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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
#ifndef QSSGRENDERDATA_P_H
#define QSSGRENDERDATA_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 <QtGui/qmatrix4x4.h>
#include "qssgrenderableobjects_p.h"
#include <vector>
#include <unordered_map>
#include <memory>
#if QT_CONFIG(thread) && !defined(Q_OS_WASM)
#include <mutex>
#include <condition_variable>
#endif
class tst_NodeIndexing;
QT_BEGIN_NAMESPACE
struct QSSGRenderNode;
class QSSGRenderRoot;
class QThreadPool;
class QSGRenderContext;
class QSGRenderer;
// Per window node data
class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGGlobalRenderNodeData
{
Q_DISABLE_COPY_MOVE(QSSGGlobalRenderNodeData)
public:
struct InstanceTransforms
{
QMatrix4x4 local;
QMatrix4x4 global;
};
struct LayerNodeSection
{
size_t offset = 0;
size_t size = 0;
};
using VersionType = QSSGRenderNodeVersionType;
using LayerNodeView = QSSGDataView<QSSGRenderNode *>;
using GlobalTransformStore = std::vector<QMatrix4x4>;
using GlobalOpacityStore = std::vector<float>;
using InstanceTransformStore = std::vector<InstanceTransforms>;
using NodeStore = std::vector<QSSGRenderNode *>;
using LayerNodeViewStore = std::vector<LayerNodeSection>;
using NormalMatrixStore = std::vector<QMatrix3x3>;
using MeshStore = std::vector<QSSGRenderMesh *>;
using MaterialList = QVector<QSSGRenderGraphObject *>;
using MaterialStore = std::vector<MaterialList>;
explicit QSSGGlobalRenderNodeData(QSSGRenderRoot *root);
~QSSGGlobalRenderNodeData();
void reindex();
// Once this is called we expect teardown as bugn and no further
// updates will be made. We do however keep the data around in case
// anyone holding a reference to us decides to query something.
void invalidate();
[[nodiscard]] VersionType version() const { return m_version; }
// The state generation is bumped whenever a layer consumes an active or tag change on a
// node that is shared between layers (imported scene). The node's dirty flags are cleared by
// the first layer that sees them, so the other layers sharing the node compare the generation
// they last saw against this one to know that they need to redo their filtered node lists.
[[nodiscard]] VersionType stateGeneration() const { return m_stateGeneration; }
void bumpStateGeneration() { ++m_stateGeneration; }
// NOTE: The node count is the number of nodes in the "world" tree.
// This is not the the same as the storage size. as some nodes
// may not be stored in the data or use the same storage location!
[[nodiscard]] size_t nodeCount() const { return m_nodeCount; }
[[nodiscard]] size_t storageSize() const { return m_size; }
[[nodiscard]] QMatrix4x4 getGlobalTransform(QSSGRenderNodeHandle h, const QMatrix4x4 &defaultValue) const;
[[nodiscard]] QMatrix4x4 getGlobalTransform(QSSGRenderNodeHandle h) const;
[[nodiscard]] QMatrix4x4 getGlobalTransform(const QSSGRenderNode &node) const;
[[nodiscard]] float getGlobalOpacity(QSSGRenderNodeHandle h, float defaultValue = 1.0f) const;
[[nodiscard]] float getGlobalOpacity(const QSSGRenderNode &node) const;
[[nodiscard]] InstanceTransforms getInstanceTransforms(QSSGRenderNodeHandle h) const;
[[nodiscard]] InstanceTransforms getInstanceTransforms(const QSSGRenderNode &node) const;
[[nodiscard]] LayerNodeView getLayerNodeView(QSSGRenderLayerHandle h) const;
[[nodiscard]] LayerNodeView getLayerNodeView(const QSSGRenderLayer &layer) const;
GlobalTransformStore globalTransforms { };
GlobalOpacityStore globalOpacities { };
InstanceTransformStore instanceTransforms { };
NodeStore nodes { };
LayerNodeViewStore layerNodes { };
NormalMatrixStore normalMatrices { };
MeshStore meshes { };
MaterialStore materials { };
#if QT_CONFIG(thread)
// NOTE: Thread pool for parallel processing of render data.
// This thread pool is not intended for async calls.
// For long running tasks use the global thread pool instead.
// (Threads executed here are expected to be done before the sync has ended).
QThreadPool *threadPool() const;
#endif // QT_CONFIG(thread)
private:
friend class ::tst_NodeIndexing;
void collectNodes(QSSGRenderRoot *rootNode);
void updateGlobalState();
#if QT_CONFIG(thread) && !defined(Q_OS_WASM)
std::unique_ptr<QThreadPool> m_threadPool;
#endif // QT_CONFIG(thread)
QSSGRenderRoot *m_rootNode = nullptr;
size_t m_size = 0;
size_t m_nodeCount = 0;
VersionType m_version = 0;
VersionType m_stateGeneration = 0;
};
using QSSGGlobalRenderNodeDataPtr = std::shared_ptr<QSSGGlobalRenderNodeData>;
class QSSGRenderDataHelpers
{
QSSGRenderDataHelpers() = delete;
public:
enum class Strategy
{
Initial, // Initial calculation of ALL global variables
Update, // Update calculation of ONLY changed global variables
};
enum GlobalStateResult : quint8
{
None,
ActiveChanged = 0x1,
PickableChanged = 0x2,
TagChanged = 0x4, // a node's content layer tag changed; the layer filter needs a rerun
};
using GlobalStateResultT = std::underlying_type_t<GlobalStateResult>;
using VersionType = QSSGRenderNodeVersionType;
/*!
