/**************************************************************************** ** ** Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2021 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. ** ** $QT_BEGIN_LICENSE:COMM$ ** ** 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. ** ** $QT_END_LICENSE$ ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ****************************************************************************/ #ifndef QT3DRENDER_RENDER_RHI_RENDERER_H #define QT3DRENDER_RENDER_RHI_RENDERER_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists for the convenience // of other Qt classes. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #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 #include #include #if defined(QT_BUILD_INTERNAL) class tst_Renderer; #endif QT_BEGIN_NAMESPACE class QSurface; class QMouseEvent; class QScreen; namespace Qt3DCore { class QEntity; class QFrameAllocator; class QEventFilterService; } namespace Qt3DRender { class QCamera; class QMaterial; class QShaderProgram; class QMesh; class QRenderPass; class QAbstractShapeMesh; struct GraphicsApiFilterData; class QSceneImporter; namespace Debug { class CommandExecuter; } namespace Render { class CameraLens; class FrameGraphNode; class Material; class Technique; class Shader; class Entity; class Effect; class RenderPass; class RenderThread; class RenderStateSet; class VSyncFrameAdvanceService; class NodeManagers; class ResourceAccessor; using ComputableEntityFilter = FilterEntityByComponentJob; using ComputableEntityFilterPtr = QSharedPointer; using RenderableEntityFilter = FilterEntityByComponentJob; using RenderableEntityFilterPtr = QSharedPointer; using SynchronizerJobPtr = GenericLambdaJobPtr>; using SynchronizerPostFramePtr = GenericLambdaJobAndPostFramePtr, std::function>; namespace Rhi { class CommandThread; class SubmissionContext; class RenderCommand; class RenderQueue; class RenderView; class RHIShader; class RHIResourceManagers; class Q_AUTOTEST_EXPORT Renderer : public AbstractRenderer { public: explicit Renderer(QRenderAspect::RenderType type); ~Renderer(); void dumpInfo() const override; API api() const override; qint64 time() const override; void setTime(qint64 time) override; void setJobsInLastFrame(int jobsInLastFrame) override; void setAspect(QRenderAspect *aspect) override; void setNodeManagers(NodeManagers *managers) override; void setServices(Qt3DCore::QServiceLocator *services) override; void setSurfaceExposed(bool exposed) override; QRenderAspect *aspect() const override; NodeManagers *nodeManagers() const override; Qt3DCore::QServiceLocator *services() const override { return m_services; } void initialize() override; void shutdown() override; void releaseGraphicsResources() override; void render() override; void doRender(bool swapBuffers = true) override; void cleanGraphicsResources() override; bool isRunning() const override { return m_running.loadRelaxed(); } void setSceneRoot(Entity *sgRoot) override; Entity *sceneRoot() const override { return m_renderSceneRoot; } FrameGraphNode *frameGraphRoot() const override; RenderQueue *renderQueue() const { return m_renderQueue; } void markDirty(BackendNodeDirtySet changes, BackendNode *node) override; BackendNodeDirtySet dirtyBits() override; #if defined(QT_BUILD_INTERNAL) void clearDirtyBits(BackendNodeDirtySet changes) override; #endif bool shouldRender() const override; void skipNextFrame() override; void jobsDone(Qt3DCore::QAspectManager *manager) override; void setPendingEvents(const QList> &mouseEvents, const QList &keyEvents) override; QVector preRenderingJobs() override; QVector renderBinJobs() override; inline FrameCleanupJobPtr frameCleanupJob() const { return m_cleanupJob; } inline UpdateShaderDataTransformJobPtr updateShaderDataTransformJob() const { return m_updateShaderDataTransformJob; } inline FilterCompatibleTechniqueJobPtr filterCompatibleTechniqueJob() const { return m_filterCompatibleTechniqueJob; } inline SynchronizerPostFramePtr introspectShadersJob() const { return m_introspectShaderJob; } inline Qt3DCore::QAspectJobPtr bufferGathererJob() const { return m_bufferGathererJob; } inline Qt3DCore::QAspectJobPtr textureGathererJob() const { return m_textureGathererJob; } inline LightGathererPtr lightGathererJob() const { return m_lightGathererJob; } inline RenderableEntityFilterPtr renderableEntityFilterJob() const { return m_renderableEntityFilterJob; } inline ComputableEntityFilterPtr computableEntityFilterJob() const { return m_computableEntityFilterJob; } Qt3DCore::QAbstractFrameAdvanceService *frameAdvanceService() const override; void setSettings(RenderSettings *settings) override; RenderSettings *settings() const override; QOpenGLContext *shareContext() const override; inline RHIResourceManagers *rhiResourceManagers() const { return m_RHIResourceManagers; } // Executed in secondary GL thread void loadShader(Shader *shader, Qt3DRender::Render::HShader shaderHandle) override; void updateResources(); void updateTexture(Texture *texture); void cleanupTexture(Qt3DCore::QNodeId cleanedUpTextureId); void cleanupShader(const Shader *shader); void