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| 3 | ** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB). |
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| 39 | |
| 40 | #include "renderviewbuilder_p.h" |
| 41 | #include <Qt3DRender/private/qrenderaspect_p.h> |
| 42 | |
| 43 | #include <QThread> |
| 44 | |
| 45 | QT_BEGIN_NAMESPACE |
| 46 | |
| 47 | namespace Qt3DRender { |
| 48 | |
| 49 | namespace Render { |
| 50 | namespace OpenGL { |
| 51 | |
| 52 | namespace { |
| 53 | |
| 54 | int findIdealNumberOfWorkers(int elementCount, int packetSize = 100, int maxJobCount = 1) |
| 55 | { |
| 56 | if (elementCount == 0 || packetSize == 0) |
| 57 | return 0; |
| 58 | return std::min(a: std::max(a: elementCount / packetSize, b: 1), b: maxJobCount); |
| 59 | } |
| 60 | |
| 61 | |
| 62 | class SyncPreCommandBuilding |
| 63 | { |
| 64 | public: |
| 65 | explicit SyncPreCommandBuilding(RenderViewInitializerJobPtr renderViewInitializerJob, |
| 66 | const QVector<RenderViewCommandBuilderJobPtr> &renderViewCommandBuilderJobs, |
| 67 | Renderer *renderer, |
| 68 | FrameGraphNode *leafNode) |
| 69 | : m_renderViewInitializer(renderViewInitializerJob) |
| 70 | , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs) |
| 71 | , m_renderer(renderer) |
| 72 | , m_leafNode(leafNode) |
| 73 | { |
| 74 | } |
| 75 | |
| 76 | void operator()() |
| 77 | { |
| 78 | // Split commands to build among jobs |
| 79 | |
| 80 | // Rebuild RenderCommands for all entities in RV (ignoring filtering) |
| 81 | RendererCache *cache = m_renderer->cache(); |
| 82 | QMutexLocker lock(cache->mutex()); |
| 83 | |
| 84 | Q_ASSERT(cache->leafNodeCache.contains(m_leafNode)); |
| 85 | // The cache leaf should already have been created so we don't need to protect the access |
| 86 | const RendererCache::LeafNodeData &dataCacheForLeaf = cache->leafNodeCache[m_leafNode]; |
| 87 | RenderView *rv = m_renderViewInitializer->renderView(); |
| 88 | const auto entities = !rv->isCompute() ? cache->renderableEntities : cache->computeEntities; |
| 89 | |
| 90 | rv->setMaterialParameterTable(dataCacheForLeaf.materialParameterGatherer); |
| 91 | |
| 92 | // Split among the ideal number of command builders |
| 93 | const int jobCount = m_renderViewCommandBuilderJobs.size(); |
| 94 | const int entityCount = entities.size(); |
| 95 | const int idealPacketSize = std::min(a: std::max(a: 10, b: entityCount / jobCount), b: entityCount); |
| 96 | // Try to split work into an ideal number of workers |
| 97 | const int m = findIdealNumberOfWorkers(elementCount: entityCount, packetSize: idealPacketSize, maxJobCount: jobCount); |
| 98 | |
| 99 | for (int i = 0; i < m; ++i) { |
| 100 | const RenderViewCommandBuilderJobPtr renderViewCommandBuilder = m_renderViewCommandBuilderJobs.at(i); |
| 101 | const int count = (i == m - 1) ? entityCount - (i * idealPacketSize) : idealPacketSize; |
| 102 | renderViewCommandBuilder->setEntities(entities, offset: i * idealPacketSize, count); |
| 103 | } |
| 104 | } |
| 105 | |
| 106 | private: |
| 107 | RenderViewInitializerJobPtr m_renderViewInitializer; |
| 108 | QVector<RenderViewCommandBuilderJobPtr> m_renderViewCommandBuilderJobs; |
| 109 | Renderer *m_renderer; |
| 110 | FrameGraphNode *m_leafNode; |
| 111 | }; |
| 112 | |
| 113 | class SyncRenderViewPostCommandUpdate |
| 114 | { |
| 115 | public: |
| 116 | explicit SyncRenderViewPostCommandUpdate(const RenderViewInitializerJobPtr &renderViewJob, |
| 117 | const QVector<RenderViewCommandUpdaterJobPtr> &renderViewCommandUpdateJobs, |
| 118 | Renderer *renderer, |
| 119 | FrameGraphNode *leafNode) |
| 120 | : m_renderViewJob(renderViewJob) |
| 121 | , m_renderViewCommandUpdaterJobs(renderViewCommandUpdateJobs) |
| 122 | , m_renderer(renderer) |
| 123 | , m_leafNode(leafNode) |
| 124 | {} |
| 125 | |
| 126 | void operator()() |
| 127 | { |
| 128 | // Append all the commands and sort them |
| 129 | RenderView *rv = m_renderViewJob->renderView(); |
| 130 | |
| 131 | if (!rv->noDraw()) { |
| 132 | RendererCache *cache = m_renderer->cache(); |
| 133 | RendererCache::LeafNodeData &writableCacheForLeaf = cache->leafNodeCache[m_leafNode]; |
| 134 | |
| 135 | // Sort command on RenderView |
| 136 | rv->sort(); |
| 137 | |
| 138 | // Flip between the 2 EntityRenderCommandDataView on the leaf node case |
| 139 | { |
| 140 | const int currentViewIdx = writableCacheForLeaf.viewIdx; |
| 141 | const int nextViewIdx = 1 - currentViewIdx; |
| 142 | EntityRenderCommandDataViewPtr currentDataView = writableCacheForLeaf.filteredRenderCommandDataViews[currentViewIdx]; |
| 143 | |
| 144 | // In case the next view has yet to be initialized, we make a copy of the current |
| 145 | // view |
| 146 | if (writableCacheForLeaf.filteredRenderCommandDataViews[nextViewIdx].isNull()) { |
| 147 | EntityRenderCommandDataViewPtr nextDataView = EntityRenderCommandDataViewPtr::create(); |
| 148 | nextDataView->data = currentDataView->data; |
| 149 | nextDataView->indices = currentDataView->indices; |
| 150 | writableCacheForLeaf.filteredRenderCommandDataViews[nextViewIdx] = nextDataView; |
| 151 | } |
| 152 | // Flip index for next frame |
| 153 | writableCacheForLeaf.viewIdx = nextViewIdx; |
| 154 | } |
| 155 | } |
| 156 | |
| 157 | // TO DO: Record the commandData information with the idea of being to |
| 158 | // reuse it next frame without having to allocate everything again and |
| 159 | // minimizing the uniform updates we need to make |
