1 | // Copyright (C) 2020 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 | #ifndef QT3DRENDER_RENDER_RENDERSYNCJOBS_H |
5 | #define QT3DRENDER_RENDER_RENDERSYNCJOBS_H |
6 | |
7 | // |
8 | // W A R N I N G |
9 | // ------------- |
10 | // |
11 | // This file is not part of the Qt API. It exists for the convenience |
12 | // of other Qt classes. This header file may change from version to |
13 | // version without notice, or even be removed. |
14 | // |
15 | // We mean it. |
16 | // |
17 | |
18 | #include <Qt3DCore/qaspectjob.h> |
19 | #include <Qt3DRender/private/renderviewinitializerjob_p.h> |
20 | #include <Qt3DRender/private/frustumcullingjob_p.h> |
21 | #include <Qt3DRender/private/filterlayerentityjob_p.h> |
22 | #include <Qt3DRender/private/filterproximitydistancejob_p.h> |
23 | #include <Qt3DRender/private/materialparametergathererjob_p.h> |
24 | #include <Qt3DRender/private/renderviewcommandbuilderjob_p.h> |
25 | #include <Qt3DRender/private/renderviewcommandupdaterjob_p.h> |
26 | #include <Qt3DRender/private/renderercache_p.h> |
27 | |
28 | QT_BEGIN_NAMESPACE |
29 | |
30 | namespace Qt3DRender { |
31 | |
32 | namespace Render { |
33 | |
34 | enum RebuildFlag { |
35 | FullCommandRebuild = 1 << 0, |
36 | LayerCacheRebuild = 1 << 1, |
37 | MaterialCacheRebuild = 1 << 2, |
38 | LightCacheRebuild = 1 << 3 |
39 | }; |
40 | Q_DECLARE_FLAGS(RebuildFlagSet, RebuildFlag) |
41 | Q_DECLARE_OPERATORS_FOR_FLAGS(RebuildFlagSet) |
42 | |
43 | #define RenderViewInitializerJobPtrAlias RenderViewInitializerJobPtr<RenderView, Renderer> |
44 | #define RenderViewCommandBuilderJobPtrAlias RenderViewCommandBuilderJobPtr<RenderView, RenderCommand> |
45 | #define RenderViewCommandUpdaterJobPtrAlias RenderViewCommandUpdaterJobPtr<RenderView, RenderCommand> |
46 | |
47 | template<class RenderView, class Renderer, class RenderCommand> |
48 | class SyncPreCommandBuilding |
49 | { |
50 | public: |
51 | explicit SyncPreCommandBuilding(RenderViewInitializerJobPtrAlias renderViewInitializerJob, |
52 | const std::vector<RenderViewCommandBuilderJobPtrAlias> &renderViewCommandBuilderJobs, |
53 | Renderer *renderer, |
54 | FrameGraphNode *leafNode) |
55 | : m_renderViewInitializer(renderViewInitializerJob) |
56 | , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs) |
57 | , m_renderer(renderer) |
58 | , m_leafNode(leafNode) |
59 | { |
60 | } |
61 | |
62 | void operator()() |
63 | { |
64 | // Split commands to build among jobs |
65 | |
66 | // Rebuild RenderCommands for all entities in RV (ignoring filtering) |
67 | auto *cache = m_renderer->cache(); |
68 | QMutexLocker lock(cache->mutex()); |
69 | |
70 | Q_ASSERT(cache->leafNodeCache.contains(m_leafNode)); |
71 | // The cache leaf should already have been created so we don't need to protect the access |
72 | const auto &dataCacheForLeaf = cache->leafNodeCache[m_leafNode]; |
73 | RenderView *rv = m_renderViewInitializer->renderView(); |
74 | const auto &entities = !rv->isCompute() ? cache->renderableEntities : cache->computeEntities; |
75 | |
76 | rv->setMaterialParameterTable(dataCacheForLeaf.materialParameterGatherer); |
77 | |
78 | // Split among the ideal number of command builders |
79 | const int jobCount = int(m_renderViewCommandBuilderJobs.size()); |
80 | const int entityCount = int(entities.size()); |
81 | const int idealPacketSize = std::min(a: std::max(a: 10, b: entityCount / jobCount), b: entityCount); |
82 | // Try to split work into an ideal number of workers |
83 | const int m = findIdealNumberOfWorkers(elementCount: entityCount, packetSize: idealPacketSize, maxJobCount: jobCount); |
84 | |
85 | const Entity **entitiesPtr = const_cast<const Entity **>(entities.data()); |
86 | for (int i = 0; i < m; ++i) { |
