blob: ee01754d3b18efef35d6eeceb3555efdede84bb4 [file]
/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
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** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
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****************************************************************************/
#ifndef QT3DRENDER_RENDER_RENDERER_H
#define QT3DRENDER_RENDER_RENDERER_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <Qt3DRender/qrenderaspect.h>
#include <Qt3DRender/qtechnique.h>
#include <Qt3DRender/private/shaderparameterpack_p.h>
#include <Qt3DRender/private/handle_types_p.h>
#include <Qt3DRender/private/abstractrenderer_p.h>
#include <Qt3DCore/qaspectjob.h>
#include <Qt3DRender/private/qt3drender_global_p.h>
#include <Qt3DRender/private/pickboundingvolumejob_p.h>
#include <Qt3DRender/private/raycastingjob_p.h>
#include <Qt3DRender/private/rendersettings_p.h>
#include <Qt3DRender/private/renderviewinitializerjob_p.h>
#include <Qt3DRender/private/expandboundingvolumejob_p.h>
#include <Qt3DRender/private/updateworldtransformjob_p.h>
#include <Qt3DRender/private/calcboundingvolumejob_p.h>
#include <Qt3DRender/private/updateshaderdatatransformjob_p.h>
#include <Qt3DRender/private/framecleanupjob_p.h>
#include <Qt3DRender/private/updateworldboundingvolumejob_p.h>
#include <Qt3DRender/private/updatetreeenabledjob_p.h>
#include <Qt3DRender/private/platformsurfacefilter_p.h>
#include <Qt3DRender/private/sendrendercapturejob_p.h>
#include <Qt3DRender/private/sendbuffercapturejob_p.h>
#include <Qt3DRender/private/genericlambdajob_p.h>
#include <Qt3DRender/private/updatemeshtrianglelistjob_p.h>
#include <Qt3DRender/private/filtercompatibletechniquejob_p.h>
#include <Qt3DRender/private/updateskinningpalettejob_p.h>
#include <Qt3DRender/private/updateentitylayersjob_p.h>
#include <Qt3DRender/private/renderercache_p.h>
#include <Qt3DRender/private/texture_p.h>
#include <Qt3DRender/private/glfence_p.h>
#include <Qt3DRender/private/shaderbuilder_p.h>
#include <Qt3DRender/private/lightgatherer_p.h>
#include <QHash>
#include <QMatrix4x4>
#include <QObject>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QMutex>
#include <QWaitCondition>
#include <QAtomicInt>
#include <QScopedPointer>
#include <QSemaphore>
#include <functional>
#if defined(QT_BUILD_INTERNAL)
class tst_Renderer;
#endif
QT_BEGIN_NAMESPACE
class QSurface;
class QMouseEvent;
class QScreen;
namespace Qt3DCore {
class QEntity;
class QFrameAllocator;
class QEventFilterService;
}
namespace Qt3DRender {
class QCamera;
class QMaterial;
class QShaderProgram;
class QMesh;
class QRenderPass;
class QAbstractShapeMesh;
struct GraphicsApiFilterData;
class QSceneImporter;
#if QT_CONFIG(qt3d_profile_jobs)
namespace Debug {
class CommandExecuter;
}
#endif
namespace Render {
class CameraLens;
class SubmissionContext;
class FrameGraphNode;
class Material;
class Technique;
class Shader;
class Entity;
class RenderCommand;
class RenderQueue;
class RenderView;
class Effect;
class RenderPass;
class RenderThread;
class RenderStateSet;
class VSyncFrameAdvanceService;
class PickEventFilter;
class NodeManagers;
class ShaderCache;
class UpdateLevelOfDetailJob;
typedef QSharedPointer<UpdateLevelOfDetailJob> UpdateLevelOfDetailJobPtr;
using SynchronizerJobPtr = GenericLambdaJobPtr<std::function<void()>>;
using SynchronizerPostFramePtr = GenericLambdaJobAndPostFramePtr<std::function<void ()>, std::function<void (Qt3DCore::QAspectManager *)>>;
template<typename T, typename ... Ts>
class FilterEntityByComponentJob;
template<typename T, typename ... Ts>
using FilterEntityByComponentJobPtr = QSharedPointer<FilterEntityByComponentJob<T, Ts...>>;