| 160 | |
| 161 | // Enqueue our fully populated RenderView with the RenderThread |
| 162 | m_renderer->enqueueRenderView(renderView: rv, submitOrder: m_renderViewJob->submitOrderIndex()); |
| 163 | } |
| 164 | |
| 165 | private: |
| 166 | RenderViewInitializerJobPtr m_renderViewJob; |
| 167 | QVector<RenderViewCommandUpdaterJobPtr> m_renderViewCommandUpdaterJobs; |
| 168 | Renderer *m_renderer; |
| 169 | FrameGraphNode *m_leafNode; |
| 170 | }; |
| 171 | |
| 172 | class SyncPreFrustumCulling |
| 173 | { |
| 174 | public: |
| 175 | explicit SyncPreFrustumCulling(const RenderViewInitializerJobPtr &renderViewJob, |
| 176 | const FrustumCullingJobPtr &frustumCulling) |
| 177 | : m_renderViewJob(renderViewJob) |
| 178 | , m_frustumCullingJob(frustumCulling) |
| 179 | {} |
| 180 | |
| 181 | void operator()() |
| 182 | { |
| 183 | RenderView *rv = m_renderViewJob->renderView(); |
| 184 | |
| 185 | // Update matrices now that all transforms have been updated |
| 186 | rv->updateMatrices(); |
| 187 | |
| 188 | // Frustum culling |
| 189 | m_frustumCullingJob->setViewProjection(rv->viewProjectionMatrix()); |
| 190 | } |
| 191 | |
| 192 | private: |
| 193 | RenderViewInitializerJobPtr m_renderViewJob; |
| 194 | FrustumCullingJobPtr m_frustumCullingJob; |
| 195 | }; |
| 196 | |
| 197 | class SyncRenderViewPostInitialization |
| 198 | { |
| 199 | public: |
| 200 | explicit SyncRenderViewPostInitialization(const RenderViewInitializerJobPtr &renderViewJob, |
| 201 | const FrustumCullingJobPtr &frustumCullingJob, |
| 202 | const FilterLayerEntityJobPtr &filterEntityByLayerJob, |
| 203 | const FilterProximityDistanceJobPtr &filterProximityJob, |
| 204 | const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs, |
| 205 | const QVector<RenderViewCommandUpdaterJobPtr> &renderViewCommandUpdaterJobs, |
| 206 | const QVector<RenderViewCommandBuilderJobPtr> &renderViewCommandBuilderJobs) |
| 207 | : m_renderViewJob(renderViewJob) |
| 208 | , m_frustumCullingJob(frustumCullingJob) |
| 209 | , m_filterEntityByLayerJob(filterEntityByLayerJob) |
| 210 | , m_filterProximityJob(filterProximityJob) |
| 211 | , m_materialGathererJobs(materialGathererJobs) |
| 212 | , m_renderViewCommandUpdaterJobs(renderViewCommandUpdaterJobs) |
| 213 | , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs) |
| 214 | {} |
| 215 | |
| 216 | void operator()() |
| 217 | { |
| 218 | RenderView *rv = m_renderViewJob->renderView(); |
| 219 | |
| 220 | // Layer filtering |
| 221 | if (!m_filterEntityByLayerJob.isNull()) |
| 222 | m_filterEntityByLayerJob->setLayerFilters(rv->layerFilters()); |
| 223 | |
| 224 | // Proximity filtering |
| 225 | m_filterProximityJob->setProximityFilterIds(rv->proximityFilterIds()); |
| 226 | |
| 227 | // Material Parameter building |
| 228 | for (const auto &materialGatherer : qAsConst(t&: m_materialGathererJobs)) { |
| 229 | materialGatherer->setRenderPassFilter(const_cast<RenderPassFilter *>(rv->renderPassFilter())); |
| 230 | materialGatherer->setTechniqueFilter(const_cast<TechniqueFilter *>(rv->techniqueFilter())); |
| 231 | } |
| 232 | |
| 233 | // Command builders and updates |
| 234 | for (const auto &renderViewCommandUpdater : qAsConst(t&: m_renderViewCommandUpdaterJobs)) |
| 235 | renderViewCommandUpdater->setRenderView(rv); |
| 236 | for (const auto &renderViewCommandBuilder : qAsConst(t&: m_renderViewCommandBuilderJobs)) |
| 237 | renderViewCommandBuilder->setRenderView(rv); |
| 238 | |
| 239 | // Set whether frustum culling is enabled or not |
| 240 | m_frustumCullingJob->setActive(rv->frustumCulling()); |
| 241 | } |
| 242 | |
| 243 | private: |
| 244 | RenderViewInitializerJobPtr m_renderViewJob; |
| 245 | FrustumCullingJobPtr m_frustumCullingJob; |
| 246 | FilterLayerEntityJobPtr m_filterEntityByLayerJob; |
| 247 | FilterProximityDistanceJobPtr m_filterProximityJob; |
| 248 | QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs; |
| 249 | QVector<RenderViewCommandUpdaterJobPtr> m_renderViewCommandUpdaterJobs; |
| 250 | QVector<RenderViewCommandBuilderJobPtr> m_renderViewCommandBuilderJobs; |
| 251 | Renderer *m_renderer; |
| 252 | FrameGraphNode *m_leafNode; |
| 253 | }; |
| 254 | |
| 255 | class SyncRenderViewPreCommandUpdate |
| 256 | { |
| 257 | public: |
| 258 | explicit SyncRenderViewPreCommandUpdate(const RenderViewInitializerJobPtr &renderViewJob, |
| 259 | const FrustumCullingJobPtr &frustumCullingJob, |
| 260 | const FilterProximityDistanceJobPtr &filterProximityJob, |
| 261 | const QVector<MaterialParameterGathererJobPtr> &materialGathererJobs, |
| 262 | const QVector<RenderViewCommandUpdaterJobPtr> &renderViewCommandUpdaterJobs, |
| 263 | const QVector<RenderViewCommandBuilderJobPtr> &renderViewCommandBuilderJobs, |
| 264 | Renderer *renderer, |
| 265 | FrameGraphNode *leafNode, |
| 266 | RebuildFlagSet rebuildFlags) |
| 267 | : m_renderViewJob(renderViewJob) |
| 268 | , m_frustumCullingJob(frustumCullingJob) |
| 269 | , m_filterProximityJob(filterProximityJob) |
| 270 | , m_materialGathererJobs(materialGathererJobs) |
| 271 | , m_renderViewCommandUpdaterJobs(renderViewCommandUpdaterJobs) |
| 272 | , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs) |
| 273 | , m_renderer(renderer) |
| 274 | , m_leafNode(leafNode) |
| 275 | , m_rebuildFlags(rebuildFlags) |
| 276 | {} |
| 277 | |
| 278 | void operator()() |
| 279 | { |
| 280 | // Set the result of previous job computations |
