/**************************************************************************** ** ** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB). ** 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 "renderviewbuilder_p.h" #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { namespace Rhi { RenderViewBuilder::RenderViewBuilder(Render::FrameGraphNode *leafNode, int renderViewIndex, Renderer *renderer) : m_leafNode(leafNode) , m_renderViewIndex(renderViewIndex) , m_renderer(renderer) , m_renderViewJob(RenderViewInitializerJobPtr::create()) , m_filterEntityByLayerJob() , m_frustumCullingJob(new Render::FrustumCullingJob()) , m_syncPreFrustumCullingJob(CreateSynchronizerJobPtr(SyncPreFrustumCulling(m_renderViewJob, m_frustumCullingJob), JobTypes::SyncFrustumCulling)) , m_syncFilterEntityByLayerJob() , m_filterProximityJob(Render::FilterProximityDistanceJobPtr::create()) { // In some cases having less jobs is better (especially on fast cpus where // splitting just adds more overhead). Ideally, we should try to set the value // depending on the platform/CPU/nbr of cores m_optimalParallelJobCount = QThread::idealThreadCount(); } RenderViewInitializerJobPtr RenderViewBuilder::renderViewJob() const { return m_renderViewJob; } FilterLayerEntityJobPtr RenderViewBuilder::filterEntityByLayerJob() const { return m_filterEntityByLayerJob; } FrustumCullingJobPtr RenderViewBuilder::frustumCullingJob() const { return m_frustumCullingJob; } const std::vector &RenderViewBuilder::renderViewCommandUpdaterJobs() const { return m_renderViewCommandUpdaterJobs; } const std::vector &RenderViewBuilder::renderViewCommandBuilderJobs() const { return m_renderViewCommandBuilderJobs; } const std::vector &RenderViewBuilder::materialGathererJobs() const { return m_materialGathererJobs; } SynchronizerJobPtr RenderViewBuilder::syncRenderViewPostInitializationJob() const { return m_syncRenderViewPostInitializationJob; } SynchronizerJobPtr RenderViewBuilder::syncPreFrustumCullingJob() const { return m_syncPreFrustumCullingJob; } SynchronizerJobPtr RenderViewBuilder::syncRenderViewPreCommandBuildingJob() const { return m_syncRenderViewPreCommandBuildingJob; } SynchronizerJobPtr RenderViewBuilder::syncRenderViewPreCommandUpdateJob() const { return m_syncRenderViewPreCommandUpdateJob; } SynchronizerJobPtr RenderViewBuilder::syncRenderViewPostCommandUpdateJob() const { return m_syncRenderViewPostCommandUpdateJob; } SynchronizerJobPtr RenderViewBuilder::syncFilterEntityByLayerJob() const { return m_syncFilterEntityByLayerJob; } SynchronizerJobPtr RenderViewBuilder::syncMaterialGathererJob() const { return m_syncMaterialGathererJob; } FilterProximityDistanceJobPtr RenderViewBuilder::filterProximityJob() const { return m_filterProximityJob; } void RenderViewBuilder::prepareJobs() { // Init what we can here m_filterProximityJob->setManager(m_renderer->nodeManagers()); m_frustumCullingJob->setRoot(m_renderer->sceneRoot()); const bool commandsNeedRebuild = m_rebuildFlags.testFlag(RebuildFlag::FullCommandRebuild); if (commandsNeedRebuild) { m_renderViewCommandBuilderJobs.reserve(m_optimalParallelJobCount); for (auto i = 0; i < m_optimalParallelJobCount; ++i) { auto renderViewCommandBuilder = Render::Rhi::RenderViewCommandBuilderJobPtr::create(); m_renderViewCommandBuilderJobs.push_back(renderViewCommandBuilder); } m_syncRenderViewPreCommandBuildingJob = CreateSynchronizerJobPtr(SyncPreCommandBuilding(m_renderViewJob, m_renderViewCommandBuilderJobs, m_renderer, m_leafNode), JobTypes::SyncRenderViewPreCommandBuilding); } m_renderViewJob->setRenderer(m_renderer); m_renderViewJob->setFrameGraphLeafNode(m_leafNode); m_renderViewJob->setSubmitOrderIndex(m_renderViewIndex); // RenderCommand building is the most consuming task -> split it // Estimate the number of jobs to create based on the number of entities m_renderViewCommandUpdaterJobs.reserve(m_optimalParallelJobCount); for (auto i = 0; i < m_optimalParallelJobCount; ++i) { auto renderViewCommandUpdater = RenderViewCommandUpdaterJobPtr::create(); m_renderViewCommandUpdaterJobs.push_back(renderViewCommandUpdater); } const bool materialCacheNeedsRebuild = m_rebuildFlags.testFlag(RebuildFlag::MaterialCacheRebuild); if (materialCacheNeedsRebuild) { // Since Material gathering is an heavy task, we split it const std::vector &materialHandles = m_renderer->nodeManagers()->materialManager()->activeHandles(); const size_t handlesCount = materialHandles.size(); if (handlesCount) { m_materialGathererJobs.reserve(m_optimalParallelJobCount); const size_t elementsPerJob = std::max(handlesCount / m_optimalParallelJobCount, size_t(1)); size_t elementCount = 0; while (elementCount < handlesCount) { auto materialGatherer = MaterialParameterGathererJobPtr::create(); materialGatherer->setNodeManagers(m_renderer->nodeManagers()); // TO DO: Candidate for std::span if C++20 materialGatherer->setHandles({materialHandles.begin() + elementCount, materialHandles.begin() + std::min(elementCount + elementsPerJob, handlesCount)}); m_materialGathererJobs.push_back(materialGatherer); elementCount += elementsPerJob; } } m_syncMaterialGathererJob = CreateSynchronizerJobPtr(SyncMaterialParameterGatherer(m_materialGathererJobs, m_renderer, m_leafNode), JobTypes::SyncMaterialGatherer); } const bool layerCacheNeedsRebuild = m_rebuildFlags.testFlag(RebuildFlag::LayerCacheRebuild); if (layerCacheNeedsRebuild) { m_filterEntityByLayerJob = Render::FilterLayerEntityJobPtr::create(); m_filterEntityByLayerJob->setManager(m_renderer->nodeManagers()); m_syncFilterEntityByLayerJob = CreateSynchronizerJobPtr(SyncFilterEntityByLayer(m_filterEntityByLayerJob, m_renderer, m_leafNode), JobTypes::SyncFilterEntityByLayer); } m_syncRenderViewPreCommandUpdateJob = CreateSynchronizerJobPtr(SyncRenderViewPreCommandUpdate(m_renderViewJob, m_frustumCullingJob, m_filterProximityJob, m_materialGathererJobs, m_renderViewCommandUpdaterJobs, m_renderViewCommandBuilderJobs, m_renderer, m_leafNode, m_rebuildFlags), JobTypes::SyncRenderViewPreCommandUpdate); m_syncRenderViewPostCommandUpdateJob = CreateSynchronizerJobPtr(SyncRenderViewPostCommandUpdate(m_renderViewJob, m_renderViewCommandUpdaterJobs, m_renderer), JobTypes::SyncRenderViewPostCommandUpdate); m_syncRenderViewPostInitializationJob = CreateSynchronizerJobPtr(SyncRenderViewPostInitialization(m_renderViewJob, m_frustumCullingJob, m_filterEntityByLayerJob, m_filterProximityJob, m_materialGathererJobs, m_renderViewCommandUpdaterJobs, m_renderViewCommandBuilderJobs), JobTypes::SyncRenderViewInitialization); } std::vector RenderViewBuilder::buildJobHierachy() const { std::vector jobs; auto daspect = QRenderAspectPrivate::get(m_renderer->aspect()); auto expandBVJob = daspect->m_expandBoundingVolumeJob; auto wordTransformJob = daspect->m_worldTransformJob; auto updateTreeEnabledJob = daspect->m_updateTreeEnabledJob; auto updateSkinningPaletteJob = daspect->m_updateSkinningPaletteJob; auto updateEntityLayersJob = daspect->m_updateEntityLayersJob; jobs.reserve(m_materialGathererJobs.size() + m_renderViewCommandUpdaterJobs.size() + 11); // Set dependencies // Finish the skinning palette job before processing renderviews // TODO: Maybe only update skinning palettes for non-culled entities m_renderViewJob->addDependency(updateSkinningPaletteJob); m_syncPreFrustumCullingJob->addDependency(wordTransformJob); m_syncPreFrustumCullingJob->addDependency(m_renderer->updateShaderDataTransformJob()); m_syncPreFrustumCullingJob->addDependency(m_syncRenderViewPostInitializationJob); m_frustumCullingJob->addDependency(expandBVJob); m_frustumCullingJob->addDependency(m_syncPreFrustumCullingJob); m_syncRenderViewPostInitializationJob->addDependency(m_renderViewJob); m_filterProximityJob->addDependency(expandBVJob); m_filterProximityJob->addDependency(m_syncRenderViewPostInitializationJob); m_syncRenderViewPreCommandUpdateJob->addDependency(m_syncRenderViewPostInitializationJob); m_syncRenderViewPreCommandUpdateJob->addDependency(m_filterProximityJob); m_syncRenderViewPreCommandUpdateJob->addDependency(m_frustumCullingJob); // Ensure the RenderThread won't be able to process dirtyResources // before they have been completely gathered m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->introspectShadersJob()); m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->bufferGathererJob()); m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->textureGathererJob()); m_syncRenderViewPreCommandUpdateJob->addDependency(m_renderer->lightGathererJob()); for (const auto &renderViewCommandUpdater : m_renderViewCommandUpdaterJobs) { renderViewCommandUpdater->addDependency(m_syncRenderViewPreCommandUpdateJob); m_syncRenderViewPostCommandUpdateJob->addDependency(renderViewCommandUpdater); } m_renderer->frameCleanupJob()->addDependency(m_syncRenderViewPostCommandUpdateJob); // Add jobs jobs.push_back(m_renderViewJob); // Step 1 jobs.push_back(m_syncRenderViewPostInitializationJob); // Step 2 const bool commandsNeedRebuild = m_rebuildFlags.testFlag(RebuildFlag::FullCommandRebuild); const bool materialCacheNeedsRebuild = m_rebuildFlags.testFlag(RebuildFlag::MaterialCacheRebuild); const bool layerCacheNeedsRebuild = m_rebuildFlags.testFlag(RebuildFlag::LayerCacheRebuild); if (commandsNeedRebuild) { // Step 3 m_syncRenderViewPreCommandBuildingJob->addDependency(m_renderer->computableEntityFilterJob()); m_syncRenderViewPreCommandBuildingJob->addDependency(m_renderer->renderableEntityFilterJob()); m_syncRenderViewPreCommandBuildingJob->addDependency(m_syncRenderViewPostInitializationJob); if (materialCacheNeedsRebuild) m_syncRenderViewPreCommandBuildingJob->addDependency(m_syncMaterialGathererJob); jobs.push_back(m_syncRenderViewPreCommandBuildingJob); for (const auto &renderViewCommandBuilder : m_renderViewCommandBuilderJobs) { renderViewCommandBuilder->addDependency(m_syncRenderViewPreCommandBuildingJob); m_syncRenderViewPreCommandUpdateJob->addDependency(renderViewCommandBuilder); jobs.push_back(renderViewCommandBuilder); } } if (layerCacheNeedsRebuild) { m_filterEntityByLayerJob->addDependency(updateEntityLayersJob); m_filterEntityByLayerJob->addDependency(m_syncRenderViewPostInitializationJob); m_filterEntityByLayerJob->addDependency(updateTreeEnabledJob); m_syncFilterEntityByLayerJob->addDependency(m_filterEntityByLayerJob); m_syncRenderViewPreCommandUpdateJob->addDependency(m_syncFilterEntityByLayerJob); jobs.push_back(m_filterEntityByLayerJob); // Step 3 jobs.push_back(m_syncFilterEntityByLayerJob); // Step 4 } jobs.push_back(m_syncPreFrustumCullingJob); // Step 3 jobs.push_back(m_filterProximityJob); // Step 3 if (materialCacheNeedsRebuild) { for (const auto &materialGatherer : m_materialGathererJobs) { materialGatherer->addDependency(m_syncRenderViewPostInitializationJob); materialGatherer->addDependency(m_renderer->introspectShadersJob()); materialGatherer->addDependency(m_renderer->filterCompatibleTechniqueJob()); jobs.push_back(materialGatherer); // Step3 m_syncMaterialGathererJob->addDependency(materialGatherer); } m_syncRenderViewPreCommandUpdateJob->addDependency(m_syncMaterialGathererJob); jobs.push_back(m_syncMaterialGathererJob); // Step 3 } jobs.push_back(m_frustumCullingJob); // Step 4 jobs.push_back(m_syncRenderViewPreCommandUpdateJob); // Step 5 // Build RenderCommands or Update RenderCommand Uniforms for (const auto &renderViewCommandBuilder : m_renderViewCommandUpdaterJobs) // Step 6 jobs.push_back(renderViewCommandBuilder); jobs.push_back(m_syncRenderViewPostCommandUpdateJob); // Step 7 return jobs; } Renderer *RenderViewBuilder::renderer() const { return m_renderer; } int RenderViewBuilder::renderViewIndex() const { return m_renderViewIndex; } void RenderViewBuilder::setLayerCacheNeedsToBeRebuilt(bool needsToBeRebuilt) { m_rebuildFlags.setFlag(RebuildFlag::LayerCacheRebuild, needsToBeRebuilt); } bool RenderViewBuilder::layerCacheNeedsToBeRebuilt() const { return m_rebuildFlags.testFlag(RebuildFlag::LayerCacheRebuild); } void RenderViewBuilder::setMaterialGathererCacheNeedsToBeRebuilt(bool needsToBeRebuilt) { m_rebuildFlags.setFlag(RebuildFlag::MaterialCacheRebuild, needsToBeRebuilt); } bool RenderViewBuilder::materialGathererCacheNeedsToBeRebuilt() const { return m_rebuildFlags.testFlag(RebuildFlag::MaterialCacheRebuild); } void RenderViewBuilder::setRenderCommandCacheNeedsToBeRebuilt(bool needsToBeRebuilt) { m_rebuildFlags.setFlag(RebuildFlag::FullCommandRebuild, needsToBeRebuilt); } bool RenderViewBuilder::renderCommandCacheNeedsToBeRebuilt() const { return m_rebuildFlags.testFlag(RebuildFlag::FullCommandRebuild); } void RenderViewBuilder::setLightCacheNeedsToBeRebuilt(bool needsToBeRebuilt) { m_rebuildFlags.setFlag(RebuildFlag::LightCacheRebuild, needsToBeRebuilt); } bool RenderViewBuilder::lightCacheNeedsToBeRebuilt() const { return m_rebuildFlags.testFlag(RebuildFlag::LightCacheRebuild); } int RenderViewBuilder::defaultJobCount() { static int jobCount = 0; if (jobCount) return jobCount; const QByteArray maxThreadCount = qgetenv("QT3D_MAX_THREAD_COUNT"); if (!maxThreadCount.isEmpty()) { bool conversionOK = false; const int maxThreadCountValue = maxThreadCount.toInt(&conversionOK); if (conversionOK) { jobCount = maxThreadCountValue; return jobCount; } } jobCount = QThread::idealThreadCount(); return jobCount; } int RenderViewBuilder::optimalJobCount() const { return m_optimalParallelJobCount; } void RenderViewBuilder::setOptimalJobCount(int v) { m_optimalParallelJobCount = v; } } // Rhi } // Render } // Qt3DRender QT_END_NAMESPACE