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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Copyright (C) 2016 Jolla Ltd, author: <gunnar.sletta@jollamobile.com>
** Copyright (C) 2016 Robin Burchell <robin.burchell@viroteck.net>
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtQuick module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** 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.
**
** GNU General Public License Usage
** 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
** be met: https://www.gnu.org/licenses/gpl-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSGBATCHRENDERER_P_H
#define QSGBATCHRENDERER_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <private/qsgrenderer_p.h>
#include <private/qsgdefaultrendercontext_p.h>
#include <private/qsgnodeupdater_p.h>
#include <private/qsgrendernode_p.h>
#include <private/qdatabuffer_p.h>
#include <private/qsgtexture_p.h>
#include <QtCore/QBitArray>
#include <QtCore/QStack>
#include <QtGui/QOpenGLFunctions>
#include <QtGui/private/qrhi_p.h>
QT_BEGIN_NAMESPACE
class QOpenGLVertexArrayObject;
namespace QSGBatchRenderer
{
#define QSG_RENDERER_COORD_LIMIT 1000000.0f
struct Vec;
struct Rect;
struct Buffer;
struct Chunk;
struct Batch;
struct Node;
class Updater;
class Renderer;
class ShaderManager;
template <typename Type, int PageSize> class AllocatorPage
{
public:
// The memory used by this allocator
char data[sizeof(Type) * PageSize];
// 'blocks' contains a list of free indices which can be allocated.
// The first available index is found in PageSize - available.
int blocks[PageSize];
// 'available' is the number of available instances this page has left to allocate.
int available;
// This is not strictly needed, but useful for sanity checking and anyway
// pretty small..
QBitArray allocated;
AllocatorPage()
: available(PageSize)
, allocated(PageSize)
{
for (int i=0; i<PageSize; ++i)
blocks[i] = i;
// Zero out all new pages.
memset(data, 0, sizeof(data));
}
const Type *at(uint index) const
{
return (Type *) &data[index * sizeof(Type)];
}
Type *at(uint index)
{
return (Type *) &data[index * sizeof(Type)];
}
};
template <typename Type, int PageSize> class Allocator
{
public:
Allocator()
{
pages.push_back(new AllocatorPage<Type, PageSize>());
}
~Allocator()
{
qDeleteAll(pages);
}
Type *allocate()
{
AllocatorPage<Type, PageSize> *p = 0;
for (int i = m_freePage; i < pages.size(); i++) {
if (pages.at(i)->available > 0) {
p = pages.at(i);
m_freePage = i;
break;
}
}
// we couldn't find a free page from m_freePage to the last page.
// either there is no free pages, or there weren't any in the area we
// scanned: rescanning is expensive, so let's just assume there isn't
// one. when an item is released, we'll reset m_freePage anyway.
if (!p) {
p = new AllocatorPage<Type, PageSize>();
m_freePage = pages.count();
pages.push_back(p);
}
uint pos = p->blocks[PageSize - p->available];
void *mem = p->at(pos);
p->available--;
p->allocated.setBit(pos);
Type *t = (Type*)mem;
return t;
}
void releaseExplicit(uint pageIndex, uint index)
{
AllocatorPage<Type, PageSize> *page = pages.at(pageIndex);
if (!page->allocated.testBit(index))
qFatal("Double delete in allocator: page=%d, index=%d", pageIndex , index);
// Zero this instance as we're done with it.
void *mem = page->at(index);
memset(mem, 0, sizeof(Type));
page->allocated[index] = false;
page->available++;
page->blocks[PageSize - page->available] = index;
// Remove the pages if they are empty and they are the last ones. We need to keep the
// order of pages since we have references to their index, so we can only remove
// from the end.
while (page->available == PageSize && pages.size() > 1 && pages.back() == page) {
pages.pop_back();
delete page;
page = pages.back();
}
// Reset the free page to force a scan for a new free point.
