summaryrefslogtreecommitdiffstats
path: root/src/render/renderers/opengl/renderer/renderer.cpp
blob: a95bf230b6afd31a172e67953bd8c6774fb16126 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
/****************************************************************************
**
** 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 <Qt3DCore/qentity.h>

#include <Qt3DRender/qmaterial.h>
#include <Qt3DRender/qmesh.h>
#include <Qt3DRender/qrenderpass.h>
#include <Qt3DRender/qshaderprogram.h>
#include <Qt3DRender/qtechnique.h>
#include <Qt3DRender/qrenderaspect.h>
#include <Qt3DRender/qeffect.h>

#include <Qt3DRender/private/qsceneimporter_p.h>
#include <Qt3DRender/private/renderstates_p.h>
#include <Qt3DRender/private/cameraselectornode_p.h>
#include <Qt3DRender/private/framegraphvisitor_p.h>
#include <Qt3DRender/private/graphicscontext_p.h>
#include <Qt3DRender/private/cameralens_p.h>
#include <Qt3DRender/private/rendercommand_p.h>
#include <Qt3DRender/private/entity_p.h>
#include <Qt3DRender/private/renderlogging_p.h>
#include <Qt3DRender/private/material_p.h>
#include <Qt3DRender/private/renderpassfilternode_p.h>
#include <Qt3DRender/private/renderqueue_p.h>
#include <Qt3DRender/private/shader_p.h>
#include <Qt3DRender/private/buffer_p.h>
#include <Qt3DRender/private/glbuffer_p.h>
#include <Qt3DRender/private/renderstateset_p.h>
#include <Qt3DRender/private/technique_p.h>
#include <Qt3DRender/private/renderthread_p.h>
#include <Qt3DRender/private/renderview_p.h>
#include <Qt3DRender/private/scenemanager_p.h>
#include <Qt3DRender/private/techniquefilternode_p.h>
#include <Qt3DRender/private/viewportnode_p.h>
#include <Qt3DRender/private/vsyncframeadvanceservice_p.h>
#include <Qt3DRender/private/pickeventfilter_p.h>
#include <Qt3DRender/private/managers_p.h>
#include <Qt3DRender/private/buffermanager_p.h>
#include <Qt3DRender/private/nodemanagers_p.h>
#include <Qt3DRender/private/gltexturemanager_p.h>
#include <Qt3DRender/private/gltexture_p.h>
#include <Qt3DRender/private/geometryrenderermanager_p.h>
#include <Qt3DRender/private/techniquemanager_p.h>
#include <Qt3DRender/private/openglvertexarrayobject_p.h>
#include <Qt3DRender/private/platformsurfacefilter_p.h>
#include <Qt3DRender/private/loadbufferjob_p.h>
#include <Qt3DRender/private/rendercapture_p.h>
#include <Qt3DRender/private/updatelevelofdetailjob_p.h>
#include <Qt3DRender/private/buffercapture_p.h>
#include <Qt3DRender/private/offscreensurfacehelper_p.h>
#include <Qt3DRender/private/renderviewbuilder_p.h>
#include <Qt3DRender/private/commandthread_p.h>
#include <Qt3DRender/private/glcommands_p.h>

#include <Qt3DRender/qcameralens.h>
#include <Qt3DCore/private/qeventfilterservice_p.h>
#include <Qt3DCore/private/qabstractaspectjobmanager_p.h>
#include <Qt3DCore/private/qnodecreatedchangegenerator_p.h>

#if QT_CONFIG(qt3d_profile_jobs)
#include <Qt3DCore/private/aspectcommanddebugger_p.h>
#endif

#include <QStack>
#include <QOffscreenSurface>
#include <QSurface>
#include <QElapsedTimer>
#include <QLibraryInfo>
#include <QPluginLoader>
#include <QDir>
#include <QUrl>
#include <QOffscreenSurface>
#include <QWindow>

#include <QtGui/private/qopenglcontext_p.h>

// For Debug purposes only
#include <QThread>


#if QT_CONFIG(qt3d_profile_jobs)
#include <Qt3DCore/private/qthreadpooler_p.h>
#include <Qt3DRender/private/job_common_p.h>
#include <Qt3DRender/private/commandexecuter_p.h>
#endif

#include <Qt3DRender/private/frameprofiler_p.h>

QT_BEGIN_NAMESPACE

using namespace Qt3DCore;

namespace Qt3DRender {
namespace Render {
/*!
    \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(QRenderAspect::RenderType type)
    : m_services(nullptr)
    , m_nodesManager(nullptr)
    , m_renderSceneRoot(nullptr)
    , m_defaultRenderStateSet(nullptr)
    , m_submissionContext(nullptr)
    , m_renderQueue(new RenderQueue())
    , m_renderThread(type == QRenderAspect::Threaded ? new RenderThread(this) : nullptr)
    , m_commandThread(new CommandThread(this))
    , m_vsyncFrameAdvanceService(new VSyncFrameAdvanceService(m_renderThread != nullptr))
    , m_waitForInitializationToBeCompleted(0)
    , m_hasBeenInitializedMutex()
    , m_pickEventFilter(new PickEventFilter())
    , m_exposed(0)
    , m_lastFrameCorrect(0)
    , m_glContext(nullptr)
    , m_shareContext(nullptr)
    , m_shaderCache(new ShaderCache())
    , m_pickBoundingVolumeJob(PickBoundingVolumeJobPtr::create())
    , m_rayCastingJob(RayCastingJobPtr::create())
    , m_time(0)
    , m_settings(nullptr)
    , m_updateShaderDataTransformJob(Render::UpdateShaderDataTransformJobPtr::create())
    , m_cleanupJob(Render::FrameCleanupJobPtr::create())
    , m_worldTransformJob(Render::UpdateWorldTransformJobPtr::create())
    , m_expandBoundingVolumeJob(Render::ExpandBoundingVolumeJobPtr::create())
    , m_calculateBoundingVolumeJob(Render::CalculateBoundingVolumeJobPtr::create())
    , m_updateWorldBoundingVolumeJob(Render::UpdateWorldBoundingVolumeJobPtr::create())
    , m_updateTreeEnabledJob(Render::UpdateTreeEnabledJobPtr::create())
    , m_sendRenderCaptureJob(Render::SendRenderCaptureJobPtr::create())
    , m_sendBufferCaptureJob(Render::SendBufferCaptureJobPtr::create())
    , m_updateSkinningPaletteJob(Render::UpdateSkinningPaletteJobPtr::create())
    , m_updateLevelOfDetailJob(Render::UpdateLevelOfDetailJobPtr::create())
    , m_updateMeshTriangleListJob(Render::UpdateMeshTriangleListJobPtr::create())
    , m_filterCompatibleTechniqueJob(Render::FilterCompatibleTechniqueJobPtr::create())
    , m_bufferGathererJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { lookForDirtyBuffers(); }, JobTypes::DirtyBufferGathering))
    , m_vaoGathererJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { lookForAbandonedVaos(); }, JobTypes::DirtyVaoGathering))
    , m_textureGathererJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { lookForDirtyTextures(); }, JobTypes::DirtyTextureGathering))
    , m_introspectShaderJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([this] { reloadDirtyShaders(); }, JobTypes::DirtyShaderGathering))
    , m_syncTextureLoadingJob(Render::GenericLambdaJobPtr<std::function<void ()>>::create([] {}, JobTypes::SyncTextureLoading))
    , m_ownedContext(false)
    , m_offscreenHelper(nullptr)
    #if QT_CONFIG(qt3d_profile_jobs)
    , m_commandExecuter(new Qt3DRender::Debug::CommandExecuter(this))
    #endif
{
    // Set renderer as running - it will wait in the context of the
    // RenderThread for RenderViews to be submitted
    m_running.fetchAndStoreOrdered(1);
    if (m_renderThread)
        m_renderThread->waitForStart();

