
+using RenderableEntityFilterPtr = FilterEntityByComponentJobPtr<Render::GeometryRenderer, Render::Material>;
+
class Q_3DRENDERSHARED_PRIVATE_EXPORT Renderer : public AbstractRenderer
{
public:
@@ -199,8 +204,9 @@ public:
#if defined(QT_BUILD_INTERNAL)
void clearDirtyBits(BackendNodeDirtySet changes) override;
#endif
- bool shouldRender() override;
+ bool shouldRender() const override;
void skipNextFrame() override;
+ void jobsDone(Qt3DCore::QAspectManager *manager) override;
QVector<Qt3DCore::QAspectJobPtr> preRenderingJobs() override;
QVector<Qt3DCore::QAspectJobPtr> renderBinJobs() override;
@@ -225,8 +231,13 @@ public:
inline SynchronizerPostFramePtr introspectShadersJob() const { return m_introspectShaderJob; }
inline Qt3DCore::QAspectJobPtr bufferGathererJob() const { return m_bufferGathererJob; }
inline Qt3DCore::QAspectJobPtr textureGathererJob() const { return m_textureGathererJob; }
- inline Qt3DCore::QAspectJobPtr sendTextureChangesToFrontendJob() const { return m_sendTextureChangesToFrontendJob; }
inline UpdateEntityLayersJobPtr updateEntityLayersJob() const { return m_updateEntityLayersJob; }
+ inline LightGathererPtr lightGathererJob() const { return m_lightGathererJob; }
+ inline RenderableEntityFilterPtr renderableEntityFilterJob() const { return m_renderableEntityFilterJob; }
+ inline ComputableEntityFilterPtr computableEntityFilterJob() const { return m_computableEntityFilterJob; }
+ inline SynchronizerJobPtr cacheLightJob() const { return m_cacheLightsJob; }
+ inline SynchronizerJobPtr cacheRenderableEntitiesJob() const { return m_cacheRenderableEntitiesJob; }
+ inline SynchronizerJobPtr cacheComputableEntitiesJob() const { return m_cacheComputableEntitiesJob; }
Qt3DCore::QAbstractFrameAdvanceService *frameAdvanceService() const override;
@@ -254,12 +265,12 @@ public:
void prepareCommandsSubmission(const QVector<RenderView *> &renderViews);
bool executeCommandsSubmission(const RenderView *rv);
bool updateVAOWithAttributes(Geometry *geometry,
- RenderCommand *command,
+ const RenderCommand *command,
Shader *shader,
bool forceUpdate);
bool requiresVAOAttributeUpdate(Geometry *geometry,
- RenderCommand *command) const;
+ const RenderCommand *command) const;
void setOpenGLContext(QOpenGLContext *context) override;
const GraphicsApiFilterData *contextInfo() const;
@@ -270,9 +281,6 @@ public:
QList<QPair<QObject*, QMouseEvent>> pendingPickingEvents() const;
QList<QKeyEvent> pendingKeyEvents() const;
- void addRenderCaptureSendRequest(Qt3DCore::QNodeId nodeId);
- const QVector<Qt3DCore::QNodeId> takePendingRenderCaptureSendRequests();
-
void enqueueRenderView(RenderView *renderView, int submitOrder);
bool isReadyToSubmit();
@@ -338,8 +346,8 @@ private:
QAtomicInt m_exposed;
struct DirtyBits {
- BackendNodeDirtySet marked = 0; // marked dirty since last job build
- BackendNodeDirtySet remaining = 0; // remaining dirty after jobs have finished
+ BackendNodeDirtySet marked; // marked dirty since last job build
+ BackendNodeDirtySet remaining; // remaining dirty after jobs have finished
};
DirtyBits m_dirtyBits;
@@ -362,13 +370,15 @@ private:
CalculateBoundingVolumeJobPtr m_calculateBoundingVolumeJob;
UpdateWorldBoundingVolumeJobPtr m_updateWorldBoundingVolumeJob;
UpdateTreeEnabledJobPtr m_updateTreeEnabledJob;
- SendRenderCaptureJobPtr m_sendRenderCaptureJob;
SendBufferCaptureJobPtr m_sendBufferCaptureJob;
UpdateSkinningPaletteJobPtr m_updateSkinningPaletteJob;
UpdateLevelOfDetailJobPtr m_updateLevelOfDetailJob;
UpdateMeshTriangleListJobPtr m_updateMeshTriangleListJob;
FilterCompatibleTechniqueJobPtr m_filterCompatibleTechniqueJob;
UpdateEntityLayersJobPtr m_updateEntityLayersJob;
+ LightGathererPtr m_lightGathererJob;
+ RenderableEntityFilterPtr m_renderableEntityFilterJob;
+ ComputableEntityFilterPtr m_computableEntityFilterJob;
QVector<Qt3DCore::QNodeId> m_pendingRenderCaptureSendRequests;
@@ -381,11 +391,12 @@ private:
SynchronizerJobPtr m_bufferGathererJob;
SynchronizerJobPtr m_vaoGathererJob;
SynchronizerJobPtr m_textureGathererJob;
- SynchronizerPostFramePtr m_sendTextureChangesToFrontendJob;
SynchronizerJobPtr m_sendSetFenceHandlesToFrontendJob;
- SynchronizerJobPtr m_sendDisablesToFrontendJob;
SynchronizerPostFramePtr m_introspectShaderJob;
SynchronizerJobPtr m_syncLoadingJobs;
+ SynchronizerJobPtr m_cacheRenderableEntitiesJob;
+ SynchronizerJobPtr m_cacheComputableEntitiesJob;
+ SynchronizerJobPtr m_cacheLightsJob;
void lookForAbandonedVaos();
void lookForDirtyBuffers();
@@ -395,18 +406,18 @@ private:
void sendShaderChangesToFrontend(Qt3DCore::QAspectManager *manager);
void sendTextureChangesToFrontend(Qt3DCore::QAspectManager *manager);
void sendSetFenceHandlesToFrontend();
- void sendDisablesToFrontend();
+ void sendDisablesToFrontend(Qt3DCore::QAspectManager *manager);
QMutex m_abandonedVaosMutex;
QVector<HVao> m_abandonedVaos;
QVector<HBuffer> m_dirtyBuffers;
- QVector<HBuffer> m_downloadableBuffers;
+ QVector<Qt3DCore::QNodeId> m_downloadableBuffers;
QVector<HShader> m_dirtyShaders;
QVector<HTexture> m_dirtyTextures;
QVector<QPair<Texture::TextureUpdateInfo, Qt3DCore::QNodeIdVector>> m_updatedTextureProperties;
QVector<QPair<Qt3DCore::QNodeId, GLFence>> m_updatedSetFences;
- QVector<Qt3DCore::QNodeId> m_updatedDisables;
+ QVector<Qt3DCore::QNodeId> m_updatedDisableSubtreeEnablers;
Qt3DCore::QNodeIdVector m_textureIdsToCleanup;
QVector<ShaderBuilderUpdate> m_shaderBuilderUpdates;
@@ -415,10 +426,7 @@ private:
OffscreenSurfaceHelper *m_offscreenHelper;
QMutex m_offscreenSurfaceMutex;
-#if QT_CONFIG(qt3d_profile_jobs)
QScopedPointer<Qt3DRender::Debug::CommandExecuter> m_commandExecuter;
- friend class Qt3DRender::Debug::CommandExecuter;
-#endif
#ifdef QT_BUILD_INTERNAL
friend class ::tst_Renderer;
diff --git a/src/render/renderers/opengl/renderer/renderercache_p.h b/src/render/renderers/opengl/renderer/renderercache_p.h
index 0e9c5d3cd..02fe4ff41 100644
--- a/src/render/renderers/opengl/renderer/renderercache_p.h
+++ b/src/render/renderers/opengl/renderer/renderercache_p.h
@@ -56,6 +56,7 @@
#include <Qt3DRender/private/entity_p.h>
#include <Qt3DRender/private/renderviewjobutils_p.h>
#include <Qt3DRender/private/lightsource_p.h>
+#include <Qt3DRender/private/rendercommand_p.h>
QT_BEGIN_NAMESPACE
@@ -69,12 +70,16 @@ struct RendererCache
{
QVector<Entity *> filterEntitiesByLayer;
MaterialParameterGathererData materialParameterGatherer;
- QVector<LightSource> gatheredLights;
- QVector<Entity *> renderableEntities;
- QVector<Entity *> computeEntities;
- EnvironmentLight* environmentLight;
+ EntityRenderCommandData renderCommandData;
};
+ // Shared amongst all RV cache
+ QVector<Entity *> renderableEntities;
+ QVector<Entity *> computeEntities;
+ QVector<LightSource> gatheredLights;
+ EnvironmentLight* environmentLight;
+
+ // Per RV cache
QHash<FrameGraphNode *, LeafNodeData> leafNodeCache;
QMutex *mutex() { return &m_mutex; }
diff --git a/src/render/renderers/opengl/renderer/renderview.cpp b/src/render/renderers/opengl/renderer/renderview.cpp
index aa9f4d1a5..c00a92629 100644
--- a/src/render/renderers/opengl/renderer/renderview.cpp
+++ b/src/render/renderers/opengl/renderer/renderview.cpp
@@ -119,29 +119,29 @@ RenderView::StandardUniformsNameToTypeHash RenderView::initializeStandardUniform
{
RenderView::StandardUniformsNameToTypeHash setters;