using ComputableEntityFilterPtr = FilterEntityByComponentJobPtr<Render::ComputeCommand, Render::Material>;
using RenderableEntityFilterPtr = FilterEntityByComponentJobPtr<Render::GeometryRenderer, Render::Material>;
class Q_3DRENDERSHARED_PRIVATE_EXPORT Renderer : public AbstractRenderer
{
public:
explicit Renderer(QRenderAspect::RenderType type);
~Renderer();
void dumpInfo() const override;
API api() const override { return AbstractRenderer::OpenGL; }
qint64 time() const override;
void setTime(qint64 time) override;
void setNodeManagers(NodeManagers *managers) override;
void setServices(Qt3DCore::QServiceLocator *services) override;
void setSurfaceExposed(bool exposed) override;
NodeManagers *nodeManagers() const override;
Qt3DCore::QServiceLocator *services() const override { return m_services; }
void initialize() override;
void shutdown() override;
void releaseGraphicsResources() override;
void render() override;
void doRender(bool swapBuffers = true) override;
void cleanGraphicsResources() override;
bool isRunning() const override { return m_running.loadRelaxed(); }
void setSceneRoot(Entity *sgRoot) override;
Entity *sceneRoot() const override { return m_renderSceneRoot; }
FrameGraphNode *frameGraphRoot() const override;
RenderQueue *renderQueue() const { return m_renderQueue; }
void markDirty(BackendNodeDirtySet changes, BackendNode *node) override;
BackendNodeDirtySet dirtyBits() override;
#if defined(QT_BUILD_INTERNAL)
void clearDirtyBits(BackendNodeDirtySet changes) override;
#endif
bool shouldRender() const override;
void skipNextFrame() override;
QVector<Qt3DCore::QAspectJobPtr> preRenderingJobs() override;
QVector<Qt3DCore::QAspectJobPtr> renderBinJobs() override;
Qt3DCore::QAspectJobPtr pickBoundingVolumeJob() override;
Qt3DCore::QAspectJobPtr rayCastingJob() override;
Qt3DCore::QAspectJobPtr syncLoadingJobs() override;
Qt3DCore::QAspectJobPtr expandBoundingVolumeJob() override;
QVector<Qt3DCore::QAspectJobPtr> createRenderBufferJobs() const;
inline FrameCleanupJobPtr frameCleanupJob() const { return m_cleanupJob; }
inline UpdateShaderDataTransformJobPtr updateShaderDataTransformJob() const { return m_updateShaderDataTransformJob; }
inline CalculateBoundingVolumeJobPtr calculateBoundingVolumeJob() const { return m_calculateBoundingVolumeJob; }
inline UpdateTreeEnabledJobPtr updateTreeEnabledJob() const { return m_updateTreeEnabledJob; }
inline UpdateWorldTransformJobPtr updateWorldTransformJob() const { return m_worldTransformJob; }
inline UpdateWorldBoundingVolumeJobPtr updateWorldBoundingVolumeJob() const { return m_updateWorldBoundingVolumeJob; }
inline UpdateLevelOfDetailJobPtr updateLevelOfDetailJob() const { return m_updateLevelOfDetailJob; }
inline UpdateMeshTriangleListJobPtr updateMeshTriangleListJob() const { return m_updateMeshTriangleListJob; }
inline FilterCompatibleTechniqueJobPtr filterCompatibleTechniqueJob() const { return m_filterCompatibleTechniqueJob; }
inline SynchronizerJobPtr syncLoadingJobs() const { return m_syncLoadingJobs; }
inline UpdateSkinningPaletteJobPtr updateSkinningPaletteJob() const { return m_updateSkinningPaletteJob; }
inline SynchronizerPostFramePtr introspectShadersJob() const { return m_introspectShaderJob; }
inline Qt3DCore::QAspectJobPtr bufferGathererJob() const { return m_bufferGathererJob; }
inline Qt3DCore::QAspectJobPtr textureGathererJob() const { return m_textureGathererJob; }
inline Qt3DCore::QAspectJobPtr sendTextureChangesToFrontendJob() const { return m_sendTextureChangesToFrontendJob; }
inline UpdateEntityLayersJobPtr updateEntityLayersJob() const { return m_updateEntityLayersJob; }
