| 1 | // Copyright (C) 2022 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "qssgrenderpass_p.h" |
| 5 | #include "qssgrhiquadrenderer_p.h" |
| 6 | #include "qssglayerrenderdata_p.h" |
| 7 | #include "qssgrendercontextcore.h" |
| 8 | #include "qssgdebugdrawsystem_p.h" |
| 9 | #include "extensionapi/qssgrenderextensions.h" |
| 10 | #include "qssgrenderhelpers_p.h" |
| 11 | |
| 12 | #include "../utils/qssgassert_p.h" |
| 13 | |
| 14 | #include <QtQuick/private/qsgrenderer_p.h> |
| 15 | #include <qtquick3d_tracepoints_p.h> |
| 16 | |
| 17 | QT_BEGIN_NAMESPACE |
| 18 | |
| 19 | static inline QMatrix4x4 correctMVPForScissor(QRectF viewportRect, QRect scissorRect, bool isYUp) { |
| 20 | const auto &scissorCenter = scissorRect.center(); |
| 21 | const auto &viewCenter = viewportRect.center(); |
| 22 | const float scaleX = viewportRect.width() / float(scissorRect.width()); |
| 23 | const float scaleY = viewportRect.height() / float(scissorRect.height()); |
| 24 | const float dx = 2 * (viewCenter.x() - scissorCenter.x()) / scissorRect.width(); |
| 25 | const float dyRect = isYUp ? (scissorCenter.y() - viewCenter.y()) |
| 26 | : (viewCenter.y() - scissorCenter.y()); |
| 27 | const float dy = 2 * dyRect / scissorRect.height(); |
| 28 | |
| 29 | return QMatrix4x4(scaleX, 0.0f, 0.0f, dx, |
| 30 | 0.0f, scaleY, 0.0f, dy, |
| 31 | 0.0f, 0.0f, 1.0f, 0.0f, |
| 32 | 0.0f, 0.0f, 0.0f, 1.0f); |
| 33 | } |
| 34 | |
| 35 | QSSGRenderPass::~QSSGRenderPass() |
| 36 | { |
| 37 | |
| 38 | } |
| 39 | |
| 40 | // SHADOW PASS |
| 41 | |
| 42 | void ShadowMapPass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 43 | { |
| 44 | Q_UNUSED(renderer) |
| 45 | using namespace RenderHelpers; |
| 46 | |
| 47 | QSSG_ASSERT(!data.renderedCameras.isEmpty(), return); |
| 48 | camera = data.renderedCameras[0]; |
| 49 | |
| 50 | const auto &renderedDepthWriteObjects = data.getSortedRenderedDepthWriteObjects(camera: *camera); |
| 51 | const auto &renderedOpaqueDepthPrepassObjects = data.getSortedrenderedOpaqueDepthPrepassObjects(camera: *camera); |
| 52 | |
| 53 | QSSG_ASSERT(shadowPassObjects.isEmpty(), shadowPassObjects.clear()); |
| 54 | |
| 55 | for (const auto &handles : { &renderedDepthWriteObjects, &renderedOpaqueDepthPrepassObjects }) { |
| 56 | for (const auto &handle : *handles) { |
| 57 | if (handle.obj->renderableFlags.castsShadows()) |
| 58 | shadowPassObjects.push_back(t: handle); |
| 59 | } |
| 60 | } |
| 61 | |
| 62 | globalLights = data.globalLights; |
| 63 | |
| 64 | enabled = !shadowPassObjects.isEmpty() || !globalLights.isEmpty(); |
| 65 | |
| 66 | if (enabled) { |
| 67 | shadowMapManager = data.requestShadowMapManager(); |
| 68 | |
| 69 | ps = data.getPipelineState(); |
| 70 | ps.flags |= { QSSGRhiGraphicsPipelineState::Flag::DepthTestEnabled, QSSGRhiGraphicsPipelineState::Flag::DepthWriteEnabled }; |
| 71 | // Try reducing self-shadowing and artifacts. |
| 72 | ps.depthBias = 2; |
| 73 | ps.slopeScaledDepthBias = 1.5f; |
| 74 | |
| 75 | const auto &sortedOpaqueObjects = data.getSortedOpaqueRenderableObjects(camera: *camera); |
| 76 | const auto &sortedTransparentObjects = data.getSortedTransparentRenderableObjects(camera: *camera); |
| 77 | const auto [casting, receiving] = calculateSortedObjectBounds(sortedOpaqueObjects, |
| 78 | sortedTransparentObjects); |
| 79 | castingObjectsBox = casting; |
| 80 | receivingObjectsBox = receiving; |
| 81 | |
| 82 | if (!debugCamera) { |
| 83 | debugCamera = std::make_unique<QSSGRenderCamera>(args: QSSGRenderGraphObject::Type::OrthographicCamera); |
| 84 | } |
| 85 | } |
| 86 | } |
| 87 | |
| 88 | void ShadowMapPass::renderPass(QSSGRenderer &renderer) |
| 89 | { |
| 90 | using namespace RenderHelpers; |
| 91 | |
| 92 | // INPUT: Sorted opaque and transparent + depth, global lights (scoped lights not supported) and camera. |
| 93 | |
| 94 | // DEPENDECY: None |
| 95 | |
| 96 | // OUTPUT: Textures or cube maps |
| 97 | |
| 98 | // CONDITION: Lights (shadowPassObjects) |
| 99 | |
| 100 | if (enabled) { |
| 101 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 102 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 103 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 104 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D shadow map" )); |
| 105 | Q_TRACE_SCOPE(QSSG_renderPass, QStringLiteral("Quick3D shadow map" )); |
| 106 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 107 | |
| 108 | QSSG_CHECK(shadowMapManager); |
| 109 | rhiRenderShadowMap(rhiCtx: rhiCtx.get(), |
| 110 | passKey: this, |
| 111 | ps, |
| 112 | shadowMapManager&: *shadowMapManager, |
| 113 | camera: *camera, |
| 114 | debugCamera: debugCamera.get(), |
| 115 | globalLights, // scoped lights are not relevant here |
| 116 | sortedOpaqueObjects: shadowPassObjects, |
| 117 | renderer, |
| 118 | castingObjectsBox, |
| 119 | receivingObjectsBox); |
| 120 | |
| 121 | cb->debugMarkEnd(); |
| 122 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("shadow_map" )); |
| 123 | } |
| 124 | } |
| 125 | |
| 126 | void ShadowMapPass::resetForFrame() |
| 127 | { |
| 128 | enabled = false; |
| 129 | camera = nullptr; |
| 130 | castingObjectsBox = {}; |
| 131 | receivingObjectsBox = {}; |
| 132 | ps = {}; |
| 133 | shadowPassObjects.clear(); |
| 134 | globalLights.clear(); |
| 135 | } |
| 136 | |
| 137 | // REFLECTIONMAP PASS |
| 138 | |
| 139 | void ReflectionMapPass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 140 | { |
| 141 | Q_UNUSED(renderer); |
| 142 | Q_UNUSED(data); |
| 143 | |
| 144 | QSSG_ASSERT(!data.renderedCameras.isEmpty(), return); |
| 145 | QSSGRenderCamera *camera = data.renderedCameras[0]; |
| 146 | |
| 147 | ps = data.getPipelineState(); |
| 148 | ps.flags |= { QSSGRhiGraphicsPipelineState::Flag::DepthTestEnabled, |
| 149 | QSSGRhiGraphicsPipelineState::Flag::DepthWriteEnabled, |
| 150 | QSSGRhiGraphicsPipelineState::Flag::BlendEnabled }; |
| 151 | |
| 152 | reflectionProbes = data.reflectionProbes; |
| 153 | reflectionMapManager = data.requestReflectionMapManager(); |
| 154 | |
| 155 | const auto &sortedOpaqueObjects = data.getSortedOpaqueRenderableObjects(camera: *camera); |
| 156 | const auto &sortedTransparentObjects = data.getSortedTransparentRenderableObjects(camera: *camera); |
| 157 | const auto &sortedScreenTextureObjects = data.getSortedScreenTextureRenderableObjects(camera: *camera); |
| 158 | |
| 159 | QSSG_ASSERT(reflectionPassObjects.isEmpty(), reflectionPassObjects.clear()); |
| 160 | |
| 161 | // NOTE: We should consider keeping track of the reflection casting objects to avoid |
| 162 | // filtering this list on each prep. |
| 163 | for (const auto &handles : { &sortedOpaqueObjects, &sortedTransparentObjects, &sortedScreenTextureObjects }) { |
| 164 | for (const auto &handle : *handles) { |
| 165 | if (handle.obj->renderableFlags.testFlag(flag: QSSGRenderableObjectFlag::CastsReflections)) |
| 166 | reflectionPassObjects.push_back(t: handle); |
| 167 | } |
| 168 | } |
| 169 | } |
| 170 | |
| 171 | void ReflectionMapPass::renderPass(QSSGRenderer &renderer) |
