1 | // Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB). |
2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
3 | |
4 | #include "renderviewbuilder_p.h" |
5 | #include <Qt3DRender/private/qrenderaspect_p.h> |
6 | #include <Qt3DRender/private/rendersyncjobs_p.h> |
7 | #include <Qt3DCore/private/qaspectjobmanager_p.h> |
8 | |
9 | QT_BEGIN_NAMESPACE |
10 | |
11 | namespace Qt3DRender { |
12 | |
13 | namespace Render { |
14 | namespace OpenGL { |
15 | |
16 | namespace { |
17 | |
18 | class SetClearDrawBufferIndex |
19 | { |
20 | public: |
21 | explicit SetClearDrawBufferIndex(const RenderViewInitializerJobPtr &renderViewJob) |
22 | : m_renderViewJob(renderViewJob) |
23 | {} |
24 | |
25 | void operator()() |
26 | { |
27 | RenderView *rv = m_renderViewJob->renderView(); |
28 | std::vector<ClearBufferInfo> &clearBuffersInfo = rv->specificClearColorBufferInfo(); |
29 | const AttachmentPack &attachmentPack = rv->attachmentPack(); |
30 | for (ClearBufferInfo &clearBufferInfo : clearBuffersInfo) |
31 | clearBufferInfo.drawBufferIndex = attachmentPack.getDrawBufferIndex(attachmentPoint: clearBufferInfo.attchmentPoint); |
32 | |
33 | } |
34 | |
35 | private: |
36 | RenderViewInitializerJobPtr m_renderViewJob; |
37 | }; |
38 | |
39 | } // anonymous |
40 | |
41 | RenderViewBuilder::RenderViewBuilder(Render::FrameGraphNode *leafNode, int renderViewIndex, Renderer *renderer) |
42 | : m_leafNode(leafNode) |
43 | , m_renderViewIndex(renderViewIndex) |
44 | , m_renderer(renderer) |
45 | , m_renderViewJob(RenderViewInitializerJobPtr::create()) |
46 | , m_filterEntityByLayerJob() |
47 | , m_frustumCullingJob(new Render::FrustumCullingJob()) |
48 | , m_syncPreFrustumCullingJob(CreateSynchronizerJobPtr(SyncPreFrustumCulling(m_renderViewJob, m_frustumCullingJob), JobTypes::SyncFrustumCulling, renderViewIndex)) |
49 | , m_setClearDrawBufferIndexJob(CreateSynchronizerJobPtr(SetClearDrawBufferIndex(m_renderViewJob), JobTypes::ClearBufferDrawIndex, renderViewIndex)) |
50 | , m_syncFilterEntityByLayerJob() |
51 | , m_filterProximityJob(Render::FilterProximityDistanceJobPtr::create()) |
52 | { |
53 | // In some cases having less jobs is better (especially on fast cpus where |
54 | // splitting just adds more overhead). Ideally, we should try to set the value |
55 | // depending on the platform/CPU/nbr of cores |
56 | m_optimalParallelJobCount = Qt3DCore::QAspectJobManager::idealThreadCount(); |
57 | } |
58 | |
59 | RenderViewInitializerJobPtr RenderViewBuilder::renderViewJob() const |
60 | { |
61 | return m_renderViewJob; |
62 | } |
63 | |
64 | FilterLayerEntityJobPtr RenderViewBuilder::filterEntityByLayerJob() const |
65 | { |
66 | return m_filterEntityByLayerJob; |
67 | } |
68 | |
69 | FrustumCullingJobPtr RenderViewBuilder::frustumCullingJob() const |
70 | { |
71 | return m_frustumCullingJob; |
72 | } |
73 | |
74 | const std::vector<RenderViewCommandUpdaterJobPtr> &RenderViewBuilder::renderViewCommandUpdaterJobs() const |
75 | { |
76 | return m_renderViewCommandUpdaterJobs; |
77 | } |
78 | |
79 | const std::vector<RenderViewCommandBuilderJobPtr> &RenderViewBuilder::renderViewCommandBuilderJobs() const |
80 | { |
81 | return m_renderViewCommandBuilderJobs; |
82 | } |
83 | |
84 | const std::vector<MaterialParameterGathererJobPtr> &RenderViewBuilder::materialGathererJobs() const |
85 | { |
86 | return m_materialGathererJobs; |
87 | } |
88 | |
89 | SynchronizerJobPtr RenderViewBuilder::syncRenderViewPostInitializationJob() const |
90 | { |
91 | return m_syncRenderViewPostInitializationJob; |
92 | } |
93 | |
94 | SynchronizerJobPtr RenderViewBuilder::syncPreFrustumCullingJob() const |
95 | { |
96 | return m_syncPreFrustumCullingJob; |
