/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "renderer_p.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // for SurfaceLocker #include #include #include #include #include #include #include #include #ifndef Q_OS_INTEGRITY #include #endif #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "frameprofiler_p.h" QT_BEGIN_NAMESPACE // Crashes on AMD Radeon drivers on Windows. Disable for now. //#define SHADER_LOADING_IN_COMMAND_THREAD using namespace Qt3DCore; namespace Qt3DRender { namespace Render { namespace OpenGL { using RendererCache = Render::RendererCache; namespace { class CachingLightGatherer : public LightGatherer { public: CachingLightGatherer(RendererCache *cache) : LightGatherer() , m_cache(cache) { } void run() override { LightGatherer::run(); m_cache->gatheredLights = std::move(lights()); std::sort(m_cache->gatheredLights.begin(), m_cache->gatheredLights.end(), [] (const LightSource &a, const LightSource &b) { return a.entity < b.entity; }); m_cache->environmentLight = environmentLight(); } private: RendererCache *m_cache; }; class CachingRenderableEntityFilter : public RenderableEntityFilter { public: CachingRenderableEntityFilter(RendererCache *cache) : RenderableEntityFilter() , m_cache(cache) { } void run() override { RenderableEntityFilter::run(); std::vector selectedEntities = std::move(filteredEntities()); std::sort(selectedEntities.begin(), selectedEntities.end()); m_cache->renderableEntities = std::move(selectedEntities); } private: RendererCache *m_cache; }; class CachingComputableEntityFilter : public ComputableEntityFilter { public: CachingComputableEntityFilter(RendererCache *cache) : ComputableEntityFilter() , m_cache(cache) { } void run() override { ComputableEntityFilter::run(); std::vector selectedEntities = std::move(filteredEntities()); std::sort(selectedEntities.begin(), selectedEntities.end()); m_cache->computeEntities = std::move(selectedEntities); } private: RendererCache *m_cache; }; } // anonymous /*! \internal Renderer shutdown procedure: Since the renderer relies on the surface and OpenGLContext to perform its cleanup, it is shutdown when the surface is set to nullptr When the surface is set to nullptr this will request the RenderThread to terminate and will prevent createRenderBinJobs from returning a set of jobs as there is nothing more to be rendered. In turn, this will call shutdown which will make the OpenGL context current one last time to allow cleanups requiring a call to QOpenGLContext::currentContext to execute properly. At the end of that function, the GraphicsContext is set to null. At this point though, the QAspectThread is still running its event loop and will only stop a short while after. */ Renderer::Renderer() : m_services(nullptr) , m_aspect(nullptr) , m_nodesManager(nullptr) , m_renderSceneRoot(nullptr) , m_defaultRenderStateSet(nullptr) , m_submissionContext(nullptr) , m_vsyncFrameAdvanceService(new VSyncFrameAdvanceService(false)) , m_waitForInitializationToBeCompleted(0) , m_hasBeenInitializedMutex() , m_exposed(0) , m_lastFrameCorrect(0) , m_glContext(nullptr) , m_shareContext(nullptr) , m_time(0) , m_settings(nullptr) , m_updateShaderDataTransformJob(Render::UpdateShaderDataTransformJobPtr::create()) , m_cleanupJob(Render::FrameCleanupJobPtr::create()) , m_sendBufferCaptureJob(Render::SendBufferCaptureJobPtr::create()) , m_filterCompatibleTechniqueJob(FilterCompatibleTechniqueJobPtr::create()) , m_lightGathererJob(new CachingLightGatherer(&m_cache)) , m_renderableEntityFilterJob(new CachingRenderableEntityFilter(&m_cache)) , m_computableEntityFilterJob(new CachingComputableEntityFilter(&m_cache)) , m_bufferGathererJob(CreateSynchronizerJobPtr([this] { lookForDirtyBuffers(); }, JobTypes::DirtyBufferGathering)) , m_vaoGathererJob(CreateSynchronizerJobPtr([this] { lookForAbandonedVaos(); }, JobTypes::DirtyVaoGathering)) , m_textureGathererJob(CreateSynchronizerJobPtr([this] { lookForDirtyTextures(); }, JobTypes::DirtyTextureGathering)) , m_introspectShaderJob(CreateSynchronizerPostFramePtr([this] { reloadDirtyShaders(); }, [this] (Qt3DCore::QAspectManager *m) { sendShaderChangesToFrontend(m); }, JobTypes::DirtyShaderGathering)) , m_ownedContext(false) , m_offscreenHelper(nullptr) , m_glResourceManagers(nullptr) , m_commandExecuter(new Qt3DRender::Debug::CommandExecuter(this)) , m_shouldSwapBuffers(true) , m_imGuiRenderer(nullptr) , m_jobsInLastFrame(0) { // Set renderer as running - it will wait in the context of the // RenderThread for RenderViews to be submitted m_running.fetchAndStoreOrdered(1); m_introspectShaderJob->addDependency(m_filterCompatibleTechniqueJob); m_filterCompatibleTechniqueJob->setRenderer(this); m_defaultRenderStateSet = new RenderStateSet; m_defaultRenderStateSet->addState(StateVariant::createState(GL_LESS)); m_defaultRenderStateSet->addState(StateVariant::createState(GL_BACK)); m_defaultRenderStateSet->addState(StateVariant::createState(true, true, true, true)); } Renderer::~Renderer() { Q_ASSERT(m_running.fetchAndStoreOrdered(0) == 0); delete m_defaultRenderStateSet; delete m_glResourceManagers; if (!m_ownedContext) QObject::disconnect(m_contextConnection); #ifndef Q_OS_INTEGRITY delete m_imGuiRenderer; #endif } void Renderer::dumpInfo() const { qDebug() << Q_FUNC_INFO << "t =" << m_time; const ShaderManager *shaderManager = m_nodesManager->shaderManager(); qDebug() << "=== Shader Manager ==="; qDebug() << *shaderManager; const TextureManager *textureManager = m_nodesManager->textureManager(); qDebug() << "=== Texture Manager ==="; qDebug() << *textureManager; const TextureImageManager *textureImageManager = m_nodesManager->textureImageManager(); qDebug() << "=== Texture Image Manager ==="; qDebug() << *textureImageManager; } qint64 Renderer::time() const { return m_time; } void Renderer::setTime(qint64 time) { m_time = time; } void Renderer::setJobsInLastFrame(int jobsInLastFrame) { m_jobsInLastFrame = jobsInLastFrame; } void Renderer::setAspect(QRenderAspect *aspect) { m_aspect = aspect; m_updateShaderDataTransformJob->addDependency(QRenderAspectPrivate::get(aspect)->m_worldTransformJob); } void Renderer::setNodeManagers(NodeManagers *managers) { m_nodesManager = managers; m_glResourceManagers = new GLResourceManagers(); m_scene2DResourceAccessor.reset(new ResourceAccessor(this, m_nodesManager)); m_updateShaderDataTransformJob->setManagers(m_nodesManager); m_cleanupJob->setManagers(m_nodesManager); m_filterCompatibleTechniqueJob->setManager(m_nodesManager->techniqueManager()); 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) { m_services = services; m_nodesManager->sceneManager()->setDownloadService(m_services->downloadHelperService()); } QRenderAspect *Renderer::aspect() const { return m_aspect; } NodeManagers *Renderer::nodeManagers() const { return m_nodesManager; } /*! \internal Return context which can be used to share resources safely with qt3d main render context. */ QOpenGLContext *Renderer::shareContext() const { QMutexLocker lock(&m_shareContextMutex); return m_shareContext ? m_shareContext : (m_submissionContext->openGLContext() ? m_submissionContext->openGLContext()->shareContext() : nullptr); } // Executed in the reloadDirtyShader job void Renderer::loadShader(Shader *shader, HShader shaderHandle) { Q_UNUSED(shader); if (!Qt3DCore::contains(m_dirtyShaders, shaderHandle)) m_dirtyShaders.push_back(shaderHandle); } void Renderer::setOpenGLContext(QOpenGLContext *context) { m_glContext = context; } void Renderer::setScreen(QScreen *scr) { m_screen = scr; } QScreen *Renderer::screen() const { return m_screen; } bool Renderer::accessOpenGLTexture(Qt3DCore::QNodeId nodeId, QOpenGLTexture **texture, QMutex **lock, bool readonly) { Texture *tex = m_nodesManager->textureManager()->lookupResource(nodeId); if (!tex) return false; GLTexture *glTex = m_glResourceManagers->glTextureManager()->lookupResource(tex->peerId()); if (!glTex) return false; if (glTex->isDirty()) return false; if (!readonly) glTex->setExternalRenderingEnabled(true); GLTexture::TextureUpdateInfo texInfo = glTex->createOrUpdateGLTexture(); *texture = texInfo.texture; if (!readonly) *lock = glTex->externalRenderingLock(); return true; } QSharedPointer Renderer::resourceAccessor() const { return m_scene2DResourceAccessor; } // Called in RenderThread context by the run method of RenderThread // RenderThread has locked the mutex already and unlocks it when this // method termintates void Renderer::initialize() { QMutexLocker lock(&m_hasBeenInitializedMutex); m_submissionContext.reset(new SubmissionContext); m_submissionContext->setRenderer(this); { QMutexLocker lock(&m_shareContextMutex); // If we are using our own context (not provided by QtQuick), // we need to create it if (!m_glContext) { m_glContext = new QOpenGLContext; if (m_screen) m_glContext->setScreen(m_screen); m_glContext->setShareContext(qt_gl_global_share_context()); // TO DO: Shouldn't we use the highest context available and trust // QOpenGLContext to fall back on the best lowest supported ? const QByteArray debugLoggingMode = qgetenv("QT3DRENDER_DEBUG_LOGGING"); if (!debugLoggingMode.isEmpty()) { QSurfaceFormat sf = m_glContext->format(); sf.setOption(QSurfaceFormat::DebugContext); m_glContext->setFormat(sf); } // Create OpenGL context if (m_glContext->create()) qCDebug(Backend) << "OpenGL context created with actual format" << m_glContext->format(); else qCWarning(Backend) << Q_FUNC_INFO << "OpenGL context creation failed"; m_ownedContext = true; QObject::connect(m_glContext, &QOpenGLContext::aboutToBeDestroyed, [this] { m_frameProfiler.reset(); }); } else { // Context is not owned by us, so we need to know if it gets destroyed m_contextConnection = QObject::connect(m_glContext, &QOpenGLContext::aboutToBeDestroyed, [this] { releaseGraphicsResources(); }); } qCDebug(Backend) << "Qt3D shared context:" << m_glContext->shareContext(); qCDebug(Backend) << "Qt global shared context:" << qt_gl_global_share_context(); if (!m_glContext->shareContext()) { m_shareContext = new QOpenGLContext; if (m_glContext->screen()) m_shareContext->setScreen(m_glContext->screen()); m_shareContext->setFormat(m_glContext->format()); m_shareContext->setShareContext(m_glContext); m_shareContext->create(); } // Note: we don't have a surface at this point // The context will be made current later on (at render time) m_submissionContext->setOpenGLContext(m_glContext); // Store the format used by the context and queue up creating an // offscreen surface in the main thread so that it is available // for use when we want to shutdown the renderer. We need to create // the offscreen surface on the main thread because on some platforms // (MS Windows), an offscreen surface is just a hidden QWindow. m_format = m_glContext->format(); QMetaObject::invokeMethod(m_offscreenHelper, "createOffscreenSurface"); } // Awake setScenegraphRoot in case it was waiting m_waitForInitializationToBeCompleted.release(1); // Allow the aspect manager to proceed m_vsyncFrameAdvanceService->proceedToNextFrame(); // Force initial refresh markDirty(AllDirty, nullptr); } /*! * \internal * * Signals for the renderer to stop rendering. If a threaded renderer is in use, * the render thread will call releaseGraphicsResources() just before the thread exits. * If rendering synchronously, this function will call releaseGraphicsResources(). */ void Renderer::shutdown() { // Ensure we have waited to be fully initialized before trying to shut down // (in case initialization is taking place at the same time) QMutexLocker lock(&m_hasBeenInitializedMutex); qCDebug(Backend) << Q_FUNC_INFO << "Requesting renderer shutdown"; m_running.storeRelaxed(0); // We delete any renderqueue that we may not have had time to render // before the surface was destroyed QMutexLocker lockRenderQueue(m_renderQueue.mutex()); m_renderQueue.reset(); lockRenderQueue.unlock(); releaseGraphicsResources(); // Destroy internal managers // This needs to be done before the nodeManager is destroy // as the internal resources might somehow rely on nodeManager resources delete m_glResourceManagers; m_glResourceManagers = nullptr; } /*! \internal When using a threaded renderer this function is called in the context of the RenderThread to do any shutdown and cleanup that needs to be performed in the thread where the OpenGL context lives. When using Scene3D or anything that provides a custom QOpenGLContext (not owned by Qt3D) this function is called whenever the signal QOpenGLContext::aboutToBeDestroyed is emitted. In that case this function is called in the context of the emitter's thread. */ void Renderer::releaseGraphicsResources() { // We may get called twice when running inside of a Scene3D. Once when Qt Quick // wants to shutdown, and again when the render aspect gets unregistered. So // check that we haven't already cleaned up before going any further. if (!m_submissionContext) return; // Try to temporarily make the context current so we can free up any resources QMutexLocker locker(&m_offscreenSurfaceMutex); QOffscreenSurface *offscreenSurface = m_offscreenHelper->offscreenSurface(); if (!offscreenSurface) { qWarning() << "Failed to make context current: OpenGL resources will not be destroyed"; // We still need to delete the submission context m_submissionContext.reset(nullptr); return; } QOpenGLContext *context = m_submissionContext->openGLContext(); Q_ASSERT(context); if (context->thread() == QThread::currentThread() && context->makeCurrent(offscreenSurface)) { // Clean up the graphics context and any resources const std::vector &activeTexturesHandles = m_glResourceManagers->glTextureManager()->activeHandles(); for (const HGLTexture &textureHandle : activeTexturesHandles) { GLTexture *tex = m_glResourceManagers->glTextureManager()->data(textureHandle); tex->destroy(); } // Do the same thing with buffers const std::vector &activeBuffers = m_glResourceManagers->glBufferManager()->activeHandles(); for (const HGLBuffer &bufferHandle : activeBuffers) { GLBuffer *buffer = m_glResourceManagers->glBufferManager()->data(bufferHandle); buffer->destroy(m_submissionContext.data()); } // Do the same thing with shaders const std::vector shaders = m_glResourceManagers->glShaderManager()->takeActiveResources(); qDeleteAll(shaders); // Do the same thing with VAOs const std::vector &activeVaos = m_glResourceManagers->vaoManager()->activeHandles(); for (const HVao &vaoHandle : activeVaos) { OpenGLVertexArrayObject *vao = m_glResourceManagers->vaoManager()->data(vaoHandle); vao->destroy(); } m_submissionContext->releaseRenderTargets(); m_frameProfiler.reset(); context->doneCurrent(); } else { qWarning() << "Failed to make context current: OpenGL resources will not be destroyed"; } if (m_ownedContext) delete context; if (m_shareContext) delete m_shareContext; m_submissionContext.reset(nullptr); qCDebug(Backend) << Q_FUNC_INFO << "Renderer properly shutdown"; } void Renderer::setSurfaceExposed(bool exposed) { qCDebug(Backend) << "Window exposed: " << exposed; m_exposed.fetchAndStoreOrdered(exposed); } Render::FrameGraphNode *Renderer::frameGraphRoot() const { Q_ASSERT(m_settings); if (m_nodesManager && m_nodesManager->frameGraphManager() && m_settings) return m_nodesManager->frameGraphManager()->lookupNode(m_settings->activeFrameGraphID()); return nullptr; } // QAspectThread context // Order of execution : // 1) RenderThread is created -> release 1 of m_waitForInitializationToBeCompleted when started // 2) setSceneRoot waits to acquire initialization // 3) submitRenderView -> check for surface // -> make surface current + create proper glHelper if needed void Renderer::setSceneRoot(Entity *sgRoot) { Q_ASSERT(sgRoot); // If initialization hasn't been completed we must wait m_waitForInitializationToBeCompleted.acquire(); m_renderSceneRoot = sgRoot; if (!m_renderSceneRoot) qCWarning(Backend) << "Failed to build render scene"; m_renderSceneRoot->dump(); qCDebug(Backend) << Q_FUNC_INFO << "DUMPING SCENE"; // Set the scene root on the jobs m_cleanupJob->setRoot(m_renderSceneRoot); // Set all flags to dirty m_dirtyBits.marked |= AbstractRenderer::AllDirty; } void Renderer::setSettings(RenderSettings *settings) { m_settings = settings; } RenderSettings *Renderer::settings() const { return m_settings; } // Either called by render if Qt3D is in charge of rendering (in the mainthread) // or by QRenderAspectPrivate::render (for Scene3D, potentially from a RenderThread) // This will wait until renderQueue is ready or shutdown was requested void Renderer::render(bool swapBuffers) { Renderer::ViewSubmissionResultData submissionData; bool preprocessingComplete = false; bool beganDrawing = false; // Blocking until RenderQueue is full const bool canSubmit = waitUntilReadyToSubmit(); // If it returns false -> we are shutting down if (!canSubmit) return; m_shouldSwapBuffers = swapBuffers; const std::vector &renderViews = m_renderQueue.nextFrameQueue(); const bool queueIsEmpty = m_renderQueue.targetRenderViewCount() == 0; // RenderQueue is complete (but that means it may be of size 0) if (!queueIsEmpty) { QTaskLogger submissionStatsPart1(m_services->systemInformation(), {JobTypes::FrameSubmissionPart1, 0}, QTaskLogger::Submission); QTaskLogger submissionStatsPart2(m_services->systemInformation(), {JobTypes::FrameSubmissionPart2, 0}, QTaskLogger::Submission); { // Scoped to destroy surfaceLock QSurface *surface = nullptr; for (const RenderView *rv: renderViews) { surface = rv->surface(); if (surface) break; } SurfaceLocker