| 281 | // for final RenderCommand building |
| 282 | RenderView *rv = m_renderViewJob->renderView(); |
| 283 | |
| 284 | if (!rv->noDraw()) { |
| 285 | ///////// CACHE LOCKED //////////// |
| 286 | // Retrieve Data from Cache |
| 287 | RendererCache *cache = m_renderer->cache(); |
| 288 | QMutexLocker lock(cache->mutex()); |
| 289 | Q_ASSERT(cache->leafNodeCache.contains(m_leafNode)); |
| 290 | |
| 291 | // We don't need to protect the cache access as |
| 292 | // 1) The cache leaf is created |
| 293 | // 2) We are only reading conccurently the cache values that are shared across all RV |
| 294 | // 3) Each instance of this job is reading and writing in its own cache leaf so there's |
| 295 | // no conflict |
| 296 | |
| 297 | const bool isDraw = !rv->isCompute(); |
| 298 | RendererCache::LeafNodeData &cacheForLeaf = cache->leafNodeCache[m_leafNode]; |
| 299 | |
| 300 | const bool fullRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::FullCommandRebuild); |
| 301 | const bool layerFilteringRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::LayerCacheRebuild); |
| 302 | const bool lightsCacheRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::LightCacheRebuild); |
| 303 | const bool cameraDirty = cacheForLeaf.viewProjectionMatrix != rv->viewProjectionMatrix(); |
| 304 | const bool hasProximityFilter = !rv->proximityFilterIds().empty(); |
| 305 | const bool commandFilteringRequired = |
| 306 | fullRebuild || |
| 307 | layerFilteringRebuild || |
| 308 | lightsCacheRebuild || |
| 309 | cameraDirty || |
| 310 | hasProximityFilter || |
| 311 | cacheForLeaf.requestFilteringAtNextFrame; |
| 312 | |
| 313 | // Reset flag on leaf |
| 314 | cacheForLeaf.requestFilteringAtNextFrame = false; |
| 315 | |
| 316 | // If we have no filteredRenderCommandDataViews then we should have fullRebuild set to true |
| 317 | // otherwise something is wrong |
| 318 | Q_ASSERT(fullRebuild || cacheForLeaf.filteredRenderCommandDataViews[cacheForLeaf.viewIdx]); |
| 319 | |
| 320 | // Rebuild RenderCommands if required |
| 321 | // This should happen fairly infrequently (FrameGraph Change, Geometry/Material change) |
| 322 | // and allow to skip that step most of the time |
| 323 | if (fullRebuild) { |
| 324 | EntityRenderCommandData commandData; |
| 325 | // Reduction |
| 326 | { |
| 327 | int totalCommandCount = 0; |
| 328 | for (const RenderViewCommandBuilderJobPtr &renderViewCommandBuilder : qAsConst(t&: m_renderViewCommandBuilderJobs)) |
| 329 | totalCommandCount += renderViewCommandBuilder->commandData().size(); |
| 330 | commandData.reserve(size: totalCommandCount); |
| 331 | for (const RenderViewCommandBuilderJobPtr &renderViewCommandBuilder : qAsConst(t&: m_renderViewCommandBuilderJobs)) |
| 332 | commandData += std::move(renderViewCommandBuilder->commandData()); |
| 333 | } |
| 334 | |
| 335 | // Store new cache |
| 336 | EntityRenderCommandDataViewPtr dataView = EntityRenderCommandDataViewPtr::create(); |
| 337 | dataView->data = std::move(commandData); |
| 338 | // Store the update dataView |
| 339 | cacheForLeaf.filteredRenderCommandDataViews[cacheForLeaf.viewIdx] = dataView; |
| 340 | // Clear the other dataView |
| 341 | cacheForLeaf.filteredRenderCommandDataViews[1 - cacheForLeaf.viewIdx].clear(); |
| 342 | } |
| 343 | |
| 344 | // Should be fairly infrequent |
| 345 | if (layerFilteringRebuild || fullRebuild) { |
| 346 | // Filter out renderable entities that weren't selected by the layer filters and store that in cache |
| 347 | cacheForLeaf.layeredFilteredRenderables = RenderViewBuilder::entitiesInSubset( |
| 348 | entities: isDraw ? cache->renderableEntities : cache->computeEntities, |
| 349 | subset: cacheForLeaf.filterEntitiesByLayer); |
| 350 | // Set default value for filteredAndCulledRenderables |
| 351 | if (isDraw) |
| 352 | cacheForLeaf.filteredAndCulledRenderables = cacheForLeaf.layeredFilteredRenderables; |
| 353 | } |
| 354 | |
| 355 | // Should be fairly infrequent |
| 356 | if (lightsCacheRebuild) { |
| 357 | // Filter out renderable entities that weren't selected by the |
| 358 | // layer filters and store that in cache |
| 359 | const QVector<Entity *> &layeredFilteredEntities = cacheForLeaf.filterEntitiesByLayer; |
| 360 | QVector<LightSource> filteredLightSources = cache->gatheredLights; |
| 361 | for (int i = 0; i < filteredLightSources.count(); ++i) { |
| 362 | if (!layeredFilteredEntities.contains(t: filteredLightSources[i].entity)) |
| 363 | filteredLightSources.removeAt(i: i--); |
| 364 | } |
| 365 | cacheForLeaf.layeredFilteredLightSources = filteredLightSources; |
| 366 | } |
| 367 | |
| 368 | // This is likely very frequent |
| 369 | if (cameraDirty) { |
| 370 | // Record the updated viewProjectionMatrix in the cache to allow check to be performed |
| 371 | // next frame |
| 372 | cacheForLeaf.viewProjectionMatrix = rv->viewProjectionMatrix(); |
| 373 | } |
| 374 | |
| 375 | // Filter out frustum culled entity for drawable entities and store in cache |
| 376 | // We need to check this regardless of whether the camera has moved since |
| 377 | // entities in the scene themselves could have moved |
| 378 | if (isDraw && rv->frustumCulling()) { |
| 379 | cacheForLeaf.filteredAndCulledRenderables = RenderViewBuilder::entitiesInSubset( |
| 380 | entities: cacheForLeaf.layeredFilteredRenderables, |
| 381 | subset: m_frustumCullingJob->visibleEntities()); |
| 382 | } |
| 383 | |
