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// Copyright (C) 2025 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
// Qt-Security score:significant reason:default
#include "qssgrenderdata_p.h"
#if QT_CONFIG(thread)
#include <QtCore/qthreadpool.h>
#endif // QT_CONFIG(thread)
#include <QtCore/qtenvironmentvariables.h>
#include <QtQuick/private/qsgcontext_p.h>
#include <QtQuick/private/qsgrenderer_p.h>
#include "graphobjects/qssgrenderroot_p.h"
#include "graphobjects/qssgrenderlayer_p.h"
#include "graphobjects/qssgrenderitem2d_p.h"
#include "qssgrendercontextcore.h"
#include "qssgrenderer_p.h"
#include "resourcemanager/qssgrenderbuffermanager_p.h"
QT_BEGIN_NAMESPACE
Q_STATIC_LOGGING_CATEGORY(lcLayerData, "qt.quick3d.render.layerdata")
static void reindexChildNodes(QSSGRenderNode &node, const QSSGRenderNodeVersionType version, quint32 &dfsIdx, size_t &count)
{
Q_ASSERT(node.type != QSSGRenderNode::Type::Layer);
if (node.type != QSSGRenderNode::Type::Layer) {
// Note: In the case of import scenes the version and index might already
// have been set. We therefore assume nodes with same version is already
// indexed.
if (node.h.version() != version)
node.h = QSSGRenderNodeHandle(0, version, dfsIdx);
for (QSSGRenderNode &chld : node.children)
reindexChildNodes(chld, version, ++dfsIdx, ++count);
}
}
static void reindexLayerChildNodes(QSSGRenderLayer &layer, const QSSGRenderNodeVersionType version, quint32 &dfsIdx, size_t &count)
{
Q_ASSERT(layer.type == QSSGRenderNode::Type::Layer);
if (layer.type == QSSGRenderNode::Type::Layer) {
layer.h = QSSGRenderNodeHandle(0, version, 0); // Layer nodes are always indexed at 0;
for (QSSGRenderNode &chld : layer.children)
reindexChildNodes(chld, version, ++dfsIdx, ++count);
}
}
static void reindex(QSSGRenderRoot *rootNode, const QSSGRenderNodeVersionType version, quint32 &dfsIdx, size_t &count)
{
if (rootNode) {
Q_ASSERT(rootNode->type == QSSGRenderNode::Type::Root);
Q_ASSERT(dfsIdx == 0);
rootNode->h = QSSGRenderNodeHandle(0, version, 0);
for (QSSGRenderNode &chld : rootNode->children) // These should be layer nodes
reindexLayerChildNodes(static_cast<QSSGRenderLayer &>(chld), version, dfsIdx, count);
}
}
enum class Insert { Back, Indexed };
template <Insert insert = Insert::Back>
static void collectChildNodesFirst(QSSGRenderNode &node, QSSGGlobalRenderNodeData::NodeStore &outList, [[maybe_unused]] size_t &idx)
{
Q_ASSERT_X(node.type != QSSGRenderNode::Type::Layer, Q_FUNC_INFO, "Unexpected Layer node in child list!");
if constexpr (insert == Insert::Indexed)
outList[idx++] = &node;
else
outList.push_back(&node);
for (QSSGRenderNode &chld : node.children)
collectChildNodesFirst<insert>(chld, outList, idx);
}
template <Insert insert = Insert::Back>
static void collectChildNodesSecond(QSSGRenderNode &node, QSSGGlobalRenderNodeData::NodeStore &outList, [[maybe_unused]] size_t &idx)
{
if (node.getGlobalState(QSSGRenderNode::GlobalState::Active)) {
if constexpr (insert == Insert::Indexed)
outList[idx++] = &node;
else
outList.push_back(&node);
for (QSSGRenderNode &chld : node.children)
collectChildNodesSecond<insert>(chld, outList, idx);
}
}
enum class Discard { None, Inactive };
template <Discard discard = Discard::None, Insert insert = Insert::Back>
static void collectLayerChildNodes(QSSGRenderLayer *layer, QSSGGlobalRenderNodeData::NodeStore &outList, [[maybe_unused]] size_t &idx)
