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-rw-r--r--src/plugins/scenegraph/d3d12/qsgd3d12renderer.cpp785
1 files changed, 785 insertions, 0 deletions
diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12renderer.cpp b/src/plugins/scenegraph/d3d12/qsgd3d12renderer.cpp
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index 0000000000..c0f111ee83
--- /dev/null
+++ b/src/plugins/scenegraph/d3d12/qsgd3d12renderer.cpp
@@ -0,0 +1,785 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtQuick 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 "qsgd3d12renderer_p.h"
+#include "qsgd3d12rendercontext_p.h"
+#include <private/qsgnodeupdater_p.h>
+#include <private/qsgrendernode_p.h>
+
+#include "vs_stencilclip.hlslh"
+#include "ps_stencilclip.hlslh"
+
+//#define I_LIKE_STENCIL
+
+QT_BEGIN_NAMESPACE
+
+#define QSGNODE_TRAVERSE(NODE) for (QSGNode *child = NODE->firstChild(); child; child = child->nextSibling())
+
+// NOTE: Avoid categorized logging. It is slow.
+
+#define DECLARE_DEBUG_VAR(variable) \
+ static bool debug_ ## variable() \
+ { static bool value = qgetenv("QSG_RENDERER_DEBUG").contains(QT_STRINGIFY(variable)); return value; }
+
+DECLARE_DEBUG_VAR(build)
+DECLARE_DEBUG_VAR(change)
+DECLARE_DEBUG_VAR(render)
+
+class DummyUpdater : public QSGNodeUpdater
+{
+public:
+ void updateState(QSGNode *) { };
+};
+
+QSGD3D12Renderer::QSGD3D12Renderer(QSGRenderContext *context)
+ : QSGRenderer(context),
+ m_renderList(16),
+ m_vboData(1024),
+ m_iboData(256),
+ m_cboData(4096)
+{
+ setNodeUpdater(new DummyUpdater);
+}
+
+QSGD3D12Renderer::~QSGD3D12Renderer()
+{
+ if (m_engine) {
+ m_engine->releaseBuffer(m_vertexBuf);
+ m_engine->releaseBuffer(m_indexBuf);
+ m_engine->releaseBuffer(m_constantBuf);
+ }
+}
+
+void QSGD3D12Renderer::renderScene(GLuint fboId)
+{
+ m_renderTarget = fboId;
+
+ struct DummyBindable : public QSGBindable {
+ void bind() const { }
+ } bindable;
+
+ QSGRenderer::renderScene(bindable); // calls back render()
+}
+
+// Search through the node set and remove nodes that are descendants of other
+// nodes in the same set.
+static QSet<QSGNode *> qsg_removeDescendants(const QSet<QSGNode *> &nodes, QSGRootNode *root)
+{
+ QSet<QSGNode *> result = nodes;
+ for (QSGNode *node : nodes) {
+ QSGNode *n = node;
+ while (n != root) {
+ if (n != node && result.contains(n)) {
+ result.remove(node);
+ break;
+ }
+ n = n->parent();
+ }
+ }
+ return result;
+}
+
+void QSGD3D12Renderer::updateMatrices(QSGNode *node, QSGTransformNode *xform)
+{
+ if (node->isSubtreeBlocked())
+ return;
+
+ if (node->type() == QSGNode::TransformNodeType) {
+ QSGTransformNode *tn = static_cast<QSGTransformNode *>(node);
+ if (xform)
+ tn->setCombinedMatrix(xform->combinedMatrix() * tn->matrix());
+ else
+ tn->setCombinedMatrix(tn->matrix());
+ QSGNODE_TRAVERSE(node)
+ updateMatrices(child, tn);
+ } else {
+ if (node->type() == QSGNode::GeometryNodeType || node->type() == QSGNode::ClipNodeType) {
+ m_nodeDirtyMap[node] |= QSGD3D12MaterialRenderState::DirtyMatrix;
+ QSGBasicGeometryNode *gnode = static_cast<QSGBasicGeometryNode *>(node);
+ const QMatrix4x4 *newMatrix = xform ? &xform->combinedMatrix() : nullptr;
+ // NB the newMatrix ptr is usually the same as before as it just
+ // references the transform node's own matrix.