| 172 | { |
| 173 | using namespace RenderHelpers; |
| 174 | |
| 175 | // INPUT: Reflection probes, sorted opaque and transparent |
| 176 | |
| 177 | // DEPENDECY: None |
| 178 | |
| 179 | // OUTPUT: Cube maps (1 per probe) |
| 180 | |
| 181 | // NOTE: Full pass with a sky box pass |
| 182 | |
| 183 | // CONDITION: Probes and sorted opaque and transparent |
| 184 | |
| 185 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 186 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 187 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 188 | |
| 189 | const auto *layerData = QSSGLayerRenderData::getCurrent(renderer); |
| 190 | QSSG_ASSERT(layerData, return); |
| 191 | |
| 192 | QSSG_CHECK(reflectionMapManager); |
| 193 | if (!reflectionPassObjects.isEmpty() || !reflectionProbes.isEmpty()) { |
| 194 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D reflection map" )); |
| 195 | Q_TRACE_SCOPE(QSSG_renderPass, QStringLiteral("Quick3D reflection map" )); |
| 196 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 197 | rhiRenderReflectionMap(rhiCtx: rhiCtx.get(), |
| 198 | passKey: this, |
| 199 | inData: *layerData, |
| 200 | ps: &ps, |
| 201 | reflectionMapManager&: *reflectionMapManager, |
| 202 | reflectionProbes, |
| 203 | reflectionPassObjects, |
| 204 | renderer); |
| 205 | |
| 206 | cb->debugMarkEnd(); |
| 207 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("reflection_map" )); |
| 208 | } |
| 209 | } |
| 210 | |
| 211 | void ReflectionMapPass::resetForFrame() |
| 212 | { |
| 213 | ps = {}; |
| 214 | reflectionProbes.clear(); |
| 215 | reflectionPassObjects.clear(); |
| 216 | } |
| 217 | |
| 218 | // ZPrePass |
| 219 | void ZPrePassPass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 220 | { |
| 221 | using namespace RenderHelpers; |
| 222 | |
| 223 | // INPUT: Item2Ds + depth write + depth prepass |
| 224 | |
| 225 | // DEPENDECY: none |
| 226 | |
| 227 | // OUTPUT: Depth buffer attchment for current target |
| 228 | |
| 229 | // NOTE: Could we make the depth pass more complete and just do a blit here? |
| 230 | // |
| 231 | // 1. If we have a depth map, just do a blit and then update with the rest |
| 232 | // 2. If we don't have a depth map (and/or SSAO) consider using a lower lod level. |
| 233 | |
| 234 | // CONDITION: Input + globally enabled or ? |
| 235 | |
| 236 | QSSG_ASSERT(!data.renderedCameras.isEmpty(), return); |
| 237 | QSSGRenderCamera *camera = data.renderedCameras[0]; |
| 238 | |
| 239 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 240 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 241 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 242 | ps = data.getPipelineState(); |
| 243 | |
| 244 | renderedDepthWriteObjects = data.getSortedRenderedDepthWriteObjects(camera: *camera); |
| 245 | renderedOpaqueDepthPrepassObjects = data.getSortedrenderedOpaqueDepthPrepassObjects(camera: *camera); |
| 246 | |
| 247 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D prepare Z prepass" )); |
| 248 | Q_TRACE_SCOPE(QSSG_renderPass, QStringLiteral("Quick3D prepare Z prepass" )); |
| 249 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 250 | active = rhiPrepareDepthPass(rhiCtx: rhiCtx.get(), passKey: this, basePipelineState: ps, rpDesc: rhiCtx->mainRenderPassDescriptor(), inData&: data, |
| 251 | sortedOpaqueObjects: renderedDepthWriteObjects, sortedTransparentObjects: renderedOpaqueDepthPrepassObjects, |
| 252 | samples: rhiCtx->mainPassSampleCount(), viewCount: data.layer.viewCount); |
| 253 | data.setZPrePassPrepResult(active); |
| 254 | cb->debugMarkEnd(); |
| 255 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("prepare_z_prepass" )); |
| 256 | } |
| 257 | |
| 258 | void ZPrePassPass::renderPass(QSSGRenderer &renderer) |
| 259 | { |
| 260 | using namespace RenderHelpers; |
| 261 | |
| 262 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 263 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 264 | |
| 265 | bool needsSetViewport = true; |
| 266 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 267 | |
| 268 | if (active) { |
| 269 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 270 | Q_TRACE_SCOPE(QSSG_renderPass, QStringLiteral("Quick3D render Z prepass" )); |
| 271 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D render Z prepass" )); |
| 272 | rhiRenderDepthPass(rhiCtx: rhiCtx.get(), ps, sortedOpaqueObjects: renderedDepthWriteObjects, sortedTransparentObjects: renderedOpaqueDepthPrepassObjects, needsSetViewport: &needsSetViewport); |
| 273 | cb->debugMarkEnd(); |
| 274 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("render_z_prepass" )); |
| 275 | } |
| 276 | } |
| 277 | |
| 278 | void ZPrePassPass::resetForFrame() |
| 279 | { |
| 280 | renderedDepthWriteObjects.clear(); |
| 281 | renderedOpaqueDepthPrepassObjects.clear(); |
| 282 | ps = {}; |
| 283 | active = false; |
| 284 | } |
| 285 | |
| 286 | // SSAO PASS |
| 287 | void SSAOMapPass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 288 | { |
| 289 | using namespace RenderHelpers; |
| 290 | |
| 291 | // Assumption for now is that all passes are keept alive and only reset once a frame is done. |
| 292 | // I.e., holding data like this should be safe (If that's no longer the case we need to do ref counting |
| 293 | // for shared data). |
| 294 | |
| 295 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 296 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 297 | |
| 298 | rhiAoTexture = data.getRenderResult(id: QSSGFrameData::RenderResult::AoTexture); |
| 299 | rhiDepthTexture = data.getRenderResult(id: QSSGFrameData::RenderResult::DepthTexture); |
| 300 | QSSG_ASSERT_X(!data.renderedCameras.isEmpty(), "Preparing AO pass failed, missing camera" , return); |
| 301 | camera = data.renderedCameras[0]; |
| 302 | QSSG_ASSERT_X((rhiDepthTexture && rhiDepthTexture->isValid()), "Preparing AO pass failed, missing equired texture(s)" , return); |
| 303 | |
| 304 | const auto &shaderCache = renderer.contextInterface()->shaderCache(); |
| 305 | ssaoShaderPipeline = shaderCache->getBuiltInRhiShaders().getRhiSsaoShader(viewCount: data.layer.viewCount); |
| 306 | aoSettings = { .aoStrength: data.layer.aoStrength, .aoDistance: data.layer.aoDistance, .aoSoftness: data.layer.aoSoftness, .aoBias: data.layer.aoBias, .aoSamplerate: data.layer.aoSamplerate, .aoDither: data.layer.aoDither }; |
| 307 | |
| 308 | ps = data.getPipelineState(); |
| 309 | const auto &layerPrepResult = data.layerPrepResult; |
| 310 | const bool ready = rhiAoTexture && rhiPrepareAoTexture(rhiCtx: rhiCtx.get(), size: layerPrepResult.textureDimensions(), renderableTex: rhiAoTexture, viewCount: data.layer.viewCount); |
| 311 | |
| 312 | if (Q_UNLIKELY(!ready)) |
| 313 | rhiAoTexture = nullptr; |
| 314 | } |
| 315 | |
| 316 | void SSAOMapPass::renderPass(QSSGRenderer &renderer) |
| 317 | { |
| 318 | using namespace RenderHelpers; |
| 319 | |
| 320 | // INPUT: Camera + depth map |
| 321 | |
| 322 | // DEPENDECY: Depth map (zprepass) |