- setters.insert(StringToInt::lookupId(QLatin1String("modelMatrix")), ModelMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("viewMatrix")), ViewMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("projectionMatrix")), ProjectionMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("modelView")), ModelViewMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("viewProjectionMatrix")), ViewProjectionMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("modelViewProjection")), ModelViewProjectionMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("mvp")), ModelViewProjectionMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("inverseModelMatrix")), InverseModelMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("inverseViewMatrix")), InverseViewMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("inverseProjectionMatrix")), InverseProjectionMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("inverseModelView")), InverseModelViewMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("inverseViewProjectionMatrix")), InverseViewProjectionMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("inverseModelViewProjection")), InverseModelViewProjectionMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("modelNormalMatrix")), ModelNormalMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("modelViewNormal")), ModelViewNormalMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("viewportMatrix")), ViewportMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("inverseViewportMatrix")), InverseViewportMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("aspectRatio")), AspectRatio);
- setters.insert(StringToInt::lookupId(QLatin1String("exposure")), Exposure);
- setters.insert(StringToInt::lookupId(QLatin1String("gamma")), Gamma);
- setters.insert(StringToInt::lookupId(QLatin1String("time")), Time);
- setters.insert(StringToInt::lookupId(QLatin1String("eyePosition")), EyePosition);
- setters.insert(StringToInt::lookupId(QLatin1String("skinningPalette[0]")), SkinningPalette);
+ setters.insert(Shader::modelMatrixNameId, ModelMatrix);
+ setters.insert(Shader::viewMatrixNameId, ViewMatrix);
+ setters.insert(Shader::projectionMatrixNameId, ProjectionMatrix);
+ setters.insert(Shader::modelViewMatrixNameId, ModelViewMatrix);
+ setters.insert(Shader::viewProjectionMatrixNameId, ViewProjectionMatrix);
+ setters.insert(Shader::modelViewProjectionNameId, ModelViewProjectionMatrix);
+ setters.insert(Shader::mvpNameId, ModelViewProjectionMatrix);
+ setters.insert(Shader::inverseModelMatrixNameId, InverseModelMatrix);
+ setters.insert(Shader::inverseViewMatrixNameId, InverseViewMatrix);
+ setters.insert(Shader::inverseProjectionMatrixNameId, InverseProjectionMatrix);
+ setters.insert(Shader::inverseModelViewNameId, InverseModelViewMatrix);
+ setters.insert(Shader::inverseViewProjectionMatrixNameId, InverseViewProjectionMatrix);
+ setters.insert(Shader::inverseModelViewProjectionNameId, InverseModelViewProjectionMatrix);
+ setters.insert(Shader::modelNormalMatrixNameId, ModelNormalMatrix);
+ setters.insert(Shader::modelViewNormalNameId, ModelViewNormalMatrix);
+ setters.insert(Shader::viewportMatrixNameId, ViewportMatrix);
+ setters.insert(Shader::inverseViewportMatrixNameId, InverseViewportMatrix);
+ setters.insert(Shader::aspectRatioNameId, AspectRatio);
+ setters.insert(Shader::exposureNameId, Exposure);
+ setters.insert(Shader::gammaNameId, Gamma);
+ setters.insert(Shader::timeNameId, Time);
+ setters.insert(Shader::eyePositionNameId, EyePosition);
+ setters.insert(Shader::skinningPaletteNameId, SkinningPalette);
return setters;
}
@@ -211,7 +211,7 @@ UniformValue RenderView::standardUniformValue(RenderView::StandardUniform standa
return UniformValue(Matrix4x4(viewportMatrix.inverted()));
}
case AspectRatio:
- return float(m_surfaceSize.width()) / float(m_surfaceSize.height());
+ return float(m_surfaceSize.width()) / std::max(1.f, float(m_surfaceSize.height()));
case Exposure:
return UniformValue(m_data.m_renderCameraLens ? m_data.m_renderCameraLens->exposure() : 0.0f);
case Gamma:
@@ -238,11 +238,14 @@ RenderView::RenderView()
: m_isDownloadBuffersEnable(false)
, m_hasBlitFramebufferInfo(false)
, m_renderer(nullptr)
+ , m_manager(nullptr)
, m_devicePixelRatio(1.)
- , m_viewport(QRectF(0.0f, 0.0f, 1.0f, 1.0f))
+ , m_viewport(QRectF(0., 0., 1., 1.))
, m_gamma(2.2f)
, m_surface(nullptr)
, m_clearBuffer(QClearBuffers::None)
+ , m_clearDepthValue(1.f)
+ , m_clearStencilValue(0)
, m_stateSet(nullptr)
, m_noDraw(false)
, m_compute(false)
@@ -280,10 +283,6 @@ RenderView::RenderView()
RenderView::~RenderView()
{
delete m_stateSet;
- for (RenderCommand *command : qAsConst(m_commands)) {
- delete command->m_stateSet;
- delete command;
- }
}
namespace {
@@ -291,7 +290,7 @@ namespace {
template<int SortType>
struct AdjacentSubRangeFinder
{
- static bool adjacentSubRange(RenderCommand *, RenderCommand *)
+ static bool adjacentSubRange(const RenderCommand &, const RenderCommand &)
{
Q_UNREACHABLE();
return false;
@@ -301,47 +300,47 @@ struct AdjacentSubRangeFinder
template<>
struct AdjacentSubRangeFinder<QSortPolicy::StateChangeCost>
{
- static bool adjacentSubRange(RenderCommand *a, RenderCommand *b)
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
{
- return a->m_changeCost == b->m_changeCost;
+ return a.m_changeCost == b.m_changeCost;
}
};
template<>
struct AdjacentSubRangeFinder<QSortPolicy::BackToFront>
{
- static bool adjacentSubRange(RenderCommand *a, RenderCommand *b)
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
{
- return a->m_depth == b->m_depth;
+ return a.m_depth == b.m_depth;
}
};
template<>
struct AdjacentSubRangeFinder<QSortPolicy::Material>
{
- static bool adjacentSubRange(RenderCommand *a, RenderCommand *b)
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
{
- return a->m_shaderDna == b->m_shaderDna;
+ return a.m_shaderDna == b.m_shaderDna;
}
};
template<>
struct AdjacentSubRangeFinder<QSortPolicy::FrontToBack>
{
- static bool adjacentSubRange(RenderCommand *a, RenderCommand *b)
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
{
- return a->m_depth == b->m_depth;
+ return a.m_depth == b.m_depth;
}
};
template<>
struct AdjacentSubRangeFinder<QSortPolicy::Texture>
{
- static bool adjacentSubRange(RenderCommand *a, RenderCommand *b)
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
{
// Two renderCommands are adjacent if one contains all the other command's textures
- QVector<ShaderParameterPack::NamedResource> texturesA = a->m_parameterPack.textures();
- QVector<ShaderParameterPack::NamedResource> texturesB = b->m_parameterPack.textures();
+ QVector<ShaderParameterPack::NamedResource> texturesA = a.m_parameterPack.textures();
+ QVector<ShaderParameterPack::NamedResource> texturesB = b.m_parameterPack.textures();
if (texturesB.size() > texturesA.size())
qSwap(texturesA, texturesB);
@@ -356,7 +355,7 @@ struct AdjacentSubRangeFinder<QSortPolicy::Texture>
};
template<typename Predicate>
-int advanceUntilNonAdjacent(const QVector<RenderCommand *> &commands,
+int advanceUntilNonAdjacent(const QVector<RenderCommand> &commands,
const int beg, const int end, Predicate pred)
{
int i = beg + 1;
@@ -369,7 +368,7 @@ int advanceUntilNonAdjacent(const QVector<RenderCommand *> &commands,
}
-using CommandIt = QVector<RenderCommand *>::iterator;
+using CommandIt = QVector<RenderCommand>::iterator;
template<int SortType>
struct SubRangeSorter
@@ -387,8 +386,8 @@ struct SubRangeSorter<QSortPolicy::StateChangeCost>
{
static void sortSubRange(CommandIt begin, const CommandIt end)
{
- std::stable_sort(begin, end, [] (RenderCommand *a, RenderCommand *b) {
- return a->m_changeCost > b->m_changeCost;
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ return a.m_changeCost > b.m_changeCost;
});