    // Create jobs to update transforms and bounding volumes
    // We can only update bounding volumes once all world transforms are known
    m_updateWorldBoundingVolumeJob->addDependency(m_worldTransformJob);
    m_updateWorldBoundingVolumeJob->addDependency(m_calculateBoundingVolumeJob);
    m_expandBoundingVolumeJob->addDependency(m_updateWorldBoundingVolumeJob);
    m_updateShaderDataTransformJob->addDependency(m_worldTransformJob);
    m_pickBoundingVolumeJob->addDependency(m_expandBoundingVolumeJob);
    // m_calculateBoundingVolumeJob's dependency on m_updateTreeEnabledJob is set in renderBinJobs

    // Dirty texture gathering depends on m_syncTextureLoadingJob
    // m_syncTextureLoadingJob will depend on the texture loading jobs
    m_textureGathererJob->addDependency(m_syncTextureLoadingJob);

    // Ensures all skeletons are loaded before we try to update them
    m_updateSkinningPaletteJob->addDependency(m_syncTextureLoadingJob);

    // All world stuff depends on the RenderEntity's localBoundingVolume
    m_updateLevelOfDetailJob->addDependency(m_updateMeshTriangleListJob);
    m_pickBoundingVolumeJob->addDependency(m_updateMeshTriangleListJob);
    m_rayCastingJob->addDependency(m_updateMeshTriangleListJob);

    m_introspectShaderJob->addDependency(m_filterCompatibleTechniqueJob);

    m_filterCompatibleTechniqueJob->setRenderer(this);

    m_defaultRenderStateSet = new RenderStateSet;
    m_defaultRenderStateSet->addState(StateVariant::createState<DepthTest>(GL_LESS));
    m_defaultRenderStateSet->addState(StateVariant::createState<CullFace>(GL_BACK));
    m_defaultRenderStateSet->addState(StateVariant::createState<ColorMask>(true, true, true, true));
}

Renderer::~Renderer()
{
    // If using a threaded rendering approach, tell the thread to exit
    // and wait for it to be done
    m_running.fetchAndStoreOrdered(0);
    if (m_renderThread)
        m_renderThread->wait();

    delete m_renderQueue;
    delete m_defaultRenderStateSet;
    delete m_shaderCache;

    if (!m_ownedContext)
        QObject::disconnect(m_contextConnection);
}

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::setNodeManagers(NodeManagers *managers)
{
    m_nodesManager = managers;

    m_updateShaderDataTransformJob->setManagers(m_nodesManager);
    m_cleanupJob->setManagers(m_nodesManager);
    m_calculateBoundingVolumeJob->setManagers(m_nodesManager);
    m_pickBoundingVolumeJob->setManagers(m_nodesManager);
    m_rayCastingJob->setManagers(m_nodesManager);
    m_updateWorldBoundingVolumeJob->setManager(m_nodesManager->renderNodesManager());
    m_sendRenderCaptureJob->setManagers(m_nodesManager);
    m_updateLevelOfDetailJob->setManagers(m_nodesManager);
    m_updateSkinningPaletteJob->setManagers(m_nodesManager);
    m_updateMeshTriangleListJob->setManagers(m_nodesManager);
    m_filterCompatibleTechniqueJob->setManager(m_nodesManager->techniqueManager());
}

void Renderer::setServices(QServiceLocator *services)
{
    m_services = services;

    m_nodesManager->sceneManager()->setDownloadService(m_services->downloadHelperService());
}

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 command thread
void Renderer::loadShader(Shader *shader) const
{
    Profiling::GLTimeRecorder recorder(Profiling::ShaderUpload);
    LoadShaderCommand cmd(shader);
    m_commandThread->executeCommand(&cmd);
}

void Renderer::setOpenGLContext(QOpenGLContext *context)
{
    m_glContext = context;
}

// 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);

    QOpenGLContext* ctx = m_glContext;

    {
        QMutexLocker lock(&m_shareContextMutex);
        // If we are using our own context (not provided by QtQuick),
        // we need to create it
        if (!m_glContext) {
            ctx = new QOpenGLContext;
            ctx->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 = ctx->format();
                sf.setOption(QSurfaceFormat::DebugContext);
                ctx->setFormat(sf);
            }

            // Create OpenGL context
            if (ctx->create())
                qCDebug(Backend) << "OpenGL context created with actual format" << ctx->format();
            else
                qCWarning(Backend) << Q_FUNC_INFO << "OpenGL context creation failed";
            m_ownedContext = true;
        } 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(); });
        }

        if (!ctx->shareContext()) {
            m_shareContext = new QOpenGLContext;
            m_shareContext->setFormat(ctx->format());
            m_shareContext->setShareContext(ctx);
            m_shareContext->create();
        }

        // Set shader cache on submission context and command thread
        m_submissionContext->setShaderCache(m_shaderCache);
        m_commandThread->setShaderCache(m_shaderCache);

        // Note: we don't have a surface at this point
        // The context will be made current later on (at render time)
        m_submissionContext->setOpenGLContext(ctx);

        // 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 = ctx->format();
        QMetaObject::invokeMethod(m_offscreenHelper, "createOffscreenSurface");

        // Initialize command thread (uses the offscreen surface to make its own ctx current)
        m_commandThread->initialize(ctx, m_offscreenHelper);
        // Note: the offscreen surface is also used at shutdown time to release resources
        // of the submission gl context (when the window is already gone).
        // By that time (in releaseGraphicResources), the commandThread has been destroyed
        // and the offscreenSurface can be reused
    }