| 323 | |
| 324 | // OUTPUT: AO Texture |
| 325 | |
| 326 | // NOTE: |
| 327 | |
| 328 | // CONDITION: SSAO enabled |
| 329 | QSSG_ASSERT(camera && rhiDepthTexture && rhiDepthTexture->isValid(), return); |
| 330 | |
| 331 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 332 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 333 | |
| 334 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 335 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D SSAO map" )); |
| 336 | Q_TRACE_SCOPE(QSSG_renderPass, QStringLiteral("Quick3D SSAO map" )); |
| 337 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 338 | |
| 339 | if (Q_LIKELY(rhiAoTexture && rhiAoTexture->isValid())) { |
| 340 | rhiRenderAoTexture(rhiCtx: rhiCtx.get(), |
| 341 | passKey: this, |
| 342 | renderer, |
| 343 | shaderPipeline&: *ssaoShaderPipeline, |
| 344 | ps, |
| 345 | ao: aoSettings, |
| 346 | rhiAoTexture: *rhiAoTexture, |
| 347 | rhiDepthTexture: *rhiDepthTexture, |
| 348 | camera: *camera); |
| 349 | } |
| 350 | |
| 351 | cb->debugMarkEnd(); |
| 352 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("ssao_map" )); |
| 353 | } |
| 354 | |
| 355 | void SSAOMapPass::resetForFrame() |
| 356 | { |
| 357 | rhiDepthTexture = nullptr; |
| 358 | rhiAoTexture = nullptr; |
| 359 | camera = nullptr; |
| 360 | ps = {}; |
| 361 | aoSettings = {}; |
| 362 | } |
| 363 | |
| 364 | // DEPTH TEXTURE PASS |
| 365 | void DepthMapPass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 366 | { |
| 367 | using namespace RenderHelpers; |
| 368 | |
| 369 | QSSG_ASSERT(!data.renderedCameras.isEmpty(), return); |
| 370 | QSSGRenderCamera *camera = data.renderedCameras[0]; |
| 371 | |
| 372 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 373 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 374 | const auto &layerPrepResult = data.layerPrepResult; |
| 375 | bool ready = false; |
| 376 | ps = data.getPipelineState(); |
| 377 | rhiDepthTexture = data.getRenderResult(id: QSSGFrameData::RenderResult::DepthTexture); |
| 378 | if (Q_LIKELY(rhiDepthTexture && rhiPrepareDepthTexture(rhiCtx.get(), layerPrepResult.textureDimensions(), rhiDepthTexture, data.layer.viewCount))) { |
| 379 | sortedOpaqueObjects = data.getSortedOpaqueRenderableObjects(camera: *camera); |
| 380 | sortedTransparentObjects = data.getSortedTransparentRenderableObjects(camera: *camera); |
| 381 | // the depth texture is always non-MSAA, but is a 2D array with multiview |
| 382 | ready = rhiPrepareDepthPass(rhiCtx: rhiCtx.get(), passKey: this, basePipelineState: ps, rpDesc: rhiDepthTexture->rpDesc, inData&: data, |
| 383 | sortedOpaqueObjects, sortedTransparentObjects, |
| 384 | samples: 1, viewCount: data.layer.viewCount); |
| 385 | } |
| 386 | |
| 387 | if (Q_UNLIKELY(!ready)) |
| 388 | rhiDepthTexture = nullptr; |
| 389 | } |
| 390 | |
| 391 | void DepthMapPass::renderPass(QSSGRenderer &renderer) |
| 392 | { |
| 393 | using namespace RenderHelpers; |
| 394 | |
| 395 | // INPUT: sorted objects (opaque + transparent) (maybe...) |
| 396 | |
| 397 | // DEPENDECY: If this is only used for the AO case, that dictates if this should be done or not. |
| 398 | |
| 399 | // OUTPUT: Texture |
| 400 | |
| 401 | // NOTE: Why are we prepping opaque + transparent object if we're not using them? And why are we staying compatible with 5.15? |
| 402 | // Only used for AO? Merge into the AO pass? |
| 403 | |
| 404 | // NOTES: |
| 405 | // |
| 406 | // 1: If requested, use this and blit it in the z-pre pass. |
| 407 | // 2. Why are we handling the transparent objects in the render prep (only)? |
| 408 | |
| 409 | // CONDITION: |
| 410 | |
| 411 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 412 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 413 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 414 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D depth texture" )); |
| 415 | |
| 416 | if (Q_LIKELY(rhiDepthTexture && rhiDepthTexture->isValid())) { |
| 417 | bool needsSetViewport = true; |
| 418 | cb->beginPass(rt: rhiDepthTexture->rt, colorClearValue: Qt::transparent, depthStencilClearValue: { 1.0f, 0 }, resourceUpdates: nullptr, flags: rhiCtx->commonPassFlags()); |
| 419 | QSSGRHICTX_STAT(rhiCtx, beginRenderPass(rhiDepthTexture->rt)); |
| 420 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 421 | // NB! We do not pass sortedTransparentObjects in the 4th |
| 422 | // argument to stay compatible with the 5.15 code base, |
| 423 | // which also does not include semi-transparent objects in |
| 424 | // the depth texture. In addition, capturing after the |
| 425 | // opaque pass, not including transparent objects, is part |
| 426 | // of the contract for screen reading custom materials, |
| 427 | // both for depth and color. |
| 428 | rhiRenderDepthPass(rhiCtx: rhiCtx.get(), ps, sortedOpaqueObjects, sortedTransparentObjects: {}, needsSetViewport: &needsSetViewport); |
| 429 | cb->endPass(); |
| 430 | QSSGRHICTX_STAT(rhiCtx, endRenderPass()); |
| 431 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("depth_texture" )); |
| 432 | } |
| 433 | |
| 434 | cb->debugMarkEnd(); |
| 435 | } |
| 436 | |
| 437 | void DepthMapPass::resetForFrame() |
| 438 | { |
| 439 | rhiDepthTexture = nullptr; |
| 440 | sortedOpaqueObjects.clear(); |
| 441 | sortedTransparentObjects.clear(); |
| 442 | ps = {}; |
| 443 | } |
| 444 | |
| 445 | // SCREEN TEXTURE PASS |
| 446 | |
| 447 | void ScreenMapPass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 448 | { |
| 449 | using namespace RenderHelpers; |
| 450 | |
| 451 | QSSG_ASSERT(!data.renderedCameras.isEmpty(), return); |
| 452 | QSSGRenderCamera *camera = data.renderedCameras[0]; |
| 453 | |
| 454 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 455 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 456 | rhiScreenTexture = data.getRenderResult(id: QSSGFrameData::RenderResult::ScreenTexture); |
| 457 | auto &layer = data.layer; |
| 458 | const auto &layerPrepResult = data.layerPrepResult; |
| 459 | wantsMips = layerPrepResult.flags.requiresMipmapsForScreenTexture(); |
| 460 | sortedOpaqueObjects = data.getSortedOpaqueRenderableObjects(camera: *camera); |
| 461 | ps = data.getPipelineState(); |
| 462 | ps.samples = 1; // screen texture is always non-MSAA |
| 463 | ps.viewCount = data.layer.viewCount; // but is a 2D texture array when multiview |
| 464 | |
| 465 | if (layer.background == QSSGRenderLayer::Background::Color) |
| 466 | clearColor = QColor::fromRgbF(r: layer.clearColor.x(), g: layer.clearColor.y(), b: layer.clearColor.z()); |
| 467 | |
| 468 | if (rhiCtx->rhi()->isFeatureSupported(feature: QRhi::TexelFetch)) { |
| 469 | if (layer.background == QSSGRenderLayer::Background::SkyBoxCubeMap && layer.skyBoxCubeMap) { |
| 470 | if (!skyboxCubeMapPass) |
| 471 | skyboxCubeMapPass = SkyboxCubeMapPass(); |
| 472 | |
| 473 | skyboxCubeMapPass->skipTonemapping = true; |
| 474 | skyboxCubeMapPass->renderPrep(renderer, data); |
| 475 | |
| 476 | // The pass expects to output to the main render target, but we have |
