From 41968b79393df2cb2c859f76b92922c7c5dbc3b1 Mon Sep 17 00:00:00 2001 From: Jim Albamont Date: Fri, 13 Sep 2019 10:20:37 -0700 Subject: Remove backend entity hierarchy rebuilding jobs We no longer need to have a special job to rebuild the entity hierarchy as parent nodes can now always be resolved on the backend either at creation time or while reparenting. The NodePostConstructorInit ensure that all backend nodes are created from the top down so a node can always find it's parent. Change-Id: I9dcfb64b62e2e02b89b1ae59efb41f25dfc09eae Reviewed-by: Paul Lemire --- src/render/renderers/opengl/renderer/renderer.cpp | 19 +++---------------- 1 file changed, 3 insertions(+), 16 deletions(-) (limited to 'src/render/renderers/opengl/renderer/renderer.cpp') diff --git a/src/render/renderers/opengl/renderer/renderer.cpp b/src/render/renderers/opengl/renderer/renderer.cpp index 845a4d8be..2df3d1270 100644 --- a/src/render/renderers/opengl/renderer/renderer.cpp +++ b/src/render/renderers/opengl/renderer/renderer.cpp @@ -192,7 +192,6 @@ Renderer::Renderer(QRenderAspect::RenderType type) , m_updateMeshTriangleListJob(Render::UpdateMeshTriangleListJobPtr::create()) , m_filterCompatibleTechniqueJob(Render::FilterCompatibleTechniqueJobPtr::create()) , m_updateEntityLayersJob(Render::UpdateEntityLayersJobPtr::create()) - , m_updateEntityHierarchyJob(Render::UpdateEntityHierarchyJobPtr::create()) , m_bufferGathererJob(Render::GenericLambdaJobPtr>::create([this] { lookForDirtyBuffers(); }, JobTypes::DirtyBufferGathering)) , m_vaoGathererJob(Render::GenericLambdaJobPtr>::create([this] { lookForAbandonedVaos(); }, JobTypes::DirtyVaoGathering)) , m_textureGathererJob(Render::GenericLambdaJobPtr>::create([this] { lookForDirtyTextures(); }, JobTypes::DirtyTextureGathering)) @@ -213,9 +212,6 @@ Renderer::Renderer(QRenderAspect::RenderType type) if (m_renderThread) m_renderThread->waitForStart(); - m_worldTransformJob->addDependency(m_updateEntityHierarchyJob); - m_updateEntityLayersJob->addDependency(m_updateEntityHierarchyJob); - // Create jobs to update transforms and bounding volumes // We can only update bounding volumes once all world transforms are known m_updateWorldBoundingVolumeJob->addDependency(m_worldTransformJob); @@ -304,7 +300,6 @@ void Renderer::setNodeManagers(NodeManagers *managers) m_filterCompatibleTechniqueJob->setManager(m_nodesManager->techniqueManager()); m_updateEntityLayersJob->setManager(m_nodesManager); m_updateTreeEnabledJob->setManagers(m_nodesManager); - m_updateEntityHierarchyJob->setManager(m_nodesManager); } void Renderer::setServices(QServiceLocator *services) @@ -1748,17 +1743,14 @@ QVector Renderer::renderBinJobs() // Add jobs const bool entitiesEnabledDirty = dirtyBitsForFrame & AbstractRenderer::EntityEnabledDirty; - const bool entityHierarchyNeedsToBeRebuilt = dirtyBitsForFrame & AbstractRenderer::EntityHierarchyDirty; - if (entitiesEnabledDirty || entityHierarchyNeedsToBeRebuilt) { + if (entitiesEnabledDirty) { renderBinJobs.push_back(m_updateTreeEnabledJob); // This dependency is added here because we clear all dependencies // at the start of this function. m_calculateBoundingVolumeJob->addDependency(m_updateTreeEnabledJob); - m_calculateBoundingVolumeJob->addDependency(m_updateEntityHierarchyJob); } - if (dirtyBitsForFrame & AbstractRenderer::TransformDirty || - dirtyBitsForFrame & AbstractRenderer::EntityHierarchyDirty) { + if (dirtyBitsForFrame & AbstractRenderer::TransformDirty) { renderBinJobs.push_back(m_worldTransformJob); renderBinJobs.push_back(m_updateWorldBoundingVolumeJob); renderBinJobs.push_back(m_updateShaderDataTransformJob); @@ -1771,7 +1763,6 @@ QVector Renderer::renderBinJobs() } if (dirtyBitsForFrame & AbstractRenderer::GeometryDirty || - dirtyBitsForFrame & AbstractRenderer::EntityHierarchyDirty || dirtyBitsForFrame & AbstractRenderer::TransformDirty) { renderBinJobs.push_back(m_expandBoundingVolumeJob); } @@ -1798,7 +1789,7 @@ QVector Renderer::renderBinJobs() // Layer cache is dependent on layers, layer filters (hence FG structure // changes) and the enabled flag on entities const bool frameGraphDirty = dirtyBitsForFrame & AbstractRenderer::FrameGraphDirty; - const bool layersDirty = dirtyBitsForFrame & AbstractRenderer::LayersDirty || entityHierarchyNeedsToBeRebuilt; + const bool layersDirty = dirtyBitsForFrame & AbstractRenderer::LayersDirty; const bool layersCacheNeedsToBeRebuilt = layersDirty || entitiesEnabledDirty || frameGraphDirty; const bool materialDirty = dirtyBitsForFrame & AbstractRenderer::MaterialDirty; const bool lightsDirty = dirtyBitsForFrame & AbstractRenderer::LightsDirty; @@ -1806,10 +1797,6 @@ QVector Renderer::renderBinJobs() const bool renderableDirty = dirtyBitsForFrame & AbstractRenderer::GeometryDirty; const bool materialCacheNeedsToBeRebuilt = materialDirty || frameGraphDirty; - // Rebuild Entity Hierarchy if dirty - if (entityHierarchyNeedsToBeRebuilt) - renderBinJobs.push_back(m_updateEntityHierarchyJob); - // Rebuild Entity Layers list if layers are dirty if (layersDirty) renderBinJobs.push_back(m_updateEntityLayersJob); -- cgit v1.2.3