87 | const auto &renderViewCommandBuilder = m_renderViewCommandBuilderJobs[i]; |
88 | const int count = (i == m - 1) ? entityCount - (i * idealPacketSize) : idealPacketSize; |
89 | renderViewCommandBuilder->setEntities(entitiesPtr, i * idealPacketSize, count); |
90 | } |
91 | } |
92 | |
93 | private: |
94 | RenderViewInitializerJobPtrAlias m_renderViewInitializer; |
95 | std::vector<RenderViewCommandBuilderJobPtrAlias> m_renderViewCommandBuilderJobs; |
96 | Renderer *m_renderer; |
97 | FrameGraphNode *m_leafNode; |
98 | }; |
99 | |
100 | template<class RenderView, class Renderer, class RenderCommand> |
101 | class SyncRenderViewPostCommandUpdate |
102 | { |
103 | public: |
104 | explicit SyncRenderViewPostCommandUpdate(const RenderViewInitializerJobPtrAlias &renderViewJob, |
105 | const std::vector<RenderViewCommandUpdaterJobPtrAlias> &renderViewCommandUpdateJobs, |
106 | Renderer *renderer) |
107 | : m_renderViewJob(renderViewJob) |
108 | , m_renderViewCommandUpdaterJobs(renderViewCommandUpdateJobs) |
109 | , m_renderer(renderer) |
110 | { |
111 | } |
112 | |
113 | void operator()() |
114 | { |
115 | // Append all the commands and sort them |
116 | RenderView *rv = m_renderViewJob->renderView(); |
117 | |
118 | if (!rv->noDraw()) { |
119 | // Sort command on RenderView |
120 | rv->sort(); |
121 | } |
122 | // Enqueue our fully populated RenderView with the RenderThread |
123 | m_renderer->enqueueRenderView(rv, m_renderViewJob->submitOrderIndex()); |
124 | } |
125 | |
126 | private: |
127 | RenderViewInitializerJobPtrAlias m_renderViewJob; |
128 | std::vector<RenderViewCommandUpdaterJobPtrAlias> m_renderViewCommandUpdaterJobs; |
129 | Renderer *m_renderer; |
130 | }; |
131 | |
132 | template<class RenderView, class Renderer> |
133 | class SyncPreFrustumCulling |
134 | { |
135 | public: |
136 | explicit SyncPreFrustumCulling(const RenderViewInitializerJobPtrAlias &renderViewJob, |
137 | const FrustumCullingJobPtr &frustumCulling) |
138 | : m_renderViewJob(renderViewJob) |
139 | , m_frustumCullingJob(frustumCulling) |
140 | {} |
141 | |
142 | void operator()() |
143 | { |
144 | RenderView *rv = m_renderViewJob->renderView(); |
145 | |
146 | // Update matrices now that all transforms have been updated |
147 | rv->updateMatrices(); |
148 | |
149 | // Frustum culling |
150 | m_frustumCullingJob->setViewProjection(rv->viewProjectionMatrix()); |
151 | } |
152 | |
153 | private: |
154 | RenderViewInitializerJobPtrAlias m_renderViewJob; |
155 | FrustumCullingJobPtr m_frustumCullingJob; |
156 | }; |
157 | |
158 | template<class RenderView, class Renderer, class RenderCommand> |
159 | class SyncRenderViewPostInitialization |
160 | { |
161 | public: |
162 | explicit SyncRenderViewPostInitialization(const RenderViewInitializerJobPtrAlias &renderViewJob, |
163 | const FrustumCullingJobPtr &frustumCullingJob, |
164 | const FilterLayerEntityJobPtr &filterEntityByLayerJob, |
165 | const FilterProximityDistanceJobPtr &filterProximityJob, |
166 | const std::vector<MaterialParameterGathererJobPtr> &materialGathererJobs, |
167 | const std::vector<RenderViewCommandUpdaterJobPtrAlias> &renderViewCommandUpdaterJobs, |
168 | const std::vector<RenderViewCommandBuilderJobPtrAlias> &renderViewCommandBuilderJobs) |
169 | : m_renderViewJob(renderViewJob) |
170 | , m_frustumCullingJob(frustumCullingJob) |
171 | , m_filterEntityByLayerJob(filterEntityByLayerJob) |
172 | , m_filterProximityJob(filterProximityJob) |
173 | , m_materialGathererJobs(materialGathererJobs) |
174 | , m_renderViewCommandUpdaterJobs(renderViewCommandUpdaterJobs) |
175 | , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs) |
176 | {} |
177 | |
178 | void operator()() |
179 | { |
180 | RenderView *rv = m_renderViewJob->renderView(); |