| 384 | rv->setMaterialParameterTable(cacheForLeaf.materialParameterGatherer); |
| 385 | rv->setEnvironmentLight(cache->environmentLight); |
| 386 | |
| 387 | // Set the light sources, with layer filters applied. |
| 388 | rv->setLightSources(cacheForLeaf.layeredFilteredLightSources); |
| 389 | |
| 390 | QVector<Entity *> renderableEntities = isDraw ? cacheForLeaf.filteredAndCulledRenderables : cacheForLeaf.layeredFilteredRenderables; |
| 391 | |
| 392 | // TO DO: Find a way to do that only if proximity entities has changed |
| 393 | if (isDraw) { |
| 394 | // Filter out entities which didn't satisfy proximity filtering |
| 395 | if (hasProximityFilter) |
| 396 | renderableEntities = RenderViewBuilder::entitiesInSubset(entities: renderableEntities, |
| 397 | subset: m_filterProximityJob->filteredEntities()); |
| 398 | } |
| 399 | |
| 400 | EntityRenderCommandDataViewPtr filteredCommandData = cacheForLeaf.filteredRenderCommandDataViews[cacheForLeaf.viewIdx]; |
| 401 | |
| 402 | // Set RenderCommandDataView on RV (will be used later on to sort commands ...) |
| 403 | rv->setRenderCommandDataView(filteredCommandData); |
| 404 | |
| 405 | // Filter out Render commands for which the Entity wasn't selected because |
| 406 | // of frustum, proximity or layer filtering |
| 407 | if (commandFilteringRequired) { |
| 408 | const std::vector<Entity *> &entities = filteredCommandData->data.entities; |
| 409 | // Because cacheForLeaf.renderableEntities or computeEntities are sorted |
| 410 | // What we get out of EntityRenderCommandData is also sorted by Entity |
| 411 | auto eIt = renderableEntities.cbegin(); |
| 412 | const auto eEnd = renderableEntities.cend(); |
| 413 | size_t cIt = 0; |
| 414 | const size_t cEnd = entities.size(); |
| 415 | |
| 416 | std::vector<size_t> filteredCommandIndices; |
| 417 | filteredCommandIndices.reserve(n: renderableEntities.size()); |
| 418 | |
| 419 | while (eIt != eEnd) { |
| 420 | const Entity *targetEntity = *eIt; |
| 421 | // Advance until we have commands whose Entity has a lower address |
| 422 | // than the selected filtered entity |
| 423 | while (cIt != cEnd && entities[cIt] < targetEntity) |
| 424 | ++cIt; |
| 425 | |
| 426 | // Push pointers to command data for all commands that match the |
| 427 | // entity |
| 428 | while (cIt != cEnd && entities[cIt] == targetEntity) { |
| 429 | filteredCommandIndices.push_back(x: cIt); |
| 430 | ++cIt; |
| 431 | } |
| 432 | ++eIt; |
| 433 | } |
| 434 | |
| 435 | // Store result in cache |
| 436 | cacheForLeaf.filteredRenderCommandDataViews[cacheForLeaf.viewIdx]->indices = std::move(filteredCommandIndices); |
| 437 | |
| 438 | // Request filtering at next frame (indices for view0 and view1 |
| 439 | // could mistmatch if something is dirty for frame 0 and not at |
| 440 | // frame 1 (given we have 2 views we alternate with) |
| 441 | cacheForLeaf.requestFilteringAtNextFrame = true; |
| 442 | } |
| 443 | |
| 444 | // Split among the number of command updaters |
| 445 | const int jobCount = m_renderViewCommandUpdaterJobs.size(); |
| 446 | const int commandCount = filteredCommandData->size(); |
| 447 | const int idealPacketSize = std::min(a: std::max(a: 10, b: commandCount), b: commandCount); |
| 448 | const int m = findIdealNumberOfWorkers(elementCount: commandCount, packetSize: idealPacketSize, maxJobCount: jobCount); |
| 449 | |
| 450 | for (int i = 0; i < m; ++i) { |
| 451 | // TO DO: Based on whether we had to update the commands |
| 452 | // we should be able to know what needs to be recomputed |
| 453 | // -> lights/standard uniforms ... might no have to be set over and over again |
| 454 | // if they are identical |
| 455 | const RenderViewCommandUpdaterJobPtr &renderViewCommandUpdater = m_renderViewCommandUpdaterJobs.at(i); |
| 456 | const size_t count = (i == m - 1) ? commandCount - (i * idealPacketSize) : idealPacketSize; |
| 457 | renderViewCommandUpdater->setRenderablesSubView({.view: filteredCommandData, .offset: size_t(i * idealPacketSize), .count: count}); |
| 458 | } |
| 459 | } |
| 460 | } |
| 461 | |
| 462 | private: |
| 463 | RenderViewInitializerJobPtr m_renderViewJob; |
| 464 | FrustumCullingJobPtr m_frustumCullingJob; |
| 465 | FilterProximityDistanceJobPtr m_filterProximityJob; |
| 466 | QVector<MaterialParameterGathererJobPtr> m_materialGathererJobs; |
| 467 | QVector<RenderViewCommandUpdaterJobPtr> m_renderViewCommandUpdaterJobs; |
| 468 | QVector<RenderViewCommandBuilderJobPtr> m_renderViewCommandBuilderJobs; |
| 469 | Renderer *m_renderer; |
| 470 | FrameGraphNode *m_leafNode; |
| 471 | RebuildFlagSet m_rebuildFlags; |
| 472 | }; |
| 473 | |
| 474 | class SetClearDrawBufferIndex |
| 475 | { |
| 476 | public: |
| 477 | explicit SetClearDrawBufferIndex(const RenderViewInitializerJobPtr &renderViewJob) |
| 478 | : m_renderViewJob(renderViewJob) |
| 479 | {} |
| 480 | |
| 481 | void operator()() |
| 482 | { |
| 483 | RenderView *rv = m_renderViewJob->renderView(); |
| 484 | QVector<ClearBufferInfo> &clearBuffersInfo = rv->specificClearColorBufferInfo(); |
| 485 | const AttachmentPack &attachmentPack = rv->attachmentPack(); |
| 486 | for (ClearBufferInfo &clearBufferInfo : clearBuffersInfo) |
| 487 | clearBufferInfo.drawBufferIndex = attachmentPack.getDrawBufferIndex(attachmentPoint: clearBufferInfo.attchmentPoint); |
| 488 | |
| 489 | } |
| 490 | |
| 491 | private: |
| 492 | RenderViewInitializerJobPtr m_renderViewJob; |
| 493 | }; |
| 494 | |