    // Awake setScenegraphRoot in case it was waiting
    m_waitForInitializationToBeCompleted.release(1);
    // Allow the aspect manager to proceed
    m_vsyncFrameAdvanceService->proceedToNextFrame();
}

/*!
 * \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.store(0);

    // We delete any renderqueue that we may not have had time to render
    // before the surface was destroyed
    qDeleteAll(m_renderQueue->nextFrameQueue());
    m_renderQueue->reset();

    m_commandThread->shutdown();

    if (!m_renderThread) {
        releaseGraphicsResources();
    } else {
        // Wake up the render thread in case it is waiting for some renderviews
        // to be ready. The isReadyToSubmit() function checks for a shutdown
        // having been requested.
        m_submitRenderViewsSemaphore.release(1);
        m_renderThread->wait();
    }
}

/*!
    \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->makeCurrent(offscreenSurface)) {

        // Clean up the graphics context and any resources
        const QVector<GLTexture*> activeTextures = m_nodesManager->glTextureManager()->activeResources();
        for (GLTexture *tex : activeTextures)
            tex->destroyGLTexture();

        // Do the same thing with buffers
        const QVector<HGLBuffer> activeBuffers = m_nodesManager->glBufferManager()->activeHandles();
        for (const HGLBuffer &bufferHandle : activeBuffers) {
            GLBuffer *buffer = m_nodesManager->glBufferManager()->data(bufferHandle);
            buffer->destroy(m_submissionContext.data());
        }

        // Do the same thing with VAOs
        const QVector<HVao> activeVaos = m_nodesManager->vaoManager()->activeHandles();
        for (const HVao &vaoHandle : activeVaos) {
            OpenGLVertexArrayObject *vao = m_nodesManager->vaoManager()->data(vaoHandle);
            vao->destroy();
        }

        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(QBackendNodeFactory *factory, Entity *sgRoot)
{
    Q_ASSERT(sgRoot);
    Q_UNUSED(factory);

    // 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_worldTransformJob->setRoot(m_renderSceneRoot);
    m_expandBoundingVolumeJob->setRoot(m_renderSceneRoot);
    m_calculateBoundingVolumeJob->setRoot(m_renderSceneRoot);
    m_cleanupJob->setRoot(m_renderSceneRoot);
    m_pickBoundingVolumeJob->setRoot(m_renderSceneRoot);
    m_rayCastingJob->setRoot(m_renderSceneRoot);
    m_updateLevelOfDetailJob->setRoot(m_renderSceneRoot);
    m_updateSkinningPaletteJob->setRoot(m_renderSceneRoot);
    m_updateTreeEnabledJob->setRoot(m_renderSceneRoot);

    // Set all flags to dirty
    m_dirtyBits.marked |= AbstractRenderer::AllDirty;
}

void Renderer::registerEventFilter(QEventFilterService *service)
{
    qCDebug(Backend) << Q_FUNC_INFO << QThread::currentThread();
    service->registerEventFilter(m_pickEventFilter.data(), 1024);
}

void Renderer::setSettings(RenderSettings *settings)
{
    m_settings = settings;
}

RenderSettings *Renderer::settings() const
{
    return m_settings;
}

void Renderer::render()
{
    // Traversing the framegraph tree from root to lead node
    // Allows us to define the rendering set up
    // Camera, RenderTarget ...

    // Utimately the renderer should be a framework
    // For the processing of the list of renderviews

    // Matrice update, bounding volumes computation ...
    // Should be jobs

    // namespace Qt3DCore has 2 distincts node trees
    // One scene description
    // One framegraph description

    while (m_running.load() > 0) {
        doRender();
        // TO DO: Restore windows exposed detection
        // Probably needs to happens some place else though
    }
}

void Renderer::doRender(bool scene3dBlocking)
{
    Renderer::ViewSubmissionResultData submissionData;
    bool hasCleanedQueueAndProceeded = false;
    bool preprocessingComplete = false;
    bool beganDrawing = false;
    const bool canSubmit = isReadyToSubmit();

    // Lock the mutex to protect access to the renderQueue while we look for its state
    QMutexLocker locker(m_renderQueue->mutex());
    bool queueIsComplete = m_renderQueue->isFrameQueueComplete();
    const bool queueIsEmpty = m_renderQueue->targetRenderViewCount() == 0;

    // Scene3D Blocking Mode
    if (scene3dBlocking && !queueIsComplete && !queueIsEmpty) {
        int i = 0;
        // We wait at most 10ms to avoid a case we could never recover from
        while (!queueIsComplete && i++ < 10) {
            QThread::msleep(1);
            qCDebug(Backend) << Q_FUNC_INFO << "Waiting for ready queue (try:" << i << "/ 10)";
            locker.unlock();
            queueIsComplete = m_renderQueue->isFrameQueueComplete();
            locker.relock();
        }
    }

    // When using synchronous rendering (QtQuick)
    // We are not sure that the frame queue is actually complete
    // Since a call to render may not be synched with the completions
    // of the RenderViewJobs
    // In such a case we return early, waiting for a next call with
    // the frame queue complete at this point

    // RenderQueue is complete (but that means it may be of size 0)
    if (canSubmit && (queueIsComplete && !queueIsEmpty)) {
        const QVector<Render::RenderView *> renderViews = m_renderQueue->nextFrameQueue();

#if QT_CONFIG(qt3d_profile_jobs)
        // Save start of frame
        JobRunStats submissionStatsPart1;
        JobRunStats submissionStatsPart2;
        submissionStatsPart1.jobId.typeAndInstance[0] = JobTypes::FrameSubmissionPart1;
        submissionStatsPart1.jobId.typeAndInstance[1] = 0;
        submissionStatsPart1.threadId = reinterpret_cast<quint64>(QThread::currentThreadId());
        submissionStatsPart1.startTime = QThreadPooler::m_jobsStatTimer.nsecsElapsed();
        submissionStatsPart2.jobId.typeAndInstance[0] = JobTypes::FrameSubmissionPart2;
        submissionStatsPart2.jobId.typeAndInstance[1] = 0;
        submissionStatsPart2.threadId = reinterpret_cast<quint64>(QThread::currentThreadId());
#endif

        if (canRender()) {
            { // Scoped to destroy surfaceLock
                QSurface *surface = nullptr;
                for (const Render::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;
                    }
                }
            }
            // 2) Proceed to next frame and start preparing frame n + 1
            m_renderQueue->reset();
            locker.unlock(); // Done protecting RenderQueue
            m_vsyncFrameAdvanceService->proceedToNextFrame();
            hasCleanedQueueAndProceeded = true;