inline LightGathererPtr lightGathererJob() const { return m_lightGathererJob; }
inline RenderableEntityFilterPtr renderableEntityFilterJob() const { return m_renderableEntityFilterJob; }
inline ComputableEntityFilterPtr computableEntityFilterJob() const { return m_computableEntityFilterJob; }
inline SynchronizerJobPtr cacheLightJob() const { return m_cacheLightsJob; }
inline SynchronizerJobPtr cacheRenderableEntitiesJob() const { return m_cacheRenderableEntitiesJob; }
inline SynchronizerJobPtr cacheComputableEntitiesJob() const { return m_cacheComputableEntitiesJob; }
Qt3DCore::QAbstractFrameAdvanceService *frameAdvanceService() const override;
void registerEventFilter(Qt3DCore::QEventFilterService *service) override;
void setSettings(RenderSettings *settings) override;
RenderSettings *settings() const override;
QOpenGLContext *shareContext() const override;
// Executed in secondary GL thread
void loadShader(Shader *shader, Qt3DRender::Render::HShader shaderHandle) override;
void updateGLResources();
void updateTexture(Texture *texture);
void cleanupTexture(Qt3DCore::QNodeId cleanedUpTextureId);
void downloadGLBuffers();
void blitFramebuffer(Qt3DCore::QNodeId inputRenderTargetId,
Qt3DCore::QNodeId outputRenderTargetId,
QRect inputRect,
QRect outputRect,
GLuint defaultFramebuffer);
void prepareCommandsSubmission(const QVector<RenderView *> &renderViews);
bool executeCommandsSubmission(const RenderView *rv);
bool updateVAOWithAttributes(Geometry *geometry,
const RenderCommand *command,
Shader *shader,
bool forceUpdate);
bool requiresVAOAttributeUpdate(Geometry *geometry,
const RenderCommand *command) const;
void setOpenGLContext(QOpenGLContext *context) override;
const GraphicsApiFilterData *contextInfo() const;
SubmissionContext *submissionContext() const;
inline RenderStateSet *defaultRenderState() const { return m_defaultRenderStateSet; }
QList<QPair<QObject*, QMouseEvent>> pendingPickingEvents() const;
QList<QKeyEvent> pendingKeyEvents() const;
void addRenderCaptureSendRequest(Qt3DCore::QNodeId nodeId);
const QVector<Qt3DCore::QNodeId> takePendingRenderCaptureSendRequests();
void enqueueRenderView(RenderView *renderView, int submitOrder);
bool isReadyToSubmit();
QVariant executeCommand(const QStringList &args) override;
void setOffscreenSurfaceHelper(OffscreenSurfaceHelper *helper) override;
QSurfaceFormat format() override;
struct ViewSubmissionResultData
{
ViewSubmissionResultData()
: lastBoundFBOId(0)
, surface(nullptr)
{}
uint lastBoundFBOId;
QSurface *surface;
};
ViewSubmissionResultData submitRenderViews(const QVector<Render::RenderView *> &renderViews);
RendererCache *cache() { return &m_cache; }
void setScreen(QScreen *scr) override;
QScreen *screen() const override;
#ifdef QT3D_RENDER_UNIT_TESTS
public:
#else
private:
#endif
bool canRender() const;
Qt3DCore::QServiceLocator *m_services;
NodeManagers *m_nodesManager;
// Frame graph root
Qt3DCore::QNodeId m_frameGraphRootUuid;
Entity *m_renderSceneRoot;
// Fail safe values that we can use if a RenderCommand
// is missing a shader
RenderStateSet *m_defaultRenderStateSet;
ShaderParameterPack m_defaultUniformPack;
QScopedPointer<SubmissionContext> m_submissionContext;
QSurfaceFormat m_format;
RenderQueue *m_renderQueue;
QScopedPointer<RenderThread> m_renderThread;
QScopedPointer<VSyncFrameAdvanceService> m_vsyncFrameAdvanceService;
QSemaphore m_submitRenderViewsSemaphore;
QSemaphore m_waitForInitializationToBeCompleted;
QMutex m_hasBeenInitializedMutex;
QAtomicInt m_running;
QScopedPointer<PickEventFilter> m_pickEventFilter;
QVector<Attribute *> m_dirtyAttributes;
QVector<Geometry *> m_dirtyGeometry;