| 495 | class SyncFilterEntityByLayer |
| 496 | { |
| 497 | public: |
| 498 | explicit SyncFilterEntityByLayer(const FilterLayerEntityJobPtr &filterEntityByLayerJob, |
| 499 | Renderer *renderer, |
| 500 | FrameGraphNode *leafNode) |
| 501 | : m_filterEntityByLayerJob(filterEntityByLayerJob) |
| 502 | , m_renderer(renderer) |
| 503 | , m_leafNode(leafNode) |
| 504 | { |
| 505 | } |
| 506 | |
| 507 | void operator()() |
| 508 | { |
| 509 | QMutexLocker lock(m_renderer->cache()->mutex()); |
| 510 | Q_ASSERT(m_renderer->cache()->leafNodeCache.contains(m_leafNode)); |
| 511 | // The cache leaf should already have been created so we don't need to protect the access |
| 512 | RendererCache::LeafNodeData &dataCacheForLeaf = m_renderer->cache()->leafNodeCache[m_leafNode]; |
| 513 | // Save the filtered by layer subset into the cache |
| 514 | dataCacheForLeaf.filterEntitiesByLayer = std::move(m_filterEntityByLayerJob->filteredEntities()); |
| 515 | } |
| 516 | |
| 517 | private: |
| 518 | FilterLayerEntityJobPtr m_filterEntityByLayerJob; |
| 519 | Renderer *m_renderer; |
| 520 | FrameGraphNode *m_leafNode; |
| 521 | }; |
| 522 | |
| 523 | class SyncMaterialParameterGatherer |
| 524 | { |
| 525 | public: |
| 526 | explicit SyncMaterialParameterGatherer(const QVector<MaterialParameterGathererJobPtr> &materialParameterGathererJobs, |
| 527 | Renderer *renderer, |
| 528 | FrameGraphNode *leafNode) |
| 529 | : m_materialParameterGathererJobs(materialParameterGathererJobs) |
| 530 | , m_renderer(renderer) |
| 531 | , m_leafNode(leafNode) |
| 532 | { |
| 533 | } |
| 534 | |
| 535 | void operator()() |
| 536 | { |
| 537 | // The cache leaf was created by SyncRenderViewPostInitialization on which we depend |
| 538 | // so we don't need to protect the access |
| 539 | QMutexLocker lock(m_renderer->cache()->mutex()); |
| 540 | RendererCache::LeafNodeData &dataCacheForLeaf = m_renderer->cache()->leafNodeCache[m_leafNode]; |
| 541 | dataCacheForLeaf.materialParameterGatherer.clear(); |
| 542 | |
| 543 | for (const auto &materialGatherer : qAsConst(t&: m_materialParameterGathererJobs)) |
| 544 | dataCacheForLeaf.materialParameterGatherer.unite(other: materialGatherer->materialToPassAndParameter()); |
| 545 | } |
| 546 | |
| 547 | private: |
| 548 | QVector<MaterialParameterGathererJobPtr> m_materialParameterGathererJobs; |
| 549 | Renderer *m_renderer; |
| 550 | FrameGraphNode *m_leafNode; |
| 551 | }; |
| 552 | |
| 553 | } // anonymous |
| 554 | |
| 555 | RenderViewBuilder::RenderViewBuilder(Render::FrameGraphNode *leafNode, int renderViewIndex, Renderer *renderer) |
| 556 | : m_leafNode(leafNode) |
| 557 | , m_renderViewIndex(renderViewIndex) |
| 558 | , m_renderer(renderer) |
| 559 | , m_renderViewJob(RenderViewInitializerJobPtr::create()) |
| 560 | , m_filterEntityByLayerJob() |
| 561 | , m_frustumCullingJob(new Render::FrustumCullingJob()) |
| 562 | , m_syncPreFrustumCullingJob(CreateSynchronizerJobPtr(SyncPreFrustumCulling(m_renderViewJob, m_frustumCullingJob), JobTypes::SyncFrustumCulling, renderViewIndex)) |
| 563 | , m_setClearDrawBufferIndexJob(CreateSynchronizerJobPtr(SetClearDrawBufferIndex(m_renderViewJob), JobTypes::ClearBufferDrawIndex, renderViewIndex)) |
| 564 | , m_syncFilterEntityByLayerJob() |
| 565 | , m_filterProximityJob(Render::FilterProximityDistanceJobPtr::create()) |
| 566 | { |
| 567 | // In some cases having less jobs is better (especially on fast cpus where |
| 568 | // splitting just adds more overhead). Ideally, we should try to set the value |
| 569 | // depending on the platform/CPU/nbr of cores |
| 570 | m_optimalParallelJobCount = QThread::idealThreadCount(); |
| 571 | } |
| 572 | |
| 573 | RenderViewInitializerJobPtr RenderViewBuilder::renderViewJob() const |
| 574 | { |
| 575 | return m_renderViewJob; |
| 576 | } |
| 577 | |
| 578 | FilterLayerEntityJobPtr RenderViewBuilder::filterEntityByLayerJob() const |
| 579 | { |
| 580 | return m_filterEntityByLayerJob; |
| 581 | } |
| 582 | |
| 583 | FrustumCullingJobPtr RenderViewBuilder::frustumCullingJob() const |
| 584 | { |
| 585 | return m_frustumCullingJob; |
| 586 | } |
| 587 | |
| 588 | QVector<RenderViewCommandUpdaterJobPtr> RenderViewBuilder::renderViewCommandUpdaterJobs() const |
| 589 | { |
| 590 | return m_renderViewCommandUpdaterJobs; |
| 591 | } |
| 592 | |
| 593 | QVector<RenderViewCommandBuilderJobPtr> RenderViewBuilder::renderViewCommandBuilderJobs() const |
| 594 | { |
| 595 | return m_renderViewCommandBuilderJobs; |
| 596 | } |
| 597 | |
| 598 | QVector<MaterialParameterGathererJobPtr> RenderViewBuilder::materialGathererJobs() const |
| 599 | { |
| 600 | return m_materialGathererJobs; |
| 601 | } |
| 602 | |
| 603 | SynchronizerJobPtr RenderViewBuilder::syncRenderViewPostInitializationJob() const |
| 604 | { |
| 605 | return m_syncRenderViewPostInitializationJob; |
| 606 | } |
| 607 | |
| 608 | SynchronizerJobPtr RenderViewBuilder::syncPreFrustumCullingJob() const |
| 609 | { |
| 610 | return m_syncPreFrustumCullingJob; |
| 611 | } |
| 612 | |
| 613 | SynchronizerJobPtr RenderViewBuilder::syncRenderViewPreCommandBuildingJob() const |
| 614 | { |
| 615 | return m_syncRenderViewPreCommandBuildingJob; |
| 616 | } |
| 617 | |
| 618 | SynchronizerJobPtr RenderViewBuilder::syncRenderViewPreCommandUpdateJob() const |
| 619 | { |
| 620 | return m_syncRenderViewPreCommandUpdateJob; |
| 621 | } |
| 622 | |
| 623 | SynchronizerJobPtr RenderViewBuilder::syncRenderViewPostCommandUpdateJob() const |