| 477 | // our own texture here, possibly with a differing sample count, so |
| 478 | // override the relevant settings once renderPrep() is done. |
| 479 | skyboxCubeMapPass->ps.samples = ps.samples; |
| 480 | |
| 481 | skyboxPass = std::nullopt; |
| 482 | } else if (layer.background == QSSGRenderLayer::Background::SkyBox && layer.lightProbe) { |
| 483 | if (!skyboxPass) |
| 484 | skyboxPass = SkyboxPass(); |
| 485 | |
| 486 | skyboxPass->skipTonemapping = true; |
| 487 | skyboxPass->renderPrep(renderer, data); |
| 488 | |
| 489 | skyboxPass->ps.samples = ps.samples; |
| 490 | |
| 491 | skyboxCubeMapPass = std::nullopt; |
| 492 | } |
| 493 | } |
| 494 | |
| 495 | bool ready = false; |
| 496 | if (Q_LIKELY(rhiScreenTexture && rhiPrepareScreenTexture(rhiCtx.get(), layerPrepResult.textureDimensions(), wantsMips, rhiScreenTexture, layer.viewCount))) { |
| 497 | ready = true; |
| 498 | if (skyboxCubeMapPass) |
| 499 | skyboxCubeMapPass->rpDesc = rhiScreenTexture->rpDesc; |
| 500 | if (skyboxPass) |
| 501 | skyboxPass->rpDesc = rhiScreenTexture->rpDesc; |
| 502 | // NB: not compatible with disabling LayerEnableDepthTest |
| 503 | // because there are effectively no "opaque" objects then. |
| 504 | // Disable Tonemapping for all materials in the screen pass texture |
| 505 | shaderFeatures = data.getShaderFeatures(); |
| 506 | shaderFeatures.disableTonemapping(); |
| 507 | const auto &sortedOpaqueObjects = data.getSortedOpaqueRenderableObjects(camera: *camera); |
| 508 | for (const auto &handle : sortedOpaqueObjects) { |
| 509 | // Reflection cube maps are not available at this point, make sure they are turned off. |
| 510 | bool recRef = handle.obj->renderableFlags.receivesReflections(); |
| 511 | handle.obj->renderableFlags.setReceivesReflections(false); |
| 512 | rhiPrepareRenderable(rhiCtx: rhiCtx.get(), passKey: this, inData: data, inObject&: *handle.obj, renderPassDescriptor: rhiScreenTexture->rpDesc, ps: &ps, featureSet: shaderFeatures, samples: 1, viewCount: data.layer.viewCount); |
| 513 | handle.obj->renderableFlags.setReceivesReflections(recRef); |
| 514 | } |
| 515 | } |
| 516 | |
| 517 | if (Q_UNLIKELY(!ready)) |
| 518 | rhiScreenTexture = nullptr; |
| 519 | } |
| 520 | |
| 521 | void ScreenMapPass::renderPass(QSSGRenderer &renderer) |
| 522 | { |
| 523 | using namespace RenderHelpers; |
| 524 | |
| 525 | // INPUT: Sorted opaque objects + depth objects |
| 526 | |
| 527 | // DEPENDECY: Depth pass (if enabled) |
| 528 | |
| 529 | // OUTPUT: Texture (screen texture). |
| 530 | |
| 531 | // NOTE: Used for refrection and effects (?) |
| 532 | |
| 533 | // CONDITION: |
| 534 | |
| 535 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 536 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 537 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 538 | |
| 539 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D screen texture" )); |
| 540 | |
| 541 | if (Q_LIKELY(rhiScreenTexture && rhiScreenTexture->isValid())) { |
| 542 | cb->beginPass(rt: rhiScreenTexture->rt, colorClearValue: clearColor, depthStencilClearValue: { 1.0f, 0 }, resourceUpdates: nullptr, flags: rhiCtx->commonPassFlags()); |
| 543 | QSSGRHICTX_STAT(rhiCtx, beginRenderPass(rhiScreenTexture->rt)); |
| 544 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 545 | |
| 546 | bool needsSetViewport = true; |
| 547 | for (const auto &handle : std::as_const(t&: sortedOpaqueObjects)) |
| 548 | rhiRenderRenderable(rhiCtx: rhiCtx.get(), state: ps, object&: *handle.obj, needsSetViewport: &needsSetViewport); |
| 549 | |
| 550 | if (skyboxCubeMapPass) |
| 551 | skyboxCubeMapPass->renderPass(renderer); |
| 552 | else if (skyboxPass) |
| 553 | skyboxPass->renderPass(renderer); |
| 554 | |
| 555 | QRhiResourceUpdateBatch *rub = nullptr; |
| 556 | if (wantsMips) { |
| 557 | rub = rhiCtx->rhi()->nextResourceUpdateBatch(); |
| 558 | rub->generateMips(tex: rhiScreenTexture->texture); |
| 559 | } |
| 560 | cb->endPass(resourceUpdates: rub); |
| 561 | QSSGRHICTX_STAT(rhiCtx, endRenderPass()); |
| 562 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("screen_texture" )); |
| 563 | } |
| 564 | |
| 565 | cb->debugMarkEnd(); |
| 566 | } |
| 567 | |
| 568 | void ScreenMapPass::resetForFrame() |
| 569 | { |
| 570 | rhiScreenTexture = nullptr; |
| 571 | if (skyboxPass) |
| 572 | skyboxPass->resetForFrame(); |
| 573 | if (skyboxCubeMapPass) |
| 574 | skyboxCubeMapPass->resetForFrame(); |
| 575 | ps = {}; |
| 576 | wantsMips = false; |
| 577 | clearColor = Qt::transparent; |
| 578 | shaderFeatures = {}; |
| 579 | sortedOpaqueObjects.clear(); |
| 580 | } |
| 581 | |
| 582 | void ScreenReflectionPass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 583 | { |
| 584 | QSSG_ASSERT(!data.renderedCameras.isEmpty(), return); |
| 585 | QSSGRenderCamera *camera = data.renderedCameras[0]; |
| 586 | |
| 587 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 588 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 589 | rhiScreenTexture = data.getRenderResult(id: QSSGFrameData::RenderResult::ScreenTexture); |
| 590 | QSSG_ASSERT_X(rhiScreenTexture && rhiScreenTexture->isValid(), "Invalid screen texture!" , return); |
| 591 | |
| 592 | const auto &layer = data.layer; |
| 593 | const auto shaderFeatures = data.getShaderFeatures(); |
| 594 | const bool layerEnableDepthTest = layer.layerFlags.testFlag(flag: QSSGRenderLayer::LayerFlag::EnableDepthTest); |
| 595 | |
| 596 | QRhiRenderPassDescriptor *mainRpDesc = rhiCtx->mainRenderPassDescriptor(); |
| 597 | const int samples = rhiCtx->mainPassSampleCount(); |
| 598 | const int viewCount = data.layer.viewCount; |
| 599 | |
| 600 | // NOTE: We're piggybacking on the screen map pass for now, but we could do better. |
| 601 | ps = data.getPipelineState(); |
| 602 | const bool depthTestEnabled = (data.screenMapPass.ps.flags.testFlag(flag: QSSGRhiGraphicsPipelineState::Flag::DepthTestEnabled)); |
| 603 | ps.flags.setFlag(flag: QSSGRhiGraphicsPipelineState::Flag::DepthTestEnabled, on: depthTestEnabled); |
| 604 | const bool depthWriteEnabled = (data.screenMapPass.ps.flags.testFlag(flag: QSSGRhiGraphicsPipelineState::Flag::DepthWriteEnabled)); |
| 605 | ps.flags.setFlag(flag: QSSGRhiGraphicsPipelineState::Flag::DepthWriteEnabled, on: depthWriteEnabled); |
| 606 | sortedScreenTextureObjects = data.getSortedScreenTextureRenderableObjects(camera: *camera); |
| 607 | for (const auto &handle : std::as_const(t&: sortedScreenTextureObjects)) { |
| 608 | QSSGRenderableObject *theObject = handle.obj; |
| 609 | const auto depthWriteMode = theObject->depthWriteMode; |
| 610 | ps.flags.setFlag(flag: QSSGRhiGraphicsPipelineState::Flag::BlendEnabled, on: theObject->renderableFlags.hasTransparency()); |
| 611 | const bool curDepthWriteEnabled = !(depthWriteMode == QSSGDepthDrawMode::Never || depthWriteMode == QSSGDepthDrawMode::OpaquePrePass |
| 612 | || data.isZPrePassActive() || !layerEnableDepthTest); |
| 613 | ps.flags.setFlag(flag: QSSGRhiGraphicsPipelineState::Flag::DepthWriteEnabled, on: curDepthWriteEnabled); |