QAtomicInt m_exposed;
struct DirtyBits {
BackendNodeDirtySet marked = 0; // marked dirty since last job build
BackendNodeDirtySet remaining = 0; // remaining dirty after jobs have finished
};
DirtyBits m_dirtyBits;
QAtomicInt m_lastFrameCorrect;
QOpenGLContext *m_glContext;
QOpenGLContext *m_shareContext;
mutable QMutex m_shareContextMutex;
ShaderCache *m_shaderCache;
PickBoundingVolumeJobPtr m_pickBoundingVolumeJob;
RayCastingJobPtr m_rayCastingJob;
qint64 m_time;
RenderSettings *m_settings;
UpdateShaderDataTransformJobPtr m_updateShaderDataTransformJob;
FrameCleanupJobPtr m_cleanupJob;
UpdateWorldTransformJobPtr m_worldTransformJob;
ExpandBoundingVolumeJobPtr m_expandBoundingVolumeJob;
CalculateBoundingVolumeJobPtr m_calculateBoundingVolumeJob;
UpdateWorldBoundingVolumeJobPtr m_updateWorldBoundingVolumeJob;
UpdateTreeEnabledJobPtr m_updateTreeEnabledJob;
SendRenderCaptureJobPtr m_sendRenderCaptureJob;
SendBufferCaptureJobPtr m_sendBufferCaptureJob;
UpdateSkinningPaletteJobPtr m_updateSkinningPaletteJob;
UpdateLevelOfDetailJobPtr m_updateLevelOfDetailJob;
UpdateMeshTriangleListJobPtr m_updateMeshTriangleListJob;
FilterCompatibleTechniqueJobPtr m_filterCompatibleTechniqueJob;
UpdateEntityLayersJobPtr m_updateEntityLayersJob;
LightGathererPtr m_lightGathererJob;
RenderableEntityFilterPtr m_renderableEntityFilterJob;
ComputableEntityFilterPtr m_computableEntityFilterJob;
QVector<Qt3DCore::QNodeId> m_pendingRenderCaptureSendRequests;
void performDraw(RenderCommand *command);
void performCompute(const RenderView *rv, RenderCommand *command);
void createOrUpdateVAO(RenderCommand *command,
HVao *previousVAOHandle,
OpenGLVertexArrayObject **vao);
SynchronizerJobPtr m_bufferGathererJob;
SynchronizerJobPtr m_vaoGathererJob;
SynchronizerJobPtr m_textureGathererJob;
SynchronizerPostFramePtr m_sendTextureChangesToFrontendJob;
SynchronizerJobPtr m_sendSetFenceHandlesToFrontendJob;
SynchronizerPostFramePtr m_sendDisablesToFrontendJob;
SynchronizerPostFramePtr m_introspectShaderJob;
SynchronizerJobPtr m_syncLoadingJobs;
SynchronizerJobPtr m_cacheRenderableEntitiesJob;
SynchronizerJobPtr m_cacheComputableEntitiesJob;
SynchronizerJobPtr m_cacheLightsJob;
void lookForAbandonedVaos();
void lookForDirtyBuffers();
void lookForDownloadableBuffers();
void lookForDirtyTextures();
void reloadDirtyShaders();
void sendShaderChangesToFrontend(Qt3DCore::QAspectManager *manager);
void sendTextureChangesToFrontend(Qt3DCore::QAspectManager *manager);
void sendSetFenceHandlesToFrontend();
void sendDisablesToFrontend(Qt3DCore::QAspectManager *manager);
QMutex m_abandonedVaosMutex;
QVector<HVao> m_abandonedVaos;
QVector<HBuffer> m_dirtyBuffers;
QVector<Qt3DCore::QNodeId> m_downloadableBuffers;
QVector<HShader> m_dirtyShaders;
QVector<HTexture> m_dirtyTextures;
QVector<QPair<Texture::TextureUpdateInfo, Qt3DCore::QNodeIdVector>> m_updatedTextureProperties;
QVector<QPair<Qt3DCore::QNodeId, GLFence>> m_updatedSetFences;
QVector<Qt3DCore::QNodeId> m_updatedDisableSubtreeEnablers;
Qt3DCore::QNodeIdVector m_textureIdsToCleanup;
QVector<ShaderBuilderUpdate> m_shaderBuilderUpdates;
bool m_ownedContext;
OffscreenSurfaceHelper *m_offscreenHelper;
QMutex m_offscreenSurfaceMutex;
#if QT_CONFIG(qt3d_profile_jobs)
QScopedPointer<Qt3DRender::Debug::CommandExecuter> m_commandExecuter;
friend class Qt3DRender::Debug::CommandExecuter;
#endif
#ifdef QT_BUILD_INTERNAL
friend class ::tst_Renderer;
#endif
QMetaObject::Connection m_contextConnection;
RendererCache m_cache;
bool m_shouldSwapBuffers;
QVector<FrameGraphNode *> m_frameGraphLeaves;
QScreen *m_screen = nullptr;
};
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_RENDER_RENDERER_H