97 | } |
98 | |
99 | SynchronizerJobPtr RenderViewBuilder::syncRenderViewPreCommandBuildingJob() const |
100 | { |
101 | return m_syncRenderViewPreCommandBuildingJob; |
102 | } |
103 | |
104 | SynchronizerJobPtr RenderViewBuilder::syncRenderViewPreCommandUpdateJob() const |
105 | { |
106 | return m_syncRenderViewPreCommandUpdateJob; |
107 | } |
108 | |
109 | SynchronizerJobPtr RenderViewBuilder::syncRenderViewPostCommandUpdateJob() const |
110 | { |
111 | return m_syncRenderViewPostCommandUpdateJob; |
112 | } |
113 | |
114 | SynchronizerJobPtr RenderViewBuilder::setClearDrawBufferIndexJob() const |
115 | { |
116 | return m_setClearDrawBufferIndexJob; |
117 | } |
118 | |
119 | SynchronizerJobPtr RenderViewBuilder::syncFilterEntityByLayerJob() const |
120 | { |
121 | return m_syncFilterEntityByLayerJob; |
122 | } |
123 | |
124 | SynchronizerJobPtr RenderViewBuilder::syncMaterialGathererJob() const |
125 | { |
126 | return m_syncMaterialGathererJob; |
127 | } |
128 | |
129 | FilterProximityDistanceJobPtr RenderViewBuilder::filterProximityJob() const |
130 | { |
131 | return m_filterProximityJob; |
132 | } |
133 | |
134 | void RenderViewBuilder::prepareJobs() |
135 | { |
136 | // Init what we can here |
137 | m_filterProximityJob->setManager(m_renderer->nodeManagers()); |
138 | m_frustumCullingJob->setRoot(m_renderer->sceneRoot()); |
139 | |
140 | const bool commandsNeedRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::FullCommandRebuild); |
141 | if (commandsNeedRebuild) { |
142 | m_renderViewCommandBuilderJobs.reserve(n: m_optimalParallelJobCount); |
143 | for (auto i = 0; i < m_optimalParallelJobCount; ++i) { |
144 | auto renderViewCommandBuilder = Render::OpenGL::RenderViewCommandBuilderJobPtr::create(); |
145 | m_renderViewCommandBuilderJobs.push_back(x: renderViewCommandBuilder); |
146 | } |
147 | m_syncRenderViewPreCommandBuildingJob = CreateSynchronizerJobPtr(SyncPreCommandBuilding(m_renderViewJob, |
148 | m_renderViewCommandBuilderJobs, |
149 | m_renderer, |
150 | m_leafNode), |
151 | JobTypes::SyncRenderViewPreCommandBuilding, |
152 | m_renderViewIndex); |
153 | } |
154 | |
155 | m_renderViewJob->setRenderer(m_renderer); |
156 | m_renderViewJob->setFrameGraphLeafNode(m_leafNode); |
157 | m_renderViewJob->setSubmitOrderIndex(m_renderViewIndex); |
158 | |
159 | // RenderCommand building is the most consuming task -> split it |
160 | // Estimate the number of jobs to create based on the number of entities |
161 | m_renderViewCommandUpdaterJobs.reserve(n: m_optimalParallelJobCount); |
162 | for (auto i = 0; i < m_optimalParallelJobCount; ++i) { |
163 | auto renderViewCommandUpdater = RenderViewCommandUpdaterJobPtr::create(); |
164 | m_renderViewCommandUpdaterJobs.push_back(x: renderViewCommandUpdater); |
165 | } |
166 | |
167 | const bool materialCacheNeedsRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::MaterialCacheRebuild); |
168 | if (materialCacheNeedsRebuild) { |
169 | // Since Material gathering is an heavy task, we split it |
170 | const std::vector<HMaterial> &materialHandles = m_renderer->nodeManagers()->materialManager()->activeHandles(); |
171 | const size_t handlesCount = materialHandles.size(); |
172 | if (handlesCount) { |
173 | m_materialGathererJobs.reserve(n: m_optimalParallelJobCount); |
174 | const size_t elementsPerJob = std::max(a: handlesCount / m_optimalParallelJobCount, b: size_t(1)); |
175 | size_t elementCount = 0; |
176 | while (elementCount < handlesCount) { |
177 | auto materialGatherer = MaterialParameterGathererJobPtr::create(); |
178 | materialGatherer->setNodeManagers(m_renderer->nodeManagers()); |
179 | // TO DO: Candidate for std::span if C++20 |
