| 1 | /**************************************************************************** | 
| 2 | ** | 
| 3 | ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). | 
| 4 | ** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies). | 
| 5 | ** Contact: https://www.qt.io/licensing/ | 
| 6 | ** | 
| 7 | ** This file is part of the Qt3D module of the Qt Toolkit. | 
| 8 | ** | 
| 9 | ** $QT_BEGIN_LICENSE:LGPL$ | 
| 10 | ** Commercial License Usage | 
| 11 | ** Licensees holding valid commercial Qt licenses may use this file in | 
| 12 | ** accordance with the commercial license agreement provided with the | 
| 13 | ** Software or, alternatively, in accordance with the terms contained in | 
| 14 | ** a written agreement between you and The Qt Company. For licensing terms | 
| 15 | ** and conditions see https://www.qt.io/terms-conditions. For further | 
| 16 | ** information use the contact form at https://www.qt.io/contact-us. | 
| 17 | ** | 
| 18 | ** GNU Lesser General Public License Usage | 
| 19 | ** Alternatively, this file may be used under the terms of the GNU Lesser | 
| 20 | ** General Public License version 3 as published by the Free Software | 
| 21 | ** Foundation and appearing in the file LICENSE.LGPL3 included in the | 
| 22 | ** packaging of this file. Please review the following information to | 
| 23 | ** ensure the GNU Lesser General Public License version 3 requirements | 
| 24 | ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. | 
| 25 | ** | 
| 26 | ** GNU General Public License Usage | 
| 27 | ** Alternatively, this file may be used under the terms of the GNU | 
| 28 | ** General Public License version 2.0 or (at your option) the GNU General | 
| 29 | ** Public license version 3 or any later version approved by the KDE Free | 
| 30 | ** Qt Foundation. The licenses are as published by the Free Software | 
| 31 | ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 | 
| 32 | ** included in the packaging of this file. Please review the following | 
| 33 | ** information to ensure the GNU General Public License requirements will | 
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| 35 | ** https://www.gnu.org/licenses/gpl-3.0.html. | 
| 36 | ** | 
| 37 | ** $QT_END_LICENSE$ | 
| 38 | ** | 
| 39 | ****************************************************************************/ | 
| 40 |  | 
| 41 | #include "renderer_p.h" | 
| 42 |  | 
| 43 | #include <Qt3DCore/qentity.h> | 
| 44 |  | 
| 45 | #include <Qt3DRender/qmaterial.h> | 
| 46 | #include <Qt3DRender/qmesh.h> | 
| 47 | #include <Qt3DRender/qrenderpass.h> | 
| 48 | #include <Qt3DRender/qshaderprogram.h> | 
| 49 | #include <Qt3DRender/qtechnique.h> | 
| 50 | #include <Qt3DRender/qrenderaspect.h> | 
| 51 | #include <Qt3DRender/qeffect.h> | 
| 52 |  | 
| 53 | #include <Qt3DRender/private/qsceneimporter_p.h> | 
| 54 | #include <Qt3DRender/private/renderstates_p.h> | 
| 55 | #include <Qt3DRender/private/cameraselectornode_p.h> | 
| 56 | #include <Qt3DRender/private/framegraphvisitor_p.h> | 
| 57 | #include <Qt3DRender/private/cameralens_p.h> | 
| 58 | #include <Qt3DRender/private/entity_p.h> | 
| 59 | #include <Qt3DRender/private/renderlogging_p.h> | 
| 60 | #include <Qt3DRender/private/material_p.h> | 
| 61 | #include <Qt3DRender/private/renderpassfilternode_p.h> | 
| 62 | #include <Qt3DRender/private/shader_p.h> | 
| 63 | #include <Qt3DRender/private/buffer_p.h> | 
| 64 | #include <Qt3DRender/private/technique_p.h> | 
| 65 | #include <Qt3DRender/private/renderthread_p.h> | 
| 66 | #include <Qt3DRender/private/scenemanager_p.h> | 
| 67 | #include <Qt3DRender/private/techniquefilternode_p.h> | 
| 68 | #include <Qt3DRender/private/viewportnode_p.h> | 
| 69 | #include <Qt3DRender/private/vsyncframeadvanceservice_p.h> | 
| 70 | #include <Qt3DRender/private/managers_p.h> | 
| 71 | #include <Qt3DRender/private/buffermanager_p.h> | 
| 72 | #include <Qt3DRender/private/nodemanagers_p.h> | 
| 73 | #include <Qt3DRender/private/geometryrenderermanager_p.h> | 
| 74 | #include <Qt3DRender/private/techniquemanager_p.h> | 
| 75 | #include <Qt3DRender/private/platformsurfacefilter_p.h> | 
| 76 | #include <Qt3DRender/private/loadbufferjob_p.h> | 
| 77 | #include <Qt3DRender/private/rendercapture_p.h> | 
| 78 | #include <Qt3DRender/private/updatelevelofdetailjob_p.h> | 
| 79 | #include <Qt3DRender/private/buffercapture_p.h> | 
| 80 | #include <Qt3DRender/private/offscreensurfacehelper_p.h> | 
| 81 | #include <Qt3DRender/private/subtreeenabler_p.h> | 
| 82 | #include <Qt3DRender/private/qshaderprogrambuilder_p.h> | 
| 83 | #include <Qt3DRender/private/qshaderprogram_p.h> | 
| 84 | #include <Qt3DRender/private/qrenderaspect_p.h> | 
| 85 | #ifndef Q_OS_INTEGRITY | 
| 86 | #include <imguirenderer_p.h> | 
| 87 | #endif | 
| 88 |  | 
| 89 | #include <Qt3DRender/qcameralens.h> | 
| 90 | #include <Qt3DCore/private/qabstractaspectjobmanager_p.h> | 
| 91 | #include <Qt3DCore/private/qaspectmanager_p.h> | 
| 92 | #include <Qt3DCore/private/qsysteminformationservice_p.h> | 
| 93 | #include <Qt3DCore/private/qsysteminformationservice_p_p.h> | 
| 94 | #include <Qt3DRender/private/resourceaccessor_p.h> | 
| 95 | #include <Qt3DRender/private/renderlogging_p.h> | 
| 96 | #include <Qt3DRender/private/renderstateset_p.h> | 
| 97 | #include <Qt3DRender/private/setfence_p.h> | 
| 98 |  | 
| 99 | #include <glbuffer_p.h> | 
| 100 | #include <graphicscontext_p.h> | 
| 101 | #include <rendercommand_p.h> | 
| 102 | #include <renderqueue_p.h> | 
| 103 | #include <renderview_p.h> | 
| 104 | #include <gltexture_p.h> | 
| 105 | #include <openglvertexarrayobject_p.h> | 
| 106 | #include <renderviewbuilder_p.h> | 
| 107 | #include <glresourcemanagers_p.h> | 
| 108 | #include <commandexecuter_p.h> | 
| 109 |  | 
| 110 | #include <QStack> | 
| 111 | #include <QOffscreenSurface> | 
| 112 | #include <QSurface> | 
| 113 | #include <QElapsedTimer> | 
| 114 | #include <QLibraryInfo> | 
| 115 | #include <QMutexLocker> | 
| 116 | #include <QPluginLoader> | 
| 117 | #include <QDir> | 
| 118 | #include <QUrl> | 
| 119 | #include <QOffscreenSurface> | 
| 120 | #include <QWindow> | 
| 121 | #include <QThread> | 
| 122 | #include <QKeyEvent> | 
| 123 | #include <QMouseEvent> | 
| 124 |  | 
| 125 | #include <QtGui/private/qopenglcontext_p.h> | 
| 126 | #include "frameprofiler_p.h" | 
| 127 |  | 
| 128 | QT_BEGIN_NAMESPACE | 
| 129 |  | 
| 130 | using namespace Qt3DCore; | 
| 131 |  | 
| 132 | namespace Qt3DRender { | 
| 133 | namespace Render { | 
| 134 | namespace OpenGL { | 
| 135 |  | 
| 136 | namespace { | 
| 137 |  | 
| 138 | class CachingLightGatherer : public LightGatherer { | 
| 139 | public: | 
| 140 |     CachingLightGatherer(RendererCache *cache) | 
| 141 |         : LightGatherer() | 
| 142 |         , m_cache(cache) | 
| 143 |     { | 
| 144 |     } | 
| 145 |  | 
| 146 |     void run() override | 
| 147 |     { | 
| 148 |         LightGatherer::run(); | 
| 149 |  | 
| 150 |         m_cache->gatheredLights = lights(); | 
| 151 |         m_cache->environmentLight = environmentLight(); | 
| 152 |     } | 
| 153 |  | 
| 154 | private: | 
| 155 |     RendererCache *m_cache; | 
| 156 | }; | 
| 157 |  | 
| 158 | class CachingRenderableEntityFilter : public RenderableEntityFilter { | 
| 159 | public: | 
| 160 |     CachingRenderableEntityFilter(RendererCache *cache) | 
| 161 |         : RenderableEntityFilter() | 
| 162 |         , m_cache(cache) | 
| 163 |     { | 
| 164 |  | 
| 165 |     } | 
| 166 |  | 
| 167 |     void run() override | 
| 168 |     { | 
| 169 |         RenderableEntityFilter::run(); | 
| 170 |  | 
| 171 |         QVector<Entity *> selectedEntities = filteredEntities(); | 
| 172 |         std::sort(first: selectedEntities.begin(), last: selectedEntities.end()); | 
| 173 |  | 
| 174 |         m_cache->renderableEntities = selectedEntities; | 
| 175 |     } | 
| 176 |  | 
| 177 | private: | 
| 178 |     RendererCache *m_cache; | 
| 179 | }; | 
| 180 |  | 
| 181 | class CachingComputableEntityFilter : public ComputableEntityFilter { | 
| 182 | public: | 
| 183 |     CachingComputableEntityFilter(RendererCache *cache) | 
| 184 |         : ComputableEntityFilter() | 
| 185 |         , m_cache(cache) | 
| 186 |     { | 
| 187 |  | 
| 188 |     } | 
| 189 |  | 
| 190 |     void run() override | 
| 191 |     { | 
| 192 |         ComputableEntityFilter::run(); | 
| 193 |  | 
| 194 |         QVector<Entity *> selectedEntities = filteredEntities(); | 
| 195 |         std::sort(first: selectedEntities.begin(), last: selectedEntities.end()); | 
| 196 |  | 
| 197 |         m_cache->computeEntities = selectedEntities; | 
| 198 |     } | 
| 199 |  | 
| 200 | private: | 
| 201 |     RendererCache *m_cache; | 
| 202 | }; | 
| 203 |  | 
| 204 | } // anonymous | 
| 205 |  | 
| 206 | /*! | 
| 207 |     \internal | 
| 208 |  | 
| 209 |     Renderer shutdown procedure: | 
| 210 |  | 
| 211 |     Since the renderer relies on the surface and OpenGLContext to perform its cleanup, | 
| 212 |     it is shutdown when the surface is set to nullptr | 
| 213 |  | 
| 214 |     When the surface is set to nullptr this will request the RenderThread to terminate | 
| 215 |     and will prevent createRenderBinJobs from returning a set of jobs as there is nothing | 
| 216 |     more to be rendered. | 
| 217 |  | 
| 218 |     In turn, this will call shutdown which will make the OpenGL context current one last time | 
| 219 |     to allow cleanups requiring a call to QOpenGLContext::currentContext to execute properly. | 
| 220 |     At the end of that function, the GraphicsContext is set to null. | 
| 221 |  | 
| 222 |     At this point though, the QAspectThread is still running its event loop and will only stop | 
| 223 |     a short while after. | 
| 224 |  */ | 
| 225 |  | 
| 226 | Renderer::Renderer(QRenderAspect::RenderType type) | 
| 227 |     : m_services(nullptr) | 
| 228 |     , m_aspect(nullptr) | 
| 229 |     , m_nodesManager(nullptr) | 
| 230 |     , m_renderSceneRoot(nullptr) | 
| 231 |     , m_defaultRenderStateSet(nullptr) | 
| 232 |     , m_submissionContext(nullptr) | 
| 233 |     , m_renderQueue(new RenderQueue()) | 
| 234 |     , m_renderThread(type == QRenderAspect::Threaded ? new RenderThread(this) : nullptr) | 
| 235 |     , m_vsyncFrameAdvanceService(new VSyncFrameAdvanceService(m_renderThread != nullptr)) | 
| 236 |     , m_waitForInitializationToBeCompleted(0) | 
| 237 |     , m_hasBeenInitializedMutex() | 
| 238 |     , m_exposed(0) | 
| 239 |     , m_lastFrameCorrect(0) | 
| 240 |     , m_glContext(nullptr) | 
| 241 |     , m_shareContext(nullptr) | 
| 242 |     , m_time(0) | 
| 243 |     , m_settings(nullptr) | 
| 244 |     , m_updateShaderDataTransformJob(Render::UpdateShaderDataTransformJobPtr::create()) | 
| 245 |     , m_cleanupJob(Render::FrameCleanupJobPtr::create()) | 
| 246 |     , m_sendBufferCaptureJob(Render::SendBufferCaptureJobPtr::create()) | 
| 247 |     , m_filterCompatibleTechniqueJob(FilterCompatibleTechniqueJobPtr::create()) | 
| 248 |     , m_lightGathererJob(new CachingLightGatherer(&m_cache)) | 
| 249 |     , m_renderableEntityFilterJob(new CachingRenderableEntityFilter(&m_cache)) | 
| 250 |     , m_computableEntityFilterJob(new CachingComputableEntityFilter(&m_cache)) | 
| 251 |     , m_bufferGathererJob(CreateSynchronizerJobPtr([this] { lookForDirtyBuffers(); }, JobTypes::DirtyBufferGathering, 0)) | 
| 252 |     , m_vaoGathererJob(CreateSynchronizerJobPtr([this] { lookForAbandonedVaos(); }, JobTypes::DirtyVaoGathering, 0)) | 
| 253 |     , m_textureGathererJob(CreateSynchronizerJobPtr([this] { lookForDirtyTextures(); }, JobTypes::DirtyTextureGathering, 0)) | 
| 254 |     , m_sendSetFenceHandlesToFrontendJob(CreateSynchronizerJobPtr([this] { sendSetFenceHandlesToFrontend(); }, JobTypes::SendSetFenceHandlesToFrontend, 0)) | 
| 255 |     , m_introspectShaderJob(CreateSynchronizerPostFramePtr([this] { reloadDirtyShaders(); }, | 
| 256 |                                                            [this] (Qt3DCore::QAspectManager *m) { sendShaderChangesToFrontend(m); }, | 
| 257 |                                                            JobTypes::DirtyShaderGathering)) | 
| 258 |     , m_ownedContext(false) | 
| 259 |     , m_offscreenHelper(nullptr) | 
| 260 |     , m_glResourceManagers(nullptr) | 
| 261 |     , m_commandExecuter(new Qt3DRender::Debug::CommandExecuter(this)) | 
| 262 |     , m_shouldSwapBuffers(true) | 
| 263 |     , m_imGuiRenderer(nullptr) | 
| 264 |     , m_jobsInLastFrame(0) | 
| 265 | { | 
| 266 |     // Set renderer as running - it will wait in the context of the | 
| 267 |     // RenderThread for RenderViews to be submitted | 
| 268 |     m_running.fetchAndStoreOrdered(newValue: 1); | 
| 269 |     if (m_renderThread) | 
| 270 |         m_renderThread->waitForStart(); | 
| 271 |  | 
| 272 |     m_introspectShaderJob->addDependency(dependency: m_filterCompatibleTechniqueJob); | 
| 273 |  | 
| 274 |     m_filterCompatibleTechniqueJob->setRenderer(this); | 
| 275 |  | 
| 276 |     m_defaultRenderStateSet = new RenderStateSet; | 
| 277 |     m_defaultRenderStateSet->addState(state: StateVariant::createState<DepthTest>(GL_LESS)); | 
| 278 |     m_defaultRenderStateSet->addState(state: StateVariant::createState<CullFace>(GL_BACK)); | 
| 279 |     m_defaultRenderStateSet->addState(state: StateVariant::createState<ColorMask>(values: true, values: true, values: true, values: true)); | 
| 280 | } | 
| 281 |  | 
| 282 | Renderer::~Renderer() | 
| 283 | { | 
| 284 |     Q_ASSERT(m_running.fetchAndStoreOrdered(0) == 0); | 
| 285 |     if (m_renderThread) | 
| 286 |         Q_ASSERT(m_renderThread->isFinished()); | 
| 287 |  | 
| 288 |     delete m_renderQueue; | 
| 289 |     delete m_defaultRenderStateSet; | 
| 290 |     delete m_glResourceManagers; | 
| 291 |  | 
| 292 |     if (!m_ownedContext) | 
| 293 |         QObject::disconnect(m_contextConnection); | 
| 294 |  | 
| 295 | #ifndef Q_OS_INTEGRITY | 
| 296 |     delete  m_imGuiRenderer; | 
| 297 | #endif | 
| 298 | } | 
| 299 |  | 
| 300 | void Renderer::dumpInfo() const | 
| 301 | { | 
| 302 |     qDebug() << Q_FUNC_INFO << "t ="  << m_time; | 
| 303 |  | 
| 304 |     const ShaderManager *shaderManager = m_nodesManager->shaderManager(); | 
| 305 |     qDebug() << "=== Shader Manager ===" ; | 
| 306 |     qDebug() << *shaderManager; | 
| 307 |  | 
| 308 |     const TextureManager *textureManager = m_nodesManager->textureManager(); | 
| 309 |     qDebug() << "=== Texture Manager ===" ; | 
| 310 |     qDebug() << *textureManager; | 
| 311 |  | 
| 312 |     const TextureImageManager *textureImageManager = m_nodesManager->textureImageManager(); | 
| 313 |     qDebug() << "=== Texture Image Manager ===" ; | 
| 314 |     qDebug() << *textureImageManager; | 
| 315 | } | 
| 316 |  | 
| 317 | qint64 Renderer::time() const | 
| 318 | { | 
| 319 |     return m_time; | 
| 320 | } | 
| 321 |  | 
| 322 | void Renderer::setTime(qint64 time) | 
| 323 | { | 
| 324 |     m_time = time; | 
| 325 | } | 
| 326 |  | 
| 327 | void Renderer::setJobsInLastFrame(int jobsInLastFrame) | 
| 328 | { | 
| 329 |     m_jobsInLastFrame = jobsInLastFrame; | 
| 330 | } | 
| 331 |  | 
| 332 | void Renderer::setAspect(QRenderAspect *aspect) | 
| 333 | { | 
| 334 |     m_aspect = aspect; | 
| 335 |     m_updateShaderDataTransformJob->addDependency(dependency: QRenderAspectPrivate::get(q: aspect)->m_worldTransformJob); | 
| 336 | } | 
| 337 |  | 
| 338 | void Renderer::setNodeManagers(NodeManagers *managers) | 
| 339 | { | 
| 340 |     m_nodesManager = managers; | 
| 341 |     m_glResourceManagers = new GLResourceManagers(); | 
| 342 |     m_scene2DResourceAccessor.reset(t: new ResourceAccessor(this, m_nodesManager)); | 
| 343 |  | 
| 344 |     m_updateShaderDataTransformJob->setManagers(m_nodesManager); | 
| 345 |     m_cleanupJob->setManagers(m_nodesManager); | 
| 346 |     m_filterCompatibleTechniqueJob->setManager(m_nodesManager->techniqueManager()); | 
| 347 |     m_sendBufferCaptureJob->setManagers(m_nodesManager); | 
| 348 |     m_lightGathererJob->setManager(m_nodesManager->renderNodesManager()); | 
| 349 |     m_renderableEntityFilterJob->setManager(m_nodesManager->renderNodesManager()); | 