| 614 | RenderHelpers::rhiPrepareRenderable(rhiCtx: rhiCtx.get(), passKey: this, inData: data, inObject&: *theObject, renderPassDescriptor: mainRpDesc, ps: &ps, featureSet: shaderFeatures, samples, viewCount); |
| 615 | } |
| 616 | } |
| 617 | |
| 618 | void ScreenReflectionPass::renderPass(QSSGRenderer &renderer) |
| 619 | { |
| 620 | if (QSSG_GUARD(rhiScreenTexture && rhiScreenTexture->isValid())) { |
| 621 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 622 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 623 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 624 | |
| 625 | // 3. Screen texture depended objects |
| 626 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D render screen texture dependent" )); |
| 627 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 628 | Q_TRACE(QSSG_renderPass_entry, QStringLiteral("Quick3D render screen texture dependent" )); |
| 629 | bool needsSetViewport = true; |
| 630 | for (const auto &handle : std::as_const(t&: sortedScreenTextureObjects)) { |
| 631 | QSSGRenderableObject *theObject = handle.obj; |
| 632 | RenderHelpers::rhiRenderRenderable(rhiCtx: rhiCtx.get(), state: ps, object&: *theObject, needsSetViewport: &needsSetViewport); |
| 633 | } |
| 634 | cb->debugMarkEnd(); |
| 635 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("screen_texture_dependent" )); |
| 636 | Q_TRACE(QSSG_renderPass_exit); |
| 637 | } |
| 638 | } |
| 639 | |
| 640 | void ScreenReflectionPass::resetForFrame() |
| 641 | { |
| 642 | sortedScreenTextureObjects.clear(); |
| 643 | rhiScreenTexture = nullptr; |
| 644 | ps = {}; |
| 645 | } |
| 646 | |
| 647 | void OpaquePass::prep(const QSSGRenderContextInterface &ctx, |
| 648 | QSSGLayerRenderData &data, |
| 649 | QSSGPassKey passKey, |
| 650 | QSSGRhiGraphicsPipelineState &ps, |
| 651 | QSSGShaderFeatures shaderFeatures, |
| 652 | QRhiRenderPassDescriptor *rpDesc, |
| 653 | const QSSGRenderableObjectList &sortedOpaqueObjects) |
| 654 | { |
| 655 | const auto &rhiCtx = ctx.rhiContext(); |
| 656 | QSSG_ASSERT(rpDesc && rhiCtx->rhi()->isRecordingFrame(), return); |
| 657 | |
| 658 | const auto &layer = data.layer; |
| 659 | const bool layerEnableDepthTest = layer.layerFlags.testFlag(flag: QSSGRenderLayer::LayerFlag::EnableDepthTest); |
| 660 | |
| 661 | for (const auto &handle : std::as_const(t: sortedOpaqueObjects)) { |
| 662 | QSSGRenderableObject *theObject = handle.obj; |
| 663 | const auto depthWriteMode = theObject->depthWriteMode; |
| 664 | const bool curDepthWriteEnabled = !(depthWriteMode == QSSGDepthDrawMode::Never || |
| 665 | depthWriteMode == QSSGDepthDrawMode::OpaquePrePass || |
| 666 | data.isZPrePassActive() || !layerEnableDepthTest); |
| 667 | ps.flags.setFlag(flag: QSSGRhiGraphicsPipelineState::Flag::DepthWriteEnabled, on: curDepthWriteEnabled); |
| 668 | RenderHelpers::rhiPrepareRenderable(rhiCtx: rhiCtx.get(), passKey, inData: data, inObject&: *theObject, renderPassDescriptor: rpDesc, ps: &ps, featureSet: shaderFeatures, samples: ps.samples, viewCount: ps.viewCount); |
| 669 | } |
| 670 | } |
| 671 | |
| 672 | void OpaquePass::render(const QSSGRenderContextInterface &ctx, |
| 673 | const QSSGRhiGraphicsPipelineState &ps, |
| 674 | const QSSGRenderableObjectList &sortedOpaqueObjects) |
| 675 | { |
| 676 | const auto &rhiCtx = ctx.rhiContext(); |
| 677 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 678 | bool needsSetViewport = true; |
| 679 | for (const auto &handle : std::as_const(t: sortedOpaqueObjects)) { |
| 680 | QSSGRenderableObject *theObject = handle.obj; |
| 681 | RenderHelpers::rhiRenderRenderable(rhiCtx: rhiCtx.get(), state: ps, object&: *theObject, needsSetViewport: &needsSetViewport); |
| 682 | } |
| 683 | } |
| 684 | |
| 685 | void OpaquePass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 686 | { |
| 687 | auto *ctx = renderer.contextInterface(); |
| 688 | const auto &rhiCtx = ctx->rhiContext(); |
| 689 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 690 | QSSG_ASSERT(!data.renderedCameras.isEmpty() && data.renderedCameraData.has_value() , return); |
| 691 | QSSGRenderCamera *camera = data.renderedCameras[0]; |
| 692 | |
| 693 | ps = data.getPipelineState(); |
| 694 | ps.samples = rhiCtx->mainPassSampleCount(); |
| 695 | ps.viewCount = data.layer.viewCount; |
| 696 | ps.depthFunc = QRhiGraphicsPipeline::LessOrEqual; |
| 697 | ps.flags.setFlag(flag: QSSGRhiGraphicsPipelineState::Flag::BlendEnabled, on: false); |
| 698 | |
| 699 | // opaque objects (or, this list is empty when LayerEnableDepthTest is disabled) |
| 700 | sortedOpaqueObjects = data.getSortedOpaqueRenderableObjects(camera: *camera); |
| 701 | shaderFeatures = data.getShaderFeatures(); |
| 702 | |
| 703 | QRhiRenderPassDescriptor *mainRpDesc = rhiCtx->mainRenderPassDescriptor(); |
| 704 | prep(ctx: *ctx, data, passKey: this, ps, shaderFeatures, rpDesc: mainRpDesc, sortedOpaqueObjects); |
| 705 | } |
| 706 | |
| 707 | void OpaquePass::renderPass(QSSGRenderer &renderer) |
| 708 | { |
| 709 | auto *ctx = renderer.contextInterface(); |
| 710 | const auto &rhiCtx = ctx->rhiContext(); |
| 711 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 712 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 713 | |
| 714 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D render opaque" )); |
| 715 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 716 | Q_TRACE(QSSG_renderPass_entry, QStringLiteral("Quick3D render opaque" )); |
| 717 | render(ctx: *ctx, ps, sortedOpaqueObjects); |
| 718 | cb->debugMarkEnd(); |
| 719 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("opaque_pass" )); |
| 720 | Q_TRACE(QSSG_renderPass_exit); |
| 721 | } |
| 722 | |
| 723 | void OpaquePass::resetForFrame() |
| 724 | { |
| 725 | sortedOpaqueObjects.clear(); |
| 726 | ps = {}; |
| 727 | shaderFeatures = {}; |
| 728 | } |
| 729 | |
| 730 | void TransparentPass::prep(const QSSGRenderContextInterface &ctx, |
| 731 | QSSGLayerRenderData &data, |
| 732 | QSSGPassKey passKey, |
| 733 | QSSGRhiGraphicsPipelineState &ps, |
| 734 | QSSGShaderFeatures shaderFeatures, |
| 735 | QRhiRenderPassDescriptor *rpDesc, |
| 736 | const QSSGRenderableObjectList &sortedTransparentObjects) |
| 737 | { |
| 738 | const auto &rhiCtx = ctx.rhiContext(); |
| 739 | QSSG_ASSERT(rpDesc && rhiCtx->rhi()->isRecordingFrame(), return); |
| 740 | |
| 741 | const bool zPrePassActive = data.isZPrePassActive(); |
| 742 | for (const auto &handle : std::as_const(t: sortedTransparentObjects)) { |
| 743 | QSSGRenderableObject *theObject = handle.obj; |
| 744 | const auto depthWriteMode = theObject->depthWriteMode; |
| 745 | const bool curDepthWriteEnabled = (depthWriteMode == QSSGDepthDrawMode::Always && !zPrePassActive); |
| 746 | ps.flags.setFlag(flag: QSSGRhiGraphicsPipelineState::Flag::DepthWriteEnabled, on: curDepthWriteEnabled); |
| 747 | if (!(theObject->renderableFlags.isCompletelyTransparent())) |