+ gnode->setRendererMatrix(newMatrix);
+ }
+ QSGNODE_TRAVERSE(node)
+ updateMatrices(child, xform);
+ }
+}
+
+void QSGD3D12Renderer::updateOpacities(QSGNode *node, float inheritedOpacity)
+{
+ if (node->isSubtreeBlocked())
+ return;
+
+ if (node->type() == QSGNode::OpacityNodeType) {
+ QSGOpacityNode *on = static_cast<QSGOpacityNode *>(node);
+ float combined = inheritedOpacity * on->opacity();
+ on->setCombinedOpacity(combined);
+ QSGNODE_TRAVERSE(node)
+ updateOpacities(child, combined);
+ } else {
+ if (node->type() == QSGNode::GeometryNodeType) {
+ m_nodeDirtyMap[node] |= QSGD3D12MaterialRenderState::DirtyOpacity;
+ QSGGeometryNode *gn = static_cast<QSGGeometryNode *>(node);
+ gn->setInheritedOpacity(inheritedOpacity);
+ }
+ QSGNODE_TRAVERSE(node)
+ updateOpacities(child, inheritedOpacity);
+ }
+}
+
+void QSGD3D12Renderer::buildRenderList(QSGNode *node, QSGClipNode *clip)
+{
+ if (node->isSubtreeBlocked())
+ return;
+
+ if (node->type() == QSGNode::GeometryNodeType || node->type() == QSGNode::ClipNodeType) {
+ QSGBasicGeometryNode *gn = static_cast<QSGBasicGeometryNode *>(node);
+ QSGGeometry *g = gn->geometry();
+
+ Element e;
+ e.node = gn;
+
+ if (g->vertexCount() > 0) {
+ e.vboOffset = m_vboData.size();
+ const int vertexSize = g->sizeOfVertex() * g->vertexCount();
+ m_vboData.resize(m_vboData.size() + vertexSize);
+ memcpy(m_vboData.data() + e.vboOffset, g->vertexData(), vertexSize);
+ }
+
+ if (g->indexCount() > 0) {
+ e.iboOffset = m_iboData.size();
+ e.iboStride = g->sizeOfIndex();
+ const int indexSize = e.iboStride * g->indexCount();
+ m_iboData.resize(m_iboData.size() + indexSize);
+ memcpy(m_iboData.data() + e.iboOffset, g->indexData(), indexSize);
+ }
+
+ e.cboOffset = m_cboData.size();
+ if (node->type() == QSGNode::GeometryNodeType) {
+ QSGD3D12Material *m = static_cast<QSGD3D12Material *>(static_cast<QSGGeometryNode *>(node)->activeMaterial());
+ e.cboSize = m->constantBufferSize();
+ } else {
+ // Stencil-based clipping needs a 4x4 matrix.
+ e.cboSize = QSGD3D12Engine::alignedConstantBufferSize(16 * sizeof(float));
+ }
+ m_cboData.resize(m_cboData.size() + e.cboSize);
+
+ m_renderList.add(e);
+
+ gn->setRendererClipList(clip);
+ if (node->type() == QSGNode::ClipNodeType)
+ clip = static_cast<QSGClipNode *>(node);
+ } else if (node->type() == QSGNode::RenderNodeType) {
+ QSGRenderNode *rn = static_cast<QSGRenderNode *>(node);
+ Element e;
+ e.node = rn;
+ m_renderList.add(e);
+ }
+
+ QSGNODE_TRAVERSE(node)
+ buildRenderList(child, clip);
+}
+
+void QSGD3D12Renderer::render()
+{
+ QSGD3D12RenderContext *rc = static_cast<QSGD3D12RenderContext *>(context());
+ m_engine = rc->engine();
+ if (!m_layerRenderer)
+ m_engine->beginFrame();
+ else
+ m_engine->beginLayer();
+
+ m_activeScissorRect = QRect();
+
+ if (m_rebuild) {
+ m_rebuild = false;
+
+ m_dirtyTransformNodes.clear();
+ m_dirtyTransformNodes.insert(rootNode());
+ m_dirtyOpacityNodes.clear();
+ m_dirtyOpacityNodes.insert(rootNode());
+
+ m_renderList.reset();
+ m_vboData.reset();
+ m_iboData.reset();
