| 1 | // Copyright (C) 2019 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "qquick3dcubemaptexture_p.h" |
| 5 | #include "qquick3dscenerenderer_p.h" |
| 6 | #include "qquick3dsceneenvironment_p.h" |
| 7 | #include "qquick3dobject_p.h" |
| 8 | #include "qquick3dnode_p.h" |
| 9 | #include "qquick3dscenemanager_p.h" |
| 10 | #include "qquick3dtexture_p.h" |
| 11 | #include "qquick3dcamera_p.h" |
| 12 | #include "qquick3dpickresult_p.h" |
| 13 | #include "qquick3dmodel_p.h" |
| 14 | #include "qquick3drenderstats_p.h" |
| 15 | #include "qquick3ddebugsettings_p.h" |
| 16 | #include "extensions/qquick3drenderextensions.h" |
| 17 | #include <QtQuick3DUtils/private/qquick3dprofiler_p.h> |
| 18 | |
| 19 | #include <QtQuick3DRuntimeRender/private/qssgrendererutil_p.h> |
| 20 | #include <QtQuick3DRuntimeRender/private/qssgrenderer_p.h> |
| 21 | |
| 22 | #include <QtQuick/private/qquickwindow_p.h> |
| 23 | #include <QtQuick/private/qsgdefaultrendercontext_p.h> |
| 24 | #include <QtQuick/private/qsgtexture_p.h> |
| 25 | #include <QtQuick/private/qsgplaintexture_p.h> |
| 26 | #include <QtQuick/private/qsgrendernode_p.h> |
| 27 | |
| 28 | #include <QtQuick3DRuntimeRender/private/qssgrendereffect_p.h> |
| 29 | #include <QtQuick3DRuntimeRender/private/qssgrhieffectsystem_p.h> |
| 30 | #include <QtQuick3DRuntimeRender/private/qssglayerrenderdata_p.h> |
| 31 | #include <QtQuick3DRuntimeRender/private/qssgrhiquadrenderer_p.h> |
| 32 | #include <QtQuick3DRuntimeRender/private/qssgrhicontext_p.h> |
| 33 | #include <QtQuick3DRuntimeRender/private/qssgcputonemapper_p.h> |
| 34 | #include <QtQuick3DUtils/private/qssgutils_p.h> |
| 35 | #include <QtQuick3DUtils/private/qssgassert_p.h> |
| 36 | |
| 37 | |
| 38 | #include <qtquick3d_tracepoints_p.h> |
| 39 | |
| 40 | #include <QtCore/QObject> |
| 41 | #include <QtCore/qqueue.h> |
| 42 | |
| 43 | QT_BEGIN_NAMESPACE |
| 44 | |
| 45 | Q_TRACE_PREFIX(qtquick3d, |
| 46 | "QT_BEGIN_NAMESPACE" \ |
| 47 | "class QQuick3DViewport;" \ |
| 48 | "QT_END_NAMESPACE" |
| 49 | ) |
| 50 | |
| 51 | Q_TRACE_POINT(qtquick3d, QSSG_prepareFrame_entry, int width, int height); |
| 52 | Q_TRACE_POINT(qtquick3d, QSSG_prepareFrame_exit); |
| 53 | Q_TRACE_POINT(qtquick3d, QSSG_renderFrame_entry, int width, int height); |
| 54 | Q_TRACE_POINT(qtquick3d, QSSG_renderFrame_exit); |
| 55 | Q_TRACE_POINT(qtquick3d, QSSG_synchronize_entry, QQuick3DViewport *view3D, const QSize &size, float dpr); |
| 56 | Q_TRACE_POINT(qtquick3d, QSSG_synchronize_exit); |
| 57 | Q_TRACE_POINT(qtquick3d, QSSG_renderPass_entry, const QString &renderPass); |
| 58 | Q_TRACE_POINT(qtquick3d, QSSG_renderPass_exit); |
| 59 | |
| 60 | static bool dumpRenderTimes() |
| 61 | { |
| 62 | static bool val = (qEnvironmentVariableIntValue(varName: "QT_QUICK3D_DUMP_RENDERTIMES" ) > 0); |
| 63 | return val; |
| 64 | } |
| 65 | |
| 66 | #if QT_CONFIG(qml_debug) |
| 67 | |
| 68 | static inline quint64 statDrawCallCount(const QSSGRhiContextStats &stats) |
| 69 | { |
| 70 | quint64 count = 0; |
| 71 | const QSSGRhiContextStats::PerLayerInfo &info(stats.perLayerInfo[stats.layerKey]); |
| 72 | for (const auto &pass : info.renderPasses) |
| 73 | count += QSSGRhiContextStats::totalDrawCallCountForPass(pass); |
| 74 | count += QSSGRhiContextStats::totalDrawCallCountForPass(pass: info.externalRenderPass); |
| 75 | return count; |
| 76 | } |
| 77 | |
| 78 | #define STAT_PAYLOAD(stats) \ |
| 79 | (statDrawCallCount(stats) | (quint64(stats.perLayerInfo[stats.layerKey].renderPasses.size()) << 32)) |
| 80 | |
| 81 | #endif |
| 82 | |
| 83 | template <typename In, typename Out> |
| 84 | static void bfs(In *inExtension, QList<Out *> &outList) |
| 85 | { |
| 86 | QSSG_ASSERT(inExtension, return); |
| 87 | |
| 88 | QQueue<In *> queue { { inExtension } }; |
| 89 | while (queue.size() > 0) { |
| 90 | if (auto cur = queue.dequeue()) { |
| 91 | if (auto *ext = static_cast<Out *>(QQuick3DObjectPrivate::get(cur)->spatialNode)) |
| 92 | outList.push_back(ext); |
| 93 | for (auto &chld : cur->childItems()) |
| 94 | queue.enqueue(qobject_cast<In *>(chld)); |
| 95 | } |
| 96 | } |
| 97 | } |
| 98 | |
| 99 | SGFramebufferObjectNode::SGFramebufferObjectNode() |
| 100 | : window(nullptr) |
| 101 | , renderer(nullptr) |
| 102 | , renderPending(true) |
| 103 | , invalidatePending(false) |
| 104 | , devicePixelRatio(1) |
| 105 | { |
| 106 | qsgnode_set_description(node: this, QStringLiteral("fbonode" )); |
| 107 | setFlag(QSGNode::UsePreprocess, true); |
| 108 | } |
| 109 | |
| 110 | SGFramebufferObjectNode::~SGFramebufferObjectNode() |
| 111 | { |
| 112 | delete renderer; |
| 113 | delete texture(); |
| 114 | } |
| 115 | |
| 116 | void SGFramebufferObjectNode::scheduleRender() |
| 117 | { |
| 118 | renderPending = true; |
| 119 | markDirty(bits: DirtyMaterial); |
| 120 | } |
| 121 | |
| 122 | QSGTexture *SGFramebufferObjectNode::texture() const |
| 123 | { |
| 124 | return QSGSimpleTextureNode::texture(); |
| 125 | } |
| 126 | |
| 127 | void SGFramebufferObjectNode::preprocess() |
| 128 | { |
| 129 | render(); |
| 130 | } |
| 131 | |
| 132 | // QQuickWindow::update() behaves differently depending on whether it's called from the GUI thread |
| 133 | // or the render thread. |
| 134 | // TODO: move this to QQuickWindow::fullUpdate(), if we can't change update() |
| 135 | static void requestFullUpdate(QQuickWindow *window) |
| 136 | { |
| 137 | if (QThread::currentThread() == QCoreApplication::instance()->thread()) |
| 138 | window->update(); |
| 139 | else |
| 140 | QCoreApplication::postEvent(receiver: window, event: new QEvent(QEvent::Type(QQuickWindowPrivate::FullUpdateRequest))); |
| 141 | } |
| 142 | |
| 143 | void SGFramebufferObjectNode::render() |
| 144 | { |
| 145 | if (renderPending) { |
| 146 | if (renderer->renderStats()) |
| 147 | renderer->renderStats()->startRender(); |
| 148 | |
| 149 | renderPending = false; |
| 150 | |
| 151 | if (renderer->m_sgContext->rhiContext()->isValid()) { |
| 152 | QRhiTexture *rhiTexture = renderer->renderToRhiTexture(qw: window); |
| 153 | bool needsNewWrapper = false; |
| 154 | if (!texture() || (texture()->textureSize() != renderer->surfaceSize() |
| 155 | || texture()->rhiTexture() != rhiTexture)) |
| 156 | { |
| 157 | needsNewWrapper = true; |
| 158 | } |
| 159 | if (needsNewWrapper) { |
| 160 | delete texture(); |
| 161 | QSGPlainTexture *t = new QSGPlainTexture; |
| 162 | t->setOwnsTexture(false); |
| 163 | t->setHasAlphaChannel(true); |
| 164 | t->setTexture(rhiTexture); |
| 165 | t->setTextureSize(renderer->surfaceSize()); |
| 166 | setTexture(t); |
| 167 | } |
| 168 | } |
| 169 | |
| 170 | markDirty(bits: QSGNode::DirtyMaterial); |
| 171 | emit textureChanged(); |
| 172 | |
| 173 | if (renderer->renderStats()) |
| 174 | renderer->renderStats()->endRender(dump: dumpRenderTimes()); |
| 175 | |
| 176 | if (renderer->m_requestedFramesCount > 0) { |
| 177 | scheduleRender(); |
| 178 | requestFullUpdate(window); |
| 179 | renderer->m_requestedFramesCount--; |
| 180 | } |
| 181 | } |
| 182 | } |
| 183 | |
| 184 | void SGFramebufferObjectNode::handleScreenChange() |
| 185 | { |
| 186 | if (!qFuzzyCompare(p1: window->effectiveDevicePixelRatio(), p2: devicePixelRatio)) { |
| 187 | renderer->invalidateFramebufferObject(); |
| 188 | quickFbo->update(); |
| 189 | } |
| 190 | } |
| 191 | |
| 192 | |
| 193 | QQuick3DSceneRenderer::QQuick3DSceneRenderer(const std::shared_ptr<QSSGRenderContextInterface> &rci) |
| 194 | : m_sgContext(rci) |
| 195 | { |
| 196 | } |
| 197 | |
| 198 | QQuick3DSceneRenderer::~QQuick3DSceneRenderer() |
| 199 | { |
| 200 | const auto &rhiCtx = m_sgContext->rhiContext(); |
| 201 | QSSGRhiContextStats::get(rhiCtx&: *rhiCtx).cleanupLayerInfo(layer: m_layer); |
| 202 | m_sgContext->bufferManager()->releaseResourcesForLayer(layer: m_layer); |
| 203 | delete m_layer; |
| 204 | |
| 205 | delete m_texture; |
| 206 | |
| 207 | releaseAaDependentRhiResources(); |
| 208 | delete m_effectSystem; |
| 209 | } |
| 210 | |
| 211 | void QQuick3DSceneRenderer::releaseAaDependentRhiResources() |
| 212 | { |
| 213 | const auto &rhiCtx = m_sgContext->rhiContext(); |
| 214 | if (!rhiCtx->isValid()) |
| 215 | return; |
| 216 | |
| 217 | delete m_textureRenderTarget; |
| 218 | m_textureRenderTarget = nullptr; |
| 219 | |
| 220 | delete m_textureRenderPassDescriptor; |
| 221 | m_textureRenderPassDescriptor = nullptr; |
| 222 | |
| 223 | delete m_depthStencilBuffer; |
| 224 | m_depthStencilBuffer = nullptr; |
| 225 | |
| 226 | delete m_multiViewDepthStencilBuffer; |
| 227 | m_multiViewDepthStencilBuffer = nullptr; |
| 228 | |
| 229 | delete m_msaaRenderBuffer; |
| 230 | m_msaaRenderBuffer = nullptr; |
| 231 | |
| 232 | delete m_msaaMultiViewRenderBuffer; |
| 233 | m_msaaMultiViewRenderBuffer = nullptr; |
| 234 | |
| 235 | delete m_ssaaTexture; |
| 236 | m_ssaaTexture = nullptr; |
| 237 | |
| 238 | delete m_ssaaTextureToTextureRenderTarget; |
| 239 | m_ssaaTextureToTextureRenderTarget = nullptr; |
| 240 | |
| 241 | delete m_ssaaTextureToTextureRenderPassDescriptor; |
| 242 | m_ssaaTextureToTextureRenderPassDescriptor = nullptr; |
| 243 | |
| 244 | delete m_temporalAATexture; |
| 245 | m_temporalAATexture = nullptr; |
| 246 | delete m_temporalAARenderTarget; |
| 247 | m_temporalAARenderTarget = nullptr; |
| 248 | delete m_temporalAARenderPassDescriptor; |
| 249 | m_temporalAARenderPassDescriptor = nullptr; |
| 250 | |
| 251 | delete m_prevTempAATexture; |
| 252 | m_prevTempAATexture = nullptr; |
| 253 | } |
| 254 | |
| 255 | // Blend factors are in the form of (frame blend factor, accumulator blend factor) |
| 256 | static const QVector2D s_ProgressiveAABlendFactors[QSSGLayerRenderData::MAX_AA_LEVELS] = { |
| 257 | QVector2D(0.500000f, 0.500000f), // 1x |
| 258 | QVector2D(0.333333f, 0.666667f), // 2x |
| 259 | QVector2D(0.250000f, 0.750000f), // 3x |
| 260 | QVector2D(0.200000f, 0.800000f), // 4x |
| 261 | QVector2D(0.166667f, 0.833333f), // 5x |
| 262 | QVector2D(0.142857f, 0.857143f), // 6x |
| 263 | QVector2D(0.125000f, 0.875000f), // 7x |
| 264 | QVector2D(0.111111f, 0.888889f), // 8x |
| 265 | }; |
| 266 | |
| 267 | static const QVector2D s_TemporalAABlendFactors = { 0.5f, 0.5f }; |
| 268 | |
| 269 | QRhiTexture *QQuick3DSceneRenderer::renderToRhiTexture(QQuickWindow *qw) |