{
Q_ASSERT(layer->type == QSSGRenderNode::Type::Layer);
if (layer) {
for (QSSGRenderNode &chld : layer->children) {
if constexpr (discard == Discard::Inactive)
collectChildNodesSecond<insert>(chld, outList, idx);
else
collectChildNodesFirst<insert>(chld, outList, idx);
}
}
if constexpr (insert == Insert::Back)
idx = outList.size();
}
template <QSSGRenderDataHelpers::Strategy Strategy>
static bool calcGlobalNodeDataIndexedImpl(QSSGRenderNode *node,
const QSSGRenderNodeVersionType version,
QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities)
{
using DirtyFlag = QSSGRenderNode::DirtyFlag;
using FlagT = QSSGRenderNode::FlagT;
constexpr DirtyFlag TransformAndOpacityDirty = DirtyFlag(FlagT(DirtyFlag::TransformDirty) | FlagT(DirtyFlag::OpacityDirty));
if (Q_UNLIKELY(!node || (node->h.version() != version)))
return false;
constexpr bool forcedRebuild = (Strategy == QSSGRenderDataHelpers::Strategy::Initial);
bool retval = forcedRebuild || node->isDirty(TransformAndOpacityDirty);
// NOTE 1: Nodes shared across windows will be marked with a stick dirty flag.
// Officially this isn't supported, but in practice it can happen so
// we try to be nice and try to keep things moving (literally).
// NOTE 2: We don't change the return value, as that would interfere with the progressive AA.
const bool alwaysDirty = node->isDirty(DirtyFlag::StickyDirty);
if (retval || alwaysDirty) {
const auto idx = node->h.index();
auto &globalTransform = globalTransforms[idx];
auto &globalOpacity = globalOpacities[idx];
globalOpacity = node->localOpacity;
globalTransform = node->localTransform;
if (QSSGRenderNode *parent = node->parent) {
const auto pidx = parent->h.index();
const auto pOpacity = globalOpacities[pidx];
globalOpacity *= pOpacity;
if (parent->type != QSSGRenderGraphObject::Type::Layer) {
const auto pTransform = globalTransforms[pidx];
globalTransform = pTransform * node->localTransform;
}
}
// Clear dirty flags (Transform, Opacity, Active, Pickable)
node->clearDirty(TransformAndOpacityDirty);
}
// We always clear dirty in a reasonable manner but if we aren't active
// there is no reason to tell the universe if we are dirty or not.
return retval;
}
QSSGRenderDataHelpers::GlobalStateResult QSSGRenderDataHelpers::updateGlobalNodeState(QSSGRenderNode *node, const VersionType version)
{
using LocalState = QSSGRenderNode::LocalState;
using GlobalState = QSSGRenderNode::GlobalState;
using DirtyFlag = QSSGRenderNode::DirtyFlag;
using FlagT = QSSGRenderNode::FlagT;
constexpr DirtyFlag ClearDirtyMask = DirtyFlag(FlagT(DirtyFlag::ActiveDirty) | FlagT(DirtyFlag::PickableDirty) | FlagT(DirtyFlag::ImportDirty));
constexpr GlobalStateResult activeChangeFlag[] = { GlobalStateResult::None, GlobalStateResult::ActiveChanged };
constexpr GlobalStateResult pickableChangeFlag[] = { GlobalStateResult::None, GlobalStateResult::PickableChanged };
constexpr GlobalStateResult tagChangeFlag[] = { GlobalStateResult::None, GlobalStateResult::TagChanged };
if (Q_UNLIKELY(!node || (node->h.version() != version)))
return GlobalStateResult::None;
const bool activeDirty = node->isDirty(DirtyFlag::ActiveDirty);
const bool pickableDirty = node->isDirty(DirtyFlag::PickableDirty);
const bool importedDirty = node->isDirty(DirtyFlag::ImportDirty);
// There's nothing more to do if the tag is dirty, but we still need to clear the dirty flag.