m_freePage = 0;
}
void release(Type *t)
{
int pageIndex = -1;
for (int i=0; i<pages.size(); ++i) {
AllocatorPage<Type, PageSize> *p = pages.at(i);
if ((Type *) (&p->data[0]) <= t && (Type *) (&p->data[PageSize * sizeof(Type)]) > t) {
pageIndex = i;
break;
}
}
Q_ASSERT(pageIndex >= 0);
AllocatorPage<Type, PageSize> *page = pages.at(pageIndex);
int index = (quint64(t) - quint64(&page->data[0])) / sizeof(Type);
releaseExplicit(pageIndex, index);
}
QVector<AllocatorPage<Type, PageSize> *> pages;
int m_freePage = 0;
};
inline bool hasMaterialWithBlending(QSGGeometryNode *n)
{
return (n->opaqueMaterial() ? n->opaqueMaterial()->flags() & QSGMaterial::Blending
: n->material()->flags() & QSGMaterial::Blending);
}
struct Pt {
float x, y;
void map(const QMatrix4x4 &mat) {
Pt r;
const float *m = mat.constData();
r.x = x * m[0] + y * m[4] + m[12];
r.y = x * m[1] + y * m[5] + m[13];
x = r.x;
y = r.y;
}
void set(float nx, float ny) {
x = nx;
y = ny;
}
};
inline QDebug operator << (QDebug d, const Pt &p) {
d << "Pt(" << p.x << p.y << ")";
return d;
}
struct Rect {
Pt tl, br; // Top-Left (min) and Bottom-Right (max)
void operator |= (const Pt &pt) {
if (pt.x < tl.x)
tl.x = pt.x;
if (pt.x > br.x)
br.x = pt.x;
if (pt.y < tl.y)
tl.y = pt.y;
if (pt.y > br.y)
br.y = pt.y;
}
void operator |= (const Rect &r) {
if (r.tl.x < tl.x)
tl.x = r.tl.x;
if (r.tl.y < tl.y)
tl.y = r.tl.y;
if (r.br.x > br.x)
br.x = r.br.x;
if (r.br.y > br.y)
br.y = r.br.y;
}
void map(const QMatrix4x4 &m);
void set(float left, float top, float right, float bottom) {
tl.set(left, top);
br.set(right, bottom);
}
bool intersects(const Rect &r) {
bool xOverlap = r.tl.x < br.x && r.br.x > tl.x;
bool yOverlap = r.tl.y < br.y && r.br.y > tl.y;
return xOverlap && yOverlap;
}
bool isOutsideFloatRange() const {
return tl.x < -QSG_RENDERER_COORD_LIMIT
|| tl.y < -QSG_RENDERER_COORD_LIMIT
|| br.x > QSG_RENDERER_COORD_LIMIT
|| br.y > QSG_RENDERER_COORD_LIMIT;
}
};
inline QDebug operator << (QDebug d, const Rect &r) {
d << "Rect(" << r.tl.x << r.tl.y << r.br.x << r.br.y << ")";
return d;
}
struct Buffer {
GLuint id;
int size;
// Data is only valid while preparing the upload. Exception is if we are using the
// broken IBO workaround or we are using a visualization mode.