#if QT_CONFIG(qt3d_profile_jobs)
            if (preprocessingComplete) {
                submissionStatsPart2.startTime = QThreadPooler::m_jobsStatTimer.nsecsElapsed();
                submissionStatsPart1.endTime = submissionStatsPart2.startTime;
            }
#endif
            // Only try to submit the RenderViews if the preprocessing was successful
            // This part of the submission is happening in parallel to the RV building for the next frame
            if (preprocessingComplete) {
                // 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();
            }
        }

#if QT_CONFIG(qt3d_profile_jobs)
        // Execute the pending shell commands
        m_commandExecuter->performAsynchronousCommandExecution(renderViews);
#endif

        // Delete all the RenderViews which will clear the allocators
        // that were used for their allocation
        qDeleteAll(renderViews);

#if QT_CONFIG(qt3d_profile_jobs)
        if (preprocessingComplete) {
            // Save submission elapsed time
            submissionStatsPart2.endTime = QThreadPooler::m_jobsStatTimer.nsecsElapsed();
            // Note this is safe since proceedToNextFrame is the one going to trigger
            // the write to the file, and this is performed after this step
            Qt3DCore::QThreadPooler::addSubmissionLogStatsEntry(submissionStatsPart1);
            Qt3DCore::QThreadPooler::addSubmissionLogStatsEntry(submissionStatsPart2);
            Profiling::GLTimeRecorder::writeResults();
        }
#endif
    }

    // Only reset renderQueue and proceed to next frame if the submission
    // succeeded or if we are using a render thread and that is wasn't performed
    // already

    // If hasCleanedQueueAndProceeded isn't true this implies that something went wrong
    // with the rendering and/or the renderqueue is incomplete from some reason
    // (in the case of scene3d the render jobs may be taking too long ....)
    // or alternatively it could be complete but empty (RenderQueue of size 0)
    if (!hasCleanedQueueAndProceeded &&
        (m_renderThread || queueIsComplete || queueIsEmpty)) {
        // RenderQueue was full but something bad happened when
        // trying to render it and therefore proceedToNextFrame was not called
        // Note: in this case the renderQueue mutex is still locked

        // Reset the m_renderQueue so that we won't try to render
        // with a queue used by a previous frame with corrupted content
        // if the current queue was correctly submitted
        m_renderQueue->reset();

        // We allow the RenderTickClock service to proceed to the next frame
        // In turn this will allow the aspect manager to request a new set of jobs
        // to be performed for each aspect
        m_vsyncFrameAdvanceService->proceedToNextFrame();
    }

    // Perform the last swapBuffers calls after the proceedToNextFrame
    // as this allows us to gain a bit of time for the preparation of the
    // next frame
    // 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
        m_submissionContext->endDrawing(submissionData.lastBoundFBOId == m_submissionContext->defaultFBO() && surfaceLock.isSurfaceValid());
    }
}

// Called by RenderViewJobs
// When the frameQueue is complete and we are using a renderThread
// we allow the render thread to proceed
void Renderer::enqueueRenderView(Render::RenderView *renderView, int submitOrder)
{
    QMutexLocker locker(m_renderQueue->mutex()); // Prevent out of order execution
    // We cannot use a lock free primitive here because:
    // - QVector 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_renderThread && m_running.load())
            Q_ASSERT(m_submitRenderViewsSemaphore.available() == 0);
        m_submitRenderViewsSemaphore.release(1);
    }
}

bool Renderer::canRender() const
{
    // Make sure that we've not been told to terminate
    if (m_renderThread && !m_running.load()) {
        qCDebug(Rendering) << "RenderThread termination requested whilst waiting";
        return false;
    }

    // TO DO: Check if all surfaces have been destroyed...
    // It may be better if the last window to be closed trigger a call to shutdown
    // Rather than having checks for the surface everywhere

    return true;
}

bool Renderer::isReadyToSubmit()
{
    // If we are using a render thread, make sure that
    // we've been told to render before rendering
    if (m_renderThread) { // Prevent ouf of order execution
        m_submitRenderViewsSemaphore.acquire(1);

        // Check if shutdown has been requested
        if (m_running.load() == 0)
            return false;

        // When using Thread rendering, 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)
{
#if QT_CONFIG(qt3d_profile_jobs)
    return m_commandExecuter->executeCommand(args);
#else
    Q_UNUSED(args);
#endif
    return QVariant();
}

/*!
    \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 QVector<RenderView *> &renderViews)
{
    OpenGLVertexArrayObject *vao = nullptr;
    QHash<HVao, bool> updatedTable;

    for (RenderView *rv: renderViews) {
        const QVector<RenderCommand *> commands = rv->commands();
        for (RenderCommand *command : commands) {
            // Update/Create VAO
            if (command->m_type == RenderCommand::Draw) {
                Geometry *rGeometry = m_nodesManager->data<Geometry, GeometryManager>(command->m_geometry);
                GeometryRenderer *rGeometryRenderer = m_nodesManager->data<GeometryRenderer, GeometryRendererManager>(command->m_geometryRenderer);
                Shader *shader = m_nodesManager->data<Shader, ShaderManager>(command->m_shader);

                // 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_attributes.isEmpty() && (requiresFullVAOUpdate || requiresPartialVAOUpdate)) {
                        Profiling::GLTimeRecorder recorder(Profiling::VAOUpload);
                        // Activate shader
                        m_submissionContext->activateShader(shader->dna());
                        // 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();

                // Prepare the ShaderParameterPack based on the active uniforms of the shader
                shader->prepareUniforms(command->m_parameterPack);

                // TO DO: The step below could be performed by the RenderCommand builder job
                { // Scoped to show extent
                    command->m_isValid = !command->m_attributes.empty();
                    if (!command->m_isValid)
                        continue;

                    // Update the draw command with what's going to be needed for the drawing
                    uint primitiveCount = rGeometryRenderer->vertexCount();
                    uint estimatedCount = 0;
                    Attribute *indexAttribute = nullptr;
                    Attribute *indirectAttribute = nullptr;

                    const QVector<Qt3DCore::QNodeId> attributeIds = rGeometry->attributes();
                    for (Qt3DCore::QNodeId attributeId : attributeIds) {
                        Attribute *attribute = m_nodesManager->attributeManager()->lookupResource(attributeId);
                        switch (attribute->attributeType()) {
                        case QAttribute::IndexAttribute:
                            indexAttribute = attribute;
                            break;
                        case QAttribute::DrawIndirectAttribute:
                            indirectAttribute = attribute;
                            break;
                        case QAttribute::VertexAttribute: {
                            if (command->m_attributes.contains(attribute->nameId()))
                                estimatedCount = qMax(attribute->count(), estimatedCount);
                            break;
                        }
                        default:
                            Q_UNREACHABLE();
                            break;
                        }
                    }

                    command->m_drawIndexed = (indexAttribute != nullptr);
                    command->m_drawIndirect = (indirectAttribute != nullptr);

