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-rw-r--r--src/plugins/scenegraph/d3d12/qsgd3d12renderer.cpp785
1 files changed, 0 insertions, 785 deletions
diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12renderer.cpp b/src/plugins/scenegraph/d3d12/qsgd3d12renderer.cpp
deleted file mode 100644
index c38c616ae6..0000000000
--- a/src/plugins/scenegraph/d3d12/qsgd3d12renderer.cpp
+++ /dev/null
@@ -1,785 +0,0 @@
-/****************************************************************************
-**
-** 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_vboData(1024),
- m_iboData(256),
- m_cboData(4096),
- m_renderList(16)
-{
- 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 override { return m_scissorRect; }
- bool scissorEnabled() const override { return m_scissorEnabled; }
- int stencilValue() const override { return m_stencilValue; }
- bool stencilEnabled() const override { 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