| 270 | { |
| 271 | if (!m_layer) |
| 272 | return nullptr; |
| 273 | |
| 274 | QRhiTexture *currentTexture = m_texture; // the result so far |
| 275 | |
| 276 | if (qw) { |
| 277 | if (m_renderStats) |
| 278 | m_renderStats->startRenderPrepare(); |
| 279 | |
| 280 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DPrepareFrame); |
| 281 | |
| 282 | QSSGRhiContext *rhiCtx = m_sgContext->rhiContext().get(); |
| 283 | QSSGRhiContextPrivate *rhiCtxD = QSSGRhiContextPrivate::get(q: rhiCtx); |
| 284 | |
| 285 | rhiCtxD->setMainRenderPassDescriptor(m_textureRenderPassDescriptor); |
| 286 | rhiCtxD->setRenderTarget(m_textureRenderTarget); |
| 287 | |
| 288 | QRhiCommandBuffer *cb = nullptr; |
| 289 | QRhiSwapChain *swapchain = qw->swapChain(); |
| 290 | if (swapchain) { |
| 291 | cb = swapchain->currentFrameCommandBuffer(); |
| 292 | rhiCtxD->setCommandBuffer(cb); |
| 293 | } else { |
| 294 | QSGRendererInterface *rif = qw->rendererInterface(); |
| 295 | cb = static_cast<QRhiCommandBuffer *>( |
| 296 | rif->getResource(window: qw, resource: QSGRendererInterface::RhiRedirectCommandBuffer)); |
| 297 | if (cb) |
| 298 | rhiCtxD->setCommandBuffer(cb); |
| 299 | else { |
| 300 | qWarning(msg: "Neither swapchain nor redirected command buffer are available." ); |
| 301 | return currentTexture; |
| 302 | } |
| 303 | } |
| 304 | |
| 305 | // Graphics pipeline objects depend on the MSAA sample count, so the |
| 306 | // renderer needs to know the value. |
| 307 | rhiCtxD->setMainPassSampleCount(m_msaaRenderBuffer ? m_msaaRenderBuffer->sampleCount() : |
| 308 | (m_msaaMultiViewRenderBuffer ? m_msaaMultiViewRenderBuffer->sampleCount() : 1)); |
| 309 | |
| 310 | // mainPassViewCount is left unchanged |
| 311 | |
| 312 | int ssaaAdjustedWidth = m_surfaceSize.width(); |
| 313 | int ssaaAdjustedHeight = m_surfaceSize.height(); |
| 314 | if (m_layer->antialiasingMode == QSSGRenderLayer::AAMode::SSAA) { |
| 315 | ssaaAdjustedWidth *= m_layer->ssaaMultiplier; |
| 316 | ssaaAdjustedHeight *= m_layer->ssaaMultiplier; |
| 317 | } |
| 318 | |
| 319 | Q_TRACE(QSSG_prepareFrame_entry, ssaaAdjustedWidth, ssaaAdjustedHeight); |
| 320 | |
| 321 | float dpr = m_sgContext->renderer()->dpr(); |
| 322 | const QRect vp = QRect(0, 0, ssaaAdjustedWidth, ssaaAdjustedHeight); |
| 323 | beginFrame(); |
| 324 | rhiPrepare(viewport: vp, displayPixelRatio: dpr); |
| 325 | |
| 326 | if (m_renderStats) |
| 327 | m_renderStats->endRenderPrepare(); |
| 328 | |
| 329 | Q_QUICK3D_PROFILE_END_WITH_ID(QQuick3DProfiler::Quick3DPrepareFrame, quint64(ssaaAdjustedWidth) | quint64(ssaaAdjustedHeight) << 32, profilingId); |
| 330 | |
| 331 | Q_TRACE(QSSG_prepareFrame_exit); |
| 332 | |
| 333 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderFrame); |
| 334 | Q_TRACE(QSSG_renderFrame_entry, ssaaAdjustedWidth, ssaaAdjustedHeight); |
| 335 | |
| 336 | QColor clearColor = Qt::transparent; |
| 337 | if (m_backgroundMode == QSSGRenderLayer::Background::Color |
| 338 | || (m_backgroundMode == QSSGRenderLayer::Background::SkyBoxCubeMap && !m_layer->skyBoxCubeMap) |
| 339 | || (m_backgroundMode == QSSGRenderLayer::Background::SkyBox && !m_layer->lightProbe)) |
| 340 | { |
| 341 | // Same logic as with the main render pass and skybox: tonemap |
| 342 | // based on tonemapMode (unless it is None), unless there are effects. |
| 343 | clearColor = m_layer->firstEffect ? m_linearBackgroundColor : m_tonemappedBackgroundColor; |
| 344 | } |
| 345 | |
| 346 | // This is called from the node's preprocess() meaning Qt Quick has not |
| 347 | // actually began recording a renderpass. Do our own. |
| 348 | cb->beginPass(rt: m_textureRenderTarget, colorClearValue: clearColor, depthStencilClearValue: { 1.0f, 0 }, resourceUpdates: nullptr, flags: rhiCtx->commonPassFlags()); |
| 349 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 350 | QSSGRHICTX_STAT(rhiCtx, beginRenderPass(m_textureRenderTarget)); |
| 351 | rhiRender(); |
| 352 | cb->endPass(); |
| 353 | QSSGRHICTX_STAT(rhiCtx, endRenderPass()); |
| 354 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, quint64(ssaaAdjustedWidth) | quint64(ssaaAdjustedHeight) << 32, QByteArrayLiteral("main" )); |
| 355 | |
| 356 | const bool temporalAA = m_layer->temporalAAIsActive; |
| 357 | const bool progressiveAA = m_layer->progressiveAAIsActive; |
| 358 | const bool superSamplingAA = m_layer->antialiasingMode == QSSGRenderLayer::AAMode::SSAA; |
| 359 | QRhi *rhi = rhiCtx->rhi(); |
| 360 | |
| 361 | currentTexture = superSamplingAA ? m_ssaaTexture : m_texture; |
| 362 | |
| 363 | // Do effects before antialiasing |
| 364 | if (m_effectSystem && m_layer->firstEffect && !m_layer->renderedCameras.isEmpty()) { |
| 365 | const auto &renderer = m_sgContext->renderer(); |
| 366 | QSSGLayerRenderData *theRenderData = renderer->getOrCreateLayerRenderData(layer&: *m_layer); |
| 367 | Q_ASSERT(theRenderData); |
| 368 | QRhiTexture *theDepthTexture = theRenderData->getRenderResult(id: QSSGFrameData::RenderResult::DepthTexture)->texture; |
| 369 | QVector2D cameraClipRange(m_layer->renderedCameras[0]->clipNear, m_layer->renderedCameras[0]->clipFar); |
| 370 | |
| 371 | currentTexture = m_effectSystem->process(layer: *m_layer, |
| 372 | inTexture: currentTexture, |
| 373 | inDepthTexture: theDepthTexture, |
| 374 | cameraClipRange); |
| 375 | } |
| 376 | |
| 377 | // The only difference between temporal and progressive AA at this point is that tempAA always |
| 378 | // uses blend factors of 0.5 and copies currentTexture to m_prevTempAATexture, while progAA uses blend |
| 379 | // factors from a table and copies the blend result to m_prevTempAATexture |
| 380 | |
| 381 | if ((progressiveAA || temporalAA) && m_prevTempAATexture) { |
| 382 | cb->debugMarkBegin(QByteArrayLiteral("Temporal AA" )); |
| 383 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 384 | Q_TRACE_SCOPE(QSSG_renderPass, QStringLiteral("Temporal AA" )); |
| 385 | QRhiTexture *blendResult; |
| 386 | uint *aaIndex = progressiveAA ? &m_layer->progAAPassIndex : &m_layer->tempAAPassIndex; // TODO: can we use only one index? |
| 387 | |
| 388 | if (*aaIndex > 0) { |
| 389 | if (temporalAA || *aaIndex < quint32(m_layer->antialiasingQuality)) { |
| 390 | const auto &renderer = m_sgContext->renderer(); |
| 391 | |
| 392 | // The fragment shader relies on per-target compilation and |
| 393 | // QSHADER_ macros of qsb, hence no need to communicate a flip |
| 394 | // flag from here. |
| 395 | const auto &shaderPipeline = m_sgContext->shaderCache()->getBuiltInRhiShaders().getRhiProgressiveAAShader(); |
| 396 | QRhiResourceUpdateBatch *rub = nullptr; |
| 397 | |
| 398 | QSSGRhiDrawCallData &dcd(rhiCtxD->drawCallData(key: { .cid: m_layer, .model: nullptr, .entry: nullptr, .entryIdx: 0 })); |
| 399 | QRhiBuffer *&ubuf = dcd.ubuf; |
| 400 | const int ubufSize = 2 * sizeof(float); |
| 401 | if (!ubuf) { |
| 402 | ubuf = rhi->newBuffer(type: QRhiBuffer::Dynamic, usage: QRhiBuffer::UniformBuffer, size: ubufSize); |
| 403 | ubuf->create(); |
| 404 | } |
| 405 | |
| 406 | rub = rhi->nextResourceUpdateBatch(); |
| 407 | int idx = *aaIndex - 1; |
| 408 | const QVector2D *blendFactors = progressiveAA ? &s_ProgressiveAABlendFactors[idx] : &s_TemporalAABlendFactors; |
| 409 | rub->updateDynamicBuffer(buf: ubuf, offset: 0, size: 2 * sizeof(float), data: blendFactors); |
| 410 | renderer->rhiQuadRenderer()->prepareQuad(rhiCtx, maybeRub: rub); |
| 411 | |
| 412 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Linear, .magFilter: QRhiSampler::Linear, .mipmap: QRhiSampler::None, |
| 413 | .hTiling: QRhiSampler::ClampToEdge, .vTiling: QRhiSampler::ClampToEdge, .zTiling: QRhiSampler::Repeat }); |
| 414 | QSSGRhiShaderResourceBindingList bindings; |
| 415 | bindings.addUniformBuffer(binding: 0, stage: QRhiShaderResourceBinding::FragmentStage, buf: ubuf); |
| 416 | bindings.addTexture(binding: 1, stage: QRhiShaderResourceBinding::FragmentStage, tex: currentTexture, sampler); |
| 417 | bindings.addTexture(binding: 2, stage: QRhiShaderResourceBinding::FragmentStage, tex: m_prevTempAATexture, sampler); |
| 418 | |
| 419 | QRhiShaderResourceBindings *srb = rhiCtxD->srb(bindings); |
| 420 | |
| 421 | QSSGRhiGraphicsPipelineState ps; |
| 422 | const QSize textureSize = currentTexture->pixelSize(); |
| 423 | ps.viewport = QRhiViewport(0, 0, float(textureSize.width()), float(textureSize.height())); |
| 424 | QSSGRhiGraphicsPipelineStatePrivate::setShaderPipeline(ps, pipeline: shaderPipeline.get()); |
| 425 | |
| 426 | renderer->rhiQuadRenderer()->recordRenderQuadPass(rhiCtx, ps: &ps, srb, rt: m_temporalAARenderTarget, flags: QSSGRhiQuadRenderer::UvCoords); |
| 427 | blendResult = m_temporalAATexture; |
| 428 | } else { |
| 429 | blendResult = m_prevTempAATexture; |
| 430 | } |
| 431 | } else { |
| 432 | // For the first frame: no blend, only copy |
| 433 | blendResult = currentTexture; |
| 434 | } |
| 435 | |
| 436 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 437 | |
| 438 | if (temporalAA || (*aaIndex < quint32(m_layer->antialiasingQuality))) { |
| 439 | auto *rub = rhi->nextResourceUpdateBatch(); |
| 440 | if (progressiveAA) |
| 441 | rub->copyTexture(dst: m_prevTempAATexture, src: blendResult); |
| 442 | else |
| 443 | rub->copyTexture(dst: m_prevTempAATexture, src: currentTexture); |
| 444 | cb->resourceUpdate(resourceUpdates: rub); |
| 445 | } |
| 446 | |
| 447 | (*aaIndex)++; |
| 448 | cb->debugMarkEnd(); |
| 449 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("temporal_aa" )); |
| 450 | |
| 451 | currentTexture = blendResult; |
| 452 | } |
| 453 | |
| 454 | if (m_layer->antialiasingMode == QSSGRenderLayer::AAMode::SSAA) { |
| 455 | // With supersampling antialiasing we at this point have the |
| 456 | // content rendered at a larger size into m_ssaaTexture. Now scale |
| 457 | // it down to the expected size into m_texture, using linear |
| 458 | // filtering. Unlike in the OpenGL world, there is no |
| 459 | // glBlitFramebuffer equivalent available, because APIs like D3D |
| 460 | // and Metal have no such operation (the generally supported |
| 461 | // texture copy operations are 1:1 copies, without support for |
| 462 | // scaling, which is what we would need here). So draw a quad. |