                    // Update the draw command with all the information required for the drawing
                    if (command->m_drawIndexed) {
                        command->m_indexAttributeDataType = GraphicsContext::glDataTypeFromAttributeDataType(indexAttribute->vertexBaseType());
                        command->m_indexAttributeByteOffset = indexAttribute->byteOffset() + rGeometryRenderer->indexBufferByteOffset();
                    }

                    // Note: we only care about the primitiveCount when using direct draw calls
                    // For indirect draw calls it is assumed the buffer was properly set already
                    if (command->m_drawIndirect) {
                        command->m_indirectAttributeByteOffset = indirectAttribute->byteOffset();
                        command->m_indirectDrawBuffer = m_nodesManager->bufferManager()->lookupHandle(indirectAttribute->bufferId());
                    } else {
                        // Use the count specified by the GeometryRender
                        // If not specify use the indexAttribute count if present
                        // Otherwise tries to use the count from the attribute with the highest count
                        if (primitiveCount == 0) {
                            if (indexAttribute)
                                primitiveCount = indexAttribute->count();
                            else
                                primitiveCount = estimatedCount;
                        }
                    }

                    command->m_primitiveCount = primitiveCount;
                    command->m_primitiveType = rGeometryRenderer->primitiveType();
                    command->m_primitiveRestartEnabled = rGeometryRenderer->primitiveRestartEnabled();
                    command->m_restartIndexValue = rGeometryRenderer->restartIndexValue();
                    command->m_firstInstance = rGeometryRenderer->firstInstance();
                    command->m_instanceCount = rGeometryRenderer->instanceCount();
                    command->m_firstVertex = rGeometryRenderer->firstVertex();
                    command->m_indexOffset = rGeometryRenderer->indexOffset();
                    command->m_verticesPerPatch = rGeometryRenderer->verticesPerPatch();
                } // scope
            } else if (command->m_type == RenderCommand::Compute) {
                Shader *shader = m_nodesManager->data<Shader, ShaderManager>(command->m_shader);
                Q_ASSERT(shader);

                // Prepare the ShaderParameterPack based on the active uniforms of the shader
                shader->prepareUniforms(command->m_parameterPack);
            }
        }
    }

    // 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 : qAsConst(m_dirtyAttributes))
        attribute->unsetDirty();
    m_dirtyAttributes.clear();

    for (Geometry *geometry : qAsConst(m_dirtyGeometry))
        geometry->unsetDirty();
    m_dirtyGeometry.clear();
}

// Executed in a job
void Renderer::lookForAbandonedVaos()
{
    const QVector<HVao> activeVaos = m_nodesManager->vaoManager()->activeHandles();
    for (const HVao &handle : activeVaos) {
        OpenGLVertexArrayObject *vao = m_nodesManager->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_nodesManager->shaderManager())) {
            m_abandonedVaosMutex.lock();
            m_abandonedVaos.push_back(handle);
            m_abandonedVaosMutex.unlock();
        }
    }
}

// Executed in a job
void Renderer::lookForDirtyBuffers()
{
    const QVector<HBuffer> 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);
    }
}

void Renderer::lookForDownloadableBuffers()
{
    m_downloadableBuffers.clear();
    const QVector<HBuffer> activeBufferHandles = m_nodesManager->bufferManager()->activeHandles();
    for (const HBuffer &handle : activeBufferHandles) {
        Buffer *buffer = m_nodesManager->bufferManager()->data(handle);
        if (buffer->access() & QBuffer::Read)
            m_downloadableBuffers.push_back(handle);
    }
}

// Executed in a job
void Renderer::lookForDirtyTextures()
{
    const QVector<HTexture> activeTextureHandles = m_nodesManager->textureManager()->activeHandles();
    for (const HTexture &handle: activeTextureHandles) {
        Texture *texture = m_nodesManager->textureManager()->data(handle);
        // Dirty meaning that something has changed on the texture
        // either properties, parameters, generator or a texture image
        if (texture->dirtyFlags() != Texture::NotDirty)
            m_dirtyTextures.push_back(handle);
    }
}

// Executed in a job
void Renderer::reloadDirtyShaders()
{
    Q_ASSERT(isRunning());
    const QVector<HTechnique> activeTechniques = m_nodesManager->techniqueManager()->activeHandles();
    const QVector<HShaderBuilder> 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);

                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 <= ShaderBuilder::Compute; i++) {
                        const auto builderType = static_cast<ShaderBuilder::ShaderType>(i);
                        if (!shaderBuilder->shaderGraph(builderType).isValid())
                            continue;

                        if (shaderBuilder->isShaderCodeDirty(builderType)) {
                            shaderBuilder->generateCode(builderType);
                        }

                        QShaderProgram::ShaderType shaderType = QShaderProgram::Vertex;
                        switch (builderType) {
                        case ShaderBuilder::Vertex:
                            shaderType = QShaderProgram::Vertex;
                            break;
                        case ShaderBuilder::TessellationControl:
                            shaderType = QShaderProgram::TessellationControl;
                            break;
                        case ShaderBuilder::TessellationEvaluation:
                            shaderType = QShaderProgram::TessellationEvaluation;
                            break;
                        case ShaderBuilder::Geometry:
                            shaderType = QShaderProgram::Geometry;
                            break;
                        case ShaderBuilder::Fragment:
                            shaderType = QShaderProgram::Fragment;
                            break;
                        case ShaderBuilder::Compute:
                            shaderType = QShaderProgram::Compute;
                            break;
                        }

                        const auto code = shaderBuilder->shaderCode(builderType);
                        shader->setShaderCode(shaderType, code);
                    }
                }

                if (Q_UNLIKELY(shader->hasPendingNotifications()))
                    shader->submitPendingNotifications();
                // If the shader hasn't be loaded, load it
                if (shader != nullptr && !shader->isLoaded())
                    loadShader(shader);
            }
        }
    }
}

// Render Thread
void Renderer::updateGLResources()
{
    {
        Profiling::GLTimeRecorder recorder(Profiling::BufferUpload);
        const QVector<HBuffer> dirtyBufferHandles = std::move(m_dirtyBuffers);
        for (const HBuffer &handle: dirtyBufferHandles) {
            Buffer *buffer = m_nodesManager->bufferManager()->data(handle);
            // 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, GLBuffer::ArrayBuffer);
            // Update the glBuffer data
            m_submissionContext->updateBuffer(buffer);
            buffer->unsetDirty();
        }
    }