}
};
@@ -398,8 +397,8 @@ struct SubRangeSorter<QSortPolicy::BackToFront>
{
static void sortSubRange(CommandIt begin, const CommandIt end)
{
- std::stable_sort(begin, end, [] (RenderCommand *a, RenderCommand *b) {
- return a->m_depth > b->m_depth;
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ return a.m_depth > b.m_depth;
});
}
};
@@ -410,8 +409,8 @@ struct SubRangeSorter<QSortPolicy::Material>
static void sortSubRange(CommandIt begin, const CommandIt end)
{
// First we sort by shaderDNA
- std::stable_sort(begin, end, [] (RenderCommand *a, RenderCommand *b) {
- return a->m_shaderDna > b->m_shaderDna;
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ return a.m_shaderDna > b.m_shaderDna;
});
}
};
@@ -421,8 +420,8 @@ struct SubRangeSorter<QSortPolicy::FrontToBack>
{
static void sortSubRange(CommandIt begin, const CommandIt end)
{
- std::stable_sort(begin, end, [] (RenderCommand *a, RenderCommand *b) {
- return a->m_depth < b->m_depth;
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ return a.m_depth < b.m_depth;
});
}
};
@@ -432,9 +431,9 @@ struct SubRangeSorter<QSortPolicy::Texture>
{
static void sortSubRange(CommandIt begin, const CommandIt end)
{
- std::stable_sort(begin, end, [] (RenderCommand *a, RenderCommand *b) {
- QVector<ShaderParameterPack::NamedResource> texturesA = a->m_parameterPack.textures();
- QVector<ShaderParameterPack::NamedResource> texturesB = b->m_parameterPack.textures();
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ QVector<ShaderParameterPack::NamedResource> texturesA = a.m_parameterPack.textures();
+ QVector<ShaderParameterPack::NamedResource> texturesB = b.m_parameterPack.textures();
const int originalTextureASize = texturesA.size();
@@ -453,7 +452,7 @@ struct SubRangeSorter<QSortPolicy::Texture>
}
};
-int findSubRange(const QVector<RenderCommand *> &commands,
+int findSubRange(const QVector<RenderCommand> &commands,
const int begin, const int end,
const QSortPolicy::SortType sortType)
{
@@ -474,14 +473,14 @@ int findSubRange(const QVector<RenderCommand *> &commands,
}
}
-void sortByMaterial(QVector<RenderCommand *> &commands, int begin, const int end)
+void sortByMaterial(QVector<RenderCommand> &commands, int begin, const int end)
{
// We try to arrange elements so that their rendering cost is minimized for a given shader
int rangeEnd = advanceUntilNonAdjacent(commands, begin, end, AdjacentSubRangeFinder<QSortPolicy::Material>::adjacentSubRange);
while (begin != end) {
if (begin + 1 < rangeEnd) {
- std::stable_sort(commands.begin() + begin + 1, commands.begin() + rangeEnd, [] (RenderCommand *a, RenderCommand *b){
- return a->m_material.handle() < b->m_material.handle();
+ std::stable_sort(commands.begin() + begin + 1, commands.begin() + rangeEnd, [] (const RenderCommand &a, const RenderCommand &b){
+ return a.m_material.handle() < b.m_material.handle();
});
}
begin = rangeEnd;
@@ -489,7 +488,7 @@ void sortByMaterial(QVector<RenderCommand *> &commands, int begin, const int end
}
}
-void sortCommandRange(QVector<RenderCommand *> &commands, int begin, const int end, const int level,
+void sortCommandRange(QVector<RenderCommand> &commands, int begin, const int end, const int level,
const QVector<Qt3DRender::QSortPolicy::SortType> &sortingTypes)
{
if (level >= sortingTypes.size())
@@ -539,24 +538,23 @@ void RenderView::sort()
// Minimize uniform changes
int i = 0;
- while (i < m_commands.size()) {
+ const int commandSize = m_commands.size();
+ while (i < commandSize) {
int j = i;
// Advance while commands share the same shader
- while (i < m_commands.size() && m_commands[j]->m_shaderDna == m_commands[i]->m_shaderDna)
+ while (i < commandSize && m_commands[j].m_shaderDna == m_commands[i].m_shaderDna)
++i;
if (i - j > 0) { // Several commands have the same shader, so we minimize uniform changes
- PackUniformHash cachedUniforms = m_commands[j++]->m_parameterPack.uniforms();
+ PackUniformHash cachedUniforms = m_commands[j++].m_parameterPack.uniforms();
while (j < i) {
// We need the reference here as we are modifying the original container
// not the copy
- PackUniformHash &uniforms = m_commands.at(j)->m_parameterPack.m_uniforms;
- PackUniformHash::iterator it = uniforms.begin();
- const PackUniformHash::iterator end = uniforms.end();
+ PackUniformHash &uniforms = m_commands[j].m_parameterPack.m_uniforms;
- while (it != end) {
+ for (int u = 0; u < uniforms.keys.size();) {
// We are comparing the values:
// - raw uniform values
// - the texture Node id if the uniform represents a texture
@@ -564,12 +562,17 @@ void RenderView::sort()
// sharing the same material (shader) are rendered, we can't have the case
// where two uniforms, referencing the same texture eventually have 2 different
// texture unit values
- const UniformValue refValue = cachedUniforms.value(it.key());
- if (it.value() == refValue) {
- it = uniforms.erase(it);
+ const int uniformNameId = uniforms.keys.at(u);
+ const UniformValue &refValue = cachedUniforms.value(uniformNameId);
+ const UniformValue &newValue = uniforms.values.at(u);
+ if (newValue == refValue) {
+ uniforms.erase(u);
} else {
- cachedUniforms.insert(it.key(), it.value());
- ++it;
+ // Record updated value so that subsequent comparison
+ // for the next command will be made againts latest
+ // uniform value
+ cachedUniforms.insert(uniformNameId, newValue);
+ ++u;
}
}
++j;
@@ -619,20 +622,16 @@ void RenderView::addClearBuffers(const ClearBuffers *cb) {
}
// If we are there, we know that entity had a GeometryRenderer + Material
-QVector<RenderCommand *> RenderView::buildDrawRenderCommands(const QVector<Entity *> &entities) const
+EntityRenderCommandData RenderView::buildDrawRenderCommands(const QVector<Entity *> &entities,
+ int offset, int count) const
{
- // Note: since many threads can be building render commands
- // we need to ensure that the UniformBlockValueBuilder they are using
- // is only accessed from the same thread
- UniformBlockValueBuilder *builder = new UniformBlockValueBuilder();
- builder->shaderDataManager = m_manager->shaderDataManager();
- builder->textureManager = m_manager->textureManager();
- m_localData.setLocalData(builder);
+ EntityRenderCommandData commands;
- QVector<RenderCommand *> commands;
- commands.reserve(entities.size());
+ commands.reserve(count);
- for (Entity *entity : entities) {
+ for (int i = 0; i < count; ++i) {
+ const int idx = offset + i;
+ Entity *entity = entities.at(idx);
GeometryRenderer *geometryRenderer = nullptr;
HGeometryRenderer geometryRendererHandle = entity->componentHandle<GeometryRenderer>();
@@ -645,135 +644,226 @@ QVector<RenderCommand *> RenderView::buildDrawRenderCommands(const QVector<Entit
const HMaterial materialHandle = entity->componentHandle<Material>();
const QVector<RenderPassParameterData> renderPassData = m_parameters.value(materialComponentId);
+ HGeometry geometryHandle = m_manager->geometryManager()->lookupHandle(geometryRenderer->geometryId());
+ Geometry *geometry = m_manager->geometryManager()->data(geometryHandle);
+
// 1 RenderCommand per RenderPass pass on an Entity with a Mesh
for (const RenderPassParameterData &passData : renderPassData) {
// Add the RenderPass Parameters
- RenderCommand *command = new RenderCommand();
- command->m_geometryRenderer = geometryRendererHandle;
- command->m_geometry = m_manager->geometryManager()->lookupHandle(geometryRenderer->geometryId());
-
- // Project the camera-to-object-center vector onto the camera
- // view vector. This gives a depth value suitable as the key
- // for BackToFront sorting.