const bool tagDirty = node->isDirty(DirtyFlag::TagDirty);
node->clearDirty(DirtyFlag::TagDirty);
const bool updateState = activeDirty || pickableDirty || importedDirty;
if (updateState) {
const QSSGRenderNode *parent = node->parent;
const bool hasParent = (parent != nullptr);
const bool globallyActive = node->getLocalState(LocalState::Active) && (!hasParent || parent->getGlobalState(GlobalState::Active));
node->flags = globallyActive ? (node->flags | FlagT(GlobalState::Active)) : (node->flags & ~FlagT(GlobalState::Active));
const bool globallyPickable = node->getLocalState(LocalState::Pickable) || (hasParent && parent->getGlobalState(GlobalState::Pickable));
node->flags = globallyPickable ? (node->flags | FlagT(GlobalState::Pickable)) : (node->flags & ~FlagT(GlobalState::Pickable));
const bool globallyImported = node->getLocalState(LocalState::Imported) || (hasParent && parent->getGlobalState(GlobalState::Imported));
node->flags = globallyImported ? (node->flags | FlagT(GlobalState::Imported)) : (node->flags & ~FlagT(GlobalState::Imported));
// Clear dirty flags (Active, Pickable, Imported)
node->clearDirty(ClearDirtyMask);
}
return GlobalStateResult(FlagT(activeChangeFlag[activeDirty])
| FlagT(pickableChangeFlag[pickableDirty])
| FlagT(tagChangeFlag[tagDirty]));
}
bool QSSGRenderDataHelpers::calcInstanceTransforms(QSSGRenderNode *node,
const VersionType version,
QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
QSSGGlobalRenderNodeData::InstanceTransformStore &instanceTransforms)
{
if (Q_UNLIKELY(!node || (node->h.version() != version)))
return false;
constexpr bool retval = true;
// NOTE: We've already calculated the global states and transforms at this point
// so if the node isn't active we don't need to do anything.
// We're also assuming the node list is stored depth first order.
const auto idx = node->h.index();
QSSGRenderNode *parent = node->parent;
if (parent && parent->type != QSSGRenderGraphObject::Type::Layer && node->getLocalState(QSSGRenderNode::LocalState::Active)) {
const auto pidx = parent->h.index();
const auto &pGlobalTransform = globalTransforms[pidx];
QSSGRenderNode *instanceRoot = node->instanceRoot;
if (instanceRoot == node) {
instanceTransforms[idx] = { node->localTransform, pGlobalTransform };
} else if (instanceRoot) {
auto &[nodeInstanceLocalTransform, nodeInstanceGlobalTransform] = instanceTransforms[idx];
auto &[instanceRootLocalTransform, instanceRootGlobalTransform] = instanceTransforms[instanceRoot->h.index()];
nodeInstanceGlobalTransform = instanceRootGlobalTransform;
//### technically O(n^2) -- we could cache localInstanceTransform if every node in the
// tree is guaranteed to have the same instance root. That would require an API change.
nodeInstanceLocalTransform = node->localTransform;
auto *p = parent;
while (p) {
if (p == instanceRoot) {
nodeInstanceLocalTransform = instanceRootLocalTransform * nodeInstanceLocalTransform;
break;
}
nodeInstanceLocalTransform = p->localTransform * nodeInstanceLocalTransform;
p = p->parent;
}
} else {
// By default, we do magic: translation is applied to the global instance transform,
// while scale/rotation is local
QMatrix4x4 globalInstanceTransform = globalTransforms[pidx];
QMatrix4x4 localInstanceTransform = node->localTransform;
auto &localInstanceMatrix = *reinterpret_cast<float (*)[4][4]>(localInstanceTransform.data());
QVector3D localPos{localInstanceMatrix[3][0], localInstanceMatrix[3][1], localInstanceMatrix[3][2]};
localInstanceMatrix[3][0] = 0;
localInstanceMatrix[3][1] = 0;
localInstanceMatrix[3][2] = 0;
globalInstanceTransform = pGlobalTransform;
globalInstanceTransform.translate(localPos);
instanceTransforms[idx] = { localInstanceTransform, globalInstanceTransform };
}
} else {
instanceTransforms[idx] = { node->localTransform, {} };
}
return retval;
}
QSSGGlobalRenderNodeData::QSSGGlobalRenderNodeData(QSSGRenderRoot *root)
#if QT_CONFIG(thread) && !defined(Q_OS_WASM)
: m_threadPool(new QThreadPool)
, m_rootNode(root)
#else
: m_rootNode(root)
#endif // QT_CONFIG(thread)
{
}
QSSGGlobalRenderNodeData::~QSSGGlobalRenderNodeData()
{
}
void QSSGGlobalRenderNodeData::reindex()
{
if (m_rootNode) {
quint32 dfsIdx = 0;
m_nodeCount = 0;
// Bump the version to invalidate all existing handles. This ensures nodes don't start
// accessing stale data.
