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// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include <QtTest>
#include <QtCore/qvector.h>
#include <ssg/qssgrendercontextcore.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderer_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendercamera_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderbuffermanager_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershadercodegenerator_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrhicustommaterialsystem_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershadercache_p.h>
#include <QtQuick3DRuntimeRender/private/qssgdebugdrawsystem_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderroot_p.h>
#include <QtQuick3D/private/qquick3dscenemanager_p.h>
class tst_renderer : public QObject
{
Q_OBJECT
public:
tst_renderer();
~tst_renderer() = default;
private Q_SLOTS:
void initTestCase();
void bench_prep();
void bench_dynamic_remove();
void bench_dynamic_add();
private:
QRhi *rhi = nullptr;
std::shared_ptr<QSSGRenderContextInterface> renderContext;
QSharedPointer<QQuick3DSceneManager> sceneManager;
QQuick3DWindowAttachment *wa = nullptr;
QString meshPath;
int modelCount = 0;
QSSGRenderCamera camera{ QSSGRenderCamera::Type::OrthographicCamera };
QSSGRenderLayer layer;
struct AddPair
{
QSSGRenderNode *parent = nullptr;
QSSGRenderNode *child = nullptr;
};
std::vector<QSSGRenderNode *> remove;
std::vector<AddPair> add;
};
tst_renderer::tst_renderer()
{
}
void tst_renderer::initTestCase()
{
sceneManager.reset(new QQuick3DSceneManager);
rhi = QRhi::create(QRhi::Null, nullptr);
QRhiCommandBuffer *cb;
rhi->beginOffscreenFrame(&cb);
std::unique_ptr<QSSGRhiContext> rhiContext = std::make_unique<QSSGRhiContext>(rhi);
QSSGRhiContextPrivate::get(rhiContext.get())->setCommandBuffer(cb);
renderContext = std::make_shared<QSSGRenderContextInterface>(std::make_unique<QSSGBufferManager>(),
std::make_unique<QSSGRenderer>(),
std::make_shared<QSSGShaderLibraryManager>(),
std::make_unique<QSSGShaderCache>(*rhiContext),
std::make_unique<QSSGCustomMaterialSystem>(),
std::make_unique<QSSGProgramGenerator>(),
std::move(rhiContext));
wa = new QQuick3DWindowAttachment(nullptr);
wa->setRci(renderContext);
sceneManager->wattached = wa;
wa->rootNode()->addChild(layer);
layer.rootNode = wa->rootNode();
meshPath = qEnvironmentVariable("tst_mesh", "#Cube");
bool ok = true;
int n = qEnvironmentVariableIntValue("tst_count", &ok);
if (!ok)
n = 22; // 22^3 = 10648 models
modelCount = n * n * n;
Q_ASSERT(n > 0 && n <= 100); // Note: Models = count^3
const float spacing = 20.0f;
const float offset = -spacing * float(n) * 0.5f;
layer.explicitCameras.resize(1);
layer.explicitCameras[0] = &camera;
const auto &renderer = renderContext->renderer();
const auto viewport = QRect(QPoint(), QSize(800,600));
renderer->setViewport(viewport);
renderer->setScissorRect(viewport);
QSSGRenderNode *parent = &layer;
size_t counter = 0;
for (int x = 0; x != n; ++x) {
for (int y = 0; y != n; ++y) {
for (int z = 0; z != n; ++z) {
++counter;
// Set-up model
QSSGRenderModel *model = new QSSGRenderModel;
// Each 4th model we'll change the parent
if (counter % 4 == 0) {
parent->addChild(*model);
parent = model;
} else {
parent->addChild(*model);
}
// Every 50th model we'll put in the remove list
if (counter % 50 == 0)
remove.push_back(model);
model->meshPath = QSSGRenderPath("#Cube");
model->localTransform.translate(QVector3D((float(x) + offset) * spacing,
(float(y) + offset) * spacing,
(float(z) + offset) * spacing));
// Set-up material
QSSGRenderDefaultMaterial *mat = new QSSGRenderDefaultMaterial;
mat->color = QVector4D(1.0f, 0.0f, 0.0f, 1.0f);
mat->opacity = (z % 2) ? 1.0f : 0.5f;
mat->lighting = QSSGRenderDefaultMaterial::MaterialLighting::NoLighting;
model->materials.push_back(mat);
}
}
}
// Manually mark the layer dirty (The layers are marked dirty during sync)
layer.markDirty(QSSGRenderLayer::DirtyFlag::TreeDirty);
}
void tst_renderer::bench_prep()
{
QVERIFY(!layer.children.isEmpty());
const auto &renderer = renderContext->renderer();
QBENCHMARK {
renderer->beginFrame(layer);
renderer->prepareLayerForRender(layer);
renderer->endFrame(layer);
}
}
void tst_renderer::bench_dynamic_remove()
{
// Here we'll benchmark what the cost is when the
// the scene is adding a node each frame.
QVERIFY(!layer.children.isEmpty());
const auto &renderer = renderContext->renderer();
QBENCHMARK {
// Remove a model
if (remove.size() > 0) {
QSSGRenderNode *model = remove.back();
remove.pop_back();
QSSGRenderNode *parent = model->parent;
parent->removeChild(*model);
add.push_back({parent, model});
// Manually mark the layer dirty (The layers are marked dirty during sync)
layer.markDirty(QSSGRenderLayer::DirtyFlag::TreeDirty);
}
renderer->beginFrame(layer);
renderer->prepareLayerForRender(layer);
renderer->endFrame(layer);
}
}
void tst_renderer::bench_dynamic_add()
{
// Here we'll benchmark what the cost is when the
// the scene is removing a node each frame.
QVERIFY(!layer.children.isEmpty());
const auto &renderer = renderContext->renderer();
QBENCHMARK {
// Add a model back
if (add.size() > 0) {
auto [parent, child] = add.back();
add.pop_back();
parent->addChild(*child);
// Manually mark the layer dirty (The layers are marked dirty during sync)
layer.markDirty(QSSGRenderLayer::DirtyFlag::TreeDirty);
}
renderer->beginFrame(layer);
renderer->prepareLayerForRender(layer);
renderer->endFrame(layer);
}
}
QTEST_APPLESS_MAIN(tst_renderer)
#include "tst_renderer.moc"
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