| 748 | RenderHelpers::rhiPrepareRenderable(rhiCtx: rhiCtx.get(), passKey, inData: data, inObject&: *theObject, renderPassDescriptor: rpDesc, ps: &ps, featureSet: shaderFeatures, samples: ps.samples, viewCount: ps.viewCount); |
| 749 | } |
| 750 | } |
| 751 | |
| 752 | void TransparentPass::render(const QSSGRenderContextInterface &ctx, |
| 753 | const QSSGRhiGraphicsPipelineState &ps, |
| 754 | const QSSGRenderableObjectList &sortedTransparentObjects) |
| 755 | { |
| 756 | const auto &rhiCtx = ctx.rhiContext(); |
| 757 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 758 | // If scissorRect is set, Item2Ds will be drawn by a workaround of modifying |
| 759 | // viewport, not using actual 3D scissor test. |
| 760 | // It means non-opaque objects may be affected by this viewport setting. |
| 761 | bool needsSetViewport = true; |
| 762 | for (const auto &handle : std::as_const(t: sortedTransparentObjects)) { |
| 763 | QSSGRenderableObject *theObject = handle.obj; |
| 764 | if (!theObject->renderableFlags.isCompletelyTransparent()) |
| 765 | RenderHelpers::rhiRenderRenderable(rhiCtx: rhiCtx.get(), state: ps, object&: *theObject, needsSetViewport: &needsSetViewport); |
| 766 | } |
| 767 | } |
| 768 | |
| 769 | void TransparentPass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 770 | { |
| 771 | auto *ctx = renderer.contextInterface(); |
| 772 | const auto &rhiCtx = ctx->rhiContext(); |
| 773 | |
| 774 | QSSG_ASSERT(!data.renderedCameras.isEmpty() && data.renderedCameraData.has_value() , return); |
| 775 | QSSGRenderCamera *camera = data.renderedCameras[0]; |
| 776 | |
| 777 | QRhiRenderPassDescriptor *mainRpDesc = rhiCtx->mainRenderPassDescriptor(); |
| 778 | |
| 779 | ps = data.getPipelineState(); |
| 780 | ps.samples = rhiCtx->mainPassSampleCount(); |
| 781 | ps.viewCount = data.layer.viewCount; |
| 782 | |
| 783 | // transparent objects (or, without LayerEnableDepthTest, all objects) |
| 784 | ps.flags.setFlag(flag: QSSGRhiGraphicsPipelineState::Flag::BlendEnabled, on: true); |
| 785 | ps.flags.setFlag(flag: QSSGRhiGraphicsPipelineState::Flag::DepthWriteEnabled, on: false); |
| 786 | |
| 787 | shaderFeatures = data.getShaderFeatures(); |
| 788 | sortedTransparentObjects = data.getSortedTransparentRenderableObjects(camera: *camera); |
| 789 | |
| 790 | prep(ctx: *ctx, data, passKey: this, ps, shaderFeatures, rpDesc: mainRpDesc, sortedTransparentObjects); |
| 791 | } |
| 792 | |
| 793 | void TransparentPass::renderPass(QSSGRenderer &renderer) |
| 794 | { |
| 795 | auto *ctx = renderer.contextInterface(); |
| 796 | const auto &rhiCtx = ctx->rhiContext(); |
| 797 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 798 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 799 | |
| 800 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D render alpha" )); |
| 801 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 802 | Q_TRACE(QSSG_renderPass_entry, QStringLiteral("Quick3D render alpha" )); |
| 803 | render(ctx: *ctx, ps, sortedTransparentObjects); |
| 804 | cb->debugMarkEnd(); |
| 805 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("transparent_pass" )); |
| 806 | Q_TRACE(QSSG_renderPass_exit); |
| 807 | } |
| 808 | |
| 809 | void TransparentPass::resetForFrame() |
| 810 | { |
| 811 | sortedTransparentObjects.clear(); |
| 812 | ps = {}; |
| 813 | shaderFeatures = {}; |
| 814 | } |
| 815 | |
| 816 | void SkyboxPass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 817 | { |
| 818 | if (!skipPrep) { |
| 819 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 820 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 821 | QSSG_ASSERT(!data.renderedCameras.isEmpty(), return); |
| 822 | QSSG_ASSERT(data.renderedCameras.count() == data.layer.viewCount, return); |
| 823 | layer = &data.layer; |
| 824 | QSSG_ASSERT(layer, return); |
| 825 | |
| 826 | rpDesc = rhiCtx->mainRenderPassDescriptor(); |
| 827 | ps = data.getPipelineState(); |
| 828 | ps.samples = rhiCtx->mainPassSampleCount(); |
| 829 | ps.viewCount = data.layer.viewCount; |
| 830 | ps.polygonMode = QRhiGraphicsPipeline::Fill; |
| 831 | |
| 832 | // When there are effects, then it is up to the last pass of the |
| 833 | // last effect to perform tonemapping, neither the skybox nor the |
| 834 | // main render pass should alter the colors then. |
| 835 | skipTonemapping = layer->firstEffect != nullptr; |
| 836 | |
| 837 | RenderHelpers::rhiPrepareSkyBox(rhiCtx: rhiCtx.get(), passKey: this, layer&: *layer, cameras&: data.renderedCameras, renderer); |
| 838 | skipPrep = true; |
| 839 | } |
| 840 | } |
| 841 | |
| 842 | void SkyboxPass::renderPass(QSSGRenderer &renderer) |
| 843 | { |
| 844 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 845 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 846 | QSSG_ASSERT(layer, return); |
| 847 | |
| 848 | QRhiShaderResourceBindings *srb = layer->skyBoxSrb; |
| 849 | QSSG_ASSERT(srb, return); |
| 850 | |
| 851 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 852 | Q_TRACE_SCOPE(QSSG_renderPass, QStringLiteral("Quick3D render skybox" )); |
| 853 | |
| 854 | // Note: We get the shader here, as the screen map pass might modify the state of |
| 855 | // the tonemap mode. |
| 856 | |
| 857 | QSSGRenderLayer::TonemapMode tonemapMode = skipTonemapping && (layer->tonemapMode != QSSGRenderLayer::TonemapMode::Custom) ? QSSGRenderLayer::TonemapMode::None : layer->tonemapMode; |
| 858 | const auto &shaderCache = renderer.contextInterface()->shaderCache(); |
| 859 | auto shaderPipeline = shaderCache->getBuiltInRhiShaders().getRhiSkyBoxShader(tonemapMode, isRGBE: layer->skyBoxIsRgbe8, viewCount: layer->viewCount); |
| 860 | QSSG_CHECK(shaderPipeline); |
| 861 | QSSGRhiGraphicsPipelineStatePrivate::setShaderPipeline(ps, pipeline: shaderPipeline.get()); |
| 862 | renderer.rhiQuadRenderer()->recordRenderQuad(rhiCtx: rhiCtx.get(), ps: &ps, srb, rpDesc, flags: { QSSGRhiQuadRenderer::DepthTest | QSSGRhiQuadRenderer::RenderBehind }); |
| 863 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("skybox_map" )); |
| 864 | } |
| 865 | |
| 866 | void SkyboxPass::resetForFrame() |
| 867 | { |
| 868 | ps = {}; |
| 869 | layer = nullptr; |
| 870 | skipPrep = false; |
| 871 | } |
| 872 | |
| 873 | void SkyboxCubeMapPass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 874 | { |
| 875 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 876 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 877 | QSSG_ASSERT(!data.renderedCameras.isEmpty(), return); |
| 878 | QSSG_ASSERT(data.renderedCameras.count() == data.layer.viewCount, return); |
| 879 | layer = &data.layer; |
| 880 | QSSG_ASSERT(layer, return); |
| 881 | |
| 882 | rpDesc = rhiCtx->mainRenderPassDescriptor(); |
| 883 | ps = data.getPipelineState(); |
| 884 | ps.samples = rhiCtx->mainPassSampleCount(); |
| 885 | ps.viewCount = data.layer.viewCount; |
| 886 | ps.polygonMode = QRhiGraphicsPipeline::Fill; |
| 887 | |
| 888 | const auto &shaderCache = renderer.contextInterface()->shaderCache(); |
| 889 | skyBoxCubeShader = shaderCache->getBuiltInRhiShaders().getRhiSkyBoxCubeShader(viewCount: data.layer.viewCount); |