| 463 | |
| 464 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 465 | const auto &renderer = m_sgContext->renderer(); |
| 466 | |
| 467 | cb->debugMarkBegin(QByteArrayLiteral("SSAA downsample" )); |
| 468 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 469 | |
| 470 | Q_TRACE_SCOPE(QSSG_renderPass, QStringLiteral("SSAA downsample" )); |
| 471 | |
| 472 | renderer->rhiQuadRenderer()->prepareQuad(rhiCtx, maybeRub: nullptr); |
| 473 | |
| 474 | // Instead of passing in a flip flag we choose to rely on qsb's |
| 475 | // per-target compilation mode in the fragment shader. (it does UV |
| 476 | // flipping based on QSHADER_ macros) This is just better for |
| 477 | // performance and the shaders are very simple so introducing a |
| 478 | // uniform block and branching dynamically would be an overkill. |
| 479 | const auto &shaderPipeline = m_sgContext->shaderCache()->getBuiltInRhiShaders().getRhiSupersampleResolveShader(viewCount: m_layer->viewCount); |
| 480 | |
| 481 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Linear, .magFilter: QRhiSampler::Linear, .mipmap: QRhiSampler::None, |
| 482 | .hTiling: QRhiSampler::ClampToEdge, .vTiling: QRhiSampler::ClampToEdge, .zTiling: QRhiSampler::Repeat }); |
| 483 | QSSGRhiShaderResourceBindingList bindings; |
| 484 | bindings.addTexture(binding: 0, stage: QRhiShaderResourceBinding::FragmentStage, tex: currentTexture, sampler); |
| 485 | QRhiShaderResourceBindings *srb = rhiCtxD->srb(bindings); |
| 486 | |
| 487 | QSSGRhiGraphicsPipelineState ps; |
| 488 | ps.viewport = QRhiViewport(0, 0, float(m_surfaceSize.width()), float(m_surfaceSize.height())); |
| 489 | ps.viewCount = m_layer->viewCount; |
| 490 | QSSGRhiGraphicsPipelineStatePrivate::setShaderPipeline(ps, pipeline: shaderPipeline.get()); |
| 491 | |
| 492 | renderer->rhiQuadRenderer()->recordRenderQuadPass(rhiCtx, ps: &ps, srb, rt: m_ssaaTextureToTextureRenderTarget, flags: QSSGRhiQuadRenderer::UvCoords); |
| 493 | cb->debugMarkEnd(); |
| 494 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("ssaa_downsample" )); |
| 495 | |
| 496 | currentTexture = m_texture; |
| 497 | } |
| 498 | |
| 499 | Q_QUICK3D_PROFILE_END_WITH_ID(QQuick3DProfiler::Quick3DRenderFrame, |
| 500 | STAT_PAYLOAD(QSSGRhiContextStats::get(*rhiCtx)), |
| 501 | profilingId); |
| 502 | endFrame(); |
| 503 | |
| 504 | Q_TRACE(QSSG_renderFrame_exit); |
| 505 | |
| 506 | } |
| 507 | |
| 508 | return currentTexture; |
| 509 | } |
| 510 | |
| 511 | void QQuick3DSceneRenderer::beginFrame() |
| 512 | { |
| 513 | m_sgContext->renderer()->beginFrame(layer&: *m_layer); |
| 514 | } |
| 515 | |
| 516 | void QQuick3DSceneRenderer::endFrame() |
| 517 | { |
| 518 | m_sgContext->renderer()->endFrame(layer&: *m_layer); |
| 519 | } |
| 520 | |
| 521 | void QQuick3DSceneRenderer::rhiPrepare(const QRect &viewport, qreal displayPixelRatio) |
| 522 | { |
| 523 | if (!m_layer) |
| 524 | return; |
| 525 | |
| 526 | const auto &renderer = m_sgContext->renderer(); |
| 527 | |
| 528 | renderer->setDpr(displayPixelRatio); |
| 529 | |
| 530 | renderer->setViewport(viewport); |
| 531 | |
| 532 | renderer->prepareLayerForRender(inLayer&: *m_layer); |
| 533 | // If sync was called the assumption is that the scene is dirty regardless of what |
| 534 | // the scene prep function says, we still should verify that we have a camera before |
| 535 | // we call render prep and render. |
| 536 | const bool renderReady = !m_layer->renderData->renderedCameras.isEmpty(); |
| 537 | if (renderReady) { |
| 538 | renderer->rhiPrepare(inLayer&: *m_layer); |
| 539 | m_prepared = true; |
| 540 | } |
| 541 | } |
| 542 | |
| 543 | void QQuick3DSceneRenderer::rhiRender() |
| 544 | { |
| 545 | if (m_prepared) { |
| 546 | // There is no clearFirst flag - the rendering here does not record a |
| 547 | // beginPass() so it never clears on its own. |
| 548 | |
| 549 | m_sgContext->renderer()->rhiRender(inLayer&: *m_layer); |
| 550 | } |
| 551 | |
| 552 | m_prepared = false; |
| 553 | } |
| 554 | |
| 555 | #if QT_CONFIG(quick_shadereffect) |
| 556 | static QRhiTexture::Format toRhiTextureFormat(QQuickShaderEffectSource::Format format) |
| 557 | { |
| 558 | switch (format) { |
| 559 | case QQuickShaderEffectSource::RGBA8: |
| 560 | return QRhiTexture::RGBA8; |
| 561 | case QQuickShaderEffectSource::RGBA16F: |
| 562 | return QRhiTexture::RGBA16F; |
| 563 | case QQuickShaderEffectSource::RGBA32F: |
| 564 | return QRhiTexture::RGBA32F; |
| 565 | default: |
| 566 | return QRhiTexture::RGBA8; |
| 567 | } |
| 568 | } |
| 569 | #endif |
| 570 | |
| 571 | static QVector3D tonemapRgb(const QVector3D &c, QQuick3DSceneEnvironment::QQuick3DEnvironmentTonemapModes tonemapMode) |
| 572 | { |
| 573 | switch (tonemapMode) { |
| 574 | case QQuick3DSceneEnvironment::TonemapModeLinear: |
| 575 | return QSSGTonemapper::tonemapLinearToSrgb(c); |
| 576 | case QQuick3DSceneEnvironment::TonemapModeHejlDawson: |
| 577 | return QSSGTonemapper::tonemapHejlDawson(c); |
| 578 | case QQuick3DSceneEnvironment::TonemapModeAces: |
| 579 | return QSSGTonemapper::tonemapAces(c); |
| 580 | case QQuick3DSceneEnvironment::TonemapModeFilmic: |
| 581 | return QSSGTonemapper::tonemapFilmic(c); |
| 582 | default: |
| 583 | break; |
| 584 | } |
| 585 | return c; |
| 586 | } |
| 587 | |
| 588 | void QQuick3DSceneRenderer::synchronize(QQuick3DViewport *view3D, const QSize &size, float dpr) |
| 589 | { |
| 590 | Q_TRACE_SCOPE(QSSG_synchronize, view3D, size, dpr); |
| 591 | |
| 592 | Q_ASSERT(view3D != nullptr); // This is not an option! |
| 593 | QSSGRhiContext *rhiCtx = m_sgContext->rhiContext().get(); |
| 594 | Q_ASSERT(rhiCtx != nullptr); |
| 595 | |
| 596 | bool newRenderStats = false; |
| 597 | if (!m_renderStats) { |
| 598 | m_renderStats = view3D->renderStats(); |
| 599 | newRenderStats = true; |
| 600 | } |
| 601 | |
| 602 | if (m_renderStats) |
| 603 | m_renderStats->startSync(); |
| 604 | |
| 605 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DSynchronizeFrame); |
| 606 | |
| 607 | m_sgContext->renderer()->setDpr(dpr); |
| 608 | bool layerSizeIsDirty = m_surfaceSize != size; |
| 609 | m_surfaceSize = size; |
| 610 | |
| 611 | // Synchronize scene managers under this window |
| 612 | QSet<QSSGRenderGraphObject *> resourceLoaders; |
| 613 | QQuick3DWindowAttachment::SyncResult requestSharedUpdate = QQuick3DWindowAttachment::SyncResultFlag::None; |
| 614 | if (auto window = view3D->window()) { |
| 615 | if (!winAttacment || winAttacment->window() != window) |
| 616 | winAttacment = QQuick3DSceneManager::getOrSetWindowAttachment(window&: *window); |
| 617 | |
| 618 | if (winAttacment && winAttacment->rci() != m_sgContext) |
| 619 | winAttacment->setRci(m_sgContext); |
| 620 | |
| 621 | if (winAttacment) |
| 622 | requestSharedUpdate |= winAttacment->synchronize(resourceLoaders); |
| 623 | } |
| 624 | |
| 625 | // Import scenes used in a multi-window application... |
| 626 | QQuick3DNode *importScene = view3D->importScene(); |
| 627 | if (importScene) { |
| 628 | QQuick3DSceneManager *importSceneManager = QQuick3DObjectPrivate::get(item: importScene)->sceneManager; |
| 629 | // If the import scene is used with 3D views under a different window, then we'll |
| 630 | // need to trigger updates for those as well. |
| 631 | if (auto window = importSceneManager->window(); window && window != view3D->window()) { |
| 632 | if (auto winAttacment = importSceneManager->wattached) { |
| 633 | // Not the same window but backed by the same rhi? |
| 634 | auto rci = winAttacment->rci(); |
| 635 | const bool inlineSync = (rci && rci->rhi() && (rci->rhi()->thread() == m_sgContext->rhi()->thread())); |
| 636 | if (inlineSync) { |
| 637 | // Given that we're on the same thread, we can do an immediate sync |
| 638 | // (rhi instances can differ, e.g., basic renderloop). |
| 639 | winAttacment->synchronize(resourceLoaders); |
| 640 | } else if (rci && !window->isExposed()) { // Forced sync of non-exposed windows |
| 641 | // Not exposed, so not rendering (playing with fire here)... |
| 642 | winAttacment->synchronize(resourceLoaders); |
| 643 | } else if (!rci || (requestSharedUpdate & QQuick3DWindowAttachment::SyncResultFlag::SharedResourcesDirty)) { |
| 644 | // If there's no RCI for the importscene we'll request an update, which should |
| 645 | // mean we only get here once. It also means the update to any secondary windows |
| 646 | // will be delayed. Note that calling this function on each sync would cause the |
| 647 | // different views to ping-pong for updated forever... |
| 648 | winAttacment->requestUpdate(); |
| 649 | } |
| 650 | } |
| 651 | } |
| 652 | } |
| 653 | |
| 654 | // Generate layer node |
| 655 | if (!m_layer) |
| 656 | m_layer = new QSSGRenderLayer(); |
| 657 | |
| 658 | // Update the layer node properties |
| 659 | // Store the view count in the layer. If there are multiple, or nested views, sync is called multiple times and the view count |
| 660 | // can change (see: updateLayerNode()), so we need to store the value on the layer to make sure we don't end up with a mismatch |
| 661 | // between between the view count of the views rendering directly to the screen (XrView instance) and the view count of the offscreen |
| 662 | // rendered View3Ds. |
| 663 | // See also: preSynchronize(), queryMainRenderPassDescriptorAndCommandBuffer() and queryInlineRenderPassDescriptorAndCommandBuffer() |
| 664 | // (At this point the mainPassViewCount for this view should be set to the correct value) |
| 665 | m_layer->viewCount = rhiCtx->mainPassViewCount(); |
| 666 | updateLayerNode(layerNode&: *m_layer, view3D: *view3D, resourceLoaders: resourceLoaders.values()); |
| 667 | |
| 668 | // Request extra frames for antialiasing (ProgressiveAA/TemporalAA) |
| 669 | |
| 670 | m_requestedFramesCount = 0; |
| 671 | if (m_layer->isProgressiveAAEnabled()) { |
| 672 | // with progressive AA, we need a number of extra frames after the last dirty one |
| 673 | // if we always reset requestedFramesCount when dirty, we will get the extra frames eventually |
| 674 | // +1 since we need a normal frame to start with, and we're not copying that from the screen |
| 675 | m_requestedFramesCount = int(m_layer->antialiasingQuality) + 1; |
| 676 | } else if (m_layer->isTemporalAAEnabled()) { |