- command->m_depth = Vector3D::dotProduct(entity->worldBoundingVolume()->center() - m_data.m_eyePos, m_data.m_eyeViewDir);
- command->m_material = materialHandle;
+ RenderCommand command = {};
+ command.m_geometryRenderer = geometryRendererHandle;
+ command.m_geometry = geometryHandle;
+
+ command.m_material = materialHandle;
// For RenderPass based states we use the globally set RenderState
// if no renderstates are defined as part of the pass. That means:
// RenderPass { renderStates: [] } will use the states defined by
// StateSet in the FrameGraph
RenderPass *pass = passData.pass;
if (pass->hasRenderStates()) {
- command->m_stateSet = new RenderStateSet();
- addStatesToRenderStateSet(command->m_stateSet, pass->renderStates(), m_manager->renderStateManager());
+ command.m_stateSet = RenderStateSetPtr::create();
+ addStatesToRenderStateSet(command.m_stateSet.data(), pass->renderStates(), m_manager->renderStateManager());
if (m_stateSet != nullptr)
- command->m_stateSet->merge(m_stateSet);
- command->m_changeCost = m_renderer->defaultRenderState()->changeCost(command->m_stateSet);
+ command.m_stateSet->merge(m_stateSet);
+ command.m_changeCost = m_renderer->defaultRenderState()->changeCost(command.m_stateSet.data());
}
+ command.m_shader = m_manager->lookupHandle<Shader, ShaderManager, HShader>(pass->shaderProgram());
+
+ { // Scoped to show extent
+
+ // Update the draw command with what's going to be needed for the drawing
+ int primitiveCount = geometryRenderer->vertexCount();
+ int estimatedCount = 0;
+ Attribute *indexAttribute = nullptr;
+ Attribute *indirectAttribute = nullptr;
+
+ const QVector<Qt3DCore::QNodeId> attributeIds = geometry->attributes();
+ for (Qt3DCore::QNodeId attributeId : attributeIds) {
+ Attribute *attribute = m_manager->attributeManager()->lookupResource(attributeId);
+ switch (attribute->attributeType()) {
+ case QAttribute::IndexAttribute:
+ indexAttribute = attribute;
+ break;
+ case QAttribute::DrawIndirectAttribute:
+ indirectAttribute = attribute;
+ break;
+ case QAttribute::VertexAttribute:
+ estimatedCount = std::max(int(attribute->count()), estimatedCount);
+ break;
+ default:
+ Q_UNREACHABLE();
+ break;
+ }
+ }
- // Pick which lights to take in to account.
- // For now decide based on the distance by taking the MAX_LIGHTS closest lights.
- // Replace with more sophisticated mechanisms later.
- // Copy vector so that we can sort it concurrently and we only want to sort the one for the current command
- QVector<LightSource> lightSources = m_lightSources;
- if (lightSources.size() > 1) {
- const Vector3D entityCenter = entity->worldBoundingVolume()->center();
- std::sort(lightSources.begin(), lightSources.end(),
- [&] (const LightSource &a, const LightSource &b) {
- const float distA = entityCenter.distanceToPoint(a.entity->worldBoundingVolume()->center());
- const float distB = entityCenter.distanceToPoint(b.entity->worldBoundingVolume()->center());
- return distA < distB;
- });
- }
+ command.m_drawIndexed = (indexAttribute != nullptr);
+ command.m_drawIndirect = (indirectAttribute != nullptr);
+
+ // Update the draw command with all the information required for the drawing
+ if (command.m_drawIndexed) {
+ command.m_indexAttributeDataType = GraphicsContext::glDataTypeFromAttributeDataType(indexAttribute->vertexBaseType());
+ command.m_indexAttributeByteOffset = indexAttribute->byteOffset() + geometryRenderer->indexBufferByteOffset();
+ }
+
+ // Note: we only care about the primitiveCount when using direct draw calls
+ // For indirect draw calls it is assumed the buffer was properly set already
+ if (command.m_drawIndirect) {
+ command.m_indirectAttributeByteOffset = indirectAttribute->byteOffset();
+ command.m_indirectDrawBuffer = m_manager->bufferManager()->lookupHandle(indirectAttribute->bufferId());
+ } else {
+ // Use the count specified by the GeometryRender
+ // If not specify use the indexAttribute count if present
+ // Otherwise tries to use the count from the attribute with the highest count
+ if (primitiveCount == 0) {
+ if (indexAttribute)
+ primitiveCount = indexAttribute->count();
+ else
+ primitiveCount = estimatedCount;
+ }
+ }
- ParameterInfoList globalParameters = passData.parameterInfo;
- // setShaderAndUniforms can initialize a localData
- // make sure this is cleared before we leave this function
- setShaderAndUniforms(command,
- pass,
- globalParameters,
- entity,
- lightSources.mid(0, std::max(lightSources.size(), MAX_LIGHTS)),
- m_environmentLight);
-
- commands.append(command);
+ command.m_primitiveCount = primitiveCount;
+ command.m_primitiveType = geometryRenderer->primitiveType();
+ command.m_primitiveRestartEnabled = geometryRenderer->primitiveRestartEnabled();
+ command.m_restartIndexValue = geometryRenderer->restartIndexValue();
+ command.m_firstInstance = geometryRenderer->firstInstance();
+ command.m_instanceCount = geometryRenderer->instanceCount();
+ command.m_firstVertex = geometryRenderer->firstVertex();
+ command.m_indexOffset = geometryRenderer->indexOffset();
+ command.m_verticesPerPatch = geometryRenderer->verticesPerPatch();
+ } // scope
+
+
+ commands.push_back(entity,
+ std::move(command),
+ std::move(passData));
}
}
}
- // We reset the local data once we are done with it
- m_localData.setLocalData(nullptr);
-
return commands;
}
-QVector<RenderCommand *> RenderView::buildComputeRenderCommands(const QVector<Entity *> &entities) const
+EntityRenderCommandData RenderView::buildComputeRenderCommands(const QVector<Entity *> &entities,
+ int offset, int count) const
{
- // Note: since many threads can be building render commands
- // we need to ensure that the UniformBlockValueBuilder they are using
- // is only accessed from the same thread
- UniformBlockValueBuilder *builder = new UniformBlockValueBuilder();
- builder->shaderDataManager = m_manager->shaderDataManager();
- builder->textureManager = m_manager->textureManager();
- m_localData.setLocalData(builder);
-
// If the RenderView contains only a ComputeDispatch then it cares about
// A ComputeDispatch is also implicitely a NoDraw operation
// enabled flag
// layer component
// material/effect/technique/parameters/filters/
- QVector<RenderCommand *> commands;
- commands.reserve(entities.size());
- for (Entity *entity : entities) {
+ EntityRenderCommandData commands;
+
+ commands.reserve(count);
+
+ for (int i = 0; i < count; ++i) {
+ const int idx = offset + i;
+ Entity *entity = entities.at(idx);
ComputeCommand *computeJob = nullptr;
- if ((computeJob = entity->renderComponent<ComputeCommand>()) != nullptr
+ HComputeCommand computeCommandHandle = entity->componentHandle<ComputeCommand>();
+ if ((computeJob = nodeManagers()->computeJobManager()->data(computeCommandHandle)) != nullptr
&& computeJob->isEnabled()) {
- // Note: if frameCount has reached 0 in the previous frame, isEnabled
- // would be false
- if (computeJob->runType() == QComputeCommand::Manual)
- computeJob->updateFrameCount();
-
const Qt3DCore::QNodeId materialComponentId = entity->componentUuid<Material>();
const QVector<RenderPassParameterData> renderPassData = m_parameters.value(materialComponentId);
// 1 RenderCommand per RenderPass pass on an Entity with a Mesh
for (const RenderPassParameterData &passData : renderPassData) {
// Add the RenderPass Parameters
- RenderCommand *command = new RenderCommand();
+ RenderCommand command = {};
RenderPass *pass = passData.pass;
if (pass->hasRenderStates()) {
- command->m_stateSet = new RenderStateSet();
- addStatesToRenderStateSet(command->m_stateSet, pass->renderStates(), m_manager->renderStateManager());
+ command.m_stateSet = RenderStateSetPtr::create();
+ addStatesToRenderStateSet(command.m_stateSet.data(), pass->renderStates(), m_manager->renderStateManager());
// Merge per pass stateset with global stateset
// so that the local stateset only overrides
if (m_stateSet != nullptr)
- command->m_stateSet->merge(m_stateSet);
- command->m_changeCost = m_renderer->defaultRenderState()->changeCost(command->m_stateSet);
+ command.m_stateSet->merge(m_stateSet);
+ command.m_changeCost = m_renderer->defaultRenderState()->changeCost(command.m_stateSet.data());
}
+ command.m_shader = m_manager->lookupHandle<Shader, ShaderManager, HShader>(pass->shaderProgram());
+ command.m_computeCommand = computeCommandHandle;
+ command.m_type = RenderCommand::Compute;
+ command.m_workGroups[0] = std::max(m_workGroups[0], computeJob->x());
+ command.m_workGroups[1] = std::max(m_workGroups[1], computeJob->y());
+ command.m_workGroups[2] = std::max(m_workGroups[2], computeJob->z());
+
+ commands.push_back(entity,
+ std::move(command),
+ std::move(passData));
+ }
+ }
+ }
- command->m_type = RenderCommand::Compute;
- command->m_workGroups[0] = std::max(m_workGroups[0], computeJob->x());
- command->m_workGroups[1] = std::max(m_workGroups[1], computeJob->y());
- command->m_workGroups[2] = std::max(m_workGroups[2], computeJob->z());
-
- ParameterInfoList globalParameters = passData.parameterInfo;
- setShaderAndUniforms(command,
- pass,
- globalParameters,
- entity,
- QVector<LightSource>(),
- nullptr);
- commands.append(command);
+ return commands;
+}
+
+void RenderView::updateRenderCommand(EntityRenderCommandData *renderCommandData,
+ int offset,
+ int count)
+{
+ // Note: since many threads can be building render commands
+ // we need to ensure that the UniformBlockValueBuilder they are using
+ // is only accessed from the same thread
+ UniformBlockValueBuilder *builder = new UniformBlockValueBuilder();
+ builder->shaderDataManager = m_manager->shaderDataManager();
+ builder->textureManager = m_manager->textureManager();
+ m_localData.setLocalData(builder);
+
+ for (int i = 0, m = count; i < m; ++i) {
+ const int idx = offset + i;
+ Entity *entity = renderCommandData->entities.at(idx);
+ const RenderPassParameterData passData = renderCommandData->passesData.at(idx);
+ RenderCommand &command = renderCommandData->commands[idx];
+
+ // Pick which lights to take in to account.