| 350 |     m_computableEntityFilterJob->setManager(m_nodesManager->renderNodesManager()); | 
| 351 | } | 
| 352 |  | 
| 353 | void Renderer::setServices(QServiceLocator *services) | 
| 354 | { | 
| 355 |     m_services = services; | 
| 356 |  | 
| 357 |     m_nodesManager->sceneManager()->setDownloadService(m_services->downloadHelperService()); | 
| 358 | } | 
| 359 |  | 
| 360 | QRenderAspect *Renderer::aspect() const | 
| 361 | { | 
| 362 |     return m_aspect; | 
| 363 | } | 
| 364 |  | 
| 365 | NodeManagers *Renderer::nodeManagers() const | 
| 366 | { | 
| 367 |     return m_nodesManager; | 
| 368 | } | 
| 369 |  | 
| 370 | /*! | 
| 371 |     \internal | 
| 372 |  | 
| 373 |     Return context which can be used to share resources safely | 
| 374 |     with qt3d main render context. | 
| 375 | */ | 
| 376 | QOpenGLContext *Renderer::shareContext() const | 
| 377 | { | 
| 378 |     QMutexLocker lock(&m_shareContextMutex); | 
| 379 |     return m_shareContext ? m_shareContext | 
| 380 |                           : (m_submissionContext->openGLContext() | 
| 381 |                              ? m_submissionContext->openGLContext()->shareContext() | 
| 382 |                              : nullptr); | 
| 383 | } | 
| 384 |  | 
| 385 | // Executed in the reloadDirtyShader job | 
| 386 | void Renderer::loadShader(Shader *shader, HShader shaderHandle) | 
| 387 | { | 
| 388 |     Q_UNUSED(shader); | 
| 389 |     if (!m_dirtyShaders.contains(t: shaderHandle)) | 
| 390 |         m_dirtyShaders.push_back(t: shaderHandle); | 
| 391 | } | 
| 392 |  | 
| 393 | void Renderer::setOpenGLContext(QOpenGLContext *context) | 
| 394 | { | 
| 395 |     m_glContext = context; | 
| 396 | } | 
| 397 |  | 
| 398 | void Renderer::setScreen(QScreen *scr) | 
| 399 | { | 
| 400 |     m_screen = scr; | 
| 401 | } | 
| 402 |  | 
| 403 | QScreen *Renderer::screen() const | 
| 404 | { | 
| 405 |     return m_screen; | 
| 406 | } | 
| 407 |  | 
| 408 | bool Renderer::accessOpenGLTexture(Qt3DCore::QNodeId nodeId, | 
| 409 |                                    QOpenGLTexture **texture, | 
| 410 |                                    QMutex **lock, | 
| 411 |                                    bool readonly) | 
| 412 | { | 
| 413 |     Texture *tex = m_nodesManager->textureManager()->lookupResource(id: nodeId); | 
| 414 |     if (!tex) | 
| 415 |         return false; | 
| 416 |  | 
| 417 |     GLTexture *glTex = m_glResourceManagers->glTextureManager()->lookupResource(id: tex->peerId()); | 
| 418 |     if (!glTex) | 
| 419 |         return false; | 
| 420 |  | 
| 421 |     if (glTex->isDirty()) | 
| 422 |         return false; | 
| 423 |  | 
| 424 |     if (!readonly) | 
| 425 |         glTex->setExternalRenderingEnabled(true); | 
| 426 |  | 
| 427 |     GLTexture::TextureUpdateInfo texInfo = glTex->createOrUpdateGLTexture(); | 
| 428 |     *texture = texInfo.texture; | 
| 429 |  | 
| 430 |     if (!readonly) | 
| 431 |         *lock = glTex->externalRenderingLock(); | 
| 432 |  | 
| 433 |     return true; | 
| 434 | } | 
| 435 |  | 
| 436 | QSharedPointer<RenderBackendResourceAccessor> Renderer::resourceAccessor() const | 
| 437 | { | 
| 438 |     return m_scene2DResourceAccessor; | 
| 439 | } | 
| 440 |  | 
| 441 | // Called in RenderThread context by the run method of RenderThread | 
| 442 | // RenderThread has locked the mutex already and unlocks it when this | 
| 443 | // method termintates | 
| 444 | void Renderer::initialize() | 
| 445 | { | 
| 446 |     QMutexLocker lock(&m_hasBeenInitializedMutex); | 
| 447 |     m_submissionContext.reset(other: new SubmissionContext); | 
| 448 |     m_submissionContext->setRenderer(this); | 
| 449 |  | 
| 450 |     { | 
| 451 |         QMutexLocker lock(&m_shareContextMutex); | 
| 452 |         // If we are using our own context (not provided by QtQuick), | 
| 453 |         // we need to create it | 
| 454 |         if (!m_glContext) { | 
| 455 |             m_glContext = new QOpenGLContext; | 
| 456 |             if (m_screen) | 
| 457 |                 m_glContext->setScreen(m_screen); | 
| 458 |             m_glContext->setShareContext(qt_gl_global_share_context()); | 
| 459 |  | 
| 460 |             // TO DO: Shouldn't we use the highest context available and trust | 
| 461 |             // QOpenGLContext to fall back on the best lowest supported ? | 
| 462 |             const QByteArray debugLoggingMode = qgetenv(varName: "QT3DRENDER_DEBUG_LOGGING" ); | 
| 463 |  | 
| 464 |             if (!debugLoggingMode.isEmpty()) { | 
| 465 |                 QSurfaceFormat sf = m_glContext->format(); | 
| 466 |                 sf.setOption(option: QSurfaceFormat::DebugContext); | 
| 467 |                 m_glContext->setFormat(sf); | 
| 468 |             } | 
| 469 |  | 
| 470 |             // Create OpenGL context | 
| 471 |  | 
| 472 |             if (m_glContext->create()) | 
| 473 |                 qCDebug(Backend) << "OpenGL context created with actual format"  << m_glContext->format(); | 
| 474 |             else | 
| 475 |                 qCWarning(Backend) << Q_FUNC_INFO << "OpenGL context creation failed" ; | 
| 476 |             m_ownedContext = true; | 
| 477 |  | 
| 478 |             QObject::connect(sender: m_glContext, signal: &QOpenGLContext::aboutToBeDestroyed, | 
| 479 |                              slot: [this] { m_frameProfiler.reset(); }); | 
| 480 |         } else { | 
| 481 |             // Context is not owned by us, so we need to know if it gets destroyed | 
| 482 |             m_contextConnection = QObject::connect(sender: m_glContext, signal: &QOpenGLContext::aboutToBeDestroyed, | 
| 483 |                                                    slot: [this] { releaseGraphicsResources(); }); | 
| 484 |         } | 
| 485 |  | 
| 486 |         qCDebug(Backend) << "Qt3D shared context:"  << m_glContext->shareContext(); | 
| 487 |         qCDebug(Backend) << "Qt global shared context:"  << qt_gl_global_share_context(); | 
| 488 |  | 
| 489 |         if (!m_glContext->shareContext()) { | 
| 490 |             m_shareContext = new QOpenGLContext; | 
| 491 |             if (m_glContext->screen()) | 
| 492 |                 m_shareContext->setScreen(m_glContext->screen()); | 
| 493 |             m_shareContext->setFormat(m_glContext->format()); | 
| 494 |             m_shareContext->setShareContext(m_glContext); | 
| 495 |             m_shareContext->create(); | 
| 496 |         } | 
| 497 |  | 
| 498 |         // Note: we don't have a surface at this point | 
| 499 |         // The context will be made current later on (at render time) | 
| 500 |         m_submissionContext->setOpenGLContext(m_glContext); | 
| 501 |  | 
| 502 |         // Store the format used by the context and queue up creating an | 
| 503 |         // offscreen surface in the main thread so that it is available | 
| 504 |         // for use when we want to shutdown the renderer. We need to create | 
| 505 |         // the offscreen surface on the main thread because on some platforms | 
| 506 |         // (MS Windows), an offscreen surface is just a hidden QWindow. | 
| 507 |         m_format = m_glContext->format(); | 
| 508 |         QMetaObject::invokeMethod(obj: m_offscreenHelper, member: "createOffscreenSurface" ); | 
| 509 |     } | 
| 510 |  | 
| 511 |     // Awake setScenegraphRoot in case it was waiting | 
| 512 |     m_waitForInitializationToBeCompleted.release(n: 1); | 
| 513 |     // Allow the aspect manager to proceed | 
| 514 |     m_vsyncFrameAdvanceService->proceedToNextFrame(); | 
| 515 |  | 
| 516 |     // Force initial refresh | 
| 517 |     markDirty(changes: AllDirty, node: nullptr); | 
| 518 | } | 
| 519 |  | 
| 520 | /*! | 
| 521 |  * \internal | 
| 522 |  * | 
| 523 |  * Signals for the renderer to stop rendering. If a threaded renderer is in use, | 
| 524 |  * the render thread will call releaseGraphicsResources() just before the thread exits. | 
| 525 |  * If rendering synchronously, this function will call releaseGraphicsResources(). | 
| 526 |  */ | 
| 527 | void Renderer::shutdown() | 
| 528 | { | 
| 529 |     // Ensure we have waited to be fully initialized before trying to shut down | 
| 530 |     // (in case initialization is taking place at the same time) | 
| 531 |     QMutexLocker lock(&m_hasBeenInitializedMutex); | 
| 532 |  | 
| 533 |     qCDebug(Backend) << Q_FUNC_INFO << "Requesting renderer shutdown" ; | 
| 534 |     const bool wasRunning = m_running.testAndSetRelaxed(expectedValue: 1, newValue: 0); | 
| 535 |  | 
| 536 |     // We might have already been shutdown | 
| 537 |     if (!wasRunning) | 
| 538 |         return; | 
| 539 |  | 
| 540 |     // We delete any renderqueue that we may not have had time to render | 
| 541 |     // before the surface was destroyed | 
| 542 |     QMutexLocker lockRenderQueue(m_renderQueue->mutex()); | 
| 543 |     qDeleteAll(c: m_renderQueue->nextFrameQueue()); | 
| 544 |     m_renderQueue->reset(); | 
| 545 |     lockRenderQueue.unlock(); | 
| 546 |  | 
| 547 |     if (!m_renderThread) { | 
| 548 |         releaseGraphicsResources(); | 
| 549 |     } else { | 
| 550 |         // Wake up the render thread in case it is waiting for some renderviews | 
| 551 |         // to be ready. The isReadyToSubmit() function checks for a shutdown | 
| 552 |         // having been requested. | 
| 553 |         m_submitRenderViewsSemaphore.release(n: 1); | 
| 554 |         m_renderThread->wait(); | 
| 555 |     } | 
| 556 |  | 
| 557 |     // Destroy internal managers | 
| 558 |     // This needs to be done before the nodeManager is destroy | 
| 559 |     // as the internal resources might somehow rely on nodeManager resources | 
| 560 |     delete m_glResourceManagers; | 
| 561 |     m_glResourceManagers = nullptr; | 
| 562 | } | 
| 563 |  | 
| 564 | /*! | 
| 565 |     \internal | 
| 566 |  | 
| 567 |     When using a threaded renderer this function is called in the context of the | 
| 568 |     RenderThread to do any shutdown and cleanup that needs to be performed in the | 
| 569 |     thread where the OpenGL context lives. | 
| 570 |  | 
| 571 |     When using Scene3D or anything that provides a custom QOpenGLContext (not | 
| 572 |     owned by Qt3D) this function is called whenever the signal | 
| 573 |     QOpenGLContext::aboutToBeDestroyed is emitted. In that case this function | 
| 574 |     is called in the context of the emitter's thread. | 
| 575 | */ | 
| 576 | void Renderer::releaseGraphicsResources() | 
| 577 | { | 
| 578 |     // We may get called twice when running inside of a Scene3D. Once when Qt Quick | 
| 579 |     // wants to shutdown, and again when the render aspect gets unregistered. So | 
| 580 |     // check that we haven't already cleaned up before going any further. | 
| 581 |     if (!m_submissionContext) | 
| 582 |         return; | 
| 583 |  | 
| 584 |     // Try to temporarily make the context current so we can free up any resources | 
| 585 |     QMutexLocker locker(&m_offscreenSurfaceMutex); | 
| 586 |     QOffscreenSurface *offscreenSurface = m_offscreenHelper->offscreenSurface(); | 
| 587 |     if (!offscreenSurface) { | 
| 588 |         qWarning() << "Failed to make context current: OpenGL resources will not be destroyed" ; | 
| 589 |         // We still need to delete the submission context | 
| 590 |         m_submissionContext.reset(other: nullptr); | 
| 591 |         return; | 
| 592 |     } | 
| 593 |  | 
| 594 |     QOpenGLContext *context = m_submissionContext->openGLContext(); | 
| 595 |     Q_ASSERT(context); | 
| 596 |  | 
| 597 |     if (context->thread() == QThread::currentThread()) { | 
| 598 |         QSurface *lastContextSurface = context->surface(); | 
| 599 |  | 
| 600 |         if (context->makeCurrent(surface: offscreenSurface)) { | 
| 601 |             // Clean up the graphics context and any resources | 
| 602 |             const std::vector<HGLTexture> &activeTexturesHandles = m_glResourceManagers->glTextureManager()->activeHandles(); | 
| 603 |             for (const HGLTexture &textureHandle : activeTexturesHandles) { | 
| 604 |                 GLTexture *tex = m_glResourceManagers->glTextureManager()->data(handle: textureHandle); | 
| 605 |                 tex->destroy(); | 
| 606 |             } | 
| 607 |  | 
| 608 |             // Do the same thing with buffers | 
| 609 |             const std::vector<HGLBuffer> &activeBuffers = m_glResourceManagers->glBufferManager()->activeHandles(); | 
| 610 |             for (const HGLBuffer &bufferHandle : activeBuffers) { | 
| 611 |                 GLBuffer *buffer = m_glResourceManagers->glBufferManager()->data(handle: bufferHandle); | 
| 612 |                 buffer->destroy(ctx: m_submissionContext.data()); | 
| 613 |             } | 
| 614 |  | 
| 615 |             // Do the same thing with shaders | 
| 616 |             const QVector<GLShader *> shaders = m_glResourceManagers->glShaderManager()->takeActiveResources(); | 
| 617 |             qDeleteAll(c: shaders); | 
| 618 |  | 
| 619 |             // Do the same thing with VAOs | 
| 620 |             const std::vector<HVao> &activeVaos = m_glResourceManagers->vaoManager()->activeHandles(); | 
| 621 |             for (const HVao &vaoHandle : activeVaos) { | 
| 622 |                 OpenGLVertexArrayObject *vao = m_glResourceManagers->vaoManager()->data(handle: vaoHandle); | 
| 623 |                 vao->destroy(); | 
| 624 |             } | 
| 625 |  | 
| 626 |             m_submissionContext->releaseRenderTargets(); | 
| 627 |  | 
| 628 |             m_frameProfiler.reset(); | 
| 629 |             if (m_ownedContext) { | 
| 630 |                 context->doneCurrent(); | 
| 631 |             } else { | 
| 632 |                 // Leave the context in the state we found it in by restoring | 
| 633 |                 // its last used surface. This satisfies expectations when used | 
| 634 |                 // with QQuickWidgets that surface on current context after | 
| 635 |                 // QQuickRenderControl cleanup is the same as prior to the | 
| 636 |                 // cleanup. Arguably this could also be checked for in | 
| 637 |                 // QQuickWidgetPrivate::invalidateRenderControl. | 
| 638 |                 context->makeCurrent(surface: lastContextSurface); | 
| 639 |             } | 
| 640 |         } | 
| 641 |     } else { | 
| 642 |         qWarning() << "Failed to make context current: OpenGL resources will not be destroyed" ; | 
| 643 |     } | 
| 644 |  | 
| 645 |     if (m_ownedContext) | 
| 646 |         delete context; | 
| 647 |     if (m_shareContext) | 
| 648 |         delete m_shareContext; | 
| 649 |  | 
| 650 |     m_submissionContext.reset(other: nullptr); | 
| 651 |     qCDebug(Backend) << Q_FUNC_INFO << "Renderer properly shutdown" ; | 
| 652 | } | 
| 653 |  | 
| 654 | void Renderer::setSurfaceExposed(bool exposed) | 
| 655 | { | 
| 656 |     qCDebug(Backend) << "Window exposed: "  << exposed; | 
| 657 |     m_exposed.fetchAndStoreOrdered(newValue: exposed); | 
| 658 | } | 
| 659 |  | 
| 660 | Render::FrameGraphNode *Renderer::frameGraphRoot() const | 
| 661 | { | 
| 662 |     Q_ASSERT(m_settings); | 
| 663 |     if (m_nodesManager && m_nodesManager->frameGraphManager() && m_settings) | 
| 664 |         return m_nodesManager->frameGraphManager()->lookupNode(id: m_settings->activeFrameGraphID()); | 
| 665 |     return nullptr; | 
| 666 | } | 
| 667 |  | 
| 668 | // QAspectThread context | 
| 669 | // Order of execution : | 
| 670 | // 1) RenderThread is created -> release 1 of m_waitForInitializationToBeCompleted when started | 
| 671 | // 2) setSceneRoot waits to acquire initialization | 
| 672 | // 3) submitRenderView -> check for surface | 
| 673 | //    -> make surface current + create proper glHelper if needed | 
| 674 | void Renderer::setSceneRoot(Entity *sgRoot) | 
| 675 | { | 
| 676 |     Q_ASSERT(sgRoot); | 
| 677 |  | 
| 678 |     // If initialization hasn't been completed we must wait | 
| 679 |     m_waitForInitializationToBeCompleted.acquire(); | 
| 680 |  | 
| 681 |     m_renderSceneRoot = sgRoot; | 
| 682 |     if (!m_renderSceneRoot) | 