| 624 | { |
| 625 | return m_syncRenderViewPostCommandUpdateJob; |
| 626 | } |
| 627 | |
| 628 | SynchronizerJobPtr RenderViewBuilder::setClearDrawBufferIndexJob() const |
| 629 | { |
| 630 | return m_setClearDrawBufferIndexJob; |
| 631 | } |
| 632 | |
| 633 | SynchronizerJobPtr RenderViewBuilder::syncFilterEntityByLayerJob() const |
| 634 | { |
| 635 | return m_syncFilterEntityByLayerJob; |
| 636 | } |
| 637 | |
| 638 | SynchronizerJobPtr RenderViewBuilder::syncMaterialGathererJob() const |
| 639 | { |
| 640 | return m_syncMaterialGathererJob; |
| 641 | } |
| 642 | |
| 643 | FilterProximityDistanceJobPtr RenderViewBuilder::filterProximityJob() const |
| 644 | { |
| 645 | return m_filterProximityJob; |
| 646 | } |
| 647 | |
| 648 | void RenderViewBuilder::prepareJobs() |
| 649 | { |
| 650 | // Init what we can here |
| 651 | m_filterProximityJob->setManager(m_renderer->nodeManagers()); |
| 652 | m_frustumCullingJob->setRoot(m_renderer->sceneRoot()); |
| 653 | |
| 654 | const bool commandsNeedRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::FullCommandRebuild); |
| 655 | if (commandsNeedRebuild) { |
| 656 | m_renderViewCommandBuilderJobs.reserve(asize: m_optimalParallelJobCount); |
| 657 | for (auto i = 0; i < m_optimalParallelJobCount; ++i) { |
| 658 | auto renderViewCommandBuilder = Render::OpenGL::RenderViewCommandBuilderJobPtr::create(); |
| 659 | m_renderViewCommandBuilderJobs.push_back(t: renderViewCommandBuilder); |
| 660 | } |
| 661 | m_syncRenderViewPreCommandBuildingJob = CreateSynchronizerJobPtr(SyncPreCommandBuilding(m_renderViewJob, |
| 662 | m_renderViewCommandBuilderJobs, |
| 663 | m_renderer, |
| 664 | m_leafNode), |
| 665 | JobTypes::SyncRenderViewPreCommandBuilding, |
| 666 | m_renderViewIndex); |
| 667 | } |
| 668 | |
| 669 | m_renderViewJob->setRenderer(m_renderer); |
| 670 | m_renderViewJob->setFrameGraphLeafNode(m_leafNode); |
| 671 | m_renderViewJob->setSubmitOrderIndex(m_renderViewIndex); |
| 672 | |
| 673 | // RenderCommand building is the most consuming task -> split it |
| 674 | // Estimate the number of jobs to create based on the number of entities |
| 675 | m_renderViewCommandUpdaterJobs.reserve(asize: m_optimalParallelJobCount); |
| 676 | for (auto i = 0; i < m_optimalParallelJobCount; ++i) { |
| 677 | auto renderViewCommandUpdater = Render::OpenGL::RenderViewCommandUpdaterJobPtr::create(); |
| 678 | renderViewCommandUpdater->setRenderer(m_renderer); |
| 679 | renderViewCommandUpdater->setRebuildFlags(m_rebuildFlags); |
| 680 | m_renderViewCommandUpdaterJobs.push_back(t: renderViewCommandUpdater); |
| 681 | } |
| 682 | |
| 683 | const bool materialCacheNeedsRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::MaterialCacheRebuild); |
| 684 | if (materialCacheNeedsRebuild) { |
| 685 | // Since Material gathering is an heavy task, we split it |
| 686 | const std::vector<HMaterial> &materialHandles = m_renderer->nodeManagers()->materialManager()->activeHandles(); |
| 687 | const size_t handlesCount = materialHandles.size(); |
| 688 | if (handlesCount) { |
| 689 | m_materialGathererJobs.reserve(asize: m_optimalParallelJobCount); |
| 690 | const size_t elementsPerJob = std::max(a: handlesCount / m_optimalParallelJobCount, b: size_t(1)); |
| 691 | size_t elementCount = 0; |
| 692 | while (elementCount < handlesCount) { |
| 693 | auto materialGatherer = MaterialParameterGathererJobPtr::create(); |
| 694 | materialGatherer->setNodeManagers(m_renderer->nodeManagers()); |
| 695 | // TO DO: Candidate for std::span if C++20 |
| 696 | materialGatherer->setHandles({materialHandles.begin() + elementCount, |
| 697 | materialHandles.begin() + std::min(a: elementCount + elementsPerJob, b: handlesCount)}); |
| 698 | m_materialGathererJobs.push_back(t: materialGatherer); |
| 699 | |
| 700 | elementCount += elementsPerJob; |
| 701 | } |
| 702 | } |
| 703 | m_syncMaterialGathererJob = CreateSynchronizerJobPtr(SyncMaterialParameterGatherer(m_materialGathererJobs, |
| 704 | m_renderer, |
| 705 | m_leafNode), |
| 706 | JobTypes::SyncMaterialGatherer, |
| 707 | m_renderViewIndex); |
| 708 | } |
| 709 | |
| 710 | const bool layerCacheNeedsRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::LayerCacheRebuild); |
| 711 | if (layerCacheNeedsRebuild) { |
| 712 | m_filterEntityByLayerJob = Render::FilterLayerEntityJobPtr::create(); |
| 713 | m_filterEntityByLayerJob->setManager(m_renderer->nodeManagers()); |
| 714 | m_syncFilterEntityByLayerJob = CreateSynchronizerJobPtr(SyncFilterEntityByLayer(m_filterEntityByLayerJob, |
| 715 | m_renderer, |
| 716 | m_leafNode), |
| 717 | JobTypes::SyncFilterEntityByLayer, |
| 718 | m_renderViewIndex); |
| 719 | } |
| 720 | |
| 721 | m_syncRenderViewPreCommandUpdateJob = CreateSynchronizerJobPtr(SyncRenderViewPreCommandUpdate(m_renderViewJob, |
| 722 | m_frustumCullingJob, |
| 723 | m_filterProximityJob, |
| 724 | m_materialGathererJobs, |
| 725 | m_renderViewCommandUpdaterJobs, |
| 726 | m_renderViewCommandBuilderJobs, |
| 727 | m_renderer, |
| 728 | m_leafNode, |
| 729 | m_rebuildFlags), |
| 730 | JobTypes::SyncRenderViewPreCommandUpdate, |
| 731 | m_renderViewIndex); |
| 732 | |
| 733 | m_syncRenderViewPostCommandUpdateJob = CreateSynchronizerJobPtr(SyncRenderViewPostCommandUpdate(m_renderViewJob, |
| 734 | m_renderViewCommandUpdaterJobs, |
| 735 | m_renderer, |
| 736 | m_leafNode), |
| 737 | JobTypes::SyncRenderViewPostCommandUpdate, |