+ // For now decide based on the distance by taking the MAX_LIGHTS closest lights.
+ // Replace with more sophisticated mechanisms later.
+ // Copy vector so that we can sort it concurrently and we only want to sort the one for the current command
+ QVector<LightSource> lightSources;
+ EnvironmentLight *environmentLight = nullptr;
+
+ if (command.m_type == RenderCommand::Draw) {
+ // Project the camera-to-object-center vector onto the camera
+ // view vector. This gives a depth value suitable as the key
+ // for BackToFront sorting.
+ command.m_depth = Vector3D::dotProduct(entity->worldBoundingVolume()->center() - m_data.m_eyePos, m_data.m_eyeViewDir);
+
+ environmentLight = m_environmentLight;
+ lightSources = m_lightSources;
+
+ if (lightSources.size() > 1) {
+ const Vector3D entityCenter = entity->worldBoundingVolume()->center();
+ std::sort(lightSources.begin(), lightSources.end(),
+ [&] (const LightSource &a, const LightSource &b) {
+ const float distA = entityCenter.distanceToPoint(a.entity->worldBoundingVolume()->center());
+ const float distB = entityCenter.distanceToPoint(b.entity->worldBoundingVolume()->center());
+ return distA < distB;
+ });
}
+ lightSources = lightSources.mid(0, std::max(lightSources.size(), MAX_LIGHTS));
+ } else { // Compute
+ // Note: if frameCount has reached 0 in the previous frame, isEnabled
+ // would be false
+ ComputeCommand *computeJob = m_manager->computeJobManager()->data(command.m_computeCommand);
+ if (computeJob->runType() == QComputeCommand::Manual)
+ computeJob->updateFrameCount();
}
+
+ ParameterInfoList globalParameters = passData.parameterInfo;
+ // setShaderAndUniforms can initialize a localData
+ // make sure this is cleared before we leave this function
+ setShaderAndUniforms(&command,
+ globalParameters,
+ entity,
+ lightSources,
+ environmentLight);
}
// We reset the local data once we are done with it
m_localData.setLocalData(nullptr);
-
- return commands;
}
void RenderView::updateMatrices()
@@ -908,7 +998,6 @@ void RenderView::setDefaultUniformBlockShaderDataValue(ShaderParameterPack &unif
}
void RenderView::setShaderAndUniforms(RenderCommand *command,
- RenderPass *rPass,
ParameterInfoList &parameters,
Entity *entity,
const QVector<LightSource> &activeLightSources,
@@ -924,163 +1013,163 @@ void RenderView::setShaderAndUniforms(RenderCommand *command,
// For each ParameterBinder in the RenderPass -> create a QUniformPack
// Once that works, improve that to try and minimize QUniformPack updates
- if (rPass != nullptr) {
- // Index Shader by Shader UUID
- command->m_shader = m_manager->lookupHandle<Shader, ShaderManager, HShader>(rPass->shaderProgram());
- Shader *shader = m_manager->data<Shader, ShaderManager>(command->m_shader);
- if (shader != nullptr && shader->isLoaded()) {
- command->m_shaderDna = shader->dna();
-
- // Builds the QUniformPack, sets shader standard uniforms and store attributes name / glname bindings
- // If a parameter is defined and not found in the bindings it is assumed to be a binding of Uniform type with the glsl name
- // equals to the parameter name
- const QVector<int> uniformNamesIds = shader->uniformsNamesIds();
- const QVector<int> uniformBlockNamesIds = shader->uniformBlockNamesIds();
- const QVector<int> shaderStorageBlockNamesIds = shader->storageBlockNamesIds();
- const QVector<int> attributeNamesIds = shader->attributeNamesIds();
-
- // Set fragData Name and index
- // Later on we might want to relink the shader if attachments have changed
- // But for now we set them once and for all
+ // Index Shader by Shader UUID
+ Shader *shader = m_manager->data<Shader, ShaderManager>(command->m_shader);
+ if (shader != nullptr && shader->isLoaded()) {
+ command->m_shaderDna = shader->dna();
+
+ // Builds the QUniformPack, sets shader standard uniforms and store attributes name / glname bindings
+ // If a parameter is defined and not found in the bindings it is assumed to be a binding of Uniform type with the glsl name
+ // equals to the parameter name
+ const QVector<int> uniformNamesIds = shader->uniformsNamesIds();
+ const QVector<int> standardUniformNamesIds = shader->standardUniformNameIds();
+ const QVector<int> uniformBlockNamesIds = shader->uniformBlockNamesIds();
+ const QVector<int> shaderStorageBlockNamesIds = shader->storageBlockNamesIds();
+ const QVector<int> attributeNamesIds = shader->attributeNamesIds();
+
+ // Set fragData Name and index
+ // Later on we might want to relink the shader if attachments have changed
+ // But for now we set them once and for all
+ if (!m_renderTarget.isNull() && !shader->isLoaded()) {
QHash<QString, int> fragOutputs;
- if (!m_renderTarget.isNull() && !shader->isLoaded()) {
- const auto atts = m_attachmentPack.attachments();
- for (const Attachment &att : atts) {
- if (att.m_point <= QRenderTargetOutput::Color15)
- fragOutputs.insert(att.m_name, att.m_point);
- }
+ const auto atts = m_attachmentPack.attachments();
+ for (const Attachment &att : atts) {
+ if (att.m_point <= QRenderTargetOutput::Color15)
+ fragOutputs.insert(att.m_name, att.m_point);
}
+ // Set frag outputs in the shaders if hash not empty
+ if (!fragOutputs.isEmpty())
+ shader->setFragOutputs(fragOutputs);
+ }
- if (!uniformNamesIds.isEmpty() || !attributeNamesIds.isEmpty() ||
- !shaderStorageBlockNamesIds.isEmpty() || !attributeNamesIds.isEmpty()) {
-
- // Set default standard uniforms without bindings
- const Matrix4x4 worldTransform = *(entity->worldTransform());
- for (const int uniformNameId : uniformNamesIds) {
- if (ms_standardUniformSetters.contains(uniformNameId))
- setStandardUniformValue(command->m_parameterPack, uniformNameId, uniformNameId, entity, worldTransform);
- }
-
- // Set default attributes
- for (const int attributeNameId : attributeNamesIds)
- command->m_activeAttributes.push_back(attributeNameId);
-
- // Parameters remaining could be
- // -> uniform scalar / vector
- // -> uniform struct / arrays
- // -> uniform block / array (4.3)
- // -> ssbo block / array (4.3)
-
- ParameterInfoList::const_iterator it = parameters.cbegin();
- const ParameterInfoList::const_iterator parametersEnd = parameters.cend();
-
- while (it != parametersEnd) {
- Parameter *param = m_manager->data<Parameter, ParameterManager>(it->handle);
- const UniformValue &uniformValue = param->uniformValue();
- if (uniformNamesIds.contains(it->nameId)) { // Parameter is a regular uniform
- setUniformValue(command->m_parameterPack, it->nameId, uniformValue);
- } else if (uniformBlockNamesIds.indexOf(it->nameId) != -1) { // Parameter is a uniform block
- setUniformBlockValue(command->m_parameterPack, shader, shader->uniformBlockForBlockNameId(it->nameId), uniformValue);