| 683 |         qCWarning(Backend) << "Failed to build render scene" ; | 
| 684 |     m_renderSceneRoot->dump(); | 
| 685 |     qCDebug(Backend) << Q_FUNC_INFO << "DUMPING SCENE" ; | 
| 686 |  | 
| 687 |     // Set the scene root on the jobs | 
| 688 |     m_cleanupJob->setRoot(m_renderSceneRoot); | 
| 689 |  | 
| 690 |     // Set all flags to dirty | 
| 691 |     m_dirtyBits.marked |= AbstractRenderer::AllDirty; | 
| 692 | } | 
| 693 |  | 
| 694 | void Renderer::setSettings(RenderSettings *settings) | 
| 695 | { | 
| 696 |     m_settings = settings; | 
| 697 | } | 
| 698 |  | 
| 699 | RenderSettings *Renderer::settings() const | 
| 700 | { | 
| 701 |     return m_settings; | 
| 702 | } | 
| 703 |  | 
| 704 | void Renderer::render() | 
| 705 | { | 
| 706 |     // Traversing the framegraph tree from root to lead node | 
| 707 |     // Allows us to define the rendering set up | 
| 708 |     // Camera, RenderTarget ... | 
| 709 |  | 
| 710 |     // Utimately the renderer should be a framework | 
| 711 |     // For the processing of the list of renderviews | 
| 712 |  | 
| 713 |     // Matrice update, bounding volumes computation ... | 
| 714 |     // Should be jobs | 
| 715 |  | 
| 716 |     // namespace Qt3DCore has 2 distincts node trees | 
| 717 |     // One scene description | 
| 718 |     // One framegraph description | 
| 719 |  | 
| 720 |     while (m_running.loadRelaxed() > 0) { | 
| 721 |         doRender(); | 
| 722 |         // TO DO: Restore windows exposed detection | 
| 723 |         // Probably needs to happens some place else though | 
| 724 |     } | 
| 725 | } | 
| 726 |  | 
| 727 | // Either called by render if Qt3D is in charge of the RenderThread | 
| 728 | // or by QRenderAspectPrivate::renderSynchronous (for Scene3D) | 
| 729 | void Renderer::doRender(bool swapBuffers) | 
| 730 | { | 
| 731 |     Renderer::ViewSubmissionResultData submissionData; | 
| 732 |     bool hasCleanedQueueAndProceeded = false; | 
| 733 |     bool preprocessingComplete = false; | 
| 734 |     bool beganDrawing = false; | 
| 735 |  | 
| 736 |     // Blocking until RenderQueue is full | 
| 737 |     const bool canSubmit = isReadyToSubmit(); | 
| 738 |     m_shouldSwapBuffers = swapBuffers; | 
| 739 |  | 
| 740 |     // Lock the mutex to protect access to the renderQueue while we look for its state | 
| 741 |     QMutexLocker locker(m_renderQueue->mutex()); | 
| 742 |     const bool queueIsComplete = m_renderQueue->isFrameQueueComplete(); | 
| 743 |     const bool queueIsEmpty = m_renderQueue->targetRenderViewCount() == 0; | 
| 744 |  | 
| 745 |     // When using synchronous rendering (QtQuick) | 
| 746 |     // We are not sure that the frame queue is actually complete | 
| 747 |     // Since a call to render may not be synched with the completions | 
| 748 |     // of the RenderViewJobs | 
| 749 |     // In such a case we return early, waiting for a next call with | 
| 750 |     // the frame queue complete at this point | 
| 751 |  | 
| 752 |     // RenderQueue is complete (but that means it may be of size 0) | 
| 753 |     if (canSubmit && (queueIsComplete && !queueIsEmpty)) { | 
| 754 |         const QVector<Render::OpenGL::RenderView *> renderViews = m_renderQueue->nextFrameQueue(); | 
| 755 |         QTaskLogger submissionStatsPart1(m_services->systemInformation(), | 
| 756 |                                          {JobTypes::FrameSubmissionPart1, 0}, | 
| 757 |                                          QTaskLogger::Submission); | 
| 758 |         QTaskLogger submissionStatsPart2(m_services->systemInformation(), | 
| 759 |                                          {JobTypes::FrameSubmissionPart2, 0}, | 
| 760 |                                          QTaskLogger::Submission); | 
| 761 |         if (canRender()) { | 
| 762 |             { // Scoped to destroy surfaceLock | 
| 763 |                 QSurface *surface = nullptr; | 
| 764 |                 for (const RenderView *rv: renderViews) { | 
| 765 |                     surface = rv->surface(); | 
| 766 |                     if (surface) | 
| 767 |                         break; | 
| 768 |                 } | 
| 769 |  | 
| 770 |                 SurfaceLocker surfaceLock(surface); | 
| 771 |                 const bool surfaceIsValid = (surface && surfaceLock.isSurfaceValid()); | 
| 772 |                 if (surfaceIsValid) { | 
| 773 |                     // Reset state for each draw if we don't have complete control of the context | 
| 774 |                     if (!m_ownedContext) | 
| 775 |                         m_submissionContext->setCurrentStateSet(nullptr); | 
| 776 |                     beganDrawing = m_submissionContext->beginDrawing(surface); | 
| 777 |                     if (beganDrawing) { | 
| 778 |                         // 1) Execute commands for buffer uploads, texture updates, shader loading first | 
| 779 |                         updateGLResources(); | 
| 780 |                         // 2) Update VAO and copy data into commands to allow concurrent submission | 
| 781 |                         prepareCommandsSubmission(renderViews); | 
| 782 |                         preprocessingComplete = true; | 
| 783 |  | 
| 784 |                         // Purge shader which aren't used any longer | 
| 785 |                         static int callCount = 0; | 
| 786 |                         ++callCount; | 
| 787 |                         const int shaderPurgePeriod = 600; | 
| 788 |                         if (callCount % shaderPurgePeriod == 0) | 
| 789 |                             m_glResourceManagers->glShaderManager()->purge(); | 
| 790 |                     } | 
| 791 |                 } | 
| 792 |             } | 
| 793 |             // 2) Proceed to next frame and start preparing frame n + 1 | 
| 794 |             m_renderQueue->reset(); | 
| 795 |             locker.unlock(); // Done protecting RenderQueue | 
| 796 |             m_vsyncFrameAdvanceService->proceedToNextFrame(); | 
| 797 |             hasCleanedQueueAndProceeded = true; | 
| 798 |  | 
| 799 |             // Only try to submit the RenderViews if the preprocessing was successful | 
| 800 |             // This part of the submission is happening in parallel to the RV building for the next frame | 
| 801 |             if (preprocessingComplete) { | 
| 802 |                 submissionStatsPart1.end(t: submissionStatsPart2.restart()); | 
| 803 |  | 
| 804 |                 // 3) Submit the render commands for frame n (making sure we never reference something that could be changing) | 
| 805 |                 // Render using current device state and renderer configuration | 
| 806 |                 submissionData = submitRenderViews(renderViews); | 
| 807 |  | 
| 808 |                 // Perform any required cleanup of the Graphics resources (Buffers deleted, Shader deleted...) | 
| 809 |                 cleanGraphicsResources(); | 
| 810 |             } | 
| 811 |         } | 
| 812 |  | 
| 813 |         // Execute the pending shell commands | 
| 814 |         m_commandExecuter->performAsynchronousCommandExecution(views: renderViews); | 
| 815 |  | 
| 816 |         // Delete all the RenderViews which will clear the allocators | 
| 817 |         // that were used for their allocation | 
| 818 |         qDeleteAll(c: renderViews); | 
| 819 |  | 
| 820 |         if (preprocessingComplete && activeProfiler()) | 
| 821 |             m_frameProfiler->writeResults(); | 
| 822 |     } | 
| 823 |  | 
| 824 |     // If hasCleanedQueueAndProceeded isn't true this implies that something went wrong | 
| 825 |     // with the rendering and/or the renderqueue is incomplete from some reason | 
| 826 |     // or alternatively it could be complete but empty (RenderQueue of size 0) | 
| 827 |  | 
| 828 |     if (!hasCleanedQueueAndProceeded) { | 
| 829 |         // RenderQueue was full but something bad happened when | 
| 830 |         // trying to render it and therefore proceedToNextFrame was not called | 
| 831 |         // Note: in this case the renderQueue mutex is still locked | 
| 832 |  | 
| 833 |         // Reset the m_renderQueue so that we won't try to render | 
| 834 |         // with a queue used by a previous frame with corrupted content | 
| 835 |         // if the current queue was correctly submitted | 
| 836 |         m_renderQueue->reset(); | 
| 837 |  | 
| 838 |         // We allow the RenderTickClock service to proceed to the next frame | 
| 839 |         // In turn this will allow the aspect manager to request a new set of jobs | 
| 840 |         // to be performed for each aspect | 
| 841 |         m_vsyncFrameAdvanceService->proceedToNextFrame(); | 
| 842 |     } | 
| 843 |  | 
| 844 |     // Perform the last swapBuffers calls after the proceedToNextFrame | 
| 845 |     // as this allows us to gain a bit of time for the preparation of the | 
| 846 |     // next frame | 
| 847 |     // Finish up with last surface used in the list of RenderViews | 
| 848 |     if (beganDrawing) { | 
| 849 |         SurfaceLocker surfaceLock(submissionData.surface); | 
| 850 |         // Finish up with last surface used in the list of RenderViews | 
| 851 |         const bool swapBuffers = submissionData.lastBoundFBOId == m_submissionContext->defaultFBO() | 
| 852 |                 && surfaceLock.isSurfaceValid() | 
| 853 |                 && m_shouldSwapBuffers; | 
| 854 |         m_submissionContext->endDrawing(swapBuffers); | 
| 855 |     } | 
| 856 | } | 
| 857 |  | 
| 858 | // Called by RenderViewJobs | 
| 859 | // When the frameQueue is complete and we are using a renderThread | 
| 860 | // we allow the render thread to proceed | 
| 861 | void Renderer::enqueueRenderView(RenderView *renderView, int submitOrder) | 
| 862 | { | 
| 863 |     QMutexLocker locker(m_renderQueue->mutex()); // Prevent out of order execution | 
| 864 |     // We cannot use a lock free primitive here because: | 
| 865 |     // - QVector is not thread safe | 
| 866 |     // - Even if the insert is made correctly, the isFrameComplete call | 
| 867 |     //   could be invalid since depending on the order of execution | 
| 868 |     //   the counter could be complete but the renderview not yet added to the | 
| 869 |     //   buffer depending on whichever order the cpu decides to process this | 
| 870 |     const bool isQueueComplete = m_renderQueue->queueRenderView(renderView, submissionOrderIndex: submitOrder); | 
| 871 |     locker.unlock(); // We're done protecting the queue at this point | 
| 872 |     if (isQueueComplete) { | 
| 873 |         if (m_renderThread && m_running.loadRelaxed()) | 
| 874 |             Q_ASSERT(m_submitRenderViewsSemaphore.available() == 0); | 
| 875 |         m_submitRenderViewsSemaphore.release(n: 1); | 
| 876 |     } | 
| 877 | } | 
| 878 |  | 
| 879 | bool Renderer::canRender() const | 
| 880 |  | 
| 881 | { | 
| 882 |     // Make sure that we've not been told to terminate | 
| 883 |     if (m_renderThread && !m_running.loadRelaxed()) { | 
| 884 |         qCDebug(Rendering) << "RenderThread termination requested whilst waiting" ; | 
| 885 |         return false; | 
| 886 |     } | 
| 887 |  | 
| 888 |     // TO DO: Check if all surfaces have been destroyed... | 
| 889 |     // It may be better if the last window to be closed trigger a call to shutdown | 
| 890 |     // Rather than having checks for the surface everywhere | 
| 891 |  | 
| 892 |     return true; | 
| 893 | } | 
| 894 |  | 
| 895 | Profiling::FrameProfiler *Renderer::activeProfiler() const | 
| 896 | { | 
| 897 |     if (m_services && m_services->systemInformation()->isGraphicsTraceEnabled()) { | 
| 898 |         if (m_frameProfiler.isNull()) | 
| 899 |             m_frameProfiler.reset(other: new Profiling::FrameProfiler(m_services->systemInformation())); | 
| 900 |  | 
| 901 |         return m_frameProfiler.data(); | 
| 902 |     } | 
| 903 |  | 
| 904 |     return nullptr; | 
| 905 | } | 
| 906 |  | 
| 907 | bool Renderer::isReadyToSubmit() | 
| 908 | { | 
| 909 |     // Make sure that we've been told to render before rendering | 
| 910 |     // Prevent ouf of order execution | 
| 911 |     m_submitRenderViewsSemaphore.acquire(n: 1); | 
| 912 |  | 
| 913 |     // Check if shutdown has been requested | 
| 914 |     if (m_running.loadRelaxed() == 0) | 
| 915 |         return false; | 
| 916 |  | 
| 917 |     // The semaphore should only | 
| 918 |     // be released when the frame queue is complete and there's | 
| 919 |     // something to render | 
| 920 |     // The case of shutdown should have been handled just before | 
| 921 |     Q_ASSERT(m_renderQueue->isFrameQueueComplete()); | 
| 922 |     return true; | 
| 923 | } | 
| 924 |  | 
| 925 | // Main thread | 
| 926 | QVariant Renderer::executeCommand(const QStringList &args) | 
| 927 | { | 
| 928 |     return m_commandExecuter->executeCommand(args); | 
| 929 | } | 
| 930 |  | 
| 931 | /*! | 
| 932 |     \internal | 
| 933 |     Called in the context of the aspect thread from QRenderAspect::onRegistered | 
| 934 | */ | 
| 935 | void Renderer::setOffscreenSurfaceHelper(OffscreenSurfaceHelper *helper) | 
| 936 | { | 
| 937 |     QMutexLocker locker(&m_offscreenSurfaceMutex); | 
| 938 |     m_offscreenHelper = helper; | 
| 939 | } | 
| 940 |  | 
| 941 | QSurfaceFormat Renderer::format() | 
| 942 | { | 
| 943 |     return m_format; | 
| 944 | } | 
| 945 |  | 
| 946 | // When this function is called, we must not be processing the commands for frame n+1 | 
| 947 | void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderViews) | 
| 948 | { | 
| 949 |     OpenGLVertexArrayObject *vao = nullptr; | 
| 950 |     QHash<HVao, bool> updatedTable; | 
| 951 |  | 
| 952 |     for (RenderView *rv: renderViews) { | 
| 953 |         rv->forEachCommand(func: [&] (RenderCommand &command) { | 
| 954 |             // Update/Create VAO | 
| 955 |             if (command.m_type == RenderCommand::Draw) { | 
| 956 |                 Geometry *rGeometry = m_nodesManager->data<Geometry, GeometryManager>(handle: command.m_geometry); | 
| 957 |                 GeometryRenderer *rGeometryRenderer = m_nodesManager->data<GeometryRenderer, GeometryRendererManager>(handle: command.m_geometryRenderer); | 
| 958 |                 GLShader *shader = command.m_glShader; | 
| 959 |  | 
| 960 |                 // We should never have inserted a command for which these are null | 
| 961 |                 // in the first place | 
| 962 |                 Q_ASSERT(rGeometry && rGeometryRenderer && shader); | 
| 963 |  | 
| 964 |                 // The VAO should be created only once for a QGeometry and a ShaderProgram | 
| 965 |                 // Manager should have a VAO Manager that are indexed by QMeshData and Shader | 
| 966 |                 // RenderCommand should have a handle to the corresponding VAO for the Mesh and Shader | 
| 967 |                 HVao vaoHandle; | 
| 968 |  | 
| 969 |                 // If shader was loaded this frame, skip creating VAO for the command | 
| 970 |                 // as we have to wait for next frame to make sure command was build against valid shader | 
| 971 |                 if (m_lastLoadedShaderIds.contains(t: command.m_shaderId)) { | 
| 972 |                     command.m_isValid = false; | 
| 973 |                     return; | 
| 974 |                 } | 
| 975 |  | 
| 976 |                 // Create VAO or return already created instance associated with command shader/geometry | 
| 977 |                 // (VAO is emulated if not supported) | 
| 978 |                 createOrUpdateVAO(command: &command, previousVAOHandle: &vaoHandle, vao: &vao); | 
| 979 |                 command.m_vao = vaoHandle; | 
| 980 |  | 
| 981 |                 // Avoids redoing the same thing for the same VAO | 
| 982 |                 if (!updatedTable.contains(akey: vaoHandle)) { | 
| 983 |                     updatedTable.insert(akey: vaoHandle, avalue: true); | 
| 984 |  | 
| 985 |                     // Do we have any attributes that are dirty ? | 
| 986 |                     const bool requiresPartialVAOUpdate = requiresVAOAttributeUpdate(geometry: rGeometry, command: &command); | 