++m_version;
// Version 0 means "not yet indexed" (default-constructed handle), so skip it.
// NOTE: This can happen if the version wraps around.
if (Q_UNLIKELY(m_version == 0)) {
qCDebug(lcLayerData) << "Version wrap around detected, resetting to 1.";
++m_version;
}
::reindex(m_rootNode, m_version, dfsIdx, m_nodeCount);
// Actual storage size (Some nodes, like the layers, will all use index 0).
// NOTE: This can differ from the node count, as nodes are collected for each
// layer. Since layers can reference nodes outside their view the node list
// will contain duplicate nodes when import scene is used!
m_size = dfsIdx + 1;
globalTransforms.resize(m_size, QMatrix4x4{ Qt::Uninitialized });
globalOpacities.resize(m_size, 1.0f);
instanceTransforms.resize(m_size, { QMatrix4x4{ Qt::Uninitialized }, QMatrix4x4{ Qt::Uninitialized } });
normalMatrices.resize(m_size, QMatrix3x3{});
meshes.resize(m_size, nullptr);
materials.resize(m_size, {});
collectNodes(m_rootNode);
// NOTE: If the tree was dirty we force a full rebuild of the global transforms etc. since
// the stored data is invalid for the new index order.
updateGlobalState();
}
}
void QSSGGlobalRenderNodeData::invalidate()
{
m_rootNode = nullptr;
}
QMatrix4x4 QSSGGlobalRenderNodeData::getGlobalTransform(QSSGRenderNodeHandle h, const QMatrix4x4 &defaultValue) const
{
// Ensure we have an valid index.
const bool hasId = h.hasId();
const bool validVersion = hasId && (h.version() == m_version);
const auto index = h.index();
// NOTE: In effect we are returning the local transform here in some cases, which
// is why we don't assert or have hints about the likelyhood of branching here.
if (!validVersion || !(globalTransforms.size() > index))
return defaultValue;
return globalTransforms[index];
}
QMatrix4x4 QSSGGlobalRenderNodeData::getGlobalTransform(QSSGRenderNodeHandle h) const
{
return getGlobalTransform(h, QMatrix4x4{ Qt::Uninitialized });
}
QMatrix4x4 QSSGGlobalRenderNodeData::getGlobalTransform(const QSSGRenderNode &node) const
{
return getGlobalTransform(node.h, node.localTransform);
}
float QSSGGlobalRenderNodeData::getGlobalOpacity(QSSGRenderNodeHandle h, float defaultValue) const
{
const bool hasId = h.hasId();
const bool validVersion = hasId && (h.version() == m_version);
const auto index = h.index();
if (!validVersion || !(globalOpacities.size() > index))
return defaultValue;
return globalOpacities[index];
}
float QSSGGlobalRenderNodeData::getGlobalOpacity(const QSSGRenderNode &node) const
{
return getGlobalOpacity(node.h, node.localOpacity);
}
#if QT_CONFIG(thread)
#ifdef Q_OS_WASM
QThreadPool *QSSGGlobalRenderNodeData::threadPool() const { return nullptr; }
#else
QThreadPool *QSSGGlobalRenderNodeData::threadPool() const { return m_threadPool.get(); }
#endif
#endif // QT_CONFIG(thread)
QSSGGlobalRenderNodeData::LayerNodeView QSSGGlobalRenderNodeData::getLayerNodeView(QSSGRenderLayerHandle h) const
{
const bool hasId = h.hasId();
const bool validVersion = hasId && (h.version() == m_version);
const auto index = h.index();
if (!validVersion || !(layerNodes.size() > index))
return { };
auto &section = layerNodes[index];
return { nodes.data() + section.offset, qsizetype(section.size) };
}
QSSGGlobalRenderNodeData::LayerNodeView QSSGGlobalRenderNodeData::getLayerNodeView(const QSSGRenderLayer &layer) const
{
return getLayerNodeView(layer.lh);
}