    {
        Profiling::GLTimeRecorder recorder(Profiling::TextureUpload);
        const QVector<HTexture> activeTextureHandles = std::move(m_dirtyTextures);
        for (const HTexture &handle: activeTextureHandles) {
            Texture *texture = m_nodesManager->textureManager()->data(handle);
            // Update texture properties
            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
        if (m_submissionContext != nullptr) {
            GLTextureManager *glTextureManager = m_nodesManager->glTextureManager();
            const QVector<GLTexture *> glTextures = glTextureManager->activeResources();
            // Upload texture data
            for (GLTexture *glTexture : glTextures)
                glTexture->getOrCreateGLTexture();
        }
    }
    // When Textures are cleaned up, their id is saved
    // so that they can be cleaned up in the render thread
    // Note: we perform this step in second so that the previous updateTexture call
    // has a chance to find a shared texture
    const QVector<Qt3DCore::QNodeId> cleanedUpTextureIds = m_nodesManager->textureManager()->takeTexturesIdsToCleanup();
    for (const Qt3DCore::QNodeId textureCleanedUpId: cleanedUpTextureIds) {
        cleanupTexture(m_nodesManager->textureManager()->lookupResource(textureCleanedUpId));
        // We can really release the texture at this point
        m_nodesManager->textureManager()->releaseResource(textureCleanedUpId);
    }
}

// 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();
    if (!isValid)
        return;

    // For implementing unique, non-shared, non-cached textures.
    // for now, every texture is shared by default

    bool isUnique = false;

    // TO DO: Update the vector once per frame (or in a job)
    const QVector<HAttachment> activeRenderTargetOutputs = m_nodesManager->attachmentManager()->activeHandles();
    // A texture is unique if it's being reference by a render target output
    for (const HAttachment &attachmentHandle : activeRenderTargetOutputs) {
        RenderTargetOutput *attachment = m_nodesManager->attachmentManager()->data(attachmentHandle);
        if (attachment->textureUuid() == texture->peerId()) {
            isUnique = true;
            break;
        }
    }

    // Try to find the associated GLTexture for the backend Texture
    GLTextureManager *glTextureManager = m_nodesManager->glTextureManager();
    GLTexture *glTexture = glTextureManager->lookupResource(texture->peerId());

    auto createOrUpdateGLTexture = [=] () {
        GLTexture *newGLTexture = nullptr;
        if (isUnique)
            newGLTexture = glTextureManager->createUnique(texture);
        else
            newGLTexture = glTextureManager->getOrCreateShared(texture);
        texture->unsetDirty();
    };

    // No GLTexture associated yet -> create it
    if (glTexture == nullptr) {
        createOrUpdateGLTexture();
        return;
    }

    // if this texture is a shared texture, we might need to look for a new TextureImpl
    // and abandon the old one
    if (glTextureManager->isShared(glTexture)) {
        glTextureManager->abandon(glTexture, texture);
        // Note: if isUnique is true, a once shared texture will become unique
        createOrUpdateGLTexture();
        return;
    }

    // this texture node is the only one referring to the GLTexture.
    // we could thus directly modify the texture. Instead, for non-unique textures,
    // we first see if there is already a matching texture present.
    if (!isUnique) {
        GLTexture *newSharedTex = glTextureManager->findMatchingShared(texture);
        if (newSharedTex && newSharedTex != glTexture) {
            glTextureManager->abandon(glTexture, texture);
            glTextureManager->adoptShared(newSharedTex, texture);
            texture->unsetDirty();
            return;
        }
    }

    // we hold a reference to a unique or exclusive access to a shared texture
    // we can thus modify the texture directly.
    const Texture::DirtyFlags dirtyFlags = texture->dirtyFlags();

    if (dirtyFlags.testFlag(Texture::DirtyProperties) &&
            !glTextureManager->setProperties(glTexture, texture->properties()))
        qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setProperties failed, should be non-shared";

    if (dirtyFlags.testFlag(Texture::DirtyParameters) &&
            !glTextureManager->setParameters(glTexture, texture->parameters()))
        qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setParameters failed, should be non-shared";

    // Will make the texture requestUpload
    if (dirtyFlags.testFlag(Texture::DirtyImageGenerators) &&
            !glTextureManager->setImages(glTexture, texture->textureImages()))
        qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setGenerators failed, should be non-shared";

    // Will make the texture requestUpload
    if (dirtyFlags.testFlag(Texture::DirtyDataGenerator) &&
            !glTextureManager->setGenerator(glTexture, texture->dataGenerator()))
        qWarning() << "[Qt3DRender::TextureNode] updateTexture: TextureImpl.setGenerator failed, should be non-shared";

    // Unset the dirty flag on the texture
    texture->unsetDirty();
}

// Render Thread
void Renderer::cleanupTexture(const Texture *texture)
{
    GLTextureManager *glTextureManager = m_nodesManager->glTextureManager();
    GLTexture *glTexture = glTextureManager->lookupResource(texture->peerId());

    if (glTexture != nullptr)
        glTextureManager->abandon(glTexture, texture);
}

void Renderer::downloadGLBuffers()
{
    lookForDownloadableBuffers();
    const QVector<HBuffer> downloadableHandles = std::move(m_downloadableBuffers);
    for (const HBuffer &handle : downloadableHandles) {
        Buffer *buffer = m_nodesManager->bufferManager()->data(handle);
        QByteArray content = m_submissionContext->downloadBufferContent(buffer);
        m_sendBufferCaptureJob->addRequest(QPair<Buffer*, QByteArray>(buffer, content));
    }
}

// Happens in RenderThread context when all RenderViewJobs are done
// Returns the id of the last bound FBO
Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVector<Render::RenderView *> &renderViews)
{
    QElapsedTimer timer;
    quint64 queueElapsed = 0;
    timer.start();

    const int renderViewsCount = renderViews.size();
    quint64 frameElapsed = queueElapsed;
    m_lastFrameCorrect.store(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 Render::RenderView *rv: renderViews) {
        previousSurface = rv->surface();
        if (previousSurface)
            break;
    }
    QSurface *lastUsedSurface = nullptr;

    for (int i = 0; i < renderViewsCount; ++i) {
        // Initialize GraphicsContext for drawing
        // If the RenderView has a RenderStateSet defined
        const RenderView *renderView = renderViews.at(i);

        // 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.store(0);
            continue;
        }

        lastUsedSurface = surface;
        const bool surfaceHasChanged = surface != previousSurface;

        if (surfaceHasChanged && previousSurface) {
            const bool swapBuffers = (lastBoundFBOId == m_submissionContext->defaultFBO()) && PlatformSurfaceFilter::isSurfaceValid(previousSurface);
            // 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.store(0);
                continue;
            }

            previousSurface = surface;
            lastBoundFBOId = m_submissionContext->boundFrameBufferObject();
        }

        // Apply Memory Barrier if needed
        if (renderView->memoryBarrier() != QMemoryBarrier::None)
            m_submissionContext->memoryBarrier(renderView->memoryBarrier());