char *data;
QRhiBuffer *buf;
uint nonDynamicChangeCount;
};
struct Element {
Element()
: boundsComputed(false)
, boundsOutsideFloatRange(false)
, translateOnlyToRoot(false)
, removed(false)
, orphaned(false)
, isRenderNode(false)
, isMaterialBlended(false)
{
}
void setNode(QSGGeometryNode *n) {
node = n;
isMaterialBlended = hasMaterialWithBlending(n);
}
inline void ensureBoundsValid() {
if (!boundsComputed)
computeBounds();
}
void computeBounds();
QSGGeometryNode *node = nullptr;
Batch *batch = nullptr;
Element *nextInBatch = nullptr;
Node *root = nullptr;
Rect bounds; // in device coordinates
int order = 0;
QRhiShaderResourceBindings *srb = nullptr;
QRhiGraphicsPipeline *ps = nullptr;
uint boundsComputed : 1;
uint boundsOutsideFloatRange : 1;
uint translateOnlyToRoot : 1;
uint removed : 1;
uint orphaned : 1;
uint isRenderNode : 1;
uint isMaterialBlended : 1;
};
struct RenderNodeElement : public Element {
RenderNodeElement(QSGRenderNode *rn)
: renderNode(rn)
{
isRenderNode = true;
}
QSGRenderNode *renderNode;
};
struct BatchRootInfo {
BatchRootInfo() {}
QSet<Node *> subRoots;
Node *parentRoot = nullptr;
int lastOrder = -1;
int firstOrder = -1;
int availableOrders = 0;
};
struct ClipBatchRootInfo : public BatchRootInfo
{
QMatrix4x4 matrix;
};
struct DrawSet
{
DrawSet(int v, int z, int i)
: vertices(v)
, zorders(z)
, indices(i)
{
}
DrawSet() {}
int vertices = 0;
int zorders = 0;
int indices = 0;
int indexCount = 0;
};
enum BatchCompatibility
{
BatchBreaksOnCompare,
BatchIsCompatible
};
struct ClipState
{
enum ClipTypeBit
{
NoClip = 0x00,
ScissorClip = 0x01,
StencilClip = 0x02
};
Q_DECLARE_FLAGS(ClipType, ClipTypeBit)
const QSGClipNode *clipList;
ClipType type;
QRhiScissor scissor;
int stencilRef;
inline void reset();
};
struct StencilClipState
{
StencilClipState() : drawCalls(1) { }
bool updateStencilBuffer = false;
QRhiShaderResourceBindings *srb = nullptr;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ibuf = nullptr;
QRhiBuffer *ubuf = nullptr;
struct StencilDrawCall {
int stencilRef;
int vertexCount;
int indexCount;
QRhiCommandBuffer::IndexFormat indexFormat;
quint32 vbufOffset;
quint32 ibufOffset;
quint32 ubufOffset;
};
QDataBuffer<StencilDrawCall> drawCalls;
inline void reset();
};
struct Batch
{
Batch() : drawSets(1) {}
bool geometryWasChanged(QSGGeometryNode *gn);
BatchCompatibility isMaterialCompatible(Element *e) const;
void invalidate();
void cleanupRemovedElements();
bool isTranslateOnlyToRoot() const;
bool isSafeToBatch() const;
// pseudo-constructor...
void init() {
// Only non-reusable members are reset here. See Renderer::newBatch().
first = nullptr;
root = nullptr;
vertexCount = 0;
indexCount = 0;
isOpaque = false;
needsUpload = false;
merged = false;
positionAttribute = -1;
uploadedThisFrame = false;
isRenderNode = false;
ubufDataValid = false;
needsPurge = false;
clipState.reset();
blendConstant = QColor();
}
Element *first;
Node *root;
int positionAttribute;
int vertexCount;
int indexCount;
int lastOrderInBatch;
uint isOpaque : 1;
uint needsUpload : 1;
uint merged : 1;
uint isRenderNode : 1;
uint ubufDataValid : 1;
uint needsPurge : 1;
mutable uint uploadedThisFrame : 1; // solely for debugging purposes
Buffer vbo;
Buffer ibo;
QRhiBuffer *ubuf;
ClipState clipState;
StencilClipState stencilClipState;
QColor blendConstant;
QDataBuffer<DrawSet> drawSets;
};
// NOTE: Node is zero-initialized by the Allocator.
struct Node
{
QSGNode *sgNode;
void *data;
Node *m_parent;
Node *m_child;
Node *m_next;
Node *m_prev;
Node *parent() const { return m_parent; }
void append(Node *child) {
Q_ASSERT(child);
Q_ASSERT(!hasChild(child));
Q_ASSERT(child->m_parent == nullptr);
Q_ASSERT(child->m_next == nullptr);
Q_ASSERT(child->m_prev == nullptr);
if (!m_child) {
child->m_next = child;
child->m_prev = child;
m_child = child;
} else {
m_child->m_prev->m_next = child;
child->m_prev = m_child->m_prev;
m_child->m_prev = child;
child->m_next = m_child;
}
child->setParent(this);
}
void remove(Node *child) {
Q_ASSERT(child);
Q_ASSERT(hasChild(child));
// only child..