void QSSGGlobalRenderNodeData::collectNodes(QSSGRenderRoot *rootNode)
{
// 1. Collect all the nodes and create views into the node storage for each layer
// 2. Update the global state
// 3. Update the global data
Q_ASSERT(rootNode != nullptr);
nodes.clear();
nodes.resize(m_nodeCount, nullptr);
layerNodes.clear();
size_t idx = 0;
quint32 layerIdx = 0;
for (QSSGRenderNode &chld : rootNode->children) {
Q_ASSERT(chld.type == QSSGRenderNode::Type::Layer);
QSSGRenderLayer *layer = static_cast<QSSGRenderLayer *>(&chld);
const size_t offset = idx;
collectLayerChildNodes<Discard::None, Insert::Indexed>(layer, nodes, idx);
layer->lh = QSSGRenderLayerHandle(layer->h.context(), m_version, layerIdx++);
layerNodes.emplace_back(LayerNodeSection{offset , idx - offset});
}
nodes.resize(idx /* idx == next_idx == size */);
}
void QSSGGlobalRenderNodeData::updateGlobalState()
{
// Update the active and pickable state
for (QSSGRenderNode *node : nodes)
QSSGRenderDataHelpers::updateGlobalNodeState(node, m_version);
// Recalculate ALL the global transforms and opacities.
for (QSSGRenderNode *node : nodes)
calcGlobalNodeDataIndexedImpl<QSSGRenderDataHelpers::Strategy::Initial>(node, m_version, globalTransforms, globalOpacities);
// FIXME: We shouldn't need to re-create all the instance transforms even when instancing isn't used...
for (QSSGRenderNode *node : nodes)
QSSGRenderDataHelpers::calcInstanceTransforms(node, m_version, globalTransforms, instanceTransforms);
}
QSSGGlobalRenderNodeData::InstanceTransforms QSSGGlobalRenderNodeData::getInstanceTransforms(const QSSGRenderNode &node) const
{
return getInstanceTransforms(node.h);
}
QSSGGlobalRenderNodeData::InstanceTransforms QSSGGlobalRenderNodeData::getInstanceTransforms(QSSGRenderNodeHandle h) const
{
const bool hasId = h.hasId();
const bool validVersion = hasId && (h.version() == m_version);
const auto index = h.index();
if (!validVersion || !(instanceTransforms.size() > index))
return { };
return instanceTransforms[index];
}
QSSGRenderModelData::QSSGRenderModelData(const QSSGGlobalRenderNodeDataPtr &globalNodeData)
: m_gnd(globalNodeData)
, m_version(globalNodeData->version())
{
}
QMatrix3x3 QSSGRenderModelData::getNormalMatrix(QSSGRenderNodeHandle h, QMatrix3x3 defaultValue) const
{
const bool hasId = h.hasId();
const bool validVersion = hasId && (h.version() == m_gnd->version());
const auto index = h.index();
if (!validVersion || !(m_gnd->normalMatrices.size() > index))
return defaultValue;
return m_gnd->normalMatrices[index];
}
QMatrix3x3 QSSGRenderModelData::getNormalMatrix(const QSSGRenderModel &model) const
{
return getNormalMatrix(model.h, QMatrix3x3{ Qt::Uninitialized });
}
QSSGRenderMesh *QSSGRenderModelData::getMesh(const QSSGRenderModel &model) const
{
const bool hasId = model.h.hasId();
const bool validVersion = hasId && (model.h.version() == m_gnd->version());
const auto index = model.h.index();
if (!validVersion || !(m_gnd->meshes.size() > index))
return nullptr;
return m_gnd->meshes[index];
}
QSSGRenderModelData::MaterialList QSSGRenderModelData::getMaterials(const QSSGRenderModel &model) const
{
const bool hasId = model.h.hasId();
const bool validVersion = hasId && (model.h.version() == m_gnd->version());
const auto index = model.h.index();
if (!validVersion || !(m_gnd->materials.size() > index))
return {};
return m_gnd->materials[index];
}