+ m_cboData.reset();
+
+ buildRenderList(rootNode(), nullptr);
+
+ if (!m_vertexBuf)
+ m_vertexBuf = m_engine->genBuffer();
+ m_engine->resetBuffer(m_vertexBuf, m_vboData.data(), m_vboData.size());
+
+ if (!m_constantBuf)
+ m_constantBuf = m_engine->genBuffer();
+ m_engine->resetBuffer(m_constantBuf, m_cboData.data(), m_cboData.size());
+
+ if (m_iboData.size()) {
+ if (!m_indexBuf)
+ m_indexBuf = m_engine->genBuffer();
+ m_engine->resetBuffer(m_indexBuf, m_iboData.data(), m_iboData.size());
+ } else if (m_indexBuf) {
+ m_engine->releaseBuffer(m_indexBuf);
+ m_indexBuf = 0;
+ }
+
+ if (Q_UNLIKELY(debug_build())) {
+ qDebug("renderList: %d elements in total", m_renderList.size());
+ for (int i = 0; i < m_renderList.size(); ++i) {
+ const Element &e = m_renderList.at(i);
+ qDebug() << " - " << e.vboOffset << e.iboOffset << e.cboOffset << e.cboSize << e.node;
+ }
+ }
+ }
+
+ const QRect devRect = deviceRect();
+ m_projectionChangedDueToDeviceSize = devRect != m_lastDeviceRect;
+ if (m_projectionChangedDueToDeviceSize)
+ m_lastDeviceRect = devRect;
+
+ if (m_dirtyTransformNodes.size()) {
+ const QSet<QSGNode *> subTreeRoots = qsg_removeDescendants(m_dirtyTransformNodes, rootNode());
+ for (QSGNode *node : subTreeRoots) {
+ // First find the parent transform so we have the accumulated
+ // matrix up until this point.
+ QSGTransformNode *xform = 0;
+ QSGNode *n = node;
+ if (n->type() == QSGNode::TransformNodeType)
+ n = node->parent();
+ while (n != rootNode() && n->type() != QSGNode::TransformNodeType)
+ n = n->parent();
+ if (n != rootNode())
+ xform = static_cast<QSGTransformNode *>(n);
+
+ // Then update in the subtree
+ updateMatrices(node, xform);
+ }
+ }
+
+ if (m_dirtyOpacityNodes.size()) {
+ const QSet<QSGNode *> subTreeRoots = qsg_removeDescendants(m_dirtyOpacityNodes, rootNode());
+ for (QSGNode *node : subTreeRoots) {
+ float opacity = 1.0f;
+ QSGNode *n = node;
+ if (n->type() == QSGNode::OpacityNodeType)
+ n = node->parent();
+ while (n != rootNode() && n->type() != QSGNode::OpacityNodeType)
+ n = n->parent();
+ if (n != rootNode())
+ opacity = static_cast<QSGOpacityNode *>(n)->combinedOpacity();
+
+ updateOpacities(node, opacity);
+ }
+ m_dirtyOpaqueElements = true;
+ }
+
+ if (m_dirtyOpaqueElements) {
+ m_dirtyOpaqueElements = false;
+ m_opaqueElements.clear();
+ m_opaqueElements.resize(m_renderList.size());
+ for (int i = 0; i < m_renderList.size(); ++i) {
+ const Element &e = m_renderList.at(i);
+ if (e.node->type() == QSGNode::GeometryNodeType) {
+ const QSGGeometryNode *gn = static_cast<QSGGeometryNode *>(e.node);
+ if (gn->inheritedOpacity() > 0.999f && ((gn->activeMaterial()->flags() & QSGMaterial::Blending) == 0))
+ m_opaqueElements.setBit(i);
+ }
+ // QSGRenderNodes are always treated as non-opaque
+ }
+ }
+
+ // Build pipeline state and draw calls.
+ renderElements();
+
+ m_dirtyTransformNodes.clear();
+ m_dirtyOpacityNodes.clear();
+ m_dirtyOpaqueElements = false;
+ m_nodeDirtyMap.clear();
+
+ // Finalize buffers and execute commands.