| 677 | // When temporalAA is on and antialiasing mode changes, |
| 678 | // layer needs to be re-rendered (at least) MAX_TEMPORAL_AA_LEVELS times |
| 679 | // to generate temporal antialiasing. |
| 680 | // Also, we need to do an extra render when animation stops |
| 681 | m_requestedFramesCount = (m_aaIsDirty || m_temporalIsDirty) ? QSSGLayerRenderData::MAX_TEMPORAL_AA_LEVELS : 1; |
| 682 | } |
| 683 | |
| 684 | // Now that we have the effect list used for rendering, finalize the shader |
| 685 | // code based on the layer (scene.env.) settings. |
| 686 | for (QSSGRenderEffect *effectNode = m_layer->firstEffect; effectNode; effectNode = effectNode->m_nextEffect) |
| 687 | effectNode->finalizeShaders(layer: *m_layer, renderContext: m_sgContext.get()); |
| 688 | |
| 689 | if (newRenderStats) |
| 690 | m_renderStats->setRhiContext(ctx: rhiCtx, layer: m_layer); |
| 691 | |
| 692 | // if the list is dirty we rebuild (assumption is that this won't happen frequently). |
| 693 | if ((requestSharedUpdate & QQuick3DWindowAttachment::SyncResultFlag::ExtensionsDiry) || view3D->extensionListDirty()) { |
| 694 | for (size_t i = 0; i != size_t(QSSGRenderLayer::RenderExtensionStage::Count); ++i) |
| 695 | m_layer->renderExtensions[i].clear(); |
| 696 | // All items in the extension list are root items, |
| 697 | const auto &extensions = view3D->extensionList(); |
| 698 | for (const auto &ext : extensions) { |
| 699 | const auto type = QQuick3DObjectPrivate::get(item: ext)->type; |
| 700 | if (QSSGRenderGraphObject::isExtension(type)) { |
| 701 | if (type == QSSGRenderGraphObject::Type::RenderExtension) { |
| 702 | if (auto *renderExt = qobject_cast<QQuick3DRenderExtension *>(object: ext)) { |
| 703 | if (QQuick3DObjectPrivate::get(item: renderExt)->spatialNode) { |
| 704 | const auto stage = static_cast<QSSGRenderExtension *>(QQuick3DObjectPrivate::get(item: renderExt)->spatialNode)->stage(); |
| 705 | QSSG_ASSERT(size_t(stage) < std::size(m_layer->renderExtensions), continue); |
| 706 | auto &list = m_layer->renderExtensions[size_t(stage)]; |
| 707 | bfs(inExtension: qobject_cast<QQuick3DRenderExtension *>(object: ext), outList&: list); |
| 708 | } |
| 709 | } |
| 710 | } |
| 711 | } |
| 712 | } |
| 713 | |
| 714 | view3D->clearExtensionListDirty(); |
| 715 | } |
| 716 | |
| 717 | bool postProcessingNeeded = m_layer->firstEffect; |
| 718 | bool postProcessingWasActive = m_effectSystem; |
| 719 | QSSGRenderTextureFormat::Format effectOutputFormatOverride = QSSGRenderTextureFormat::Unknown; |
| 720 | if (postProcessingNeeded) { |
| 721 | QSSGRenderEffect *lastEffect = m_layer->firstEffect; |
| 722 | while (lastEffect->m_nextEffect) |
| 723 | lastEffect = lastEffect->m_nextEffect; |
| 724 | effectOutputFormatOverride = QSSGRhiEffectSystem::overriddenOutputFormat(inEffect: lastEffect); |
| 725 | } |
| 726 | const auto layerTextureFormat = [effectOutputFormatOverride, view3D](QRhi *rhi, bool postProc) { |
| 727 | if (effectOutputFormatOverride != QSSGRenderTextureFormat::Unknown) |
| 728 | return QSSGBufferManager::toRhiFormat(format: effectOutputFormatOverride); |
| 729 | |
| 730 | // Our standard choice for the postprocessing input/output textures' |
| 731 | // format is a floating point one. (unlike intermediate Buffers, which |
| 732 | // default to RGBA8 unless the format is explicitly specified) |
| 733 | // This is intentional since a float format allows passing in |
| 734 | // non-tonemapped content without colors being clamped when written out |
| 735 | // to the render target. |
| 736 | // |
| 737 | // When it comes to the output, this applies to that too due to |
| 738 | // QSSGRhiEffectSystem picking it up unless overridden (with a Buffer |
| 739 | // an empty 'name'). Here too a float format gives more flexibility: |
| 740 | // the effect may or may not do its own tonemapping and this approach |
| 741 | // is compatible with potential future on-screen HDR output support. |
| 742 | |
| 743 | const QRhiTexture::Format preferredPostProcFormat = QRhiTexture::RGBA16F; |
| 744 | if (postProc && rhi->isTextureFormatSupported(format: preferredPostProcFormat)) |
| 745 | return preferredPostProcFormat; |
| 746 | |
| 747 | #if QT_CONFIG(quick_shadereffect) |
| 748 | const QRhiTexture::Format preferredView3DFormat = toRhiTextureFormat(format: view3D->renderFormat()); |
| 749 | if (rhi->isTextureFormatSupported(format: preferredView3DFormat)) |
| 750 | return preferredView3DFormat; |
| 751 | #endif |
| 752 | |
| 753 | return QRhiTexture::RGBA8; |
| 754 | }; |
| 755 | bool postProcessingStateDirty = postProcessingNeeded != postProcessingWasActive; |
| 756 | |
| 757 | // Store from the layer properties the ones we need to handle ourselves (with the RHI code path) |
| 758 | m_backgroundMode = QSSGRenderLayer::Background(view3D->environment()->backgroundMode()); |
| 759 | |
| 760 | // This is stateful since we only want to recalculate the tonemapped color |
| 761 | // when the color changes, not in every frame. |
| 762 | QColor currentUserBackgroundColor = view3D->environment()->clearColor(); |
| 763 | if (m_userBackgroundColor != currentUserBackgroundColor) { |
| 764 | m_userBackgroundColor = currentUserBackgroundColor; |
| 765 | m_linearBackgroundColor = QSSGUtils::color::sRGBToLinearColor(color: m_userBackgroundColor); |
| 766 | const QVector3D tc = tonemapRgb(c: QVector3D(m_linearBackgroundColor.redF(), |
| 767 | m_linearBackgroundColor.greenF(), |
| 768 | m_linearBackgroundColor.blueF()), |
| 769 | tonemapMode: view3D->environment()->tonemapMode()); |
| 770 | m_tonemappedBackgroundColor = QColor::fromRgbF(r: tc.x(), g: tc.y(), b: tc.z(), a: m_linearBackgroundColor.alphaF()); |
| 771 | } |
| 772 | m_layer->scissorRect = QRect(view3D->environment()->scissorRect().topLeft() * dpr, |
| 773 | view3D->environment()->scissorRect().size() * dpr); |
| 774 | |
| 775 | // Set the root item for the scene to the layer |
| 776 | auto rootNode = static_cast<QSSGRenderNode*>(QQuick3DObjectPrivate::get(item: view3D->scene())->spatialNode); |
| 777 | if (rootNode != m_sceneRootNode) { |
| 778 | if (m_sceneRootNode) |
| 779 | removeNodeFromLayer(node: m_sceneRootNode); |
| 780 | |
| 781 | if (rootNode) |
| 782 | addNodeToLayer(node: rootNode); |
| 783 | |
| 784 | m_sceneRootNode = rootNode; |
| 785 | } |
| 786 | |
| 787 | // Add the referenced scene root node to the layer as well if available |
| 788 | QSSGRenderNode *importRootNode = nullptr; |
| 789 | if (importScene) |
| 790 | importRootNode = static_cast<QSSGRenderNode*>(QQuick3DObjectPrivate::get(item: importScene)->spatialNode); |
| 791 | |
| 792 | if (importRootNode != m_importRootNode) { |
| 793 | if (m_importRootNode) |
| 794 | m_layer->removeImportScene(rootNode&: *m_importRootNode); |
| 795 | |
| 796 | if (importRootNode) { |
| 797 | // if importScene has the rendered viewport as ancestor, it probably means |
| 798 | // "importScene: MyScene { }" type of inclusion. |
| 799 | // In this case don't duplicate content by adding it again. |
| 800 | QObject *sceneParent = importScene->parent(); |
| 801 | bool isEmbedded = false; |
| 802 | while (sceneParent) { |
| 803 | if (sceneParent == view3D) { |
| 804 | isEmbedded = true; |
| 805 | break; |
| 806 | } |
| 807 | sceneParent = sceneParent->parent(); |
| 808 | } |
| 809 | if (!isEmbedded) |
| 810 | m_layer->setImportScene(*importRootNode); |
| 811 | } |
| 812 | |
| 813 | m_importRootNode = importRootNode; |
| 814 | } |
| 815 | |
| 816 | if (auto lightmapBaker = view3D->maybeLightmapBaker()) { |
| 817 | if (lightmapBaker->m_bakingRequested) { |
| 818 | m_layer->renderData->interactiveLightmapBakingRequested = true; |
| 819 | |
| 820 | QQuick3DLightmapBaker::Callback qq3dCallback = lightmapBaker->m_callback; |
| 821 | QQuick3DLightmapBaker::BakingControl *qq3dBakingControl = lightmapBaker->m_bakingControl; |
| 822 | QSSGLightmapper::Callback callback = |
| 823 | [qq3dCallback, qq3dBakingControl]( |
| 824 | QSSGLightmapper::BakingStatus qssgBakingStatus, |
| 825 | std::optional<QString> msg, |
| 826 | QSSGLightmapper::BakingControl *qssgBakingControl) |
| 827 | { |
| 828 | QQuick3DLightmapBaker::BakingStatus qq3dBakingStatus = QQuick3DLightmapBaker::BakingStatus::None; |
| 829 | switch (qssgBakingStatus) |
| 830 | { |
| 831 | case QSSGLightmapper::BakingStatus::None: |
| 832 | break; |
| 833 | case QSSGLightmapper::BakingStatus::Progress: |
| 834 | qq3dBakingStatus = QQuick3DLightmapBaker::BakingStatus::Progress; |
| 835 | break; |
| 836 | case QSSGLightmapper::BakingStatus::Warning: |
| 837 | qq3dBakingStatus = QQuick3DLightmapBaker::BakingStatus::Warning; |
| 838 | break; |
| 839 | case QSSGLightmapper::BakingStatus::Error: |
| 840 | qq3dBakingStatus = QQuick3DLightmapBaker::BakingStatus::Error; |
| 841 | break; |
| 842 | case QSSGLightmapper::BakingStatus::Cancelled: |
| 843 | qq3dBakingStatus = QQuick3DLightmapBaker::BakingStatus::Cancelled; |
| 844 | break; |
| 845 | case QSSGLightmapper::BakingStatus::Complete: |
| 846 | qq3dBakingStatus = QQuick3DLightmapBaker::BakingStatus::Complete; |
| 847 | break; |
| 848 | } |
| 849 | |
| 850 | qq3dCallback(qq3dBakingStatus, msg, qq3dBakingControl); |
| 851 | |
| 852 | if (qq3dBakingControl->isCancelled() && !qssgBakingControl->cancelled) |
| 853 | qssgBakingControl->cancelled = true; |
| 854 | }; |
| 855 | |
| 856 | m_layer->renderData->lightmapBakingOutputCallback = callback; |
| 857 | lightmapBaker->m_bakingRequested = false; |
| 858 | } |
| 859 | } |
| 860 | |
| 861 | if (m_useFBO && rhiCtx->isValid()) { |
| 862 | QRhi *rhi = rhiCtx->rhi(); |
| 863 | const QSize renderSize = m_layer->isSsaaEnabled() ? m_surfaceSize * m_layer->ssaaMultiplier : m_surfaceSize; |
| 864 | |
| 865 | if (m_texture) { |
| 866 | // the size changed, or the AA settings changed, or toggled between some effects - no effect |
| 867 | if (layerSizeIsDirty || postProcessingStateDirty) { |
| 868 | m_texture->setPixelSize(m_surfaceSize); |
| 869 | m_texture->setFormat(layerTextureFormat(rhi, postProcessingNeeded)); |
| 870 | m_texture->create(); |
| 871 | |
| 872 | // If AA settings changed, then we drop and recreate all |
| 873 | // resources, otherwise use a lighter path if just the size |
| 874 | // changed. |