QSSGRenderModelData::ModelViewProjections QSSGRenderModelData::getModelViewProjection(const QSSGRenderModel &model) const
{
return getModelViewProjection(model.h);
}
QSSGRenderModelData::ModelViewProjections QSSGRenderModelData::getModelViewProjection(QSSGRenderNodeHandle h) const
{
const bool hasId = h.hasId();
const bool validVersion = hasId && (h.version() == m_version);
const auto index = h.index();
if (!validVersion || !(modelViewProjections.size() > index))
return {};
return modelViewProjections[index];
}
void QSSGRenderModelData::prepareMeshData(const QSSGModelsView &models, QSSGRenderer *renderer)
{
const auto &bufferManager = renderer->contextInterface()->bufferManager();
const bool globalPickingEnabled = QSSGRendererPrivate::isGlobalPickingEnabled(*renderer);
for (auto *model : models) {
// It's up to the BufferManager to employ the appropriate caching mechanisms, so
// loadMesh() is expected to be fast if already loaded. Note that preparing
// the same QSSGRenderModel in different QQuickWindows (possible when a
// scene is shared between View3Ds where the View3Ds belong to different
// windows) leads to a different QSSGRenderMesh since the BufferManager is,
// very correctly, per window, and so per scenegraph render thread.
// Ensure we have a mesh
if (auto *theMesh = bufferManager->loadMesh(*model)) {
m_gnd->meshes[model->h.index()] = theMesh;
// Completely transparent models cannot be pickable. But models with completely
// transparent materials still are. This allows the artist to control pickability
// in a somewhat fine-grained style.
const float modelGlobalOpacity = m_gnd->getGlobalOpacity(*model);
const bool canModelBePickable = (modelGlobalOpacity > QSSGRendererPrivate::minimumRenderOpacity)
&& (globalPickingEnabled
|| model->getGlobalState(QSSGRenderModel::GlobalState::Pickable));
if (canModelBePickable) {
// Check if there is BVH data, if not generate it
if (!theMesh->bvh) {
const QSSGMesh::Mesh mesh = bufferManager->loadLightmapMesh(*model);
if (mesh.isValid())
theMesh->bvh = bufferManager->loadMeshBVH(mesh);
else if (model->geometry)
theMesh->bvh = bufferManager->loadMeshBVH(model->geometry);
else if (!model->meshPath.isNull())
theMesh->bvh = bufferManager->loadMeshBVH(model->meshPath);
if (theMesh->bvh) {
const auto &roots = theMesh->bvh->roots();
for (qsizetype i = 0, end = qsizetype(roots.size()); i < end; ++i)
theMesh->subsets[i].bvhRoot = roots[i];
}
}
}
} else {
m_gnd->meshes[model->h.index()] = nullptr;
}
}
// Now is the time to kick off the vertex/index buffer updates for all the
// new meshes (and their submeshes). This here is the last possible place
// to kick this off because the rest of the rendering pipeline will only
// see the individual sub-objects as "renderable objects".
bufferManager->commitBufferResourceUpdates();
}
void QSSGRenderModelData::prepareMaterials(const QSSGModelsView &models)
{
for (auto *model : models)
m_gnd->materials[model->h.index()] = model->materials;
}
void QSSGRenderModelData::updateModelData(QSSGModelsView &models, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData)
{
const bool versionChanged = m_version != m_gnd->version();
if (versionChanged)
m_version = m_gnd->version();
const QMatrix4x4 defaultModelViewProjection;
// Resize per-layer MVP store to the GND storage size so import-scene shared nodes
// never alias each other's slots (GND indices are stable and unique across all layers).