- } else if (shaderStorageBlockNamesIds.indexOf(it->nameId) != -1) { // Parameters is a SSBO
- setShaderStorageValue(command->m_parameterPack, shader, shader->storageBlockForBlockNameId(it->nameId), uniformValue);
- } else { // Parameter is a struct
- ShaderData *shaderData = nullptr;
- if (uniformValue.valueType() == UniformValue::NodeId &&
- (shaderData = m_manager->shaderDataManager()->lookupResource(*uniformValue.constData<Qt3DCore::QNodeId>())) != nullptr) {
- // Try to check if we have a struct or array matching a QShaderData parameter
- setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, StringToInt::lookupString(it->nameId));
- }
- // Otherwise: param unused by current shader
+ if (!uniformNamesIds.isEmpty() || !standardUniformNamesIds.isEmpty() ||
+ !attributeNamesIds.isEmpty() ||
+ !shaderStorageBlockNamesIds.isEmpty() || !attributeNamesIds.isEmpty()) {
+
+ // Set default standard uniforms without bindings
+ const Matrix4x4 worldTransform = *(entity->worldTransform());
+
+ for (const int uniformNameId : standardUniformNamesIds)
+ setStandardUniformValue(command->m_parameterPack, uniformNameId, uniformNameId, entity, worldTransform);
+
+ // Set default attributes
+ command->m_activeAttributes = attributeNamesIds;
+
+ // At this point we know whether the command is a valid draw command or not
+ // We still need to process the uniforms as the command could be a compute command
+ command->m_isValid = !command->m_activeAttributes.empty();
+
+ // Parameters remaining could be
+ // -> uniform scalar / vector
+ // -> uniform struct / arrays
+ // -> uniform block / array (4.3)
+ // -> ssbo block / array (4.3)
+
+ ParameterInfoList::const_iterator it = parameters.cbegin();
+ const ParameterInfoList::const_iterator parametersEnd = parameters.cend();
+
+ while (it != parametersEnd) {
+ Parameter *param = m_manager->data<Parameter, ParameterManager>(it->handle);
+ const UniformValue &uniformValue = param->uniformValue();
+ if (uniformNamesIds.contains(it->nameId)) { // Parameter is a regular uniform
+ setUniformValue(command->m_parameterPack, it->nameId, uniformValue);
+ } else if (uniformBlockNamesIds.indexOf(it->nameId) != -1) { // Parameter is a uniform block
+ setUniformBlockValue(command->m_parameterPack, shader, shader->uniformBlockForBlockNameId(it->nameId), uniformValue);
+ } else if (shaderStorageBlockNamesIds.indexOf(it->nameId) != -1) { // Parameters is a SSBO
+ setShaderStorageValue(command->m_parameterPack, shader, shader->storageBlockForBlockNameId(it->nameId), uniformValue);
+ } else { // Parameter is a struct
+ ShaderData *shaderData = nullptr;
+ if (uniformValue.valueType() == UniformValue::NodeId &&
+ (shaderData = m_manager->shaderDataManager()->lookupResource(*uniformValue.constData<Qt3DCore::QNodeId>())) != nullptr) {
+ // Try to check if we have a struct or array matching a QShaderData parameter
+ setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, StringToInt::lookupString(it->nameId));
}
- ++it;
+ // Otherwise: param unused by current shader
}
+ ++it;
+ }
- // Lights
-
- int lightIdx = 0;
- for (const LightSource &lightSource : activeLightSources) {
- if (lightIdx == MAX_LIGHTS)
- break;
- Entity *lightEntity = lightSource.entity;
- const Vector3D worldPos = lightEntity->worldBoundingVolume()->center();
- for (Light *light : lightSource.lights) {
- if (!light->isEnabled())
- continue;
-
- ShaderData *shaderData = m_manager->shaderDataManager()->lookupResource(light->shaderData());
- if (!shaderData)
- continue;
+ // Lights
- if (lightIdx == MAX_LIGHTS)
- break;
+ int lightIdx = 0;
+ for (const LightSource &lightSource : activeLightSources) {
+ if (lightIdx == MAX_LIGHTS)
+ break;
+ Entity *lightEntity = lightSource.entity;
+ const Matrix4x4 lightWorldTransform = *(lightEntity->worldTransform());
+ const Vector3D worldPos = lightWorldTransform * Vector3D(0.0f, 0.0f, 0.0f);
+ for (Light *light : lightSource.lights) {
+ if (!light->isEnabled())
+ continue;
- // Note: implicit conversion of values to UniformValue
- setUniformValue(command->m_parameterPack, LIGHT_POSITION_NAMES[lightIdx], worldPos);
- setUniformValue(command->m_parameterPack, LIGHT_TYPE_NAMES[lightIdx], int(QAbstractLight::PointLight));
- setUniformValue(command->m_parameterPack, LIGHT_COLOR_NAMES[lightIdx], Vector3D(1.0f, 1.0f, 1.0f));
- setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_NAMES[lightIdx], 0.5f);
-
- setUniformValue(command->m_parameterPack, LIGHT_POSITION_UNROLL_NAMES[lightIdx], worldPos);
- setUniformValue(command->m_parameterPack, LIGHT_TYPE_UNROLL_NAMES[lightIdx], int(QAbstractLight::PointLight));
- setUniformValue(command->m_parameterPack, LIGHT_COLOR_UNROLL_NAMES[lightIdx], Vector3D(1.0f, 1.0f, 1.0f));
- setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_UNROLL_NAMES[lightIdx], 0.5f);
-
- // There is no risk in doing that even if multithreaded
- // since we are sure that a shaderData is unique for a given light
- // and won't ever be referenced as a Component either
- Matrix4x4 *worldTransform = lightEntity->worldTransform();
- if (worldTransform)
- shaderData->updateWorldTransform(*worldTransform);
-
- setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, LIGHT_STRUCT_NAMES[lightIdx]);
- setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, LIGHT_STRUCT_UNROLL_NAMES[lightIdx]);
- ++lightIdx;
- }
- }
+ ShaderData *shaderData = m_manager->shaderDataManager()->lookupResource(light->shaderData());
+ if (!shaderData)
+ continue;
- if (uniformNamesIds.contains(LIGHT_COUNT_NAME_ID))
- setUniformValue(command->m_parameterPack, LIGHT_COUNT_NAME_ID, UniformValue(qMax((environmentLight ? 0 : 1), lightIdx)));
+ if (lightIdx == MAX_LIGHTS)
+ break;
- // If no active light sources and no environment light, add a default light
- if (activeLightSources.isEmpty() && !environmentLight) {
// Note: implicit conversion of values to UniformValue
- setUniformValue(command->m_parameterPack, LIGHT_POSITION_NAMES[0], Vector3D(10.0f, 10.0f, 0.0f));
- setUniformValue(command->m_parameterPack, LIGHT_TYPE_NAMES[0], int(QAbstractLight::PointLight));
- setUniformValue(command->m_parameterPack, LIGHT_COLOR_NAMES[0], Vector3D(1.0f, 1.0f, 1.0f));
- setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_NAMES[0], 0.5f);
-
- setUniformValue(command->m_parameterPack, LIGHT_POSITION_UNROLL_NAMES[0], Vector3D(10.0f, 10.0f, 0.0f));
- setUniformValue(command->m_parameterPack, LIGHT_TYPE_UNROLL_NAMES[0], int(QAbstractLight::PointLight));
- setUniformValue(command->m_parameterPack, LIGHT_COLOR_UNROLL_NAMES[0], Vector3D(1.0f, 1.0f, 1.0f));
- setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_UNROLL_NAMES[0], 0.5f);
+ setUniformValue(command->m_parameterPack, LIGHT_POSITION_NAMES[lightIdx], worldPos);