| 987 |  | 
| 988 |                     // If true, we need to reupload all attributes to set the VAO | 
| 989 |                     // Otherwise only dirty attributes will be updates | 
| 990 |                     const bool requiresFullVAOUpdate = (!vao->isSpecified()) || (rGeometry->isDirty() || rGeometryRenderer->isDirty()); | 
| 991 |  | 
| 992 |                     // Append dirty Geometry to temporary vector | 
| 993 |                     // so that its dirtiness can be unset later | 
| 994 |                     if (rGeometry->isDirty()) | 
| 995 |                         m_dirtyGeometry.push_back(t: rGeometry); | 
| 996 |  | 
| 997 |                     if (!command.m_activeAttributes.isEmpty() && (requiresFullVAOUpdate || requiresPartialVAOUpdate)) { | 
| 998 |                         Profiling::GLTimeRecorder recorder(Profiling::VAOUpload, activeProfiler()); | 
| 999 |                         // Activate shader | 
| 1000 |                         m_submissionContext->activateShader(shader); | 
| 1001 |                         // Bind VAO | 
| 1002 |                         vao->bind(); | 
| 1003 |                         // Update or set Attributes and Buffers for the given rGeometry and Command | 
| 1004 |                         // Note: this fills m_dirtyAttributes as well | 
| 1005 |                         if (updateVAOWithAttributes(geometry: rGeometry, command: &command, shader, forceUpdate: requiresFullVAOUpdate)) | 
| 1006 |                             vao->setSpecified(true); | 
| 1007 |                     } | 
| 1008 |                 } | 
| 1009 |  | 
| 1010 |                 // Unset dirtiness on rGeometryRenderer only | 
| 1011 |                 // The rGeometry may be shared by several rGeometryRenderer | 
| 1012 |                 // so we cannot unset its dirtiness at this point | 
| 1013 |                 if (rGeometryRenderer->isDirty()) | 
| 1014 |                     rGeometryRenderer->unsetDirty(); | 
| 1015 |             } else if (command.m_type == RenderCommand::Compute) { | 
| 1016 |                 GLShader *shader = command.m_glShader; | 
| 1017 |                 Q_ASSERT(shader); | 
| 1018 |             } | 
| 1019 |         }); | 
| 1020 |     } | 
| 1021 |  | 
| 1022 |     // Make sure we leave nothing bound | 
| 1023 |     if (vao) | 
| 1024 |         vao->release(); | 
| 1025 |  | 
| 1026 |     // Unset dirtiness on Geometry and Attributes | 
| 1027 |     // Note: we cannot do it in the loop above as we want to be sure that all | 
| 1028 |     // the VAO which reference the geometry/attributes are properly updated | 
| 1029 |     for (Attribute *attribute : qAsConst(t&: m_dirtyAttributes)) | 
| 1030 |         attribute->unsetDirty(); | 
| 1031 |     m_dirtyAttributes.clear(); | 
| 1032 |  | 
| 1033 |     for (Geometry *geometry : qAsConst(t&: m_dirtyGeometry)) | 
| 1034 |         geometry->unsetDirty(); | 
| 1035 |     m_dirtyGeometry.clear(); | 
| 1036 | } | 
| 1037 |  | 
| 1038 | // Executed in a job | 
| 1039 | void Renderer::lookForAbandonedVaos() | 
| 1040 | { | 
| 1041 |     const std::vector<HVao> &activeVaos = m_glResourceManagers->vaoManager()->activeHandles(); | 
| 1042 |     for (HVao handle : activeVaos) { | 
| 1043 |         OpenGLVertexArrayObject *vao = m_glResourceManagers->vaoManager()->data(handle); | 
| 1044 |  | 
| 1045 |         // Make sure to only mark VAOs for deletion that were already created | 
| 1046 |         // (ignore those that might be currently under construction in the render thread) | 
| 1047 |         if (vao && vao->isAbandoned(geomMgr: m_nodesManager->geometryManager(), shaderMgr: m_glResourceManagers->glShaderManager())) { | 
| 1048 |             m_abandonedVaosMutex.lock(); | 
| 1049 |             m_abandonedVaos.push_back(t: handle); | 
| 1050 |             m_abandonedVaosMutex.unlock(); | 
| 1051 |         } | 
| 1052 |     } | 
| 1053 | } | 
| 1054 |  | 
| 1055 | // Executed in a job | 
| 1056 | void Renderer::lookForDirtyBuffers() | 
| 1057 | { | 
| 1058 |     const std::vector<HBuffer> &activeBufferHandles = m_nodesManager->bufferManager()->activeHandles(); | 
| 1059 |     for (const HBuffer &handle: activeBufferHandles) { | 
| 1060 |         Buffer *buffer = m_nodesManager->bufferManager()->data(handle); | 
| 1061 |         if (buffer->isDirty()) | 
| 1062 |             m_dirtyBuffers.push_back(t: handle); | 
| 1063 |     } | 
| 1064 | } | 
| 1065 |  | 
| 1066 | // Called in prepareSubmission | 
| 1067 | void Renderer::lookForDownloadableBuffers() | 
| 1068 | { | 
| 1069 |     m_downloadableBuffers.clear(); | 
| 1070 |     const std::vector<HBuffer> &activeBufferHandles = m_nodesManager->bufferManager()->activeHandles(); | 
| 1071 |     for (const HBuffer &handle : activeBufferHandles) { | 
| 1072 |         Buffer *buffer = m_nodesManager->bufferManager()->data(handle); | 
| 1073 |         if (buffer->access() & QBuffer::Read) | 
| 1074 |             m_downloadableBuffers.push_back(t: buffer->peerId()); | 
| 1075 |     } | 
| 1076 | } | 
| 1077 |  | 
| 1078 | // Executed in a job | 
| 1079 | void Renderer::lookForDirtyTextures() | 
| 1080 | { | 
| 1081 |     // To avoid having Texture or TextureImage maintain relationships between | 
| 1082 |     // one another, we instead perform a lookup here to check if a texture | 
| 1083 |     // image has been updated to then notify textures referencing the image | 
| 1084 |     // that they need to be updated | 
| 1085 |     TextureImageManager *imageManager = m_nodesManager->textureImageManager(); | 
| 1086 |     const std::vector<HTextureImage> &activeTextureImageHandles = imageManager->activeHandles(); | 
| 1087 |     Qt3DCore::QNodeIdVector dirtyImageIds; | 
| 1088 |     for (const HTextureImage &handle: activeTextureImageHandles) { | 
| 1089 |         TextureImage *image = imageManager->data(handle); | 
| 1090 |         if (image->isDirty()) { | 
| 1091 |             dirtyImageIds.push_back(t: image->peerId()); | 
| 1092 |             image->unsetDirty(); | 
| 1093 |         } | 
| 1094 |     } | 
| 1095 |  | 
| 1096 |     TextureManager *textureManager = m_nodesManager->textureManager(); | 
| 1097 |     const std::vector<HTexture> &activeTextureHandles = textureManager->activeHandles(); | 
| 1098 |     for (const HTexture &handle: activeTextureHandles) { | 
| 1099 |         Texture *texture = textureManager->data(handle); | 
| 1100 |         const QNodeIdVector imageIds = texture->textureImageIds(); | 
| 1101 |  | 
| 1102 |         // Does the texture reference any of the dirty texture images? | 
| 1103 |         for (const QNodeId imageId: imageIds) { | 
| 1104 |             if (dirtyImageIds.contains(t: imageId)) { | 
| 1105 |                 texture->addDirtyFlag(flags: Texture::DirtyImageGenerators); | 
| 1106 |                 break; | 
| 1107 |             } | 
| 1108 |         } | 
| 1109 |  | 
| 1110 |         // Dirty meaning that something has changed on the texture | 
| 1111 |         // either properties, parameters, shared texture id, generator or a texture image | 
| 1112 |         if (texture->dirtyFlags() != Texture::NotDirty) | 
| 1113 |             m_dirtyTextures.push_back(t: handle); | 
| 1114 |         // Note: texture dirty flags are reset when actually updating the | 
| 1115 |         // textures in updateGLResources() as resetting flags here would make | 
| 1116 |         // us lose information about what was dirty exactly. | 
| 1117 |     } | 
| 1118 | } | 
| 1119 |  | 
| 1120 | // Executed in a job | 
| 1121 | void Renderer::reloadDirtyShaders() | 
| 1122 | { | 
| 1123 |     Q_ASSERT(isRunning()); | 
| 1124 |     const std::vector<HTechnique> &activeTechniques = m_nodesManager->techniqueManager()->activeHandles(); | 
| 1125 |     const std::vector<HShaderBuilder> &activeBuilders = m_nodesManager->shaderBuilderManager()->activeHandles(); | 
| 1126 |     for (const HTechnique &techniqueHandle : activeTechniques) { | 
| 1127 |         Technique *technique = m_nodesManager->techniqueManager()->data(handle: techniqueHandle); | 
| 1128 |         // If api of the renderer matches the one from the technique | 
| 1129 |         if (technique->isCompatibleWithRenderer()) { | 
| 1130 |             const auto passIds = technique->renderPasses(); | 
| 1131 |             for (const QNodeId &passId : passIds) { | 
| 1132 |                 RenderPass *renderPass = m_nodesManager->renderPassManager()->lookupResource(id: passId); | 
| 1133 |                 HShader shaderHandle = m_nodesManager->shaderManager()->lookupHandle(id: renderPass->shaderProgram()); | 
| 1134 |                 Shader *shader = m_nodesManager->shaderManager()->data(handle: shaderHandle); | 
| 1135 |  | 
| 1136 |                 // Shader could be null if the pass doesn't reference one yet | 
| 1137 |                 if (!shader) | 
| 1138 |                     continue; | 
| 1139 |  | 
| 1140 |                 ShaderBuilder *shaderBuilder = nullptr; | 
| 1141 |                 for (const HShaderBuilder &builderHandle : activeBuilders) { | 
| 1142 |                     ShaderBuilder *builder = m_nodesManager->shaderBuilderManager()->data(handle: builderHandle); | 
| 1143 |                     if (builder->shaderProgramId() == shader->peerId()) { | 
| 1144 |                         shaderBuilder = builder; | 
| 1145 |                         break; | 
| 1146 |                     } | 
| 1147 |                 } | 
| 1148 |  | 
| 1149 |                 if (shaderBuilder) { | 
| 1150 |                     shaderBuilder->setGraphicsApi(*technique->graphicsApiFilter()); | 
| 1151 |  | 
| 1152 |                     for (int i = 0; i <= QShaderProgram::Compute; i++) { | 
| 1153 |                         const auto shaderType = static_cast<QShaderProgram::ShaderType>(i); | 
| 1154 |                         if (!shaderBuilder->shaderGraph(type: shaderType).isValid()) | 
| 1155 |                             continue; | 
| 1156 |  | 
| 1157 |                         if (shaderBuilder->isShaderCodeDirty(type: shaderType)) { | 
| 1158 |                             shaderBuilder->generateCode(type: shaderType); | 
| 1159 |                             m_shaderBuilderUpdates.append(l: shaderBuilder->takePendingUpdates()); | 
| 1160 |                         } | 
| 1161 |  | 
| 1162 |                         const auto code = shaderBuilder->shaderCode(type: shaderType); | 
| 1163 |                         shader->setShaderCode(type: shaderType, code); | 
| 1164 |                     } | 
| 1165 |                 } | 
| 1166 |  | 
| 1167 |                 if (shader->isDirty()) | 
| 1168 |                     loadShader(shader, shaderHandle); | 
| 1169 |             } | 
| 1170 |         } | 
| 1171 |     } | 
| 1172 | } | 
| 1173 |  | 
| 1174 | // Executed in job (in main thread when jobs are done) | 
| 1175 | void Renderer::sendShaderChangesToFrontend(Qt3DCore::QAspectManager *manager) | 
| 1176 | { | 
| 1177 |     Q_ASSERT(isRunning()); | 
| 1178 |  | 
| 1179 |     // Sync Shader | 
| 1180 |     const std::vector<HShader> &activeShaders = m_nodesManager->shaderManager()->activeHandles(); | 
| 1181 |     for (const HShader &handle :activeShaders) { | 
| 1182 |         Shader *s = m_nodesManager->shaderManager()->data(handle); | 
| 1183 |         if (s->requiresFrontendSync()) { | 
| 1184 |             QShaderProgram *frontend = static_cast<decltype(frontend)>(manager->lookupNode(id: s->peerId())); | 
| 1185 |             // Could happen as a backend shader might live beyong the frontend | 
| 1186 |             // the time needed to destroy the GLShader assoicated with it. | 
| 1187 |             if (!frontend) | 
| 1188 |                 continue; | 
| 1189 |             QShaderProgramPrivate *dFrontend = static_cast<decltype(dFrontend)>(QNodePrivate::get(q: frontend)); | 
| 1190 |             s->unsetRequiresFrontendSync(); | 
| 1191 |             dFrontend->setStatus(s->status()); | 
| 1192 |             dFrontend->setLog(s->log()); | 
| 1193 |         } | 
| 1194 |     } | 
| 1195 |  | 
| 1196 |     // Sync ShaderBuilder | 
| 1197 |     const QVector<ShaderBuilderUpdate> shaderBuilderUpdates = std::move(m_shaderBuilderUpdates); | 
| 1198 |     for (const ShaderBuilderUpdate &update : shaderBuilderUpdates) { | 
| 1199 |         QShaderProgramBuilder *builder = static_cast<decltype(builder)>(manager->lookupNode(id: update.builderId)); | 
| 1200 |         QShaderProgramBuilderPrivate *dBuilder = static_cast<decltype(dBuilder)>(QNodePrivate::get(q: builder)); | 
| 1201 |         dBuilder->setShaderCode(code: update.shaderCode, type: update.shaderType); | 
| 1202 |     } | 
| 1203 | } | 
| 1204 |  | 
| 1205 | // Executed in a job (in main thread when jobs are done) | 
| 1206 | void Renderer::sendTextureChangesToFrontend(Qt3DCore::QAspectManager *manager) | 
| 1207 | { | 
| 1208 |     const QVector<QPair<Texture::TextureUpdateInfo, Qt3DCore::QNodeIdVector>> updateTextureProperties = std::move(m_updatedTextureProperties); | 
| 1209 |     for (const auto &pair : updateTextureProperties) { | 
| 1210 |         const Qt3DCore::QNodeIdVector targetIds = pair.second; | 
| 1211 |         for (const Qt3DCore::QNodeId &targetId: targetIds) { | 
| 1212 |             // Lookup texture | 
| 1213 |             Texture *t = m_nodesManager->textureManager()->lookupResource(id: targetId); | 
| 1214 |             // If backend texture is Dirty, some property has changed and the properties we are | 
| 1215 |             // about to send are already outdate | 
| 1216 |             if (t == nullptr || t->dirtyFlags() != Texture::NotDirty) | 
| 1217 |                 continue; | 
| 1218 |  | 
| 1219 |             QAbstractTexture *texture = static_cast<QAbstractTexture *>(manager->lookupNode(id: targetId)); | 
| 1220 |             if (!texture) | 
| 1221 |                 continue; | 
| 1222 |            const TextureProperties &properties = pair.first.properties; | 
| 1223 |  | 
| 1224 |            const bool blocked = texture->blockNotifications(block: true); | 
| 1225 |            texture->setWidth(properties.width); | 
| 1226 |            texture->setHeight(properties.height); | 
| 1227 |            texture->setDepth(properties.depth); | 
| 1228 |            texture->setLayers(properties.layers); | 
| 1229 |            texture->setFormat(properties.format); | 
| 1230 |            texture->blockNotifications(block: blocked); | 
| 1231 |  | 
| 1232 |            QAbstractTexturePrivate *dTexture = static_cast<QAbstractTexturePrivate *>(QNodePrivate::get(q: texture)); | 
| 1233 |  | 
| 1234 |            dTexture->setStatus(properties.status); | 
| 1235 |            dTexture->setHandleType(pair.first.handleType); | 
| 1236 |            dTexture->setHandle(pair.first.handle); | 
| 1237 |         } | 
| 1238 |     } | 
| 1239 | } | 
| 1240 |  | 
| 1241 | // Executed in a job | 
| 1242 | void Renderer::sendSetFenceHandlesToFrontend() | 
| 1243 | { | 
| 1244 |     const QVector<QPair<Qt3DCore::QNodeId, GLFence>> updatedSetFence = std::move(m_updatedSetFences); | 
| 1245 |     FrameGraphManager *fgManager = m_nodesManager->frameGraphManager(); | 
| 1246 |     for (const auto &pair : updatedSetFence) { | 
| 1247 |         FrameGraphNode *fgNode = fgManager->lookupNode(id: pair.first); | 
| 1248 |         if (fgNode != nullptr) { // Node could have been deleted before we got a chance to notify it | 
| 1249 |             Q_ASSERT(fgNode->nodeType() == FrameGraphNode::SetFence); | 
| 1250 |             SetFence *setFenceNode = static_cast<SetFence *>(fgNode); | 
| 1251 |             setFenceNode->setHandleType(QSetFence::OpenGLFenceId); | 
| 1252 |             setFenceNode->setHandle(QVariant::fromValue(value: pair.second)); | 
| 1253 |         } | 
| 1254 |     } | 
| 1255 | } | 
| 1256 |  | 
| 1257 | // Executed in a job (in main thread when jobs done) | 
| 1258 | void Renderer::sendDisablesToFrontend(Qt3DCore::QAspectManager *manager) | 
| 1259 | { | 
| 1260 |     // SubtreeEnabled | 
| 1261 |     const auto updatedDisables = std::move(m_updatedDisableSubtreeEnablers); | 
| 1262 |     for (const auto &nodeId : updatedDisables) { | 