        // 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);
            // 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);
            m_submissionContext->activateRenderTarget(renderView->renderTargetId(),
                                                    renderView->attachmentPack(),
                                                    lastBoundFBOId);
        }

        {
            Profiling::GLTimeRecorder recorder(Profiling::ClearBuffer);
            // 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 QVector<ClearBufferInfo> 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() * renderView->devicePixelRatio());

        // Execute the render commands
        if (!executeCommandsSubmission(renderView))
            m_lastFrameCorrect.store(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() * renderView->devicePixelRatio());
            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<Render::RenderCapture*>(m_nodesManager->frameGraphManager()->lookupNode(renderView->renderCaptureNodeId()));
            renderCapture->addRenderCapture(request.captureId, image);
            addRenderCaptureSendRequest(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);
        }


        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 (surface && 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()
{
    // 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.load());
}

void Renderer::skipNextFrame()
{
    Q_ASSERT(m_settings->renderPolicy() != QRenderSettings::Always);

    // make submitRenderViews() actually run
    m_renderQueue->setNoRender();
    m_submitRenderViewsSemaphore.release(1);
}

// 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
QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
{
    QVector<QAspectJobPtr> renderBinJobs;

    // Create the jobs to build the frame
    const QVector<QAspectJobPtr> bufferJobs = createRenderBufferJobs();

    // Remove previous dependencies
    m_calculateBoundingVolumeJob->removeDependency(QWeakPointer<QAspectJob>());
    m_cleanupJob->removeDependency(QWeakPointer<QAspectJob>());

    // Set dependencies
    for (const QAspectJobPtr &bufferJob : bufferJobs)
        m_calculateBoundingVolumeJob->addDependency(bufferJob);

    m_updateLevelOfDetailJob->setFrameGraphRoot(frameGraphRoot());

    const BackendNodeDirtySet dirtyBitsForFrame = m_dirtyBits.marked | m_dirtyBits.remaining;
    m_dirtyBits.marked = 0;
    m_dirtyBits.remaining = 0;
    BackendNodeDirtySet notCleared = 0;

    // Add jobs
    const bool entitiesEnabledDirty = dirtyBitsForFrame & AbstractRenderer::EntityEnabledDirty;
    if (entitiesEnabledDirty) {
        renderBinJobs.push_back(m_updateTreeEnabledJob);
        // This dependency is added here because we clear all dependencies
        // at the start of this function.
        m_calculateBoundingVolumeJob->addDependency(m_updateTreeEnabledJob);
    }

    if (dirtyBitsForFrame & AbstractRenderer::TransformDirty) {
        renderBinJobs.push_back(m_worldTransformJob);
        renderBinJobs.push_back(m_updateWorldBoundingVolumeJob);
        renderBinJobs.push_back(m_updateShaderDataTransformJob);
    }

    if (dirtyBitsForFrame & AbstractRenderer::GeometryDirty) {
        renderBinJobs.push_back(m_calculateBoundingVolumeJob);
        renderBinJobs.push_back(m_updateMeshTriangleListJob);
    }

    if (dirtyBitsForFrame & AbstractRenderer::GeometryDirty ||
        dirtyBitsForFrame & AbstractRenderer::TransformDirty) {
        renderBinJobs.push_back(m_expandBoundingVolumeJob);
    }

    m_updateSkinningPaletteJob->setDirtyJoints(m_nodesManager->jointManager()->dirtyJoints());
    renderBinJobs.push_back(m_updateSkinningPaletteJob);
    renderBinJobs.push_back(m_updateLevelOfDetailJob);
    renderBinJobs.push_back(m_cleanupJob);

    const QVector<Qt3DCore::QNodeId> pendingCaptureIds = takePendingRenderCaptureSendRequests();
    if (pendingCaptureIds.size() > 0) {
        m_sendRenderCaptureJob->setPendingCaptureRequests(pendingCaptureIds);
        renderBinJobs.push_back(m_sendRenderCaptureJob);
    }


    renderBinJobs.push_back(m_sendBufferCaptureJob);
    renderBinJobs.append(bufferJobs);

    // 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_syncTextureLoadingJob);
        renderBinJobs.push_back(m_textureGathererJob);
    }


    // Layer cache is dependent on layers, layer filters and the enabled flag
    // on entities
    const bool layersDirty = dirtyBitsForFrame & AbstractRenderer::LayersDirty;
    const bool layersCacheNeedsToBeRebuilt = layersDirty || entitiesEnabledDirty;
    const bool materialDirty = dirtyBitsForFrame & AbstractRenderer::MaterialDirty;

    QMutexLocker lock(m_renderQueue->mutex());
    if (m_renderQueue->wasReset()) { // Have we rendered yet? (Scene3D case)
        // 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
        FrameGraphVisitor visitor(m_nodesManager->frameGraphManager());
        const QVector<FrameGraphNode *> fgLeaves = visitor.traverse(frameGraphRoot());

        // Remove leaf nodes that no longer exist from cache
        const QList<FrameGraphNode *> keys = m_cache.leafNodeCache.keys();
        for (FrameGraphNode *leafNode : keys) {
            if (!fgLeaves.contains(leafNode))
                m_cache.leafNodeCache.remove(leafNode);
        }

        const int fgBranchCount = fgLeaves.size();
        for (int i = 0; i < fgBranchCount; ++i) {
            RenderViewBuilder builder(fgLeaves.at(i), i, this);
            builder.setLayerCacheNeedsToBeRebuilt(layersCacheNeedsToBeRebuilt);
            builder.setMaterialGathererCacheNeedsToBeRebuilt(materialDirty);
            builder.prepareJobs();
            renderBinJobs.append(builder.buildJobHierachy());
        }

        // Set target number of RenderViews
        m_renderQueue->setTargetRenderViewCount(fgBranchCount);
    } else {
        // FilterLayerEntityJob is part of the RenderViewBuilder jobs and must be run later
        // if none of those jobs are started this frame
        notCleared |= AbstractRenderer::EntityEnabledDirty;
        notCleared |= AbstractRenderer::LayersDirty;
    }

    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;
}

QAspectJobPtr Renderer::pickBoundingVolumeJob()
{
    // Set values on pickBoundingVolumeJob
    RenderSettings *renderSetting = settings();
    if (renderSetting != nullptr) {
        m_pickBoundingVolumeJob->setRenderSettings(renderSetting);
        m_pickBoundingVolumeJob->setFrameGraphRoot(frameGraphRoot());
        m_pickBoundingVolumeJob->setMouseEvents(pendingPickingEvents());
        m_pickBoundingVolumeJob->setKeyEvents(pendingKeyEvents());
    }

    return m_pickBoundingVolumeJob;
}

QAspectJobPtr Renderer::rayCastingJob()
{
    // Set values on rayCastingJob
    RenderSettings *renderSetting = settings();
    if (renderSetting != nullptr) {
        m_rayCastingJob->setRenderSettings(renderSetting);
        m_rayCastingJob->setFrameGraphRoot(frameGraphRoot());
    }

    return m_rayCastingJob;
}

QAspectJobPtr Renderer::syncTextureLoadingJob()
{
    return m_syncTextureLoadingJob;
}

