/**************************************************************************** ** ** Copyright (C) 2015 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 "qcomputecommand.h" #include "qcomputecommand_p.h" QT_BEGIN_NAMESPACE namespace Qt3DRender { /*! \class Qt3DRender::QComputeCommand \since 5.7 \inmodule Qt3DRender \brief QComponent to issue work for the compute shader on GPU. A Qt3DRender::QComputeCommand is used to issue work for the compute shader. The compute shader is specified in the QMaterial component of the same entity the QComputeCommand is added to. The workGroupX, workGroupY and workGroupZ properties specify the work group sizes for the compute shader invocation. Qt3DRender::QDispatchCompute node needs to be present in the FrameGraph to actually issue the commands. \note If the rendering policy is set to Qt3DRender::QRenderSettings::OnDemand and there are no changes to the scene, the ComputeCommand will not be invoked repeatedly. The Qt3DRender::QRenderSettings::Always render policy must be set for the ComputeCommand to be repeatedly invoked if there are no other changes to the scene that triggers rendering a new frame. */ /*! \qmltype ComputeCommand \since 5.7 \inqmlmodule Qt3D.Render \inherits Component3D \instantiates Qt3DRender::QComputeCommand \brief Component to issue work for the compute shader on GPU. A ComputeCommand is used to issue work for the compute shader. The compute shader is specified in the Material component of the same entity the ComputeCommand is added to. The workGroupX, workGroupY and workGroupZ properties specify the work group sizes for the compute shader invocation. DispatchCompute node needs to be present in the FrameGraph to actually issue the commands. The execution behavior of the compute command can be controlled with the run type property. \note If the rendering policy is set to RenderSettings.OnDemand, the run type is set to Continuous and there are no changes to the scene, the ComputeCommand will not be invoked repeatedly. The RenderSettings.Always render policy must be set for the ComputeCommand to be repeatedly invoked if there are no other changes to the scene that triggers rendering a new frame. */ /*! \qmlproperty int ComputeCommand::workGroupX Specifies X workgroup size. */ /*! \qmlproperty enumeration ComputeCommand::runType Specifies whether the compute command should be performed every frame or manually triggered. \value ComputeCommand.Continuous Compute command is executed everyframe. This is the default. \value ComputeCommand.Manual CompouteCommand is executed for a given number of frames and then the component disables itself. */ /*! \qmlproperty int ComputeCommand::workGroupY Specifies Y workgroup size. */ /*! \qmlproperty int ComputeCommand::workGroupZ Specifies Z workgroup size. */ /*! \property QComputeCommand::workGroupX Specifies X workgroup size. */ /*! \property QComputeCommand::workGroupY Specifies Y workgroup size. */ /*! \property QComputeCommand::workGroupZ Specifies Z workgroup size. */ /*! \property QComputeCommand::runType Specifies whether the compute command should be performed every frame or manually triggered. If set to Continuous, Compute command is executed everyframe. This is the default. If set to Manual CompouteCommand is executed for a given number of frames and then the component disables itself. */ QComputeCommandPrivate::QComputeCommandPrivate() : Qt3DCore::QComponentPrivate() , m_workGroupX(1) , m_workGroupY(1) , m_workGroupZ(1) , m_runType(QComputeCommand::Continuous) , m_frameCount(0) { } void QComputeCommandPrivate::setFrameCount(int frameCount) { m_frameCount = frameCount; update(); } /*! The constructor creates a new Qt3DRender::QComputeCommand instance with the specified \a parent. */ QComputeCommand::QComputeCommand(Qt3DCore::QNode *parent) : Qt3DCore::QComponent(*new QComputeCommandPrivate, parent) { } /*! \internal */ QComputeCommand::~QComputeCommand() { } int QComputeCommand::workGroupX() const { Q_D(const QComputeCommand); return d->m_workGroupX; } int QComputeCommand::workGroupY() const { Q_D(const QComputeCommand); return d->m_workGroupY; } int QComputeCommand::workGroupZ() const { Q_D(const QComputeCommand); return d->m_workGroupZ; } QComputeCommand::RunType QComputeCommand::runType() const { Q_D(const QComputeCommand); return d->m_runType; } /*! Sets the workgroup for the first dimension to \a workGroupX. */ void QComputeCommand::setWorkGroupX(int workGroupX) { Q_D(QComputeCommand); if (d->m_workGroupX != workGroupX) { d->m_workGroupX = workGroupX; emit workGroupXChanged(); } } /*! Sets the workgroup for the second dimension to \a workGroupY. */ void QComputeCommand::setWorkGroupY(int workGroupY) { Q_D(QComputeCommand); if (d->m_workGroupY != workGroupY) { d->m_workGroupY = workGroupY; emit workGroupYChanged(); } } /*! Sets the workgroup for the third dimension to \a workGroupZ. */ void QComputeCommand::setWorkGroupZ(int workGroupZ) { Q_D(QComputeCommand); if (d->m_workGroupZ != workGroupZ) { d->m_workGroupZ = workGroupZ; emit workGroupZChanged(); } } void QComputeCommand::setRunType(QComputeCommand::RunType runType) { Q_D(QComputeCommand); if (d->m_runType != runType) { d->m_runType = runType; emit runTypeChanged(); } } /*! When the run type is set to Manual, calling trigger will make the compute command be executed for the next \a frameCount frames. Upon completion of the execution, the enabled property will be set to false. */ void QComputeCommand::trigger(int frameCount) { if (isEnabled()) qWarning() << Q_FUNC_INFO << "is triggered while it hasn't finished executing"; Q_D(QComputeCommand); d->setFrameCount(frameCount); setEnabled(true); } /*! When the run type is set to Manual, calling trigger will make the compute command be executed for the next \a frameCount frames. Upon completion of the execution, the enabled property will be set to false. The size of the workgroup previously set will be overridden with \a workGroupX, \a workGroupY, \a workGroupZ. */ void QComputeCommand::trigger(int workGroupX, int workGroupY, int workGroupZ, int frameCount) { if (isEnabled()) qWarning() << Q_FUNC_INFO << "is triggered while it hasn't finished executing"; setWorkGroupX(workGroupX); setWorkGroupY(workGroupY); setWorkGroupZ(workGroupZ); Q_D(QComputeCommand); d->setFrameCount(frameCount); setEnabled(true); } } // Render QT_END_NAMESPACE