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| ** Copyright (C) 2016 Paul Lemire |
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| |
| #include "materialparametergathererjob_p.h" |
| #include <Qt3DRender/private/nodemanagers_p.h> |
| #include <Qt3DRender/private/managers_p.h> |
| #include <Qt3DRender/private/renderpassfilternode_p.h> |
| #include <Qt3DRender/private/techniquefilternode_p.h> |
| #include <Qt3DRender/private/job_common_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| namespace Qt3DRender { |
| |
| namespace Render { |
| |
| namespace OpenGL { |
| |
| namespace { |
| |
| int materialParameterGathererCounter = 0; |
| const int likelyNumberOfParameters = 24; |
| |
| } // anonymous |
| |
| class MaterialParameterGathererJobPrivate : public Qt3DCore::QAspectJobPrivate |
| { |
| public: |
| MaterialParameterGathererJobPrivate(MaterialParameterGathererJob *q) : q_ptr(q) { } |
| ~MaterialParameterGathererJobPrivate() override = default; |
| |
| bool isRequired() const override; |
| void postFrame(Qt3DCore::QAspectManager *manager) override; |
| |
| MaterialParameterGathererJob *q_ptr; |
| Q_DECLARE_PUBLIC(MaterialParameterGathererJob) |
| }; |
| |
| bool MaterialParameterGathererJobPrivate::isRequired() const |
| { |
| return !q_ptr->m_handles.empty(); |
| } |
| |
| void MaterialParameterGathererJobPrivate::postFrame(Qt3DCore::QAspectManager *manager) |
| { |
| Q_UNUSED(manager) |
| materialParameterGathererCounter = 0; |
| } |
| |
| MaterialParameterGathererJob::MaterialParameterGathererJob() |
| : Qt3DCore::QAspectJob(*new MaterialParameterGathererJobPrivate(this)) |
| , m_manager(nullptr) |
| , m_techniqueFilter(nullptr) |
| , m_renderPassFilter(nullptr) |
| { |
| SET_JOB_RUN_STAT_TYPE(this, JobTypes::MaterialParameterGathering, materialParameterGathererCounter++) |
| } |
| |
| // TechniqueFilter / RenderPassFilter |
| |
| // Parameters from Material/Effect/Technique |
| |
| // Note: we could maybe improve that by having a smart update when we detect |
| // that a parameter value has changed. That might require way more book keeping |
| // which might make this solution a bit too complex |
| |
| // The fact that this can now be performed in parallel should already provide a big |
| // improvement |
| void MaterialParameterGathererJob::run() |
| { |
| for (const HMaterial &materialHandle : qAsConst(m_handles)) { |
| Material *material = m_manager->materialManager()->data(materialHandle); |
| |
| if (Q_UNLIKELY(!material->isEnabled())) |
| continue; |
| |
| Effect *effect = m_manager->effectManager()->lookupResource(material->effect()); |
| Technique *technique = findTechniqueForEffect(m_manager, m_techniqueFilter, effect); |
| |
| if (Q_LIKELY(technique != nullptr)) { |
| RenderPassList passes = findRenderPassesForTechnique(m_manager, m_renderPassFilter, technique); |
| if (Q_LIKELY(passes.size() > 0)) { |
| // Order set: |
| // 1 Pass Filter |
| // 2 Technique Filter |
| // 3 Material |
| // 4 Effect |
| // 5 Technique |
| // 6 RenderPass |
| |
| // Add Parameters define in techniqueFilter and passFilter |
| // passFilter have priority over techniqueFilter |
| |
| ParameterInfoList parameters; |
| // Doing the reserve allows a gain of 0.5ms on some of the demo examples |
| parameters.reserve(likelyNumberOfParameters); |
| |
| if (m_renderPassFilter) |
| parametersFromParametersProvider(¶meters, m_manager->parameterManager(), |
| m_renderPassFilter); |
| if (m_techniqueFilter) |
| parametersFromParametersProvider(¶meters, m_manager->parameterManager(), |
| m_techniqueFilter); |
| // Get the parameters for our selected rendering setup (override what was defined in the technique/pass filter) |
| parametersFromMaterialEffectTechnique(¶meters, m_manager->parameterManager(), material, effect, technique); |
| |
| for (RenderPass *renderPass : passes) { |
| ParameterInfoList globalParameters = parameters; |
| parametersFromParametersProvider(&globalParameters, m_manager->parameterManager(), renderPass); |
| auto it = m_parameters.find(material->peerId()); |
| if (it != m_parameters.end()) |
| it->push_back({renderPass, globalParameters}); |
| else |
| m_parameters.insert(material->peerId(), {{renderPass, globalParameters}}); |
| } |
| } |
| } |
| } |
| } |
| |
| } // OpenGL |
| |
| } // Render |
| |
| } // Qt3DRender |
| |
| QT_END_NAMESPACE |