QAspectJobPtr Renderer::expandBoundingVolumeJob()
{
    return m_expandBoundingVolumeJob;
}

QAbstractFrameAdvanceService *Renderer::frameAdvanceService() const
{
    return static_cast<Qt3DCore::QAbstractFrameAdvanceService *>(m_vsyncFrameAdvanceService.data());
}

// Called by executeCommands
void Renderer::performDraw(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, GLBuffer::DrawIndirectBuffer);
        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<void*>(quintptr(command->m_indirectAttributeByteOffset)));
            } else {
                m_submissionContext->drawArraysIndirect(command->m_primitiveType,
                                                      reinterpret_cast<void*>(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);
            m_submissionContext->drawElementsInstancedBaseVertexBaseInstance(command->m_primitiveType,
                                                                           command->m_primitiveCount,
                                                                           command->m_indexAttributeDataType,
                                                                           reinterpret_cast<void*>(quintptr(command->m_indexAttributeByteOffset)),
                                                                           command->m_instanceCount,
                                                                           command->m_indexOffset,
                                                                           command->m_firstVertex);
        } else {
            Profiling::GLTimeRecorder recorder(Profiling::DrawArray);
            m_submissionContext->drawArraysInstancedBaseInstance(command->m_primitiveType,
                                                               command->m_firstInstance,
                                                               command->m_primitiveCount,
                                                               command->m_instanceCount,
                                                               command->m_firstVertex);
        }
    }

#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);
        m_submissionContext->activateShader(command->m_shaderDna);
    }
    {
        Profiling::GLTimeRecorder recorder(Profiling::UniformUpdate);
        m_submissionContext->setParameters(command->m_parameterPack);
    }
    {
        Profiling::GLTimeRecorder recorder(Profiling::DispatchCompute);
        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_shader);

    VAOManager *vaoManager = m_nodesManager->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(const RenderView *rv)
{
    bool allCommandsIssued = true;

    // Render drawing commands
    const QVector<RenderCommand *> commands = rv->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;

    for (RenderCommand *command : qAsConst(commands)) {

        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;
                continue;
            }

            vao = m_nodesManager->vaoManager()->data(command->m_vao);

            // something may have went wrong when initializing the VAO
            if (!vao->isSpecified()) {
                allCommandsIssued = false;
                continue;
            }

            {
                Profiling::GLTimeRecorder recorder(Profiling::ShaderUpdate);
                //// We activate the shader here
                if (!m_submissionContext->activateShader(command->m_shaderDna)) {
                    allCommandsIssued = false;
                    continue;
                }
            }

            {
                Profiling::GLTimeRecorder recorder(Profiling::VAOUpdate);
                // Bind VAO
                vao->bind();
            }

            {
                Profiling::GLTimeRecorder recorder(Profiling::UniformUpdate);
                //// Update program uniforms
                if (!m_submissionContext->setParameters(command->m_parameterPack)) {
                    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
                    continue;
                }
            }

            //// OpenGL State
            // TO DO: Make states not dependendent on their backend node for this step
            // Set state
            RenderStateSet *localState = command->m_stateSet;


            {
                Profiling::GLTimeRecorder recorder(Profiling::StateUpdate);
                // 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(command->m_stateSet);
                } 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,
                                       RenderCommand *command,
                                       Shader *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 (command->m_attributes.contains(attribute->nameId())) {
            if ((attributeWasDirty = attribute->isDirty()) == true || forceUpdate) {
                // Find the location for the attribute
                const QVector<ShaderAttribute> 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,
                                          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()) ||
                (command->m_attributes.contains(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 QVector<Qt3DCore::QNodeId> buffersToRelease = m_nodesManager->bufferManager()->takeBuffersToRelease();
    for (Qt3DCore::QNodeId bufferId : buffersToRelease)
        m_submissionContext->releaseBuffer(bufferId);

    // Delete abandoned textures
    const QVector<GLTexture*> abandonedTextures = m_nodesManager->glTextureManager()->takeAbandonedTextures();
    for (GLTexture *tex : abandonedTextures) {
        tex->destroyGLTexture();
        delete tex;
    }

    // Delete abandoned VAOs
    m_abandonedVaosMutex.lock();
    const QVector<HVao> 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_nodesManager->vaoManager()->data(vaoHandle);
        if (vao) {
            vao->destroy();
            m_nodesManager->vaoManager()->release(vaoHandle);
        }
    }
}

QList<QPair<QObject *, QMouseEvent>> Renderer::pendingPickingEvents() const
{
    return m_pickEventFilter->pendingMouseEvents();
}

QList<QKeyEvent> Renderer::pendingKeyEvents() const
{
    return m_pickEventFilter->pendingKeyEvents();
}

const GraphicsApiFilterData *Renderer::contextInfo() const
{
    return m_submissionContext->contextInfo();
}

SubmissionContext *Renderer::submissionContext() const
{
    return m_submissionContext.data();
}

void Renderer::addRenderCaptureSendRequest(Qt3DCore::QNodeId nodeId)
{
    if (!m_pendingRenderCaptureSendRequests.contains(nodeId))
        m_pendingRenderCaptureSendRequests.push_back(nodeId);
}

const QVector<Qt3DCore::QNodeId> Renderer::takePendingRenderCaptureSendRequests()
{
    return std::move(m_pendingRenderCaptureSendRequests);
}

// Returns a vector of jobs to be performed for dirty buffers
// 1 dirty buffer == 1 job, all job can be performed in parallel
QVector<Qt3DCore::QAspectJobPtr> Renderer::createRenderBufferJobs() const
{
    const QVector<QNodeId> dirtyBuffers = m_nodesManager->bufferManager()->takeDirtyBuffers();
    QVector<QAspectJobPtr> dirtyBuffersJobs;
    dirtyBuffersJobs.reserve(dirtyBuffers.size());

    for (const QNodeId bufId : dirtyBuffers) {
        Render::HBuffer bufferHandle = m_nodesManager->lookupHandle<Render::Buffer, Render::BufferManager, Render::HBuffer>(bufId);
        if (!bufferHandle.isNull()) {
            // Create new buffer job
            auto job = Render::LoadBufferJobPtr::create(bufferHandle);
            job->setNodeManager(m_nodesManager);
            dirtyBuffersJobs.push_back(job);
        }
    }

    return dirtyBuffersJobs;
}

} // namespace Render
} // namespace Qt3DRender

QT_END_NAMESPACE