| 738 | m_renderViewIndex); |
| 739 | |
| 740 | m_syncRenderViewPostInitializationJob = CreateSynchronizerJobPtr(SyncRenderViewPostInitialization(m_renderViewJob, |
| 741 | m_frustumCullingJob, |
| 742 | m_filterEntityByLayerJob, |
| 743 | m_filterProximityJob, |
| 744 | m_materialGathererJobs, |
| 745 | m_renderViewCommandUpdaterJobs, |
| 746 | m_renderViewCommandBuilderJobs), |
| 747 | JobTypes::SyncRenderViewInitialization, |
| 748 | m_renderViewIndex); |
| 749 | } |
| 750 | |
| 751 | QVector<Qt3DCore::QAspectJobPtr> RenderViewBuilder::buildJobHierachy() const |
| 752 | { |
| 753 | QVector<Qt3DCore::QAspectJobPtr> jobs; |
| 754 | auto daspect = QRenderAspectPrivate::get(q: m_renderer->aspect()); |
| 755 | auto expandBVJob = daspect->m_expandBoundingVolumeJob; |
| 756 | auto wordTransformJob = daspect->m_worldTransformJob; |
| 757 | auto updateTreeEnabledJob = daspect->m_updateTreeEnabledJob; |
| 758 | auto updateSkinningPaletteJob = daspect->m_updateSkinningPaletteJob; |
| 759 | auto updateEntityLayersJob = daspect->m_updateEntityLayersJob; |
| 760 | |
| 761 | jobs.reserve(asize: m_materialGathererJobs.size() + m_renderViewCommandUpdaterJobs.size() + 11); |
| 762 | |
| 763 | // Set dependencies |
| 764 | |
| 765 | // Finish the skinning palette job before processing renderviews |
| 766 | // TODO: Maybe only update skinning palettes for non-culled entities |
| 767 | m_renderViewJob->addDependency(dependency: updateSkinningPaletteJob); |
| 768 | |
| 769 | m_syncPreFrustumCullingJob->addDependency(dependency: wordTransformJob); |
| 770 | m_syncPreFrustumCullingJob->addDependency(dependency: m_renderer->updateShaderDataTransformJob()); |
| 771 | m_syncPreFrustumCullingJob->addDependency(dependency: m_syncRenderViewPostInitializationJob); |
| 772 | |
| 773 | m_frustumCullingJob->addDependency(dependency: expandBVJob); |
| 774 | m_frustumCullingJob->addDependency(dependency: m_syncPreFrustumCullingJob); |
| 775 | |
| 776 | m_setClearDrawBufferIndexJob->addDependency(dependency: m_syncRenderViewPostInitializationJob); |
| 777 | |
| 778 | m_syncRenderViewPostInitializationJob->addDependency(dependency: m_renderViewJob); |
| 779 | |
| 780 | m_filterProximityJob->addDependency(dependency: expandBVJob); |
| 781 | m_filterProximityJob->addDependency(dependency: m_syncRenderViewPostInitializationJob); |
| 782 | |
| 783 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_syncRenderViewPostInitializationJob); |
| 784 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_filterProximityJob); |
| 785 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_frustumCullingJob); |
| 786 | |
| 787 | // Ensure the RenderThread won't be able to process dirtyResources |
| 788 | // before they have been completely gathered |
| 789 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_renderer->introspectShadersJob()); |
| 790 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_renderer->bufferGathererJob()); |
| 791 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_renderer->textureGathererJob()); |
| 792 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_renderer->lightGathererJob()); |
| 793 | |
| 794 | for (const auto &renderViewCommandUpdater : qAsConst(t: m_renderViewCommandUpdaterJobs)) { |
| 795 | renderViewCommandUpdater->addDependency(dependency: m_syncRenderViewPreCommandUpdateJob); |
| 796 | m_syncRenderViewPostCommandUpdateJob->addDependency(dependency: renderViewCommandUpdater); |
| 797 | } |
| 798 | |
| 799 | m_renderer->frameCleanupJob()->addDependency(dependency: m_syncRenderViewPostCommandUpdateJob); |
| 800 | m_renderer->frameCleanupJob()->addDependency(dependency: m_setClearDrawBufferIndexJob); |
| 801 | |
| 802 | // Add jobs |
| 803 | jobs.push_back(t: m_renderViewJob); // Step 1 |
| 804 | |
| 805 | jobs.push_back(t: m_syncRenderViewPostInitializationJob); // Step 2 |
| 806 | |
| 807 | const bool commandsNeedRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::FullCommandRebuild); |
| 808 | const bool materialCacheNeedsRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::MaterialCacheRebuild); |
| 809 | const bool layerCacheNeedsRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::LayerCacheRebuild); |
| 810 | |
| 811 | if (commandsNeedRebuild) { // Step 3 |
| 812 | m_syncRenderViewPreCommandBuildingJob->addDependency(dependency: m_renderer->computableEntityFilterJob()); |
| 813 | m_syncRenderViewPreCommandBuildingJob->addDependency(dependency: m_renderer->renderableEntityFilterJob()); |
| 814 | m_syncRenderViewPreCommandBuildingJob->addDependency(dependency: m_syncRenderViewPostInitializationJob); |
| 815 | |
| 816 | if (materialCacheNeedsRebuild) |
| 817 | m_syncRenderViewPreCommandBuildingJob->addDependency(dependency: m_syncMaterialGathererJob); |
| 818 | |
| 819 | jobs.push_back(t: m_syncRenderViewPreCommandBuildingJob); |
| 820 | |
| 821 | for (const auto &renderViewCommandBuilder : qAsConst(t: m_renderViewCommandBuilderJobs)) { |
| 822 | renderViewCommandBuilder->addDependency(dependency: m_syncRenderViewPreCommandBuildingJob); |
| 823 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: renderViewCommandBuilder); |
| 824 | jobs.push_back(t: renderViewCommandBuilder); |
| 825 | } |
| 826 | } |
| 827 | |
| 828 | if (layerCacheNeedsRebuild) { |
| 829 | m_filterEntityByLayerJob->addDependency(dependency: updateEntityLayersJob); |