181 | |
182 | // Layer filtering |
183 | if (!m_filterEntityByLayerJob.isNull()) |
184 | m_filterEntityByLayerJob->setLayerFilters(rv->layerFilters()); |
185 | |
186 | // Proximity filtering |
187 | m_filterProximityJob->setProximityFilterIds(rv->proximityFilterIds()); |
188 | |
189 | // Material Parameter building |
190 | for (const auto &materialGatherer : m_materialGathererJobs) { |
191 | materialGatherer->setRenderPassFilter(const_cast<RenderPassFilter *>(rv->renderPassFilter())); |
192 | materialGatherer->setTechniqueFilter(const_cast<TechniqueFilter *>(rv->techniqueFilter())); |
193 | } |
194 | |
195 | // Command builders and updates |
196 | for (const auto &renderViewCommandUpdater : m_renderViewCommandUpdaterJobs) |
197 | renderViewCommandUpdater->setRenderView(rv); |
198 | for (const auto &renderViewCommandBuilder : m_renderViewCommandBuilderJobs) |
199 | renderViewCommandBuilder->setRenderView(rv); |
200 | |
201 | // Set whether frustum culling is enabled or not |
202 | m_frustumCullingJob->setActive(rv->frustumCulling()); |
203 | } |
204 | |
205 | private: |
206 | RenderViewInitializerJobPtrAlias m_renderViewJob; |
207 | FrustumCullingJobPtr m_frustumCullingJob; |
208 | FilterLayerEntityJobPtr m_filterEntityByLayerJob; |
209 | FilterProximityDistanceJobPtr m_filterProximityJob; |
210 | std::vector<MaterialParameterGathererJobPtr> m_materialGathererJobs; |
211 | std::vector<RenderViewCommandUpdaterJobPtrAlias> m_renderViewCommandUpdaterJobs; |
212 | std::vector<RenderViewCommandBuilderJobPtrAlias> m_renderViewCommandBuilderJobs; |
213 | }; |
214 | |
215 | template<class RenderView, class Renderer, class RenderCommand> |
216 | class SyncRenderViewPreCommandUpdate |
217 | { |
218 | public: |
219 | explicit SyncRenderViewPreCommandUpdate(const RenderViewInitializerJobPtrAlias &renderViewJob, |
220 | const FrustumCullingJobPtr &frustumCullingJob, |
221 | const FilterProximityDistanceJobPtr &filterProximityJob, |
222 | const std::vector<MaterialParameterGathererJobPtr> &materialGathererJobs, |
223 | const std::vector<RenderViewCommandUpdaterJobPtrAlias> &renderViewCommandUpdaterJobs, |
224 | const std::vector<RenderViewCommandBuilderJobPtrAlias> &renderViewCommandBuilderJobs, |
225 | Renderer *renderer, |
226 | FrameGraphNode *leafNode, |
227 | RebuildFlagSet rebuildFlags) |
228 | : m_renderViewJob(renderViewJob) |
229 | , m_frustumCullingJob(frustumCullingJob) |
230 | , m_filterProximityJob(filterProximityJob) |
231 | , m_materialGathererJobs(materialGathererJobs) |
232 | , m_renderViewCommandUpdaterJobs(renderViewCommandUpdaterJobs) |
233 | , m_renderViewCommandBuilderJobs(renderViewCommandBuilderJobs) |
234 | , m_renderer(renderer) |
235 | , m_leafNode(leafNode) |
236 | , m_rebuildFlags(rebuildFlags) |
237 | {} |
238 | |
239 | void operator()() |
240 | { |
241 | // Set the result of previous job computations |
242 | // for final RenderCommand building |
243 | RenderView *rv = m_renderViewJob->renderView(); |
244 | |
245 | if (!rv->noDraw()) { |
246 | ///////// CACHE LOCKED //////////// |
247 | // Retrieve Data from Cache |
248 | auto *cache = m_renderer->cache(); |
249 | QMutexLocker lock(cache->mutex()); |
250 | Q_ASSERT(cache->leafNodeCache.contains(m_leafNode)); |
251 | |
252 | // We don't need to protect the cache access as |
253 | // 1) The cache leaf is created |
254 | // 2) We are only reading conccurently the cache values that are shared across all RV |
255 | // 3) Each instance of this job is reading and writing in its own cache leaf so there's |
256 | // no conflict |
257 | |
258 | const bool isDraw = !rv->isCompute(); |
259 | auto &cacheForLeaf = cache->leafNodeCache[m_leafNode]; |
260 | |
261 | const bool fullRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::FullCommandRebuild); |