modelViewProjections.resize(m_gnd->storageSize(), { defaultModelViewProjection, defaultModelViewProjection });
#if QT_CONFIG(thread)
QThreadPool *threadPool = (static_cast<size_t>(models.size()) >= m_threadPoolThreshold)
? m_gnd->threadPool() : nullptr;
#endif
#if QT_CONFIG(thread) && !defined(Q_OS_WASM)
bool matrixesDone = false;
bool mvpsDone = false;
#endif
// - Normal matrices (stored in GND, shared across layers)
const auto doNormalMatrices = [&]() {
for (const QSSGRenderModel *model : std::as_const(models)) {
auto &normalMatrix = m_gnd->normalMatrices[model->h.index()];
const QMatrix4x4 &globalTransform = m_gnd->globalTransforms[model->h.index()];
QSSGRenderNode::calculateNormalMatrix(globalTransform, normalMatrix);
}
#if QT_CONFIG(thread) && !defined(Q_OS_WASM)
if (threadPool) {
std::lock_guard<std::mutex> guard(m_mutex);
matrixesDone = true;
m_cv.notify_all();
}
#endif
};
// - MVPs (per-layer, indexed by GND node index)
const auto doMVPs = [&]() {
for (const QSSGRenderModel *model : std::as_const(models)) {
int mvpCount = 0;
const QMatrix4x4 &globalTransform = m_gnd->globalTransforms[model->h.index()];
auto &mvp = modelViewProjections[model->h.index()];
for (const QSSGRenderCameraData &cameraData : renderCameraData)
QSSGRenderNode::calculateMVP(globalTransform, cameraData.viewProjection, mvp[mvpCount++]);
}
#if QT_CONFIG(thread) && !defined(Q_OS_WASM)
if (threadPool) {
std::lock_guard<std::mutex> guard(m_mutex);
mvpsDone = true;
m_cv.notify_all();
}
#endif
};
#if QT_CONFIG(thread)
#define qssgTryThreadedStart(func) \
if (!threadPool) { \
func(); \
} else if (!threadPool->tryStart(func)) { \
qWarning("Unable to start thread for %s!", #func); \
func(); \
}
#else
#define qssgTryThreadedStart(func) \
func();
#endif // QT_CONFIG(thread)
qssgTryThreadedStart(doNormalMatrices);
qssgTryThreadedStart(doMVPs);
// While we are waiting for the threads to finish, we can also prepare and update
// the materials and meshes.
prepareMaterials(models);
prepareMeshData(models, renderer);
// Wait for the threads to finish
#if QT_CONFIG(thread) && !defined(Q_OS_WASM)
if (threadPool) {
std::unique_lock<std::mutex> guard(m_mutex);
m_cv.wait(guard, [&]() { return matrixesDone && mvpsDone; });
}
#endif
}
quint32 QSSGRenderModelData::getThreadPoolThreshold()
{
// The threshold is the minimum number of models in a layer to consider using the thread pool for per-model calculations.