| 875 | if (!m_aaIsDirty) { |
| 876 | // A special case: when toggling effects and AA is on, |
| 877 | // use the heavier AA path because the renderbuffer for |
| 878 | // MSAA and texture for SSAA may need a different |
| 879 | // format now since m_texture's format could have |
| 880 | // changed between RBGA8 and RGBA16F (due to layerTextureFormat()). |
| 881 | if (postProcessingStateDirty && (m_layer->antialiasingMode != QSSGRenderLayer::AAMode::NoAA || m_layer->isTemporalAAEnabled())) { |
| 882 | releaseAaDependentRhiResources(); |
| 883 | } else { |
| 884 | if (m_ssaaTexture) { |
| 885 | m_ssaaTexture->setPixelSize(renderSize); |
| 886 | m_ssaaTexture->create(); |
| 887 | } |
| 888 | if (m_depthStencilBuffer) { |
| 889 | m_depthStencilBuffer->setPixelSize(renderSize); |
| 890 | m_depthStencilBuffer->create(); |
| 891 | } |
| 892 | if (m_multiViewDepthStencilBuffer) { |
| 893 | m_multiViewDepthStencilBuffer->setPixelSize(renderSize); |
| 894 | m_multiViewDepthStencilBuffer->create(); |
| 895 | } |
| 896 | if (m_msaaRenderBuffer) { |
| 897 | m_msaaRenderBuffer->setPixelSize(renderSize); |
| 898 | m_msaaRenderBuffer->create(); |
| 899 | } |
| 900 | if (m_msaaMultiViewRenderBuffer) { |
| 901 | m_msaaMultiViewRenderBuffer->setPixelSize(renderSize); |
| 902 | m_msaaMultiViewRenderBuffer->create(); |
| 903 | } |
| 904 | // Toggling effects on and off will change the format |
| 905 | // (assuming effects default to a floating point |
| 906 | // format) and that needs on a different renderpass on |
| 907 | // Vulkan. Hence renewing m_textureRenderPassDescriptor as well. |
| 908 | if (postProcessingStateDirty) { |
| 909 | delete m_textureRenderPassDescriptor; |
| 910 | m_textureRenderPassDescriptor = m_textureRenderTarget->newCompatibleRenderPassDescriptor(); |
| 911 | m_textureRenderTarget->setRenderPassDescriptor(m_textureRenderPassDescriptor); |
| 912 | } |
| 913 | m_textureRenderTarget->create(); |
| 914 | if (m_ssaaTextureToTextureRenderTarget) |
| 915 | m_ssaaTextureToTextureRenderTarget->create(); |
| 916 | |
| 917 | if (m_temporalAATexture) { |
| 918 | m_temporalAATexture->setPixelSize(renderSize); |
| 919 | m_temporalAATexture->create(); |
| 920 | } |
| 921 | if (m_prevTempAATexture) { |
| 922 | m_prevTempAATexture->setPixelSize(renderSize); |
| 923 | m_prevTempAATexture->create(); |
| 924 | } |
| 925 | if (m_temporalAARenderTarget) |
| 926 | m_temporalAARenderTarget->create(); |
| 927 | } |
| 928 | } |
| 929 | } else if (m_aaIsDirty && rhi->backend() == QRhi::Metal) { // ### to avoid garbage upon enabling MSAA with macOS 10.14 (why is this needed?) |
| 930 | m_texture->create(); |
| 931 | } |
| 932 | |
| 933 | if (m_aaIsDirty) |
| 934 | releaseAaDependentRhiResources(); |
| 935 | } |
| 936 | |
| 937 | const QRhiTexture::Flags textureFlags = QRhiTexture::RenderTarget |
| 938 | | QRhiTexture::UsedAsTransferSource; // transfer source is for progressive/temporal AA |
| 939 | const QRhiTexture::Format textureFormat = layerTextureFormat(rhi, postProcessingNeeded); |
| 940 | |
| 941 | if (!m_texture) { |
| 942 | if (m_layer->viewCount >= 2) |
| 943 | m_texture = rhi->newTextureArray(format: textureFormat, arraySize: m_layer->viewCount, pixelSize: m_surfaceSize, sampleCount: 1, flags: textureFlags); |
| 944 | else |
| 945 | m_texture = rhi->newTexture(format: textureFormat, pixelSize: m_surfaceSize, sampleCount: 1, flags: textureFlags); |
| 946 | m_texture->create(); |
| 947 | } |
| 948 | |
| 949 | if (!m_ssaaTexture && m_layer->isSsaaEnabled()) { |
| 950 | if (m_layer->viewCount >= 2) |
| 951 | m_ssaaTexture = rhi->newTextureArray(format: textureFormat, arraySize: m_layer->viewCount, pixelSize: renderSize, sampleCount: 1, flags: textureFlags); |
| 952 | else |
| 953 | m_ssaaTexture = rhi->newTexture(format: textureFormat, pixelSize: renderSize, sampleCount: 1, flags: textureFlags); |
| 954 | m_ssaaTexture->create(); |
| 955 | } |
| 956 | |
| 957 | if (m_timeBasedAA && !m_temporalAATexture) { |
| 958 | m_temporalAATexture = rhi->newTexture(format: textureFormat, pixelSize: renderSize, sampleCount: 1, flags: textureFlags); |
| 959 | m_temporalAATexture->create(); |
| 960 | m_prevTempAATexture = rhi->newTexture(format: textureFormat, pixelSize: renderSize, sampleCount: 1, flags: textureFlags); |
| 961 | m_prevTempAATexture->create(); |
| 962 | } |
| 963 | |
| 964 | // we need to re-render time-based AA not only when AA state changes, but also when resized |
| 965 | if (m_aaIsDirty || layerSizeIsDirty) |
| 966 | m_layer->tempAAPassIndex = m_layer->progAAPassIndex = 0; |
| 967 | |
| 968 | if (m_aaIsDirty) { |
| 969 | m_samples = 1; |
| 970 | if (m_layer->antialiasingMode == QSSGRenderLayer::AAMode::MSAA) { |
| 971 | if (rhi->isFeatureSupported(feature: QRhi::MultisampleRenderBuffer)) { |
| 972 | m_samples = qMax(a: 1, b: int(m_layer->antialiasingQuality)); |
| 973 | // The Quick3D API exposes high level values such as |
| 974 | // Medium, High, VeryHigh instead of direct sample |
| 975 | // count values. Therefore, be nice and find a sample |
| 976 | // count that's actually supported in case the one |
| 977 | // associated by default is not. |
| 978 | const QVector<int> supported = rhi->supportedSampleCounts(); // assumed to be sorted |
| 979 | if (!supported.contains(t: m_samples)) { |
| 980 | if (!supported.isEmpty()) { |
| 981 | auto it = std::lower_bound(first: supported.cbegin(), last: supported.cend(), val: m_samples); |
| 982 | m_samples = it == supported.cend() ? supported.last() : *it; |
| 983 | } else { |
| 984 | m_samples = 1; |
| 985 | } |
| 986 | } |
| 987 | } else { |
| 988 | static bool warned = false; |
| 989 | if (!warned) { |
| 990 | warned = true; |
| 991 | qWarning(msg: "Multisample renderbuffers are not supported, disabling MSAA for Offscreen View3D" ); |
| 992 | } |
| 993 | } |
| 994 | } |
| 995 | } |
| 996 | |
| 997 | if (m_layer->viewCount >= 2) { |
| 998 | if (!m_multiViewDepthStencilBuffer) { |
| 999 | m_multiViewDepthStencilBuffer = rhi->newTextureArray(format: QRhiTexture::D24S8, arraySize: m_layer->viewCount, pixelSize: renderSize, |
| 1000 | sampleCount: m_samples, flags: QRhiTexture::RenderTarget); |
| 1001 | m_multiViewDepthStencilBuffer->create(); |
| 1002 | } |
| 1003 | } else { |
| 1004 | if (!m_depthStencilBuffer) { |
| 1005 | m_depthStencilBuffer = rhi->newRenderBuffer(type: QRhiRenderBuffer::DepthStencil, pixelSize: renderSize, sampleCount: m_samples); |
| 1006 | m_depthStencilBuffer->create(); |
| 1007 | } |
| 1008 | } |
| 1009 | |
| 1010 | if (!m_textureRenderTarget) { |
| 1011 | QRhiTextureRenderTargetDescription rtDesc; |
| 1012 | QRhiColorAttachment att; |
| 1013 | if (m_samples > 1) { |
| 1014 | if (m_layer->viewCount >= 2) { |
| 1015 | m_msaaMultiViewRenderBuffer = rhi->newTextureArray(format: textureFormat, arraySize: m_layer->viewCount, pixelSize: renderSize, sampleCount: m_samples, flags: QRhiTexture::RenderTarget); |
| 1016 | m_msaaMultiViewRenderBuffer->create(); |
| 1017 | att.setTexture(m_msaaMultiViewRenderBuffer); |
| 1018 | } else { |
| 1019 | // pass in the texture's format (which may be a floating point one!) as the preferred format hint |
| 1020 | m_msaaRenderBuffer = rhi->newRenderBuffer(type: QRhiRenderBuffer::Color, pixelSize: renderSize, sampleCount: m_samples, flags: {}, backingFormatHint: m_texture->format()); |
| 1021 | m_msaaRenderBuffer->create(); |
| 1022 | att.setRenderBuffer(m_msaaRenderBuffer); |
| 1023 | } |
| 1024 | att.setResolveTexture(m_texture); |
| 1025 | } else { |
| 1026 | if (m_layer->antialiasingMode == QSSGRenderLayer::AAMode::SSAA) |
| 1027 | att.setTexture(m_ssaaTexture); |
| 1028 | else |
| 1029 | att.setTexture(m_texture); |
| 1030 | } |
| 1031 | att.setMultiViewCount(m_layer->viewCount); |
| 1032 | rtDesc.setColorAttachments({ att }); |
| 1033 | if (m_depthStencilBuffer) |
| 1034 | rtDesc.setDepthStencilBuffer(m_depthStencilBuffer); |
| 1035 | if (m_multiViewDepthStencilBuffer) |
| 1036 | rtDesc.setDepthTexture(m_multiViewDepthStencilBuffer); |
| 1037 | |
| 1038 | m_textureRenderTarget = rhi->newTextureRenderTarget(desc: rtDesc); |
| 1039 | m_textureRenderTarget->setName(QByteArrayLiteral("View3D" )); |
| 1040 | m_textureRenderPassDescriptor = m_textureRenderTarget->newCompatibleRenderPassDescriptor(); |
| 1041 | m_textureRenderTarget->setRenderPassDescriptor(m_textureRenderPassDescriptor); |
| 1042 | m_textureRenderTarget->create(); |
| 1043 | } |
| 1044 | |
| 1045 | if (!m_ssaaTextureToTextureRenderTarget && m_layer->antialiasingMode == QSSGRenderLayer::AAMode::SSAA) { |
| 1046 | QRhiColorAttachment att(m_texture); |
| 1047 | att.setMultiViewCount(m_layer->viewCount); |
| 1048 | m_ssaaTextureToTextureRenderTarget = rhi->newTextureRenderTarget(desc: QRhiTextureRenderTargetDescription({ att })); |
| 1049 | m_ssaaTextureToTextureRenderTarget->setName(QByteArrayLiteral("SSAA texture" )); |
| 1050 | m_ssaaTextureToTextureRenderPassDescriptor = m_ssaaTextureToTextureRenderTarget->newCompatibleRenderPassDescriptor(); |
| 1051 | m_ssaaTextureToTextureRenderTarget->setRenderPassDescriptor(m_ssaaTextureToTextureRenderPassDescriptor); |
| 1052 | m_ssaaTextureToTextureRenderTarget->create(); |
| 1053 | } |
| 1054 | |
| 1055 | if (m_layer->firstEffect) { |
| 1056 | if (!m_effectSystem) |
| 1057 | m_effectSystem = new QSSGRhiEffectSystem(m_sgContext); |
| 1058 | m_effectSystem->setup(renderSize); |
| 1059 | } else if (m_effectSystem) { |
| 1060 | delete m_effectSystem; |
| 1061 | m_effectSystem = nullptr; |
| 1062 | } |
| 1063 | |
| 1064 | if (m_timeBasedAA && !m_temporalAARenderTarget) { |
| 1065 | m_temporalAARenderTarget = rhi->newTextureRenderTarget(desc: { m_temporalAATexture }); |
| 1066 | m_temporalAARenderTarget->setName(QByteArrayLiteral("Temporal AA texture" )); |
| 1067 | m_temporalAARenderPassDescriptor = m_temporalAARenderTarget->newCompatibleRenderPassDescriptor(); |
| 1068 | m_temporalAARenderTarget->setRenderPassDescriptor(m_temporalAARenderPassDescriptor); |
| 1069 | m_temporalAARenderTarget->create(); |
| 1070 | } |
| 1071 | |
| 1072 | m_textureNeedsFlip = rhi->isYUpInFramebuffer(); |
| 1073 | m_aaIsDirty = false; |
| 1074 | } |
| 1075 | |
| 1076 | if (m_renderStats) |
| 1077 | m_renderStats->endSync(dump: dumpRenderTimes()); |
| 1078 | |