262 | const bool layerFilteringRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::LayerCacheRebuild); |
263 | const bool lightsCacheRebuild = m_rebuildFlags.testFlag(flag: RebuildFlag::LightCacheRebuild); |
264 | const bool cameraDirty = cacheForLeaf.viewProjectionMatrix != rv->viewProjectionMatrix(); |
265 | const bool hasProximityFilter = !rv->proximityFilterIds().empty(); |
266 | bool commandFilteringRequired = |
267 | fullRebuild || |
268 | layerFilteringRebuild || |
269 | lightsCacheRebuild || |
270 | cameraDirty || |
271 | hasProximityFilter; |
272 | |
273 | // If we have no filteredRenderCommandDataViews then we should have fullRebuild set to true |
274 | // otherwise something is wrong |
275 | Q_ASSERT(fullRebuild || cacheForLeaf.filteredRenderCommandDataViews); |
276 | |
277 | // Rebuild RenderCommands if required |
278 | // This should happen fairly infrequently (FrameGraph Change, Geometry/Material change) |
279 | // and allow to skip that step most of the time |
280 | if (fullRebuild) { |
281 | EntityRenderCommandData<RenderCommand> commandData; |
282 | // Reduction |
283 | { |
284 | int totalCommandCount = 0; |
285 | for (const RenderViewCommandBuilderJobPtrAlias &renderViewCommandBuilder : std::as_const(m_renderViewCommandBuilderJobs)) |
286 | totalCommandCount += int(renderViewCommandBuilder->commandData().size()); |
287 | commandData.reserve(totalCommandCount); |
288 | for (const RenderViewCommandBuilderJobPtrAlias &renderViewCommandBuilder : std::as_const(m_renderViewCommandBuilderJobs)) |
289 | commandData += std::move(renderViewCommandBuilder->commandData()); |
290 | } |
291 | |
292 | // Store new cache |
293 | auto dataView = EntityRenderCommandDataViewPtr<RenderCommand>::create(); |
294 | dataView->data = std::move(commandData); |
295 | // Store the update dataView |
296 | cacheForLeaf.filteredRenderCommandDataViews = dataView; |
297 | } |
298 | |
299 | |
300 | // Should be fairly infrequent |
301 | if (layerFilteringRebuild || fullRebuild) { |
302 | // Filter out renderable entities that weren't selected by the layer filters and store that in cache |
303 | cacheForLeaf.layeredFilteredRenderables = entitiesInSubset( |
304 | isDraw ? cache->renderableEntities : cache->computeEntities, |
305 | cacheForLeaf.filterEntitiesByLayer); |
306 | // Set default value for filteredAndCulledRenderables |
307 | if (isDraw) |
308 | cacheForLeaf.filteredAndCulledRenderables = cacheForLeaf.layeredFilteredRenderables; |
309 | } |
310 | |
311 | // Should be fairly infrequent |
312 | if (lightsCacheRebuild) { |
313 | // Filter out light sources that weren't selected by the |
314 | // layer filters and store that in cache |
315 | const std::vector<Entity *> &layeredFilteredEntities = cacheForLeaf.filterEntitiesByLayer; |
316 | std::vector<LightSource> filteredLightSources = cache->gatheredLights; |
317 | |
318 | auto it = filteredLightSources.begin(); |
319 | |
320 | while (it != filteredLightSources.end()) { |
321 | if (!std::binary_search(first: layeredFilteredEntities.begin(), |
322 | last: layeredFilteredEntities.end(), |
323 | val: it->entity)) |
324 | it = filteredLightSources.erase(position: it); |
325 | else |
326 | ++it; |
327 | } |
328 | cacheForLeaf.layeredFilteredLightSources = std::move(filteredLightSources); |
329 | } |
330 | |
331 | // This is likely very frequent |
332 | if (cameraDirty) { |
333 | // Record the updated viewProjectionMatrix in the cache to allow check to be performed |
334 | // next frame |
335 | cacheForLeaf.viewProjectionMatrix = rv->viewProjectionMatrix(); |
336 | } |
337 | |
338 | // Filter out frustum culled entity for drawable entities and store in cache |