surfaceLock(surface); const bool surfaceIsValid = (surface && surfaceLock.isSurfaceValid()); if (surfaceIsValid) { // Reset state for each draw if we don't have complete control of the context if (!m_ownedContext) m_submissionContext->setCurrentStateSet(nullptr); beganDrawing = m_submissionContext->beginDrawing(surface); if (beganDrawing) { // 1) Execute commands for buffer uploads, texture updates, shader loading first updateGLResources(); // 2) Update VAO and copy data into commands to allow concurrent submission prepareCommandsSubmission(renderViews); preprocessingComplete = true; // Purge shader which aren't used any longer static int callCount = 0; ++callCount; const int shaderPurgePeriod = 600; if (callCount % shaderPurgePeriod == 0) m_glResourceManagers->glShaderManager()->purge(); } } } // Only try to submit the RenderViews if the preprocessing was successful 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); // Perform any required cleanup of the Graphics resources (Buffers deleted, Shader deleted...) cleanGraphicsResources(); } // Execute the pending shell commands m_commandExecuter->performAsynchronousCommandExecution(renderViews); if (preprocessingComplete && activeProfiler()) m_frameProfiler->writeResults(); } // Perform the last swapBuffers calls // Finish up with last surface used in the list of RenderViews if (beganDrawing) { SurfaceLocker surfaceLock(submissionData.surface); // Finish up with last surface used in the list of RenderViews const bool swapBuffers = submissionData.lastBoundFBOId == m_submissionContext->defaultFBO() && surfaceLock.isSurfaceValid() && m_shouldSwapBuffers; m_submissionContext->endDrawing(swapBuffers); } // Reset RenderQueue and destroy the renderViews m_renderQueue.reset(); // Allow next frame to be built once we are done doing all rendering m_vsyncFrameAdvanceService->proceedToNextFrame(); } // Called by RenderViewJobs // When the frameQueue is complete and we are using a renderThread // we allow the render thread to proceed void Renderer::enqueueRenderView(RenderView *renderView, int submitOrder) { QMutexLocker locker(m_renderQueue.mutex()); // Prevent out of order execution // We cannot use a lock free primitive here because: // - QList is not thread safe // - Even if the insert is made correctly, the isFrameComplete call // could be invalid since depending on the order of execution // the counter could be complete but the renderview not yet added to the // buffer depending on whichever order the cpu decides to process this const bool isQueueComplete = m_renderQueue.queueRenderView(renderView, submitOrder); locker.unlock(); // We're done protecting the queue at this point if (isQueueComplete) { if (m_running.loadRelaxed()) Q_ASSERT(m_submitRenderViewsSemaphore.available() == 0); m_submitRenderViewsSemaphore.release(1); } } Profiling::FrameProfiler *Renderer::activeProfiler() const { if (m_services && m_services->systemInformation()->isGraphicsTraceEnabled()) { if (m_frameProfiler.isNull()) m_frameProfiler.reset(new Profiling::FrameProfiler(m_services->systemInformation())); return m_frameProfiler.data(); } return nullptr; } bool Renderer::waitUntilReadyToSubmit() { // Make sure that we've been told to render before rendering // Prevent ouf of order execution m_submitRenderViewsSemaphore.acquire(1); // Check if shutdown has been requested if (m_running.loadRelaxed() == 0) return false; // The semaphore should only // be released when the frame queue is complete and there's // something to render // The case of shutdown should have been handled just before Q_ASSERT(m_renderQueue.isFrameQueueComplete()); return true; } // Main thread QVariant Renderer::executeCommand(const QStringList &args) { return m_commandExecuter->executeCommand(args); } /*! \internal Called in the context of the aspect thread from QRenderAspect::onRegistered */ void Renderer::setOffscreenSurfaceHelper(OffscreenSurfaceHelper *helper) { QMutexLocker locker(&m_offscreenSurfaceMutex); m_offscreenHelper = helper; } QSurfaceFormat Renderer::format() { return m_format; } // When this function is called, we must not be processing the commands for frame n+1 void Renderer::prepareCommandsSubmission(const std::vector &renderViews) { OpenGLVertexArrayObject *vao = nullptr; QHash updatedTable; for (RenderView *rv: renderViews) { rv->forEachCommand([&] (RenderCommand &command) { // Update/Create VAO if (command.m_type == RenderCommand::Draw) { Geometry *rGeometry = m_nodesManager->data(command.m_geometry); GeometryRenderer *rGeometryRenderer = m_nodesManager->data(command.m_geometryRenderer); GLShader *shader = command.m_glShader; // We should never have inserted a command for which these are null // in the first place Q_ASSERT(rGeometry && rGeometryRenderer && shader); // The VAO should be created only once for a QGeometry and a ShaderProgram // Manager should have a VAO Manager that are indexed by QMeshData and Shader // RenderCommand should have a handle to the corresponding VAO for the Mesh and Shader HVao vaoHandle; // 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; // 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); // If true, we need to reupload all attributes to set the VAO // Otherwise only dirty attributes will be updates const bool requiresFullVAOUpdate = (!vao->isSpecified()) || (rGeometry->isDirty() || rGeometryRenderer->isDirty()); // Append dirty Geometry to temporary vector // so that its dirtiness can be unset later if (rGeometry->isDirty()) m_dirtyGeometry.push_back(rGeometry); if (!command.m_activeAttributes.empty() && (requiresFullVAOUpdate || requiresPartialVAOUpdate)) { Profiling::GLTimeRecorder recorder(Profiling::VAOUpload, activeProfiler()); // Activate shader m_submissionContext->activateShader(shader); // Bind VAO 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)) vao->setSpecified(true); } } // Unset dirtiness on rGeometryRenderer only // The rGeometry may be shared by several rGeometryRenderer // so we cannot unset its dirtiness at this point if (rGeometryRenderer->isDirty()) rGeometryRenderer->unsetDirty(); } else if (command.m_type == RenderCommand::Compute) { GLShader *shader = command.m_glShader; Q_ASSERT(shader); } }); } // Make sure we leave nothing bound if (vao) vao->release(); // Unset dirtiness on Geometry and Attributes // Note: we cannot do it in the loop above as we want to be sure that all // the VAO which reference the geometry/attributes are properly updated for (Attribute *attribute : m_dirtyAttributes) attribute->unsetDirty(); m_dirtyAttributes.clear(); for (Geometry *geometry : m_dirtyGeometry) geometry->unsetDirty(); m_dirtyGeometry.clear(); } // Executed in a job void Renderer::lookForAbandonedVaos() { const std::vector &activeVaos = m_glResourceManagers->vaoManager()->activeHandles(); for (HVao handle : activeVaos) { OpenGLVertexArrayObject *vao = m_glResourceManagers->vaoManager()->data(handle); // Make sure to only mark VAOs for deletion that were already created // (ignore those that might be currently under construction in the render thread) if (vao && vao->isAbandoned(m_nodesManager->geometryManager(), m_glResourceManagers->glShaderManager())) { m_abandonedVaosMutex.lock(); m_abandonedVaos.push_back(handle); m_abandonedVaosMutex.unlock(); } } } // Executed in a job void Renderer::lookForDirtyBuffers() { const std::vector &activeBufferHandles = m_nodesManager->bufferManager()->activeHandles(); for (const HBuffer &handle: activeBufferHandles) { Buffer *buffer = m_nodesManager->bufferManager()->data(handle); if (buffer->isDirty()) m_dirtyBuffers.push_back(handle); } } // Called in prepareSubmission void Renderer::lookForDownloadableBuffers() { m_downloadableBuffers.clear(); const std::vector &activeBufferHandles = m_nodesManager->bufferManager()->activeHandles(); for (const HBuffer &handle : activeBufferHandles) { Buffer *buffer = m_nodesManager->bufferManager()->data(handle); if (buffer->access() & Qt3DCore::QBuffer::Read) m_downloadableBuffers.push_back(buffer->peerId()); } } // Executed in a job void Renderer::lookForDirtyTextures() { // To avoid having Texture or TextureImage maintain relationships between // one another, we instead perform a lookup here to check if a texture // image has been updated to then notify textures referencing the image // that they need to be updated TextureImageManager *imageManager = m_nodesManager->textureImageManager(); const std::vector &activeTextureImageHandles = imageManager->activeHandles(); Qt3DCore::QNodeIdVector dirtyImageIds; for (const HTextureImage &handle: activeTextureImageHandles) { TextureImage *image = imageManager->data(handle); if (image->isDirty()) { dirtyImageIds.push_back(image->peerId()); image->unsetDirty(); } } TextureManager *textureManager = m_nodesManager->textureManager(); const std::vector &activeTextureHandles = textureManager->activeHandles(); for (const HTexture &handle: activeTextureHandles) { Texture *texture = textureManager->data(handle); const QNodeIdVector imageIds = texture->textureImageIds(); // Does the texture reference any of the dirty texture images? for (const QNodeId imageId: imageIds) { if (dirtyImageIds.contains(imageId)) { texture->addDirtyFlag(Texture::DirtyImageGenerators); break; } } // Dirty meaning that something has changed on the texture // either properties, parameters, shared texture id, generator or a texture image if (texture->dirtyFlags() != Texture::NotDirty) m_dirtyTextures.push_back(handle); // Note: texture dirty flags are reset when actually updating the // textures in updateGLResources() as resetting flags here would make // us lose information about what was dirty exactly. } } // Executed in a job void Renderer::reloadDirtyShaders() { Q_ASSERT(isRunning()); const std::vector &activeTechniques = m_nodesManager->techniqueManager()->activeHandles(); const std::vector &activeBuilders = m_nodesManager->shaderBuilderManager()->activeHandles(); for (const HTechnique &techniqueHandle : activeTechniques) { Technique *technique = m_nodesManager->techniqueManager()->data(techniqueHandle); // If api of the renderer matches the one from the technique if (technique->isCompatibleWithRenderer()) { const auto passIds = technique->renderPasses(); 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); // Shader could be null if the pass doesn't reference one yet if (!shader) continue; ShaderBuilder *shaderBuilder = nullptr; for (const HShaderBuilder &builderHandle : activeBuilders) { ShaderBuilder *builder = m_nodesManager->shaderBuilderManager()->data(builderHandle); if (builder->shaderProgramId() == shader->peerId()) { shaderBuilder = builder; break; } } if (shaderBuilder) { shaderBuilder->setGraphicsApi(*technique->graphicsApiFilter()); for (int i = 0; i <= QShaderProgram::Compute; i++) { const auto shaderType = static_cast(i); if (!shaderBuilder->shaderGraph(shaderType).isValid()) continue; if (shaderBuilder->isShaderCodeDirty(shaderType)) { shaderBuilder->generateCode(shaderType); Qt3DCore::moveAtEnd(m_shaderBuilderUpdates, shaderBuilder->takePendingUpdates()); } const auto code = shaderBuilder->shaderCode(shaderType); shader->setShaderCode(shaderType, code); } } if (shader->isDirty()) loadShader(shader, shaderHandle); } } } } // Executed in job (in main thread when jobs are done) void Renderer::sendShaderChangesToFrontend(Qt3DCore::QAspectManager *manager) { Q_ASSERT(isRunning()); // Sync Shader const std::vector &activeShaders = m_nodesManager->shaderManager()->activeHandles(); for (const HShader &handle :activeShaders) { Shader *s = m_nodesManager->shaderManager()->data(handle); if (s->requiresFrontendSync()) { QShaderProgram *frontend = static_cast(manager->lookupNode(s->peerId())); // Could happen as a backend shader might live beyong the frontend // the time needed to destroy the GLShader assoicated with it. if (!frontend) continue; QShaderProgramPrivate *dFrontend = static_cast(QNodePrivate::get(frontend)); s->unsetRequiresFrontendSync(); dFrontend->setStatus(s->status()); dFrontend->setLog(s->log()); } } // Sync ShaderBuilder const std::vector shaderBuilderUpdates = std::move(m_shaderBuilderUpdates); for (const ShaderBuilderUpdate &update : shaderBuilderUpdates) { QShaderProgramBuilder *builder = static_cast(manager->lookupNode(update.builderId)); QShaderProgramBuilderPrivate *dBuilder = static_cast(QNodePrivate::get(builder)); dBuilder->setShaderCode(update.shaderCode, update.shaderType); } } // Executed in a job (in main thread when jobs are done) void Renderer::sendTextureChangesToFrontend(Qt3DCore::QAspectManager *manager) { const std::vector> updateTextureProperties = std::move(m_updatedTextureProperties); for (const auto &pair : updateTextureProperties) { const Qt3DCore::QNodeIdVector targetIds = pair.second; 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 // about to send are already outdate if (t == nullptr || t->dirtyFlags() != Texture::NotDirty) continue; QAbstractTexture *texture = static_cast(manager->lookupNode(targetId)); if (!texture) continue; const TextureProperties &properties = pair.first.properties; const bool blocked = texture->blockNotifications(true); texture->setWidth(properties.width); texture->setHeight(properties.height); texture->setDepth(properties.depth); texture->setLayers(properties.layers); texture->setFormat(properties.format); texture->blockNotifications(blocked); QAbstractTexturePrivate *dTexture = static_cast(QNodePrivate::get(texture)); dTexture->setStatus(properties.status); dTexture->setHandleType(pair.first.handleType); dTexture->setHandle(pair.first.handle); } } } // Executed in main thread when jobs done void Renderer::sendSetFenceHandlesToFrontend(Qt3DCore::QAspectManager *manager) { const std::vector> updatedSetFence = std::move(m_updatedSetFences); FrameGraphManager *fgManager = m_nodesManager->frameGraphManager(); for (const auto &pair : updatedSetFence) { FrameGraphNode *fgNode = fgManager->lookupNode(pair.first); if (fgNode != nullptr) { // Node could have been deleted before we got a chance to notify it Q_ASSERT(fgNode->nodeType() == FrameGraphNode::SetFence); QSetFence *frontend = static_cast(manager->lookupNode(fgNode->peerId())); QSetFencePrivate *dFrontend = static_cast(QNodePrivate::get(frontend)); dFrontend->setHandleType(QSetFence::OpenGLFenceId); dFrontend->setHandle(QVariant::fromValue(pair.second)); } } } // Executed in main thread when jobs done void Renderer::sendDisablesToFrontend(Qt3DCore::QAspectManager *manager) { // SubtreeEnabled const auto updatedDisables = std::move(m_updatedDisableSubtreeEnablers); for (const auto &nodeId : updatedDisables) { QSubtreeEnabler *frontend = static_cast(manager->lookupNode(nodeId)); frontend->setEnabled(false); } // Compute Commands const std::vector &activeCommands = m_nodesManager->computeJobManager()->activeHandles(); for (const HComputeCommand &handle :activeCommands) { ComputeCommand *c = m_nodesManager->computeJobManager()->data(handle); if (c->hasReachedFrameCount()) { QComputeCommand *frontend = static_cast(manager->lookupNode(c->peerId())); frontend->setEnabled(false); c->resetHasReachedFrameCount(); } } } // Render Thread (or QtQuick RenderThread when using Scene3D) // Scene3D: When using Scene3D rendering, we can't assume that when // updateGLResources is called, the resource handles points to still existing // objects. This is because Scene3D calls doRender independently of whether all // jobs have completed or not which in turn calls proceedToNextFrame under some // conditions. Such conditions are usually met on startup to avoid deadlocks. // proceedToNextFrame triggers the syncChanges calls for the next frame, which // may contain destruction changes targeting resources. When the above // happens, this can result in the dirtyResource vectors containing handles of // objects that may already have been destroyed void Renderer::updateGLResources() { { // Update active fence objects: // - Destroy fences that have reached their signaled state GLFenceManager *fenceManager = m_glResourceManagers->glFenceManager(); const auto end = fenceManager->end(); auto it = fenceManager->begin(); while (it != end) { const GLFence fence = it.value(); if (m_submissionContext->wasSyncSignaled(fence)) { // Fence was signaled, we delete it // before removing the entry from the manager m_submissionContext->deleteSync(fence); it = fenceManager->erase(it); } else { ++it; } } } { Profiling::GLTimeRecorder recorder(Profiling::BufferUpload, activeProfiler()); const std::vector dirtyBufferHandles = std::move(m_dirtyBuffers); for (const HBuffer &handle: dirtyBufferHandles) { Buffer *buffer = m_nodesManager->bufferManager()->data(handle); // Can be null when using Scene3D rendering if (buffer == nullptr) continue; // Forces creation if it doesn't exit // Also note the binding point doesn't really matter here, we just upload data if (!m_submissionContext->hasGLBufferForBuffer(buffer)) m_submissionContext->glBufferForRenderBuffer(buffer); // Update the glBuffer data m_submissionContext->updateBuffer(buffer); buffer->unsetDirty(); } } #ifndef SHADER_LOADING_IN_COMMAND_THREAD { Profiling::GLTimeRecorder recorder(Profiling::ShaderUpload, activeProfiler()); const std::vector dirtyShaderHandles = std::move(m_dirtyShaders); ShaderManager *shaderManager = m_nodesManager->shaderManager(); for (const HShader &handle: dirtyShaderHandles) { Shader *shader = shaderManager->data(handle); // Can be null when using Scene3D rendering if (shader == nullptr) continue; // Compile shader m_submissionContext->loadShader(shader, shaderManager, m_glResourceManagers->glShaderManager()); } } #endif { Profiling::GLTimeRecorder recorder(Profiling::TextureUpload, activeProfiler()); const std::vector activeTextureHandles = std::move(m_dirtyTextures); for (const HTexture &handle: activeTextureHandles) { Texture *texture = m_nodesManager->textureManager()->data(handle); // Can be null when using Scene3D rendering if (texture == nullptr) continue; // Create or Update GLTexture (the GLTexture instance is created // (not the underlying GL instance) if required and all things that // can take place without a GL context are done here) updateTexture(texture); } // We want to upload textures data at this point as the SubmissionThread and // AspectThread are locked ensuring no races between Texture/TextureImage and // GLTexture QNodeIdVector updatedTexturesForFrame; if (m_submissionContext != nullptr) { GLTextureManager *glTextureManager = m_glResourceManagers->glTextureManager(); const std::vector &glTextureHandles = glTextureManager->activeHandles(); // Upload texture data for (const HGLTexture &glTextureHandle : glTextureHandles) { GLTexture *glTexture = glTextureManager->data(glTextureHandle); // We create/update the actual GL texture using the GL context at this point const GLTexture::TextureUpdateInfo info = glTexture->createOrUpdateGLTexture(); // GLTexture creation provides us width/height/format ... information // for textures which had not initially specified these information (TargetAutomatic...) // Gather these information and store them to be distributed by a change next frame const QNodeIdVector referenceTextureIds = { glTextureManager->texNodeIdForGLTexture.value(glTexture) }; // Store properties and referenceTextureIds if (info.wasUpdated) { Texture::TextureUpdateInfo updateInfo; updateInfo.properties = info.properties; updateInfo.handleType = QAbstractTexture::OpenGLTextureId; updateInfo.handle = info.texture ? QVariant(info.texture->textureId()) : QVariant(); m_updatedTextureProperties.push_back({updateInfo, referenceTextureIds}); updatedTexturesForFrame += referenceTextureIds; } } } // If the underlying GL Texture was for whatever reason recreated, we need to make sure // that if it is used as a color attachment, we rebuild the FBO next time it is used m_submissionContext->setUpdatedTexture(std::move(updatedTexturesForFrame)); // 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(); // Remove destroyed FBOs { const QNodeIdVector destroyedRenderTargetIds = m_nodesManager->renderTargetManager()->takeRenderTargetIdsToCleanup(); for (const Qt3DCore::QNodeId &renderTargetId : destroyedRenderTargetIds) m_submissionContext->releaseRenderTarget(renderTargetId); } } // Render Thread void Renderer::updateTexture(Texture *texture) { // Check that the current texture images are still in place, if not, do not update const bool isValid = texture->isValid(m_nodesManager->textureImageManager()); if (!isValid) { qWarning() << Q_FUNC_INFO << "QTexture referencing invalid QTextureImages"; return; } // All textures are unique, if you instanciate twice the exact same texture // this will create 2 identical GLTextures, no sharing will take place // Try to find the associated GLTexture for the backend Texture GLTextureManager *glTextureManager = m_glResourceManagers->glTextureManager(); GLTexture *glTexture = glTextureManager->lookupResource(texture->peerId()); // No GLTexture associated yet -> create it if (glTexture == nullptr) { glTexture = glTextureManager->getOrCreateResource(texture->peerId()); glTextureManager->texNodeIdForGLTexture.insert(glTexture, texture->peerId()); } // Update GLTexture to match Texture instance const Texture::DirtyFlags dirtyFlags = texture->dirtyFlags(); if (dirtyFlags.testFlag(Texture::DirtySharedTextureId)) glTexture->setSharedTextureId(texture->sharedTextureId()); if (dirtyFlags.testFlag(Texture::DirtyProperties)) glTexture->setProperties(texture->properties()); if (dirtyFlags.testFlag(Texture::DirtyParameters)) glTexture->setParameters(texture->parameters()); // Will make the texture requestUpload if (dirtyFlags.testFlag(Texture::DirtyImageGenerators)) { const QNodeIdVector textureImageIds = texture->textureImageIds(); std::vector images; images.reserve(textureImageIds.size()); // TODO: Move this into GLTexture directly for (const QNodeId textureImageId : textureImageIds) { const TextureImage *img = m_nodesManager->textureImageManager()->lookupResource(textureImageId); if (img == nullptr) { qWarning() << Q_FUNC_INFO << "invalid TextureImage handle"; } else { GLTexture::Image glImg {img->dataGenerator(), img->layer(), img->mipLevel(), img->face()}; images.push_back(glImg); } } glTexture->setImages(std::move(images)); } // Will make the texture requestUpload if (dirtyFlags.testFlag(Texture::DirtyDataGenerator)) glTexture->setGenerator(texture->dataGenerator()); // Will make the texture requestUpload if (dirtyFlags.testFlag(Texture::DirtyPendingDataUpdates)) glTexture->addTextureDataUpdates(texture->takePendingTextureDataUpdates()); // Unset the dirty flag on the texture texture->unsetDirty(); } // Render Thread void Renderer::cleanupTexture(Qt3DCore::QNodeId cleanedUpTextureId) { GLTextureManager *glTextureManager = m_glResourceManagers->glTextureManager(); GLTexture *glTexture = glTextureManager->lookupResource(cleanedUpTextureId); // Destroying the GLTexture implicitely also destroy the GL resources if (glTexture != nullptr) { glTextureManager->releaseResource(cleanedUpTextureId); glTextureManager->texNodeIdForGLTexture.remove(glTexture); } } // Render Thread void Renderer::cleanupShader(const Shader *shader) { GLShaderManager *glShaderManager = m_glResourceManagers->glShaderManager(); GLShader *glShader = glShaderManager->lookupResource(shader->peerId()); if (glShader != nullptr) glShaderManager->abandon(glShader, shader); } // Called by SubmitRenderView void Renderer::downloadGLBuffers() { const std::vector downloadableHandles = std::move(m_downloadableBuffers); for (const Qt3DCore::QNodeId &bufferId : downloadableHandles) { BufferManager *bufferManager = m_nodesManager->bufferManager(); BufferManager::ReadLocker locker(const_cast(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(bufferId, content)); } } // Happens in RenderThread context when all RenderViewJobs are done // Returns the id of the last bound FBO Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const std::vector &renderViews) { QElapsedTimer timer; quint64 queueElapsed = 0; timer.start(); const size_t renderViewsCount = renderViews.size(); quint64 frameElapsed = queueElapsed; m_lastFrameCorrect.storeRelaxed(1); // everything fine until now..... qCDebug(Memory) << Q_FUNC_INFO << "rendering frame "; // We might not want to render on the default FBO uint lastBoundFBOId = m_submissionContext->boundFrameBufferObject(); QSurface *surface = nullptr; QSurface *previousSurface = nullptr; for (const RenderView *rv: renderViews) { previousSurface = rv->surface(); if (previousSurface) break; } QSurface *lastUsedSurface = nullptr; bool imGuiOverlayShown = false; for (size_t i = 0; i < renderViewsCount; ++i) { // Initialize GraphicsContext for drawing // If the RenderView has a RenderStateSet defined RenderView *renderView = renderViews.at(i); if (renderView->shouldSkipSubmission()) continue; // Check if using the same surface as the previous RenderView. // If not, we have to free up the context from the previous surface // and make the context current on the new surface surface = renderView->surface(); SurfaceLocker surfaceLock(surface); // TO DO: Make sure that the surface we are rendering too has not been unset // For now, if we do not have a surface, skip this renderview // TODO: Investigate if it's worth providing a fallback offscreen surface // to use when surface is null. Or if we should instead expose an // offscreensurface to Qt3D. if (!surface || !surfaceLock.isSurfaceValid()) { m_lastFrameCorrect.storeRelaxed(0); continue; } lastUsedSurface = surface; const bool surfaceHasChanged = surface != previousSurface; if (surfaceHasChanged && previousSurface) { const bool swapBuffers = lastBoundFBOId == m_submissionContext->defaultFBO() && surfaceLock.isSurfaceValid() && m_shouldSwapBuffers; // We only call swap buffer if we are sure the previous surface is still valid m_submissionContext->endDrawing(swapBuffers); } if (surfaceHasChanged) { // If we can't make the context current on the surface, skip to the // next RenderView. We won't get the full frame but we may get something if (!m_submissionContext->beginDrawing(surface)) { qWarning() << "Failed to make OpenGL context current on surface"; m_lastFrameCorrect.storeRelaxed(0); continue; } previousSurface = surface; lastBoundFBOId = m_submissionContext->boundFrameBufferObject(); } // Apply Memory Barrier if needed if (renderView->memoryBarrier() != QMemoryBarrier::None) m_submissionContext->memoryBarrier(renderView->memoryBarrier()); // Insert Fence into command stream if needed const Qt3DCore::QNodeIdVector insertFenceIds = renderView->insertFenceIds(); GLFenceManager *fenceManager = m_glResourceManagers->glFenceManager(); for (const Qt3DCore::QNodeId insertFenceId : insertFenceIds) { // If the fence is not in the manager, then it hasn't been inserted // into the command stream yet. if (fenceManager->find(insertFenceId) == fenceManager->end()) { // Insert fence into command stream GLFence glFence = m_submissionContext->fenceSync(); // Record glFence fenceManager->insert(insertFenceId, glFence); // Add entry for notification changes to be sent m_updatedSetFences.push_back({insertFenceId, glFence}); } // If it is in the manager, then it hasn't been signaled yet, // nothing we can do but try at the next frame } // Wait for fences if needed const QList waitFences = renderView->waitFences(); for (const auto &waitFence : waitFences) { // TO DO if (waitFence.handleType != QWaitFence::OpenGLFenceId) { qWarning() << "WaitFence handleType should be OpenGLFenceId when using the Qt 3D OpenGL renderer"; continue; } GLFence fence = reinterpret_cast(waitFence.handle.value()); if (fence == nullptr) continue; if (waitFence.waitOnCPU) m_submissionContext->clientWaitSync(fence, waitFence.timeout); else m_submissionContext->waitSync(fence); } // Note: the RenderStateSet is allocated once per RV if needed // and it contains a list of StateVariant value types RenderStateSet *renderViewStateSet = renderView->stateSet(); { Profiling::GLTimeRecorder recorder(Profiling::StateUpdate, activeProfiler()); // Set the RV state if not null, if (renderViewStateSet != nullptr) m_submissionContext->setCurrentStateSet(renderViewStateSet); else m_submissionContext->setCurrentStateSet(m_defaultRenderStateSet); } // Set RenderTarget ... // Activate RenderTarget { Profiling::GLTimeRecorder recorder(Profiling::RenderTargetUpdate, activeProfiler()); m_submissionContext->activateRenderTarget(renderView->renderTargetId(), renderView->attachmentPack(), lastBoundFBOId); } { Profiling::GLTimeRecorder recorder(Profiling::ClearBuffer, activeProfiler()); // set color, depth, stencil clear values (only if needed) auto clearBufferTypes = renderView->clearTypes(); if (clearBufferTypes & QClearBuffers::ColorBuffer) { const QVector4D vCol = renderView->globalClearColorBufferInfo().clearColor; m_submissionContext->clearColor(QColor::fromRgbF(vCol.x(), vCol.y(), vCol.z(), vCol.w())); } if (clearBufferTypes & QClearBuffers::DepthBuffer) m_submissionContext->clearDepthValue(renderView->clearDepthValue()); if (clearBufferTypes & QClearBuffers::StencilBuffer) m_submissionContext->clearStencilValue(renderView->clearStencilValue()); // Clear BackBuffer m_submissionContext->clearBackBuffer(clearBufferTypes); // if there are ClearColors set for different draw buffers, // clear each of these draw buffers individually now const std::vector &clearDrawBuffers = renderView->specificClearColorBufferInfo(); for (const ClearBufferInfo &clearBuffer : clearDrawBuffers) m_submissionContext->clearBufferf(clearBuffer.drawBufferIndex, clearBuffer.clearColor); } // Set the Viewport m_submissionContext->setViewport(renderView->viewport(), renderView->surfaceSize()); // Execute the render commands if (!executeCommandsSubmission(renderView)) m_lastFrameCorrect.storeRelaxed(0); // something went wrong; make sure to render the next frame! // executeCommandsSubmission takes care of restoring the stateset to the value // of gc->currentContext() at the moment it was called (either // renderViewStateSet or m_defaultRenderStateSet) if (!renderView->renderCaptureNodeId().isNull()) { const QRenderCaptureRequest request = renderView->renderCaptureRequest(); const QSize size = m_submissionContext->renderTargetSize(renderView->surfaceSize()); QRect rect(QPoint(0, 0), size); if (!request.rect.isEmpty()) rect = rect.intersected(request.rect); QImage image; if (!rect.isEmpty()) { // Bind fbo as read framebuffer m_submissionContext->bindFramebuffer(m_submissionContext->activeFBO(), GraphicsHelperInterface::FBORead); image = m_submissionContext->readFramebuffer(rect); } else { qWarning() << "Requested capture rectangle is outside framebuffer"; } Render::RenderCapture *renderCapture = static_cast(m_nodesManager->frameGraphManager()->lookupNode(renderView->renderCaptureNodeId())); renderCapture->addRenderCapture(request.captureId, image); const QNodeId renderCaptureId = renderView->renderCaptureNodeId(); if (!Qt3DCore::contains(m_pendingRenderCaptureSendRequests, renderCaptureId)) m_pendingRenderCaptureSendRequests.push_back(renderView->renderCaptureNodeId()); } if (renderView->isDownloadBuffersEnable()) downloadGLBuffers(); // Perform BlitFramebuffer operations if (renderView->hasBlitFramebufferInfo()) { const auto &blitFramebufferInfo = renderView->blitFrameBufferInfo(); const QNodeId inputTargetId = blitFramebufferInfo.sourceRenderTargetId; const QNodeId outputTargetId = blitFramebufferInfo.destinationRenderTargetId; const QRect inputRect = blitFramebufferInfo.sourceRect; const QRect outputRect = blitFramebufferInfo.destinationRect; const QRenderTargetOutput::AttachmentPoint inputAttachmentPoint = blitFramebufferInfo.sourceAttachmentPoint; const QRenderTargetOutput::AttachmentPoint outputAttachmentPoint = blitFramebufferInfo.destinationAttachmentPoint; const QBlitFramebuffer::InterpolationMethod interpolationMethod = blitFramebufferInfo.interpolationMethod; m_submissionContext->blitFramebuffer(inputTargetId, outputTargetId, inputRect, outputRect, lastBoundFBOId, inputAttachmentPoint, outputAttachmentPoint, interpolationMethod); } #ifndef Q_OS_INTEGRITY if (!imGuiOverlayShown && renderView->showDebugOverlay()) { imGuiOverlayShown = true; if (!m_imGuiRenderer) { m_imGuiRenderer = new Debug::ImGuiRenderer(this); if (m_settings) m_imGuiRenderer->setCapabilities(m_settings->capabilities()); } { for (auto &keyEvent: m_frameKeyEvents) m_imGuiRenderer->processEvent(&keyEvent); for (auto &mouseEvent: m_frameMouseEvents) m_imGuiRenderer->processEvent(&mouseEvent.second); } m_imGuiRenderer->renderDebugOverlay(renderViews, renderView, m_jobsInLastFrame); } #endif frameElapsed = timer.elapsed() - frameElapsed; qCDebug(Rendering) << Q_FUNC_INFO << "Submitted Renderview " << i + 1 << "/" << renderViewsCount << "in " << frameElapsed << "ms"; frameElapsed = timer.elapsed(); } // Bind lastBoundFBOId back. Needed also in threaded mode. // lastBoundFBOId != m_graphicsContext->activeFBO() when the last FrameGraph leaf node/renderView // contains RenderTargetSelector/RenderTarget if (lastBoundFBOId != m_submissionContext->activeFBO()) m_submissionContext->bindFramebuffer(lastBoundFBOId, GraphicsHelperInterface::FBOReadAndDraw); // Reset state and call doneCurrent if the surface // is valid and was actually activated if (lastUsedSurface && m_submissionContext->hasValidGLHelper()) { // Reset state to the default state if the last stateset is not the // defaultRenderStateSet if (m_submissionContext->currentStateSet() != m_defaultRenderStateSet) m_submissionContext->setCurrentStateSet(m_defaultRenderStateSet); } queueElapsed = timer.elapsed() - queueElapsed; qCDebug(Rendering) << Q_FUNC_INFO << "Submission of Queue in " << queueElapsed << "ms <=> " << queueElapsed / renderViewsCount << "ms per RenderView <=> Avg " << 1000.0f / (queueElapsed * 1.0f/ renderViewsCount * 1.0f) << " RenderView/s"; qCDebug(Rendering) << Q_FUNC_INFO << "Submission Completed in " << timer.elapsed() << "ms"; // Stores the necessary information to safely perform // the last swap buffer call ViewSubmissionResultData resultData; resultData.lastBoundFBOId = lastBoundFBOId; resultData.surface = lastUsedSurface; return resultData; } void Renderer::markDirty(BackendNodeDirtySet changes, BackendNode *node) { Q_UNUSED(node); m_dirtyBits.marked |= changes; } Renderer::BackendNodeDirtySet Renderer::dirtyBits() { return m_dirtyBits.marked; } #if defined(QT_BUILD_INTERNAL) void Renderer::clearDirtyBits(BackendNodeDirtySet changes) { m_dirtyBits.remaining &= ~changes; m_dirtyBits.marked &= ~changes; } #endif 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_dirtyBits.marked != 0 || m_dirtyBits.remaining != 0 || !m_lastFrameCorrect.loadRelaxed()); } void Renderer::skipNextFrame() { Q_ASSERT(m_settings->renderPolicy() != QRenderSettings::Always); // make submitRenderViews() actually run m_renderQueue.setNoRender(); m_submitRenderViewsSemaphore.release(1); } void Renderer::jobsDone(Qt3DCore::QAspectManager *manager) { // called in main thread once all jobs are done running // sync captured renders to frontend const std::vector pendingCaptureIds = std::move(m_pendingRenderCaptureSendRequests); for (const Qt3DCore::QNodeId &id : pendingCaptureIds) { auto *backend = static_cast (m_nodesManager->frameGraphManager()->lookupNode(id)); backend->syncRenderCapturesToFrontend(manager); } // Do we need to notify any texture about property changes? if (m_updatedTextureProperties.size() > 0) sendTextureChangesToFrontend(manager); sendDisablesToFrontend(manager); sendSetFenceHandlesToFrontend(manager); } bool Renderer::processMouseEvent(QObject *object, QMouseEvent *event) { Q_UNUSED(object); #ifndef Q_OS_INTEGRITY if (m_imGuiRenderer) m_imGuiRenderer->processEvent(event); #endif return false; } bool Renderer::processKeyEvent(QObject *object, QKeyEvent *event) { Q_UNUSED(object); #ifndef Q_OS_INTEGRITY if (m_imGuiRenderer) m_imGuiRenderer->processEvent(event); #endif return false; } // Jobs we may have to run even if no rendering will happen std::vector Renderer::preRenderingJobs() { if (m_sendBufferCaptureJob->hasRequests()) return {m_sendBufferCaptureJob}; return {}; } // Waits to be told to create jobs for the next frame // Called by QRenderAspect jobsToExecute context of QAspectThread // Returns all the jobs (and with proper dependency chain) required // for the rendering of the scene std::vector Renderer::renderBinJobs() { std::vector renderBinJobs; // Remove previous dependencies m_cleanupJob->removeDependency(QWeakPointer()); const BackendNodeDirtySet dirtyBitsForFrame = m_dirtyBits.marked | m_dirtyBits.remaining; m_dirtyBits.marked = {}; m_dirtyBits.remaining = {}; BackendNodeDirtySet notCleared = {}; // Add jobs if (dirtyBitsForFrame & AbstractRenderer::TransformDirty) renderBinJobs.push_back(m_updateShaderDataTransformJob); // TO DO: Conditionally add if skeletons dirty renderBinJobs.push_back(m_cleanupJob); // Jobs to prepare GL Resource upload renderBinJobs.push_back(m_vaoGathererJob); if (dirtyBitsForFrame & AbstractRenderer::BuffersDirty) renderBinJobs.push_back(m_bufferGathererJob); if (dirtyBitsForFrame & AbstractRenderer::TexturesDirty) renderBinJobs.push_back(m_textureGathererJob); // Layer cache is dependent on layers, layer filters (hence FG structure // changes) and the enabled flag on entities const bool entitiesEnabledDirty = dirtyBitsForFrame & AbstractRenderer::EntityEnabledDirty; const bool frameGraphDirty = dirtyBitsForFrame & AbstractRenderer::FrameGraphDirty; const bool layersDirty = dirtyBitsForFrame & AbstractRenderer::LayersDirty; const bool layersCacheNeedsToBeRebuilt = layersDirty || entitiesEnabledDirty || frameGraphDirty; const bool shadersDirty = dirtyBitsForFrame & AbstractRenderer::ShadersDirty; const bool materialDirty = dirtyBitsForFrame & AbstractRenderer::MaterialDirty; const bool lightsDirty = dirtyBitsForFrame & AbstractRenderer::LightsDirty; const bool computeableDirty = dirtyBitsForFrame & AbstractRenderer::ComputeDirty; const bool renderableDirty = dirtyBitsForFrame & AbstractRenderer::GeometryDirty; const bool materialCacheNeedsToBeRebuilt = shadersDirty || materialDirty || frameGraphDirty; const bool renderCommandsDirty = materialCacheNeedsToBeRebuilt || renderableDirty || computeableDirty; if (renderableDirty) renderBinJobs.push_back(m_renderableEntityFilterJob); if (computeableDirty) renderBinJobs.push_back(m_computableEntityFilterJob); if (lightsDirty) renderBinJobs.push_back(m_lightGathererJob); // Sync rendering is synchronous, queue should always be reset // when this is called Q_ASSERT(m_renderQueue.wasReset()); // Traverse the current framegraph. For each leaf node create a // RenderView and set its configuration then create a job to // populate the RenderView with a set of RenderCommands that get // their details from the RenderNodes that are visible to the // Camera selected by the framegraph configuration if (frameGraphDirty) { FrameGraphVisitor visitor(m_nodesManager->frameGraphManager()); m_frameGraphLeaves = visitor.traverse(frameGraphRoot()); // Remove leaf nodes that no longer exist from cache const QList keys = m_cache.leafNodeCache.keys(); for (FrameGraphNode *leafNode : keys) { if (!Qt3DCore::contains(m_frameGraphLeaves, leafNode)) m_cache.leafNodeCache.remove(leafNode); } // Handle single shot subtree enablers const auto subtreeEnablers = visitor.takeEnablersToDisable(); for (auto *node : subtreeEnablers) m_updatedDisableSubtreeEnablers.push_back(node->peerId()); } int idealThreadCount = QThreadPooler::maxThreadCount(); const size_t fgBranchCount = m_frameGraphLeaves.size(); if (fgBranchCount > 1) { int workBranches = fgBranchCount; for (auto leaf: m_frameGraphLeaves) if (leaf->nodeType() == FrameGraphNode::NoDraw) --workBranches; if (idealThreadCount > 4 && workBranches) idealThreadCount = qMax(4, idealThreadCount / workBranches); } for (size_t i = 0; i < fgBranchCount; ++i) { FrameGraphNode *leaf = m_frameGraphLeaves[i]; RenderViewBuilder builder(leaf, i, this); builder.setOptimalJobCount(leaf->nodeType() == FrameGraphNode::NoDraw ? 1 : idealThreadCount); // 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.setLightCacheNeedsToBeRebuilt(lightsDirty); // Insert leaf into cache if (isNewRV) { m_cache.leafNodeCache[leaf] = {}; } builder.prepareJobs(); Qt3DCore::moveAtEnd(renderBinJobs, builder.buildJobHierachy()); } // Set target number of RenderViews m_renderQueue.setTargetRenderViewCount(fgBranchCount); if (isRunning() && m_submissionContext->isInitialized()) { if (dirtyBitsForFrame & AbstractRenderer::TechniquesDirty ) renderBinJobs.push_back(m_filterCompatibleTechniqueJob); if (dirtyBitsForFrame & AbstractRenderer::ShadersDirty) renderBinJobs.push_back(m_introspectShaderJob); } else { notCleared |= AbstractRenderer::TechniquesDirty; notCleared |= AbstractRenderer::ShadersDirty; } m_dirtyBits.remaining = dirtyBitsForFrame & notCleared; return renderBinJobs; } QAbstractFrameAdvanceService *Renderer::frameAdvanceService() const { return static_cast(m_vsyncFrameAdvanceService.data()); } // Called by executeCommands void Renderer::performDraw(const RenderCommand *command) { // Indirect Draw Calls if (command->m_drawIndirect) { // Bind the indirect draw buffer Buffer *indirectDrawBuffer = m_nodesManager->bufferManager()->data(command->m_indirectDrawBuffer); if (Q_UNLIKELY(indirectDrawBuffer == nullptr)) { qWarning() << "Invalid Indirect Draw Buffer - failed to retrieve Buffer"; return; } // Get GLBuffer from Buffer; GLBuffer *indirectDrawGLBuffer = m_submissionContext->glBufferForRenderBuffer(indirectDrawBuffer); if (Q_UNLIKELY(indirectDrawGLBuffer == nullptr)) { qWarning() << "Invalid Indirect Draw Buffer - failed to retrieve GLBuffer"; return; } // Bind GLBuffer const bool successfullyBound = indirectDrawGLBuffer->bind(m_submissionContext.data(), GLBuffer::DrawIndirectBuffer); if (Q_LIKELY(successfullyBound)) { // TO DO: Handle multi draw variants if attribute count > 1 if (command->m_drawIndexed) { m_submissionContext->drawElementsIndirect(command->m_primitiveType, command->m_indexAttributeDataType, reinterpret_cast(quintptr(command->m_indirectAttributeByteOffset))); } else { m_submissionContext->drawArraysIndirect(command->m_primitiveType, reinterpret_cast(quintptr(command->m_indirectAttributeByteOffset))); } } else { qWarning() << "Failed to bind IndirectDrawBuffer"; } } else { // Direct Draw Calls // TO DO: Add glMulti Draw variants if (command->m_primitiveType == QGeometryRenderer::Patches) m_submissionContext->setVerticesPerPatch(command->m_verticesPerPatch); if (command->m_primitiveRestartEnabled) m_submissionContext->enablePrimitiveRestart(command->m_restartIndexValue); // TO DO: Add glMulti Draw variants if (command->m_drawIndexed) { Profiling::GLTimeRecorder recorder(Profiling::DrawElement, activeProfiler()); m_submissionContext->drawElementsInstancedBaseVertexBaseInstance(command->m_primitiveType, command->m_primitiveCount, command->m_indexAttributeDataType, reinterpret_cast(quintptr(command->m_indexAttributeByteOffset)), command->m_instanceCount, command->m_indexOffset, command->m_firstInstance); } else { Profiling::GLTimeRecorder recorder(Profiling::DrawArray, activeProfiler()); m_submissionContext->drawArraysInstancedBaseInstance(command->m_primitiveType, command->m_firstVertex, command->m_primitiveCount, command->m_instanceCount, command->m_firstInstance); } } #if defined(QT3D_RENDER_ASPECT_OPENGL_DEBUG) int err = m_submissionContext->openGLContext()->functions()->glGetError(); if (err) qCWarning(Rendering) << "GL error after drawing mesh:" << QString::number(err, 16); #endif if (command->m_primitiveRestartEnabled) m_submissionContext->disablePrimitiveRestart(); } void