+ if (!m_layerRenderer)
+ m_engine->endFrame();
+ else
+ m_engine->endLayer();
+}
+
+void QSGD3D12Renderer::nodeChanged(QSGNode *node, QSGNode::DirtyState state)
+{
+ // note that with DirtyNodeRemoved the window and all the graphics engine may already be gone
+
+ if (Q_UNLIKELY(debug_change())) {
+ QDebug debug = qDebug();
+ debug << "dirty:";
+ if (state & QSGNode::DirtyGeometry)
+ debug << "Geometry";
+ if (state & QSGNode::DirtyMaterial)
+ debug << "Material";
+ if (state & QSGNode::DirtyMatrix)
+ debug << "Matrix";
+ if (state & QSGNode::DirtyNodeAdded)
+ debug << "Added";
+ if (state & QSGNode::DirtyNodeRemoved)
+ debug << "Removed";
+ if (state & QSGNode::DirtyOpacity)
+ debug << "Opacity";
+ if (state & QSGNode::DirtySubtreeBlocked)
+ debug << "SubtreeBlocked";
+ if (state & QSGNode::DirtyForceUpdate)
+ debug << "ForceUpdate";
+
+ // when removed, some parts of the node could already have been destroyed
+ // so don't debug it out.
+ if (state & QSGNode::DirtyNodeRemoved)
+ debug << (void *) node << node->type();
+ else
+ debug << node;
+ }
+
+ if (state & (QSGNode::DirtyNodeAdded
+ | QSGNode::DirtyNodeRemoved
+ | QSGNode::DirtySubtreeBlocked
+ | QSGNode::DirtyGeometry
+ | QSGNode::DirtyForceUpdate))
+ m_rebuild = true;
+
+ if (state & QSGNode::DirtyMatrix)
+ m_dirtyTransformNodes << node;
+
+ if (state & QSGNode::DirtyOpacity)
+ m_dirtyOpacityNodes << node;
+
+ if (state & QSGNode::DirtyMaterial)
+ m_dirtyOpaqueElements = true;
+
+ QSGRenderer::nodeChanged(node, state);
+}
+
+void QSGD3D12Renderer::renderElements()
+{
+ m_engine->queueSetRenderTarget(m_renderTarget);
+ m_engine->queueViewport(viewportRect());
+ m_engine->queueClearRenderTarget(clearColor());
+ m_engine->queueClearDepthStencil(1, 0, QSGD3D12Engine::ClearDepth | QSGD3D12Engine::ClearStencil);
+
+ m_pipelineState.blend = m_freshPipelineState.blend = QSGD3D12PipelineState::BlendNone;
+ m_pipelineState.depthEnable = m_freshPipelineState.depthEnable = true;
+ m_pipelineState.depthWrite = m_freshPipelineState.depthWrite = true;
+
+ // First do opaque...
+ // The algorithm is quite simple. We traverse the list back-to-front, and
+ // for every item we start a second traversal and draw all elements which
+ // have identical material. Then we clear the bit for this in the rendered
+ // list so we don't draw it again when we come to that index.