| 1079 | Q_QUICK3D_PROFILE_END_WITH_ID(QQuick3DProfiler::Quick3DSynchronizeFrame, quint64(m_surfaceSize.width()) | quint64(m_surfaceSize.height()) << 32, profilingId); |
| 1080 | } |
| 1081 | |
| 1082 | void QQuick3DSceneRenderer::invalidateFramebufferObject() |
| 1083 | { |
| 1084 | if (fboNode) |
| 1085 | fboNode->invalidatePending = true; |
| 1086 | } |
| 1087 | |
| 1088 | void QQuick3DSceneRenderer::releaseCachedResources() |
| 1089 | { |
| 1090 | if (m_layer && m_layer->renderData) { |
| 1091 | if (const auto &mgr = m_layer->renderData->getShadowMapManager()) |
| 1092 | mgr->releaseCachedResources(); |
| 1093 | if (const auto &mgr = m_layer->renderData->getReflectionMapManager()) |
| 1094 | mgr->releaseCachedResources(); |
| 1095 | } |
| 1096 | } |
| 1097 | |
| 1098 | std::optional<QSSGRenderRay> QQuick3DSceneRenderer::getRayFromViewportPos(const QPointF &pos) |
| 1099 | { |
| 1100 | if (!m_layer) |
| 1101 | return std::nullopt; |
| 1102 | |
| 1103 | QMutexLocker locker(&m_layer->renderedCamerasMutex); |
| 1104 | |
| 1105 | if (m_layer->renderedCameras.isEmpty()) |
| 1106 | return std::nullopt; |
| 1107 | |
| 1108 | const QVector2D viewportSize(m_surfaceSize.width(), m_surfaceSize.height()); |
| 1109 | const QVector2D position(float(pos.x()), float(pos.y())); |
| 1110 | const QRectF viewportRect(QPointF{}, QSizeF(m_surfaceSize)); |
| 1111 | |
| 1112 | // First invert the y so we are dealing with numbers in a normal coordinate space. |
| 1113 | // Second, move into our layer's coordinate space |
| 1114 | QVector2D correctCoords(position.x(), viewportSize.y() - position.y()); |
| 1115 | QVector2D theLocalMouse = QSSGUtils::rect::toRectRelative(r: viewportRect, absoluteCoordinates: correctCoords); |
| 1116 | if ((theLocalMouse.x() < 0.0f || theLocalMouse.x() >= viewportSize.x() || theLocalMouse.y() < 0.0f |
| 1117 | || theLocalMouse.y() >= viewportSize.y())) |
| 1118 | return std::nullopt; |
| 1119 | |
| 1120 | return m_layer->renderedCameras[0]->unproject(inLayerRelativeMouseCoords: theLocalMouse, inViewport: viewportRect); |
| 1121 | } |
| 1122 | |
| 1123 | QQuick3DSceneRenderer::PickResultList QQuick3DSceneRenderer::syncPick(const QSSGRenderRay &ray) |
| 1124 | { |
| 1125 | if (!m_layer) |
| 1126 | return QQuick3DSceneRenderer::PickResultList(); |
| 1127 | |
| 1128 | return QSSGRendererPrivate::syncPick(ctx: *m_sgContext, |
| 1129 | layer: *m_layer, |
| 1130 | ray); |
| 1131 | } |
| 1132 | |
| 1133 | QQuick3DSceneRenderer::PickResultList QQuick3DSceneRenderer::syncPickOne(const QSSGRenderRay &ray, QSSGRenderNode *node) |
| 1134 | { |
| 1135 | if (!m_layer) |
| 1136 | return QQuick3DSceneRenderer::PickResultList(); |
| 1137 | |
| 1138 | return QSSGRendererPrivate::syncPick(ctx: *m_sgContext, |
| 1139 | layer: *m_layer, |
| 1140 | ray, |
| 1141 | target: node); |
| 1142 | } |
| 1143 | |
| 1144 | QQuick3DSceneRenderer::PickResultList QQuick3DSceneRenderer::syncPickSubset(const QSSGRenderRay &ray, |
| 1145 | QVarLengthArray<QSSGRenderNode *> subset) |
| 1146 | { |
| 1147 | if (!m_layer) |
| 1148 | return QQuick3DSceneRenderer::PickResultList(); |
| 1149 | |
| 1150 | return QSSGRendererPrivate::syncPickSubset(layer: *m_layer, |
| 1151 | bufferManager&: *m_sgContext->bufferManager(), |
| 1152 | ray, |
| 1153 | subset); |
| 1154 | } |
| 1155 | |
| 1156 | QQuick3DSceneRenderer::PickResultList QQuick3DSceneRenderer::syncPickAll(const QSSGRenderRay &ray) |
| 1157 | { |
| 1158 | if (!m_layer) |
| 1159 | return QQuick3DSceneRenderer::PickResultList(); |
| 1160 | |
| 1161 | return QSSGRendererPrivate::syncPickAll(ctx: *m_sgContext, |
| 1162 | layer: *m_layer, |
| 1163 | ray); |
| 1164 | } |
| 1165 | |
| 1166 | void QQuick3DSceneRenderer::setGlobalPickingEnabled(bool isEnabled) |
| 1167 | { |
| 1168 | QSSGRendererPrivate::setGlobalPickingEnabled(renderer&: *m_sgContext->renderer(), isEnabled); |
| 1169 | } |
| 1170 | |
| 1171 | QQuick3DRenderStats *QQuick3DSceneRenderer::renderStats() |
| 1172 | { |
| 1173 | return m_renderStats; |
| 1174 | } |
| 1175 | |
| 1176 | void QQuick3DRenderLayerHelpers::updateLayerNodeHelper(const QQuick3DViewport &view3D, |
| 1177 | const std::shared_ptr<QSSGRenderContextInterface>& rci, |
| 1178 | QSSGRenderLayer &layerNode, |
| 1179 | bool &aaIsDirty, |
| 1180 | bool &temporalIsDirty) |
| 1181 | { |
| 1182 | QList<QSSGRenderGraphObject *> resourceLoaders; // empty list |
| 1183 | |
| 1184 | QQuick3DSceneRenderer dummyRenderer(rci); |
| 1185 | |
| 1186 | // Update the layer node properties |
| 1187 | dummyRenderer.updateLayerNode(layerNode, view3D, resourceLoaders); |
| 1188 | |
| 1189 | aaIsDirty = dummyRenderer.m_aaIsDirty; |
| 1190 | temporalIsDirty = dummyRenderer.m_temporalIsDirty; |
| 1191 | } |
| 1192 | |
| 1193 | void QQuick3DSceneRenderer::updateLayerNode(QSSGRenderLayer &layerNode, |
| 1194 | const QQuick3DViewport &view3D, |
| 1195 | const QList<QSSGRenderGraphObject *> &resourceLoaders) |
| 1196 | { |
| 1197 | QQuick3DSceneEnvironment *environment = view3D.environment(); |
| 1198 | const auto &effects = environment->effectList(); |
| 1199 | |
| 1200 | QSSGRenderLayer::AAMode aaMode = QSSGRenderLayer::AAMode(environment->antialiasingMode()); |
| 1201 | if (aaMode != layerNode.antialiasingMode) { |
| 1202 | layerNode.antialiasingMode = aaMode; |
| 1203 | layerNode.progAAPassIndex = 0; |
| 1204 | m_aaIsDirty = true; |
| 1205 | } |
| 1206 | QSSGRenderLayer::AAQuality aaQuality = QSSGRenderLayer::AAQuality(environment->antialiasingQuality()); |
| 1207 | if (aaQuality != layerNode.antialiasingQuality) { |
| 1208 | layerNode.antialiasingQuality = aaQuality; |
| 1209 | layerNode.ssaaMultiplier = QSSGRenderLayer::ssaaMultiplierForQuality(quality: aaQuality); |
| 1210 | m_aaIsDirty = true; |
| 1211 | } |
| 1212 | |
| 1213 | // NOTE: Temporal AA is disabled when MSAA is enabled. |
| 1214 | const bool temporalAARequested = environment->temporalAAEnabled(); |
| 1215 | const bool wasTaaEnabled = layerNode.isTemporalAAEnabled(); |
| 1216 | layerNode.temporalAAMode = temporalAARequested ? QSSGRenderLayer::TAAMode::On |
| 1217 | : QSSGRenderLayer::TAAMode::Off; |
| 1218 | |
| 1219 | // If the state changed we need to reset the temporal AA pass index etc. |
| 1220 | if (wasTaaEnabled != layerNode.isTemporalAAEnabled()) { |
| 1221 | layerNode.tempAAPassIndex = 0; |
| 1222 | m_aaIsDirty = true; |
| 1223 | m_temporalIsDirty = true; |
| 1224 | } |
| 1225 | |
| 1226 | layerNode.temporalAAStrength = environment->temporalAAStrength(); |
| 1227 | |
| 1228 | layerNode.specularAAEnabled = environment->specularAAEnabled(); |
| 1229 | |
| 1230 | layerNode.background = QSSGRenderLayer::Background(environment->backgroundMode()); |
| 1231 | layerNode.clearColor = QVector3D(float(environment->clearColor().redF()), |
| 1232 | float(environment->clearColor().greenF()), |
| 1233 | float(environment->clearColor().blueF())); |
| 1234 | |
| 1235 | layerNode.gridEnabled = environment->gridEnabled(); |
| 1236 | layerNode.gridScale = environment->gridScale(); |
| 1237 | layerNode.gridFlags = environment->gridFlags(); |
| 1238 | |
| 1239 | layerNode.aoStrength = environment->aoStrength(); |
| 1240 | layerNode.aoDistance = environment->aoDistance(); |
| 1241 | layerNode.aoSoftness = environment->aoSoftness(); |
| 1242 | layerNode.aoEnabled = environment->aoEnabled(); |
| 1243 | layerNode.aoBias = environment->aoBias(); |
| 1244 | layerNode.aoSamplerate = environment->aoSampleRate(); |
| 1245 | layerNode.aoDither = environment->aoDither(); |
| 1246 | |
| 1247 | // ### These images will not be registered anywhere |
| 1248 | if (environment->lightProbe()) |
| 1249 | layerNode.lightProbe = environment->lightProbe()->getRenderImage(); |
| 1250 | else |
| 1251 | layerNode.lightProbe = nullptr; |
| 1252 | if (view3D.environment()->skyBoxCubeMap()) |
| 1253 | layerNode.skyBoxCubeMap = view3D.environment()->skyBoxCubeMap()->getRenderImage(); |
| 1254 | else |
| 1255 | layerNode.skyBoxCubeMap = nullptr; |
| 1256 | |
| 1257 | layerNode.lightProbeSettings.probeExposure = environment->probeExposure(); |
| 1258 | // Remap the probeHorizon to the expected Range |
| 1259 | layerNode.lightProbeSettings.probeHorizon = qMin(a: environment->probeHorizon() - 1.0f, b: -0.001f); |
| 1260 | layerNode.setProbeOrientation(environment->probeOrientation()); |
| 1261 | |
| 1262 | QQuick3DViewport::updateCameraForLayer(view3D, layerNode); |
| 1263 | |
| 1264 | layerNode.layerFlags.setFlag(flag: QSSGRenderLayer::LayerFlag::EnableDepthTest, on: environment->depthTestEnabled()); |
| 1265 | layerNode.layerFlags.setFlag(flag: QSSGRenderLayer::LayerFlag::EnableDepthPrePass, on: environment->depthPrePassEnabled()); |
| 1266 | |
| 1267 | layerNode.tonemapMode = QQuick3DSceneRenderer::getTonemapMode(environment: *environment); |
| 1268 | layerNode.skyboxBlurAmount = environment->skyboxBlurAmount(); |
| 1269 | if (auto debugSettings = view3D.environment()->debugSettings()) { |
| 1270 | layerNode.debugMode = QSSGRenderLayer::MaterialDebugMode(debugSettings->materialOverride()); |
| 1271 | layerNode.wireframeMode = debugSettings->wireframeEnabled(); |
| 1272 | layerNode.drawDirectionalLightShadowBoxes = debugSettings->drawDirectionalLightShadowBoxes(); |
| 1273 | layerNode.drawShadowCastingBounds = debugSettings->drawShadowCastingBounds(); |
| 1274 | layerNode.drawShadowReceivingBounds = debugSettings->drawShadowReceivingBounds(); |
| 1275 | layerNode.drawCascades = debugSettings->drawCascades(); |
| 1276 | layerNode.drawSceneCascadeIntersection = debugSettings->drawSceneCascadeIntersection(); |
| 1277 | layerNode.disableShadowCameraUpdate = debugSettings->disableShadowCameraUpdate(); |
| 1278 | } else { |
| 1279 | layerNode.debugMode = QSSGRenderLayer::MaterialDebugMode::None; |
| 1280 | layerNode.wireframeMode = false; |
| 1281 | } |
| 1282 | |
| 1283 | if (environment->lightmapper()) { |
| 1284 | QQuick3DLightmapper *lightmapper = environment->lightmapper(); |
| 1285 | layerNode.lmOptions.opacityThreshold = lightmapper->opacityThreshold(); |
| 1286 | layerNode.lmOptions.bias = lightmapper->bias(); |
| 1287 | layerNode.lmOptions.useAdaptiveBias = lightmapper->isAdaptiveBiasEnabled(); |
| 1288 | layerNode.lmOptions.indirectLightEnabled = lightmapper->isIndirectLightEnabled(); |