const int ret = qEnvironmentVariableIntValue("QSSG_MODEL_DATA_THREAD_POOL_THRESHOLD");
return (ret > 0) ? quint32(ret) : 32u;
}
bool QSSGRenderDataHelpers::updateGlobalNodeDataIndexed(QSSGRenderNode *node, const VersionType version, QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms, QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities)
{
return calcGlobalNodeDataIndexedImpl<Strategy::Update>(node, version, globalTransforms, globalOpacities);
}
bool QSSGRenderDataHelpers::calcGlobalVariablesIndexed(QSSGRenderNode *node, const VersionType version, QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms, QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities)
{
return calcGlobalNodeDataIndexedImpl<Strategy::Initial>(node, version, globalTransforms, globalOpacities);
}
QSSGRenderItem2DData::Item2DRenderer QSSGRenderItem2DData::getItem2DRenderer(const QSSGRenderItem2D &item) const
{
const auto foundIt = item2DRenderers.find(&item);
return (foundIt != item2DRenderers.cend()) ? foundIt->second : Item2DRenderer{};
}
QSSGRenderItem2DData::ModelViewProjections QSSGRenderItem2DData::getModelViewProjection(QSSGRenderNodeHandle h) const
{
const bool hasId = h.hasId();
const bool validVersion = hasId && (h.version() == m_version);
const auto index = h.index();
if (!validVersion || !(modelViewProjections.size() > index))
return {};
return modelViewProjections[index];
}
QSSGRenderItem2DData::ModelViewProjections QSSGRenderItem2DData::getModelViewProjection(const QSSGRenderItem2D &item) const
{
return getModelViewProjection(item.h);
}
QSSGRenderItem2DData::QSSGRenderItem2DData(const QSSGGlobalRenderNodeDataPtr &globalNodeData)
{
m_gnd = globalNodeData;
m_version = globalNodeData->version();
}
QSSGRenderItem2DData::~QSSGRenderItem2DData()
{
releaseAll();
}
void QSSGRenderItem2DData::updateItem2DData(QSSGItem2DsView &items, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData)
{
const auto itemCount = size_t(items.size());
if (itemCount == 0)
return;
const bool versionChanged = m_version != m_gnd->version();
if (versionChanged)
m_version = m_gnd->version();
const QMatrix4x4 defaultModelViewProjection;
const auto &rhiCtx = renderer->contextInterface()->rhiContext();
// Resize to GND storage size so import-scene shared nodes use their stable GND indices.
modelViewProjections.resize(m_gnd->storageSize(), { defaultModelViewProjection, defaultModelViewProjection });
const auto &clipSpaceCorrMatrix = rhiCtx->rhi()->clipSpaceCorrMatrix();
// - MVPs (indexed by GND node index)
const auto doMVPs = [&]() {
for (const QSSGRenderItem2D *item : std::as_const(items)) {
int mvpCount = 0;
const QMatrix4x4 &globalTransform = m_gnd->globalTransforms[item->h.index()];
auto &mvps = modelViewProjections[item->h.index()];
for (const QSSGRenderCameraData &cameraData : renderCameraData) {
const QMatrix4x4 &mvp = cameraData.viewProjection * globalTransform;
mvps[mvpCount++] = clipSpaceCorrMatrix * mvp * flipMatrix;
}
}
};
doMVPs();
// Check that we have a renderer and that it hasn't changed (would indicate a context change)
// and we need to update all the data.
QSGRenderContext *sgRc = QSSGRendererPrivate::getSgRenderContext(*renderer);
const bool contextChanged = (item2DRenderContext && item2DRenderContext != sgRc);
item2DRenderContext = sgRc;
for (const QSSGRenderItem2D *theItem2D : std::as_const(items)) {
auto item2DRenderer = getItem2DRenderer(*theItem2D);
if (contextChanged) {
delete item2DRenderer;
// NOTE: Should already be "cleared" as the QObject is deleted
// but we do it here for clarity.
item2DRenderer.clear();
}
if (!item2DRenderer) {
item2DRenderer = sgRc->createRenderer(QSGRendererInterface::RenderMode3D);
QObject::connect(item2DRenderer, SIGNAL(sceneGraphChanged()), theItem2D->m_frontEndObject, SLOT(update()));
}
if (item2DRenderer->rootNode() != theItem2D->m_rootNode) {
item2DRenderer->setRootNode(theItem2D->m_rootNode);
theItem2D->m_rootNode->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update.
item2DRenderer->nodeChanged(theItem2D->m_rootNode, QSGNode::DirtyForceUpdate); // Force render list update.
}
item2DRenderers[theItem2D] = item2DRenderer;
}
}
void QSSGRenderItem2DData::releaseRenderData(const QSSGRenderItem2D &item)
{
const auto foundIt = item2DRenderers.find(&item);
if (foundIt != item2DRenderers.cend()) {
delete foundIt->second;
item2DRenderers.erase(foundIt);
// Removing an item should trigger a reindex of the remaining items
++m_version;
}
}
void QSSGRenderItem2DData::releaseAll()
{
for (auto &it : item2DRenderers)
delete it.second;
item2DRenderers.clear();
item2DRenderContext = nullptr;
modelViewProjections.clear();
m_version = 0;
}
QT_END_NAMESPACE