+ QBitArray rendered = m_opaqueElements;
+ for (int i = m_renderList.size() - 1; i >= 0; --i) {
+ if (rendered.testBit(i)) {
+ renderElement(i);
+ for (int j = i - 1; j >= 0; --j) {
+ if (rendered.testBit(j)) {
+ const QSGGeometryNode *gni = static_cast<QSGGeometryNode *>(m_renderList.at(i).node);
+ const QSGGeometryNode *gnj = static_cast<QSGGeometryNode *>(m_renderList.at(j).node);
+ if (gni->clipList() == gnj->clipList()
+ && gni->inheritedOpacity() == gnj->inheritedOpacity()
+ && gni->geometry()->drawingMode() == gnj->geometry()->drawingMode()
+ && gni->geometry()->attributes() == gnj->geometry()->attributes()) {
+ const QSGMaterial *ami = gni->activeMaterial();
+ const QSGMaterial *amj = gnj->activeMaterial();
+ if (ami->type() == amj->type()
+ && ami->flags() == amj->flags()
+ && ami->compare(amj) == 0) {
+ renderElement(j);
+ rendered.clearBit(j);
+ }
+ }
+ }
+ }
+ }
+ }
+
+ m_pipelineState.blend = m_freshPipelineState.blend = QSGD3D12PipelineState::BlendPremul;
+ m_pipelineState.depthWrite = m_freshPipelineState.depthWrite = false;
+
+ // ...then the alpha ones
+ for (int i = 0; i < m_renderList.size(); ++i) {
+ if ((m_renderList.at(i).node->type() == QSGNode::GeometryNodeType && !m_opaqueElements.testBit(i))
+ || m_renderList.at(i).node->type() == QSGNode::RenderNodeType)
+ renderElement(i);
+ }
+}
+
+struct RenderNodeState : public QSGRenderNode::RenderState
+{
+ const QMatrix4x4 *projectionMatrix() const override { return m_projectionMatrix; }
+ QRect scissorRect() const { return m_scissorRect; }
+ bool scissorEnabled() const { return m_scissorEnabled; }
+ int stencilValue() const { return m_stencilValue; }
+ bool stencilEnabled() const { return m_stencilEnabled; }
+ const QRegion *clipRegion() const override { return nullptr; }
+
+ const QMatrix4x4 *m_projectionMatrix;
+ QRect m_scissorRect;
+ bool m_scissorEnabled;
+ int m_stencilValue;
+ bool m_stencilEnabled;
+};
+
+void QSGD3D12Renderer::renderElement(int elementIndex)
+{
+ Element &e = m_renderList.at(elementIndex);
+ Q_ASSERT(e.node->type() == QSGNode::GeometryNodeType || e.node->type() == QSGNode::RenderNodeType);
+
+ if (e.node->type() == QSGNode::RenderNodeType) {
+ renderRenderNode(static_cast<QSGRenderNode *>(e.node), elementIndex);
+ return;
+ }
+
+ if (e.vboOffset < 0)
+ return;
+
+ Q_ASSERT(e.cboOffset >= 0);
+
+ const QSGGeometryNode *gn = static_cast<QSGGeometryNode *>(e.node);
+ if (Q_UNLIKELY(debug_render()))
+ qDebug() << "renderElement:" << elementIndex << gn << e.vboOffset << e.iboOffset << gn->inheritedOpacity() << gn->clipList();
+
+ if (gn->inheritedOpacity() < 0.001f) // pretty much invisible, don't draw it
+ return;
+
+ // Update the QSGRenderer members which the materials will access.
+ m_current_projection_matrix = projectionMatrix();
+ const float scale = 1.0 / m_renderList.size();
+ m_current_projection_matrix(2, 2) = scale;
+ m_current_projection_matrix(2, 3) = 1.0f - (elementIndex + 1) * scale;
+ m_current_model_view_matrix = gn->matrix() ? *gn->matrix() : QMatrix4x4();
+ m_current_determinant = m_current_model_view_matrix.determinant();
+ m_current_opacity = gn->inheritedOpacity();
+
+ const QSGGeometry *g = gn->geometry();
+ QSGD3D12Material *m = static_cast<QSGD3D12Material *>(gn->activeMaterial());
+
+ if (m->type() != m_lastMaterialType) {
+ m_pipelineState = m_freshPipelineState;
+ m->preparePipeline(&m_pipelineState);
+ }
+
+ QSGD3D12MaterialRenderState::DirtyStates dirtyState = m_nodeDirtyMap.value(e.node);
+
+ // After a rebuild everything in the cbuffer has to be updated.
+ if (!e.cboPrepared) {
+ e.cboPrepared = true;
+ dirtyState = QSGD3D12MaterialRenderState::DirtyAll;
+ }
+
+ // DirtyMatrix does not include projection matrix changes that can arise
+ // due to changing the render target's size (and there is no rebuild).
+ // Accommodate for this.