if (child->m_next == child) {
m_child = nullptr;
} else {
if (m_child == child)
m_child = child->m_next;
child->m_next->m_prev = child->m_prev;
child->m_prev->m_next = child->m_next;
}
child->m_next = nullptr;
child->m_prev = nullptr;
child->setParent(nullptr);
}
Node *firstChild() const { return m_child; }
Node *sibling() const {
Q_ASSERT(m_parent);
return m_next == m_parent->m_child ? nullptr : m_next;
}
void setParent(Node *p) {
Q_ASSERT(m_parent == nullptr || p == nullptr);
m_parent = p;
}
bool hasChild(Node *child) const {
Node *n = m_child;
while (n && n != child)
n = n->sibling();
return n;
}
QSGNode::DirtyState dirtyState;
uint isOpaque : 1;
uint isBatchRoot : 1;
uint becameBatchRoot : 1;
inline QSGNode::NodeType type() const { return sgNode->type(); }
inline Element *element() const {
Q_ASSERT(sgNode->type() == QSGNode::GeometryNodeType);
return (Element *) data;
}
inline RenderNodeElement *renderNodeElement() const {
Q_ASSERT(sgNode->type() == QSGNode::RenderNodeType);
return (RenderNodeElement *) data;
}
inline ClipBatchRootInfo *clipInfo() const {
Q_ASSERT(sgNode->type() == QSGNode::ClipNodeType);
return (ClipBatchRootInfo *) data;
}
inline BatchRootInfo *rootInfo() const {
Q_ASSERT(sgNode->type() == QSGNode::ClipNodeType
|| (sgNode->type() == QSGNode::TransformNodeType && isBatchRoot));
return (BatchRootInfo *) data;
}
};
class Updater : public QSGNodeUpdater
{
public:
Updater(Renderer *r);
void visitOpacityNode(Node *n);
void visitTransformNode(Node *n);
void visitGeometryNode(Node *n);
void visitClipNode(Node *n);
void updateRootTransforms(Node *n);
void updateRootTransforms(Node *n, Node *root, const QMatrix4x4 &combined);
void updateStates(QSGNode *n) override;
void visitNode(Node *n);
void registerWithParentRoot(QSGNode *subRoot, QSGNode *parentRoot);
private:
Renderer *renderer;
QDataBuffer<Node *> m_roots;
QDataBuffer<QMatrix4x4> m_rootMatrices;
int m_added;
int m_transformChange;
int m_opacityChange;
QMatrix4x4 m_identityMatrix;
};
struct GraphicsState
{
bool depthTest = false;
bool depthWrite = false;
QRhiGraphicsPipeline::CompareOp depthFunc = QRhiGraphicsPipeline::Less;
bool blending = false;
QRhiGraphicsPipeline::BlendFactor srcColor = QRhiGraphicsPipeline::One;
QRhiGraphicsPipeline::BlendFactor dstColor = QRhiGraphicsPipeline::OneMinusSrcAlpha;
QRhiGraphicsPipeline::ColorMask colorWrite = QRhiGraphicsPipeline::ColorMask(0xF);
QRhiGraphicsPipeline::CullMode cullMode = QRhiGraphicsPipeline::None;
bool usesScissor = false;
bool stencilTest = false;
int sampleCount = 1;
QSGGeometry::DrawingMode drawMode = QSGGeometry::DrawTriangles;
float lineWidth = 1.0f;
};
bool operator==(const GraphicsState &a, const GraphicsState &b) Q_DECL_NOTHROW;
bool operator!=(const GraphicsState &a, const GraphicsState &b) Q_DECL_NOTHROW;
uint qHash(const GraphicsState &s, uint seed = 0) Q_DECL_NOTHROW;
struct ShaderManagerShader;
struct GraphicsPipelineStateKey
{
GraphicsState state;
const ShaderManagerShader *sms;
const QRhiRenderPassDescriptor *compatibleRenderPassDescriptor;
const QRhiShaderResourceBindings *layoutCompatibleSrb;
};
bool operator==(const GraphicsPipelineStateKey &a, const GraphicsPipelineStateKey &b) Q_DECL_NOTHROW;
bool operator!=(const GraphicsPipelineStateKey &a, const GraphicsPipelineStateKey &b) Q_DECL_NOTHROW;
uint qHash(const GraphicsPipelineStateKey &k, uint seed = 0) Q_DECL_NOTHROW;