| 830 | m_filterEntityByLayerJob->addDependency(dependency: m_syncRenderViewPostInitializationJob); |
| 831 | m_filterEntityByLayerJob->addDependency(dependency: updateTreeEnabledJob); |
| 832 | |
| 833 | m_syncFilterEntityByLayerJob->addDependency(dependency: m_filterEntityByLayerJob); |
| 834 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_syncFilterEntityByLayerJob); |
| 835 | |
| 836 | jobs.push_back(t: m_filterEntityByLayerJob); // Step 3 |
| 837 | jobs.push_back(t: m_syncFilterEntityByLayerJob); // Step 4 |
| 838 | } |
| 839 | jobs.push_back(t: m_syncPreFrustumCullingJob); // Step 3 |
| 840 | jobs.push_back(t: m_filterProximityJob); // Step 3 |
| 841 | jobs.push_back(t: m_setClearDrawBufferIndexJob); // Step 3 |
| 842 | |
| 843 | if (materialCacheNeedsRebuild) { |
| 844 | for (const auto &materialGatherer : qAsConst(t: m_materialGathererJobs)) { |
| 845 | materialGatherer->addDependency(dependency: m_syncRenderViewPostInitializationJob); |
| 846 | materialGatherer->addDependency(dependency: m_renderer->introspectShadersJob()); |
| 847 | materialGatherer->addDependency(dependency: m_renderer->filterCompatibleTechniqueJob()); |
| 848 | jobs.push_back(t: materialGatherer); // Step3 |
| 849 | m_syncMaterialGathererJob->addDependency(dependency: materialGatherer); |
| 850 | } |
| 851 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_syncMaterialGathererJob); |
| 852 | |
| 853 | jobs.push_back(t: m_syncMaterialGathererJob); // Step 3 |
| 854 | } |
| 855 | |
| 856 | jobs.push_back(t: m_frustumCullingJob); // Step 4 |
| 857 | jobs.push_back(t: m_syncRenderViewPreCommandUpdateJob); // Step 5 |
| 858 | |
| 859 | // Build RenderCommands or Update RenderCommand Uniforms |
| 860 | for (const auto &renderViewCommandBuilder : qAsConst(t: m_renderViewCommandUpdaterJobs)) // Step 6 |
| 861 | jobs.push_back(t: renderViewCommandBuilder); |
| 862 | |
| 863 | jobs.push_back(t: m_syncRenderViewPostCommandUpdateJob); // Step 7 |
| 864 | |
| 865 | return jobs; |
| 866 | } |
| 867 | |
| 868 | Renderer *RenderViewBuilder::renderer() const |
| 869 | { |
| 870 | return m_renderer; |
| 871 | } |
| 872 | |
| 873 | int RenderViewBuilder::renderViewIndex() const |
| 874 | { |
| 875 | return m_renderViewIndex; |
| 876 | } |
| 877 | |
| 878 | void RenderViewBuilder::setLayerCacheNeedsToBeRebuilt(bool needsToBeRebuilt) |
| 879 | { |
| 880 | m_rebuildFlags.setFlag(flag: RebuildFlag::LayerCacheRebuild, on: needsToBeRebuilt); |
| 881 | } |
| 882 | |
| 883 | bool RenderViewBuilder::layerCacheNeedsToBeRebuilt() const |
| 884 | { |
| 885 | return m_rebuildFlags.testFlag(flag: RebuildFlag::LayerCacheRebuild); |
| 886 | } |
| 887 | |
| 888 | void RenderViewBuilder::setMaterialGathererCacheNeedsToBeRebuilt(bool needsToBeRebuilt) |
| 889 | { |
| 890 | m_rebuildFlags.setFlag(flag: RebuildFlag::MaterialCacheRebuild, on: needsToBeRebuilt); |
| 891 | } |
| 892 | |
| 893 | bool RenderViewBuilder::materialGathererCacheNeedsToBeRebuilt() const |
| 894 | { |
| 895 | return m_rebuildFlags.testFlag(flag: RebuildFlag::MaterialCacheRebuild); |
| 896 | } |
| 897 | |
| 898 | void RenderViewBuilder::setRenderCommandCacheNeedsToBeRebuilt(bool needsToBeRebuilt) |
| 899 | { |
| 900 | m_rebuildFlags.setFlag(flag: RebuildFlag::FullCommandRebuild, on: needsToBeRebuilt); |
| 901 | } |
| 902 | |
| 903 | bool RenderViewBuilder::renderCommandCacheNeedsToBeRebuilt() const |
| 904 | { |
| 905 | return m_rebuildFlags.testFlag(flag: RebuildFlag::FullCommandRebuild); |
| 906 | } |
| 907 | |
| 908 | void RenderViewBuilder::setLightCacheNeedsToBeRebuilt(bool needsToBeRebuilt) |
| 909 | { |
| 910 | m_rebuildFlags.setFlag(flag: RebuildFlag::LightCacheRebuild, on: needsToBeRebuilt); |
| 911 | } |
| 912 | |
| 913 | bool RenderViewBuilder::lightCacheNeedsToBeRebuilt() const |
| 914 | { |
| 915 | return m_rebuildFlags.testFlag(flag: RebuildFlag::LightCacheRebuild); |
| 916 | } |
| 917 | |
| 918 | int RenderViewBuilder::defaultJobCount() |
| 919 | { |
| 920 | static int jobCount = 0; |
| 921 | if (jobCount) |
| 922 | return jobCount; |
| 923 | |
| 924 | const QByteArray maxThreadCount = qgetenv(varName: "QT3D_MAX_THREAD_COUNT" ); |
| 925 | if (!maxThreadCount.isEmpty()) { |
| 926 | bool conversionOK = false; |
| 927 | const int maxThreadCountValue = maxThreadCount.toInt(ok: &conversionOK); |
| 928 | if (conversionOK) { |
| 929 | jobCount = maxThreadCountValue; |
| 930 | return jobCount; |
| 931 | } |
| 932 | } |
| 933 | |
| 934 | jobCount = QThread::idealThreadCount(); |
| 935 | return jobCount; |
| 936 | } |
| 937 | |
| 938 | int RenderViewBuilder::optimalJobCount() const |
| 939 | { |
| 940 | return m_optimalParallelJobCount; |
| 941 | } |
| 942 | |
| 943 | void RenderViewBuilder::setOptimalJobCount(int v) |
| 944 | { |
| 945 | m_optimalParallelJobCount = v; |
| 946 | } |
| 947 | |
| 948 | QVector<Entity *> RenderViewBuilder::entitiesInSubset(const QVector<Entity *> &entities, const QVector<Entity *> &subset) |
| 949 | { |
| 950 | QVector<Entity *> intersection; |
| 951 | intersection.reserve(asize: qMin(a: entities.size(), b: subset.size())); |
| 952 | std::set_intersection(first1: entities.begin(), last1: entities.end(), |
| 953 | first2: subset.begin(), last2: subset.end(), |
| 954 | result: std::back_inserter(x&: intersection)); |
| 955 | |
| 956 | return intersection; |
| 957 | } |
| 958 | |
| 959 | } // OpenGL |
| 960 | |
| 961 | } // Render |
| 962 | |
| 963 | } // Qt3DRender |
| 964 | |
| 965 | QT_END_NAMESPACE |
| 966 | |