| 890 | |
| 891 | RenderHelpers::rhiPrepareSkyBox(rhiCtx: rhiCtx.get(), passKey: this, layer&: *layer, cameras&: data.renderedCameras, renderer); |
| 892 | } |
| 893 | |
| 894 | void SkyboxCubeMapPass::renderPass(QSSGRenderer &renderer) |
| 895 | { |
| 896 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 897 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 898 | QSSG_ASSERT(layer && skyBoxCubeShader, return); |
| 899 | |
| 900 | QRhiShaderResourceBindings *srb = layer->skyBoxSrb; |
| 901 | QSSG_ASSERT(srb, return); |
| 902 | |
| 903 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 904 | Q_TRACE_SCOPE(QSSG_renderPass, QStringLiteral("Quick3D render skybox" )); |
| 905 | |
| 906 | QSSGRhiGraphicsPipelineStatePrivate::setShaderPipeline(ps, pipeline: skyBoxCubeShader.get()); |
| 907 | renderer.rhiCubeRenderer()->recordRenderCube(rhiCtx: rhiCtx.get(), ps: &ps, srb, rpDesc, flags: { QSSGRhiQuadRenderer::DepthTest | QSSGRhiQuadRenderer::RenderBehind }); |
| 908 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("skybox_cube" )); |
| 909 | } |
| 910 | |
| 911 | void SkyboxCubeMapPass::resetForFrame() |
| 912 | { |
| 913 | ps = {}; |
| 914 | layer = nullptr; |
| 915 | } |
| 916 | |
| 917 | void Item2DPass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 918 | { |
| 919 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 920 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 921 | const auto &layer = data.layer; |
| 922 | |
| 923 | ps = data.getPipelineState(); |
| 924 | |
| 925 | // objects rendered by Qt Quick 2D |
| 926 | ps.flags.setFlag(flag: QSSGRhiGraphicsPipelineState::Flag::BlendEnabled, on: false); |
| 927 | |
| 928 | item2Ds = data.getRenderableItem2Ds(); |
| 929 | // NOTE: This marks the start of the 2D sub-scene rendering as it might result in |
| 930 | // a nested 3D scene to be rendered and if we don't save the state here, we can |
| 931 | // end up with a mismatched state in the QtQuick3D renderer. |
| 932 | // See the end of this function for the corresponding end call (endSubLayerRender()). |
| 933 | renderer.beginSubLayerRender(inLayer&: data); |
| 934 | for (const auto &item2D: std::as_const(t&: item2Ds)) { |
| 935 | // Set the projection matrix |
| 936 | if (!item2D->m_renderer) |
| 937 | continue; |
| 938 | if (item2D->m_renderer && item2D->m_renderer->currentRhi() != renderer.contextInterface()->rhiContext()->rhi()) { |
| 939 | static bool contextWarningShown = false; |
| 940 | if (!contextWarningShown) { |
| 941 | qWarning () << "Scene with embedded 2D content can only be rendered in one window." ; |
| 942 | contextWarningShown = true; |
| 943 | } |
| 944 | continue; |
| 945 | } |
| 946 | |
| 947 | auto layerPrepResult = data.layerPrepResult; |
| 948 | |
| 949 | QRhiRenderTarget *renderTarget = rhiCtx->renderTarget(); |
| 950 | item2D->m_renderer->setDevicePixelRatio(renderTarget->devicePixelRatio()); |
| 951 | const QRect deviceRect(QPoint(0, 0), renderTarget->pixelSize()); |
| 952 | const int viewCount = data.layer.viewCount; |
| 953 | QSSG_ASSERT(item2D->mvps.count() == viewCount, return); |
| 954 | if (layer.scissorRect.isValid()) { |
| 955 | QRect effScissor = layer.scissorRect & layerPrepResult.viewport.toRect(); |
| 956 | QMatrix4x4 correctionMat = correctMVPForScissor(viewportRect: layerPrepResult.viewport, |
| 957 | scissorRect: effScissor, |
| 958 | isYUp: rhiCtx->rhi()->isYUpInNDC()); |
| 959 | for (int viewIndex = 0; viewIndex < viewCount; ++viewIndex) { |
| 960 | const QMatrix4x4 projectionMatrix = correctionMat * item2D->mvps[viewIndex]; |
| 961 | item2D->m_renderer->setProjectionMatrix(matrix: projectionMatrix, index: viewIndex); |
| 962 | } |
| 963 | item2D->m_renderer->setViewportRect(effScissor); |
| 964 | } else { |
| 965 | for (int viewIndex = 0; viewIndex < viewCount; ++viewIndex) |
| 966 | item2D->m_renderer->setProjectionMatrix(matrix: item2D->mvps[viewIndex], index: viewIndex); |
| 967 | item2D->m_renderer->setViewportRect(RenderHelpers::correctViewportCoordinates(layerViewport: layerPrepResult.viewport, deviceRect)); |
| 968 | } |
| 969 | item2D->m_renderer->setDeviceRect(deviceRect); |
| 970 | QRhiRenderPassDescriptor *oldRp = nullptr; |
| 971 | if (item2D->m_rp) { |
| 972 | // Changing render target, and so incompatible renderpass |
| 973 | // descriptors should be uncommon, but possible. |
| 974 | if (!item2D->m_rp->isCompatible(other: rhiCtx->mainRenderPassDescriptor())) |
| 975 | std::swap(a&: item2D->m_rp, b&: oldRp); |
| 976 | } |
| 977 | if (!item2D->m_rp) { |
| 978 | // Do not pass our object to the Qt Quick scenegraph. It may |
| 979 | // hold on to it, leading to lifetime and ownership issues. |
| 980 | // Rather, create a dedicated, compatible object. |
| 981 | item2D->m_rp = rhiCtx->mainRenderPassDescriptor()->newCompatibleRenderPassDescriptor(); |
| 982 | QSSG_CHECK(item2D->m_rp); |
| 983 | } |
| 984 | QSGRenderTarget sgRt(renderTarget, item2D->m_rp, rhiCtx->commandBuffer()); |
| 985 | sgRt.multiViewCount = data.layer.viewCount; |
| 986 | item2D->m_renderer->setRenderTarget(sgRt); |
| 987 | delete oldRp; |
| 988 | item2D->m_renderer->prepareSceneInline(); |
| 989 | } |
| 990 | renderer.endSubLayerRender(inLayer&: data); |
| 991 | } |
| 992 | |
| 993 | void Item2DPass::renderPass(QSSGRenderer &renderer) |
| 994 | { |
| 995 | QSSG_ASSERT(!item2Ds.isEmpty(), return); |
| 996 | |
| 997 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 998 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 999 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 1000 | |
| 1001 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D render 2D sub-scene" )); |
| 1002 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 1003 | Q_TRACE_SCOPE(QSSG_renderPass, QStringLiteral("Quick3D render 2D sub-scene" )); |
| 1004 | QSSGLayerRenderData *data = QSSGLayerRenderData::getCurrent(renderer); |
| 1005 | renderer.beginSubLayerRender(inLayer&: *data); |
| 1006 | for (const auto &item : std::as_const(t&: item2Ds)) { |
| 1007 | QSSGRenderItem2D *item2D = static_cast<QSSGRenderItem2D *>(item); |
| 1008 | if (item2D->m_renderer && item2D->m_renderer->currentRhi() == renderer.contextInterface()->rhiContext()->rhi()) |
| 1009 | item2D->m_renderer->renderSceneInline(); |
| 1010 | } |
| 1011 | renderer.endSubLayerRender(inLayer&: *data); |
| 1012 | cb->debugMarkEnd(); |
| 1013 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("2D_sub_scene" )); |
| 1014 | } |
| 1015 | |
| 1016 | void Item2DPass::resetForFrame() |
| 1017 | { |
| 1018 | item2Ds.clear(); |
| 1019 | ps = {}; |
| 1020 | } |
| 1021 | |
| 1022 | void InfiniteGridPass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 1023 | { |
| 1024 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 1025 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 1026 | QSSG_ASSERT(!data.renderedCameras.isEmpty(), return); |
| 1027 | QSSG_ASSERT(data.renderedCameras.count() == data.layer.viewCount, return); |
| 1028 | layer = &data.layer; |
| 1029 | QSSG_ASSERT(layer, return); |