| 1263 |         QSubtreeEnabler *frontend = static_cast<decltype(frontend)>(manager->lookupNode(id: nodeId)); | 
| 1264 |         frontend->setEnabled(false); | 
| 1265 |     } | 
| 1266 |  | 
| 1267 |     // Compute Commands | 
| 1268 |     const std::vector<HComputeCommand> &activeCommands = m_nodesManager->computeJobManager()->activeHandles(); | 
| 1269 |     for (const HComputeCommand &handle :activeCommands) { | 
| 1270 |         ComputeCommand *c = m_nodesManager->computeJobManager()->data(handle); | 
| 1271 |         if (c->hasReachedFrameCount()) { | 
| 1272 |             QComputeCommand *frontend = static_cast<decltype(frontend)>(manager->lookupNode(id: c->peerId())); | 
| 1273 |             frontend->setEnabled(false); | 
| 1274 |             c->resetHasReachedFrameCount(); | 
| 1275 |         } | 
| 1276 |     } | 
| 1277 | } | 
| 1278 |  | 
| 1279 | // Render Thread (or QtQuick RenderThread when using Scene3D) | 
| 1280 | // Scene3D: When using Scene3D rendering, we can't assume that when | 
| 1281 | // updateGLResources is called, the resource handles points to still existing | 
| 1282 | // objects. This is because Scene3D calls doRender independently of whether all | 
| 1283 | // jobs have completed or not which in turn calls proceedToNextFrame under some | 
| 1284 | // conditions. Such conditions are usually met on startup to avoid deadlocks. | 
| 1285 | // proceedToNextFrame triggers the syncChanges calls for the next frame, which | 
| 1286 | // may contain destruction changes targeting resources. When the above | 
| 1287 | // happens, this can result in the dirtyResource vectors containing handles of | 
| 1288 | // objects that may already have been destroyed | 
| 1289 | void Renderer::updateGLResources() | 
| 1290 | { | 
| 1291 |     { | 
| 1292 |         // Update active fence objects: | 
| 1293 |         // - Destroy fences that have reached their signaled state | 
| 1294 |         GLFenceManager *fenceManager = m_glResourceManagers->glFenceManager(); | 
| 1295 |         const auto end = fenceManager->end(); | 
| 1296 |         auto it = fenceManager->begin(); | 
| 1297 |         while (it != end) { | 
| 1298 |             const GLFence fence = it.value(); | 
| 1299 |             if (m_submissionContext->wasSyncSignaled(sync: fence)) { | 
| 1300 |                 // Fence was signaled, we delete it | 
| 1301 |                 // before removing the entry from the manager | 
| 1302 |                 m_submissionContext->deleteSync(sync: fence); | 
| 1303 |                 it = fenceManager->erase(it); | 
| 1304 |             } else { | 
| 1305 |                 ++it; | 
| 1306 |             } | 
| 1307 |         } | 
| 1308 |     } | 
| 1309 |  | 
| 1310 |     { | 
| 1311 |         Profiling::GLTimeRecorder recorder(Profiling::BufferUpload, activeProfiler()); | 
| 1312 |         const QVector<HBuffer> dirtyBufferHandles = std::move(m_dirtyBuffers); | 
| 1313 |         for (const HBuffer &handle: dirtyBufferHandles) { | 
| 1314 |             Buffer *buffer = m_nodesManager->bufferManager()->data(handle); | 
| 1315 |  | 
| 1316 |             // Can be null when using Scene3D rendering | 
| 1317 |             if (buffer == nullptr) | 
| 1318 |                 continue; | 
| 1319 |  | 
| 1320 |             // Forces creation if it doesn't exit | 
| 1321 |             // Also note the binding point doesn't really matter here, we just upload data | 
| 1322 |             if (!m_submissionContext->hasGLBufferForBuffer(buffer)) | 
| 1323 |                 m_submissionContext->glBufferForRenderBuffer(buf: buffer); | 
| 1324 |             // Update the glBuffer data | 
| 1325 |             m_submissionContext->updateBuffer(buffer); | 
| 1326 |             buffer->unsetDirty(); | 
| 1327 |         } | 
| 1328 |     } | 
| 1329 |  | 
| 1330 |     { | 
| 1331 |         Profiling::GLTimeRecorder recorder(Profiling::ShaderUpload, activeProfiler()); | 
| 1332 |         const QVector<HShader> dirtyShaderHandles = std::move(m_dirtyShaders); | 
| 1333 |         ShaderManager *shaderManager = m_nodesManager->shaderManager(); | 
| 1334 |         for (const HShader &handle: dirtyShaderHandles) { | 
| 1335 |             Shader *shader = shaderManager->data(handle); | 
| 1336 |  | 
| 1337 |             // Can be null when using Scene3D rendering | 
| 1338 |             if (shader == nullptr) | 
| 1339 |                 continue; | 
| 1340 |  | 
| 1341 |             // Compile shader | 
| 1342 |             m_submissionContext->loadShader(shader, shaderManager, glShaderManager: m_glResourceManagers->glShaderManager()); | 
| 1343 |  | 
| 1344 |             // Release any VAO referencing this shader. When we build VAO, we | 
| 1345 |             // rely on the shader introspection to know the active uniforms In | 
| 1346 |             // case the shader is reloaded, we might end up having more/less | 
| 1347 |             // active uniforms than prior therefore we need to ensure VAO is | 
| 1348 |             // rebuilt. | 
| 1349 |             VAOManager *vaoManager = m_glResourceManagers->vaoManager(); | 
| 1350 |             const std::vector<HVao> activeVaos = vaoManager->activeHandles(); // copy | 
| 1351 |             for (const HVao &vao : activeVaos) { | 
| 1352 |                 if (vao.data() && vao->key().second == shader->peerId()) | 
| 1353 |                     vaoManager->releaseResource(id: vao->key()); | 
| 1354 |             } | 
| 1355 |  | 
| 1356 |             // Record shader id in vector of vectors loaded this frame | 
| 1357 |             // Given commands need to be built against loaded shader (at next frame) | 
| 1358 |             // we can make use of this vector to skip operations that target this | 
| 1359 |             // shader for this frame | 
| 1360 |             m_lastLoadedShaderIds.push_back(t: shader->peerId()); | 
| 1361 |         } | 
| 1362 |     } | 
| 1363 |  | 
| 1364 |     { | 
| 1365 |         Profiling::GLTimeRecorder recorder(Profiling::TextureUpload, activeProfiler()); | 
| 1366 |         const QVector<HTexture> activeTextureHandles = std::move(m_dirtyTextures); | 
| 1367 |         for (const HTexture &handle: activeTextureHandles) { | 
| 1368 |             Texture *texture = m_nodesManager->textureManager()->data(handle); | 
| 1369 |  | 
| 1370 |             // Can be null when using Scene3D rendering | 
| 1371 |             if (texture ==  nullptr) | 
| 1372 |                 continue; | 
| 1373 |  | 
| 1374 |             // Create or Update GLTexture (the GLTexture instance is created | 
| 1375 |             // (not the underlying GL instance) if required and all things that | 
| 1376 |             // can take place without a GL context are done here) | 
| 1377 |             updateTexture(texture); | 
| 1378 |         } | 
| 1379 |         // We want to upload textures data at this point as the SubmissionThread and | 
| 1380 |         // AspectThread are locked ensuring no races between Texture/TextureImage and | 
| 1381 |         // GLTexture | 
| 1382 |         QNodeIdVector updatedTexturesForFrame; | 
| 1383 |         if (m_submissionContext != nullptr) { | 
| 1384 |             GLTextureManager *glTextureManager = m_glResourceManagers->glTextureManager(); | 
| 1385 |             const std::vector<HGLTexture> &glTextureHandles = glTextureManager->activeHandles(); | 
| 1386 |             // Upload texture data | 
| 1387 |             for (const HGLTexture &glTextureHandle : glTextureHandles) { | 
| 1388 |                 GLTexture *glTexture = glTextureManager->data(handle: glTextureHandle); | 
| 1389 |  | 
| 1390 |                 // We create/update the actual GL texture using the GL context at this point | 
| 1391 |                 const GLTexture::TextureUpdateInfo info = glTexture->createOrUpdateGLTexture(); | 
| 1392 |  | 
| 1393 |                 // GLTexture creation provides us width/height/format ... information | 
| 1394 |                 // for textures which had not initially specified these information (TargetAutomatic...) | 
| 1395 |                 // Gather these information and store them to be distributed by a change next frame | 
| 1396 |                 const QNodeIdVector referenceTextureIds = { glTextureManager->texNodeIdForGLTexture.value(akey: glTexture) }; | 
| 1397 |                 // Store properties and referenceTextureIds | 
| 1398 |                 if (info.wasUpdated) { | 
| 1399 |                     Texture::TextureUpdateInfo updateInfo; | 
| 1400 |                     updateInfo.properties = info.properties; | 
| 1401 |                     updateInfo.handleType = QAbstractTexture::OpenGLTextureId; | 
| 1402 |                     updateInfo.handle = info.texture ? QVariant(info.texture->textureId()) : QVariant(); | 
| 1403 |                     m_updatedTextureProperties.push_back(t: {updateInfo, referenceTextureIds}); | 
| 1404 |                     updatedTexturesForFrame += referenceTextureIds; | 
| 1405 |                 } | 
| 1406 |             } | 
| 1407 |         } | 
| 1408 |  | 
| 1409 |         // If the underlying GL Texture was for whatever reason recreated, we need to make sure | 
| 1410 |         // that if it is used as a color attachment, we rebuild the FBO next time it is used | 
| 1411 |         m_submissionContext->setUpdatedTexture(std::move(updatedTexturesForFrame)); | 
| 1412 |  | 
| 1413 |         // Record ids of texture to cleanup while we are still blocking the aspect thread | 
| 1414 |         m_textureIdsToCleanup += m_nodesManager->textureManager()->takeTexturesIdsToCleanup(); | 
| 1415 |     } | 
| 1416 |  | 
| 1417 |     // Record list of buffer that might need uploading | 
| 1418 |     lookForDownloadableBuffers(); | 
| 1419 |  | 
| 1420 |     // Remove destroyed FBOs | 
| 1421 |     { | 
| 1422 |         const QNodeIdVector destroyedRenderTargetIds = m_nodesManager->renderTargetManager()->takeRenderTargetIdsToCleanup(); | 
| 1423 |         for (const Qt3DCore::QNodeId &renderTargetId : destroyedRenderTargetIds) | 
| 1424 |             m_submissionContext->releaseRenderTarget(id: renderTargetId); | 
| 1425 |     } | 
| 1426 | } | 
| 1427 |  | 
| 1428 | // Render Thread | 
| 1429 | void Renderer::updateTexture(Texture *texture) | 
| 1430 | { | 
| 1431 |     // Check that the current texture images are still in place, if not, do not update | 
| 1432 |     const bool isValid = texture->isValid(manager: m_nodesManager->textureImageManager()); | 
| 1433 |     if (!isValid) { | 
| 1434 |         qWarning() << Q_FUNC_INFO << "QTexture referencing invalid QTextureImages" ; | 
| 1435 |         return; | 
| 1436 |     } | 
| 1437 |  | 
| 1438 |     // All textures are unique, if you instanciate twice the exact same texture | 
| 1439 |     // this will create 2 identical GLTextures, no sharing will take place | 
| 1440 |  | 
| 1441 |     // Try to find the associated GLTexture for the backend Texture | 
| 1442 |     GLTextureManager *glTextureManager = m_glResourceManagers->glTextureManager(); | 
| 1443 |     GLTexture *glTexture = glTextureManager->lookupResource(id: texture->peerId()); | 
| 1444 |  | 
| 1445 |     // No GLTexture associated yet -> create it | 
| 1446 |     if (glTexture == nullptr) { | 
| 1447 |         glTexture = glTextureManager->getOrCreateResource(id: texture->peerId()); | 
| 1448 |         glTextureManager->texNodeIdForGLTexture.insert(akey: glTexture, avalue: texture->peerId()); | 
| 1449 |     } | 
| 1450 |  | 
| 1451 |     // Update GLTexture to match Texture instance | 
| 1452 |     const Texture::DirtyFlags dirtyFlags = texture->dirtyFlags(); | 
| 1453 |     if (dirtyFlags.testFlag(flag: Texture::DirtySharedTextureId)) | 
| 1454 |         glTexture->setSharedTextureId(texture->sharedTextureId()); | 
| 1455 |  | 
| 1456 |     if (dirtyFlags.testFlag(flag: Texture::DirtyProperties)) | 
| 1457 |         glTexture->setProperties(texture->properties()); | 
| 1458 |  | 
| 1459 |     if (dirtyFlags.testFlag(flag: Texture::DirtyParameters)) | 
| 1460 |         glTexture->setParameters(texture->parameters()); | 
| 1461 |  | 
| 1462 |     // Will make the texture requestUpload | 
| 1463 |     if (dirtyFlags.testFlag(flag: Texture::DirtyImageGenerators)) { | 
| 1464 |         const QNodeIdVector textureImageIds = texture->textureImageIds(); | 
| 1465 |         QVector<GLTexture::Image> images; | 
| 1466 |         images.reserve(asize: textureImageIds.size()); | 
| 1467 |         // TODO: Move this into GLTexture directly | 
| 1468 |         for (const QNodeId textureImageId : textureImageIds) { | 
| 1469 |             const TextureImage *img = m_nodesManager->textureImageManager()->lookupResource(id: textureImageId); | 
| 1470 |             if (img == nullptr) { | 
| 1471 |                 qWarning() << Q_FUNC_INFO << "invalid TextureImage handle" ; | 
| 1472 |             } else { | 
| 1473 |                 GLTexture::Image glImg {.generator: img->dataGenerator(), .layer: img->layer(), .mipLevel: img->mipLevel(), .face: img->face()}; | 
| 1474 |                 images.push_back(t: glImg); | 
| 1475 |             } | 
| 1476 |         } | 
| 1477 |         glTexture->setImages(images); | 
| 1478 |     } | 
| 1479 |  | 
| 1480 |     // Will make the texture requestUpload | 
| 1481 |     if (dirtyFlags.testFlag(flag: Texture::DirtyDataGenerator)) | 
| 1482 |         glTexture->setGenerator(texture->dataGenerator()); | 
| 1483 |  | 
| 1484 |     // Will make the texture requestUpload | 
| 1485 |     if (dirtyFlags.testFlag(flag: Texture::DirtyPendingDataUpdates)) | 
| 1486 |         glTexture->addTextureDataUpdates(updates: texture->takePendingTextureDataUpdates()); | 
| 1487 |  | 
| 1488 |     // Unset the dirty flag on the texture | 
| 1489 |     texture->unsetDirty(); | 
| 1490 | } | 
| 1491 |  | 
| 1492 | // Render Thread | 
| 1493 | void Renderer::cleanupTexture(Qt3DCore::QNodeId cleanedUpTextureId) | 
| 1494 | { | 
| 1495 |     GLTextureManager *glTextureManager = m_glResourceManagers->glTextureManager(); | 
| 1496 |     GLTexture *glTexture = glTextureManager->lookupResource(id: cleanedUpTextureId); | 
| 1497 |  | 
| 1498 |     // Destroying the GLTexture implicitely also destroy the GL resources | 
| 1499 |     if (glTexture != nullptr) { | 
| 1500 |         glTextureManager->releaseResource(id: cleanedUpTextureId); | 
| 1501 |         glTextureManager->texNodeIdForGLTexture.remove(akey: glTexture); | 
| 1502 |     } | 
| 1503 | } | 
| 1504 |  | 
| 1505 | // Render Thread | 
| 1506 | void Renderer::cleanupShader(const Shader *shader) | 
| 1507 | { | 
| 1508 |     GLShaderManager *glShaderManager = m_glResourceManagers->glShaderManager(); | 
| 1509 |     GLShader *glShader = glShaderManager->lookupResource(shaderId: shader->peerId()); | 
| 1510 |  | 
| 1511 |     if (glShader != nullptr) | 
| 1512 |         glShaderManager->abandon(apiShader: glShader, shader); | 
| 1513 | } | 
| 1514 |  | 
| 1515 | // Called by SubmitRenderView | 
| 1516 | void Renderer::downloadGLBuffers() | 
| 1517 | { | 
| 1518 |     const QVector<Qt3DCore::QNodeId> downloadableHandles = std::move(m_downloadableBuffers); | 
| 1519 |     for (const Qt3DCore::QNodeId &bufferId : downloadableHandles) { | 
| 1520 |         BufferManager *bufferManager = m_nodesManager->bufferManager(); | 
| 1521 |         BufferManager::ReadLocker locker(const_cast<const BufferManager *>(bufferManager)); | 
| 1522 |         Buffer *buffer = bufferManager->lookupResource(id: bufferId); | 
| 1523 |         // Buffer could have been destroyed at this point | 
| 1524 |         if (!buffer) | 
| 1525 |             continue; | 
| 1526 |         // locker is protecting us from the buffer being destroy while we're looking | 
| 1527 |         // up its content | 
| 1528 |         const QByteArray content = m_submissionContext->downloadBufferContent(buffer); | 
| 1529 |         m_sendBufferCaptureJob->addRequest(request: QPair<Qt3DCore::QNodeId, QByteArray>(bufferId, content)); | 
| 1530 |     } | 
| 1531 | } | 
| 1532 |  | 
| 1533 | // Happens in RenderThread context when all RenderViewJobs are done | 
| 1534 | // Returns the id of the last bound FBO | 
