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