180 | materialGatherer->setHandles({materialHandles.begin() + elementCount, |
181 | materialHandles.begin() + std::min(a: elementCount + elementsPerJob, b: handlesCount)}); |
182 | m_materialGathererJobs.push_back(x: materialGatherer); |
183 | |
184 | elementCount += elementsPerJob; |
185 | } |
186 | } |
187 | m_syncMaterialGathererJob = CreateSynchronizerJobPtr(SyncMaterialParameterGatherer(m_materialGathererJobs, |
188 | m_renderer, |
189 | m_leafNode), |
190 | JobTypes::SyncMaterialGatherer, |
191 | m_renderViewIndex); |
192 | } |
193 | |
194 | const bool layerCacheNeedsRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::LayerCacheRebuild); |
195 | if (layerCacheNeedsRebuild) { |
196 | m_filterEntityByLayerJob = Render::FilterLayerEntityJobPtr::create(); |
197 | m_filterEntityByLayerJob->setManager(m_renderer->nodeManagers()); |
198 | m_syncFilterEntityByLayerJob = CreateSynchronizerJobPtr(SyncFilterEntityByLayer(m_filterEntityByLayerJob, |
199 | m_renderer, |
200 | m_leafNode), |
201 | JobTypes::SyncFilterEntityByLayer, |
202 | m_renderViewIndex); |
203 | } |
204 | |
205 | m_syncRenderViewPreCommandUpdateJob = CreateSynchronizerJobPtr(SyncRenderViewPreCommandUpdate(m_renderViewJob, |
206 | m_frustumCullingJob, |
207 | m_filterProximityJob, |
208 | m_materialGathererJobs, |
209 | m_renderViewCommandUpdaterJobs, |
210 | m_renderViewCommandBuilderJobs, |
211 | m_renderer, |
212 | m_leafNode, |
213 | m_rebuildFlags), |
214 | JobTypes::SyncRenderViewPreCommandUpdate, |
215 | m_renderViewIndex); |
216 | |
217 | m_syncRenderViewPostCommandUpdateJob = CreateSynchronizerJobPtr(SyncRenderViewPostCommandUpdate(m_renderViewJob, |
218 | m_renderViewCommandUpdaterJobs, |
219 | m_renderer), |
220 | JobTypes::SyncRenderViewPostCommandUpdate, |
221 | m_renderViewIndex); |
222 | |
223 | m_syncRenderViewPostInitializationJob = CreateSynchronizerJobPtr(SyncRenderViewPostInitialization(m_renderViewJob, |
224 | m_frustumCullingJob, |
225 | m_filterEntityByLayerJob, |
226 | m_filterProximityJob, |
227 | m_materialGathererJobs, |
228 | m_renderViewCommandUpdaterJobs, |
229 | m_renderViewCommandBuilderJobs), |
230 | JobTypes::SyncRenderViewInitialization, |
231 | m_renderViewIndex); |
232 | } |
233 | |
234 | std::vector<Qt3DCore::QAspectJobPtr> RenderViewBuilder::buildJobHierachy() const |
235 | { |
236 | std::vector<Qt3DCore::QAspectJobPtr> jobs; |
237 | auto daspect = QRenderAspectPrivate::get(q: m_renderer->aspect()); |
238 | auto expandBVJob = daspect->m_expandBoundingVolumeJob; |
239 | auto wordTransformJob = daspect->m_worldTransformJob; |
240 | auto updateTreeEnabledJob = daspect->m_updateTreeEnabledJob; |
241 | auto updateSkinningPaletteJob = daspect->m_updateSkinningPaletteJob; |
242 | auto updateEntityLayersJob = daspect->m_updateEntityLayersJob; |
243 | |
244 | jobs.reserve(n: m_materialGathererJobs.size() + m_renderViewCommandUpdaterJobs.size() + 11); |
245 | |
246 | // Set dependencies |
247 | |
248 | // Finish the skinning palette job before processing renderviews |
249 | // TODO: Maybe only update skinning palettes for non-culled entities |
250 | m_renderViewJob->addDependency(dependency: updateSkinningPaletteJob); |
251 | |
252 | m_syncPreFrustumCullingJob->addDependency(dependency: wordTransformJob); |
253 | m_syncPreFrustumCullingJob->addDependency(dependency: m_renderer->updateShaderDataTransformJob()); |
254 | m_syncPreFrustumCullingJob->addDependency(dependency: m_syncRenderViewPostInitializationJob); |
255 | |
256 | m_frustumCullingJob->addDependency(dependency: expandBVJob); |
257 | m_frustumCullingJob->addDependency(dependency: m_syncPreFrustumCullingJob); |
258 | |
259 | m_setClearDrawBufferIndexJob->addDependency(dependency: m_syncRenderViewPostInitializationJob); |
260 | |
261 | m_syncRenderViewPostInitializationJob->addDependency(dependency: m_renderViewJob); |
262 | |
263 | m_filterProximityJob->addDependency(dependency: expandBVJob); |
264 | m_filterProximityJob->addDependency(dependency: m_syncRenderViewPostInitializationJob); |
265 | |
266 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_syncRenderViewPostInitializationJob); |
267 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_filterProximityJob); |
268 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_frustumCullingJob); |
269 | |
270 | // Ensure the RenderThread won't be able to process dirtyResources |
271 | // before they have been completely gathered |
272 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_renderer->introspectShadersJob()); |
273 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_renderer->bufferGathererJob()); |
274 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_renderer->textureGathererJob()); |
275 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_renderer->lightGathererJob()); |
276 | |
277 | for (const auto &renderViewCommandUpdater : m_renderViewCommandUpdaterJobs) { |
278 | renderViewCommandUpdater->addDependency(dependency: m_syncRenderViewPreCommandUpdateJob); |
279 | m_syncRenderViewPostCommandUpdateJob->addDependency(dependency: renderViewCommandUpdater); |
280 | } |
281 | |
282 | m_renderer->frameCleanupJob()->addDependency(dependency: m_syncRenderViewPostCommandUpdateJob); |
283 | m_renderer->frameCleanupJob()->addDependency(dependency: m_setClearDrawBufferIndexJob); |
284 | |
285 | // Add jobs |
286 | jobs.push_back(x: m_renderViewJob); // Step 1 |
287 | |
288 | jobs.push_back(x: m_syncRenderViewPostInitializationJob); // Step 2 |
289 | |
290 | const bool commandsNeedRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::FullCommandRebuild); |
291 | const bool materialCacheNeedsRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::MaterialCacheRebuild); |
292 | const bool layerCacheNeedsRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::LayerCacheRebuild); |
293 | |
294 | if (commandsNeedRebuild) { // Step 3 |
295 | m_syncRenderViewPreCommandBuildingJob->addDependency(dependency: m_renderer->computableEntityFilterJob()); |
296 | m_syncRenderViewPreCommandBuildingJob->addDependency(dependency: m_renderer->renderableEntityFilterJob()); |
297 | m_syncRenderViewPreCommandBuildingJob->addDependency(dependency: m_syncRenderViewPostInitializationJob); |
298 | |
299 | if (materialCacheNeedsRebuild) |
300 | m_syncRenderViewPreCommandBuildingJob->addDependency(dependency: m_syncMaterialGathererJob); |
301 | |
302 | jobs.push_back(x: m_syncRenderViewPreCommandBuildingJob); |
303 | |
304 | for (const auto &renderViewCommandBuilder : m_renderViewCommandBuilderJobs) { |
305 | renderViewCommandBuilder->addDependency(dependency: m_syncRenderViewPreCommandBuildingJob); |
306 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: renderViewCommandBuilder); |
307 | jobs.push_back(x: renderViewCommandBuilder); |
308 | } |
309 | } |
310 | |
311 | if (layerCacheNeedsRebuild) { |
312 | m_filterEntityByLayerJob->addDependency(dependency: updateEntityLayersJob); |
313 | m_filterEntityByLayerJob->addDependency(dependency: m_syncRenderViewPostInitializationJob); |
314 | m_filterEntityByLayerJob->addDependency(dependency: updateTreeEnabledJob); |
315 | |
316 | m_syncFilterEntityByLayerJob->addDependency(dependency: m_filterEntityByLayerJob); |
317 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_syncFilterEntityByLayerJob); |
318 | |
319 | jobs.push_back(x: m_filterEntityByLayerJob); // Step 3 |
320 | jobs.push_back(x: m_syncFilterEntityByLayerJob); // Step 4 |
321 | } |
322 | jobs.push_back(x: m_syncPreFrustumCullingJob); // Step 3 |
323 | jobs.push_back(x: m_filterProximityJob); // Step 3 |
324 | jobs.push_back(x: m_setClearDrawBufferIndexJob); // Step 3 |
325 | |
326 | if (materialCacheNeedsRebuild) { |
327 | for (const auto &materialGatherer : m_materialGathererJobs) { |
328 | materialGatherer->addDependency(dependency: m_syncRenderViewPostInitializationJob); |
329 | materialGatherer->addDependency(dependency: m_renderer->introspectShadersJob()); |
330 | materialGatherer->addDependency(dependency: m_renderer->filterCompatibleTechniqueJob()); |
331 | jobs.push_back(x: materialGatherer); // Step3 |
332 | m_syncMaterialGathererJob->addDependency(dependency: materialGatherer); |
333 | } |
334 | m_syncRenderViewPreCommandUpdateJob->addDependency(dependency: m_syncMaterialGathererJob); |
335 | |
336 | jobs.push_back(x: m_syncMaterialGathererJob); // Step 3 |
337 | } |
338 | |
339 | jobs.push_back(x: m_frustumCullingJob); // Step 4 |
340 | jobs.push_back(x: m_syncRenderViewPreCommandUpdateJob); // Step 5 |
341 | |
342 | // Build RenderCommands or Update RenderCommand Uniforms |
343 | for (const auto &renderViewCommandBuilder : m_renderViewCommandUpdaterJobs) // Step 6 |
344 | jobs.push_back(x: renderViewCommandBuilder); |
345 | |
346 | jobs.push_back(x: m_syncRenderViewPostCommandUpdateJob); // Step 7 |
347 | |
348 | return jobs; |
349 | } |
350 | |
351 | Renderer *RenderViewBuilder::renderer() const |
352 | { |
353 | return m_renderer; |
354 | } |
355 | |
356 | int RenderViewBuilder::renderViewIndex() const |
357 | { |
358 | return m_renderViewIndex; |
359 | } |
360 | |
361 | void RenderViewBuilder::setLayerCacheNeedsToBeRebuilt(bool needsToBeRebuilt) |
362 | { |
363 | m_rebuildFlags.setFlag(flag: RebuildFlag::LayerCacheRebuild, on: needsToBeRebuilt); |
364 | } |
365 | |
366 | bool RenderViewBuilder::layerCacheNeedsToBeRebuilt() const |
367 | { |
368 | return m_rebuildFlags.testFlag(flag: RebuildFlag::LayerCacheRebuild); |
369 | } |
370 | |
371 | void RenderViewBuilder::setMaterialGathererCacheNeedsToBeRebuilt(bool needsToBeRebuilt) |
372 | { |
373 | m_rebuildFlags.setFlag(flag: RebuildFlag::MaterialCacheRebuild, on: needsToBeRebuilt); |
374 | } |
375 | |
376 | bool RenderViewBuilder::materialGathererCacheNeedsToBeRebuilt() const |
377 | { |
378 | return m_rebuildFlags.testFlag(flag: RebuildFlag::MaterialCacheRebuild); |
379 | } |
380 | |
381 | void RenderViewBuilder::setRenderCommandCacheNeedsToBeRebuilt(bool needsToBeRebuilt) |
382 | { |
383 | m_rebuildFlags.setFlag(flag: RebuildFlag::FullCommandRebuild, on: needsToBeRebuilt); |
384 | } |
385 | |
386 | bool RenderViewBuilder::renderCommandCacheNeedsToBeRebuilt() const |
387 | { |
388 | return m_rebuildFlags.testFlag(flag: RebuildFlag::FullCommandRebuild); |
389 | } |
390 | |
391 | void RenderViewBuilder::setLightCacheNeedsToBeRebuilt(bool needsToBeRebuilt) |
392 | { |
393 | m_rebuildFlags.setFlag(flag: RebuildFlag::LightCacheRebuild, on: needsToBeRebuilt); |
394 | } |
395 | |
396 | bool RenderViewBuilder::lightCacheNeedsToBeRebuilt() const |
397 | { |
398 | return m_rebuildFlags.testFlag(flag: RebuildFlag::LightCacheRebuild); |
399 | } |
400 | |
401 | int RenderViewBuilder::optimalJobCount() const |
402 | { |
403 | return m_optimalParallelJobCount; |
404 | } |
405 | |
406 | void RenderViewBuilder::setOptimalJobCount(int v) |
407 | { |
408 | m_optimalParallelJobCount = v; |
409 | } |
410 | |
411 | } // OpenGL |
412 | |
413 | } // Render |
414 | |
415 | } // Qt3DRender |
416 | |
417 | QT_END_NAMESPACE |
418 | |