| 1535 | Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVector<RenderView *> &renderViews) | 
| 1536 | { | 
| 1537 |     QElapsedTimer timer; | 
| 1538 |     quint64 queueElapsed = 0; | 
| 1539 |     timer.start(); | 
| 1540 |  | 
| 1541 |     const int renderViewsCount = renderViews.size(); | 
| 1542 |     quint64 frameElapsed = queueElapsed; | 
| 1543 |     m_lastFrameCorrect.storeRelaxed(newValue: 1);    // everything fine until now..... | 
| 1544 |  | 
| 1545 |     qCDebug(Memory) << Q_FUNC_INFO << "rendering frame " ; | 
| 1546 |  | 
| 1547 |     // We might not want to render on the default FBO | 
| 1548 |     uint lastBoundFBOId = m_submissionContext->boundFrameBufferObject(); | 
| 1549 |     QSurface *surface = nullptr; | 
| 1550 |     QSurface *previousSurface = nullptr; | 
| 1551 |     for (const RenderView *rv: renderViews) { | 
| 1552 |         previousSurface = rv->surface(); | 
| 1553 |         if (previousSurface) | 
| 1554 |             break; | 
| 1555 |     } | 
| 1556 |     QSurface *lastUsedSurface = nullptr; | 
| 1557 |  | 
| 1558 |     bool imGuiOverlayShown = false; | 
| 1559 |     for (int i = 0; i < renderViewsCount; ++i) { | 
| 1560 |         // Initialize GraphicsContext for drawing | 
| 1561 |         // If the RenderView has a RenderStateSet defined | 
| 1562 |         RenderView *renderView = renderViews.at(i); | 
| 1563 |  | 
| 1564 |         if (renderView->shouldSkipSubmission()) | 
| 1565 |             continue; | 
| 1566 |  | 
| 1567 |         // Check if using the same surface as the previous RenderView. | 
| 1568 |         // If not, we have to free up the context from the previous surface | 
| 1569 |         // and make the context current on the new surface | 
| 1570 |         surface = renderView->surface(); | 
| 1571 |         SurfaceLocker surfaceLock(surface); | 
| 1572 |  | 
| 1573 |         // TO DO: Make sure that the surface we are rendering too has not been unset | 
| 1574 |  | 
| 1575 |         // For now, if we do not have a surface, skip this renderview | 
| 1576 |         // TODO: Investigate if it's worth providing a fallback offscreen surface | 
| 1577 |         //       to use when surface is null. Or if we should instead expose an | 
| 1578 |         //       offscreensurface to Qt3D. | 
| 1579 |         if (!surface || !surfaceLock.isSurfaceValid()) { | 
| 1580 |             m_lastFrameCorrect.storeRelaxed(newValue: 0); | 
| 1581 |             continue; | 
| 1582 |         } | 
| 1583 |  | 
| 1584 |         lastUsedSurface = surface; | 
| 1585 |         const bool surfaceHasChanged = surface != previousSurface; | 
| 1586 |  | 
| 1587 |         if (surfaceHasChanged && previousSurface) { | 
| 1588 |             const bool swapBuffers = lastBoundFBOId == m_submissionContext->defaultFBO() | 
| 1589 |                     && surfaceLock.isSurfaceValid() | 
| 1590 |                     && m_shouldSwapBuffers; | 
| 1591 |             // We only call swap buffer if we are sure the previous surface is still valid | 
| 1592 |             m_submissionContext->endDrawing(swapBuffers); | 
| 1593 |         } | 
| 1594 |  | 
| 1595 |         if (surfaceHasChanged) { | 
| 1596 |             // If we can't make the context current on the surface, skip to the | 
| 1597 |             // next RenderView. We won't get the full frame but we may get something | 
| 1598 |             if (!m_submissionContext->beginDrawing(surface)) { | 
| 1599 |                 qWarning() << "Failed to make OpenGL context current on surface" ; | 
| 1600 |                 m_lastFrameCorrect.storeRelaxed(newValue: 0); | 
| 1601 |                 continue; | 
| 1602 |             } | 
| 1603 |  | 
| 1604 |             previousSurface = surface; | 
| 1605 |             lastBoundFBOId = m_submissionContext->boundFrameBufferObject(); | 
| 1606 |         } | 
| 1607 |  | 
| 1608 |         // Apply Memory Barrier if needed | 
| 1609 |         if (renderView->memoryBarrier() != QMemoryBarrier::None) | 
| 1610 |             m_submissionContext->memoryBarrier(barriers: renderView->memoryBarrier()); | 
| 1611 |  | 
| 1612 |  | 
| 1613 |         // Insert Fence into command stream if needed | 
| 1614 |         const Qt3DCore::QNodeIdVector insertFenceIds = renderView->insertFenceIds(); | 
| 1615 |         GLFenceManager *fenceManager = m_glResourceManagers->glFenceManager(); | 
| 1616 |         for (const Qt3DCore::QNodeId insertFenceId : insertFenceIds) { | 
| 1617 |             // If the fence is not in the manager, then it hasn't been inserted | 
| 1618 |             // into the command stream yet. | 
| 1619 |             if (fenceManager->find(akey: insertFenceId) == fenceManager->end()) { | 
| 1620 |                 // Insert fence into command stream | 
| 1621 |                 GLFence glFence = m_submissionContext->fenceSync(); | 
| 1622 |                 // Record glFence | 
| 1623 |                 fenceManager->insert(akey: insertFenceId, avalue: glFence); | 
| 1624 |                 // Add entry for notification changes to be sent | 
| 1625 |                 m_updatedSetFences.push_back(t: {insertFenceId, glFence}); | 
| 1626 |             } | 
| 1627 |             // If it is in the manager, then it hasn't been signaled yet, | 
| 1628 |             // nothing we can do but try at the next frame | 
| 1629 |         } | 
| 1630 |  | 
| 1631 |         // Wait for fences if needed | 
| 1632 |         const QVector<QWaitFenceData> waitFences = renderView->waitFences(); | 
| 1633 |         for (const QWaitFenceData &waitFence : waitFences) { | 
| 1634 |             // TO DO | 
| 1635 |             if (waitFence.handleType != QWaitFence::OpenGLFenceId) { | 
| 1636 |                 qWarning() << "WaitFence handleType should be OpenGLFenceId when using the Qt 3D OpenGL renderer" ; | 
| 1637 |                 continue; | 
| 1638 |             } | 
| 1639 |             GLFence fence = reinterpret_cast<GLFence>(waitFence.handle.value<qintptr>()); | 
| 1640 |             if (fence == nullptr) | 
| 1641 |                 continue; | 
| 1642 |  | 
| 1643 |             if (waitFence.waitOnCPU) { | 
| 1644 |                 m_submissionContext->clientWaitSync(sync: fence, | 
| 1645 |                                                     nanoSecTimeout: waitFence.timeout); | 
| 1646 |             } else { | 
| 1647 |                 m_submissionContext->waitSync(sync: fence); | 
| 1648 |             } | 
| 1649 |         } | 
| 1650 |  | 
| 1651 |         // Note: the RenderStateSet is allocated once per RV if needed | 
| 1652 |         // and it contains a list of StateVariant value types | 
| 1653 |         RenderStateSet *renderViewStateSet = renderView->stateSet(); | 
| 1654 |  | 
| 1655 |         { | 
| 1656 |             Profiling::GLTimeRecorder recorder(Profiling::StateUpdate, activeProfiler()); | 
| 1657 |             // Set the RV state if not null, | 
| 1658 |             if (renderViewStateSet != nullptr) | 
| 1659 |                 m_submissionContext->setCurrentStateSet(renderViewStateSet); | 
| 1660 |             else | 
| 1661 |                 m_submissionContext->setCurrentStateSet(m_defaultRenderStateSet); | 
| 1662 |         } | 
| 1663 |  | 
| 1664 |         // Set RenderTarget ... | 
| 1665 |         // Activate RenderTarget | 
| 1666 |         { | 
| 1667 |             Profiling::GLTimeRecorder recorder(Profiling::RenderTargetUpdate, activeProfiler()); | 
| 1668 |             m_submissionContext->activateRenderTarget(id: renderView->renderTargetId(), | 
| 1669 |                                                     attachments: renderView->attachmentPack(), | 
| 1670 |                                                     defaultFboId: lastBoundFBOId); | 
| 1671 |         } | 
| 1672 |  | 
| 1673 |         { | 
| 1674 |             Profiling::GLTimeRecorder recorder(Profiling::ClearBuffer, activeProfiler()); | 
| 1675 |             // set color, depth, stencil clear values (only if needed) | 
| 1676 |             auto clearBufferTypes = renderView->clearTypes(); | 
| 1677 |             if (clearBufferTypes & QClearBuffers::ColorBuffer) { | 
| 1678 |                 const QVector4D vCol = renderView->globalClearColorBufferInfo().clearColor; | 
| 1679 |                 m_submissionContext->clearColor(color: QColor::fromRgbF(r: vCol.x(), g: vCol.y(), b: vCol.z(), a: vCol.w())); | 
| 1680 |             } | 
| 1681 |             if (clearBufferTypes & QClearBuffers::DepthBuffer) | 
| 1682 |                 m_submissionContext->clearDepthValue(depth: renderView->clearDepthValue()); | 
| 1683 |             if (clearBufferTypes & QClearBuffers::StencilBuffer) | 
| 1684 |                 m_submissionContext->clearStencilValue(stencil: renderView->clearStencilValue()); | 
| 1685 |  | 
| 1686 |             // Clear BackBuffer | 
| 1687 |             m_submissionContext->clearBackBuffer(buffers: clearBufferTypes); | 
| 1688 |  | 
| 1689 |             // if there are ClearColors set for different draw buffers, | 
| 1690 |             // clear each of these draw buffers individually now | 
| 1691 |             const QVector<ClearBufferInfo> clearDrawBuffers = renderView->specificClearColorBufferInfo(); | 
| 1692 |             for (const ClearBufferInfo &clearBuffer : clearDrawBuffers) | 
| 1693 |                 m_submissionContext->clearBufferf(drawbuffer: clearBuffer.drawBufferIndex, values: clearBuffer.clearColor); | 
| 1694 |         } | 
| 1695 |  | 
| 1696 |         // Set the Viewport | 
| 1697 |         m_submissionContext->setViewport(viewport: renderView->viewport(), surfaceSize: renderView->surfaceSize()); | 
| 1698 |  | 
| 1699 |         // Execute the render commands | 
| 1700 |         if (!executeCommandsSubmission(rv: renderView)) | 
| 1701 |             m_lastFrameCorrect.storeRelaxed(newValue: 0);    // something went wrong; make sure to render the next frame! | 
| 1702 |  | 
| 1703 |         // executeCommandsSubmission takes care of restoring the stateset to the value | 
| 1704 |         // of gc->currentContext() at the moment it was called (either | 
| 1705 |         // renderViewStateSet or m_defaultRenderStateSet) | 
| 1706 |         if (!renderView->renderCaptureNodeId().isNull()) { | 
| 1707 |             const QRenderCaptureRequest request = renderView->renderCaptureRequest(); | 
| 1708 |             const QSize size = m_submissionContext->renderTargetSize(surfaceSize: renderView->surfaceSize()); | 
| 1709 |             QRect rect(QPoint(0, 0), size); | 
| 1710 |             if (!request.rect.isEmpty()) | 
| 1711 |                 rect = rect.intersected(other: request.rect); | 
| 1712 |             QImage image; | 
| 1713 |             if (!rect.isEmpty()) { | 
| 1714 |                 // Bind fbo as read framebuffer | 
| 1715 |                 m_submissionContext->bindFramebuffer(fbo: m_submissionContext->activeFBO(), mode: GraphicsHelperInterface::FBORead); | 
| 1716 |                 image = m_submissionContext->readFramebuffer(rect); | 
| 1717 |             } else { | 
| 1718 |                 qWarning() << "Requested capture rectangle is outside framebuffer" ; | 
| 1719 |             } | 
| 1720 |             Render::RenderCapture *renderCapture = | 
| 1721 |                     static_cast<Render::RenderCapture*>(m_nodesManager->frameGraphManager()->lookupNode(id: renderView->renderCaptureNodeId())); | 
| 1722 |             renderCapture->addRenderCapture(captureId: request.captureId, image); | 
| 1723 |             if (!m_pendingRenderCaptureSendRequests.contains(t: renderView->renderCaptureNodeId())) | 
| 1724 |                 m_pendingRenderCaptureSendRequests.push_back(t: renderView->renderCaptureNodeId()); | 
| 1725 |         } | 
| 1726 |  | 
| 1727 |         if (renderView->isDownloadBuffersEnable()) | 
| 1728 |             downloadGLBuffers(); | 
| 1729 |  | 
| 1730 |         // Perform BlitFramebuffer operations | 
| 1731 |         if (renderView->hasBlitFramebufferInfo()) { | 
| 1732 |             const auto &blitFramebufferInfo = renderView->blitFrameBufferInfo(); | 
| 1733 |             const QNodeId inputTargetId = blitFramebufferInfo.sourceRenderTargetId; | 
| 1734 |             const QNodeId outputTargetId = blitFramebufferInfo.destinationRenderTargetId; | 
| 1735 |             const QRect inputRect = blitFramebufferInfo.sourceRect; | 
| 1736 |             const QRect outputRect = blitFramebufferInfo.destinationRect; | 
| 1737 |             const QRenderTargetOutput::AttachmentPoint inputAttachmentPoint = blitFramebufferInfo.sourceAttachmentPoint; | 
| 1738 |             const QRenderTargetOutput::AttachmentPoint outputAttachmentPoint = blitFramebufferInfo.destinationAttachmentPoint; | 
| 1739 |             const QBlitFramebuffer::InterpolationMethod interpolationMethod = blitFramebufferInfo.interpolationMethod; | 
| 1740 |             m_submissionContext->blitFramebuffer(outputRenderTargetId: inputTargetId, inputRenderTargetId: outputTargetId, inputRect, outputRect, defaultFboId: lastBoundFBOId, | 
| 1741 |                                                  inputAttachmentPoint, outputAttachmentPoint, | 
| 1742 |                                                  interpolationMethod); | 
| 1743 |         } | 
| 1744 |  | 
| 1745 | #ifndef Q_OS_INTEGRITY | 
| 1746 |         if (!imGuiOverlayShown && renderView->showDebugOverlay()) { | 
| 1747 |             imGuiOverlayShown = true; | 
| 1748 |             if (!m_imGuiRenderer) { | 
| 1749 |                 m_imGuiRenderer = new Debug::ImGuiRenderer(this); | 
| 1750 |                 if (m_settings) | 
| 1751 |                     m_imGuiRenderer->setCapabilities(m_settings->capabilities()); | 
| 1752 |             } | 
| 1753 |  | 
| 1754 |             { | 
| 1755 |                 QMutexLocker l(&m_frameEventsMutex); | 
| 1756 |                 for (auto &keyEvent: m_frameKeyEvents) | 
| 1757 |                     m_imGuiRenderer->processEvent(event: &keyEvent); | 
| 1758 |                 for (auto &mouseEvent: m_frameMouseEvents) | 
| 1759 |                     m_imGuiRenderer->processEvent(event: &mouseEvent.second); | 
| 1760 |             } | 
| 1761 |             m_imGuiRenderer->renderDebugOverlay(renderViews, renderView, jobsInLastFrame: m_jobsInLastFrame); | 
| 1762 |         } | 
| 1763 | #endif | 
| 1764 |  | 
| 1765 |         frameElapsed = timer.elapsed() - frameElapsed; | 
| 1766 |         qCDebug(Rendering) << Q_FUNC_INFO << "Submitted Renderview "  << i + 1 << "/"  << renderViewsCount  << "in "  << frameElapsed << "ms" ; | 
| 1767 |         frameElapsed = timer.elapsed(); | 
| 1768 |     } | 
| 1769 |  | 
| 1770 |     // Bind lastBoundFBOId back. Needed also in threaded mode. | 
| 1771 |     // lastBoundFBOId != m_graphicsContext->activeFBO() when the last FrameGraph leaf node/renderView | 
| 1772 |     // contains RenderTargetSelector/RenderTarget | 
| 1773 |     if (lastBoundFBOId != m_submissionContext->activeFBO()) | 
| 1774 |         m_submissionContext->bindFramebuffer(fbo: lastBoundFBOId, mode: GraphicsHelperInterface::FBOReadAndDraw); | 
| 1775 |  | 
| 1776 |     // Reset state and call doneCurrent if the surface | 
| 1777 |     // is valid and was actually activated | 
| 1778 |     if (lastUsedSurface && m_submissionContext->hasValidGLHelper()) { | 
| 1779 |         // Reset state to the default state if the last stateset is not the | 
| 1780 |         // defaultRenderStateSet | 
| 1781 |         if (m_submissionContext->currentStateSet() != m_defaultRenderStateSet) | 
| 1782 |             m_submissionContext->setCurrentStateSet(m_defaultRenderStateSet); | 
| 1783 |     } | 
| 1784 |  | 
| 1785 |     queueElapsed = timer.elapsed() - queueElapsed; | 
| 1786 |     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" ; | 
| 1787 |     qCDebug(Rendering) << Q_FUNC_INFO << "Submission Completed in "  << timer.elapsed() << "ms" ; | 
| 1788 |  | 
| 1789 |     // Stores the necessary information to safely perform | 
| 1790 |     // the last swap buffer call | 
| 1791 |     ViewSubmissionResultData resultData; | 
| 1792 |     resultData.lastBoundFBOId = lastBoundFBOId; | 
| 1793 |     resultData.surface = lastUsedSurface; | 