\brief calcGlobalNodeData
\param node The node to calculate the global data for.
\param version The version of the node current node tree.
\param globalTransforms The global transforms store.
\param globalOpacities The global opacities store.
\return true if the data was updated, false otherwise.
The function is used to calculate the global node data for the given node.
It will use the given strategy to determine if it should calculate
the initial values or update the existing values based on the node's dirty state.
NOTE: This function assumes the output data is already allocated and can be directly
indexed!!!
*/
template <Strategy strategy>
static bool calcGlobalNodeData(QSSGRenderNode *node,
const VersionType version,
QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities)
{
if constexpr (strategy == Strategy::Initial)
return calcGlobalVariablesIndexed(node, version, globalTransforms, globalOpacities);
else
return updateGlobalNodeDataIndexed(node, version, globalTransforms, globalOpacities);
}
/*!
\brief calcInstanceTransforms
\param node The node to calculate the instance transforms for.
\param version The version of the node current node tree.
\param globalTransforms The global transforms store.
\param instanceTransforms The instance transforms store.
\return true if the data was updated, false otherwise.
The function is used to calculate the instance transforms for the given node.
NOTE: This function assumes the output data is already allocated and can be directly
indexed!!!
*/
static bool calcInstanceTransforms(QSSGRenderNode *node,
const VersionType version,
QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
QSSGGlobalRenderNodeData::InstanceTransformStore &instanceTransforms);
/*!
\brief updateGlobalNodeState
\param node The node to update the global state for.
\param version The version of the node current node tree.
\return The result of the update.
The function is used to update the global state flagsfor the given node,
meaning the global active and pickable state of the node.
*/
static GlobalStateResult updateGlobalNodeState(QSSGRenderNode *node, const VersionType version);
private:
static bool updateGlobalNodeDataIndexed(QSSGRenderNode *node,
const VersionType version,
QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities);
static bool calcGlobalVariablesIndexed(QSSGRenderNode *node,
const VersionType version,
QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities);
};
// Per layer model data
class QSSGRenderModelData
{
Q_DISABLE_COPY_MOVE(QSSGRenderModelData)
public:
explicit QSSGRenderModelData(const QSSGGlobalRenderNodeDataPtr &globalNodeData);
using ModelViewProjections = std::array<QMatrix4x4, 2>;
using MaterialList = QSSGGlobalRenderNodeData::MaterialList;
using ModelViewProjectionStore = std::vector<ModelViewProjections>;
[[nodiscard]] ModelViewProjections getModelViewProjection(QSSGRenderNodeHandle h) const;
[[nodiscard]] ModelViewProjections getModelViewProjection(const QSSGRenderModel &model) const;
[[nodiscard]] QMatrix3x3 getNormalMatrix(QSSGRenderNodeHandle h, QMatrix3x3 defaultValue) const;
[[nodiscard]] QMatrix3x3 getNormalMatrix(const QSSGRenderModel &model) const;
[[nodiscard]] QSSGRenderMesh *getMesh(const QSSGRenderModel &model) const;
[[nodiscard]] MaterialList getMaterials(const QSSGRenderModel &model) const;
[[nodiscard]] const QSSGGlobalRenderNodeDataPtr &globalNodeData() const { return m_gnd; }
void updateModelData(QSSGModelsView &models, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData);
private:
static quint32 getThreadPoolThreshold();
ModelViewProjectionStore modelViewProjections;
void prepareMeshData(const QSSGModelsView &models, QSSGRenderer *renderer);
void prepareMaterials(const QSSGModelsView &models);
QSSGGlobalRenderNodeDataPtr m_gnd;
quint32 m_version = 0;
const quint32 m_threadPoolThreshold = getThreadPoolThreshold();
#if QT_CONFIG(thread) && !defined(Q_OS_WASM)
std::mutex m_mutex;
std::condition_variable m_cv;
#endif
};
class QSSGRenderItem2DData
{
Q_DISABLE_COPY_MOVE(QSSGRenderItem2DData)
public:
explicit QSSGRenderItem2DData(const QSSGGlobalRenderNodeDataPtr &globalNodeData);
~QSSGRenderItem2DData();
using ModelViewProjections = std::array<QMatrix4x4, 2>;
using ModelViewProjectionStore = std::vector<ModelViewProjections>;
using Item2DRenderer = QPointer<QSGRenderer>;
[[nodiscard]] ModelViewProjections getModelViewProjection(QSSGRenderNodeHandle h) const;
[[nodiscard]] ModelViewProjections getModelViewProjection(const QSSGRenderItem2D &item) const;
[[nodiscard]] Item2DRenderer getItem2DRenderer(const QSSGRenderItem2D &item) const;
[[nodiscard]] const QSSGGlobalRenderNodeDataPtr &globalNodeData() const { return m_gnd; }
void updateItem2DData(QSSGItem2DsView &items, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData);
void releaseRenderData(const QSSGRenderItem2D &item);
void releaseAll();
private:
// The association between the 2D item and its renderer and render pass descriptor, is cached and has
// a strong connection to the item itself. We therefore use a map here. The other stores are
// indexed stores as those are pure data.
using Item2DRendererStore = std::unordered_map<const QSSGRenderItem2D *, Item2DRenderer>;
QSSGGlobalRenderNodeDataPtr m_gnd;
QPointer<QSGRenderContext> item2DRenderContext;
Item2DRendererStore item2DRenderers;
ModelViewProjectionStore modelViewProjections;
const QMatrix4x4 flipMatrix { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
quint32 m_version = 0;
};
QT_END_NAMESPACE
#endif // QSSGRENDERDATA_P_H