| 1030 | |
| 1031 | const auto &shaderCache = renderer.contextInterface()->shaderCache(); |
| 1032 | gridShader = shaderCache->getBuiltInRhiShaders().getRhiGridShader(viewCount: data.layer.viewCount); |
| 1033 | |
| 1034 | ps = data.getPipelineState(); |
| 1035 | ps.samples = rhiCtx->mainPassSampleCount(); |
| 1036 | ps.viewCount = data.layer.viewCount; |
| 1037 | ps.flags.setFlag(flag: QSSGRhiGraphicsPipelineState::Flag::BlendEnabled, on: true); |
| 1038 | ps.polygonMode = QRhiGraphicsPipeline::Fill; |
| 1039 | |
| 1040 | RenderHelpers::rhiPrepareGrid(rhiCtx: rhiCtx.get(), passKey: this, layer&: *layer, cameras&: data.renderedCameras, renderer); |
| 1041 | } |
| 1042 | |
| 1043 | void InfiniteGridPass::renderPass(QSSGRenderer &renderer) |
| 1044 | { |
| 1045 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 1046 | QSSG_ASSERT(gridShader && rhiCtx->rhi()->isRecordingFrame(), return); |
| 1047 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 1048 | |
| 1049 | cb->debugMarkBegin(QByteArrayLiteral("Quick3D render grid" )); |
| 1050 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 1051 | Q_TRACE_SCOPE(QSSG_renderPass, QStringLiteral("Quick3D render grid" )); |
| 1052 | QSSGRhiGraphicsPipelineStatePrivate::setShaderPipeline(ps, pipeline: gridShader.get()); |
| 1053 | QRhiShaderResourceBindings *srb = layer->gridSrb; |
| 1054 | QRhiRenderPassDescriptor *rpDesc = rhiCtx->mainRenderPassDescriptor(); |
| 1055 | renderer.rhiQuadRenderer()->recordRenderQuad(rhiCtx: rhiCtx.get(), ps: &ps, srb, rpDesc, flags: { QSSGRhiQuadRenderer::DepthTest }); |
| 1056 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("render_grid" )); |
| 1057 | } |
| 1058 | |
| 1059 | void InfiniteGridPass::resetForFrame() |
| 1060 | { |
| 1061 | ps = {}; |
| 1062 | layer = nullptr; |
| 1063 | } |
| 1064 | |
| 1065 | void DebugDrawPass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 1066 | { |
| 1067 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 1068 | QSSG_ASSERT(rhiCtx->rhi()->isRecordingFrame(), return); |
| 1069 | QSSGRhiContextPrivate *rhiCtxD = QSSGRhiContextPrivate::get(q: rhiCtx.get()); |
| 1070 | QSSG_ASSERT(!data.renderedCameras.isEmpty(), return); |
| 1071 | QSSG_ASSERT(data.renderedCameras.count() == data.layer.viewCount, return); |
| 1072 | |
| 1073 | const auto &shaderCache = renderer.contextInterface()->shaderCache(); |
| 1074 | debugObjectShader = shaderCache->getBuiltInRhiShaders().getRhiDebugObjectShader(viewCount: data.layer.viewCount); |
| 1075 | ps = data.getPipelineState(); |
| 1076 | ps.samples = rhiCtx->mainPassSampleCount(); |
| 1077 | ps.viewCount = data.layer.viewCount; |
| 1078 | |
| 1079 | // debug objects |
| 1080 | const auto &debugDraw = renderer.contextInterface()->debugDrawSystem(); |
| 1081 | if (debugDraw && debugDraw->hasContent()) { |
| 1082 | QRhi *rhi = rhiCtx->rhi(); |
| 1083 | QRhiResourceUpdateBatch *rub = rhi->nextResourceUpdateBatch(); |
| 1084 | debugDraw->prepareGeometry(rhiCtx: rhiCtx.get(), rub); |
| 1085 | QSSGRhiDrawCallData &dcd = rhiCtxD->drawCallData(key: { .cid: this, .model: nullptr, .entry: nullptr, .entryIdx: 0 }); |
| 1086 | if (!dcd.ubuf) { |
| 1087 | dcd.ubuf = rhi->newBuffer(type: QRhiBuffer::Dynamic, usage: QRhiBuffer::UniformBuffer, size: 64 * data.renderedCameras.count()); |
| 1088 | dcd.ubuf->create(); |
| 1089 | } |
| 1090 | char *ubufData = dcd.ubuf->beginFullDynamicBufferUpdateForCurrentFrame(); |
| 1091 | for (qsizetype viewIdx = 0; viewIdx < data.renderedCameras.count(); ++viewIdx) { |
| 1092 | QMatrix4x4 viewProjection(Qt::Uninitialized); |
| 1093 | data.renderedCameras[viewIdx]->calculateViewProjectionMatrix(outMatrix&: viewProjection); |
| 1094 | viewProjection = rhi->clipSpaceCorrMatrix() * viewProjection; |
| 1095 | memcpy(dest: ubufData, src: viewProjection.constData() + viewIdx * 64, n: 64); |
| 1096 | } |
| 1097 | dcd.ubuf->endFullDynamicBufferUpdateForCurrentFrame(); |
| 1098 | |
| 1099 | QSSGRhiShaderResourceBindingList bindings; |
| 1100 | bindings.addUniformBuffer(binding: 0, stage: QRhiShaderResourceBinding::VertexStage, buf: dcd.ubuf); |
| 1101 | dcd.srb = rhiCtxD->srb(bindings); |
| 1102 | |
| 1103 | rhiCtx->commandBuffer()->resourceUpdate(resourceUpdates: rub); |
| 1104 | } |
| 1105 | } |
| 1106 | |
| 1107 | void DebugDrawPass::renderPass(QSSGRenderer &renderer) |
| 1108 | { |
| 1109 | const auto &rhiCtx = renderer.contextInterface()->rhiContext(); |
| 1110 | QSSG_ASSERT(debugObjectShader && rhiCtx->rhi()->isRecordingFrame(), return); |
| 1111 | QRhiCommandBuffer *cb = rhiCtx->commandBuffer(); |
| 1112 | QSSGRhiContextPrivate *rhiCtxD = QSSGRhiContextPrivate::get(q: rhiCtx.get()); |
| 1113 | |
| 1114 | const auto &debugDraw = renderer.contextInterface()->debugDrawSystem(); |
| 1115 | if (debugDraw && debugDraw->hasContent()) { |
| 1116 | cb->debugMarkBegin(QByteArrayLiteral("Quick 3D debug objects" )); |
| 1117 | Q_TRACE_SCOPE(QSSG_renderPass, QStringLiteral("Quick 3D debug objects" )); |
| 1118 | Q_QUICK3D_PROFILE_START(QQuick3DProfiler::Quick3DRenderPass); |
| 1119 | QSSGRhiGraphicsPipelineStatePrivate::setShaderPipeline(ps, pipeline: debugObjectShader.get()); |
| 1120 | QSSGRhiDrawCallData &dcd = rhiCtxD->drawCallData(key: { .cid: this, .model: nullptr, .entry: nullptr, .entryIdx: 0 }); |
| 1121 | QRhiShaderResourceBindings *srb = dcd.srb; |
| 1122 | QRhiRenderPassDescriptor *rpDesc = rhiCtx->mainRenderPassDescriptor(); |
| 1123 | debugDraw->recordRenderDebugObjects(rhiCtx: rhiCtx.get(), ps: &ps, srb, rpDesc); |
| 1124 | cb->debugMarkEnd(); |
| 1125 | Q_QUICK3D_PROFILE_END_WITH_STRING(QQuick3DProfiler::Quick3DRenderPass, 0, QByteArrayLiteral("debug_objects" )); |
| 1126 | } |
| 1127 | } |
| 1128 | |
| 1129 | void DebugDrawPass::resetForFrame() |
| 1130 | { |
| 1131 | ps = {}; |
| 1132 | } |
| 1133 | |
| 1134 | void UserPass::renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) |
| 1135 | { |
| 1136 | Q_UNUSED(renderer); |
| 1137 | auto &frameData = data.getFrameData(); |
| 1138 | for (const auto &p : std::as_const(t&: extensions)) { |
| 1139 | p->prepareRender(data&: frameData); |
| 1140 | if (p->mode() == QSSGRenderExtension::RenderMode::Standalone) |
| 1141 | p->render(data&: frameData); |
| 1142 | } |
| 1143 | } |
| 1144 | |
| 1145 | void UserPass::renderPass(QSSGRenderer &renderer) |
| 1146 | { |
| 1147 | auto *data = QSSGLayerRenderData::getCurrent(renderer); |
| 1148 | QSSG_ASSERT(data, return); |
| 1149 | auto &frameData = data->getFrameData(); |
| 1150 | for (const auto &p : std::as_const(t&: extensions)) { |
| 1151 | if (p->mode() == QSSGRenderExtension::RenderMode::Main) |
| 1152 | p->render(data&: frameData); |
| 1153 | } |
| 1154 | } |
| 1155 | |
| 1156 | void UserPass::resetForFrame() |
| 1157 | { |
| 1158 | for (const auto &p : std::as_const(t&: extensions)) |
| 1159 | p->resetForFrame(); |
| 1160 | |
| 1161 | // TODO: We should track if we need to update this list. |
| 1162 | extensions.clear(); |
| 1163 | } |
| 1164 | |
| 1165 | QT_END_NAMESPACE |
| 1166 | |