+ setUniformValue(command->m_parameterPack, LIGHT_TYPE_NAMES[lightIdx], int(QAbstractLight::PointLight));
+ setUniformValue(command->m_parameterPack, LIGHT_COLOR_NAMES[lightIdx], Vector3D(1.0f, 1.0f, 1.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_NAMES[lightIdx], 0.5f);
+
+ setUniformValue(command->m_parameterPack, LIGHT_POSITION_UNROLL_NAMES[lightIdx], worldPos);
+ setUniformValue(command->m_parameterPack, LIGHT_TYPE_UNROLL_NAMES[lightIdx], int(QAbstractLight::PointLight));
+ setUniformValue(command->m_parameterPack, LIGHT_COLOR_UNROLL_NAMES[lightIdx], Vector3D(1.0f, 1.0f, 1.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_UNROLL_NAMES[lightIdx], 0.5f);
+
+
+ // There is no risk in doing that even if multithreaded
+ // since we are sure that a shaderData is unique for a given light
+ // and won't ever be referenced as a Component either
+ Matrix4x4 *worldTransform = lightEntity->worldTransform();
+ if (worldTransform)
+ shaderData->updateWorldTransform(*worldTransform);
+
+ setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, LIGHT_STRUCT_NAMES[lightIdx]);
+ setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, LIGHT_STRUCT_UNROLL_NAMES[lightIdx]);
+ ++lightIdx;
}
+ }
- // Environment Light
- int envLightCount = 0;
- if (environmentLight && environmentLight->isEnabled()) {
- ShaderData *shaderData = m_manager->shaderDataManager()->lookupResource(environmentLight->shaderData());
- if (shaderData) {
- setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, QStringLiteral("envLight"));
- envLightCount = 1;
- }
- } else {
- // with some drivers, samplers (like the envbox sampler) need to be bound even though
- // they may not be actually used, otherwise draw calls can fail
- static const int irradianceId = StringToInt::lookupId(QLatin1String("envLight.irradiance"));
- static const int specularId = StringToInt::lookupId(QLatin1String("envLight.specular"));
- setUniformValue(command->m_parameterPack, irradianceId, m_renderer->submissionContext()->maxTextureUnitsCount());
- setUniformValue(command->m_parameterPack, specularId, m_renderer->submissionContext()->maxTextureUnitsCount());
+ if (uniformNamesIds.contains(LIGHT_COUNT_NAME_ID))
+ setUniformValue(command->m_parameterPack, LIGHT_COUNT_NAME_ID, UniformValue(qMax((environmentLight ? 0 : 1), lightIdx)));
+
+ // If no active light sources and no environment light, add a default light
+ if (activeLightSources.isEmpty() && !environmentLight) {
+ // Note: implicit conversion of values to UniformValue
+ setUniformValue(command->m_parameterPack, LIGHT_POSITION_NAMES[0], Vector3D(10.0f, 10.0f, 0.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_TYPE_NAMES[0], int(QAbstractLight::PointLight));
+ setUniformValue(command->m_parameterPack, LIGHT_COLOR_NAMES[0], Vector3D(1.0f, 1.0f, 1.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_NAMES[0], 0.5f);
+
+ setUniformValue(command->m_parameterPack, LIGHT_POSITION_UNROLL_NAMES[0], Vector3D(10.0f, 10.0f, 0.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_TYPE_UNROLL_NAMES[0], int(QAbstractLight::PointLight));
+ setUniformValue(command->m_parameterPack, LIGHT_COLOR_UNROLL_NAMES[0], Vector3D(1.0f, 1.0f, 1.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_UNROLL_NAMES[0], 0.5f);
+ }
+
+ // Environment Light
+ int envLightCount = 0;
+ if (environmentLight && environmentLight->isEnabled()) {
+ ShaderData *shaderData = m_manager->shaderDataManager()->lookupResource(environmentLight->shaderData());
+ if (shaderData) {
+ setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, QStringLiteral("envLight"));
+ envLightCount = 1;
}
- setUniformValue(command->m_parameterPack, StringToInt::lookupId(QStringLiteral("envLightCount")), envLightCount);
+ } else {
+ // with some drivers, samplers (like the envbox sampler) need to be bound even though
+ // they may not be actually used, otherwise draw calls can fail
+ static const int irradianceId = StringToInt::lookupId(QLatin1String("envLight.irradiance"));
+ static const int specularId = StringToInt::lookupId(QLatin1String("envLight.specular"));
+ setUniformValue(command->m_parameterPack, irradianceId, m_renderer->submissionContext()->maxTextureUnitsCount());
+ setUniformValue(command->m_parameterPack, specularId, m_renderer->submissionContext()->maxTextureUnitsCount());
}
- // Set frag outputs in the shaders if hash not empty
- if (!fragOutputs.isEmpty())
- shader->setFragOutputs(fragOutputs);
+ setUniformValue(command->m_parameterPack, StringToInt::lookupId(QStringLiteral("envLightCount")), envLightCount);
}
}
- else {
- qCWarning(Render::Backend) << Q_FUNC_INFO << "Using default effect as none was provided";
- }
}
bool RenderView::hasBlitFramebufferInfo() const
diff --git a/src/render/renderers/opengl/renderer/renderview_p.h b/src/render/renderers/opengl/renderer/renderview_p.h
index 7ebcdb6bd..c7dc37a2c 100644
--- a/src/render/renderers/opengl/renderer/renderview_p.h
+++ b/src/render/renderers/opengl/renderer/renderview_p.h
@@ -227,10 +227,19 @@ public:
RenderPassList passesAndParameters(ParameterInfoList *parameter, Entity *node, bool useDefaultMaterials = true);
- QVector<RenderCommand *> buildDrawRenderCommands(const QVector<Entity *> &entities) const;
- QVector<RenderCommand *> buildComputeRenderCommands(const QVector<Entity *> &entities) const;
- void setCommands(QVector<RenderCommand *> &commands) Q_DECL_NOTHROW { m_commands = commands; }
- QVector<RenderCommand *> commands() const Q_DECL_NOTHROW { return m_commands; }
+ EntityRenderCommandData buildDrawRenderCommands(const QVector<Entity *> &entities,
+ int offset, int count) const;
+ EntityRenderCommandData buildComputeRenderCommands(const QVector<Entity *> &entities,
+ int offset, int count) const;
+
+
+ void updateRenderCommand(EntityRenderCommandData *renderCommandData,
+ int offset, int count);
+
+
+ void setCommands(const QVector<RenderCommand> &commands) Q_DECL_NOTHROW { m_commands = commands; }
+ QVector<RenderCommand> &commands() { return m_commands; }
+ QVector<RenderCommand> commands() const { return m_commands; }
void setAttachmentPack(const AttachmentPack &pack) { m_attachmentPack = pack; }
const AttachmentPack &attachmentPack() const { return m_attachmentPack; }
@@ -291,7 +300,6 @@ public:
private:
void setShaderAndUniforms(RenderCommand *command,
- RenderPass *pass,
ParameterInfoList &parameters,
Entity *entity,
const QVector<LightSource> &activeLightSources,
@@ -331,10 +339,7 @@ private:
QVector<Qt3DCore::QNodeId> m_insertFenceIds;
QVector<QWaitFenceData> m_waitFences;
- // We do not use pointers to RenderNodes or Drawable's here so that the
- // render aspect is free to change the drawables on the next frame whilst
- // the render thread is submitting these commands.
