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 |
34 | ** be met: https://www.gnu.org/licenses/gpl-2.0.html and |
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 | |