+ if (m_projectionChangedDueToDeviceSize)
+ dirtyState |= QSGD3D12MaterialRenderState::DirtyMatrix;
+
+ quint8 *cboPtr = nullptr;
+ if (e.cboSize > 0)
+ cboPtr = m_cboData.data() + e.cboOffset;
+
+ if (Q_UNLIKELY(debug_render()))
+ qDebug() << "dirty state for" << e.node << "is" << dirtyState;
+
+ QSGD3D12Material::ExtraState extraState;
+ QSGD3D12Material::UpdateResults updRes = m->updatePipeline(state(dirtyState),
+ &m_pipelineState,
+ &extraState,
+ cboPtr);
+
+ if (updRes.testFlag(QSGD3D12Material::UpdatedConstantBuffer))
+ m_engine->markBufferDirty(m_constantBuf, e.cboOffset, e.cboSize);
+
+ if (updRes.testFlag(QSGD3D12Material::UpdatedBlendFactor))
+ m_engine->queueSetBlendFactor(extraState.blendFactor);
+
+ setInputLayout(g, &m_pipelineState);
+
+ m_lastMaterialType = m->type();
+
+ setupClipping(gn->clipList(), elementIndex);
+
+ // ### Lines and points with sizes other than 1 have to be implemented in some other way. Just ignore for now.
+ if (g->drawingMode() == QSGGeometry::DrawLineStrip || g->drawingMode() == QSGGeometry::DrawLines) {
+ if (g->lineWidth() != 1.0f)
+ qWarning("QSGD3D12Renderer: Line widths other than 1 are not supported by this renderer");
+ } else if (g->drawingMode() == QSGGeometry::DrawPoints) {
+ if (g->lineWidth() != 1.0f)
+ qWarning("QSGD3D12Renderer: Point sprites are not supported by this renderer");
+ }
+
+ m_engine->finalizePipeline(m_pipelineState);
+
+ queueDrawCall(g, e);
+}
+
+void QSGD3D12Renderer::setInputLayout(const QSGGeometry *g, QSGD3D12PipelineState *pipelineState)
+{
+ pipelineState->inputElementCount = g->attributeCount();
+ const QSGGeometry::Attribute *attrs = g->attributes();
+ quint32 offset = 0;
+ for (int i = 0; i < g->attributeCount(); ++i) {
+ QSGD3D12InputElement &ie(pipelineState->inputElements[i]);
+ static const char *semanticNames[] = { "UNKNOWN", "POSITION", "COLOR", "TEXCOORD", "TEXCOORD", "TEXCOORD" };
+ static const int semanticIndices[] = { 0, 0, 0, 0, 1, 2 };
+ const int semantic = attrs[i].attributeType;
+ Q_ASSERT(semantic >= 1 && semantic < _countof(semanticNames));
+ const int tupleSize = attrs[i].tupleSize;
+ ie.semanticName = semanticNames[semantic];
+ ie.semanticIndex = semanticIndices[semantic];
+ ie.offset = offset;
+ int bytesPerTuple = 0;
+ ie.format = QSGD3D12Engine::toDXGIFormat(QSGGeometry::Type(attrs[i].type), tupleSize, &bytesPerTuple);
+ if (ie.format == FmtUnknown)
+ qFatal("QSGD3D12Renderer: unsupported tuple size for attribute type 0x%x", attrs[i].type);
+ offset += bytesPerTuple;
+ // There is one buffer with interleaved data so the slot is always 0.