| 1794 |     return resultData; | 
| 1795 | } | 
| 1796 |  | 
| 1797 | void Renderer::markDirty(BackendNodeDirtySet changes, BackendNode *node) | 
| 1798 | { | 
| 1799 |     Q_UNUSED(node) | 
| 1800 |     m_dirtyBits.marked |= changes; | 
| 1801 | } | 
| 1802 |  | 
| 1803 | Renderer::BackendNodeDirtySet Renderer::dirtyBits() | 
| 1804 | { | 
| 1805 |     return m_dirtyBits.marked; | 
| 1806 | } | 
| 1807 |  | 
| 1808 | #if defined(QT_BUILD_INTERNAL) | 
| 1809 | void Renderer::clearDirtyBits(BackendNodeDirtySet changes) | 
| 1810 | { | 
| 1811 |     m_dirtyBits.remaining &= ~changes; | 
| 1812 |     m_dirtyBits.marked &= ~changes; | 
| 1813 | } | 
| 1814 | #endif | 
| 1815 |  | 
| 1816 | bool Renderer::shouldRender() const | 
| 1817 | { | 
| 1818 |     // Only render if something changed during the last frame, or the last frame | 
| 1819 |     // was not rendered successfully (or render-on-demand is disabled) | 
| 1820 |     return ((m_settings && m_settings->renderPolicy() == QRenderSettings::Always) | 
| 1821 |             || m_dirtyBits.marked != 0 | 
| 1822 |             || m_dirtyBits.remaining != 0 | 
| 1823 |             || !m_lastFrameCorrect.loadRelaxed()); | 
| 1824 | } | 
| 1825 |  | 
| 1826 | void Renderer::skipNextFrame() | 
| 1827 | { | 
| 1828 |     Q_ASSERT(m_settings->renderPolicy() != QRenderSettings::Always); | 
| 1829 |  | 
| 1830 |     // make submitRenderViews() actually run | 
| 1831 |     m_renderQueue->setNoRender(); | 
| 1832 |     m_submitRenderViewsSemaphore.release(n: 1); | 
| 1833 | } | 
| 1834 |  | 
| 1835 | void Renderer::jobsDone(Qt3DCore::QAspectManager *manager) | 
| 1836 | { | 
| 1837 |     // called in main thread once all jobs are done running | 
| 1838 |  | 
| 1839 |     // sync captured renders to frontend | 
| 1840 |     const QVector<Qt3DCore::QNodeId> pendingCaptureIds = std::move(m_pendingRenderCaptureSendRequests); | 
| 1841 |     for (const Qt3DCore::QNodeId &id : qAsConst(t: pendingCaptureIds)) { | 
| 1842 |         auto *backend = static_cast<Qt3DRender::Render::RenderCapture *> | 
| 1843 |             (m_nodesManager->frameGraphManager()->lookupNode(id)); | 
| 1844 |         backend->syncRenderCapturesToFrontend(manager); | 
| 1845 |     } | 
| 1846 |  | 
| 1847 |     // Do we need to notify any texture about property changes? | 
| 1848 |     if (m_updatedTextureProperties.size() > 0) | 
| 1849 |         sendTextureChangesToFrontend(manager); | 
| 1850 |  | 
| 1851 |     sendDisablesToFrontend(manager); | 
| 1852 | } | 
| 1853 |  | 
| 1854 | void Renderer::setPendingEvents(const QList<QPair<QObject *, QMouseEvent> > &mouseEvents, const QList<QKeyEvent> &keyEvents) | 
| 1855 | { | 
| 1856 |     QMutexLocker l(&m_frameEventsMutex); | 
| 1857 |     m_frameMouseEvents = mouseEvents; | 
| 1858 |     m_frameKeyEvents = keyEvents; | 
| 1859 | } | 
| 1860 |  | 
| 1861 | // Jobs we may have to run even if no rendering will happen | 
| 1862 | QVector<QAspectJobPtr> Renderer::preRenderingJobs() | 
| 1863 | { | 
| 1864 |     QVector<QAspectJobPtr> jobs; | 
| 1865 |  | 
| 1866 |     // Do we need to notify frontend about fence change? | 
| 1867 |     if (m_updatedSetFences.size() > 0) | 
| 1868 |         jobs.push_back(t: m_sendSetFenceHandlesToFrontendJob); | 
| 1869 |  | 
| 1870 |     if (m_sendBufferCaptureJob->hasRequests()) | 
| 1871 |         jobs.push_back(t: m_sendBufferCaptureJob); | 
| 1872 |  | 
| 1873 |     return jobs; | 
| 1874 | } | 
| 1875 |  | 
| 1876 | // Waits to be told to create jobs for the next frame | 
| 1877 | // Called by QRenderAspect jobsToExecute context of QAspectThread | 
| 1878 | // Returns all the jobs (and with proper dependency chain) required | 
| 1879 | // for the rendering of the scene | 
| 1880 | QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs() | 
| 1881 | { | 
| 1882 |     QVector<QAspectJobPtr> renderBinJobs; | 
| 1883 |  | 
| 1884 |     // Remove previous dependencies | 
| 1885 |     m_cleanupJob->removeDependency(dependency: QWeakPointer<QAspectJob>()); | 
| 1886 |  | 
| 1887 |     const bool dirtyParametersForCurrentFrame = m_dirtyBits.marked & AbstractRenderer::ParameterDirty; | 
| 1888 |     const BackendNodeDirtySet dirtyBitsForFrame = m_dirtyBits.marked | m_dirtyBits.remaining; | 
| 1889 |     m_dirtyBits.marked = {}; | 
| 1890 |     m_dirtyBits.remaining = {}; | 
| 1891 |     BackendNodeDirtySet notCleared = {}; | 
| 1892 |  | 
| 1893 |     // Add jobs | 
| 1894 |     if (dirtyBitsForFrame & AbstractRenderer::TransformDirty) | 
| 1895 |         renderBinJobs.push_back(t: m_updateShaderDataTransformJob); | 
| 1896 |  | 
| 1897 |     // TO DO: Conditionally add if skeletons dirty | 
| 1898 |     renderBinJobs.push_back(t: m_cleanupJob); | 
| 1899 |  | 
| 1900 |     // Jobs to prepare GL Resource upload | 
| 1901 |     renderBinJobs.push_back(t: m_vaoGathererJob); | 
| 1902 |  | 
| 1903 |     if (dirtyBitsForFrame & AbstractRenderer::BuffersDirty) | 
| 1904 |         renderBinJobs.push_back(t: m_bufferGathererJob); | 
| 1905 |  | 
| 1906 |     if (dirtyBitsForFrame & AbstractRenderer::TexturesDirty) | 
| 1907 |         renderBinJobs.push_back(t: m_textureGathererJob); | 
| 1908 |  | 
| 1909 |     // Layer cache is dependent on layers, layer filters (hence FG structure | 
| 1910 |     // changes) and the enabled flag on entities | 
| 1911 |     const bool entitiesEnabledDirty = dirtyBitsForFrame & AbstractRenderer::EntityEnabledDirty; | 
| 1912 |     const bool frameGraphDirty = dirtyBitsForFrame & AbstractRenderer::FrameGraphDirty; | 
| 1913 |     const bool layersDirty = dirtyBitsForFrame & AbstractRenderer::LayersDirty; | 
| 1914 |     const bool layersCacheNeedsToBeRebuilt = layersDirty || entitiesEnabledDirty || frameGraphDirty; | 
| 1915 |     const bool shadersDirty = dirtyBitsForFrame & AbstractRenderer::ShadersDirty; | 
| 1916 |     const bool materialDirty = dirtyBitsForFrame & AbstractRenderer::MaterialDirty; | 
| 1917 |     const bool lightsDirty = dirtyBitsForFrame & AbstractRenderer::LightsDirty; | 
| 1918 |     const bool computeableDirty = dirtyBitsForFrame & AbstractRenderer::ComputeDirty; | 
| 1919 |     const bool renderableDirty = dirtyBitsForFrame & AbstractRenderer::GeometryDirty; | 
| 1920 |     const bool materialCacheNeedsToBeRebuilt = shadersDirty || materialDirty || frameGraphDirty; | 
| 1921 |     const bool renderCommandsDirty = materialCacheNeedsToBeRebuilt || renderableDirty || computeableDirty; | 
| 1922 |  | 
| 1923 |     if (renderableDirty) | 
| 1924 |         renderBinJobs.push_back(t: m_renderableEntityFilterJob); | 
| 1925 |  | 
| 1926 |     if (computeableDirty) | 
| 1927 |         renderBinJobs.push_back(t: m_computableEntityFilterJob); | 
| 1928 |  | 
| 1929 |     if (lightsDirty) | 
| 1930 |         renderBinJobs.push_back(t: m_lightGathererJob); | 
| 1931 |  | 
| 1932 |     QMutexLocker lock(m_renderQueue->mutex()); | 
| 1933 |     if (m_renderQueue->wasReset()) { // Have we rendered yet? (Scene3D case) | 
| 1934 |         // Traverse the current framegraph. For each leaf node create a | 
| 1935 |         // RenderView and set its configuration then create a job to | 
| 1936 |         // populate the RenderView with a set of RenderCommands that get | 
| 1937 |         // their details from the RenderNodes that are visible to the | 
| 1938 |         // Camera selected by the framegraph configuration | 
| 1939 |         if (frameGraphDirty) { | 
| 1940 |             FrameGraphVisitor visitor(m_nodesManager->frameGraphManager()); | 
| 1941 |             m_frameGraphLeaves = visitor.traverse(root: frameGraphRoot()); | 
| 1942 |             // Remove leaf nodes that no longer exist from cache | 
| 1943 |             const QList<FrameGraphNode *> keys = m_cache.leafNodeCache.keys(); | 
| 1944 |             for (FrameGraphNode *leafNode : keys) { | 
| 1945 |                 if (!m_frameGraphLeaves.contains(t: leafNode)) | 
| 1946 |                     m_cache.leafNodeCache.remove(akey: leafNode); | 
| 1947 |             } | 
| 1948 |  | 
| 1949 |             // Handle single shot subtree enablers | 
| 1950 |             const auto subtreeEnablers = visitor.takeEnablersToDisable(); | 
| 1951 |             for (auto *node : subtreeEnablers) | 
| 1952 |                 m_updatedDisableSubtreeEnablers.push_back(t: node->peerId()); | 
| 1953 |         } | 
| 1954 |  | 
| 1955 |         int idealThreadCount = QThreadPooler::maxThreadCount(); | 
| 1956 |  | 
| 1957 |         const int fgBranchCount = m_frameGraphLeaves.size(); | 
| 1958 |         if (fgBranchCount > 1) { | 
| 1959 |             int workBranches = fgBranchCount; | 
| 1960 |             for (auto leaf: qAsConst(t&: m_frameGraphLeaves)) | 
| 1961 |                 if (leaf->nodeType() == FrameGraphNode::NoDraw) | 
| 1962 |                     --workBranches; | 
| 1963 |  | 
| 1964 |             if (idealThreadCount > 4 && workBranches) | 
| 1965 |                 idealThreadCount = qMax(a: 4, b: idealThreadCount / workBranches); | 
| 1966 |         } | 
| 1967 |  | 
| 1968 |         for (int i = 0; i < fgBranchCount; ++i) { | 
| 1969 |             FrameGraphNode *leaf = m_frameGraphLeaves.at(i); | 
| 1970 |             RenderViewBuilder builder(leaf, i, this); | 
| 1971 |             builder.setOptimalJobCount(leaf->nodeType() == FrameGraphNode::NoDraw ? 1 : idealThreadCount); | 
| 1972 |  | 
| 1973 |             // If we have a new RV (wasn't in the cache before, then it contains no cached data) | 
| 1974 |             const bool isNewRV = !m_cache.leafNodeCache.contains(akey: leaf); | 
| 1975 |             builder.setLayerCacheNeedsToBeRebuilt(layersCacheNeedsToBeRebuilt || isNewRV); | 
| 1976 |             builder.setMaterialGathererCacheNeedsToBeRebuilt(materialCacheNeedsToBeRebuilt || isNewRV); | 
| 1977 |             builder.setRenderCommandCacheNeedsToBeRebuilt(renderCommandsDirty || isNewRV); | 
| 1978 |             builder.setLightCacheNeedsToBeRebuilt(lightsDirty); | 
| 1979 |  | 
| 1980 |             // Insert leaf into cache | 
| 1981 |             if (isNewRV) { | 
| 1982 |                 m_cache.leafNodeCache[leaf] = {}; | 
| 1983 |             } | 
| 1984 |  | 
| 1985 |             builder.prepareJobs(); | 
| 1986 |             renderBinJobs.append(l: builder.buildJobHierachy()); | 
| 1987 |         } | 
| 1988 |  | 
| 1989 |         // Set target number of RenderViews | 
| 1990 |         m_renderQueue->setTargetRenderViewCount(fgBranchCount); | 
| 1991 |     } else { | 
| 1992 |         // FilterLayerEntityJob is part of the RenderViewBuilder jobs and must be run later | 
| 1993 |         // if none of those jobs are started this frame | 
| 1994 |         notCleared |= AbstractRenderer::EntityEnabledDirty; | 
| 1995 |         notCleared |= AbstractRenderer::LayersDirty; | 
| 1996 |         notCleared |= AbstractRenderer::FrameGraphDirty; | 
| 1997 |     } | 
| 1998 |  | 
| 1999 |     if (isRunning() && m_submissionContext->isInitialized()) { | 
| 2000 |         if (dirtyBitsForFrame & AbstractRenderer::TechniquesDirty ) | 
| 2001 |             renderBinJobs.push_back(t: m_filterCompatibleTechniqueJob); | 
| 2002 |         if (dirtyBitsForFrame & AbstractRenderer::ShadersDirty) | 
| 2003 |             renderBinJobs.push_back(t: m_introspectShaderJob); | 
| 2004 |     } else { | 
| 2005 |         notCleared |= AbstractRenderer::TechniquesDirty; | 
| 2006 |         notCleared |= AbstractRenderer::ShadersDirty; | 
| 2007 |     } | 
| 2008 |  | 
| 2009 |     m_dirtyBits.remaining = dirtyBitsForFrame & notCleared; | 
| 2010 |  | 
| 2011 |     // Dirty Parameters might need 2 frames to react if the parameter references a texture | 
| 2012 |     if (dirtyParametersForCurrentFrame) | 
| 2013 |         m_dirtyBits.remaining |= AbstractRenderer::ParameterDirty; | 
| 2014 |  | 
| 2015 |     return renderBinJobs; | 
| 2016 | } | 
| 2017 |  | 
| 2018 | QAbstractFrameAdvanceService *Renderer::frameAdvanceService() const | 
| 2019 | { | 
| 2020 |     return static_cast<Qt3DCore::QAbstractFrameAdvanceService *>(m_vsyncFrameAdvanceService.data()); | 
| 2021 | } | 
| 2022 |  | 
| 2023 | // Called by executeCommands | 
| 2024 | void Renderer::performDraw(const RenderCommand *command) | 
| 2025 | { | 
| 2026 |     // Indirect Draw Calls | 
| 2027 |     if (command->m_drawIndirect) { | 
| 2028 |  | 
| 2029 |         // Bind the indirect draw buffer | 
| 2030 |         Buffer *indirectDrawBuffer = m_nodesManager->bufferManager()->data(handle: command->m_indirectDrawBuffer); | 
| 2031 |         if (Q_UNLIKELY(indirectDrawBuffer == nullptr)) { | 
| 2032 |             qWarning() << "Invalid Indirect Draw Buffer - failed to retrieve Buffer" ; | 
| 2033 |             return; | 
| 2034 |         } | 
| 2035 |  | 
| 2036 |         // Get GLBuffer from Buffer; | 
| 2037 |         GLBuffer *indirectDrawGLBuffer = m_submissionContext->glBufferForRenderBuffer(buf: indirectDrawBuffer); | 
| 2038 |         if (Q_UNLIKELY(indirectDrawGLBuffer == nullptr)) { | 
| 2039 |             qWarning() << "Invalid Indirect Draw Buffer - failed to retrieve GLBuffer" ; | 
| 2040 |             return; | 
| 2041 |         } | 
| 2042 |  | 
| 2043 |         // Bind GLBuffer | 
| 2044 |         const bool successfullyBound = indirectDrawGLBuffer->bind(ctx: m_submissionContext.data(), t: GLBuffer::DrawIndirectBuffer); | 
| 2045 |  | 
| 2046 |         if (Q_LIKELY(successfullyBound)) { | 
| 2047 |             // TO DO: Handle multi draw variants if attribute count > 1 | 
| 2048 |             if (command->m_drawIndexed) { | 
| 2049 |                 m_submissionContext->drawElementsIndirect(mode: command->m_primitiveType, | 
| 2050 |                                                         type: command->m_indexAttributeDataType, | 
| 2051 |                                                         indirect: reinterpret_cast<void*>(quintptr(command->m_indirectAttributeByteOffset))); | 
| 2052 |             } else { | 
| 2053 |                 m_submissionContext->drawArraysIndirect(mode: command->m_primitiveType, | 
| 2054 |                                                       indirect: reinterpret_cast<void*>(quintptr(command->m_indirectAttributeByteOffset))); | 
| 2055 |             } | 
| 2056 |         } else { | 
| 2057 |             qWarning() << "Failed to bind IndirectDrawBuffer" ; | 
| 2058 |         } | 
| 2059 |  | 
| 2060 |     } else { // Direct Draw Calls | 
| 2061 |  | 
| 2062 |         // TO DO: Add glMulti Draw variants | 
| 2063 |         if (command->m_primitiveType == QGeometryRenderer::Patches) | 
| 2064 |             m_submissionContext->setVerticesPerPatch(command->m_verticesPerPatch); | 
| 2065 |  | 
| 2066 |         if (command->m_primitiveRestartEnabled) | 
| 2067 |             m_submissionContext->enablePrimitiveRestart(restartIndex: command->m_restartIndexValue); | 
| 2068 |  | 
| 2069 |         // TO DO: Add glMulti Draw variants | 
| 2070 |         if (command->m_drawIndexed) { | 
| 2071 |             Profiling::GLTimeRecorder recorder(Profiling::DrawElement, activeProfiler()); | 
| 2072 |             m_submissionContext->drawElementsInstancedBaseVertexBaseInstance(primitiveType: command->m_primitiveType, | 
| 2073 |                                                                            primitiveCount: command->m_primitiveCount, | 
| 2074 |                                                                            indexType: command->m_indexAttributeDataType, | 
| 2075 |                                                                            indices: reinterpret_cast<void*>(quintptr(command->m_indexAttributeByteOffset)), | 
| 2076 |                                                                            instances: command->m_instanceCount, | 
| 2077 |                                                                            baseVertex: command->m_indexOffset, | 
| 2078 |                                                                            baseInstance: command->m_firstInstance); | 
| 2079 |         } else { | 
| 2080 |             Profiling::GLTimeRecorder recorder(Profiling::DrawArray, activeProfiler()); | 
