From 94e79666cc987fcc928d43f7f82b8c7b9d4c4acc Mon Sep 17 00:00:00 2001 From: Mike Krus Date: Sat, 7 Dec 2019 20:37:43 +0000 Subject: Update textures and disables in postJobs Work was done in postFrame() in main thread anyway, so reduce amount of jobs slightly Change-Id: I8bbb3efcaf9246eb8df1033bde133bc16233f889 Reviewed-by: Paul Lemire --- src/render/renderers/opengl/renderer/renderer.cpp | 32 +++++++++-------------- 1 file changed, 13 insertions(+), 19 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 1e0f6ba96..84624c02f 100644 --- a/src/render/renderers/opengl/renderer/renderer.cpp +++ b/src/render/renderers/opengl/renderer/renderer.cpp @@ -277,13 +277,7 @@ Renderer::Renderer(QRenderAspect::RenderType type) , 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(SynchronizerPostFramePtr::create([] {}, - [this] (Qt3DCore::QAspectManager *m) { sendDisablesToFrontend(m); }, - JobTypes::SendDisablesToFrontend)) , m_introspectShaderJob(SynchronizerPostFramePtr::create([this] { reloadDirtyShaders(); }, [this] (Qt3DCore::QAspectManager *m) { sendShaderChangesToFrontend(m); }, JobTypes::DirtyShaderGathering)) @@ -434,7 +428,7 @@ 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); } @@ -1114,7 +1108,7 @@ 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); @@ -1154,7 +1148,7 @@ 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()); @@ -1181,14 +1175,13 @@ 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> 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 @@ -1234,7 +1227,7 @@ void Renderer::sendSetFenceHandlesToFrontend() } } -// Executed in a job postFrame +// Executed in a job (in main thread when jobs done) void Renderer::sendDisablesToFrontend(Qt3DCore::QAspectManager *manager) { // SubtreeEnabled @@ -1713,7 +1706,7 @@ Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVectorframeGraphManager()->lookupNode(id)); backend->syncRenderCapturesToFrontend(manager); } + + // Do we need to notify any texture about property changes? + if (m_updatedTextureProperties.size() > 0) + sendTextureChangesToFrontend(manager); + + sendDisablesToFrontend(manager); } // Jobs we may have to run even if no rendering will happen @@ -1767,10 +1766,6 @@ QVector Renderer::preRenderingJobs() { QVector jobs; - // Do we need to notify any texture about property changes? - if (m_updatedTextureProperties.size() > 0) - jobs.push_back(m_sendTextureChangesToFrontendJob); - // Do we need to notify frontend about fence change? if (m_updatedSetFences.size() > 0) jobs.push_back(m_sendSetFenceHandlesToFrontendJob); @@ -1841,7 +1836,6 @@ QVector Renderer::renderBinJobs() renderBinJobs.push_back(m_updateSkinningPaletteJob); renderBinJobs.push_back(m_updateLevelOfDetailJob); renderBinJobs.push_back(m_cleanupJob); - renderBinJobs.push_back(m_sendDisablesToFrontendJob); renderBinJobs.append(bufferJobs); // Jobs to prepare GL Resource upload -- cgit v1.2.3