- QVector<RenderCommand *> m_commands;
+ QVector<RenderCommand> m_commands;
mutable QVector<LightSource> m_lightSources;
EnvironmentLight *m_environmentLight;
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()
diff --git a/src/render/renderers/opengl/renderer/renderviewbuilder_p.h b/src/render/renderers/opengl/renderer/renderviewbuilder_p.h
index e223a5f1e..a2ab80e7e 100644
--- a/src/render/renderers/opengl/renderer/renderviewbuilder_p.h
+++ b/src/render/renderers/opengl/renderer/renderviewbuilder_p.h
@@ -53,15 +53,14 @@
#include <functional>
#include <Qt3DCore/qaspectjob.h>
-#include <Qt3DRender/private/filterentitybycomponentjob_p.h>
#include <Qt3DRender/private/filterlayerentityjob_p.h>
#include <Qt3DRender/private/genericlambdajob_p.h>
#include <Qt3DRender/private/materialparametergathererjob_p.h>
#include <Qt3DRender/private/nodemanagers_p.h>
-#include <Qt3DRender/private/renderviewbuilderjob_p.h>
+#include <Qt3DRender/private/renderviewcommandbuilderjob_p.h>
+#include <Qt3DRender/private/renderviewcommandupdaterjob_p.h>
#include <Qt3DRender/private/renderview_p.h>
#include <Qt3DRender/private/frustumcullingjob_p.h>
-#include <Qt3DRender/private/lightgatherer_p.h>
#include <Qt3DRender/private/filterproximitydistancejob_p.h>
QT_BEGIN_NAMESPACE
@@ -73,8 +72,6 @@ namespace Render {
class Renderer;
using SynchronizerJobPtr = GenericLambdaJobPtr<std::function<void()>>;
-using ComputableEntityFilterPtr = FilterEntityByComponentJobPtr<Render::ComputeCommand, Render::Material>;
-using RenderableEntityFilterPtr = FilterEntityByComponentJobPtr<Render::GeometryRenderer, Render::Material>;
class Q_AUTOTEST_EXPORT RenderViewBuilder
{
@@ -83,16 +80,15 @@ public:
RenderViewInitializerJobPtr renderViewJob() const;
FilterLayerEntityJobPtr filterEntityByLayerJob() const;
- LightGathererPtr lightGathererJob() const;
- RenderableEntityFilterPtr renderableEntityFilterJob() const;
- ComputableEntityFilterPtr computableEntityFilterJob() const;
FrustumCullingJobPtr frustumCullingJob() const;
- QVector<RenderViewBuilderJobPtr> renderViewBuilderJobs() const;
+ QVector<RenderViewCommandBuilderJobPtr> renderViewCommandBuilderJobs() const;
+ QVector<RenderViewCommandUpdaterJobPtr> renderViewCommandUpdaterJobs() const;
QVector<MaterialParameterGathererJobPtr> materialGathererJobs() const;
- SynchronizerJobPtr syncRenderViewInitializationJob() const;
- SynchronizerJobPtr syncFrustumCullingJob() const;
- SynchronizerJobPtr syncRenderCommandBuildingJob() const;
- SynchronizerJobPtr syncRenderViewCommandBuildersJob() const;
+ SynchronizerJobPtr syncRenderViewPostInitializationJob() const;
+ SynchronizerJobPtr syncPreFrustumCullingJob() const;
+ SynchronizerJobPtr syncRenderViewPreCommandBuildingJob() const;
+ SynchronizerJobPtr syncRenderViewPreCommandUpdateJob() const;
+ SynchronizerJobPtr syncRenderViewPostCommandUpdateJob() const;
SynchronizerJobPtr setClearDrawBufferIndexJob() const;
SynchronizerJobPtr syncFilterEntityByLayerJob() const;
FilterProximityDistanceJobPtr filterProximityJob() const;
@@ -108,15 +104,8 @@ public:
bool layerCacheNeedsToBeRebuilt() const;
void setMaterialGathererCacheNeedsToBeRebuilt(bool needsToBeRebuilt);
bool materialGathererCacheNeedsToBeRebuilt() const;
-
- void setRenderableCacheNeedsToBeRebuilt(bool needsToBeRebuilt);
- bool renderableCacheNeedsToBeRebuilt() const;
-
- void setComputableCacheNeedsToBeRebuilt(bool needsToBeRebuilt);
- bool computableCacheNeedsToBeRebuilt() const;
-
- void setLightGathererCacheNeedsToBeRebuilt(bool needsToBeRebuilt);
- bool lightGathererCacheNeedsToBeRebuilt() const;
+ void setRenderCommandCacheNeedsToBeRebuilt(bool needsToBeRebuilt);
+ bool renderCommandCacheNeedsToBeRebuilt() const;
static int optimalJobCount();
static QVector<Entity *> entitiesInSubset(const QVector<Entity *> &entities, const QVector<Entity *> &subset);
@@ -127,32 +116,25 @@ private:
Renderer *m_renderer;
bool m_layerCacheNeedsToBeRebuilt;
bool m_materialGathererCacheNeedsToBeRebuilt;
- bool m_lightsCacheNeedsToBeRebuilt;
- bool m_renderableCacheNeedsToBeRebuilt;
- bool m_computableCacheNeedsToBeRebuilt;
+ bool m_renderCommandCacheNeedsToBeRebuilt;
RenderViewInitializerJobPtr m_renderViewJob;
FilterLayerEntityJobPtr m_filterEntityByLayerJob;
- LightGathererPtr m_lightGathererJob;
- RenderableEntityFilterPtr m_renderableEntityFilterJob;
- ComputableEntityFilterPtr m_computableEntityFilterJob;
FrustumCullingJobPtr m_frustumCullingJob;
- QVector<RenderViewBuilderJobPtr> m_renderViewBuilderJobs;
+ QVector<RenderViewCommandBuilderJobPtr> m_renderViewCommandBuilderJobs;
+ QVector<RenderViewCommandUpdaterJobPtr> m_renderViewCommandUpdaterJobs;
QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs;
- SynchronizerJobPtr m_syncRenderViewInitializationJob;
- SynchronizerJobPtr m_syncFrustumCullingJob;
- SynchronizerJobPtr m_syncRenderCommandBuildingJob;
- SynchronizerJobPtr m_syncRenderViewCommandBuildersJob;
+ SynchronizerJobPtr m_syncRenderViewPostInitializationJob;
+ SynchronizerJobPtr m_syncPreFrustumCullingJob;
+ SynchronizerJobPtr m_syncRenderViewPreCommandBuildingJob;
+ SynchronizerJobPtr m_syncRenderViewPreCommandUpdateJob;
+ SynchronizerJobPtr m_syncRenderViewPostCommandUpdateJob;
SynchronizerJobPtr m_setClearDrawBufferIndexJob;
SynchronizerJobPtr m_syncFilterEntityByLayerJob;
SynchronizerJobPtr m_syncMaterialGathererJob;
FilterProximityDistanceJobPtr m_filterProximityJob;
- SynchronizerJobPtr m_cacheRenderableEntitiesJob;
- SynchronizerJobPtr m_cacheComputableEntitiesJob;
- SynchronizerJobPtr m_cacheLightsJob;
-
static const int m_optimalParallelJobCount;
};
diff --git a/src/render/renderers/opengl/renderer/shaderparameterpack.cpp b/src/render/renderers/opengl/renderer/shaderparameterpack.cpp
index 13d05cac1..1cfb59343 100644
--- a/src/render/renderers/opengl/renderer/shaderparameterpack.cpp
+++ b/src/render/renderers/opengl/renderer/shaderparameterpack.cpp
@@ -57,7 +57,6 @@ namespace Render {
ShaderParameterPack::~ShaderParameterPack()
{
- m_uniforms.clear();
}
void ShaderParameterPack::setUniform(const int glslNameId, const UniformValue &val)
diff --git a/src/render/renderers/opengl/renderer/shaderparameterpack_p.h b/src/render/renderers/opengl/renderer/shaderparameterpack_p.h
index a5aee6ac4..cb599124c 100644
--- a/src/render/renderers/opengl/renderer/shaderparameterpack_p.h
+++ b/src/render/renderers/opengl/renderer/shaderparameterpack_p.h
@@ -89,7 +89,56 @@ struct BlockToSSBO {
QT3D_DECLARE_TYPEINFO_2(Qt3DRender, Render, BlockToSSBO, Q_PRIMITIVE_TYPE)
-typedef QHash<int, UniformValue> PackUniformHash;
+struct PackUniformHash
+{
+ QVector<int> keys;
+ QVector<UniformValue> values;
+
+ PackUniformHash()
+ {
+ keys.reserve(10);
+ values.reserve(10);
+ }
+
+ void insert(int key, const UniformValue &value)
+ {
+ const int idx = keys.indexOf(key);
+ if (idx != -1) {
+ values[idx] = value;
+ } else {
+ keys.push_back(key);
+ values.push_back(value);
+ }
+ }
+
+ UniformValue value(int key) const
+ {
+ const int idx = keys.indexOf(key);
+ if (idx != -1)
+ return values.at(idx);
+ return UniformValue();
+ }
+
+ UniformValue& value(int key)
+ {
+ const int idx = keys.indexOf(key);
+ if (idx != -1)
+ return values[idx];
+ insert(key, UniformValue());
+ return value(key);
+ }
+
+ void erase(int idx)
+ {
+ keys.removeAt(idx);
+ values.removeAt(idx);
+ }
+
+ bool contains(int key) const
+ {
+ return keys.contains(key);
+ }
+};
class Q_AUTOTEST_EXPORT ShaderParameterPack
{