| 1289 | layerNode.lmOptions.indirectLightSamples = lightmapper->samples(); |
| 1290 | layerNode.lmOptions.indirectLightWorkgroupSize = lightmapper->indirectLightWorkgroupSize(); |
| 1291 | layerNode.lmOptions.indirectLightBounces = lightmapper->bounces(); |
| 1292 | layerNode.lmOptions.indirectLightFactor = lightmapper->indirectLightFactor(); |
| 1293 | } else { |
| 1294 | layerNode.lmOptions = {}; |
| 1295 | } |
| 1296 | |
| 1297 | if (environment->fog() && environment->fog()->isEnabled()) { |
| 1298 | layerNode.fog.enabled = true; |
| 1299 | const QQuick3DFog *fog = environment->fog(); |
| 1300 | layerNode.fog.color = QSSGUtils::color::sRGBToLinear(color: fog->color()).toVector3D(); |
| 1301 | layerNode.fog.density = fog->density(); |
| 1302 | layerNode.fog.depthEnabled = fog->isDepthEnabled(); |
| 1303 | layerNode.fog.depthBegin = fog->depthNear(); |
| 1304 | layerNode.fog.depthEnd = fog->depthFar(); |
| 1305 | layerNode.fog.depthCurve = fog->depthCurve(); |
| 1306 | layerNode.fog.heightEnabled = fog->isHeightEnabled(); |
| 1307 | layerNode.fog.heightMin = fog->leastIntenseY(); |
| 1308 | layerNode.fog.heightMax = fog->mostIntenseY(); |
| 1309 | layerNode.fog.heightCurve = fog->heightCurve(); |
| 1310 | layerNode.fog.transmitEnabled = fog->isTransmitEnabled(); |
| 1311 | layerNode.fog.transmitCurve = fog->transmitCurve(); |
| 1312 | } else { |
| 1313 | layerNode.fog.enabled = false; |
| 1314 | } |
| 1315 | |
| 1316 | // Effects need to be rendered in reverse order as described in the file. |
| 1317 | // NOTE: We only build up the list here, don't do anything that depends |
| 1318 | // on the collected layer state yet. See sync() for that. |
| 1319 | layerNode.firstEffect = nullptr; // We reset the linked list |
| 1320 | auto rit = effects.crbegin(); |
| 1321 | const auto rend = effects.crend(); |
| 1322 | for (; rit != rend; ++rit) { |
| 1323 | QQuick3DObjectPrivate *p = QQuick3DObjectPrivate::get(item: *rit); |
| 1324 | QSSGRenderEffect *effectNode = static_cast<QSSGRenderEffect *>(p->spatialNode); |
| 1325 | if (effectNode) { |
| 1326 | if (layerNode.hasEffect(inEffect: effectNode)) { |
| 1327 | qWarning() << "Duplicate effect found, skipping!" ; |
| 1328 | } else { |
| 1329 | effectNode->className = (*rit)->metaObject()->className(); //### persistent, but still icky to store a const char* returned from a function |
| 1330 | layerNode.addEffect(inEffect&: *effectNode); |
| 1331 | } |
| 1332 | } |
| 1333 | } |
| 1334 | |
| 1335 | const bool hasEffects = (layerNode.firstEffect != nullptr); |
| 1336 | |
| 1337 | const auto renderMode = view3D.renderMode(); |
| 1338 | |
| 1339 | const bool progressiveAA = layerNode.isProgressiveAAEnabled(); |
| 1340 | const bool temporalAA = layerNode.isTemporalAAEnabled(); |
| 1341 | const bool superSamplingAA = layerNode.isSsaaEnabled(); |
| 1342 | m_timeBasedAA = progressiveAA || temporalAA; |
| 1343 | m_postProcessingStack = hasEffects || m_timeBasedAA || superSamplingAA; |
| 1344 | m_useFBO = renderMode == QQuick3DViewport::RenderMode::Offscreen || |
| 1345 | ((renderMode == QQuick3DViewport::RenderMode::Underlay || renderMode == QQuick3DViewport::RenderMode::Overlay) |
| 1346 | && m_postProcessingStack); |
| 1347 | |
| 1348 | // Update the view count |
| 1349 | |
| 1350 | // NOTE: If we're rendering to an FBO, the view count is more than 1, and the View3D is not an XR view instance, |
| 1351 | // we need to force the view count to 1 (The only time this should be the case is when embedding View3D(s) |
| 1352 | // in XR with multiview enabled). |
| 1353 | // Also, note that embedding View3D(s) in XR with multiview enabled only works if those View3D(s) are |
| 1354 | // being rendered through a FBO. |
| 1355 | if (m_useFBO && (layerNode.viewCount > 1) && !view3D.isXrViewInstance()) |
| 1356 | layerNode.viewCount = 1; |
| 1357 | |
| 1358 | // ResourceLoaders |
| 1359 | layerNode.resourceLoaders.clear(); |
| 1360 | layerNode.resourceLoaders = resourceLoaders; |
| 1361 | } |
| 1362 | |
| 1363 | void QQuick3DSceneRenderer::removeNodeFromLayer(QSSGRenderNode *node) |
| 1364 | { |
| 1365 | if (!m_layer) |
| 1366 | return; |
| 1367 | |
| 1368 | m_layer->removeChild(inChild&: *node); |
| 1369 | } |
| 1370 | |
| 1371 | void QQuick3DSceneRenderer::addNodeToLayer(QSSGRenderNode *node) |
| 1372 | { |
| 1373 | if (!m_layer) |
| 1374 | return; |
| 1375 | |
| 1376 | m_layer->addChild(inChild&: *node); |
| 1377 | } |
| 1378 | |
| 1379 | QSGRenderNode::StateFlags QQuick3DSGRenderNode::changedStates() const |
| 1380 | { |
| 1381 | return BlendState | StencilState | DepthState | ScissorState | ColorState | CullState | ViewportState | RenderTargetState; |
| 1382 | } |
| 1383 | |
| 1384 | namespace { |
| 1385 | inline QRect convertQtRectToGLViewport(const QRectF &rect, const QSize surfaceSize) |
| 1386 | { |
| 1387 | const int x = int(rect.x()); |
| 1388 | const int y = surfaceSize.height() - (int(rect.y()) + int(rect.height())); |
| 1389 | const int width = int(rect.width()); |
| 1390 | const int height = int(rect.height()); |
| 1391 | return QRect(x, y, width, height); |
| 1392 | } |
| 1393 | |
| 1394 | inline void queryMainRenderPassDescriptorAndCommandBuffer(QQuickWindow *window, QSSGRhiContext *rhiCtx) |
| 1395 | { |
| 1396 | if (rhiCtx->isValid()) { |
| 1397 | QSSGRhiContextPrivate *rhiCtxD = QSSGRhiContextPrivate::get(q: rhiCtx); |
| 1398 | // Query from the rif because that is available in the sync |
| 1399 | // phase (updatePaintNode) already. QSGDefaultRenderContext's |
| 1400 | // copies of the rp and cb are not there until the render |
| 1401 | // phase of the scenegraph. |
| 1402 | int sampleCount = 1; |
| 1403 | int viewCount = 1; |
| 1404 | QRhiSwapChain *swapchain = window->swapChain(); |
| 1405 | if (swapchain) { |
| 1406 | rhiCtxD->setMainRenderPassDescriptor(swapchain->renderPassDescriptor()); |
| 1407 | rhiCtxD->setCommandBuffer(swapchain->currentFrameCommandBuffer()); |
| 1408 | rhiCtxD->setRenderTarget(swapchain->currentFrameRenderTarget()); |
| 1409 | sampleCount = swapchain->sampleCount(); |
| 1410 | } else { |
| 1411 | QSGRendererInterface *rif = window->rendererInterface(); |
| 1412 | // no swapchain when using a QQuickRenderControl (redirecting to a texture etc.) |
| 1413 | QRhiCommandBuffer *cb = static_cast<QRhiCommandBuffer *>( |
| 1414 | rif->getResource(window, resource: QSGRendererInterface::RhiRedirectCommandBuffer)); |
| 1415 | QRhiTextureRenderTarget *rt = static_cast<QRhiTextureRenderTarget *>( |
| 1416 | rif->getResource(window, resource: QSGRendererInterface::RhiRedirectRenderTarget)); |
| 1417 | if (cb && rt) { |
| 1418 | rhiCtxD->setMainRenderPassDescriptor(rt->renderPassDescriptor()); |
| 1419 | rhiCtxD->setCommandBuffer(cb); |
| 1420 | rhiCtxD->setRenderTarget(rt); |
| 1421 | const QRhiColorAttachment *color0 = rt->description().cbeginColorAttachments(); |
| 1422 | if (color0 && color0->texture()) { |
| 1423 | sampleCount = color0->texture()->sampleCount(); |
| 1424 | if (rt->resourceType() == QRhiResource::TextureRenderTarget) { |
| 1425 | const QRhiTextureRenderTargetDescription desc = static_cast<QRhiTextureRenderTarget *>(rt)->description(); |
| 1426 | for (auto it = desc.cbeginColorAttachments(), end = desc.cendColorAttachments(); it != end; ++it) { |
| 1427 | if (it->multiViewCount() >= 2) { |
| 1428 | viewCount = it->multiViewCount(); |
| 1429 | break; |
| 1430 | } |
| 1431 | } |
| 1432 | } |
| 1433 | } |
| 1434 | } else { |
| 1435 | qWarning(msg: "Neither swapchain nor redirected command buffer and render target are available." ); |
| 1436 | } |
| 1437 | } |
| 1438 | |
| 1439 | // MSAA is out of our control on this path: it is up to the |
| 1440 | // QQuickWindow and the scenegraph to set up the swapchain based on the |
| 1441 | // QSurfaceFormat's samples(). The only thing we need to do here is to |
| 1442 | // pass the sample count to the renderer because it is needed when |
| 1443 | // creating graphics pipelines. |
| 1444 | rhiCtxD->setMainPassSampleCount(sampleCount); |
| 1445 | |
| 1446 | // The "direct renderer", i.e. the Underlay and Overlay modes are the |
| 1447 | // only ones that support multiview rendering. This becomes active when |
| 1448 | // the QQuickWindow is redirected into a texture array, typically with |
| 1449 | // an array size of 2 (2 views, for the left and right eye). Otherwise, |
| 1450 | // when targeting a window or redirected to a 2D texture, this is not |
| 1451 | // applicable and the view count is 1. |
| 1452 | rhiCtxD->setMainPassViewCount(viewCount); |
| 1453 | } |
| 1454 | } |
| 1455 | |
| 1456 | // The alternative to queryMainRenderPassDescriptorAndCommandBuffer() |
| 1457 | // specifically for the Inline render mode when there is a QSGRenderNode. |
| 1458 | inline void queryInlineRenderPassDescriptorAndCommandBuffer(QSGRenderNode *node, QSSGRhiContext *rhiCtx) |
| 1459 | { |
| 1460 | QSGRenderNodePrivate *d = QSGRenderNodePrivate::get(node); |
| 1461 | QSSGRhiContextPrivate *rhiCtxD = QSSGRhiContextPrivate::get(q: rhiCtx); |
| 1462 | rhiCtxD->setMainRenderPassDescriptor(d->m_rt.rpDesc); |
| 1463 | rhiCtxD->setCommandBuffer(d->m_rt.cb); |
| 1464 | rhiCtxD->setRenderTarget(d->m_rt.rt); |
| 1465 | rhiCtxD->setMainPassSampleCount(d->m_rt.rt->sampleCount()); |
| 1466 | rhiCtxD->setMainPassViewCount(1); |
| 1467 | } |
| 1468 | |
| 1469 | } // namespace |
| 1470 | |
| 1471 | QQuick3DSGRenderNode::~QQuick3DSGRenderNode() |
| 1472 | { |
| 1473 | delete renderer; |
| 1474 | } |
| 1475 | |
| 1476 | void QQuick3DSGRenderNode::prepare() |
| 1477 | { |
| 1478 | // this is outside the main renderpass |
| 1479 | |
| 1480 | if (!renderer->m_sgContext->rhiContext()->isValid()) |
| 1481 | return; |
| 1482 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DPrepareFrame); |
| 1483 | |
| 1484 | queryInlineRenderPassDescriptorAndCommandBuffer(node: this, rhiCtx: renderer->m_sgContext->rhiContext().get()); |
| 1485 | |
| 1486 | qreal dpr = window->effectiveDevicePixelRatio(); |
| 1487 | const QSizeF itemSize = renderer->surfaceSize() / dpr; |
| 1488 | QRectF viewport = matrix()->mapRect(rect: QRectF(QPoint(0, 0), itemSize)); |
| 1489 | viewport = QRectF(viewport.topLeft() * dpr, viewport.size() * dpr); |