downloadGLBuffers(); void blitFramebuffer(Qt3DCore::QNodeId inputRenderTargetId, Qt3DCore::QNodeId outputRenderTargetId, QRect inputRect, QRect outputRect, GLuint defaultFramebuffer); struct RHIPassInfo { QVector rvs; QSurface *surface = nullptr; Qt3DCore::QNodeId renderTargetId; AttachmentPack attachmentPack; }; QVector prepareCommandsSubmission(const QVector &renderViews); bool executeCommandsSubmission(const RHIPassInfo &passInfo); // For Scene2D rendering void setOpenGLContext(QOpenGLContext *context) override; bool accessOpenGLTexture(Qt3DCore::QNodeId nodeId, QOpenGLTexture **texture, QMutex **lock, bool readonly) override; QSharedPointer resourceAccessor() const override; const GraphicsApiFilterData *contextInfo() const; SubmissionContext *submissionContext() const; inline RenderStateSet *defaultRenderState() const { return m_defaultRenderStateSet; } QList> pendingPickingEvents() const; QList pendingKeyEvents() const; void enqueueRenderView(RenderView *renderView, int submitOrder); bool isReadyToSubmit(); QVariant executeCommand(const QStringList &args) override; void setOffscreenSurfaceHelper(OffscreenSurfaceHelper *helper) override; QSurfaceFormat format() override; struct ViewSubmissionResultData { ViewSubmissionResultData() : lastBoundFBOId(0), surface(nullptr) { } uint lastBoundFBOId; QSurface *surface; }; ViewSubmissionResultData submitRenderViews(const QVector &rhiPassesInfo); RendererCache *cache() { return &m_cache; } void setScreen(QScreen *scr) override; QScreen *screen() const override; float *textureTransform() noexcept { return m_textureTransform; } const float *textureTransform() const noexcept { return m_textureTransform; } #ifdef QT3D_RENDER_UNIT_TESTS public: #else private: #endif bool canRender() const; Qt3DCore::QServiceLocator *m_services; QRenderAspect *m_aspect; NodeManagers *m_nodesManager; // Frame graph root Qt3DCore::QNodeId m_frameGraphRootUuid; Entity *m_renderSceneRoot; // Fail safe values that we can use if a RenderCommand // is missing a shader RenderStateSet *m_defaultRenderStateSet; ShaderParameterPack m_defaultUniformPack; QScopedPointer m_submissionContext; RenderQueue *m_renderQueue; QScopedPointer m_renderThread; QScopedPointer m_vsyncFrameAdvanceService; QSemaphore m_submitRenderViewsSemaphore; QSemaphore m_waitForInitializationToBeCompleted; QMutex m_hasBeenInitializedMutex; QAtomicInt m_running; QVector m_dirtyAttributes; QVector m_dirtyGeometry; QAtomicInt m_exposed; struct DirtyBits { BackendNodeDirtySet marked; // marked dirty since last job build BackendNodeDirtySet remaining; // remaining dirty after jobs have finished }; DirtyBits m_dirtyBits; QAtomicInt m_lastFrameCorrect; QOpenGLContext *m_glContext; qint64 m_time; RenderSettings *m_settings; UpdateShaderDataTransformJobPtr m_updateShaderDataTransformJob; FrameCleanupJobPtr m_cleanupJob; SendBufferCaptureJobPtr m_sendBufferCaptureJob; FilterCompatibleTechniqueJobPtr m_filterCompatibleTechniqueJob; LightGathererPtr m_lightGathererJob; RenderableEntityFilterPtr m_renderableEntityFilterJob; ComputableEntityFilterPtr m_computableEntityFilterJob; QVector m_pendingRenderCaptureSendRequests; void performDraw(RenderCommand *command); void performCompute(const RenderView *rv, RenderCommand *command); SynchronizerJobPtr m_bufferGathererJob; SynchronizerJobPtr m_textureGathererJob; SynchronizerPostFramePtr m_introspectShaderJob; void lookForDirtyBuffers(); void lookForDownloadableBuffers(); void lookForDirtyTextures(); void reloadDirtyShaders(); void sendShaderChangesToFrontend(Qt3DCore::QAspectManager *manager); void sendTextureChangesToFrontend(Qt3DCore::QAspectManager *manager); void sendSetFenceHandlesToFrontend(); void sendDisablesToFrontend(Qt3DCore::QAspectManager *manager); QVector m_dirtyBuffers; QVector m_downloadableBuffers; QVector m_dirtyShaders; QVector m_dirtyTextures; QVector> m_updatedTextureProperties; QVector m_updatedDisableSubtreeEnablers; Qt3DCore::QNodeIdVector m_textureIdsToCleanup; QVector m_shaderBuilderUpdates; bool m_ownedContext; OffscreenSurfaceHelper *m_offscreenHelper; RHIResourceManagers *m_RHIResourceManagers; QMutex m_offscreenSurfaceMutex; QScopedPointer m_commandExecuter; #ifdef QT_BUILD_INTERNAL friend class ::tst_Renderer; #endif QMetaObject::Connection m_contextConnection; RendererCache m_cache; bool m_shouldSwapBuffers; QVector m_frameGraphLeaves; QScreen *m_screen = nullptr; QSharedPointer m_scene2DResourceAccessor; QOffscreenSurface *m_fallbackSurface {}; bool m_hasSwapChain = false; QList> m_frameMouseEvents; QList m_frameKeyEvents; QMutex m_frameEventsMutex; int m_jobsInLastFrame = 0; float m_textureTransform[4]; void updateGraphicsPipeline(RenderCommand &command, RenderView *rv, int renderViewIndex); bool uploadBuffersForCommand(QRhiCommandBuffer *cb, const RenderView *rv, RenderCommand &command); bool uploadUBOsForCommand(QRhiCommandBuffer *cb, const RenderView *rv, const RenderCommand &command); bool performDraw(QRhiCommandBuffer *cb, const QRhiViewport &vp, const QRhiScissor *scissor, const RenderCommand &command); }; } // namespace Rhi } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_RHI_RENDERER_H