/**************************************************************************** ** ** Copyright (C) 2020 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #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 #if defined(QT_BUILD_INTERNAL) class tst_Renderer; #endif QT_BEGIN_NAMESPACE class QSurface; class QMouseEvent; class QScreen; namespace Qt3DCore { class QEntity; class QFrameAllocator; } 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 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; struct RHIRenderTarget; class RHIShader; class RHIResourceManagers; class RenderView; class RHIGraphicsPipeline; class RHIComputePipeline; class Q_AUTOTEST_EXPORT Renderer : public AbstractRenderer { public: explicit Renderer(); ~Renderer(); void dumpInfo() const override; API api() const override; void setRenderDriver(AbstractRenderer::RenderDriver driver) override; AbstractRenderer::RenderDriver renderDriver() 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(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() { 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; bool processMouseEvent(QObject *object, QMouseEvent *event) override; bool processKeyEvent(QObject *object, QKeyEvent *event) override; std::vector preRenderingJobs() override; std::vector 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; } void updateResources(); void updateTexture(Texture *texture); void cleanupTexture(Qt3DCore::QNodeId cleanedUpTextureId); void cleanupShader(const Shader *shader); void downloadGLBuffers(); struct RHIPassInfo { std::vector rvs; QSurface *surface = nullptr; Qt3DCore::QNodeId renderTargetId; }; std::vector prepareCommandsSubmission(const std::vector &renderViews); bool executeCommandsSubmission(const RHIPassInfo &passInfo); // For Scene3D/Scene2D rendering void setOpenGLContext(QOpenGLContext *context) override; void setRHIContext(QRhi *ctx) override; void setDefaultRHIRenderTarget(QRhiRenderTarget *defaultTarget) override; void setRHICommandBuffer(QRhiCommandBuffer *commandBuffer) override; bool accessOpenGLTexture(Qt3DCore::QNodeId nodeId, QOpenGLTexture **texture, QMutex **lock, bool readonly) override; QSharedPointer resourceAccessor() const override; const GraphicsApiFilterData *contextInfo() const override; SubmissionContext *submissionContext() const; inline RenderStateSet *defaultRenderState() const { return m_defaultRenderStateSet; } QList> pendingPickingEvents() const; QList pendingKeyEvents() const; void enqueueRenderView(RenderView *renderView, int submitOrder); bool waitUntilReadyToSubmit(); QVariant executeCommand(const QStringList &args) override; void setOffscreenSurfaceHelper(OffscreenSurfaceHelper *) override {}; QSurfaceFormat format() override; struct ViewSubmissionResultData { ViewSubmissionResultData() : surface(nullptr) { } QSurface *surface; }; ViewSubmissionResultData submitRenderViews(const std::vector &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 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_vsyncFrameAdvanceService; QSemaphore m_submitRenderViewsSemaphore; QSemaphore m_waitForInitializationToBeCompleted; QMutex m_hasBeenInitializedMutex; QAtomicInt m_running; std::vector m_dirtyAttributes; std::vector 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; QRhi *m_rhiContext; 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; std::vector m_pendingRenderCaptureSendRequests; void performDraw(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); std::vector m_dirtyBuffers; std::vector m_downloadableBuffers; std::vector m_dirtyShaders; std::vector m_dirtyTextures; std::vector> m_updatedTextureProperties; std::vector m_updatedDisableSubtreeEnablers; Qt3DCore::QNodeIdVector m_textureIdsToCleanup; std::vector m_shaderBuilderUpdates; bool m_ownedContext; 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; std::vector m_frameGraphLeaves; QScreen *m_screen = nullptr; QSharedPointer m_scene2DResourceAccessor; QHash> m_rvToGraphicsPipelines; QHash> m_rvToComputePipelines; RenderDriver m_driver = RenderDriver::Qt3D; bool m_hasSwapChain = false; int m_jobsInLastFrame = 0; float m_textureTransform[4]; bool prepareGeometryInputBindings(const Geometry *geometry, const RHIShader *shader, QVarLengthArray &inputBindings, QVarLengthArray &rhiAttributes, QHash &attributeNameToBinding); void updateGraphicsPipeline(RenderCommand &command, RenderView *rv); void updateComputePipeline(RenderCommand &cmd, RenderView *rv, int renderViewIndex); void buildGraphicsPipelines(RHIGraphicsPipeline *graphicsPipeline, RenderView *rv, const RenderCommand &command); void buildComputePipelines(RHIComputePipeline *computePipeline, RenderView *rv, const RenderCommand &command); void cleanupRenderTarget(const Qt3DCore::QNodeId &renderTarget); void createRenderTarget(RenderTarget *); bool setupRenderTarget(RenderView* rv, RHIGraphicsPipeline* graphicsPipeline, QRhiSwapChain* swapchain); bool uploadBuffersForCommand(QRhiCommandBuffer *cb, const RenderView *rv, RenderCommand &command); bool uploadBuffersForCommand(RHIComputePipeline* compute, RenderCommand &command); bool uploadBuffersForCommand(RHIGraphicsPipeline* graphics, RenderCommand &command); bool uploadUBOsForCommand(QRhiCommandBuffer *cb, const RenderView *rv, const RenderCommand &command); bool performCompute(QRhiCommandBuffer *cb, const RenderCommand &command); bool performDraw(QRhiCommandBuffer *cb, const QRhiViewport &vp, const QRhiScissor *scissor, RenderCommand &command); }; } // namespace Rhi } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_RHI_RENDERER_H