+ ie.slot = 0;
+ }
+}
+
+void QSGD3D12Renderer::queueDrawCall(const QSGGeometry *g, const QSGD3D12Renderer::Element &e)
+{
+ QSGD3D12Engine::DrawParams dp;
+ dp.mode = QSGGeometry::DrawingMode(g->drawingMode());
+ dp.vertexBuf = m_vertexBuf;
+ dp.constantBuf = m_constantBuf;
+ dp.vboOffset = e.vboOffset;
+ dp.vboSize = g->vertexCount() * g->sizeOfVertex();
+ dp.vboStride = g->sizeOfVertex();
+ dp.cboOffset = e.cboOffset;
+
+ if (e.iboOffset >= 0) {
+ const QSGGeometry::Type indexType = QSGGeometry::Type(g->indexType());
+ const QSGD3D12Format indexFormat = QSGD3D12Engine::toDXGIFormat(indexType);
+ if (indexFormat == FmtUnknown)
+ qFatal("QSGD3D12Renderer: unsupported index type 0x%x", indexType);
+ dp.count = g->indexCount();
+ dp.indexBuf = m_indexBuf;
+ dp.startIndexIndex = e.iboOffset / e.iboStride;
+ dp.indexFormat = indexFormat;
+ } else {
+ dp.count = g->vertexCount();
+ }
+
+ m_engine->queueDraw(dp);
+}
+
+void QSGD3D12Renderer::setupClipping(const QSGClipNode *clip, int elementIndex)
+{
+ const QRect devRect = deviceRect();
+ QRect scissorRect;
+ int clipTypes = 0;
+ quint32 stencilValue = 0;
+
+ while (clip) {
+ QMatrix4x4 m = projectionMatrix();
+ if (clip->matrix())
+ m *= *clip->matrix();
+
+#ifndef I_LIKE_STENCIL
+ const bool isRectangleWithNoPerspective = clip->isRectangular()
+ && qFuzzyIsNull(m(3, 0)) && qFuzzyIsNull(m(3, 1));
+ const bool noRotate = qFuzzyIsNull(m(0, 1)) && qFuzzyIsNull(m(1, 0));
+ const bool isRotate90 = qFuzzyIsNull(m(0, 0)) && qFuzzyIsNull(m(1, 1));
+
+ if (isRectangleWithNoPerspective && (noRotate || isRotate90)) {
+ QRectF bbox = clip->clipRect();
+ float invW = 1.0f / m(3, 3);
+ float fx1, fy1, fx2, fy2;
+ if (noRotate) {
+ fx1 = (bbox.left() * m(0, 0) + m(0, 3)) * invW;
+ fy1 = (bbox.bottom() * m(1, 1) + m(1, 3)) * invW;
+ fx2 = (bbox.right() * m(0, 0) + m(0, 3)) * invW;
+ fy2 = (bbox.top() * m(1, 1) + m(1, 3)) * invW;
+ } else {
+ Q_ASSERT(isRotate90);
+ fx1 = (bbox.bottom() * m(0, 1) + m(0, 3)) * invW;
+ fy1 = (bbox.left() * m(1, 0) + m(1, 3)) * invW;
+ fx2 = (bbox.top() * m(0, 1) + m(0, 3)) * invW;
+ fy2 = (bbox.right() * m(1, 0) + m(1, 3)) * invW;
+ }
+
+ if (fx1 > fx2)
+ qSwap(fx1, fx2);
+ if (fy1 > fy2)
+ qSwap(fy1, fy2);
+
+ int ix1 = qRound((fx1 + 1) * devRect.width() * 0.5f);
+ int iy1 = qRound((fy1 + 1) * devRect.height() * 0.5f);
+ int ix2 = qRound((fx2 + 1) * devRect.width() * 0.5f);
+ int iy2 = qRound((fy2 + 1) * devRect.height() * 0.5f);
+
+ if (!(clipTypes & ClipScissor)) {
+ scissorRect = QRect(ix1, devRect.height() - iy2, ix2 - ix1, iy2 - iy1);
+ clipTypes |= ClipScissor;
+ } else {
+ scissorRect &= QRect(ix1, devRect.height() - iy2, ix2 - ix1, iy2 - iy1);
+ }
+ } else
+#endif
+ {
+ clipTypes |= ClipStencil;
+ renderStencilClip(clip, elementIndex, m, stencilValue);
+ }
+
+ clip = clip->clipList();
+ }
+
+ setScissor((clipTypes & ClipScissor) ? scissorRect : viewportRect());
+
+ if (clipTypes & ClipStencil) {
+ m_pipelineState.stencilEnable = true;
+ m_engine->queueSetStencilRef(stencilValue);
+ m_currentStencilValue = stencilValue;
+ } else {
+ m_pipelineState.stencilEnable = false;
+ m_currentStencilValue = 0;
+ }
+
+ m_currentClipTypes = clipTypes;
+}
+
+void QSGD3D12Renderer::setScissor(const QRect &r)
+{
+ if (m_activeScissorRect == r)