339 | // We need to check this regardless of whether the camera has moved since |
340 | // entities in the scene themselves could have moved |
341 | if (isDraw && rv->frustumCulling()) { |
342 | const std::vector<Entity *> &subset = entitiesInSubset( |
343 | cacheForLeaf.layeredFilteredRenderables, |
344 | m_frustumCullingJob->visibleEntities()); |
345 | // Force command filtering if what we contain in cache and what we filtered differ |
346 | commandFilteringRequired |= (subset != cacheForLeaf.filteredAndCulledRenderables); |
347 | cacheForLeaf.filteredAndCulledRenderables = subset; |
348 | } |
349 | |
350 | rv->setMaterialParameterTable(cacheForLeaf.materialParameterGatherer); |
351 | rv->setEnvironmentLight(cache->environmentLight); |
352 | |
353 | // Set the light sources, with layer filters applied. |
354 | rv->setLightSources(cacheForLeaf.layeredFilteredLightSources); |
355 | |
356 | std::vector<Entity *> renderableEntities = isDraw ? cacheForLeaf.filteredAndCulledRenderables : cacheForLeaf.layeredFilteredRenderables; |
357 | |
358 | // TO DO: Find a way to do that only if proximity entities has changed |
359 | if (isDraw) { |
360 | // Filter out entities which didn't satisfy proximity filtering |
361 | if (hasProximityFilter) |
362 | renderableEntities = entitiesInSubset(entities: renderableEntities, |
363 | subset: m_filterProximityJob->filteredEntities()); |
364 | } |
365 | |
366 | EntityRenderCommandDataViewPtr<RenderCommand> filteredCommandData = cacheForLeaf.filteredRenderCommandDataViews; |
367 | |
368 | // Set RenderCommandDataView on RV (will be used later on to sort commands ...) |
369 | rv->setRenderCommandDataView(filteredCommandData); |
370 | |
371 | // Filter out Render commands for which the Entity wasn't selected because |
372 | // of frustum, proximity or layer filtering |
373 | if (commandFilteringRequired) { |
374 | const std::vector<const Entity *> &entities = filteredCommandData->data.entities; |
375 | // Because cacheForLeaf.renderableEntities or computeEntities are sorted |
376 | // What we get out of EntityRenderCommandData is also sorted by Entity |
377 | auto eIt = renderableEntities.cbegin(); |
378 | const auto eEnd = renderableEntities.cend(); |
379 | size_t cIt = 0; |
380 | const size_t cEnd = entities.size(); |
381 | |
382 | std::vector<size_t> filteredCommandIndices; |
383 | filteredCommandIndices.reserve(n: renderableEntities.size()); |
384 | |
385 | while (eIt != eEnd) { |
386 | const Entity *targetEntity = *eIt; |
387 | // Advance until we have commands whose Entity has a lower address |
388 | // than the selected filtered entity |
389 | while (cIt != cEnd && entities[cIt] < targetEntity) |
390 | ++cIt; |
391 | |
392 | // Push pointers to command data for all commands that match the |
393 | // entity |
394 | while (cIt != cEnd && entities[cIt] == targetEntity) { |
395 | filteredCommandIndices.push_back(x: cIt); |
396 | ++cIt; |
397 | } |
398 | ++eIt; |
399 | } |
400 | |
401 | // Store result in cache |
402 | cacheForLeaf.filteredRenderCommandDataViews->indices = std::move(filteredCommandIndices); |
403 | } |
404 | |
405 | // Split among the number of command updaters |
406 | const int jobCount = int(m_renderViewCommandUpdaterJobs.size()); |
407 | const int commandCount = int(filteredCommandData->size()); |
408 | const int idealPacketSize = std::min(a: std::max(a: 10, b: commandCount), b: commandCount); |
409 | const int m = findIdealNumberOfWorkers(elementCount: commandCount, packetSize: idealPacketSize, maxJobCount: jobCount); |
410 | |
411 | for (int i = 0; i < m; ++i) { |
412 | // TO DO: Based on whether we had to update the commands |
413 | // we should be able to know what needs to be recomputed |
414 | // -> lights/standard uniforms ... might no have to be set over and over again |