struct ShaderManagerShader
{
~ShaderManagerShader() {
delete programRhi.program;
delete programGL.program;
}
struct {
QSGMaterialShader *program = nullptr;
int pos_order;
} programGL;
struct {
QSGMaterialRhiShader *program = nullptr;
QRhiVertexInputLayout inputLayout;
QVarLengthArray<QRhiGraphicsShaderStage, 2> shaderStages;
} programRhi;
float lastOpacity;
};
class ShaderManager : public QObject
{
Q_OBJECT
public:
using Shader = ShaderManagerShader;
ShaderManager(QSGDefaultRenderContext *ctx) : blitProgram(nullptr), context(ctx) { }
~ShaderManager() {
qDeleteAll(rewrittenShaders);
qDeleteAll(stockShaders);
}
void clearCachedRendererData();
using ShaderResourceBindingList = QVarLengthArray<QRhiShaderResourceBinding, 8>;
QRhiShaderResourceBindings *srb(const ShaderResourceBindingList &bindings);
QHash<GraphicsPipelineStateKey, QRhiGraphicsPipeline *> pipelineCache;
public Q_SLOTS:
void invalidated();
public:
Shader *prepareMaterial(QSGMaterial *material, bool enableRhiShaders = false, const QSGGeometry *geometry = nullptr);
Shader *prepareMaterialNoRewrite(QSGMaterial *material, bool enableRhiShaders = false, const QSGGeometry *geometry = nullptr);
private:
QHash<QSGMaterialType *, Shader *> rewrittenShaders;
QHash<QSGMaterialType *, Shader *> stockShaders;
QOpenGLShaderProgram *blitProgram;
QSGDefaultRenderContext *context;
QHash<ShaderResourceBindingList, QRhiShaderResourceBindings *> srbCache;
};
struct RenderPassState
{
QRhiViewport viewport;
QColor clearColor;
QRhiDepthStencilClearValue dsClear;
bool viewportSet;
bool scissorSet;
};
class Visualizer
{
public:
enum VisualizeMode {
VisualizeNothing,
VisualizeBatches,
VisualizeClipping,
VisualizeChanges,
VisualizeOverdraw
};
Visualizer(Renderer *renderer);
virtual ~Visualizer();
VisualizeMode mode() const { return m_visualizeMode; }
void setMode(VisualizeMode mode) { m_visualizeMode = mode; }
virtual void visualizeChangesPrepare(Node *n, uint parentChanges = 0);
virtual void prepareVisualize() = 0;
virtual void visualize() = 0;
virtual void releaseResources() = 0;
protected:
Renderer *m_renderer;
VisualizeMode m_visualizeMode;
QHash<Node *, uint> m_visualizeChangeSet;
};
class Q_QUICK_PRIVATE_EXPORT Renderer : public QSGRenderer, public QOpenGLFunctions
{
public:
Renderer(QSGDefaultRenderContext *);
~Renderer();
protected:
void nodeChanged(QSGNode *node, QSGNode::DirtyState state) override;
void render() override;
void releaseCachedResources() override;
private:
enum RebuildFlag {
BuildRenderListsForTaggedRoots = 0x0001,
BuildRenderLists = 0x0002,
BuildBatches = 0x0004,
FullRebuild = 0xffff
};
friend class Updater;
friend class OpenGLVisualizer;
friend class RhiVisualizer;
void destroyGraphicsResources();
void map(Buffer *buffer, int size, bool isIndexBuf = false);
void unmap(Buffer *buffer, bool isIndexBuf = false);
void buildRenderListsFromScratch();
void buildRenderListsForTaggedRoots();
void tagSubRoots(Node *node);
void buildRenderLists(QSGNode *node);
void deleteRemovedElements();
void cleanupBatches(QDataBuffer<Batch *> *batches);
void prepareOpaqueBatches();
bool checkOverlap(int first, int last, const Rect &bounds);
void prepareAlphaBatches();
void invalidateBatchAndOverlappingRenderOrders(Batch *batch);
void uploadBatch(Batch *b);
void uploadMergedElement(Element *e, int vaOffset, char **vertexData, char **zData, char **indexData, void *iBasePtr, int *indexCount);