+ return;
+
+ m_activeScissorRect = r;
+ m_engine->queueScissor(r);
+}
+
+void QSGD3D12Renderer::renderStencilClip(const QSGClipNode *clip, int elementIndex,
+ const QMatrix4x4 &m, quint32 &stencilValue)
+{
+ QSGD3D12PipelineState sps;
+ sps.shaders.vs = g_VS_StencilClip;
+ sps.shaders.vsSize = sizeof(g_VS_StencilClip);
+ sps.shaders.ps = g_PS_StencilClip;
+ sps.shaders.psSize = sizeof(g_PS_StencilClip);
+
+ m_engine->queueClearDepthStencil(1, 0, QSGD3D12Engine::ClearStencil);
+ sps.stencilEnable = true;
+ sps.colorWrite = false;
+ sps.depthWrite = false;
+
+ sps.stencilFunc = QSGD3D12PipelineState::CompareEqual;
+ sps.stencilFailOp = QSGD3D12PipelineState::StencilKeep;
+ sps.stencilDepthFailOp = QSGD3D12PipelineState::StencilKeep;
+ sps.stencilPassOp = QSGD3D12PipelineState::StencilIncr;
+
+ m_engine->queueSetStencilRef(stencilValue);
+
+ int clipIndex = elementIndex;
+ while (m_renderList.at(--clipIndex).node != clip) {
+ Q_ASSERT(clipIndex >= 0);
+ }
+ const Element &ce = m_renderList.at(clipIndex);
+ Q_ASSERT(ce.node == clip);
+
+ const QSGGeometry *g = clip->geometry();
+ Q_ASSERT(g->attributeCount() == 1);
+ Q_ASSERT(g->attributes()[0].tupleSize == 2);
+ Q_ASSERT(g->attributes()[0].type == QSGGeometry::FloatType);
+
+ setInputLayout(g, &sps);
+ m_engine->finalizePipeline(sps);
+
+ Q_ASSERT(ce.cboSize > 0);
+ quint8 *p = m_cboData.data() + ce.cboOffset;
+ memcpy(p, m.constData(), 16 * sizeof(float));
+ m_engine->markBufferDirty(m_constantBuf, ce.cboOffset, ce.cboSize);
+
+ queueDrawCall(g, ce);
+
+ ++stencilValue;
+}
+
+void QSGD3D12Renderer::renderRenderNode(QSGRenderNode *node, int elementIndex)
+{
+ QSGRenderNodePrivate *rd = QSGRenderNodePrivate::get(node);
+ RenderNodeState state;
+
+ setupClipping(rd->m_clip_list, elementIndex);
+
+ QMatrix4x4 pm = projectionMatrix();
+ state.m_projectionMatrix = &pm;
+ state.m_scissorEnabled = m_currentClipTypes & ClipScissor;
+ state.m_stencilEnabled = m_currentClipTypes & ClipStencil;
+ state.m_scissorRect = m_activeScissorRect;
+ state.m_stencilValue = m_currentStencilValue;
+
+ // ### rendernodes do not have the QSGBasicGeometryNode infrastructure
+ // for storing combined matrices, opacity and such, but perhaps they should.
+ QSGNode *xform = node->parent();
+ QSGNode *root = rootNode();
+ QMatrix4x4 modelview;
+ while (xform != root) {
+ if (xform->type() == QSGNode::TransformNodeType) {
+ modelview *= static_cast<QSGTransformNode *>(xform)->combinedMatrix();
+ break;
+ }
+ xform = xform->parent();
+ }
+ rd->m_matrix = &modelview;
+
+ QSGNode *opacity = node->parent();
+ rd->m_opacity = 1.0;
+ while (opacity != rootNode()) {
+ if (opacity->type() == QSGNode::OpacityNodeType) {
+ rd->m_opacity = static_cast<QSGOpacityNode *>(opacity)->combinedOpacity();
+ break;
+ }
+ opacity = opacity->parent();
+ }
+
+ node->render(&state);
+
+ m_engine->invalidateCachedFrameState();
+ // For simplicity, reset viewport, scissor, blend factor, stencil ref when
+ // any of them got changed. This will likely be rare so skip these otherwise.
+ // Render target, pipeline state, draw call related stuff will be reset always.
+ const bool restoreMinimal = node->changedStates() == 0;
+ m_engine->restoreFrameState(restoreMinimal);
+}
+
+QT_END_NAMESPACE