| 2081 |             m_submissionContext->drawArraysInstancedBaseInstance(primitiveType: command->m_primitiveType, | 
| 2082 |                                                                first: command->m_firstVertex, | 
| 2083 |                                                                count: command->m_primitiveCount, | 
| 2084 |                                                                instances: command->m_instanceCount, | 
| 2085 |                                                                baseinstance: command->m_firstInstance); | 
| 2086 |         } | 
| 2087 |     } | 
| 2088 |  | 
| 2089 | #if defined(QT3D_RENDER_ASPECT_OPENGL_DEBUG) | 
| 2090 |     int err = m_submissionContext->openGLContext()->functions()->glGetError(); | 
| 2091 |     if (err) | 
| 2092 |         qCWarning(Rendering) << "GL error after drawing mesh:"  << QString::number(err, 16); | 
| 2093 | #endif | 
| 2094 |  | 
| 2095 |     if (command->m_primitiveRestartEnabled) | 
| 2096 |         m_submissionContext->disablePrimitiveRestart(); | 
| 2097 | } | 
| 2098 |  | 
| 2099 | void Renderer::performCompute(const RenderView *, RenderCommand *command) | 
| 2100 | { | 
| 2101 |     { | 
| 2102 |         Profiling::GLTimeRecorder recorder(Profiling::ShaderUpdate, activeProfiler()); | 
| 2103 |         GLShader *shader = m_glResourceManagers->glShaderManager()->lookupResource(shaderId: command->m_shaderId); | 
| 2104 |         m_submissionContext->activateShader(shader); | 
| 2105 |     } | 
| 2106 |     { | 
| 2107 |         Profiling::GLTimeRecorder recorder(Profiling::UniformUpdate, activeProfiler()); | 
| 2108 |         m_submissionContext->setParameters(parameterPack&: command->m_parameterPack, shader: command->m_glShader); | 
| 2109 |     } | 
| 2110 |     { | 
| 2111 |         Profiling::GLTimeRecorder recorder(Profiling::DispatchCompute, activeProfiler()); | 
| 2112 |         m_submissionContext->dispatchCompute(x: command->m_workGroups[0], | 
| 2113 |                 y: command->m_workGroups[1], | 
| 2114 |                 z: command->m_workGroups[2]); | 
| 2115 |     } | 
| 2116 |     // HACK: Reset the compute flag to dirty | 
| 2117 |     m_dirtyBits.marked |= AbstractRenderer::ComputeDirty; | 
| 2118 |  | 
| 2119 | #if defined(QT3D_RENDER_ASPECT_OPENGL_DEBUG) | 
| 2120 |     int err = m_submissionContext->openGLContext()->functions()->glGetError(); | 
| 2121 |     if (err) | 
| 2122 |         qCWarning(Rendering) << "GL error after drawing mesh:"  << QString::number(err, 16); | 
| 2123 | #endif | 
| 2124 | } | 
| 2125 |  | 
| 2126 | void Renderer::createOrUpdateVAO(RenderCommand *command, | 
| 2127 |                                  HVao *previousVaoHandle, | 
| 2128 |                                  OpenGLVertexArrayObject **vao) | 
| 2129 | { | 
| 2130 |     const VAOIdentifier vaoKey(command->m_geometry, command->m_shaderId); | 
| 2131 |  | 
| 2132 |     VAOManager *vaoManager = m_glResourceManagers->vaoManager(); | 
| 2133 |     command->m_vao = vaoManager->lookupHandle(id: vaoKey); | 
| 2134 |  | 
| 2135 |     if (command->m_vao.isNull()) { | 
| 2136 |         qCDebug(Rendering) << Q_FUNC_INFO << "Allocating new VAO" ; | 
| 2137 |         command->m_vao = vaoManager->getOrAcquireHandle(id: vaoKey); | 
| 2138 |         vaoManager->data(handle: command->m_vao)->create(ctx: m_submissionContext.data(), key: vaoKey); | 
| 2139 |     } | 
| 2140 |  | 
| 2141 |     if (*previousVaoHandle != command->m_vao) { | 
| 2142 |         *previousVaoHandle = command->m_vao; | 
| 2143 |         *vao = vaoManager->data(handle: command->m_vao); | 
| 2144 |     } | 
| 2145 |     Q_ASSERT(*vao); | 
| 2146 | } | 
| 2147 |  | 
| 2148 | // Called by RenderView->submit() in RenderThread context | 
| 2149 | // Returns true, if all RenderCommands were sent to the GPU | 
| 2150 | bool Renderer::executeCommandsSubmission(RenderView *rv) | 
| 2151 | { | 
| 2152 |     bool allCommandsIssued = true; | 
| 2153 |  | 
| 2154 |     // Render drawing commands | 
| 2155 |  | 
| 2156 |     // Use the graphicscontext to submit the commands to the underlying | 
| 2157 |     // graphics API (OpenGL) | 
| 2158 |  | 
| 2159 |     // Save the RenderView base stateset | 
| 2160 |     RenderStateSet *globalState = m_submissionContext->currentStateSet(); | 
| 2161 |     OpenGLVertexArrayObject *vao = nullptr; | 
| 2162 |  | 
| 2163 |     rv->forEachCommand(func: [&] (RenderCommand &command) { | 
| 2164 |  | 
| 2165 |         if (command.m_type == RenderCommand::Compute) { // Compute Call | 
| 2166 |             performCompute(rv, command: &command); | 
| 2167 |         } else { // Draw Command | 
| 2168 |             // Check if we have a valid command that can be drawn | 
| 2169 |             if (!command.m_isValid) { | 
| 2170 |                 allCommandsIssued = false; | 
| 2171 |                 return; | 
| 2172 |             } | 
| 2173 |  | 
| 2174 |             vao = m_glResourceManagers->vaoManager()->data(handle: command.m_vao); | 
| 2175 |  | 
| 2176 |             // something may have went wrong when initializing the VAO | 
| 2177 |             if (!vao->isSpecified()) { | 
| 2178 |                 allCommandsIssued = false; | 
| 2179 |                 return; | 
| 2180 |             } | 
| 2181 |  | 
| 2182 |             { | 
| 2183 |                 Profiling::GLTimeRecorder recorder(Profiling::ShaderUpdate, activeProfiler()); | 
| 2184 |                 //// We activate the shader here | 
| 2185 |                 GLShader *shader = command.m_glShader; | 
| 2186 |                 if (!m_submissionContext->activateShader(shader)) { | 
| 2187 |                     allCommandsIssued = false; | 
| 2188 |                     return; | 
| 2189 |                 } | 
| 2190 |             } | 
| 2191 |  | 
| 2192 |             { | 
| 2193 |                 Profiling::GLTimeRecorder recorder(Profiling::VAOUpdate, activeProfiler()); | 
| 2194 |                 // Bind VAO | 
| 2195 |                 vao->bind(); | 
| 2196 |             } | 
| 2197 |  | 
| 2198 |             { | 
| 2199 |                 Profiling::GLTimeRecorder recorder(Profiling::UniformUpdate, activeProfiler()); | 
| 2200 |                 //// Update program uniforms | 
| 2201 |                 if (!m_submissionContext->setParameters(parameterPack&: command.m_parameterPack, shader: command.m_glShader)) { | 
| 2202 |                     allCommandsIssued = false; | 
| 2203 |                     // If we have failed to set uniform (e.g unable to bind a texture) | 
| 2204 |                     // we won't perform the draw call which could show invalid content | 
| 2205 |                     return; | 
| 2206 |                 } | 
| 2207 |             } | 
| 2208 |  | 
| 2209 |             //// OpenGL State | 
| 2210 |             // TO DO: Make states not dependendent on their backend node for this step | 
| 2211 |             // Set state | 
| 2212 |             RenderStateSet *localState = command.m_stateSet.data(); | 
| 2213 |  | 
| 2214 |  | 
| 2215 |             { | 
| 2216 |                 Profiling::GLTimeRecorder recorder(Profiling::StateUpdate, activeProfiler()); | 
| 2217 |                 // Merge the RenderCommand state with the globalState of the RenderView | 
| 2218 |                 // Or restore the globalState if no stateSet for the RenderCommand | 
| 2219 |                 if (localState != nullptr) { | 
| 2220 |                     command.m_stateSet->merge(other: globalState); | 
| 2221 |                     m_submissionContext->setCurrentStateSet(localState); | 
| 2222 |                 } else { | 
| 2223 |                     m_submissionContext->setCurrentStateSet(globalState); | 
| 2224 |                 } | 
| 2225 |             } | 
| 2226 |             // All Uniforms for a pass are stored in the QUniformPack of the command | 
| 2227 |             // Uniforms for Effect, Material and Technique should already have been correctly resolved | 
| 2228 |             // at that point | 
| 2229 |  | 
| 2230 |             //// Draw Calls | 
| 2231 |             performDraw(command: &command); | 
| 2232 |         } | 
| 2233 |     }); // end of RenderCommands loop | 
| 2234 |  | 
| 2235 |     // We cache the VAO and release it only at the end of the exectute frame | 
| 2236 |     // We try to minimize VAO binding between RenderCommands | 
| 2237 |     if (vao) | 
| 2238 |         vao->release(); | 
| 2239 |  | 
| 2240 |     // Reset to the state we were in before executing the render commands | 
| 2241 |     m_submissionContext->setCurrentStateSet(globalState); | 
| 2242 |  | 
| 2243 |     return allCommandsIssued; | 
| 2244 | } | 
| 2245 |  | 
| 2246 | bool Renderer::updateVAOWithAttributes(Geometry *geometry, | 
| 2247 |                                        const RenderCommand *command, | 
| 2248 |                                        GLShader *shader, | 
| 2249 |                                        bool forceUpdate) | 
| 2250 | { | 
| 2251 |     m_dirtyAttributes.reserve(asize: m_dirtyAttributes.size() + geometry->attributes().size()); | 
| 2252 |     const auto attributeIds = geometry->attributes(); | 
| 2253 |  | 
| 2254 |     for (QNodeId attributeId : attributeIds) { | 
| 2255 |         // TO DO: Improvement we could store handles and use the non locking policy on the attributeManager | 
| 2256 |         Attribute *attribute = m_nodesManager->attributeManager()->lookupResource(id: attributeId); | 
| 2257 |  | 
| 2258 |         if (attribute == nullptr) | 
| 2259 |             return false; | 
| 2260 |  | 
| 2261 |         Buffer *buffer = m_nodesManager->bufferManager()->lookupResource(id: attribute->bufferId()); | 
| 2262 |  | 
| 2263 |         // Buffer update was already performed at this point | 
| 2264 |         // Just make sure the attribute reference a valid buffer | 
| 2265 |         if (buffer == nullptr) | 
| 2266 |             return false; | 
| 2267 |  | 
| 2268 |         // Index Attribute | 
| 2269 |         bool attributeWasDirty = false; | 
| 2270 |         if (attribute->attributeType() == QAttribute::IndexAttribute) { | 
| 2271 |             if ((attributeWasDirty = attribute->isDirty()) == true || forceUpdate) | 
| 2272 |                 m_submissionContext->specifyIndices(buffer); | 
| 2273 |             // Vertex Attribute | 
| 2274 |         } else if (command->m_activeAttributes.contains(t: attribute->nameId())) { | 
| 2275 |             if ((attributeWasDirty = attribute->isDirty()) == true || forceUpdate) { | 
| 2276 |                 // Find the location for the attribute | 
| 2277 |                 const QVector<ShaderAttribute> shaderAttributes = shader->attributes(); | 
| 2278 |                 const ShaderAttribute *attributeDescription = nullptr; | 
| 2279 |                 for (const ShaderAttribute &shaderAttribute : shaderAttributes) { | 
| 2280 |                     if (shaderAttribute.m_nameId == attribute->nameId()) { | 
| 2281 |                         attributeDescription = &shaderAttribute; | 
| 2282 |                         break; | 
| 2283 |                     } | 
| 2284 |                 } | 
| 2285 |                 if (!attributeDescription || attributeDescription->m_location < 0) | 
| 2286 |                     return false; | 
| 2287 |                 m_submissionContext->specifyAttribute(attribute, buffer, attributeDescription); | 
| 2288 |             } | 
| 2289 |         } | 
| 2290 |  | 
| 2291 |         // Append attribute to temporary vector so that its dirtiness | 
| 2292 |         // can be cleared at the end of the frame | 
| 2293 |         if (attributeWasDirty) | 
| 2294 |             m_dirtyAttributes.push_back(t: attribute); | 
| 2295 |  | 
| 2296 |         // Note: We cannot call unsertDirty on the Attribute at this | 
| 2297 |         // point as we don't know if the attributes are being shared | 
| 2298 |         // with other geometry / geometryRenderer in which case they still | 
| 2299 |         // should remain dirty so that VAO for these commands are properly | 
| 2300 |         // updated | 
| 2301 |     } | 
| 2302 |  | 
| 2303 |     return true; | 
| 2304 | } | 
| 2305 |  | 
| 2306 | bool Renderer::requiresVAOAttributeUpdate(Geometry *geometry, | 
| 2307 |                                           const RenderCommand *command) const | 
| 2308 | { | 
| 2309 |     const auto attributeIds = geometry->attributes(); | 
| 2310 |  | 
| 2311 |     for (QNodeId attributeId : attributeIds) { | 
| 2312 |         // TO DO: Improvement we could store handles and use the non locking policy on the attributeManager | 
| 2313 |         Attribute *attribute = m_nodesManager->attributeManager()->lookupResource(id: attributeId); | 
| 2314 |  | 
| 2315 |         if (attribute == nullptr) | 
| 2316 |             continue; | 
| 2317 |  | 
| 2318 |         if ((attribute->attributeType() == QAttribute::IndexAttribute && attribute->isDirty()) || | 
| 2319 |                 (command->m_activeAttributes.contains(t: attribute->nameId()) && attribute->isDirty())) | 
| 2320 |             return true; | 
| 2321 |     } | 
| 2322 |     return false; | 
| 2323 | } | 
| 2324 |  | 
| 2325 | // Erase graphics related resources that may become unused after a frame | 
| 2326 | void Renderer::cleanGraphicsResources() | 
| 2327 | { | 
| 2328 |     // Clean buffers | 
| 2329 |     const QVector<Qt3DCore::QNodeId> buffersToRelease = m_nodesManager->bufferManager()->takeBuffersToRelease(); | 
| 2330 |     for (Qt3DCore::QNodeId bufferId : buffersToRelease) | 
| 2331 |         m_submissionContext->releaseBuffer(bufferId); | 
| 2332 |  | 
| 2333 |     // When Textures are cleaned up, their id is saved so that they can be | 
| 2334 |     // cleaned up in the render thread | 
| 2335 |     const QVector<Qt3DCore::QNodeId> cleanedUpTextureIds = std::move(m_textureIdsToCleanup); | 
| 2336 |     for (const Qt3DCore::QNodeId textureCleanedUpId: cleanedUpTextureIds) | 
| 2337 |         cleanupTexture(cleanedUpTextureId: textureCleanedUpId); | 
| 2338 |  | 
| 2339 |     // Delete abandoned VAOs | 
| 2340 |     m_abandonedVaosMutex.lock(); | 
| 2341 |     const QVector<HVao> abandonedVaos = std::move(m_abandonedVaos); | 
| 2342 |     m_abandonedVaosMutex.unlock(); | 
| 2343 |     for (const HVao &vaoHandle : abandonedVaos) { | 
| 2344 |         // might have already been destroyed last frame, but added by the cleanup job before, so | 
| 2345 |         // check if the VAO is really still existent | 
| 2346 |         OpenGLVertexArrayObject *vao = m_glResourceManagers->vaoManager()->data(handle: vaoHandle); | 
| 2347 |         if (vao) { | 
| 2348 |             vao->destroy(); | 
| 2349 |             // We remove VAO from manager using its VAOIdentifier | 
| 2350 |             m_glResourceManagers->vaoManager()->release(handle: vaoHandle); | 
| 2351 |         } | 
| 2352 |     } | 
| 2353 |  | 
| 2354 |     // Abandon GL shaders when a Shader node is destroyed Note: We are sure | 
| 2355 |     // that when this gets executed, all scene changes have been received and | 
| 2356 |     // shader nodes updated | 
| 2357 |     const QVector<Qt3DCore::QNodeId> cleanedUpShaderIds = m_nodesManager->shaderManager()->takeShaderIdsToCleanup(); | 
| 2358 |     for (const Qt3DCore::QNodeId shaderCleanedUpId: cleanedUpShaderIds) { | 
| 2359 |         cleanupShader(shader: m_nodesManager->shaderManager()->lookupResource(id: shaderCleanedUpId)); | 
| 2360 |         // We can really release the texture at this point | 
| 2361 |         m_nodesManager->shaderManager()->releaseResource(id: shaderCleanedUpId); | 
| 2362 |     } | 
| 2363 |     m_lastLoadedShaderIds.clear(); | 
| 2364 | } | 
| 2365 |  | 
| 2366 | const GraphicsApiFilterData *Renderer::contextInfo() const | 
| 2367 | { | 
| 2368 |     return m_submissionContext->contextInfo(); | 
| 2369 | } | 
| 2370 |  | 
| 2371 | SubmissionContext *Renderer::submissionContext() const | 
| 2372 | { | 
| 2373 |     return m_submissionContext.data(); | 
| 2374 | } | 
| 2375 |  | 
| 2376 | } // namespace OpenGL | 
| 2377 | } // namespace Render | 
| 2378 | } // namespace Qt3DRender | 
| 2379 |  | 
| 2380 | QT_END_NAMESPACE | 
| 2381 |  |