struct PreparedRenderBatch {
const Batch *batch;
ShaderManager::Shader *sms;
};
void renderBatches();
bool ensurePipelineState(Element *e, const ShaderManager::Shader *sms);
QRhiTexture *dummyTexture();
void updateMaterialDynamicData(ShaderManager::Shader *sms, QSGMaterialRhiShader::RenderState &renderState,
QSGMaterial *material, ShaderManager::ShaderResourceBindingList *bindings,
const Batch *batch, int ubufOffset, int ubufRegionSize);
void updateMaterialStaticData(ShaderManager::Shader *sms, QSGMaterialRhiShader::RenderState &renderState,
QSGMaterial *material, Batch *batch, bool *gstateChanged);
void checkLineWidth(QSGGeometry *g);
bool prepareRenderMergedBatch(Batch *batch, PreparedRenderBatch *renderBatch);
void renderMergedBatch(PreparedRenderBatch *renderBatch);
bool prepareRenderUnmergedBatch(Batch *batch, PreparedRenderBatch *renderBatch);
void renderUnmergedBatch(PreparedRenderBatch *renderBatch);
void setGraphicsPipeline(QRhiCommandBuffer *cb, const Batch *batch, Element *e);
void renderMergedBatch(const Batch *batch); // GL
void renderUnmergedBatch(const Batch *batch); // GL
ClipState::ClipType updateStencilClip(const QSGClipNode *clip);
void updateClip(const QSGClipNode *clipList, const Batch *batch);
void applyClipStateToGraphicsState();
QRhiGraphicsPipeline *buildStencilPipeline(const Batch *batch, bool firstStencilClipInBatch);
void updateClipState(const QSGClipNode *clipList, Batch *batch);
void enqueueStencilDraw(const Batch *batch);
const QMatrix4x4 &matrixForRoot(Node *node);
void renderRenderNode(Batch *batch);
bool prepareRhiRenderNode(Batch *batch, PreparedRenderBatch *renderBatch);
void renderRhiRenderNode(const Batch *batch);
void setActiveShader(QSGMaterialShader *program, ShaderManager::Shader *shader);
void setActiveRhiShader(QSGMaterialRhiShader *program, ShaderManager::Shader *shader);
bool changeBatchRoot(Node *node, Node *newRoot);
void registerBatchRoot(Node *childRoot, Node *parentRoot);
void removeBatchRootFromParent(Node *childRoot);
void nodeChangedBatchRoot(Node *node, Node *root);
void turnNodeIntoBatchRoot(Node *node);
void nodeWasTransformed(Node *node, int *vertexCount);
void nodeWasRemoved(Node *node);
void nodeWasAdded(QSGNode *node, Node *shadowParent);
BatchRootInfo *batchRootInfo(Node *node);
void updateLineWidth(QSGGeometry *g);
inline Batch *newBatch();
void invalidateAndRecycleBatch(Batch *b);
void setCustomRenderMode(const QByteArray &mode) override;
bool hasCustomRenderModeWithContinuousUpdate() const override;
QSGDefaultRenderContext *m_context;
QSet<Node *> m_taggedRoots;
QDataBuffer<Element *> m_opaqueRenderList;
QDataBuffer<Element *> m_alphaRenderList;
int m_nextRenderOrder;
bool m_partialRebuild;
QSGNode *m_partialRebuildRoot;
bool m_useDepthBuffer;
QHash<QSGRenderNode *, RenderNodeElement *> m_renderNodeElements;
QDataBuffer<Batch *> m_opaqueBatches;
QDataBuffer<Batch *> m_alphaBatches;
QHash<QSGNode *, Node *> m_nodes;
QDataBuffer<Batch *> m_batchPool;
QDataBuffer<Element *> m_elementsToDelete;
QDataBuffer<Element *> m_tmpAlphaElements;
QDataBuffer<Element *> m_tmpOpaqueElements;
uint m_rebuild;
qreal m_zRange;
int m_renderOrderRebuildLower;
int m_renderOrderRebuildUpper;
GLuint m_bufferStrategy;
int m_batchNodeThreshold;
int m_batchVertexThreshold;
Visualizer *m_visualizer;
// Stuff used during rendering only...
ShaderManager *m_shaderManager; // per rendercontext, shared
QSGMaterial *m_currentMaterial;
QSGMaterialShader *m_currentProgram;
QSGMaterialRhiShader *m_currentRhiProgram;
ShaderManager::Shader *m_currentShader;
ClipState m_currentClipState;
// *** legacy (GL) only
QRect m_currentScissorRect;
int m_currentStencilValue;
QOpenGLShaderProgram m_clipProgram;
int m_clipMatrixId;
const QSGClipNode *m_currentClip;
ClipState::ClipType m_currentClipType;
// ***
QDataBuffer<char> m_vertexUploadPool;
QDataBuffer<char> m_indexUploadPool;
// For minimal OpenGL core profile support
QOpenGLVertexArrayObject *m_vao;
Allocator<Node, 256> m_nodeAllocator;
Allocator<Element, 64> m_elementAllocator;
QRhiResourceUpdateBatch *m_resourceUpdates = nullptr;
uint m_ubufAlignment;
bool m_uint32IndexForRhi;
GraphicsState m_gstate;
RenderPassState m_pstate;
QStack<GraphicsState> m_gstateStack;
QHash<QSGSamplerDescription, QRhiSampler *> m_samplers;
QRhiTexture *m_dummyTexture = nullptr;
struct StencilClipCommonData {
QRhiGraphicsPipeline *replacePs = nullptr;
QRhiGraphicsPipeline *incrPs = nullptr;
QShader vs;
QShader fs;
QRhiVertexInputLayout inputLayout;
QRhiGraphicsPipeline::Topology topology;
inline void reset();
} m_stencilClipCommon;
inline int mergedIndexElemSize() const;
};
Batch *Renderer::newBatch()
{
Batch *b;
int size = m_batchPool.size();
if (size) {
b = m_batchPool.at(size - 1);
// vbo, ibo, ubuf, stencil-related buffers are reused
m_batchPool.resize(size - 1);
} else {
b = new Batch();
Q_ASSERT(offsetof(Batch, ibo) == sizeof(Buffer) + offsetof(Batch, vbo));
memset(&b->vbo, 0, sizeof(Buffer) * 2); // Clear VBO & IBO
b->ubuf = nullptr;
b->stencilClipState.reset();
}
// initialize (when new batch) or reset (when reusing a batch) the non-reusable fields
b->init();
return b;
}
int Renderer::mergedIndexElemSize() const
{
return m_uint32IndexForRhi ? sizeof(quint32) : sizeof(quint16);
}
void Renderer::StencilClipCommonData::reset()
{
delete replacePs;
replacePs = nullptr;
delete incrPs;
incrPs = nullptr;
vs = QShader();
fs = QShader();
}
void ClipState::reset()
{
clipList = nullptr;
type = NoClip;
stencilRef = 0;
}
void StencilClipState::reset()
{
updateStencilBuffer = false;
delete srb;
srb = nullptr;
delete vbuf;
vbuf = nullptr;
delete ibuf;
ibuf = nullptr;
delete ubuf;
ubuf = nullptr;
drawCalls.reset();
}
}
Q_DECLARE_TYPEINFO(QSGBatchRenderer::GraphicsState, Q_MOVABLE_TYPE);
Q_DECLARE_TYPEINFO(QSGBatchRenderer::GraphicsPipelineStateKey, Q_MOVABLE_TYPE);
Q_DECLARE_TYPEINFO(QSGBatchRenderer::RenderPassState, Q_MOVABLE_TYPE);
QT_END_NAMESPACE
#endif // QSGBATCHRENDERER_P_H
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