415 | // if they are identical |
416 | const RenderViewCommandUpdaterJobPtrAlias &renderViewCommandUpdater = m_renderViewCommandUpdaterJobs.at(i); |
417 | const size_t count = (i == m - 1) ? commandCount - (i * idealPacketSize) : idealPacketSize; |
418 | renderViewCommandUpdater->setRenderablesSubView({filteredCommandData, size_t(i * idealPacketSize), count}); |
419 | } |
420 | } |
421 | } |
422 | |
423 | private: |
424 | RenderViewInitializerJobPtrAlias m_renderViewJob; |
425 | FrustumCullingJobPtr m_frustumCullingJob; |
426 | FilterProximityDistanceJobPtr m_filterProximityJob; |
427 | std::vector<MaterialParameterGathererJobPtr> m_materialGathererJobs; |
428 | std::vector<RenderViewCommandUpdaterJobPtrAlias> m_renderViewCommandUpdaterJobs; |
429 | std::vector<RenderViewCommandBuilderJobPtrAlias> m_renderViewCommandBuilderJobs; |
430 | Renderer *m_renderer; |
431 | FrameGraphNode *m_leafNode; |
432 | RebuildFlagSet m_rebuildFlags; |
433 | }; |
434 | |
435 | template<class Renderer> |
436 | class SyncFilterEntityByLayer |
437 | { |
438 | public: |
439 | explicit SyncFilterEntityByLayer(const FilterLayerEntityJobPtr &filterEntityByLayerJob, |
440 | Renderer *renderer, |
441 | FrameGraphNode *leafNode) |
442 | : m_filterEntityByLayerJob(filterEntityByLayerJob) |
443 | , m_renderer(renderer) |
444 | , m_leafNode(leafNode) |
445 | { |
446 | } |
447 | |
448 | void operator()() |
449 | { |
450 | QMutexLocker lock(m_renderer->cache()->mutex()); |
451 | Q_ASSERT(m_renderer->cache()->leafNodeCache.contains(m_leafNode)); |
452 | // The cache leaf should already have been created so we don't need to protect the access |
453 | auto &dataCacheForLeaf = m_renderer->cache()->leafNodeCache[m_leafNode]; |
454 | // Save the filtered by layer subset into the cache |
455 | dataCacheForLeaf.filterEntitiesByLayer = std::move(m_filterEntityByLayerJob->filteredEntities()); |
456 | } |
457 | |
458 | private: |
459 | FilterLayerEntityJobPtr m_filterEntityByLayerJob; |
460 | Renderer *m_renderer; |
461 | FrameGraphNode *m_leafNode; |
462 | }; |
463 | |
464 | template<class Renderer> |
465 | class SyncMaterialParameterGatherer |
466 | { |
467 | public: |
468 | explicit SyncMaterialParameterGatherer(const std::vector<MaterialParameterGathererJobPtr> &materialParameterGathererJobs, |
469 | Renderer *renderer, |
470 | FrameGraphNode *leafNode) |
471 | : m_materialParameterGathererJobs(materialParameterGathererJobs) |
472 | , m_renderer(renderer) |
473 | , m_leafNode(leafNode) |
474 | { |
475 | } |
476 | |
477 | void operator()() |
478 | { |
479 | // The cache leaf was created by SyncRenderViewPostInitialization on which we depend |
480 | // so we don't need to protect the access |
481 | QMutexLocker lock(m_renderer->cache()->mutex()); |
482 | auto &dataCacheForLeaf = m_renderer->cache()->leafNodeCache[m_leafNode]; |
483 | dataCacheForLeaf.materialParameterGatherer.clear(); |
484 | |
485 | for (const auto &materialGatherer : m_materialParameterGathererJobs) { |
486 | const MaterialParameterGathererData &source = materialGatherer->materialToPassAndParameter(); |
487 | for (auto it = std::begin(cont: source); it != std::end(cont: source); ++it) { |
488 | Q_ASSERT(!dataCacheForLeaf.materialParameterGatherer.contains(it.key())); |
489 | dataCacheForLeaf.materialParameterGatherer.insert(it.key(), it.value()); |
490 | } |
491 | } |
492 | } |
493 | |
494 | private: |
495 | std::vector<MaterialParameterGathererJobPtr> m_materialParameterGathererJobs; |
496 | Renderer *m_renderer; |
497 | FrameGraphNode *m_leafNode; |
498 | }; |
499 | |
500 | } // Render |
501 | |
502 | } // Qt3DRender |
503 | |
504 | QT_END_NAMESPACE |
505 | |
506 | #endif // RENDERSYNCJOBS_H |
507 | |