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