Renderer::performCompute(const RenderView *, RenderCommand *command) { { Profiling::GLTimeRecorder recorder(Profiling::ShaderUpdate, activeProfiler()); GLShader *shader = m_glResourceManagers->glShaderManager()->lookupResource(command->m_shaderId); m_submissionContext->activateShader(shader); } { Profiling::GLTimeRecorder recorder(Profiling::UniformUpdate, activeProfiler()); m_submissionContext->setParameters(command->m_parameterPack, command->m_glShader); } { Profiling::GLTimeRecorder recorder(Profiling::DispatchCompute, activeProfiler()); m_submissionContext->dispatchCompute(command->m_workGroups[0], command->m_workGroups[1], command->m_workGroups[2]); } // HACK: Reset the compute flag to dirty m_dirtyBits.marked |= AbstractRenderer::ComputeDirty; #if defined(QT3D_RENDER_ASPECT_OPENGL_DEBUG) int err = m_submissionContext->openGLContext()->functions()->glGetError(); if (err) qCWarning(Rendering) << "GL error after drawing mesh:" << QString::number(err, 16); #endif } void Renderer::createOrUpdateVAO(RenderCommand *command, HVao *previousVaoHandle, OpenGLVertexArrayObject **vao) { const VAOIdentifier vaoKey(command->m_geometry, command->m_shaderId); VAOManager *vaoManager = m_glResourceManagers->vaoManager(); command->m_vao = vaoManager->lookupHandle(vaoKey); if (command->m_vao.isNull()) { qCDebug(Rendering) << Q_FUNC_INFO << "Allocating new VAO"; command->m_vao = vaoManager->getOrAcquireHandle(vaoKey); vaoManager->data(command->m_vao)->create(m_submissionContext.data(), vaoKey); } if (*previousVaoHandle != command->m_vao) { *previousVaoHandle = command->m_vao; *vao = vaoManager->data(command->m_vao); } Q_ASSERT(*vao); } // Called by RenderView->submit() in RenderThread context // Returns true, if all RenderCommands were sent to the GPU bool Renderer::executeCommandsSubmission(RenderView *rv) { bool allCommandsIssued = true; // Render drawing commands // Use the graphicscontext to submit the commands to the underlying // graphics API (OpenGL) // Save the RenderView base stateset RenderStateSet *globalState = m_submissionContext->currentStateSet(); OpenGLVertexArrayObject *vao = nullptr; rv->forEachCommand([&] (RenderCommand &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) { allCommandsIssued = false; return; } vao = m_glResourceManagers->vaoManager()->data(command.m_vao); // something may have went wrong when initializing the VAO if (!vao->isSpecified()) { allCommandsIssued = false; return; } { Profiling::GLTimeRecorder recorder(Profiling::ShaderUpdate, activeProfiler()); //// We activate the shader here GLShader *shader = command.m_glShader; if (!m_submissionContext->activateShader(shader)) { allCommandsIssued = false; return; } } { Profiling::GLTimeRecorder recorder(Profiling::VAOUpdate, activeProfiler()); // Bind VAO vao->bind(); } { Profiling::GLTimeRecorder recorder(Profiling::UniformUpdate, activeProfiler()); //// Update program uniforms if (!m_submissionContext->setParameters(command.m_parameterPack, command.m_glShader)) { 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 return; } } //// OpenGL State // TO DO: Make states not dependendent on their backend node for this step // Set state RenderStateSet *localState = command.m_stateSet.data(); { Profiling::GLTimeRecorder recorder(Profiling::StateUpdate, activeProfiler()); // 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(localState); } else { m_submissionContext->setCurrentStateSet(globalState); } } // All Uniforms for a pass are stored in the QUniformPack of the command // Uniforms for Effect, Material and Technique should already have been correctly resolved // at that point //// Draw Calls performDraw(&command); } }); // end of RenderCommands loop // We cache the VAO and release it only at the end of the exectute frame // We try to minimize VAO binding between RenderCommands if (vao) vao->release(); // Reset to the state we were in before executing the render commands m_submissionContext->setCurrentStateSet(globalState); return allCommandsIssued; } bool Renderer::updateVAOWithAttributes(Geometry *geometry, const RenderCommand *command, GLShader *shader, bool forceUpdate) { m_dirtyAttributes.reserve(m_dirtyAttributes.size() + geometry->attributes().size()); const auto attributeIds = geometry->attributes(); for (QNodeId attributeId : attributeIds) { // TO DO: Improvement we could store handles and use the non locking policy on the attributeManager Attribute *attribute = m_nodesManager->attributeManager()->lookupResource(attributeId); if (attribute == nullptr) return false; Buffer *buffer = m_nodesManager->bufferManager()->lookupResource(attribute->bufferId()); // Buffer update was already performed at this point // Just make sure the attribute reference a valid buffer if (buffer == nullptr) return false; // Index Attribute bool attributeWasDirty = false; if (attribute->attributeType() == QAttribute::IndexAttribute) { if ((attributeWasDirty = attribute->isDirty()) == true || forceUpdate) m_submissionContext->specifyIndices(buffer); // Vertex Attribute } else if (Qt3DCore::contains(command->m_activeAttributes, attribute->nameId())) { if ((attributeWasDirty = attribute->isDirty()) == true || forceUpdate) { // Find the location for the attribute const std::vector &shaderAttributes = shader->attributes(); const ShaderAttribute *attributeDescription = nullptr; for (const ShaderAttribute &shaderAttribute : shaderAttributes) { if (shaderAttribute.m_nameId == attribute->nameId()) { attributeDescription = &shaderAttribute; break; } } if (!attributeDescription || attributeDescription->m_location < 0) return false; m_submissionContext->specifyAttribute(attribute, buffer, attributeDescription); } } // Append attribute to temporary vector so that its dirtiness // can be cleared at the end of the frame if (attributeWasDirty) m_dirtyAttributes.push_back(attribute); // Note: We cannot call unsertDirty on the Attribute at this // point as we don't know if the attributes are being shared // with other geometry / geometryRenderer in which case they still // should remain dirty so that VAO for these commands are properly // updated } return true; } bool Renderer::requiresVAOAttributeUpdate(Geometry *geometry, const RenderCommand *command) const { const auto attributeIds = geometry->attributes(); for (QNodeId attributeId : attributeIds) { // TO DO: Improvement we could store handles and use the non locking policy on the attributeManager Attribute *attribute = m_nodesManager->attributeManager()->lookupResource(attributeId); if (attribute == nullptr) continue; if ((attribute->attributeType() == QAttribute::IndexAttribute && attribute->isDirty()) || (Qt3DCore::contains(command->m_activeAttributes, attribute->nameId()) && attribute->isDirty())) return true; } return false; } // Erase graphics related resources that may become unused after a frame void Renderer::cleanGraphicsResources() { // Clean buffers const QList buffersToRelease = m_nodesManager->bufferManager()->takeBuffersToRelease(); for (Qt3DCore::QNodeId bufferId : buffersToRelease) m_submissionContext->releaseBuffer(bufferId); // When Textures are cleaned up, their id is saved so that they can be // cleaned up in the render thread const QList cleanedUpTextureIds = std::move(m_textureIdsToCleanup); for (const Qt3DCore::QNodeId textureCleanedUpId: cleanedUpTextureIds) cleanupTexture(textureCleanedUpId); // Delete abandoned VAOs m_abandonedVaosMutex.lock(); const std::vector abandonedVaos = std::move(m_abandonedVaos); m_abandonedVaosMutex.unlock(); for (const HVao &vaoHandle : abandonedVaos) { // might have already been destroyed last frame, but added by the cleanup job before, so // check if the VAO is really still existent OpenGLVertexArrayObject *vao = m_glResourceManagers->vaoManager()->data(vaoHandle); if (vao) { vao->destroy(); // We remove VAO from manager using its VAOIdentifier m_glResourceManagers->vaoManager()->release(vaoHandle); } } // Abandon GL shaders when a Shader node is destroyed Note: We are sure // that when this gets executed, all scene changes have been received and // shader nodes updated const QList cleanedUpShaderIds = m_nodesManager->shaderManager()->takeShaderIdsToCleanup(); for (const Qt3DCore::QNodeId shaderCleanedUpId: cleanedUpShaderIds) { cleanupShader(m_nodesManager->shaderManager()->lookupResource(shaderCleanedUpId)); // We can really release the texture at this point m_nodesManager->shaderManager()->releaseResource(shaderCleanedUpId); } } const GraphicsApiFilterData *Renderer::contextInfo() const { return m_submissionContext->contextInfo(); } SubmissionContext *Renderer::submissionContext() const { return m_submissionContext.data(); } } // namespace OpenGL } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE