1 | // Copyright (C) 2020 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 | #include "rhirendertarget_p.h" |
7 | |
8 | #include <Qt3DCore/qentity.h> |
9 | #include <Qt3DCore/private/vector_helper_p.h> |
10 | |
11 | #include <Qt3DRender/qmaterial.h> |
12 | #include <Qt3DRender/qmesh.h> |
13 | #include <Qt3DRender/qrenderpass.h> |
14 | #include <Qt3DRender/qshaderprogram.h> |
15 | #include <Qt3DRender/qtechnique.h> |
16 | #include <Qt3DRender/qrenderaspect.h> |
17 | #include <Qt3DRender/qeffect.h> |
18 | #include <Qt3DRender/qrendercapture.h> |
19 | |
20 | #include <Qt3DRender/private/qsceneimporter_p.h> |
21 | #include <Qt3DRender/private/renderstates_p.h> |
22 | #include <Qt3DRender/private/cameraselectornode_p.h> |
23 | #include <Qt3DRender/private/framegraphvisitor_p.h> |
24 | #include <Qt3DRender/private/cameralens_p.h> |
25 | #include <Qt3DRender/private/entity_p.h> |
26 | #include <Qt3DRender/private/renderlogging_p.h> |
27 | #include <Qt3DRender/private/material_p.h> |
28 | #include <Qt3DRender/private/renderpassfilternode_p.h> |
29 | #include <Qt3DRender/private/shader_p.h> |
30 | #include <Qt3DRender/private/buffer_p.h> |
31 | #include <Qt3DRender/private/technique_p.h> |
32 | #include <Qt3DRender/private/scenemanager_p.h> |
33 | #include <Qt3DRender/private/techniquefilternode_p.h> |
34 | #include <Qt3DRender/private/viewportnode_p.h> |
35 | #include <Qt3DRender/private/vsyncframeadvanceservice_p.h> |
36 | #include <Qt3DRender/private/managers_p.h> |
37 | #include <Qt3DRender/private/buffermanager_p.h> |
38 | #include <Qt3DRender/private/nodemanagers_p.h> |
39 | #include <Qt3DRender/private/geometryrenderermanager_p.h> |
40 | #include <Qt3DRender/private/techniquemanager_p.h> |
41 | #include <Qt3DRender/private/platformsurfacefilter_p.h> |
42 | #include <Qt3DRender/private/rendercapture_p.h> |
43 | #include <Qt3DRender/private/updatelevelofdetailjob_p.h> |
44 | #include <Qt3DRender/private/buffercapture_p.h> |
45 | #include <Qt3DRender/private/offscreensurfacehelper_p.h> |
46 | #include <Qt3DRender/private/subtreeenabler_p.h> |
47 | #include <Qt3DRender/private/qshaderprogrambuilder_p.h> |
48 | #include <Qt3DRender/private/qshaderprogram_p.h> |
49 | |
50 | #include <Qt3DRender/qcameralens.h> |
51 | #include <Qt3DCore/private/qabstractaspectjobmanager_p.h> |
52 | #include <Qt3DCore/private/qaspectmanager_p.h> |
53 | #include <Qt3DCore/private/qsysteminformationservice_p.h> |
54 | #include <Qt3DCore/private/qsysteminformationservice_p_p.h> |
55 | #include <Qt3DRender/private/resourceaccessor_p.h> |
56 | #include <Qt3DRender/private/renderlogging_p.h> |
57 | #include <Qt3DRender/private/renderstateset_p.h> |
58 | #include <Qt3DRender/private/setfence_p.h> |
59 | #include <Qt3DRender/private/stringtoint_p.h> |
60 | #include <Qt3DRender/private/qrenderaspect_p.h> |
61 | |
62 | #include <rhibuffer_p.h> |
63 | #include <rhigraphicspipeline_p.h> |
64 | |
65 | #include <rendercommand_p.h> |
66 | #include <renderview_p.h> |
67 | #include <texture_p.h> |
68 | #include <renderviewbuilder_p.h> |
69 | #include <rhiresourcemanagers_p.h> |
70 | #include <commandexecuter_p.h> |
71 | #include <submissioncontext_p.h> |
72 | |
73 | #include <QStack> |
74 | #include <QOffscreenSurface> |
75 | #include <QSurface> |
76 | #include <QElapsedTimer> |
77 | #include <QLibraryInfo> |
78 | #include <QMutexLocker> |
79 | #include <QPluginLoader> |
80 | #include <QDir> |
81 | #include <QUrl> |
82 | #include <QOffscreenSurface> |
83 | #include <QWindow> |
84 | #include <QThread> |
85 | #include <QKeyEvent> |
86 | #include <QMouseEvent> |
87 | |
88 | #include <QtGui/private/qopenglcontext_p.h> |
89 | #include <QGuiApplication> |
90 | #include <Qt3DCore/private/qthreadpooler_p.h> |
91 | |
92 | #include <optional> |
93 | |
94 | QT_BEGIN_NAMESPACE |
95 | |
96 | namespace Qt3DRender { |
97 | namespace Render { |
98 | namespace Rhi { |
99 | |
100 | using RendererCache = Render::RendererCache<RenderCommand>; |
101 | |
102 | namespace { |
103 | |
104 | class CachingLightGatherer : public LightGatherer |
105 | { |
106 | public: |
107 | CachingLightGatherer(RendererCache *cache) : LightGatherer(), m_cache(cache) { } |
108 | |
109 | void run() override |
110 | { |
111 | LightGatherer::run(); |
112 | |
113 | QMutexLocker lock(m_cache->mutex()); |
114 | m_cache->gatheredLights = lights(); |
115 | m_cache->environmentLight = environmentLight(); |
116 | } |
117 | |
118 | private: |
119 | RendererCache *m_cache; |
120 | }; |
121 | |
122 | class CachingRenderableEntityFilter : public RenderableEntityFilter |
123 | { |
124 | public: |
125 | CachingRenderableEntityFilter(RendererCache *cache) : RenderableEntityFilter(), m_cache(cache) |
126 | { |
127 | } |
128 | |
129 | void run() override |
130 | { |
131 | RenderableEntityFilter::run(); |
132 | |
133 | std::vector<Entity *> selectedEntities = filteredEntities(); |
134 | std::sort(first: selectedEntities.begin(), last: selectedEntities.end()); |
135 | |
136 | QMutexLocker lock(m_cache->mutex()); |
137 | m_cache->renderableEntities = std::move(selectedEntities); |
138 | } |
139 | |
140 | private: |
141 | RendererCache *m_cache; |
142 | }; |
143 | |
144 | class CachingComputableEntityFilter : public ComputableEntityFilter |
145 | { |
146 | public: |
147 | CachingComputableEntityFilter(RendererCache *cache) : ComputableEntityFilter(), m_cache(cache) |
148 | { |
149 | } |
150 | |
151 | void run() override |
152 | { |
153 | ComputableEntityFilter::run(); |
154 | |
155 | std::vector<Entity *> selectedEntities = filteredEntities(); |
156 | std::sort(first: selectedEntities.begin(), last: selectedEntities.end()); |
157 | |
158 | QMutexLocker lock(m_cache->mutex()); |
159 | m_cache->computeEntities = std::move(selectedEntities); |
160 | } |
161 | |
162 | private: |
163 | RendererCache *m_cache; |
164 | }; |
165 | |
166 | int locationForAttribute(Attribute *attr, const RHIShader *shader) noexcept |
167 | { |
168 | const std::vector<ShaderAttribute> &attribInfo = shader->attributes(); |
169 | const auto it = std::find_if(first: attribInfo.begin(), last: attribInfo.end(), |
170 | pred: [attr](const ShaderAttribute &sAttr) { return attr->nameId() == sAttr.m_nameId; }); |
171 | if (it != attribInfo.end()) |
172 | return it->m_location; |
173 | return -1; |
174 | } |
175 | |
176 | } // anonymous |
177 | |
178 | /*! |
179 | \internal |
180 | |
181 | Renderer shutdown procedure: |
182 | |
183 | Since the renderer relies on the surface and OpenGLContext to perform its cleanup, |
184 | it is shutdown when the surface is set to nullptr |
185 | |
186 | When the surface is set to nullptr this will request the RenderThread to terminate |
187 | and will prevent createRenderBinJobs from returning a set of jobs as there is nothing |
188 | more to be rendered. |
189 | |
190 | In turn, this will call shutdown which will make the OpenGL context current one last time |
191 | to allow cleanups requiring a call to QOpenGLContext::currentContext to execute properly. |
192 | At the end of that function, the GraphicsContext is set to null. |
193 | |
194 | At this point though, the QAspectThread is still running its event loop and will only stop |
195 | a short while after. |
196 | */ |
197 | |
198 | Renderer::Renderer() |
199 | : m_services(nullptr), |
200 | m_aspect(nullptr), |
201 | m_nodesManager(nullptr), |
202 | m_renderSceneRoot(nullptr), |
203 | m_defaultRenderStateSet(nullptr), |
204 | m_submissionContext(nullptr), |
205 | m_vsyncFrameAdvanceService(new VSyncFrameAdvanceService(false)), |
206 | m_waitForInitializationToBeCompleted(0), |
207 | m_hasBeenInitializedMutex(), |
208 | m_exposed(0), |
209 | m_lastFrameCorrect(0), |
210 | m_glContext(nullptr), |
211 | m_rhiContext(nullptr), |
212 | m_time(0), |
213 | m_settings(nullptr), |
214 | m_updateShaderDataTransformJob(Render::UpdateShaderDataTransformJobPtr::create()), |
215 | m_cleanupJob(Render::FrameCleanupJobPtr::create()), |
216 | m_sendBufferCaptureJob(Render::SendBufferCaptureJobPtr::create()), |
217 | m_filterCompatibleTechniqueJob(FilterCompatibleTechniqueJobPtr::create()), |
218 | m_lightGathererJob(new CachingLightGatherer(&m_cache)), |
219 | m_renderableEntityFilterJob(new CachingRenderableEntityFilter(&m_cache)), |
220 | m_computableEntityFilterJob(new CachingComputableEntityFilter(&m_cache)), |
221 | m_bufferGathererJob(SynchronizerJobPtr::create(arguments: [this] { lookForDirtyBuffers(); }, |
222 | arguments: JobTypes::DirtyBufferGathering)), |
223 | m_textureGathererJob(SynchronizerJobPtr::create(arguments: [this] { lookForDirtyTextures(); }, |
224 | arguments: JobTypes::DirtyTextureGathering)), |
225 | m_introspectShaderJob(SynchronizerPostFramePtr::create( |
226 | arguments: [this] { reloadDirtyShaders(); }, |
227 | arguments: [this](Qt3DCore::QAspectManager *m) { sendShaderChangesToFrontend(manager: m); }, |
228 | arguments: JobTypes::DirtyShaderGathering)), |
229 | m_ownedContext(false), |
230 | m_RHIResourceManagers(nullptr), |
231 | m_commandExecuter(new Qt3DRender::DebugRhi::CommandExecuter(this)), |
232 | m_shouldSwapBuffers(true) |
233 | { |
234 | std::fill_n(first: m_textureTransform, n: 4, value: 0.f); |
235 | |
236 | // Set renderer as running - it will wait in the context of the |
237 | // RenderThread for RenderViews to be submitted |
238 | m_running.fetchAndStoreOrdered(newValue: 1); |
239 | |
240 | m_introspectShaderJob->addDependency(dependency: m_filterCompatibleTechniqueJob); |
241 | |
242 | m_filterCompatibleTechniqueJob->setRenderer(this); |
243 | |
244 | m_defaultRenderStateSet = new RenderStateSet; |
245 | m_defaultRenderStateSet->addState(state: StateVariant::createState<DepthTest>(GL_LESS)); |
246 | m_defaultRenderStateSet->addState(state: StateVariant::createState<CullFace>(GL_BACK)); |
247 | m_defaultRenderStateSet->addState(state: StateVariant::createState<ColorMask>(values: true, values: true, values: true, values: true)); |
248 | } |
249 | |
250 | Renderer::~Renderer() |
251 | { |
252 | Q_ASSERT(m_running.fetchAndStoreOrdered(0) == 0); |
253 | |
254 | delete m_defaultRenderStateSet; |
255 | delete m_RHIResourceManagers; |
256 | |
257 | if (!m_ownedContext) |
258 | QObject::disconnect(m_contextConnection); |
259 | } |
260 | |
261 | void Renderer::dumpInfo() const |
262 | { |
263 | qDebug() << Q_FUNC_INFO << "t ="<< m_time; |
264 | |
265 | const ShaderManager *shaderManager = m_nodesManager->shaderManager(); |
266 | qDebug() << "=== Shader Manager ==="; |
267 | qDebug() << *shaderManager; |
268 | |
269 | const TextureManager *textureManager = m_nodesManager->textureManager(); |
270 | qDebug() << "=== Texture Manager ==="; |
271 | qDebug() << *textureManager; |
272 | |
273 | const TextureImageManager *textureImageManager = m_nodesManager->textureImageManager(); |
274 | qDebug() << "=== Texture Image Manager ==="; |
275 | qDebug() << *textureImageManager; |
276 | } |
277 | |
278 | API Renderer::api() const |
279 | { |
280 | return API::RHI; |
281 | } |
282 | |
283 | // When Scene3D is driving rendering: |
284 | // - Don't create SwapChains |
285 | // - Use the defaultRenderTarget if no renderTarget specified instead of the |
286 | // swapChain |
287 | // - Use the provided commandBuffer |
288 | void Renderer::setRenderDriver(AbstractRenderer::RenderDriver driver) |
289 | { |
290 | // This must be called before initialize which creates the submission context |
291 | Q_ASSERT(!m_submissionContext); |
292 | m_driver = driver; |
293 | } |
294 | |
295 | AbstractRenderer::RenderDriver Renderer::renderDriver() const |
296 | { |
297 | return m_driver; |
298 | } |
299 | |
300 | qint64 Renderer::time() const |
301 | { |
302 | return m_time; |
303 | } |
304 | |
305 | void Renderer::setTime(qint64 time) |
306 | { |
307 | m_time = time; |
308 | } |
309 | |
310 | void Renderer::setJobsInLastFrame(int jobsInLastFrame) |
311 | { |
312 | m_jobsInLastFrame = jobsInLastFrame; |
313 | } |
314 | |
315 | void Renderer::setAspect(QRenderAspect *aspect) |
316 | { |
317 | m_aspect = aspect; |
318 | m_updateShaderDataTransformJob->addDependency( |
319 | dependency: QRenderAspectPrivate::get(q: aspect)->m_worldTransformJob); |
320 | } |
321 | |
322 | void Renderer::setNodeManagers(NodeManagers *managers) |
323 | { |
324 | m_nodesManager = managers; |
325 | m_RHIResourceManagers = new RHIResourceManagers(); |
326 | m_scene2DResourceAccessor.reset(t: new ResourceAccessor(this, m_nodesManager)); |
327 | |
328 | m_updateShaderDataTransformJob->setManagers(m_nodesManager); |
329 | m_cleanupJob->setManagers(m_nodesManager); |
330 | m_filterCompatibleTechniqueJob->setManager(m_nodesManager->techniqueManager()); |
331 | m_sendBufferCaptureJob->setManagers(m_nodesManager); |
332 | m_lightGathererJob->setManager(m_nodesManager->renderNodesManager()); |
333 | m_renderableEntityFilterJob->setManager(m_nodesManager->renderNodesManager()); |
334 | m_computableEntityFilterJob->setManager(m_nodesManager->renderNodesManager()); |
335 | } |
336 | |
337 | void Renderer::setServices(Qt3DCore::QServiceLocator *services) |
338 | { |
339 | m_services = services; |
340 | |
341 | m_nodesManager->sceneManager()->setDownloadService(m_services->downloadHelperService()); |
342 | } |
343 | |
344 | QRenderAspect *Renderer::aspect() const |
345 | { |
346 | return m_aspect; |
347 | } |
348 | |
349 | NodeManagers *Renderer::nodeManagers() const |
350 | { |
351 | return m_nodesManager; |
352 | } |
353 | |
354 | /*! |
355 | \internal |
356 | |
357 | Return context which can be used to share resources safely |
358 | with qt3d main render context. |
359 | */ |
360 | QOpenGLContext *Renderer::shareContext() const |
361 | { |
362 | return nullptr; |
363 | } |
364 | |
365 | void Renderer::setOpenGLContext(QOpenGLContext *context) |
366 | { |
367 | m_glContext = context; |
368 | } |
369 | |
370 | void Renderer::setRHIContext(QRhi *ctx) |
371 | { |
372 | m_rhiContext = ctx; |
373 | } |
374 | |
375 | // Called by Scene3D |
376 | void Renderer::setDefaultRHIRenderTarget(QRhiRenderTarget *defaultTarget) |
377 | { |
378 | Q_ASSERT(m_submissionContext); |
379 | m_submissionContext->setDefaultRenderTarget(defaultTarget); |
380 | |
381 | // When the defaultTarget changes, we have to recreate all QRhiGraphicsPipelines |
382 | // to ensure they match new DefaultRenderTargetLayout. This is potentially expensive |
383 | RHIGraphicsPipelineManager *pipelineManager = m_RHIResourceManagers->rhiGraphicsPipelineManager(); |
384 | pipelineManager->releaseAllResources(); |
385 | } |
386 | |
387 | // Called by Scene3D |
388 | void Renderer::setRHICommandBuffer(QRhiCommandBuffer *commandBuffer) |
389 | { |
390 | Q_ASSERT(m_submissionContext); |
391 | m_submissionContext->setCommandBuffer(commandBuffer); |
392 | } |
393 | |
394 | void Renderer::setScreen(QScreen *scr) |
395 | { |
396 | m_screen = scr; |
397 | } |
398 | |
399 | QScreen *Renderer::screen() const |
400 | { |
401 | return m_screen; |
402 | } |
403 | |
404 | bool Renderer::accessOpenGLTexture(Qt3DCore::QNodeId nodeId, QOpenGLTexture **texture, |
405 | QMutex **lock, bool readonly) |
406 | { |
407 | RHI_UNIMPLEMENTED; |
408 | Q_UNUSED(texture); |
409 | |
410 | Texture *tex = m_nodesManager->textureManager()->lookupResource(id: nodeId); |
411 | if (!tex) |
412 | return false; |
413 | |
414 | RHITexture *glTex = m_RHIResourceManagers->rhiTextureManager()->lookupResource(id: tex->peerId()); |
415 | if (!glTex) |
416 | return false; |
417 | |
418 | if (glTex->isDirty()) |
419 | return false; |
420 | |
421 | if (!readonly) |
422 | glTex->setExternalRenderingEnabled(true); |
423 | |
424 | // RHITexture::TextureUpdateInfo texInfo = |
425 | // glTex->createOrUpdateRhiTexture(m_submissionContext.data()); *texture = texInfo.texture; |
426 | |
427 | if (!readonly) |
428 | *lock = glTex->externalRenderingLock(); |
429 | |
430 | return true; |
431 | } |
432 | |
433 | QSharedPointer<RenderBackendResourceAccessor> Renderer::resourceAccessor() const |
434 | { |
435 | return m_scene2DResourceAccessor; |
436 | } |
437 | |
438 | // Called in RenderThread context by the run method of RenderThread |
439 | // RenderThread has locked the mutex already and unlocks it when this |
440 | // method termintates |
441 | void Renderer::initialize() |
442 | { |
443 | QMutexLocker lock(&m_hasBeenInitializedMutex); |
444 | m_submissionContext.reset(other: new SubmissionContext); |
445 | m_submissionContext->setRenderer(this); |
446 | |
447 | if (m_driver == AbstractRenderer::Scene3D) { |
448 | m_submissionContext->setRHIContext(m_rhiContext); |
449 | m_submissionContext->setDrivenExternally(true); |
450 | } |
451 | |
452 | // RHI initialization |
453 | { |
454 | qCDebug(Backend) << Q_FUNC_INFO << "Requesting renderer initialize"; |
455 | m_submissionContext->initialize(); |
456 | |
457 | // We need to adapt texture coordinates |
458 | // m_textureTransform is (a;b) in texCoord = a * texCoord + b |
459 | if (m_submissionContext->rhi()->isYUpInFramebuffer()) { |
460 | // OpenGL case - that is what we assume to be the default so we do not change |
461 | // anything |
462 | m_textureTransform[0] = 1.f; |
463 | m_textureTransform[1] = 1.f; |
464 | m_textureTransform[2] = 0.f; |
465 | m_textureTransform[3] = 0.f; |
466 | } else { |
467 | // Other cases : y = 1 - y |
468 | m_textureTransform[0] = 1.f; |
469 | m_textureTransform[1] = -1.f; |
470 | m_textureTransform[2] = 0.f; |
471 | m_textureTransform[3] = 1.f; |
472 | } |
473 | |
474 | // Awake setScenegraphRoot in case it was waiting |
475 | m_waitForInitializationToBeCompleted.release(n: 1); |
476 | |
477 | // Allow the aspect manager to proceed |
478 | m_vsyncFrameAdvanceService->proceedToNextFrame(); |
479 | |
480 | // Force initial refresh |
481 | markDirty(changes: AllDirty, node: nullptr); |
482 | return; |
483 | } |
484 | } |
485 | |
486 | /*! |
487 | * \internal |
488 | * |
489 | * Signals for the renderer to stop rendering. If a threaded renderer is in use, |
490 | * the render thread will call releaseGraphicsResources() just before the thread exits. |
491 | * If rendering synchronously, this function will call releaseGraphicsResources(). |
492 | */ |
493 | void Renderer::shutdown() |
494 | { |
495 | // Ensure we have waited to be fully initialized before trying to shut down |
496 | // (in case initialization is taking place at the same time) |
497 | QMutexLocker lock(&m_hasBeenInitializedMutex); |
498 | |
499 | qCDebug(Backend) << Q_FUNC_INFO << "Requesting renderer shutdown"; |
500 | m_running.storeRelaxed(newValue: 0); |
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_RHIResourceManagers; |
514 | m_RHIResourceManagers = 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 | m_submissionContext.reset(other: nullptr); |
537 | |
538 | qCDebug(Backend) << Q_FUNC_INFO << "Renderer properly shutdown"; |
539 | } |
540 | |
541 | void Renderer::setSurfaceExposed(bool exposed) |
542 | { |
543 | qCDebug(Backend) << "Window exposed: "<< exposed; |
544 | m_exposed.fetchAndStoreOrdered(newValue: exposed); |
545 | } |
546 | |
547 | Render::FrameGraphNode *Renderer::frameGraphRoot() const |
548 | { |
549 | Q_ASSERT(m_settings); |
550 | if (m_nodesManager && m_nodesManager->frameGraphManager() && m_settings) |
551 | return m_nodesManager->frameGraphManager()->lookupNode(id: m_settings->activeFrameGraphID()); |
552 | return nullptr; |
553 | } |
554 | |
555 | // QAspectThread context |
556 | // Order of execution : |
557 | // 1) RenderThread is created -> release 1 of m_waitForInitializationToBeCompleted when started |
558 | // 2) setSceneRoot waits to acquire initialization |
559 | // 3) submitRenderView -> check for surface |
560 | // -> make surface current + create proper glHelper if needed |
561 | void Renderer::setSceneRoot(Entity *sgRoot) |
562 | { |
563 | Q_ASSERT(sgRoot); |
564 | |
565 | // If initialization hasn't been completed we must wait |
566 | m_waitForInitializationToBeCompleted.acquire(); |
567 | |
568 | m_renderSceneRoot = sgRoot; |
569 | if (!m_renderSceneRoot) |
570 | qCWarning(Backend) << "Failed to build render scene"; |
571 | m_renderSceneRoot->dump(); |
572 | qCDebug(Backend) << Q_FUNC_INFO << "DUMPING SCENE"; |
573 | |
574 | // Set the scene root on the jobs |
575 | m_cleanupJob->setRoot(m_renderSceneRoot); |
576 | |
577 | // Set all flags to dirty |
578 | m_dirtyBits.marked |= AbstractRenderer::AllDirty; |
579 | } |
580 | |
581 | void Renderer::setSettings(RenderSettings *settings) |
582 | { |
583 | m_settings = settings; |
584 | } |
585 | |
586 | RenderSettings *Renderer::settings() const |
587 | { |
588 | return m_settings; |
589 | } |
590 | |
591 | // Either called by render if Qt3D is in charge of rendering (in the mainthread) |
592 | // or by QRenderAspectPrivate::render (for Scene3D, potentially from a RenderThread) |
593 | // This will wait until renderQueue is ready or shutdown was requested |
594 | void Renderer::render(bool swapBuffers) |
595 | { |
596 | Renderer::ViewSubmissionResultData submissionData; |
597 | bool beganDrawing = false; |
598 | |
599 | // Blocking until RenderQueue is full |
600 | const bool canSubmit = waitUntilReadyToSubmit(); |
601 | |
602 | // If it returns false -> we are shutting down |
603 | if (!canSubmit) |
604 | return; |
605 | |
606 | m_shouldSwapBuffers = swapBuffers; |
607 | const std::vector<Render::Rhi::RenderView *> &renderViews = m_renderQueue.nextFrameQueue(); |
608 | const bool queueIsEmpty = m_renderQueue.targetRenderViewCount() == 0; |
609 | |
610 | bool mustCleanResources = false; |
611 | |
612 | // RenderQueue is complete (but that means it may be of size 0) |
613 | if (!queueIsEmpty) { |
614 | Qt3DCore::QTaskLogger submissionStatsPart1(m_services->systemInformation(), |
615 | { JobTypes::FrameSubmissionPart1, 0 }, |
616 | Qt3DCore::QTaskLogger::Submission); |
617 | Qt3DCore::QTaskLogger submissionStatsPart2(m_services->systemInformation(), |
618 | { JobTypes::FrameSubmissionPart2, 0 }, |
619 | Qt3DCore::QTaskLogger::Submission); |
620 | |
621 | std::vector<RHIPassInfo> rhiPassesInfo; |
622 | |
623 | QSurface *surface = nullptr; |
624 | for (const RenderView *rv : renderViews) { |
625 | surface = rv->surface(); |
626 | if (surface) |
627 | break; |
628 | } |
629 | |
630 | // In case we did not draw because e.g. there was no swapchain, |
631 | // we keep the resource updates from the previous frame. |
632 | if (!m_submissionContext->m_currentUpdates) { |
633 | m_submissionContext->m_currentUpdates = |
634 | m_submissionContext->rhi()->nextResourceUpdateBatch(); |
635 | } |
636 | |
637 | // 1) Execute commands for buffer uploads, texture updates, shader loading first |
638 | updateResources(); |
639 | |
640 | rhiPassesInfo = prepareCommandsSubmission(renderViews); |
641 | // 2) Update Pipelines and copy data into commands to allow concurrent submission |
642 | |
643 | { |
644 | // Scoped to destroy surfaceLock |
645 | SurfaceLocker surfaceLock(surface); |
646 | const bool surfaceIsValid = (surface && surfaceLock.isSurfaceValid()); |
647 | if (surfaceIsValid) { |
648 | beganDrawing = m_submissionContext->beginDrawing(surface); |
649 | if (beganDrawing) { |
650 | // Purge shader which aren't used any longer |
651 | static int callCount = 0; |
652 | ++callCount; |
653 | const int shaderPurgePeriod = 600; |
654 | if (callCount % shaderPurgePeriod == 0) |
655 | m_RHIResourceManagers->rhiShaderManager()->purge(); |
656 | } |
657 | } |
658 | } |
659 | |
660 | // Only try to submit the RenderViews if the preprocessing was successful |
661 | // This part of the submission is happening in parallel to the RV building for the next |
662 | // frame |
663 | if (beganDrawing) { |
664 | submissionStatsPart1.end(t: submissionStatsPart2.restart()); |
665 | |
666 | // 3) Submit the render commands for frame n (making sure we never reference |
667 | // something that could be changing) Render using current device state and renderer |
668 | // configuration |
669 | submissionData = submitRenderViews(rhiPassesInfo); |
670 | |
671 | // Perform any required cleanup of the Graphics resources (Buffers deleted, Shader |
672 | // deleted...) |
673 | mustCleanResources = true; |
674 | } |
675 | |
676 | // Execute the pending shell commands |
677 | m_commandExecuter->performAsynchronousCommandExecution(views: renderViews); |
678 | |
679 | // Delete all the RenderViews which will clear the allocators |
680 | // that were used for their allocation |
681 | } |
682 | |
683 | // Perform the last swapBuffers calls after the proceedToNextFrame |
684 | // as this allows us to gain a bit of time for the preparation of the |
685 | // next frame |
686 | // Finish up with last surface used in the list of RenderViews |
687 | if (beganDrawing) { |
688 | SurfaceLocker surfaceLock(submissionData.surface); |
689 | // Finish up with last surface used in the list of RenderViews |
690 | const bool swapBuffers = |
691 | true // submissionData.lastBoundFBOId == m_submissionContext->defaultFBO() |
692 | && surfaceLock.isSurfaceValid() |
693 | && m_shouldSwapBuffers; |
694 | m_submissionContext->endDrawing(swapBuffers); |
695 | |
696 | if (mustCleanResources) |
697 | cleanGraphicsResources(); |
698 | } |
699 | |
700 | // Reset RenderQueue and destroy the renderViews |
701 | m_renderQueue.reset(); |
702 | |
703 | // We allow the RenderTickClock service to proceed to the next frame |
704 | // In turn this will allow the aspect manager to request a new set of jobs |
705 | // to be performed for each aspect |
706 | m_vsyncFrameAdvanceService->proceedToNextFrame(); |
707 | } |
708 | |
709 | // Called by RenderViewJobs |
710 | // When the frameQueue is complete and we are using a renderThread |
711 | // we allow the render thread to proceed |
712 | void Renderer::enqueueRenderView(RenderView *renderView, int submitOrder) |
713 | { |
714 | QMutexLocker locker(m_renderQueue.mutex()); // Prevent out of order execution |
715 | // We cannot use a lock free primitive here because: |
716 | // - std::vector is not thread safe |
717 | // - Even if the insert is made correctly, the isFrameComplete call |
718 | // could be invalid since depending on the order of execution |
719 | // the counter could be complete but the renderview not yet added to the |
720 | // buffer depending on whichever order the cpu decides to process this |
721 | const bool isQueueComplete = m_renderQueue.queueRenderView(renderView, submissionOrderIndex: submitOrder); |
722 | locker.unlock(); // We're done protecting the queue at this point |
723 | if (isQueueComplete) { |
724 | m_submitRenderViewsSemaphore.release(n: 1); |
725 | } |
726 | } |
727 | |
728 | bool Renderer::waitUntilReadyToSubmit() |
729 | { |
730 | // Make sure that we've been told to render before rendering |
731 | // Prevent ouf of order execution |
732 | m_submitRenderViewsSemaphore.acquire(n: 1); |
733 | |
734 | // Check if shutdown has been requested |
735 | if (m_running.loadRelaxed() == 0) |
736 | return false; |
737 | |
738 | // The semaphore should only |
739 | // be released when the frame queue is complete and there's |
740 | // something to render |
741 | // The case of shutdown should have been handled just before |
742 | Q_ASSERT(m_renderQueue.isFrameQueueComplete()); |
743 | return true; |
744 | } |
745 | |
746 | // Main thread |
747 | QVariant Renderer::executeCommand(const QStringList &args) |
748 | { |
749 | return m_commandExecuter->executeCommand(args); |
750 | } |
751 | |
752 | QSurfaceFormat Renderer::format() |
753 | { |
754 | return m_submissionContext->format(); |
755 | } |
756 | |
757 | namespace { |
758 | std::optional<QRhiVertexInputAttribute::Format> rhiAttributeType(Attribute *attr) { |
759 | switch (attr->vertexBaseType()) { |
760 | case Qt3DCore::QAttribute::Byte: |
761 | case Qt3DCore::QAttribute::UnsignedByte: { |
762 | if (attr->vertexSize() == 1) |
763 | return QRhiVertexInputAttribute::UNormByte; |
764 | if (attr->vertexSize() == 2) |
765 | return QRhiVertexInputAttribute::UNormByte2; |
766 | if (attr->vertexSize() == 4) |
767 | return QRhiVertexInputAttribute::UNormByte4; |
768 | break; |
769 | } |
770 | case Qt3DCore::QAttribute::Int: { |
771 | if (attr->vertexSize() == 1) |
772 | return QRhiVertexInputAttribute::SInt; |
773 | if (attr->vertexSize() == 2) |
774 | return QRhiVertexInputAttribute::SInt2; |
775 | if (attr->vertexSize() == 3) |
776 | return QRhiVertexInputAttribute::SInt3; |
777 | if (attr->vertexSize() == 4) |
778 | return QRhiVertexInputAttribute::SInt4; |
779 | break; |
780 | } |
781 | case Qt3DCore::QAttribute::UnsignedInt: { |
782 | if (attr->vertexSize() == 1) |
783 | return QRhiVertexInputAttribute::UInt; |
784 | if (attr->vertexSize() == 2) |
785 | return QRhiVertexInputAttribute::UInt2; |
786 | if (attr->vertexSize() == 3) |
787 | return QRhiVertexInputAttribute::UInt3; |
788 | if (attr->vertexSize() == 4) |
789 | return QRhiVertexInputAttribute::UInt4; |
790 | break; |
791 | } |
792 | case Qt3DCore::QAttribute::HalfFloat: { |
793 | if (attr->vertexSize() == 1) |
794 | return QRhiVertexInputAttribute::Half; |
795 | if (attr->vertexSize() == 2) |
796 | return QRhiVertexInputAttribute::Half2; |
797 | if (attr->vertexSize() == 3) |
798 | return QRhiVertexInputAttribute::Half3; |
799 | if (attr->vertexSize() >= 4) |
800 | return QRhiVertexInputAttribute::Half4; |
801 | break; |
802 | } |
803 | case Qt3DCore::QAttribute::Float: { |
804 | if (attr->vertexSize() == 1) |
805 | return QRhiVertexInputAttribute::Float; |
806 | if (attr->vertexSize() == 2) |
807 | return QRhiVertexInputAttribute::Float2; |
808 | if (attr->vertexSize() == 3) |
809 | return QRhiVertexInputAttribute::Float3; |
810 | if (attr->vertexSize() >= 4) |
811 | return QRhiVertexInputAttribute::Float4; |
812 | break; |
813 | } |
814 | default: |
815 | break; |
816 | } |
817 | return std::nullopt; |
818 | } |
819 | } |
820 | |
821 | void Renderer::updateGraphicsPipeline(RenderCommand &cmd, RenderView *rv) |
822 | { |
823 | if (!cmd.m_rhiShader) { |
824 | qCWarning(Backend) << "Command has no shader"; |
825 | return; |
826 | } |
827 | |
828 | // The Graphics Pipeline defines |
829 | // - Render State (Depth, Culling, Stencil, Blending) |
830 | // - Shader Resources Binding |
831 | // - Shader Vertex Attribute Layout |
832 | |
833 | // This means we need to have one GraphicsPipeline per |
834 | // - geometry layout |
835 | // - material |
836 | // - state (RV + RC) |
837 | |
838 | // Try to retrieve existing pipeline |
839 | // TO DO: Make RenderState part of the Key |
840 | // as it is likely many geometrys will have the same layout |
841 | RHIGraphicsPipelineManager *pipelineManager = m_RHIResourceManagers->rhiGraphicsPipelineManager(); |
842 | const int geometryLayoutId = pipelineManager->getIdForAttributeVec(attributesInfo: cmd.m_attributeInfo); |
843 | const int renderStatesKey = pipelineManager->getIdForRenderStates(stateSet: cmd.m_stateSet); |
844 | const GraphicsPipelineIdentifier pipelineKey { .geometryLayoutKey: geometryLayoutId, .shader: cmd.m_shaderId, .renderTarget: rv->renderTargetId(), .primitiveType: cmd.m_primitiveType, .renderStatesKey: renderStatesKey }; |
845 | RHIGraphicsPipeline *graphicsPipeline = pipelineManager->lookupResource(id: pipelineKey); |
846 | if (graphicsPipeline == nullptr) { |
847 | // Init UBOSet the first time we allocate a new pipeline |
848 | graphicsPipeline = pipelineManager->getOrCreateResource(id: pipelineKey); |
849 | graphicsPipeline->setKey(pipelineKey); |
850 | graphicsPipeline->uboSet()->setResourceManager(m_RHIResourceManagers); |
851 | graphicsPipeline->uboSet()->setNodeManagers(m_nodesManager); |
852 | graphicsPipeline->uboSet()->initializeLayout(ctx: m_submissionContext.data(), shader: cmd.m_rhiShader); |
853 | } |
854 | |
855 | // Increase score so that we know the pipeline was used for this frame and shouldn't be |
856 | // destroyed |
857 | graphicsPipeline->increaseScore(); |
858 | |
859 | // Record command reference in UBOSet |
860 | graphicsPipeline->uboSet()->addRenderCommand(cmd); |
861 | |
862 | // Store association between RV and pipeline |
863 | if (auto& pipelines = m_rvToGraphicsPipelines[rv]; !Qt3DCore::contains(destination: pipelines, element: graphicsPipeline)) |
864 | pipelines.push_back(x: graphicsPipeline); |
865 | |
866 | // Record RHIGraphicsPipeline into command for later use |
867 | cmd.pipeline = graphicsPipeline; |
868 | |
869 | // TO DO: Set to true if geometry, shader or render state dirty |
870 | bool requiresRebuild = false; |
871 | |
872 | // Build/Rebuild actual RHI pipeline if required |
873 | // TO DO: Ensure we find a way to know when the state is dirty to trigger a rebuild |
874 | if (graphicsPipeline->pipeline() == nullptr || requiresRebuild) |
875 | buildGraphicsPipelines(graphicsPipeline, rv, command: cmd); |
876 | } |
877 | |
878 | void Renderer::buildGraphicsPipelines(RHIGraphicsPipeline *graphicsPipeline, |
879 | RenderView *rv, |
880 | const RenderCommand &cmd) |
881 | { |
882 | // Note: This is completely stupid but RHI doesn't allow you to build |
883 | // a QRhiShaderResourceBindings if you don't already have buffers/textures |
884 | // at hand (where it should only need to know the type/formats ... of the resources) |
885 | // For that reason we need to provide a RenderCommand |
886 | |
887 | // Note: we can rebuild add/remove things from the QRhiShaderResourceBindings after having |
888 | // created the pipeline and rebuild it. Changes should be picked up automatically |
889 | |
890 | // If a defaultRenderTarget was set (Scene3D) we don't bother retrieving the swapchain |
891 | // as we have to use the one provided by Scene3D |
892 | QRhiSwapChain *rhiSwapChain = nullptr; |
893 | if (!m_submissionContext->defaultRenderTarget()) { |
894 | const SubmissionContext::SwapChainInfo *swapchain = m_submissionContext->swapChainForSurface(surface: rv->surface()); |
895 | if (!swapchain || !swapchain->swapChain || !swapchain->renderPassDescriptor) { |
896 | qCWarning(Backend) << "Can't create pipeline, incomplete SwapChain and no default Render Target"; |
897 | return; |
898 | } |
899 | rhiSwapChain = swapchain->swapChain; |
900 | } |
901 | |
902 | auto onFailure = [&](const char* msg) { |
903 | qCWarning(Backend) << "Failed to build graphics pipeline:"<< msg; |
904 | }; |
905 | |
906 | PipelineUBOSet *uboSet = graphicsPipeline->uboSet(); |
907 | RHIShader *shader = cmd.m_rhiShader; |
908 | |
909 | // Setup shaders |
910 | const QShader& vertexShader = shader->shaderStage(stage: QShader::VertexStage); |
911 | if (!vertexShader.isValid()) |
912 | return onFailure("Invalid vertex shader"); |
913 | |
914 | const QShader& fragmentShader = shader->shaderStage(stage: QShader::FragmentStage); |
915 | if (!fragmentShader.isValid()) |
916 | return onFailure("Invalid fragment shader"); |
917 | |
918 | // Set Resource Bindings |
919 | const std::vector<QRhiShaderResourceBinding> resourceBindings = uboSet->resourceLayout(shader); |
920 | QRhiShaderResourceBindings *shaderResourceBindings = |
921 | m_submissionContext->rhi()->newShaderResourceBindings(); |
922 | graphicsPipeline->setShaderResourceBindings(shaderResourceBindings); |
923 | |
924 | shaderResourceBindings->setBindings(first: resourceBindings.cbegin(), last: resourceBindings.cend()); |
925 | if (!shaderResourceBindings->create()) |
926 | return onFailure("Unable to create resource bindings"); |
927 | |
928 | // Setup attributes |
929 | const Geometry *geom = cmd.m_geometry.data(); |
930 | QVarLengthArray<QRhiVertexInputBinding, 8> inputBindings; |
931 | QVarLengthArray<QRhiVertexInputAttribute, 8> rhiAttributes; |
932 | QHash<int, int> attributeNameToBinding; |
933 | |
934 | if (!prepareGeometryInputBindings(geometry: geom, shader: cmd.m_rhiShader, |
935 | inputBindings, rhiAttributes, |
936 | attributeNameToBinding)) |
937 | return onFailure("Geometry doesn't match expected layout"); |
938 | |
939 | // Create pipeline |
940 | QRhiGraphicsPipeline *pipeline = m_submissionContext->rhi()->newGraphicsPipeline(); |
941 | graphicsPipeline->setPipeline(pipeline); |
942 | |
943 | pipeline->setShaderStages({ { QRhiShaderStage::Vertex, vertexShader }, |
944 | { QRhiShaderStage::Fragment, fragmentShader } }); |
945 | |
946 | pipeline->setShaderResourceBindings(shaderResourceBindings); |
947 | |
948 | auto rhiTopologyFromQt3DTopology = [] (const Qt3DRender::QGeometryRenderer::PrimitiveType t) { |
949 | switch (t) { |
950 | case Qt3DRender::QGeometryRenderer::Points: |
951 | return QRhiGraphicsPipeline::Points; |
952 | |
953 | case Qt3DRender::QGeometryRenderer::Lines: |
954 | return QRhiGraphicsPipeline::Lines; |
955 | |
956 | case Qt3DRender::QGeometryRenderer::LineStrip: |
957 | return QRhiGraphicsPipeline::LineStrip; |
958 | |
959 | case Qt3DRender::QGeometryRenderer::Triangles: |
960 | return QRhiGraphicsPipeline::Triangles; |
961 | |
962 | case Qt3DRender::QGeometryRenderer::TriangleStrip: |
963 | return QRhiGraphicsPipeline::TriangleStrip; |
964 | |
965 | case Qt3DRender::QGeometryRenderer::TriangleFan: |
966 | return QRhiGraphicsPipeline::TriangleFan; |
967 | |
968 | case Qt3DRender::QGeometryRenderer::LineLoop: { |
969 | qWarning(catFunc: Backend) << "LineLoop primitive type is not handled by RHI"; |
970 | return QRhiGraphicsPipeline::Lines; |
971 | } |
972 | |
973 | case Qt3DRender::QGeometryRenderer::Patches: { |
974 | qWarning(catFunc: Backend) << "Patches primitive type is not handled by RHI"; |
975 | return QRhiGraphicsPipeline::Points; |
976 | } |
977 | |
978 | case Qt3DRender::QGeometryRenderer::LinesAdjacency: |
979 | case Qt3DRender::QGeometryRenderer::TrianglesAdjacency: |
980 | case Qt3DRender::QGeometryRenderer::LineStripAdjacency: |
981 | case Qt3DRender::QGeometryRenderer::TriangleStripAdjacency: { |
982 | qWarning(catFunc: Backend) << "Adjancency primitive types are not handled by RHI"; |
983 | return QRhiGraphicsPipeline::Points; |
984 | } |
985 | } |
986 | return QRhiGraphicsPipeline::Points; |
987 | }; |
988 | |
989 | pipeline->setTopology(rhiTopologyFromQt3DTopology(cmd.m_primitiveType)); |
990 | |
991 | QRhiVertexInputLayout inputLayout; |
992 | inputLayout.setBindings(first: inputBindings.begin(), last: inputBindings.end()); |
993 | inputLayout.setAttributes(first: rhiAttributes.begin(), last: rhiAttributes.end()); |
994 | pipeline->setVertexInputLayout(inputLayout); |
995 | graphicsPipeline->setAttributesToBindingHash(attributeNameToBinding); |
996 | |
997 | // Render States |
998 | RenderStateSet *renderState = nullptr; |
999 | { |
1000 | RenderStateSet *globalState = |
1001 | (rv->stateSet() != nullptr) ? rv->stateSet() : m_defaultRenderStateSet; |
1002 | |
1003 | // Merge global state into local state |
1004 | RenderStateSet *localState = cmd.m_stateSet.data(); |
1005 | if (localState != nullptr) { |
1006 | localState->merge(other: globalState); |
1007 | renderState = localState; |
1008 | } else { |
1009 | renderState = globalState; |
1010 | } |
1011 | } |
1012 | m_submissionContext->applyStateSet(ss: renderState, graphicsPipeline: pipeline); |
1013 | |
1014 | // Setup potential texture render target |
1015 | const bool renderTargetIsSet = setupRenderTarget(rv, graphicsPipeline, swapchain: rhiSwapChain); |
1016 | if (!renderTargetIsSet) |
1017 | return onFailure("No Render Target Set"); |
1018 | |
1019 | if (!pipeline->create()) |
1020 | return onFailure("Creation Failed"); |
1021 | |
1022 | graphicsPipeline->markComplete(); |
1023 | } |
1024 | |
1025 | void Renderer::updateComputePipeline(RenderCommand &cmd, RenderView *rv, int renderViewIndex) |
1026 | { |
1027 | if (!cmd.m_rhiShader) { |
1028 | qCWarning(Backend) << "Command has no shader"; |
1029 | return; |
1030 | } |
1031 | |
1032 | // Try to retrieve existing pipeline |
1033 | RHIComputePipelineManager *pipelineManager = m_RHIResourceManagers->rhiComputePipelineManager(); |
1034 | const ComputePipelineIdentifier pipelineKey { .shader: cmd.m_shaderId, .renderViewIndex: renderViewIndex }; |
1035 | RHIComputePipeline *computePipeline = pipelineManager->lookupResource(id: pipelineKey); |
1036 | if (computePipeline == nullptr) { |
1037 | // Init UBOSet the first time we allocate a new pipeline |
1038 | computePipeline = pipelineManager->getOrCreateResource(id: pipelineKey); |
1039 | computePipeline->setKey(pipelineKey); |
1040 | computePipeline->uboSet()->setResourceManager(m_RHIResourceManagers); |
1041 | computePipeline->uboSet()->setNodeManagers(m_nodesManager); |
1042 | computePipeline->uboSet()->initializeLayout(ctx: m_submissionContext.data(), shader: cmd.m_rhiShader); |
1043 | } |
1044 | |
1045 | if (!computePipeline) { |
1046 | qCWarning(Backend) << "Could not create a compute pipeline"; |
1047 | return; |
1048 | } |
1049 | |
1050 | // Increase score so that we know the pipeline was used for this frame and shouldn't be |
1051 | // destroyed |
1052 | computePipeline->increaseScore(); |
1053 | |
1054 | // Record command reference in UBOSet |
1055 | computePipeline->uboSet()->addRenderCommand(cmd); |
1056 | |
1057 | // Store association between RV and pipeline |
1058 | if (auto& pipelines = m_rvToComputePipelines[rv]; !Qt3DCore::contains(destination: pipelines, element: computePipeline)) |
1059 | pipelines.push_back(x: computePipeline); |
1060 | |
1061 | // Record RHIGraphicsPipeline into command for later use |
1062 | cmd.pipeline = computePipeline; |
1063 | |
1064 | // TO DO: Set to true if geometry, shader or render state dirty |
1065 | bool requiredRebuild = false; |
1066 | |
1067 | // Note: we can rebuild add/remove things from the QRhiShaderResourceBindings after having |
1068 | // created the pipeline and rebuild it. Changes should be picked up automatically |
1069 | |
1070 | // Create pipeline if it doesn't exist or needs to be updated |
1071 | if (computePipeline->pipeline() == nullptr || requiredRebuild) |
1072 | buildComputePipelines(computePipeline, rv, command: cmd); |
1073 | } |
1074 | |
1075 | void Renderer::buildComputePipelines(RHIComputePipeline *computePipeline, |
1076 | RenderView *rv, |
1077 | const RenderCommand &cmd) |
1078 | { |
1079 | Q_UNUSED(rv); |
1080 | auto onFailure = [&] { |
1081 | qCWarning(Backend) << "Failed to build compute pipeline"; |
1082 | }; |
1083 | |
1084 | PipelineUBOSet *uboSet = computePipeline->uboSet(); |
1085 | RHIShader *shader = cmd.m_rhiShader; |
1086 | |
1087 | // Setup shaders |
1088 | const QShader& computeShader = cmd.m_rhiShader->shaderStage(stage: QShader::ComputeStage); |
1089 | if (!computeShader.isValid()) |
1090 | return onFailure(); |
1091 | |
1092 | // Set Resource Bindings |
1093 | const std::vector<QRhiShaderResourceBinding> resourceBindings = uboSet->resourceLayout(shader); |
1094 | QRhiShaderResourceBindings *shaderResourceBindings = |
1095 | m_submissionContext->rhi()->newShaderResourceBindings(); |
1096 | computePipeline->setShaderResourceBindings(shaderResourceBindings); |
1097 | |
1098 | shaderResourceBindings->setBindings(first: resourceBindings.cbegin(), last: resourceBindings.cend()); |
1099 | if (!shaderResourceBindings->create()) { |
1100 | return onFailure(); |
1101 | } |
1102 | |
1103 | // Create pipeline |
1104 | QRhiComputePipeline *pipeline = m_submissionContext->rhi()->newComputePipeline(); |
1105 | computePipeline->setPipeline(pipeline); |
1106 | |
1107 | pipeline->setShaderStage(QRhiShaderStage{QRhiShaderStage::Compute, computeShader}); |
1108 | pipeline->setShaderResourceBindings(shaderResourceBindings); |
1109 | |
1110 | // QRhiComputePiple has no render states |
1111 | |
1112 | if (!pipeline->create()) |
1113 | return onFailure(); |
1114 | } |
1115 | |
1116 | void Renderer::createRenderTarget(RenderTarget *target) |
1117 | { |
1118 | const Qt3DCore::QNodeId &renderTargetId = target->peerId(); |
1119 | RHIRenderTargetManager *rhiRenderTargetManager = m_RHIResourceManagers->rhiRenderTargetManager(); |
1120 | |
1121 | Q_ASSERT(!m_RHIResourceManagers->rhiRenderTargetManager()->contains(renderTargetId)); |
1122 | RHIRenderTarget *rhiTarget = rhiRenderTargetManager->getOrCreateResource(id: renderTargetId); |
1123 | |
1124 | RHITextureManager *texman = rhiResourceManagers()->rhiTextureManager(); |
1125 | // TO DO: We use all render targets and ignore the fact that |
1126 | // QRenderTargetSelector can specify a subset of outputs |
1127 | // -> We should propably remove that from the frontend API |
1128 | // as it's hard to handle for us and very unlikely anyone uses that |
1129 | const AttachmentPack pack = AttachmentPack(target, m_nodesManager->attachmentManager()); |
1130 | QRhiTextureRenderTargetDescription desc; |
1131 | |
1132 | QSize targetSize{}; |
1133 | int targetSamples{1}; |
1134 | QVarLengthArray<QRhiColorAttachment, 8> rhiAttachments; |
1135 | |
1136 | bool hasDepthTexture = false; |
1137 | |
1138 | // Used in case of failure |
1139 | QVarLengthArray<QRhiResource*> resourcesToClean; |
1140 | auto cleanAllocatedResources = [&] { |
1141 | QStringList descDetails; |
1142 | auto texDetails = [](QRhiTexture *tex) { |
1143 | return QString("Texture format: %1; flags: %2; samples: %3").arg(a: tex->format()).arg(a: tex->flags()).arg(a: tex->sampleCount()); |
1144 | }; |
1145 | auto bufferDetails = [](QRhiRenderBuffer* buffer) { |
1146 | return QString("Buffer Type: %1; flags: %2; samples: %3").arg(a: buffer->type()).arg(a: buffer->flags()).arg(a: buffer->sampleCount()); |
1147 | }; |
1148 | const auto itEnd = desc.cendColorAttachments(); |
1149 | for (auto it = desc.cbeginColorAttachments(); it != itEnd; ++it) { |
1150 | QString attDetails = QString("Layer: %1; Level: %2; ").arg(a: it->layer()).arg(a: it->level()); |
1151 | if (it->texture()) |
1152 | attDetails += texDetails(it->texture()); |
1153 | descDetails << attDetails; |
1154 | } |
1155 | if (desc.depthTexture()) |
1156 | descDetails << QString("Depth Texture: %1").arg(a: texDetails(desc.depthTexture())); |
1157 | if (desc.depthStencilBuffer()) |
1158 | descDetails << QString("Depth Buffer: %1").arg(a: bufferDetails(desc.depthStencilBuffer())); |
1159 | qCWarning(Backend) << "Failed to create RenderTarget"<< renderTargetId << "\n"<< descDetails; |
1160 | for (auto res : resourcesToClean) { |
1161 | res->destroy(); |
1162 | delete res; |
1163 | } |
1164 | }; |
1165 | |
1166 | RHIRenderTarget::BackBuffer backBuffer = RHIRenderTarget::BackBuffer::None; |
1167 | |
1168 | // Look up attachments to populate the RT description |
1169 | // Attachments are sorted by attachment point (Color0 is first) |
1170 | for (const Attachment &attachment : pack.attachments()) { |
1171 | |
1172 | if (attachment.m_point == QRenderTargetOutput::Left || attachment.m_point == QRenderTargetOutput::Right) { |
1173 | backBuffer = attachment.m_point == QRenderTargetOutput::Left ? RHIRenderTarget::BackBuffer::Left : RHIRenderTarget::BackBuffer::Right; |
1174 | break; |
1175 | } |
1176 | |
1177 | RHITexture *tex = texman->lookupResource(id: attachment.m_textureUuid); |
1178 | if (tex && tex->getRhiTexture()) { |
1179 | auto rhiTex = tex->getRhiTexture(); |
1180 | if (!rhiTex->flags().testFlag(flag: QRhiTexture::RenderTarget) || |
1181 | !rhiTex->flags().testFlag(flag: QRhiTexture::UsedAsTransferSource)) { |
1182 | // UsedAsTransferSource is required if we ever want to read back from the texture |
1183 | rhiTex->destroy(); |
1184 | rhiTex->setFlags(rhiTex->flags() | QRhiTexture::RenderTarget|QRhiTexture::UsedAsTransferSource); |
1185 | rhiTex->create(); |
1186 | } |
1187 | switch (rhiTex->format()) { |
1188 | case QRhiTexture::Format::D16: |
1189 | case QRhiTexture::Format::D24: |
1190 | case QRhiTexture::Format::D24S8: |
1191 | case QRhiTexture::Format::D32F: { |
1192 | desc.setDepthTexture(rhiTex); |
1193 | targetSize = tex->size(); |
1194 | hasDepthTexture = true; |
1195 | break; |
1196 | } |
1197 | default: { |
1198 | QRhiColorAttachment rhiAtt{rhiTex}; |
1199 | // TODO handle cubemap face |
1200 | targetSize = tex->size(); |
1201 | targetSamples = tex->properties().samples; |
1202 | |
1203 | rhiAtt.setLayer(attachment.m_layer); |
1204 | rhiAtt.setLevel(attachment.m_mipLevel); |
1205 | rhiAttachments.push_back(t: rhiAtt); |
1206 | |
1207 | break; |
1208 | } |
1209 | } |
1210 | } else { |
1211 | cleanAllocatedResources(); |
1212 | return; |
1213 | } |
1214 | } |
1215 | |
1216 | rhiTarget->backBuffer = backBuffer; |
1217 | // If we are targeting one of the back buffers directly, don't create an offscreen RT |
1218 | if (backBuffer != RHIRenderTarget::BackBuffer::None) |
1219 | return; |
1220 | |
1221 | // Otherwise, create QRhiRenderBuffer and associated resources |
1222 | if (targetSize.width() <= 0 || targetSize.height() <= 0) { |
1223 | cleanAllocatedResources(); |
1224 | return; |
1225 | } |
1226 | |
1227 | desc.setColorAttachments(first: rhiAttachments.begin(), last: rhiAttachments.end()); |
1228 | |
1229 | // Potentially create a depth & stencil renderbuffer |
1230 | QRhiRenderBuffer *ds{}; |
1231 | if (!hasDepthTexture) { |
1232 | ds = m_submissionContext->rhi()->newRenderBuffer(type: QRhiRenderBuffer::DepthStencil, pixelSize: targetSize, sampleCount: targetSamples); |
1233 | resourcesToClean << ds; |
1234 | |
1235 | if (!ds->create()) { |
1236 | cleanAllocatedResources(); |
1237 | return; |
1238 | } |
1239 | desc.setDepthStencilBuffer(ds); |
1240 | } |
1241 | |
1242 | // Create the render target |
1243 | auto rt = m_submissionContext->rhi()->newTextureRenderTarget(desc); |
1244 | resourcesToClean << rt; |
1245 | |
1246 | auto rp = rt->newCompatibleRenderPassDescriptor(); |
1247 | resourcesToClean << rp; |
1248 | |
1249 | rt->setRenderPassDescriptor(rp); |
1250 | |
1251 | if (!rt->create()) { |
1252 | cleanAllocatedResources(); |
1253 | rhiRenderTargetManager->releaseResource(id: renderTargetId); |
1254 | return; |
1255 | } |
1256 | |
1257 | rhiTarget->renderTarget = rt; |
1258 | rhiTarget->renderPassDescriptor = rp; |
1259 | rhiTarget->depthStencilBuffer = ds; |
1260 | } |
1261 | |
1262 | bool Renderer::setupRenderTarget(RenderView *rv, |
1263 | RHIGraphicsPipeline *graphicsPipeline, |
1264 | QRhiSwapChain *swapchain) |
1265 | { |
1266 | QRhiGraphicsPipeline *rhiPipeline = graphicsPipeline->pipeline(); |
1267 | |
1268 | const auto &managers = *nodeManagers(); |
1269 | auto &renderTargetManager = *managers.renderTargetManager(); |
1270 | |
1271 | auto useSwapchainForPipeline = [&]() { |
1272 | Q_ASSERT(swapchain); |
1273 | rhiPipeline->setRenderPassDescriptor(swapchain->renderPassDescriptor()); |
1274 | rhiPipeline->setSampleCount(swapchain->sampleCount()); |
1275 | }; |
1276 | |
1277 | auto *renderTarget = renderTargetManager.lookupResource(id: rv->renderTargetId()); |
1278 | if (renderTarget) { |
1279 | // Render to texture |
1280 | const Qt3DCore::QNodeId &renderTargetId = renderTarget->peerId(); |
1281 | RHIRenderTargetManager *rhiRenderTargetManager = m_RHIResourceManagers->rhiRenderTargetManager(); |
1282 | RHIRenderTarget *rhiTarget = rhiRenderTargetManager->lookupResource(id: renderTargetId); |
1283 | |
1284 | if (!rhiTarget) { |
1285 | qWarning(catFunc: Backend) << "Invalid RenderTarget "<< renderTargetId << " for Pipeline"; |
1286 | return false; |
1287 | } |
1288 | |
1289 | // The RenderTarget we reference might actually be referencing a swapchain back buffer |
1290 | if (rhiTarget->backBuffer != RHIRenderTarget::BackBuffer::None) { |
1291 | // Render to the default framebuffer on our swapchain |
1292 | useSwapchainForPipeline(); |
1293 | } else { |
1294 | if (!rhiTarget->renderTarget) { |
1295 | qWarning(catFunc: Backend) << "Invalid RenderTarget "<< renderTargetId << " for Pipeline"; |
1296 | return false; |
1297 | } |
1298 | rhiPipeline->setRenderPassDescriptor(rhiTarget->renderPassDescriptor); |
1299 | rhiPipeline->setSampleCount(rhiTarget->renderTarget->sampleCount()); |
1300 | } |
1301 | return true; |
1302 | |
1303 | } else if (m_submissionContext->defaultRenderTarget()) { |
1304 | // Use default RenderTarget if set Default FBO set by Scene3D |
1305 | QRhiRenderTarget *defaultTarget = m_submissionContext->defaultRenderTarget();; |
1306 | rhiPipeline->setRenderPassDescriptor(defaultTarget->renderPassDescriptor()); |
1307 | rhiPipeline->setSampleCount(defaultTarget->sampleCount()); |
1308 | return true; |
1309 | } else { |
1310 | // Render to the default framebuffer on our swapchain |
1311 | useSwapchainForPipeline(); |
1312 | return true; |
1313 | } |
1314 | } |
1315 | |
1316 | // When this function is called, we must not be processing the commands for frame n+1 |
1317 | std::vector<Renderer::RHIPassInfo> |
1318 | Renderer::prepareCommandsSubmission(const std::vector<RenderView *> &renderViews) |
1319 | { |
1320 | const size_t renderViewCount = renderViews.size(); |
1321 | |
1322 | // Gather all distinct RHIGraphicsPipeline we will use |
1323 | // For each RenderView, we will need to gather |
1324 | // -> The RHIGraphicsPipelines being used |
1325 | // -> The number of RenderCommands used by each pipeline |
1326 | |
1327 | // This will allows us to generate UBOs based on the number of commands/rv we have |
1328 | RHIGraphicsPipelineManager *graphicsPipelineManager = m_RHIResourceManagers->rhiGraphicsPipelineManager(); |
1329 | const std::vector<HRHIGraphicsPipeline> &graphicsPipelinesHandles = graphicsPipelineManager->activeHandles(); |
1330 | for (HRHIGraphicsPipeline pipelineHandle : graphicsPipelinesHandles) { |
1331 | RHIGraphicsPipeline *pipeline = graphicsPipelineManager->data(handle: pipelineHandle); |
1332 | // Reset PipelineUBOSet |
1333 | pipeline->uboSet()->clear(); |
1334 | } |
1335 | RHIComputePipelineManager *computePipelineManager = m_RHIResourceManagers->rhiComputePipelineManager(); |
1336 | const std::vector<HRHIComputePipeline> &computePipelinesHandles = computePipelineManager->activeHandles(); |
1337 | for (HRHIComputePipeline pipelineHandle : computePipelinesHandles) { |
1338 | RHIComputePipeline *pipeline = computePipelineManager->data(handle: pipelineHandle); |
1339 | // Reset PipelineUBOSet |
1340 | pipeline->uboSet()->clear(); |
1341 | } |
1342 | |
1343 | // Clear any reference between RV and Pipelines we had |
1344 | // as we are about to rebuild these |
1345 | m_rvToGraphicsPipelines.clear(); |
1346 | m_rvToComputePipelines.clear(); |
1347 | |
1348 | // We need to have a single RHI RenderPass per RenderTarget |
1349 | // as creating the pass clears the buffers |
1350 | // 1) We need to find all adjacents RenderViews that have the same renderTarget |
1351 | // and submit all of these as part of the same RHI pass |
1352 | std::vector<RHIPassInfo> rhiPassesInfo; |
1353 | |
1354 | for (size_t i = 0; i < renderViewCount;) { |
1355 | std::vector<RenderView *> sameRenderTargetRVs; |
1356 | RenderView *refRV = renderViews[i]; |
1357 | sameRenderTargetRVs.push_back(x: refRV); |
1358 | |
1359 | for (i = i + 1; i < renderViewCount; ++i) { |
1360 | RenderView *curRV = renderViews[i]; |
1361 | if (refRV->renderTargetId() == curRV->renderTargetId()) { |
1362 | sameRenderTargetRVs.push_back(x: curRV); |
1363 | } else |
1364 | break; |
1365 | } |
1366 | |
1367 | RHIPassInfo bucket; |
1368 | bucket.rvs = std::move(sameRenderTargetRVs); |
1369 | bucket.surface = refRV->surface(); |
1370 | bucket.renderTargetId = refRV->renderTargetId(); |
1371 | rhiPassesInfo.push_back(x: bucket); |
1372 | } |
1373 | |
1374 | RHIShaderManager *rhiShaderManager = m_RHIResourceManagers->rhiShaderManager(); |
1375 | // Assign a Graphics Pipeline to each RenderCommand |
1376 | for (size_t i = 0; i < renderViewCount; ++i) { |
1377 | RenderView *rv = renderViews[i]; |
1378 | |
1379 | // Handle BlitFrameBufferCase |
1380 | if (rv->hasBlitFramebufferInfo()) |
1381 | qWarning(catFunc: Backend) << "The RHI backend doesn't support Blit operations. Instead, we recommend drawing a full screen quad with a custom shader and resolving manually."; |
1382 | |
1383 | rv->forEachCommand(func: [&] (RenderCommand &command) { |
1384 | // Update/Create GraphicsPipelines |
1385 | if (command.m_type == RenderCommand::Draw) { |
1386 | Geometry *rGeometry = |
1387 | m_nodesManager->data<Geometry, GeometryManager>(handle: command.m_geometry); |
1388 | GeometryRenderer *rGeometryRenderer = |
1389 | m_nodesManager->data<GeometryRenderer, GeometryRendererManager>( |
1390 | handle: command.m_geometryRenderer); |
1391 | |
1392 | command.m_rhiShader = rhiShaderManager->lookupResource(shaderId: command.m_shaderId); |
1393 | // By this time shaders should have been loaded |
1394 | RHIShader *shader = command.m_rhiShader; |
1395 | if (!shader) |
1396 | return; |
1397 | |
1398 | // We should never have inserted a command for which these are null |
1399 | // in the first place |
1400 | Q_ASSERT(rGeometry && rGeometryRenderer && shader); |
1401 | |
1402 | // Unset dirtiness on rGeometryRenderer only |
1403 | // The rGeometry may be shared by several rGeometryRenderer |
1404 | // so we cannot unset its dirtiness at this point |
1405 | if (rGeometryRenderer->isDirty()) |
1406 | rGeometryRenderer->unsetDirty(); |
1407 | |
1408 | updateGraphicsPipeline(cmd&: command, rv); |
1409 | |
1410 | } else if (command.m_type == RenderCommand::Compute) { |
1411 | // By this time shaders have been loaded |
1412 | RHIShader *shader = command.m_rhiShader; |
1413 | if (!shader) |
1414 | return; |
1415 | |
1416 | updateComputePipeline(cmd&: command, rv, renderViewIndex: int(i)); |
1417 | } |
1418 | }); |
1419 | } |
1420 | |
1421 | // Now that we know how many pipelines we have and how many RC each pipeline |
1422 | // has, we can allocate/reallocate UBOs with correct size for each pipelines |
1423 | for (RenderView *rv : renderViews) { |
1424 | // Allocate UBOs for pipelines used in current RV |
1425 | const std::vector<RHIGraphicsPipeline *> &rvGraphicsPipelines = m_rvToGraphicsPipelines[rv]; |
1426 | for (RHIGraphicsPipeline *pipeline : rvGraphicsPipelines) |
1427 | pipeline->uboSet()->allocateUBOs(ctx: m_submissionContext.data()); |
1428 | // Allocate UBOs for pipelines used in current RV |
1429 | const std::vector<RHIComputePipeline *> &rvComputePipelines = m_rvToComputePipelines[rv]; |
1430 | for (RHIComputePipeline *pipeline : rvComputePipelines) |
1431 | pipeline->uboSet()->allocateUBOs(ctx: m_submissionContext.data()); |
1432 | } |
1433 | |
1434 | // Unset dirtiness on Geometry and Attributes |
1435 | // Note: we cannot do it in the loop above as we want to be sure that all |
1436 | // the VAO which reference the geometry/attributes are properly updated |
1437 | RHI_UNIMPLEMENTED; |
1438 | for (Attribute *attribute : std::as_const(t&: m_dirtyAttributes)) |
1439 | attribute->unsetDirty(); |
1440 | m_dirtyAttributes.clear(); |
1441 | |
1442 | for (Geometry *geometry : std::as_const(t&: m_dirtyGeometry)) |
1443 | geometry->unsetDirty(); |
1444 | m_dirtyGeometry.clear(); |
1445 | |
1446 | return rhiPassesInfo; |
1447 | } |
1448 | |
1449 | // Executed in a job |
1450 | void Renderer::lookForDirtyBuffers() |
1451 | { |
1452 | const std::vector<HBuffer> &activeBufferHandles = m_nodesManager->bufferManager()->activeHandles(); |
1453 | for (const HBuffer &handle : activeBufferHandles) { |
1454 | Buffer *buffer = m_nodesManager->bufferManager()->data(handle); |
1455 | if (buffer->isDirty()) |
1456 | m_dirtyBuffers.push_back(x: handle); |
1457 | } |
1458 | } |
1459 | |
1460 | // Called in prepareSubmission |
1461 | void Renderer::lookForDownloadableBuffers() |
1462 | { |
1463 | m_downloadableBuffers.clear(); |
1464 | const std::vector<HBuffer> &activeBufferHandles = m_nodesManager->bufferManager()->activeHandles(); |
1465 | for (const HBuffer &handle : activeBufferHandles) { |
1466 | Buffer *buffer = m_nodesManager->bufferManager()->data(handle); |
1467 | if (buffer->access() & Qt3DCore::QBuffer::Read) |
1468 | m_downloadableBuffers.push_back(x: buffer->peerId()); |
1469 | } |
1470 | } |
1471 | |
1472 | // Executed in a job |
1473 | void Renderer::lookForDirtyTextures() |
1474 | { |
1475 | // To avoid having Texture or TextureImage maintain relationships between |
1476 | // one another, we instead perform a lookup here to check if a texture |
1477 | // image has been updated to then notify textures referencing the image |
1478 | // that they need to be updated |
1479 | TextureImageManager *imageManager = m_nodesManager->textureImageManager(); |
1480 | const std::vector<HTextureImage> &activeTextureImageHandles = imageManager->activeHandles(); |
1481 | Qt3DCore::QNodeIdVector dirtyImageIds; |
1482 | for (const HTextureImage &handle : activeTextureImageHandles) { |
1483 | TextureImage *image = imageManager->data(handle); |
1484 | if (image->isDirty()) { |
1485 | dirtyImageIds.push_back(t: image->peerId()); |
1486 | image->unsetDirty(); |
1487 | } |
1488 | } |
1489 | |
1490 | TextureManager *textureManager = m_nodesManager->textureManager(); |
1491 | const std::vector<HTexture> &activeTextureHandles = textureManager->activeHandles(); |
1492 | for (const HTexture &handle : activeTextureHandles) { |
1493 | Texture *texture = textureManager->data(handle); |
1494 | const Qt3DCore::QNodeIdVector imageIds = texture->textureImageIds(); |
1495 | |
1496 | // Does the texture reference any of the dirty texture images? |
1497 | for (const Qt3DCore::QNodeId &imageId : imageIds) { |
1498 | if (dirtyImageIds.contains(t: imageId)) { |
1499 | texture->addDirtyFlag(flags: Texture::DirtyImageGenerators); |
1500 | break; |
1501 | } |
1502 | } |
1503 | |
1504 | // Dirty meaning that something has changed on the texture |
1505 | // either properties, parameters, shared texture id, generator or a texture image |
1506 | if (texture->dirtyFlags() != Texture::NotDirty) |
1507 | m_dirtyTextures.push_back(x: handle); |
1508 | // Note: texture dirty flags are reset when actually updating the |
1509 | // textures in updateGLResources() as resetting flags here would make |
1510 | // us lose information about what was dirty exactly. |
1511 | } |
1512 | } |
1513 | |
1514 | // Executed in a job |
1515 | void Renderer::reloadDirtyShaders() |
1516 | { |
1517 | Q_ASSERT(isRunning()); |
1518 | const std::vector<HTechnique> &activeTechniques = |
1519 | m_nodesManager->techniqueManager()->activeHandles(); |
1520 | const std::vector<HShaderBuilder> &activeBuilders = |
1521 | m_nodesManager->shaderBuilderManager()->activeHandles(); |
1522 | for (const HTechnique &techniqueHandle : activeTechniques) { |
1523 | Technique *technique = m_nodesManager->techniqueManager()->data(handle: techniqueHandle); |
1524 | // If api of the renderer matches the one from the technique |
1525 | if (technique->isCompatibleWithRenderer()) { |
1526 | const auto passIds = technique->renderPasses(); |
1527 | for (const Qt3DCore::QNodeId &passId : passIds) { |
1528 | RenderPass *renderPass = |
1529 | m_nodesManager->renderPassManager()->lookupResource(id: passId); |
1530 | HShader shaderHandle = |
1531 | m_nodesManager->shaderManager()->lookupHandle(id: renderPass->shaderProgram()); |
1532 | Shader *shader = m_nodesManager->shaderManager()->data(handle: shaderHandle); |
1533 | |
1534 | ShaderBuilder *shaderBuilder = nullptr; |
1535 | for (const HShaderBuilder &builderHandle : activeBuilders) { |
1536 | ShaderBuilder *builder = |
1537 | m_nodesManager->shaderBuilderManager()->data(handle: builderHandle); |
1538 | if (builder->shaderProgramId() == shader->peerId()) { |
1539 | shaderBuilder = builder; |
1540 | break; |
1541 | } |
1542 | } |
1543 | |
1544 | if (shaderBuilder) { |
1545 | shaderBuilder->setGraphicsApi(*technique->graphicsApiFilter()); |
1546 | |
1547 | for (int i = 0; i <= QShaderProgram::Compute; i++) { |
1548 | const auto shaderType = static_cast<QShaderProgram::ShaderType>(i); |
1549 | if (!shaderBuilder->shaderGraph(type: shaderType).isValid()) |
1550 | continue; |
1551 | |
1552 | if (shaderBuilder->isShaderCodeDirty(type: shaderType)) { |
1553 | shaderBuilder->generateCode(type: shaderType); |
1554 | Qt3DCore::moveAtEnd(destination&: m_shaderBuilderUpdates, source: shaderBuilder->takePendingUpdates()); |
1555 | } |
1556 | |
1557 | const auto code = shaderBuilder->shaderCode(type: shaderType); |
1558 | shader->setShaderCode(type: shaderType, code); |
1559 | } |
1560 | } |
1561 | |
1562 | if (shader != nullptr && shader->isDirty()) { |
1563 | if (!Qt3DCore::contains(destination: m_dirtyShaders, element: shaderHandle)) |
1564 | m_dirtyShaders.push_back(x: shaderHandle); |
1565 | } |
1566 | } |
1567 | } |
1568 | } |
1569 | } |
1570 | |
1571 | // Executed in job postFrame (in main thread when jobs are done) |
1572 | void Renderer::sendShaderChangesToFrontend(Qt3DCore::QAspectManager *manager) |
1573 | { |
1574 | Q_ASSERT(isRunning()); |
1575 | |
1576 | // Sync Shader |
1577 | const std::vector<HShader> &activeShaders = m_nodesManager->shaderManager()->activeHandles(); |
1578 | for (const HShader &handle : activeShaders) { |
1579 | Shader *s = m_nodesManager->shaderManager()->data(handle); |
1580 | if (!s) |
1581 | continue; |
1582 | |
1583 | if (s->requiresFrontendSync()) { |
1584 | QShaderProgram *frontend = |
1585 | static_cast<decltype(frontend)>(manager->lookupNode(id: s->peerId())); |
1586 | if (frontend) { |
1587 | QShaderProgramPrivate *dFrontend = |
1588 | static_cast<decltype(dFrontend)>(Qt3DCore::QNodePrivate::get(q: frontend)); |
1589 | dFrontend->setStatus(s->status()); |
1590 | dFrontend->setLog(s->log()); |
1591 | s->unsetRequiresFrontendSync(); |
1592 | } |
1593 | } |
1594 | } |
1595 | |
1596 | // Sync ShaderBuilder |
1597 | for (const ShaderBuilderUpdate &update : m_shaderBuilderUpdates) { |
1598 | QShaderProgramBuilder *builder = |
1599 | static_cast<decltype(builder)>(manager->lookupNode(id: update.builderId)); |
1600 | if (!builder) |
1601 | continue; |
1602 | |
1603 | QShaderProgramBuilderPrivate *dBuilder = |
1604 | static_cast<decltype(dBuilder)>(Qt3DCore::QNodePrivate::get(q: builder)); |
1605 | dBuilder->setShaderCode(code: update.shaderCode, type: update.shaderType); |
1606 | } |
1607 | m_shaderBuilderUpdates.clear(); |
1608 | } |
1609 | |
1610 | // Executed in a job postFrame (in main thread when jobs are done) |
1611 | void Renderer::sendTextureChangesToFrontend(Qt3DCore::QAspectManager *manager) |
1612 | { |
1613 | const std::vector<QPair<Texture::TextureUpdateInfo, Qt3DCore::QNodeIdVector>> |
1614 | updateTextureProperties = std::move(m_updatedTextureProperties); |
1615 | for (const auto &pair : updateTextureProperties) { |
1616 | const Qt3DCore::QNodeIdVector targetIds = pair.second; |
1617 | for (const Qt3DCore::QNodeId &targetId : targetIds) { |
1618 | // Lookup texture |
1619 | Texture *t = m_nodesManager->textureManager()->lookupResource(id: targetId); |
1620 | // If backend texture is Dirty, some property has changed and the properties we are |
1621 | // about to send are already outdate |
1622 | if (t == nullptr || t->dirtyFlags() != Texture::NotDirty) |
1623 | continue; |
1624 | |
1625 | QAbstractTexture *texture = |
1626 | static_cast<QAbstractTexture *>(manager->lookupNode(id: targetId)); |
1627 | if (!texture) |
1628 | continue; |
1629 | const TextureProperties &properties = pair.first.properties; |
1630 | |
1631 | const bool blocked = texture->blockNotifications(block: true); |
1632 | texture->setWidth(properties.width); |
1633 | texture->setHeight(properties.height); |
1634 | texture->setDepth(properties.depth); |
1635 | texture->setLayers(properties.layers); |
1636 | texture->setFormat(properties.format); |
1637 | texture->blockNotifications(block: blocked); |
1638 | |
1639 | QAbstractTexturePrivate *dTexture = |
1640 | static_cast<QAbstractTexturePrivate *>(Qt3DCore::QNodePrivate::get(q: texture)); |
1641 | dTexture->setStatus(properties.status); |
1642 | dTexture->setHandleType(pair.first.handleType); |
1643 | dTexture->setHandle(pair.first.handle); |
1644 | } |
1645 | } |
1646 | } |
1647 | |
1648 | // Executed in a job postFrame (in main thread when jobs done) |
1649 | void Renderer::sendDisablesToFrontend(Qt3DCore::QAspectManager *manager) |
1650 | { |
1651 | // SubtreeEnabled |
1652 | const auto updatedDisables = Qt3DCore::moveAndClear(data&: m_updatedDisableSubtreeEnablers); |
1653 | for (const auto &nodeId : updatedDisables) { |
1654 | QSubtreeEnabler *frontend = static_cast<decltype(frontend)>(manager->lookupNode(id: nodeId)); |
1655 | frontend->setEnabled(false); |
1656 | } |
1657 | |
1658 | // Compute Commands |
1659 | const std::vector<HComputeCommand> &activeCommands = |
1660 | m_nodesManager->computeJobManager()->activeHandles(); |
1661 | for (const HComputeCommand &handle : activeCommands) { |
1662 | ComputeCommand *c = m_nodesManager->computeJobManager()->data(handle); |
1663 | if (c->hasReachedFrameCount()) { |
1664 | QComputeCommand *frontend = |
1665 | static_cast<decltype(frontend)>(manager->lookupNode(id: c->peerId())); |
1666 | frontend->setEnabled(false); |
1667 | c->resetHasReachedFrameCount(); |
1668 | } |
1669 | } |
1670 | } |
1671 | |
1672 | bool Renderer::prepareGeometryInputBindings(const Geometry *geometry, const RHIShader *shader, |
1673 | QVarLengthArray<QRhiVertexInputBinding, 8> &inputBindings, |
1674 | QVarLengthArray<QRhiVertexInputAttribute, 8> &rhiAttributes, |
1675 | QHash<int, int> &attributeNameToBinding) |
1676 | { |
1677 | // shader requires no attributes |
1678 | if (shader->attributes().empty()) |
1679 | return true; |
1680 | |
1681 | // QRhiVertexInputBinding -> specifies the stride of an attribute, |
1682 | // whether it's per vertex or per instance and the instance divisor |
1683 | |
1684 | // QRhiVertexInputAttribute -> specifies the format of the attribute |
1685 | // (offset, type), the shader location and the index of the binding |
1686 | // QRhiCommandBuffer::VertexInput -> binds a buffer to a binding |
1687 | struct BufferBinding |
1688 | { |
1689 | Qt3DCore::QNodeId bufferId; |
1690 | uint stride; |
1691 | QRhiVertexInputBinding::Classification classification; |
1692 | uint attributeDivisor; |
1693 | }; |
1694 | std::vector<BufferBinding> uniqueBindings; |
1695 | |
1696 | const auto &attributesIds = geometry->attributes(); |
1697 | |
1698 | for (Qt3DCore::QNodeId attribute_id : attributesIds) { |
1699 | Attribute *attrib = m_nodesManager->attributeManager()->lookupResource(id: attribute_id); |
1700 | if (attrib->attributeType() != Qt3DCore::QAttribute::VertexAttribute) |
1701 | continue; |
1702 | const int location = locationForAttribute(attr: attrib, shader); |
1703 | // In case the shader doesn't use the attribute, we would get no |
1704 | // location. This is not a failure, just that we provide more attributes |
1705 | // than required. |
1706 | if (location == -1) |
1707 | continue; |
1708 | |
1709 | const bool isPerInstanceAttr = attrib->divisor() != 0; |
1710 | const QRhiVertexInputBinding::Classification classification = isPerInstanceAttr |
1711 | ? QRhiVertexInputBinding::PerInstance |
1712 | : QRhiVertexInputBinding::PerVertex; |
1713 | |
1714 | auto getAttributeByteSize = [](const Qt3DCore::QAttribute::VertexBaseType type) { |
1715 | switch (type) { |
1716 | case Qt3DCore::QAttribute::Byte: |
1717 | case Qt3DCore::QAttribute::UnsignedByte: |
1718 | return 1; |
1719 | case Qt3DCore::QAttribute::Short: |
1720 | case Qt3DCore::QAttribute::UnsignedShort: |
1721 | case Qt3DCore::QAttribute::HalfFloat: |
1722 | return 2; |
1723 | case Qt3DCore::QAttribute::Int: |
1724 | case Qt3DCore::QAttribute::UnsignedInt: |
1725 | case Qt3DCore::QAttribute::Float: |
1726 | return 4; |
1727 | case Qt3DCore::QAttribute::Double: |
1728 | return 8; |
1729 | } |
1730 | return 0; |
1731 | }; |
1732 | |
1733 | uint byteStride = attrib->byteStride(); |
1734 | const uint vertexTypeByteSize = getAttributeByteSize(attrib->vertexBaseType()); |
1735 | // in GL 0 means tighly packed, we therefore assume a tighly packed |
1736 | // attribute and compute the stride if that happens |
1737 | if (byteStride == 0) |
1738 | byteStride = attrib->vertexSize() * vertexTypeByteSize; |
1739 | |
1740 | const BufferBinding binding = { .bufferId: attrib->bufferId(), .stride: byteStride, |
1741 | .classification: classification, |
1742 | .attributeDivisor: isPerInstanceAttr ? attrib->divisor() : 1U }; |
1743 | |
1744 | |
1745 | const auto it = std::find_if(first: uniqueBindings.begin(), last: uniqueBindings.end(), |
1746 | pred: [binding](const BufferBinding &a) { |
1747 | return binding.bufferId == a.bufferId |
1748 | && binding.stride == a.stride |
1749 | && binding.classification == a.classification |
1750 | && binding.attributeDivisor == a.attributeDivisor; |
1751 | }); |
1752 | |
1753 | int bindingIndex = int(uniqueBindings.size()); |
1754 | if (it == uniqueBindings.end()) |
1755 | uniqueBindings.push_back(x: binding); |
1756 | else |
1757 | bindingIndex = std::distance(first: uniqueBindings.begin(), last: it); |
1758 | |
1759 | const auto attributeType = rhiAttributeType(attr: attrib); |
1760 | if (!attributeType) { |
1761 | qCWarning(Backend) << "An attribute type is not supported"<< attrib->name() << attrib->vertexBaseType(); |
1762 | return false; |
1763 | } |
1764 | |
1765 | // Special Handling for Matrix as Vertex Attributes |
1766 | // If an attribute has a size > 4 it can only be a matrix based type |
1767 | // for which we will actually upload several attributes at contiguous |
1768 | // locations |
1769 | const uint elementsPerColumn = 4; |
1770 | const int attributeSpan = std::ceil(x: float(attrib->vertexSize()) / elementsPerColumn); |
1771 | for (int i = 0; i < attributeSpan; ++i) { |
1772 | rhiAttributes.push_back(t: { bindingIndex, |
1773 | location + i, |
1774 | *attributeType, |
1775 | attrib->byteOffset() + (i * elementsPerColumn * vertexTypeByteSize)}); |
1776 | } |
1777 | |
1778 | attributeNameToBinding.insert(key: attrib->nameId(), value: bindingIndex); |
1779 | } |
1780 | |
1781 | inputBindings.resize(sz: uniqueBindings.size()); |
1782 | for (int i = 0, m = int(uniqueBindings.size()); i < m; ++i) { |
1783 | const BufferBinding binding = uniqueBindings.at(n: i); |
1784 | |
1785 | /* |
1786 | qDebug() << "binding" |
1787 | << binding.bufferId |
1788 | << binding.stride |
1789 | << binding.classification |
1790 | << binding.attributeDivisor; |
1791 | //*/ |
1792 | |
1793 | inputBindings[i] = QRhiVertexInputBinding{ binding.stride, binding.classification, |
1794 | binding.attributeDivisor }; |
1795 | } |
1796 | |
1797 | return true; |
1798 | } |
1799 | |
1800 | // Render Thread (or QtQuick RenderThread when using Scene3D) |
1801 | // Scene3D: When using Scene3D rendering, we can't assume that when |
1802 | // updateGLResources is called, the resource handles points to still existing |
1803 | // objects. This is because Scene3D calls doRender independently of whether all |
1804 | // jobs have completed or not which in turn calls proceedToNextFrame under some |
1805 | // conditions. Such conditions are usually met on startup to avoid deadlocks. |
1806 | // proceedToNextFrame triggers the syncChanges calls for the next frame, which |
1807 | // may contain destruction changes targeting resources. When the above |
1808 | // happens, this can result in the dirtyResource vectors containing handles of |
1809 | // objects that may already have been destroyed |
1810 | void Renderer::updateResources() |
1811 | { |
1812 | { |
1813 | const std::vector<HBuffer> dirtyBufferHandles = Qt3DCore::moveAndClear(data&: m_dirtyBuffers); |
1814 | for (const HBuffer &handle : dirtyBufferHandles) { |
1815 | Buffer *buffer = m_nodesManager->bufferManager()->data(handle); |
1816 | |
1817 | // Can be null when using Scene3D rendering |
1818 | if (buffer == nullptr) |
1819 | continue; |
1820 | |
1821 | // Forces creation if it doesn't exit |
1822 | // Also note the binding point doesn't really matter here, we just upload data |
1823 | if (!m_submissionContext->hasRHIBufferForBuffer(buffer)) |
1824 | m_submissionContext->rhiBufferForRenderBuffer(buf: buffer); |
1825 | // Update the RHIBuffer data |
1826 | m_submissionContext->updateBuffer(buffer); |
1827 | buffer->unsetDirty(); |
1828 | } |
1829 | } |
1830 | |
1831 | RHIGraphicsPipelineManager *graphicsPipelineManager = m_RHIResourceManagers->rhiGraphicsPipelineManager(); |
1832 | RHIComputePipelineManager *computePipelineManager = m_RHIResourceManagers->rhiComputePipelineManager(); |
1833 | |
1834 | { |
1835 | const std::vector<HShader> dirtyShaderHandles = Qt3DCore::moveAndClear(data&: m_dirtyShaders); |
1836 | ShaderManager *shaderManager = m_nodesManager->shaderManager(); |
1837 | for (const HShader &handle : dirtyShaderHandles) { |
1838 | Shader *shader = shaderManager->data(handle); |
1839 | |
1840 | // Can be null when using Scene3D rendering |
1841 | if (shader == nullptr) |
1842 | continue; |
1843 | |
1844 | // Compile shader |
1845 | m_submissionContext->loadShader(shader, shaderManager, |
1846 | rhiShaderManager: m_RHIResourceManagers->rhiShaderManager()); |
1847 | |
1848 | // Release pipelines that reference the shaderId |
1849 | // to ensure they get rebuilt with updated shader |
1850 | graphicsPipelineManager->releasePipelinesReferencingShader(shaderId: shader->peerId()); |
1851 | computePipelineManager->releasePipelinesReferencingShader(shaderId: shader->peerId()); |
1852 | } |
1853 | } |
1854 | |
1855 | std::vector<RHITexture *> updatedRHITextures; |
1856 | |
1857 | // Create/Update textures. We record the update info to later fill |
1858 | // m_updatedTextureProperties once we are use the RHITextures have been |
1859 | // fully created (as creating the RenderTargets below could change existing |
1860 | // RHITextures) |
1861 | { |
1862 | const std::vector<HTexture> activeTextureHandles = Qt3DCore::moveAndClear(data&: m_dirtyTextures); |
1863 | for (const HTexture &handle : activeTextureHandles) { |
1864 | Texture *texture = m_nodesManager->textureManager()->data(handle); |
1865 | |
1866 | // Can be null when using Scene3D rendering |
1867 | if (texture == nullptr) |
1868 | continue; |
1869 | |
1870 | // Create or Update RHITexture (the RHITexture instance is created if required |
1871 | // and all things that can take place without a GL context are done here) |
1872 | updateTexture(texture); |
1873 | } |
1874 | // We want to upload textures data at this point as the SubmissionThread and |
1875 | // AspectThread are locked ensuring no races between Texture/TextureImage and |
1876 | // RHITexture |
1877 | if (m_submissionContext != nullptr) { |
1878 | RHITextureManager *rhiTextureManager = m_RHIResourceManagers->rhiTextureManager(); |
1879 | const std::vector<HRHITexture> &rhiTextureHandles = rhiTextureManager->activeHandles(); |
1880 | // Upload texture data |
1881 | for (const HRHITexture &rhiTextureHandle : rhiTextureHandles) { |
1882 | RHI_UNIMPLEMENTED; |
1883 | RHITexture *rhiTexture = rhiTextureManager->data(handle: rhiTextureHandle); |
1884 | |
1885 | // We create/update the actual RHI texture using the RHI context at this point |
1886 | const RHITexture::TextureUpdateInfo info = |
1887 | rhiTexture->createOrUpdateRhiTexture(ctx: m_submissionContext.data()); |
1888 | |
1889 | if (info.wasUpdated) { |
1890 | // RHITexture creation provides us width/height/format ... information |
1891 | // for textures which had not initially specified these information |
1892 | // (TargetAutomatic...) Gather these information and store them to be distributed by |
1893 | // a change next frame |
1894 | const Qt3DCore::QNodeIdVector referenceTextureIds = { rhiTextureManager->texNodeIdForRHITexture.value(key: rhiTexture) }; |
1895 | // Store properties and referenceTextureIds |
1896 | Texture::TextureUpdateInfo updateInfo; |
1897 | updateInfo.properties = info.properties; |
1898 | // Record texture updates to notify frontend (we are sure at this stage |
1899 | // that the internal QRHITexture won't be updated further for this frame |
1900 | m_updatedTextureProperties.push_back(x: { updateInfo, referenceTextureIds }); |
1901 | updatedRHITextures.push_back(x: rhiTexture); |
1902 | } |
1903 | } |
1904 | } |
1905 | |
1906 | // Record ids of texture to cleanup while we are still blocking the aspect thread |
1907 | m_textureIdsToCleanup += m_nodesManager->textureManager()->takeTexturesIdsToCleanup(); |
1908 | } |
1909 | |
1910 | |
1911 | // Find dirty renderTargets |
1912 | // -> attachments added/removed |
1913 | // -> attachments textures updated (new dimensions, format ...) |
1914 | // -> destroy pipelines associated with dirty renderTargets |
1915 | |
1916 | // Note: we might end up recreating some of the internal textures when |
1917 | // creating the RenderTarget as those might have been created above without |
1918 | // the proper RenderTarget/TransformSource flags |
1919 | { |
1920 | RHIRenderTargetManager *rhiRenderTargetManager = m_RHIResourceManagers->rhiRenderTargetManager(); |
1921 | RenderTargetManager *renderTargetManager = m_nodesManager->renderTargetManager(); |
1922 | AttachmentManager *attachmentManager = m_nodesManager->attachmentManager(); |
1923 | const std::vector<HTarget> &activeHandles = renderTargetManager->activeHandles(); |
1924 | for (const HTarget &hTarget : activeHandles) { |
1925 | const Qt3DCore::QNodeId renderTargetId = hTarget->peerId(); |
1926 | bool isDirty = hTarget->isDirty() || !rhiRenderTargetManager->contains(id: renderTargetId); |
1927 | |
1928 | // Check dirtiness of attachments if RenderTarget is not dirty |
1929 | if (!isDirty) { |
1930 | const Qt3DCore::QNodeIdVector &attachmentIds = hTarget->renderOutputs(); |
1931 | for (const Qt3DCore::QNodeId &attachmentId : attachmentIds) { |
1932 | RenderTargetOutput *output = attachmentManager->lookupResource(id: attachmentId); |
1933 | |
1934 | auto it = std::find_if(first: m_updatedTextureProperties.begin(), |
1935 | last: m_updatedTextureProperties.end(), |
1936 | pred: [&output] (const QPair<Texture::TextureUpdateInfo, Qt3DCore::QNodeIdVector> &updateData) { |
1937 | const Qt3DCore::QNodeIdVector &referencedTextureIds = updateData.second; |
1938 | return referencedTextureIds.contains(t: output->textureUuid()); |
1939 | }); |
1940 | // Attachment references a texture which was updated |
1941 | isDirty = (it != m_updatedTextureProperties.end()); |
1942 | } |
1943 | } |
1944 | |
1945 | if (isDirty) { |
1946 | hTarget->unsetDirty(); |
1947 | // We need to destroy the render target and the pipelines associated with it |
1948 | // so that they can be recreated |
1949 | // If the RT was never created, the 2 lines below are noop |
1950 | graphicsPipelineManager->releasePipelinesReferencingRenderTarget(renderTargetId); |
1951 | rhiRenderTargetManager->releaseResource(id: renderTargetId); |
1952 | |
1953 | // Create RenderTarget |
1954 | createRenderTarget(target: hTarget.data()); |
1955 | } |
1956 | } |
1957 | } |
1958 | |
1959 | |
1960 | // Note: we can only retrieve the internal QRhiResource handle to set on |
1961 | // the frontend nodes after we are sure we are no going to modify the |
1962 | // QRhiTextures (which happens when we create the Textures or the |
1963 | // RenderTargets) |
1964 | { |
1965 | for (size_t i = 0, m = m_updatedTextureProperties.size(); i < m; ++i) { |
1966 | auto &updateInfoPair = m_updatedTextureProperties[i]; |
1967 | RHITexture *rhiTexture = updatedRHITextures[i]; |
1968 | QRhiTexture *qRhiTexture = rhiTexture->getRhiTexture(); |
1969 | Texture::TextureUpdateInfo &updateInfo = updateInfoPair.first; |
1970 | updateInfo.handleType = QAbstractTexture::RHITextureId; |
1971 | updateInfo.handle = qRhiTexture ? QVariant(qRhiTexture->nativeTexture().object) : QVariant(); |
1972 | } |
1973 | } |
1974 | |
1975 | // Record list of buffer that might need uploading |
1976 | lookForDownloadableBuffers(); |
1977 | } |
1978 | |
1979 | // Render Thread |
1980 | void Renderer::updateTexture(Texture *texture) |
1981 | { |
1982 | RHI_UNIMPLEMENTED; |
1983 | // Check that the current texture images are still in place, if not, do not update |
1984 | const bool isValid = texture->isValid(manager: m_nodesManager->textureImageManager()); |
1985 | if (!isValid) { |
1986 | qCWarning(Backend) << "QTexture referencing invalid QTextureImages"; |
1987 | return; |
1988 | } |
1989 | |
1990 | // All textures are unique, if you instanciate twice the exact same texture |
1991 | // this will create 2 identical GLTextures, no sharing will take place |
1992 | |
1993 | // Try to find the associated RHITexture for the backend Texture |
1994 | RHITextureManager *rhiTextureManager = m_RHIResourceManagers->rhiTextureManager(); |
1995 | RHITexture *rhiTexture = rhiTextureManager->lookupResource(id: texture->peerId()); |
1996 | |
1997 | // No RHITexture associated yet -> create it |
1998 | if (rhiTexture == nullptr) { |
1999 | rhiTexture = rhiTextureManager->getOrCreateResource(id: texture->peerId()); |
2000 | rhiTextureManager->texNodeIdForRHITexture.insert(key: rhiTexture, value: texture->peerId()); |
2001 | } |
2002 | |
2003 | // Update RHITexture to match Texture instance |
2004 | const Texture::DirtyFlags dirtyFlags = texture->dirtyFlags(); |
2005 | if (dirtyFlags.testFlag(flag: Texture::DirtySharedTextureId)) |
2006 | rhiTexture->setSharedTextureId(texture->sharedTextureId()); |
2007 | |
2008 | if (dirtyFlags.testFlag(flag: Texture::DirtyProperties)) |
2009 | rhiTexture->setProperties(texture->properties()); |
2010 | |
2011 | if (dirtyFlags.testFlag(flag: Texture::DirtyParameters)) |
2012 | rhiTexture->setParameters(texture->parameters()); |
2013 | |
2014 | // Will make the texture requestUpload |
2015 | if (dirtyFlags.testFlag(flag: Texture::DirtyImageGenerators)) { |
2016 | const Qt3DCore::QNodeIdVector textureImageIds = texture->textureImageIds(); |
2017 | std::vector<RHITexture::Image> images; |
2018 | images.reserve(n: textureImageIds.size()); |
2019 | // TODO: Move this into RHITexture directly |
2020 | for (const Qt3DCore::QNodeId &textureImageId : textureImageIds) { |
2021 | const TextureImage *img = |
2022 | m_nodesManager->textureImageManager()->lookupResource(id: textureImageId); |
2023 | if (img == nullptr) { |
2024 | qCWarning(Backend) << "invalid TextureImage handle"; |
2025 | } else { |
2026 | RHITexture::Image glImg { .generator: img->dataGenerator(), .layer: img->layer(), .mipLevel: img->mipLevel(), |
2027 | .face: img->face() }; |
2028 | images.push_back(x: glImg); |
2029 | } |
2030 | } |
2031 | rhiTexture->setImages(images); |
2032 | } |
2033 | |
2034 | // Will make the texture requestUpload |
2035 | if (dirtyFlags.testFlag(flag: Texture::DirtyDataGenerator)) |
2036 | rhiTexture->setGenerator(texture->dataGenerator()); |
2037 | |
2038 | // Will make the texture requestUpload |
2039 | if (dirtyFlags.testFlag(flag: Texture::DirtyPendingDataUpdates)) |
2040 | rhiTexture->addTextureDataUpdates(updates: texture->takePendingTextureDataUpdates()); |
2041 | |
2042 | // Unset the dirty flag on the texture |
2043 | texture->unsetDirty(); |
2044 | } |
2045 | |
2046 | // Render Thread |
2047 | void Renderer::cleanupTexture(Qt3DCore::QNodeId cleanedUpTextureId) |
2048 | { |
2049 | RHITextureManager *rhiTextureManager = m_RHIResourceManagers->rhiTextureManager(); |
2050 | RHITexture *glTexture = rhiTextureManager->lookupResource(id: cleanedUpTextureId); |
2051 | |
2052 | // Destroying the RHITexture implicitely also destroy the GL resources |
2053 | if (glTexture != nullptr) { |
2054 | rhiTextureManager->releaseResource(id: cleanedUpTextureId); |
2055 | rhiTextureManager->texNodeIdForRHITexture.remove(key: glTexture); |
2056 | } |
2057 | } |
2058 | |
2059 | // Render Thread |
2060 | void Renderer::cleanupShader(const Shader *shader) |
2061 | { |
2062 | RHIShaderManager *rhiShaderManager = m_RHIResourceManagers->rhiShaderManager(); |
2063 | RHIShader *glShader = rhiShaderManager->lookupResource(shaderId: shader->peerId()); |
2064 | |
2065 | if (glShader != nullptr) |
2066 | rhiShaderManager->abandon(apiShader: glShader, shader); |
2067 | } |
2068 | |
2069 | void Renderer::cleanupRenderTarget(const Qt3DCore::QNodeId &renderTargetId) |
2070 | { |
2071 | RHIRenderTargetManager *rhiRenderTargetManager = m_RHIResourceManagers->rhiRenderTargetManager(); |
2072 | |
2073 | rhiRenderTargetManager->releaseResource(id: renderTargetId); |
2074 | } |
2075 | |
2076 | // Called by SubmitRenderView |
2077 | void Renderer::downloadRHIBuffers() |
2078 | { |
2079 | const std::vector<Qt3DCore::QNodeId> downloadableHandles = Qt3DCore::moveAndClear(data&: m_downloadableBuffers); |
2080 | for (const Qt3DCore::QNodeId &bufferId : downloadableHandles) { |
2081 | BufferManager *bufferManager = m_nodesManager->bufferManager(); |
2082 | BufferManager::ReadLocker locker(const_cast<const BufferManager *>(bufferManager)); |
2083 | Buffer *buffer = bufferManager->lookupResource(id: bufferId); |
2084 | // Buffer could have been destroyed at this point |
2085 | if (!buffer) |
2086 | continue; |
2087 | // locker is protecting us from the buffer being destroy while we're looking |
2088 | // up its content |
2089 | const QByteArray content = m_submissionContext->downloadBufferContent(buffer); |
2090 | m_sendBufferCaptureJob->addRequest(request: QPair<Qt3DCore::QNodeId, QByteArray>(bufferId, content)); |
2091 | } |
2092 | } |
2093 | |
2094 | // Happens in RenderThread context when all RenderViewJobs are done |
2095 | // Returns the id of the last bound FBO |
2096 | Renderer::ViewSubmissionResultData |
2097 | Renderer::submitRenderViews(const std::vector<RHIPassInfo> &rhiPassesInfo) |
2098 | { |
2099 | QElapsedTimer timer; |
2100 | quint64 queueElapsed = 0; |
2101 | timer.start(); |
2102 | |
2103 | quint64 frameElapsed = queueElapsed; |
2104 | m_lastFrameCorrect.storeRelaxed(newValue: 1); // everything fine until now..... |
2105 | |
2106 | qCDebug(Memory) << Q_FUNC_INFO << "rendering frame "; |
2107 | |
2108 | // We might not want to render on the default FBO |
2109 | QSurface *surface = nullptr; |
2110 | QSurface *previousSurface = nullptr; |
2111 | QSurface *lastUsedSurface = nullptr; |
2112 | |
2113 | const size_t rhiPassesCount = rhiPassesInfo.size(); |
2114 | |
2115 | for (size_t i = 0; i < rhiPassesCount; ++i) { |
2116 | // Initialize GraphicsContext for drawing |
2117 | const RHIPassInfo &rhiPassInfo = rhiPassesInfo.at(n: i); |
2118 | |
2119 | // Initialize Previous surface the first time we enter this loop |
2120 | if (i == 0) { |
2121 | for (const RenderView *rv : rhiPassInfo.rvs) { |
2122 | previousSurface = rv->surface(); |
2123 | if (previousSurface) |
2124 | break; |
2125 | } |
2126 | } |
2127 | |
2128 | // Check if using the same surface as the previous RHIPassInfo. |
2129 | // If not, we have to free up the context from the previous surface |
2130 | // and make the context current on the new surface |
2131 | surface = rhiPassInfo.surface; |
2132 | SurfaceLocker surfaceLock(surface); |
2133 | |
2134 | // TO DO: Make sure that the surface we are rendering too has not been unset |
2135 | |
2136 | // For now, if we do not have a surface, skip this rhipassinfo |
2137 | // TODO: Investigate if it's worth providing a fallback offscreen surface |
2138 | // to use when surface is null. Or if we should instead expose an |
2139 | // offscreensurface to Qt3D. |
2140 | if (!surface || !surfaceLock.isSurfaceValid()) { |
2141 | m_lastFrameCorrect.storeRelaxed(newValue: 0); |
2142 | continue; |
2143 | } |
2144 | |
2145 | lastUsedSurface = surface; |
2146 | const bool surfaceHasChanged = surface != previousSurface; |
2147 | |
2148 | if (surfaceHasChanged && previousSurface) { |
2149 | // TO DO: Warn that this likely won't work with Scene3D |
2150 | |
2151 | // TODO what should be the swapBuffers condition for RHI ? |
2152 | // lastRenderTarget == swapChain->renderTarget or something like that ? |
2153 | const bool swapBuffers = surfaceLock.isSurfaceValid() && m_shouldSwapBuffers; |
2154 | // We only call swap buffer if we are sure the previous surface is still valid |
2155 | m_submissionContext->endDrawing(swapBuffers); |
2156 | } |
2157 | |
2158 | if (surfaceHasChanged) { |
2159 | // TO DO: Warn that this likely won't work with Scene3D |
2160 | |
2161 | // If we can't make the context current on the surface, skip to the |
2162 | // next RenderView. We won't get the full frame but we may get something |
2163 | if (!m_submissionContext->beginDrawing(surface)) { |
2164 | qCWarning(Backend) << "Failed to make RHI context current on surface"; |
2165 | m_lastFrameCorrect.storeRelaxed(newValue: 0); |
2166 | continue; |
2167 | } |
2168 | |
2169 | previousSurface = surface; |
2170 | } |
2171 | |
2172 | // Execute the render commands |
2173 | if (!executeCommandsSubmission(passInfo: rhiPassInfo)) |
2174 | m_lastFrameCorrect.storeRelaxed( |
2175 | newValue: 0); // something went wrong; make sure to render the next frame! |
2176 | |
2177 | frameElapsed = timer.elapsed() - frameElapsed; |
2178 | qCDebug(Rendering) << Q_FUNC_INFO << "Submitted RHI Passes "<< i + 1 << "/" |
2179 | << rhiPassesCount << "in "<< frameElapsed << "ms"; |
2180 | frameElapsed = timer.elapsed(); |
2181 | } |
2182 | |
2183 | //* TODO: Shouldn't be needed with RHI ? as FBOs, etc.. are per-pipeline |
2184 | //* // Bind lastBoundFBOId back. Needed also in threaded mode. |
2185 | //* // lastBoundFBOId != m_graphicsContext->activeFBO() when the last FrameGraph leaf |
2186 | //* // node/renderView contains RenderTargetSelector/RenderTarget |
2187 | //* if (lastBoundFBOId != m_submissionContext->activeFBO()) { |
2188 | //* RHI_UNIMPLEMENTED; |
2189 | //* // m_submissionContext->bindFramebuffer(lastBoundFBOId, |
2190 | //* // GraphicsHelperInterface::FBOReadAndDraw); |
2191 | //* } |
2192 | |
2193 | queueElapsed = timer.elapsed() - queueElapsed; |
2194 | qCDebug(Rendering) << Q_FUNC_INFO << "Submission Completed in "<< timer.elapsed() << "ms"; |
2195 | |
2196 | // Stores the necessary information to safely perform |
2197 | // the last swap buffer call |
2198 | ViewSubmissionResultData resultData; |
2199 | resultData.surface = lastUsedSurface; |
2200 | return resultData; |
2201 | } |
2202 | |
2203 | void Renderer::markDirty(BackendNodeDirtySet changes, BackendNode *node) |
2204 | { |
2205 | Q_UNUSED(node); |
2206 | m_dirtyBits.marked |= changes; |
2207 | } |
2208 | |
2209 | Renderer::BackendNodeDirtySet Renderer::dirtyBits() |
2210 | { |
2211 | return m_dirtyBits.marked; |
2212 | } |
2213 | |
2214 | #if defined(QT_BUILD_INTERNAL) |
2215 | void Renderer::clearDirtyBits(BackendNodeDirtySet changes) |
2216 | { |
2217 | m_dirtyBits.remaining &= ~changes; |
2218 | m_dirtyBits.marked &= ~changes; |
2219 | } |
2220 | #endif |
2221 | |
2222 | bool Renderer::shouldRender() const |
2223 | { |
2224 | // Only render if something changed during the last frame, or the last frame |
2225 | // was not rendered successfully (or render-on-demand is disabled) |
2226 | return (m_settings->renderPolicy() == QRenderSettings::Always || m_dirtyBits.marked != 0 |
2227 | || m_dirtyBits.remaining != 0 || !m_lastFrameCorrect.loadRelaxed()); |
2228 | } |
2229 | |
2230 | void Renderer::skipNextFrame() |
2231 | { |
2232 | Q_ASSERT(m_settings->renderPolicy() != QRenderSettings::Always); |
2233 | |
2234 | // make submitRenderViews() actually run |
2235 | m_renderQueue.setNoRender(); |
2236 | m_submitRenderViewsSemaphore.release(n: 1); |
2237 | } |
2238 | |
2239 | void Renderer::jobsDone(Qt3DCore::QAspectManager *manager) |
2240 | { |
2241 | // called in main thread once all jobs are done running |
2242 | |
2243 | // sync captured renders to frontend |
2244 | QMutexLocker lock(&m_pendingRenderCaptureSendRequestsMutex); |
2245 | const std::vector<Qt3DCore::QNodeId> pendingCaptureIds = |
2246 | Qt3DCore::moveAndClear(data&: m_pendingRenderCaptureSendRequests); |
2247 | lock.unlock(); |
2248 | for (const Qt3DCore::QNodeId &id : std::as_const(t: pendingCaptureIds)) { |
2249 | auto *backend = static_cast<Qt3DRender::Render::RenderCapture *>( |
2250 | m_nodesManager->frameGraphManager()->lookupNode(id)); |
2251 | backend->syncRenderCapturesToFrontend(manager); |
2252 | } |
2253 | |
2254 | // Do we need to notify any texture about property changes? |
2255 | if (!m_updatedTextureProperties.empty()) |
2256 | sendTextureChangesToFrontend(manager); |
2257 | |
2258 | sendDisablesToFrontend(manager); |
2259 | } |
2260 | |
2261 | bool Renderer::processMouseEvent(QObject *object, QMouseEvent *event) |
2262 | { |
2263 | Q_UNUSED(object); |
2264 | Q_UNUSED(event); |
2265 | return false; |
2266 | } |
2267 | |
2268 | bool Renderer::processKeyEvent(QObject *object, QKeyEvent *event) |
2269 | { |
2270 | Q_UNUSED(object); |
2271 | Q_UNUSED(event); |
2272 | return false; |
2273 | } |
2274 | |
2275 | // Jobs we may have to run even if no rendering will happen |
2276 | std::vector<Qt3DCore::QAspectJobPtr> Renderer::preRenderingJobs() |
2277 | { |
2278 | if (m_sendBufferCaptureJob->hasRequests()) |
2279 | return { m_sendBufferCaptureJob }; |
2280 | else |
2281 | return {}; |
2282 | } |
2283 | |
2284 | // Waits to be told to create jobs for the next frame |
2285 | // Called by QRenderAspect jobsToExecute context of QAspectThread |
2286 | // Returns all the jobs (and with proper dependency chain) required |
2287 | // for the rendering of the scene |
2288 | std::vector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs() |
2289 | { |
2290 | std::vector<Qt3DCore::QAspectJobPtr> renderBinJobs; |
2291 | |
2292 | // Remove previous dependencies |
2293 | m_cleanupJob->removeDependency(dependency: QWeakPointer<Qt3DCore::QAspectJob>()); |
2294 | |
2295 | const bool dirtyParametersForCurrentFrame = m_dirtyBits.marked & AbstractRenderer::ParameterDirty; |
2296 | const BackendNodeDirtySet dirtyBitsForFrame = m_dirtyBits.marked | m_dirtyBits.remaining; |
2297 | m_dirtyBits.marked = {}; |
2298 | m_dirtyBits.remaining = {}; |
2299 | BackendNodeDirtySet notCleared = {}; |
2300 | |
2301 | // Add jobs |
2302 | if (dirtyBitsForFrame & AbstractRenderer::TransformDirty) { |
2303 | renderBinJobs.push_back(x: m_updateShaderDataTransformJob); |
2304 | } |
2305 | |
2306 | // TO DO: Conditionally add if skeletons dirty |
2307 | renderBinJobs.push_back(x: m_cleanupJob); |
2308 | |
2309 | // Jobs to prepare RHI Resource upload |
2310 | if (dirtyBitsForFrame & AbstractRenderer::BuffersDirty) |
2311 | renderBinJobs.push_back(x: m_bufferGathererJob); |
2312 | |
2313 | if (dirtyBitsForFrame & AbstractRenderer::TexturesDirty) |
2314 | renderBinJobs.push_back(x: m_textureGathererJob); |
2315 | |
2316 | // Layer cache is dependent on layers, layer filters (hence FG structure |
2317 | // changes) and the enabled flag on entities |
2318 | const bool entitiesEnabledDirty = dirtyBitsForFrame & AbstractRenderer::EntityEnabledDirty; |
2319 | const bool frameGraphDirty = dirtyBitsForFrame & AbstractRenderer::FrameGraphDirty; |
2320 | const bool layersDirty = dirtyBitsForFrame & AbstractRenderer::LayersDirty; |
2321 | const bool layersCacheNeedsToBeRebuilt = layersDirty || entitiesEnabledDirty || frameGraphDirty; |
2322 | const bool shadersDirty = dirtyBitsForFrame & AbstractRenderer::ShadersDirty; |
2323 | const bool materialDirty = dirtyBitsForFrame & AbstractRenderer::MaterialDirty; |
2324 | const bool lightsDirty = dirtyBitsForFrame & AbstractRenderer::LightsDirty; |
2325 | const bool computeableDirty = dirtyBitsForFrame & AbstractRenderer::ComputeDirty; |
2326 | const bool renderableDirty = dirtyBitsForFrame & AbstractRenderer::GeometryDirty; |
2327 | const bool materialCacheNeedsToBeRebuilt = shadersDirty || materialDirty || frameGraphDirty; |
2328 | const bool renderCommandsDirty = |
2329 | materialCacheNeedsToBeRebuilt || renderableDirty || computeableDirty; |
2330 | |
2331 | // Rebuild Entity Layers list if layers are dirty |
2332 | |
2333 | if (renderableDirty) |
2334 | renderBinJobs.push_back(x: m_renderableEntityFilterJob); |
2335 | |
2336 | if (computeableDirty) |
2337 | renderBinJobs.push_back(x: m_computableEntityFilterJob); |
2338 | |
2339 | if (lightsDirty) |
2340 | renderBinJobs.push_back(x: m_lightGathererJob); |
2341 | |
2342 | QMutexLocker lock(m_renderQueue.mutex()); |
2343 | if (m_renderQueue.wasReset()) { // Have we rendered yet? (Scene3D case) |
2344 | // Traverse the current framegraph. For each leaf node create a |
2345 | // RenderView and set its configuration then create a job to |
2346 | // populate the RenderView with a set of RenderCommands that get |
2347 | // their details from the RenderNodes that are visible to the |
2348 | // Camera selected by the framegraph configuration |
2349 | if (frameGraphDirty) { |
2350 | FrameGraphVisitor visitor(m_nodesManager->frameGraphManager()); |
2351 | m_frameGraphLeaves = visitor.traverse(root: frameGraphRoot()); |
2352 | // Remove leaf nodes that no longer exist from cache |
2353 | const QList<FrameGraphNode *> keys = m_cache.leafNodeCache.keys(); |
2354 | for (FrameGraphNode *leafNode : keys) { |
2355 | if (std::find(first: m_frameGraphLeaves.begin(), |
2356 | last: m_frameGraphLeaves.end(), |
2357 | val: leafNode) == m_frameGraphLeaves.end()) |
2358 | m_cache.leafNodeCache.remove(key: leafNode); |
2359 | } |
2360 | |
2361 | // Handle single shot subtree enablers |
2362 | const auto subtreeEnablers = visitor.takeEnablersToDisable(); |
2363 | for (auto *node : subtreeEnablers) |
2364 | m_updatedDisableSubtreeEnablers.push_back(x: node->peerId()); |
2365 | } |
2366 | |
2367 | int idealThreadCount = Qt3DCore::QAspectJobManager::idealThreadCount(); |
2368 | |
2369 | const size_t fgBranchCount = m_frameGraphLeaves.size(); |
2370 | if (fgBranchCount > 1) { |
2371 | int workBranches = int(fgBranchCount); |
2372 | for (auto leaf: m_frameGraphLeaves) |
2373 | if (leaf->nodeType() == FrameGraphNode::NoDraw) |
2374 | --workBranches; |
2375 | |
2376 | if (idealThreadCount > 4 && workBranches) |
2377 | idealThreadCount = qMax(a: 4, b: idealThreadCount / workBranches); |
2378 | } |
2379 | |
2380 | for (size_t i = 0; i < fgBranchCount; ++i) { |
2381 | FrameGraphNode *leaf = m_frameGraphLeaves.at(n: i); |
2382 | RenderViewBuilder builder(leaf, int(i), this); |
2383 | builder.setOptimalJobCount(leaf->nodeType() == FrameGraphNode::NoDraw ? 1 : idealThreadCount); |
2384 | |
2385 | // If we have a new RV (wasn't in the cache before, then it contains no cached data) |
2386 | const bool isNewRV = !m_cache.leafNodeCache.contains(key: leaf); |
2387 | builder.setLayerCacheNeedsToBeRebuilt(layersCacheNeedsToBeRebuilt || isNewRV); |
2388 | builder.setMaterialGathererCacheNeedsToBeRebuilt(materialCacheNeedsToBeRebuilt |
2389 | || isNewRV); |
2390 | builder.setRenderCommandCacheNeedsToBeRebuilt(renderCommandsDirty || isNewRV); |
2391 | builder.setLightCacheNeedsToBeRebuilt(lightsDirty); |
2392 | |
2393 | // Insert leaf into cache |
2394 | if (isNewRV) { |
2395 | m_cache.leafNodeCache[leaf] = {}; |
2396 | } |
2397 | |
2398 | builder.prepareJobs(); |
2399 | Qt3DCore::moveAtEnd(destination&: renderBinJobs, source: builder.buildJobHierachy()); |
2400 | } |
2401 | |
2402 | // Set target number of RenderViews |
2403 | m_renderQueue.setTargetRenderViewCount(int(fgBranchCount)); |
2404 | } else { |
2405 | // FilterLayerEntityJob is part of the RenderViewBuilder jobs and must be run later |
2406 | // if none of those jobs are started this frame |
2407 | notCleared |= AbstractRenderer::EntityEnabledDirty; |
2408 | notCleared |= AbstractRenderer::FrameGraphDirty; |
2409 | notCleared |= AbstractRenderer::LayersDirty; |
2410 | } |
2411 | |
2412 | if (isRunning() && m_submissionContext->isInitialized()) { |
2413 | if (dirtyBitsForFrame & AbstractRenderer::TechniquesDirty) |
2414 | renderBinJobs.push_back(x: m_filterCompatibleTechniqueJob); |
2415 | if (dirtyBitsForFrame & AbstractRenderer::ShadersDirty) |
2416 | renderBinJobs.push_back(x: m_introspectShaderJob); |
2417 | } else { |
2418 | notCleared |= AbstractRenderer::TechniquesDirty; |
2419 | notCleared |= AbstractRenderer::ShadersDirty; |
2420 | } |
2421 | |
2422 | m_dirtyBits.remaining = dirtyBitsForFrame & notCleared; |
2423 | |
2424 | // Dirty Parameters might need 2 frames to react if the parameter references a texture |
2425 | if (dirtyParametersForCurrentFrame) |
2426 | m_dirtyBits.remaining |= AbstractRenderer::ParameterDirty; |
2427 | |
2428 | return renderBinJobs; |
2429 | } |
2430 | |
2431 | Qt3DCore::QAbstractFrameAdvanceService *Renderer::frameAdvanceService() const |
2432 | { |
2433 | return static_cast<Qt3DCore::QAbstractFrameAdvanceService *>(m_vsyncFrameAdvanceService.data()); |
2434 | } |
2435 | |
2436 | bool Renderer::performCompute(QRhiCommandBuffer *cb, RenderCommand &command) |
2437 | { |
2438 | RHIComputePipeline *pipeline = command.pipeline.compute(); |
2439 | if (!pipeline) |
2440 | return true; |
2441 | cb->setComputePipeline(pipeline->pipeline()); |
2442 | |
2443 | if (!setBindingAndShaderResourcesForCommand(cb, command, uboSet: pipeline->uboSet())) |
2444 | return false; |
2445 | |
2446 | const std::vector<QRhiCommandBuffer::DynamicOffset> offsets = pipeline->uboSet()->offsets(command); |
2447 | cb->setShaderResources(srb: command.shaderResourceBindings, |
2448 | dynamicOffsetCount: int(offsets.size()), |
2449 | dynamicOffsets: offsets.data()); |
2450 | |
2451 | cb->dispatch(x: command.m_workGroups[0], y: command.m_workGroups[1], z: command.m_workGroups[2]); |
2452 | m_dirtyBits.marked |= AbstractRenderer::ComputeDirty; |
2453 | return true; |
2454 | } |
2455 | |
2456 | static auto rhiIndexFormat(Qt3DCore::QAttribute::VertexBaseType type) |
2457 | { |
2458 | switch (type) { |
2459 | case Qt3DCore::QAttribute::VertexBaseType ::UnsignedShort: |
2460 | return QRhiCommandBuffer::IndexUInt16; |
2461 | case Qt3DCore::QAttribute::VertexBaseType ::UnsignedInt: |
2462 | return QRhiCommandBuffer::IndexUInt32; |
2463 | default: |
2464 | std::abort(); |
2465 | } |
2466 | } |
2467 | |
2468 | bool Renderer::uploadBuffersForCommand(QRhiCommandBuffer *cb, const RenderView *rv, |
2469 | RenderCommand &command) |
2470 | { |
2471 | Q_UNUSED(cb); |
2472 | Q_UNUSED(rv); |
2473 | |
2474 | struct |
2475 | { |
2476 | Renderer &self; |
2477 | RenderCommand &command; |
2478 | bool operator()(RHIGraphicsPipeline* pipeline) const noexcept { |
2479 | if (!pipeline) |
2480 | return true; |
2481 | |
2482 | return self.uploadBuffersForCommand(graphics: pipeline, command); |
2483 | } |
2484 | bool operator()(RHIComputePipeline* pipeline) const noexcept { |
2485 | if (!pipeline) |
2486 | return true; |
2487 | |
2488 | return self.uploadBuffersForCommand(compute: pipeline, command); |
2489 | } |
2490 | bool operator()(std::monostate) { |
2491 | return false; |
2492 | } |
2493 | } vis{.self: *this, .command: command}; |
2494 | |
2495 | if (!command.pipeline.visit(f&: vis)) |
2496 | return false; |
2497 | |
2498 | for (const BlockToUBO &pack : command.m_parameterPack.uniformBuffers()) { |
2499 | Buffer *cpuBuffer = nodeManagers()->bufferManager()->lookupResource(id: pack.m_bufferID); |
2500 | RHIBuffer *ubo = m_submissionContext->rhiBufferForRenderBuffer(buf: cpuBuffer); |
2501 | if (!ubo->bind(ctx: &*m_submissionContext, t: RHIBuffer::UniformBuffer)) |
2502 | return false; |
2503 | } |
2504 | for (const BlockToSSBO &pack : command.m_parameterPack.shaderStorageBuffers()) { |
2505 | Buffer *cpuBuffer = nodeManagers()->bufferManager()->lookupResource(id: pack.m_bufferID); |
2506 | RHIBuffer *ubo = m_submissionContext->rhiBufferForRenderBuffer(buf: cpuBuffer); |
2507 | if (!ubo->bind(ctx: &*m_submissionContext, t: RHIBuffer::ShaderStorageBuffer)) |
2508 | return false; |
2509 | } |
2510 | |
2511 | return true; |
2512 | } |
2513 | |
2514 | bool Renderer::uploadBuffersForCommand(RHIGraphicsPipeline* graphicsPipeline, RenderCommand &command) |
2515 | { |
2516 | // Create the vertex input description |
2517 | |
2518 | // Note: we have to bind the buffers here -> which will trigger the actual |
2519 | // upload, as this is the only place where we know about the usage type of the buffers |
2520 | |
2521 | const auto geom = command.m_geometry; |
2522 | const auto &attributes = geom->attributes(); |
2523 | const QRhiVertexInputLayout layout = graphicsPipeline->pipeline()->vertexInputLayout(); |
2524 | const int bindingAttributeCount = std::distance(first: layout.cbeginBindings(), last: layout.cendBindings()); |
2525 | command.vertex_input.resize(sz: bindingAttributeCount); |
2526 | |
2527 | for (Qt3DCore::QNodeId attribute_id : attributes) { |
2528 | // TODO isn't there a more efficient way than doing three hash lookups ? |
2529 | Attribute *attrib = m_nodesManager->attributeManager()->lookupResource(id: attribute_id); |
2530 | Buffer *buffer = m_nodesManager->bufferManager()->lookupResource(id: attrib->bufferId()); |
2531 | RHIBuffer *hbuf = m_RHIResourceManagers->rhiBufferManager()->lookupResource(id: buffer->peerId()); |
2532 | switch (attrib->attributeType()) { |
2533 | case Qt3DCore::QAttribute::VertexAttribute: { |
2534 | if (!hbuf->bind(ctx: &*m_submissionContext, t: RHIBuffer::Type((int)RHIBuffer::Type::ArrayBuffer | (int)RHIBuffer::Type::ShaderStorageBuffer))) |
2535 | return false; |
2536 | assert(hbuf->rhiBuffer()); |
2537 | // Find Binding for Attribute |
2538 | const int bindingIndex = graphicsPipeline->bindingIndexForAttribute(attributeNameId: attrib->nameId()); |
2539 | // We need to reference a binding, a buffer and an offset which is always = 0 |
2540 | // as Qt3D only assumes interleaved or continuous data but not |
2541 | // buffer where first half of it is attribute1 and second half attribute2 |
2542 | if (bindingIndex != -1) |
2543 | command.vertex_input[bindingIndex] = { hbuf->rhiBuffer(), 0 }; |
2544 | break; |
2545 | } |
2546 | case Qt3DCore::QAttribute::IndexAttribute: { |
2547 | if (!hbuf->bind(ctx: &*m_submissionContext, t: RHIBuffer::Type::IndexBuffer)) |
2548 | return false; |
2549 | assert(hbuf->rhiBuffer()); |
2550 | |
2551 | command.indexBuffer = hbuf->rhiBuffer(); |
2552 | command.indexAttribute = attrib; |
2553 | break; |
2554 | } |
2555 | case Qt3DCore::QAttribute::DrawIndirectAttribute: |
2556 | RHI_UNIMPLEMENTED; |
2557 | break; |
2558 | } |
2559 | } |
2560 | |
2561 | return true; |
2562 | } |
2563 | |
2564 | bool Renderer::uploadBuffersForCommand(RHIComputePipeline* computePipeline, RenderCommand &command) |
2565 | { |
2566 | Q_UNUSED(computePipeline); |
2567 | Q_UNUSED(command); |
2568 | return true; |
2569 | } |
2570 | |
2571 | bool Renderer::performDraw(QRhiCommandBuffer *cb, const QRhiViewport &vp, |
2572 | const QRhiScissor *scissor, RenderCommand &command) |
2573 | { |
2574 | RHIGraphicsPipeline *pipeline = command.pipeline.graphics(); |
2575 | if (!pipeline || !pipeline->isComplete()) |
2576 | return true; |
2577 | |
2578 | // Setup the rendering pass |
2579 | cb->setGraphicsPipeline(pipeline->pipeline()); |
2580 | cb->setViewport(vp); |
2581 | if (scissor) |
2582 | cb->setScissor(*scissor); |
2583 | |
2584 | if (!setBindingAndShaderResourcesForCommand(cb, command, uboSet: pipeline->uboSet())) |
2585 | return false; |
2586 | |
2587 | // Send the draw command |
2588 | if (Q_UNLIKELY(!command.indexBuffer)) { |
2589 | cb->setVertexInput(startBinding: 0, bindingCount: command.vertex_input.size(), bindings: command.vertex_input.data()); |
2590 | cb->draw(vertexCount: command.m_primitiveCount, instanceCount: command.m_instanceCount, firstVertex: command.m_firstVertex, |
2591 | firstInstance: command.m_firstInstance); |
2592 | } else { |
2593 | auto indexFormat = rhiIndexFormat(type: command.indexAttribute->vertexBaseType()); |
2594 | auto indexOffset = command.indexAttribute->byteOffset(); |
2595 | cb->setVertexInput(startBinding: 0, bindingCount: command.vertex_input.size(), bindings: command.vertex_input.data(), |
2596 | indexBuf: command.indexBuffer, indexOffset, indexFormat); |
2597 | cb->drawIndexed(indexCount: command.m_primitiveCount, instanceCount: command.m_instanceCount, firstIndex: command.m_indexOffset, |
2598 | vertexOffset: command.m_indexAttributeByteOffset, firstInstance: command.m_firstInstance); |
2599 | } |
2600 | return true; |
2601 | } |
2602 | |
2603 | bool Renderer::setBindingAndShaderResourcesForCommand(QRhiCommandBuffer *cb, |
2604 | RenderCommand &command, |
2605 | PipelineUBOSet *uboSet) |
2606 | { |
2607 | // We need to create new resource bindings for each RC as each RC might potentially |
2608 | // have different textures or reference custom UBOs (if using Parameters with UBOs directly). |
2609 | // TO DO: We could propably check for texture and use the UBO set default ShaderResourceBindings |
2610 | // if we only have UBOs with offsets |
2611 | bool needsRecreate = false; |
2612 | if (command.shaderResourceBindings == nullptr) { |
2613 | command.shaderResourceBindings = m_submissionContext->rhi()->newShaderResourceBindings(); |
2614 | needsRecreate = true; |
2615 | } |
2616 | |
2617 | // TO DO: Improve this to only perform when required |
2618 | const std::vector<QRhiShaderResourceBinding> &resourcesBindings = uboSet->resourceBindings(command); |
2619 | if (command.resourcesBindings != resourcesBindings) { |
2620 | command.resourcesBindings = std::move(resourcesBindings); |
2621 | command.shaderResourceBindings->setBindings(first: command.resourcesBindings.cbegin(), last: command.resourcesBindings.cend()); |
2622 | needsRecreate = true; |
2623 | } |
2624 | |
2625 | if (needsRecreate && !command.shaderResourceBindings->create()) { |
2626 | qCWarning(Backend) << "Failed to create ShaderResourceBindings"; |
2627 | return false; |
2628 | } |
2629 | const std::vector<QRhiCommandBuffer::DynamicOffset> offsets = uboSet->offsets(command); |
2630 | |
2631 | cb->setShaderResources(srb: command.shaderResourceBindings, |
2632 | dynamicOffsetCount: int(offsets.size()), |
2633 | dynamicOffsets: offsets.data()); |
2634 | return true; |
2635 | } |
2636 | |
2637 | // Called by RenderView->submit() in RenderThread context |
2638 | // Returns true, if all RenderCommands were sent to the GPU |
2639 | bool Renderer::executeCommandsSubmission(const RHIPassInfo &passInfo) |
2640 | { |
2641 | bool allCommandsIssued = true; |
2642 | |
2643 | const std::vector<RenderView *> &renderViews = passInfo.rvs; |
2644 | QColor clearColor; |
2645 | QRhiDepthStencilClearValue clearDepthStencil; |
2646 | |
2647 | // Submit the commands to the underlying graphics API (RHI) |
2648 | QRhiCommandBuffer *cb = m_submissionContext->currentFrameCommandBuffer(); |
2649 | |
2650 | // Upload data for all RenderCommands |
2651 | for (RenderView *rv : renderViews) { |
2652 | // Render drawing commands |
2653 | |
2654 | // Upload UBOs for pipelines used in current RV |
2655 | const std::vector<RHIGraphicsPipeline *> &rvGraphicsPipelines = m_rvToGraphicsPipelines[rv]; |
2656 | for (RHIGraphicsPipeline *pipeline : rvGraphicsPipelines) |
2657 | pipeline->uboSet()->uploadUBOs(ctx: m_submissionContext.data(), rv); |
2658 | |
2659 | const std::vector<RHIComputePipeline *> &rvComputePipelines = m_rvToComputePipelines[rv]; |
2660 | for (RHIComputePipeline *pipeline : rvComputePipelines) |
2661 | pipeline->uboSet()->uploadUBOs(ctx: m_submissionContext.data(), rv); |
2662 | |
2663 | // Upload Buffers for Commands |
2664 | rv->forEachCommand(func: [&] (RenderCommand &command) { |
2665 | if (Q_UNLIKELY(!command.isValid())) |
2666 | return; |
2667 | |
2668 | if (!uploadBuffersForCommand(cb, rv, command)) { |
2669 | // Something went wrong trying to upload buffers |
2670 | // -> likely that frontend buffer has no initial data |
2671 | qCWarning(Backend) << "Failed to upload buffers"; |
2672 | // Prevents further processing which could be catastrophic |
2673 | command.m_isValid = false; |
2674 | } |
2675 | }); |
2676 | |
2677 | // Record clear information |
2678 | if (rv->clearTypes() != QClearBuffers::None) { |
2679 | clearColor = [=] { |
2680 | auto col = rv->globalClearColorBufferInfo().clearColor; |
2681 | return QColor::fromRgbF(r: col.x(), g: col.y(), b: col.z(), a: col.w()); |
2682 | }(); |
2683 | clearDepthStencil = { rv->clearDepthValue(), (quint32)rv->clearStencilValue() }; |
2684 | } |
2685 | } |
2686 | |
2687 | // Lookup the render target |
2688 | QRhiRenderTarget *rhiRenderTarget{}; |
2689 | { |
2690 | const auto &managers = *m_RHIResourceManagers; |
2691 | auto &renderTargetManager = *managers.rhiRenderTargetManager(); |
2692 | auto *renderTarget = renderTargetManager.lookupResource(id: passInfo.renderTargetId); |
2693 | |
2694 | if (renderTarget) { |
2695 | // Is our RenderTarget targeting offscreen attachments? |
2696 | if (renderTarget->backBuffer == RHIRenderTarget::BackBuffer::None) |
2697 | rhiRenderTarget = renderTarget->renderTarget; |
2698 | else // Or one of the back buffers? |
2699 | rhiRenderTarget = m_submissionContext->currentSwapChain()->currentFrameRenderTarget(targetBuffer: renderTarget->backBuffer == RHIRenderTarget::BackBuffer::Left |
2700 | ? QRhiSwapChain::LeftBuffer |
2701 | : QRhiSwapChain::RightBuffer); |
2702 | } else if (m_submissionContext->defaultRenderTarget()) { |
2703 | rhiRenderTarget = m_submissionContext->defaultRenderTarget(); |
2704 | } else { |
2705 | rhiRenderTarget = m_submissionContext->currentSwapChain()->currentFrameRenderTarget(); |
2706 | } |
2707 | } |
2708 | |
2709 | auto executeDrawRenderView = [&] (RenderView* rv) { |
2710 | // Viewport |
2711 | QRhiViewport vp; |
2712 | QRhiScissor scissor; |
2713 | bool hasScissor = false; |
2714 | { |
2715 | const QSize surfaceSize = rhiRenderTarget->pixelSize(); |
2716 | |
2717 | const float x = rv->viewport().x() * surfaceSize.width(); |
2718 | const float y = (1. - rv->viewport().y() - rv->viewport().height()) * surfaceSize.height(); |
2719 | const float w = rv->viewport().width() * surfaceSize.width(); |
2720 | const float h = rv->viewport().height() * surfaceSize.height(); |
2721 | // qDebug() << surfaceSize << x << y << w << h; |
2722 | vp = { x, y, w, h }; |
2723 | } |
2724 | // Scissoring |
2725 | { |
2726 | RenderStateSet *ss = rv->stateSet(); |
2727 | if (ss == nullptr) |
2728 | ss = m_defaultRenderStateSet; |
2729 | StateVariant *scissorTestSVariant = |
2730 | m_submissionContext->getState(ss, type: StateMask::ScissorStateMask); |
2731 | if (scissorTestSVariant) { |
2732 | const ScissorTest *scissorTest = |
2733 | static_cast<const ScissorTest *>(scissorTestSVariant->constState()); |
2734 | const auto &scissorValues = scissorTest->values(); |
2735 | scissor = { std::get<0>(t: scissorValues), std::get<1>(t: scissorValues), |
2736 | std::get<2>(t: scissorValues), std::get<3>(t: scissorValues) }; |
2737 | hasScissor = true; |
2738 | } |
2739 | } |
2740 | |
2741 | // Render drawing commands |
2742 | rv->forEachCommand(func: [&] (RenderCommand &command) { |
2743 | if (Q_UNLIKELY(!command.isValid())) |
2744 | return; |
2745 | |
2746 | Q_ASSERT (command.m_type == RenderCommand::Draw); |
2747 | performDraw(cb, vp, scissor: hasScissor ? &scissor : nullptr, command); |
2748 | }); |
2749 | }; |
2750 | |
2751 | auto executeComputeRenderView = [&] (RenderView* rv) { |
2752 | rv->forEachCommand(func: [&] (RenderCommand &command) { |
2753 | if (Q_UNLIKELY(!command.isValid())) |
2754 | return; |
2755 | |
2756 | Q_ASSERT (command.m_type == RenderCommand::Compute); |
2757 | performCompute(cb, command); |
2758 | }); |
2759 | }; |
2760 | |
2761 | bool inCompute = false; |
2762 | bool inDraw = false; |
2763 | |
2764 | // All the RVs in the current passinfo target the same RenderTarget |
2765 | // A single beginPass should take place, unless Computes RVs are intermingled |
2766 | static const bool supportsCompute = m_submissionContext->rhi()->isFeatureSupported(feature: QRhi::Compute); |
2767 | |
2768 | // Per Pass Global States |
2769 | for (RenderView *rv : renderViews) { |
2770 | if (rv->isCompute()) { |
2771 | // If we were running draw calls we stop the draw pass |
2772 | if (inDraw) { |
2773 | cb->endPass(resourceUpdates: m_submissionContext->m_currentUpdates); |
2774 | m_submissionContext->m_currentUpdates = m_submissionContext->rhi()->nextResourceUpdateBatch(); |
2775 | inDraw = false; |
2776 | } |
2777 | |
2778 | // There is also the possibility where we weren't either in a compute or draw pass (for the first RV) |
2779 | // hence why these conditions are like this |
2780 | if (supportsCompute) { |
2781 | if (!inCompute) { |
2782 | cb->beginComputePass(resourceUpdates: m_submissionContext->m_currentUpdates); |
2783 | m_submissionContext->m_currentUpdates = m_submissionContext->rhi()->nextResourceUpdateBatch(); |
2784 | inCompute = true; |
2785 | } |
2786 | executeComputeRenderView(rv); |
2787 | } else { |
2788 | qWarning() << "RHI backend doesn't support Compute"; |
2789 | } |
2790 | } else { |
2791 | // Same logic than above but reversed |
2792 | if (inCompute) { |
2793 | cb->endComputePass(resourceUpdates: m_submissionContext->m_currentUpdates); |
2794 | m_submissionContext->m_currentUpdates = m_submissionContext->rhi()->nextResourceUpdateBatch(); |
2795 | inCompute = false; |
2796 | } |
2797 | |
2798 | if (!inDraw) { |
2799 | if (rhiRenderTarget == nullptr) { |
2800 | qWarning(catFunc: Backend) << "Invalid Render Target for pass, skipping"; |
2801 | inDraw = false; |
2802 | continue; |
2803 | } |
2804 | cb->beginPass(rt: rhiRenderTarget, colorClearValue: clearColor, depthStencilClearValue: clearDepthStencil, resourceUpdates: m_submissionContext->m_currentUpdates); |
2805 | m_submissionContext->m_currentUpdates = m_submissionContext->rhi()->nextResourceUpdateBatch(); |
2806 | inDraw = true; |
2807 | } |
2808 | |
2809 | executeDrawRenderView(rv); |
2810 | |
2811 | const Qt3DCore::QNodeId renderCaptureId = rv->renderCaptureNodeId(); |
2812 | if (!renderCaptureId.isNull()) { |
2813 | const QRenderCaptureRequest request = rv->renderCaptureRequest(); |
2814 | QRhiRenderTarget *rhiTarget = m_submissionContext->defaultRenderTarget(); |
2815 | RHIRenderTarget *target = nullptr; |
2816 | |
2817 | if (rv->renderTargetId()) { |
2818 | RHIRenderTargetManager *targetManager = m_RHIResourceManagers->rhiRenderTargetManager(); |
2819 | target = targetManager->lookupResource(id: rv->renderTargetId()); |
2820 | if (target != nullptr) |
2821 | rhiTarget = target->renderTarget; |
2822 | } |
2823 | // Use FBO size if RV has one |
2824 | const QSize size = rhiTarget ? rhiTarget->pixelSize() : rv->surfaceSize(); |
2825 | |
2826 | QRect rect(QPoint(0, 0), size); |
2827 | if (!request.rect.isEmpty()) |
2828 | rect = rect.intersected(other: request.rect); |
2829 | if (!rect.isEmpty()) { |
2830 | // Bind fbo as read framebuffer |
2831 | QRhiReadbackResult *readBackResult = new QRhiReadbackResult; |
2832 | readBackResult->completed = [this, readBackResult, renderCaptureId, request] () { |
2833 | const QImage::Format fmt = QImage::Format_RGBA8888_Premultiplied; // fits QRhiTexture::RGBA8 |
2834 | const uchar *p = reinterpret_cast<const uchar *>(readBackResult->data.constData()); |
2835 | const QImage image(p, readBackResult->pixelSize.width(), readBackResult->pixelSize.height(), fmt, [] (void *ptr) { |
2836 | delete static_cast<QRhiReadbackResult *>(ptr); |
2837 | }, readBackResult); |
2838 | |
2839 | Render::RenderCapture *renderCapture = static_cast<Render::RenderCapture*>(m_nodesManager->frameGraphManager()->lookupNode(id: renderCaptureId)); |
2840 | renderCapture->addRenderCapture(captureId: request.captureId, image); |
2841 | QMutexLocker lock(&m_pendingRenderCaptureSendRequestsMutex); |
2842 | if (!Qt3DCore::contains(destination: m_pendingRenderCaptureSendRequests, element: renderCaptureId)) |
2843 | m_pendingRenderCaptureSendRequests.push_back(x: renderCaptureId); |
2844 | }; |
2845 | |
2846 | QRhiReadbackDescription readbackDesc; |
2847 | if (rhiTarget) { |
2848 | // First texture should be Attachment 0 |
2849 | QRhiTextureRenderTarget *textureRenderTarget = static_cast<QRhiTextureRenderTarget *>(rhiTarget); |
2850 | const QRhiTextureRenderTargetDescription &desc = textureRenderTarget->description(); |
2851 | const QRhiColorAttachment *color0Att = desc.colorAttachmentAt(index: 0); |
2852 | readbackDesc.setTexture(color0Att->texture()); |
2853 | } |
2854 | m_submissionContext->m_currentUpdates->readBackTexture(rb: readbackDesc, result: readBackResult); |
2855 | } else { |
2856 | qCWarning(Backend) << "Requested capture rectangle is outside framebuffer"; |
2857 | } |
2858 | } |
2859 | } |
2860 | |
2861 | if (rv->isDownloadBuffersEnable()) |
2862 | downloadRHIBuffers(); |
2863 | } |
2864 | |
2865 | if (Q_LIKELY(inDraw)) |
2866 | cb->endPass(resourceUpdates: m_submissionContext->m_currentUpdates); |
2867 | else if (inCompute) |
2868 | cb->endComputePass(resourceUpdates: m_submissionContext->m_currentUpdates); |
2869 | |
2870 | m_submissionContext->m_currentUpdates = m_submissionContext->rhi()->nextResourceUpdateBatch(); |
2871 | |
2872 | return allCommandsIssued; |
2873 | } |
2874 | |
2875 | namespace { |
2876 | |
2877 | template<typename Manager> |
2878 | void removeUnusedPipelines(Manager *manager) |
2879 | { |
2880 | const auto &pipelinesHandles = manager->activeHandles(); |
2881 | std::vector<typename Manager::Handle> pipelinesToCleanup; |
2882 | // Store pipelines to cleanup in a temporary vector so that we can use a |
2883 | // ref on the activeHandles vector. Calling releaseResources modifies the |
2884 | // activeHandles vector which we want to avoid while iterating over it. |
2885 | for (const auto &pipelineHandle : pipelinesHandles) { |
2886 | auto *pipeline = pipelineHandle.data(); |
2887 | Q_ASSERT(pipeline); |
2888 | pipeline->decreaseScore(); |
2889 | // Pipeline wasn't used recently, let's destroy it |
2890 | if (pipeline->score() < 0) { |
2891 | pipelinesToCleanup.push_back(pipelineHandle); |
2892 | } |
2893 | } |
2894 | |
2895 | // Release Pipelines marked for cleanup |
2896 | for (const auto &pipelineHandle : pipelinesToCleanup) { |
2897 | manager->releaseResource(pipelineHandle->key()); |
2898 | } |
2899 | } |
2900 | |
2901 | } // anonymous |
2902 | |
2903 | // Erase graphics related resources that may become unused after a frame |
2904 | void Renderer::cleanGraphicsResources() |
2905 | { |
2906 | // Remove unused Pipeline |
2907 | RHIGraphicsPipelineManager *graphicsPipelineManager = m_RHIResourceManagers->rhiGraphicsPipelineManager(); |
2908 | RHIComputePipelineManager *computePipelineManager = m_RHIResourceManagers->rhiComputePipelineManager(); |
2909 | |
2910 | removeUnusedPipelines(manager: graphicsPipelineManager); |
2911 | removeUnusedPipelines(manager: computePipelineManager); |
2912 | |
2913 | // Clean buffers |
2914 | const QList<Qt3DCore::QNodeId> buffersToRelease = |
2915 | m_nodesManager->bufferManager()->takeBuffersToRelease(); |
2916 | for (Qt3DCore::QNodeId bufferId : buffersToRelease) |
2917 | m_submissionContext->releaseBuffer(bufferId); |
2918 | |
2919 | const RHIBufferManager *bufferManager = m_RHIResourceManagers->rhiBufferManager(); |
2920 | const std::vector<HRHIBuffer> &activeBufferHandles = bufferManager->activeHandles(); |
2921 | // Release internal QRhiBuffer that might have been orphaned |
2922 | for (const HRHIBuffer &bufferH : activeBufferHandles) |
2923 | bufferH->destroyOrphaned(); |
2924 | |
2925 | // When Textures are cleaned up, their id is saved so that they can be |
2926 | // cleaned up in the render thread |
2927 | const QList<Qt3DCore::QNodeId> cleanedUpTextureIds = Qt3DCore::moveAndClear(data&: m_textureIdsToCleanup); |
2928 | for (const Qt3DCore::QNodeId &textureCleanedUpId : cleanedUpTextureIds) |
2929 | cleanupTexture(cleanedUpTextureId: textureCleanedUpId); |
2930 | |
2931 | // Abandon GL shaders when a Shader node is destroyed Note: We are sure |
2932 | // that when this gets executed, all scene changes have been received and |
2933 | // shader nodes updated |
2934 | const QList<Qt3DCore::QNodeId> cleanedUpShaderIds = |
2935 | m_nodesManager->shaderManager()->takeShaderIdsToCleanup(); |
2936 | for (const Qt3DCore::QNodeId &shaderCleanedUpId : cleanedUpShaderIds) { |
2937 | cleanupShader(shader: m_nodesManager->shaderManager()->lookupResource(id: shaderCleanedUpId)); |
2938 | // We can really release the texture at this point |
2939 | m_nodesManager->shaderManager()->releaseResource(id: shaderCleanedUpId); |
2940 | |
2941 | // Release pipelines that were referencing shader |
2942 | graphicsPipelineManager->releasePipelinesReferencingShader(shaderId: shaderCleanedUpId); |
2943 | computePipelineManager->releasePipelinesReferencingShader(shaderId: shaderCleanedUpId); |
2944 | } |
2945 | |
2946 | const QList<Qt3DCore::QNodeId> cleanedUpRenderTargetIds = |
2947 | m_nodesManager->renderTargetManager()->takeRenderTargetIdsToCleanup(); |
2948 | for (const Qt3DCore::QNodeId &renderTargetCleanedUpId : cleanedUpRenderTargetIds) { |
2949 | cleanupRenderTarget(renderTargetId: renderTargetCleanedUpId); |
2950 | m_nodesManager->renderTargetManager()->releaseResource(id: renderTargetCleanedUpId); |
2951 | // Release pipelines that were referencing renderTarget |
2952 | graphicsPipelineManager->releasePipelinesReferencingRenderTarget(renderTargetId: renderTargetCleanedUpId); |
2953 | } |
2954 | } |
2955 | |
2956 | const GraphicsApiFilterData *Renderer::contextInfo() const |
2957 | { |
2958 | return m_submissionContext->contextInfo(); |
2959 | } |
2960 | |
2961 | SubmissionContext *Renderer::submissionContext() const |
2962 | { |
2963 | return m_submissionContext.data(); |
2964 | } |
2965 | |
2966 | } // namespace Rhi |
2967 | } // namespace Render |
2968 | } // namespace Qt3DRender |
2969 | |
2970 | QT_END_NAMESPACE |
2971 |
Definitions
- CachingLightGatherer
- CachingLightGatherer
- run
- CachingRenderableEntityFilter
- CachingRenderableEntityFilter
- run
- CachingComputableEntityFilter
- CachingComputableEntityFilter
- run
- locationForAttribute
- Renderer
- ~Renderer
- dumpInfo
- api
- setRenderDriver
- renderDriver
- time
- setTime
- setJobsInLastFrame
- setAspect
- setNodeManagers
- setServices
- aspect
- nodeManagers
- shareContext
- setOpenGLContext
- setRHIContext
- setDefaultRHIRenderTarget
- setRHICommandBuffer
- setScreen
- screen
- accessOpenGLTexture
- resourceAccessor
- initialize
- shutdown
- releaseGraphicsResources
- setSurfaceExposed
- frameGraphRoot
- setSceneRoot
- setSettings
- settings
- render
- enqueueRenderView
- waitUntilReadyToSubmit
- executeCommand
- format
- rhiAttributeType
- updateGraphicsPipeline
- buildGraphicsPipelines
- updateComputePipeline
- buildComputePipelines
- createRenderTarget
- setupRenderTarget
- prepareCommandsSubmission
- lookForDirtyBuffers
- lookForDownloadableBuffers
- lookForDirtyTextures
- reloadDirtyShaders
- sendShaderChangesToFrontend
- sendTextureChangesToFrontend
- sendDisablesToFrontend
- prepareGeometryInputBindings
- updateResources
- updateTexture
- cleanupTexture
- cleanupShader
- cleanupRenderTarget
- downloadRHIBuffers
- submitRenderViews
- markDirty
- dirtyBits
- clearDirtyBits
- shouldRender
- skipNextFrame
- jobsDone
- processMouseEvent
- processKeyEvent
- preRenderingJobs
- renderBinJobs
- frameAdvanceService
- performCompute
- rhiIndexFormat
- uploadBuffersForCommand
- uploadBuffersForCommand
- uploadBuffersForCommand
- performDraw
- setBindingAndShaderResourcesForCommand
- executeCommandsSubmission
- removeUnusedPipelines
- cleanGraphicsResources
- contextInfo
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