| 1490 | const QRect vp = convertQtRectToGLViewport(rect: viewport, surfaceSize: window->size() * dpr); |
| 1491 | |
| 1492 | Q_TRACE_SCOPE(QSSG_prepareFrame, vp.width(), vp.height()); |
| 1493 | |
| 1494 | renderer->beginFrame(); |
| 1495 | renderer->rhiPrepare(viewport: vp, displayPixelRatio: dpr); |
| 1496 | Q_QUICK3D_PROFILE_END_WITH_ID(QQuick3DProfiler::Quick3DPrepareFrame, quint64(vp.width()) | quint64(vp.height()) << 32, renderer->profilingId); |
| 1497 | } |
| 1498 | |
| 1499 | void QQuick3DSGRenderNode::render(const QSGRenderNode::RenderState *state) |
| 1500 | { |
| 1501 | Q_UNUSED(state); |
| 1502 | |
| 1503 | const auto &rhiContext = renderer->m_sgContext->rhiContext(); |
| 1504 | |
| 1505 | if (rhiContext->isValid()) { |
| 1506 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderFrame); |
| 1507 | Q_TRACE_SCOPE(QSSG_renderFrame, 0, 0); |
| 1508 | |
| 1509 | queryInlineRenderPassDescriptorAndCommandBuffer(node: this, rhiCtx: renderer->m_sgContext->rhiContext().get()); |
| 1510 | |
| 1511 | renderer->rhiRender(); |
| 1512 | Q_QUICK3D_PROFILE_END_WITH_ID(QQuick3DProfiler::Quick3DRenderFrame, |
| 1513 | STAT_PAYLOAD(QSSGRhiContextStats::get(*rhiContext)), renderer->profilingId); |
| 1514 | renderer->endFrame(); |
| 1515 | } |
| 1516 | } |
| 1517 | |
| 1518 | void QQuick3DSGRenderNode::releaseResources() |
| 1519 | { |
| 1520 | } |
| 1521 | |
| 1522 | QSGRenderNode::RenderingFlags QQuick3DSGRenderNode::flags() const |
| 1523 | { |
| 1524 | // don't want begin/endExternal() to be called by Quick |
| 1525 | return NoExternalRendering; |
| 1526 | } |
| 1527 | |
| 1528 | QQuick3DSGDirectRenderer::QQuick3DSGDirectRenderer(QQuick3DSceneRenderer *renderer, QQuickWindow *window, QQuick3DSGDirectRenderer::QQuick3DSGDirectRendererMode mode) |
| 1529 | : m_renderer(renderer) |
| 1530 | , m_window(window) |
| 1531 | { |
| 1532 | if (QSGRendererInterface::isApiRhiBased(api: window->rendererInterface()->graphicsApi())) { |
| 1533 | connect(sender: window, signal: &QQuickWindow::beforeRendering, context: this, slot: &QQuick3DSGDirectRenderer::prepare, type: Qt::DirectConnection); |
| 1534 | if (mode == Underlay) |
| 1535 | connect(sender: window, signal: &QQuickWindow::beforeRenderPassRecording, context: this, slot: &QQuick3DSGDirectRenderer::render, type: Qt::DirectConnection); |
| 1536 | else |
| 1537 | connect(sender: window, signal: &QQuickWindow::afterRenderPassRecording, context: this, slot: &QQuick3DSGDirectRenderer::render, type: Qt::DirectConnection); |
| 1538 | } |
| 1539 | } |
| 1540 | |
| 1541 | QQuick3DSGDirectRenderer::~QQuick3DSGDirectRenderer() |
| 1542 | { |
| 1543 | delete m_renderer; |
| 1544 | } |
| 1545 | |
| 1546 | void QQuick3DSGDirectRenderer::setViewport(const QRectF &viewport) |
| 1547 | { |
| 1548 | m_viewport = viewport; |
| 1549 | } |
| 1550 | |
| 1551 | void QQuick3DSGDirectRenderer::setVisibility(bool visible) |
| 1552 | { |
| 1553 | if (m_isVisible == visible) |
| 1554 | return; |
| 1555 | m_isVisible = visible; |
| 1556 | m_window->update(); |
| 1557 | } |
| 1558 | |
| 1559 | void QQuick3DSGDirectRenderer::requestRender() |
| 1560 | { |
| 1561 | renderPending = true; |
| 1562 | requestFullUpdate(window: m_window); |
| 1563 | } |
| 1564 | |
| 1565 | void QQuick3DSGDirectRenderer::preSynchronize() |
| 1566 | { |
| 1567 | // This is called from the QQuick3DViewport's updatePaintNode(), before |
| 1568 | // QQuick3DSceneRenderer::synchronize(). It is essential to query things |
| 1569 | // such as the view count already here, so that synchronize() can rely on |
| 1570 | // mainPassViewCount() for instance. prepare() is too late as that is only |
| 1571 | // called on beforeRendering (so after the scenegraph sync phase). |
| 1572 | if (m_renderer->m_sgContext->rhiContext()->isValid()) |
| 1573 | queryMainRenderPassDescriptorAndCommandBuffer(window: m_window, rhiCtx: m_renderer->m_sgContext->rhiContext().get()); |
| 1574 | } |
| 1575 | |
| 1576 | void QQuick3DSGDirectRenderer::prepare() |
| 1577 | { |
| 1578 | if (!m_isVisible || !m_renderer) |
| 1579 | return; |
| 1580 | |
| 1581 | if (m_renderer->m_sgContext->rhiContext()->isValid()) { |
| 1582 | // this is outside the main renderpass |
| 1583 | if (m_renderer->m_postProcessingStack) { |
| 1584 | if (renderPending) { |
| 1585 | renderPending = false; |
| 1586 | m_rhiTexture = m_renderer->renderToRhiTexture(qw: m_window); |
| 1587 | // Set up the main render target again, e.g. the postprocessing |
| 1588 | // stack could have clobbered some settings such as the sample count. |
| 1589 | queryMainRenderPassDescriptorAndCommandBuffer(window: m_window, rhiCtx: m_renderer->m_sgContext->rhiContext().get()); |
| 1590 | const auto &quadRenderer = m_renderer->m_sgContext->renderer()->rhiQuadRenderer(); |
| 1591 | quadRenderer->prepareQuad(rhiCtx: m_renderer->m_sgContext->rhiContext().get(), maybeRub: nullptr); |
| 1592 | if (m_renderer->m_requestedFramesCount > 0) { |
| 1593 | requestRender(); |
| 1594 | m_renderer->m_requestedFramesCount--; |
| 1595 | } |
| 1596 | } |
| 1597 | } |
| 1598 | else |
| 1599 | { |
| 1600 | QQuick3DRenderStats *renderStats = m_renderer->renderStats(); |
| 1601 | if (renderStats) { |
| 1602 | renderStats->startRender(); |
| 1603 | renderStats->startRenderPrepare(); |
| 1604 | } |
| 1605 | |
| 1606 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DPrepareFrame); |
| 1607 | queryMainRenderPassDescriptorAndCommandBuffer(window: m_window, rhiCtx: m_renderer->m_sgContext->rhiContext().get()); |
| 1608 | const QRect vp = convertQtRectToGLViewport(rect: m_viewport, surfaceSize: m_window->size() * m_window->effectiveDevicePixelRatio()); |
| 1609 | |
| 1610 | Q_TRACE_SCOPE(QSSG_prepareFrame, vp.width(), vp.height()); |
| 1611 | m_renderer->beginFrame(); |
| 1612 | m_renderer->rhiPrepare(viewport: vp, displayPixelRatio: m_window->effectiveDevicePixelRatio()); |
| 1613 | Q_QUICK3D_PROFILE_END_WITH_ID(QQuick3DProfiler::Quick3DPrepareFrame, quint64(vp.width()) | quint64(vp.height()) << 32, m_renderer->profilingId); |
| 1614 | |
| 1615 | if (renderStats) |
| 1616 | renderStats->endRenderPrepare(); |
| 1617 | } |
| 1618 | } |
| 1619 | } |
| 1620 | |
| 1621 | void QQuick3DSGDirectRenderer::render() |
| 1622 | { |
| 1623 | if (!m_isVisible || !m_renderer) |
| 1624 | return; |
| 1625 | |
| 1626 | const auto &rhiContext = m_renderer->m_sgContext->rhiContext(); |
| 1627 | |
| 1628 | if (rhiContext->isValid()) { |
| 1629 | // the command buffer is recording the main renderpass at this point |
| 1630 | |
| 1631 | // No m_window->beginExternalCommands() must be done here. When the |
| 1632 | // renderer is using the same |
| 1633 | // QRhi/QRhiCommandBuffer/QRhiRenderPassDescriptor as the Qt Quick |
| 1634 | // scenegraph, there is no difference from the RHI's perspective. There are |
| 1635 | // no external (native) commands here. |
| 1636 | |
| 1637 | // Requery the command buffer and co. since Offscreen mode View3Ds may |
| 1638 | // have altered these on the context. |
| 1639 | if (m_renderer->m_postProcessingStack) { |
| 1640 | if (m_rhiTexture) { |
| 1641 | queryMainRenderPassDescriptorAndCommandBuffer(window: m_window, rhiCtx: rhiContext.get()); |
| 1642 | auto rhiCtx = m_renderer->m_sgContext->rhiContext().get(); |
| 1643 | const auto &renderer = m_renderer->m_sgContext->renderer(); |
| 1644 | QRhiCommandBuffer *cb = rhiContext->commandBuffer(); |
| 1645 | cb->debugMarkBegin(QByteArrayLiteral("Post-processing result to main rt" )); |
| 1646 | |
| 1647 | // Instead of passing in a flip flag we choose to rely on qsb's |
| 1648 | // per-target compilation mode in the fragment shader. (it does UV |
| 1649 | // flipping based on QSHADER_ macros) This is just better for |
| 1650 | // performance and the shaders are very simple so introducing a |
| 1651 | // uniform block and branching dynamically would be an overkill. |
| 1652 | QRect vp = convertQtRectToGLViewport(rect: m_viewport, surfaceSize: m_window->size() * m_window->effectiveDevicePixelRatio()); |
| 1653 | |
| 1654 | const auto &shaderCache = m_renderer->m_sgContext->shaderCache(); |
| 1655 | const auto &shaderPipeline = shaderCache->getBuiltInRhiShaders().getRhiSimpleQuadShader(viewCount: m_renderer->m_layer->viewCount); |
| 1656 | |
| 1657 | QRhiSampler *sampler = rhiCtx->sampler(samplerDescription: { .minFilter: QRhiSampler::Linear, .magFilter: QRhiSampler::Linear, .mipmap: QRhiSampler::None, |
| 1658 | .hTiling: QRhiSampler::ClampToEdge, .vTiling: QRhiSampler::ClampToEdge, .zTiling: QRhiSampler::ClampToEdge }); |
| 1659 | QSSGRhiShaderResourceBindingList bindings; |
| 1660 | bindings.addTexture(binding: 0, stage: QRhiShaderResourceBinding::FragmentStage, tex: m_rhiTexture, sampler); |
| 1661 | QSSGRhiContextPrivate *rhiCtxD = QSSGRhiContextPrivate::get(q: rhiContext.get()); |
| 1662 | QRhiShaderResourceBindings *srb = rhiCtxD->srb(bindings); |
| 1663 | |
| 1664 | QSSGRhiGraphicsPipelineState ps; |
| 1665 | ps.viewport = QRhiViewport(float(vp.x()), float(vp.y()), float(vp.width()), float(vp.height())); |
| 1666 | ps.samples = rhiCtx->mainPassSampleCount(); |
| 1667 | ps.viewCount = m_renderer->m_layer->viewCount; |
| 1668 | QSSGRhiGraphicsPipelineStatePrivate::setShaderPipeline(ps, pipeline: shaderPipeline.get()); |
| 1669 | renderer->rhiQuadRenderer()->recordRenderQuad(rhiCtx, ps: &ps, srb, rpDesc: rhiCtx->mainRenderPassDescriptor(), flags: QSSGRhiQuadRenderer::UvCoords | QSSGRhiQuadRenderer::PremulBlend); |
| 1670 | cb->debugMarkEnd(); |
| 1671 | } |
| 1672 | } |
| 1673 | else |
| 1674 | { |
| 1675 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderFrame); |
| 1676 | Q_TRACE_SCOPE(QSSG_renderFrame, 0, 0); |
| 1677 | |
| 1678 | queryMainRenderPassDescriptorAndCommandBuffer(window: m_window, rhiCtx: rhiContext.get()); |
| 1679 | |
| 1680 | m_renderer->rhiRender(); |
| 1681 | |
| 1682 | Q_QUICK3D_PROFILE_END_WITH_ID(QQuick3DProfiler::Quick3DRenderFrame, |
| 1683 | STAT_PAYLOAD(QSSGRhiContextStats::get(*rhiContext)), |
| 1684 | m_renderer->profilingId); |
| 1685 | m_renderer->endFrame(); |
| 1686 | |
| 1687 | if (m_renderer->renderStats()) |
| 1688 | m_renderer->renderStats()->endRender(dump: dumpRenderTimes()); |
| 1689 | } |
| 1690 | } |
| 1691 | } |
| 1692 | |
| 1693 | QT_END_NAMESPACE |
| 1694 | |