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// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
// Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#ifndef QT3DRENDER_RENDER_OPENGL_RENDERER_H
#define QT3DRENDER_RENDER_OPENGL_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/handle_types_p.h>
#include <Qt3DRender/private/abstractrenderer_p.h>
#include <Qt3DCore/qaspectjob.h>
#include <Qt3DRender/private/qt3drender_global_p.h>
#include <Qt3DRender/private/rendersettings_p.h>
#include <Qt3DRender/private/updateshaderdatatransformjob_p.h>
#include <Qt3DRender/private/framecleanupjob_p.h>
#include <Qt3DRender/private/sendbuffercapturejob_p.h>
#include <Qt3DRender/private/genericlambdajob_p.h>
#include <Qt3DRender/private/shaderbuilder_p.h>
#include <Qt3DRender/private/lightgatherer_p.h>
#include <Qt3DRender/private/texture_p.h>
#include <Qt3DRender/private/filterentitybycomponentjob_p.h>
#include <Qt3DRender/private/filtercompatibletechniquejob_p.h>
#include <Qt3DRender/private/renderqueue_p.h>
#include <Qt3DRender/private/renderercache_p.h>
#include <Qt3DRender/private/renderviewinitializerjob_p.h>
#include <shaderparameterpack_p.h>
#include <logging_p.h>
#include <gl_handle_types_p.h>
#include <glfence_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 <QMouseEvent>
#include <QKeyEvent>
#include <private/qlatch_p.h>
#include <functional>
#if defined(QT_BUILD_INTERNAL)
class tst_Renderer;
#endif
QT_BEGIN_NAMESPACE
class QSurface;
class QScreen;
namespace Qt3DCore {
class QEntity;
}
namespace Qt3DRender {
class QCamera;
class QMaterial;
class QShaderProgram;
class QMesh;
class QRenderPass;
class QAbstractShapeMesh;
struct GraphicsApiFilterData;
class QSceneImporter;
namespace Debug {
class CommandExecuter;
}
namespace Render {
namespace Profiling {
class FrameProfiler;
}
class CameraLens;
class FrameGraphNode;
class Material;
class Technique;
class Shader;
class Entity;
class Effect;
class RenderPass;
class RenderStateSet;
class VSyncFrameAdvanceService;
class NodeManagers;
class ResourceAccessor;
using ComputableEntityFilter = FilterEntityByComponentJob<Render::ComputeCommand, Render::Material>;
using ComputableEntityFilterPtr = QSharedPointer<ComputableEntityFilter>;
using RenderableEntityFilter = FilterEntityByComponentJob<Render::GeometryRenderer, Render::Material>;
using RenderableEntityFilterPtr = QSharedPointer<RenderableEntityFilter>;
using SynchronizerJobPtr = GenericLambdaJobPtr<std::function<void()>>;
using SynchronizerPostFramePtr = GenericLambdaJobAndPostFramePtr<std::function<void ()>, std::function<void (Qt3DCore::QAspectManager *)>>;
#define CreateSynchronizerPostFramePtr(lambda, postlambda, type) \
SynchronizerPostFramePtr::create(lambda, postlambda, type, #type)
namespace Debug {
class ImGuiRenderer;
}
namespace OpenGL {
class CommandThread;
class SubmissionContext;
class RenderCommand;
class GLShader;
class GLResourceManagers;
class RenderView;
class Q_AUTOTEST_EXPORT Renderer : public AbstractRenderer
{
public:
explicit Renderer();
~Renderer();
void dumpInfo() const override;
API api() const override { return Qt3DRender::API::OpenGL; }
void setRenderDriver(RenderDriver driver) override;
RenderDriver renderDriver() const override;
qint64 time() const override;
void setTime(qint64 time) override;
void setJobsInLastFrame(int jobsInLastFrame) override;
void setAspect(QRenderAspect *aspect) override;
void setNodeManagers(NodeManagers *managers) override;
void setServices(Qt3DCore::QServiceLocator *services) override;
void setSurfaceExposed(bool exposed) override;
QRenderAspect *aspect() const override;
NodeManagers *nodeManagers() const override;
Qt3DCore::QServiceLocator *services() const override { return m_services; }
void initialize() override;
void shutdown() override;
void releaseGraphicsResources() override;
void render(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<RenderView> *renderQueue() { 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;
void jobsDone(Qt3DCore::QAspectManager *manager) override;
bool processMouseEvent(QObject *object, QMouseEvent *event) override;
bool processKeyEvent(QObject *object, QKeyEvent *event) override;
std::vector<Qt3DCore::QAspectJobPtr> preRenderingJobs() override;
std::vector<Qt3DCore::QAspectJobPtr> renderBinJobs() override;
inline FrameCleanupJobPtr frameCleanupJob() const { return m_cleanupJob; }
inline UpdateShaderDataTransformJobPtr updateShaderDataTransformJob() const { return m_updateShaderDataTransformJob; }
inline FilterCompatibleTechniqueJobPtr filterCompatibleTechniqueJob() const { return m_filterCompatibleTechniqueJob; }
inline SynchronizerPostFramePtr introspectShadersJob() const { return m_introspectShaderJob; }
inline Qt3DCore::QAspectJobPtr bufferGathererJob() const { return m_bufferGathererJob; }
inline Qt3DCore::QAspectJobPtr textureGathererJob() const { return m_textureGathererJob; }
inline LightGathererPtr lightGathererJob() const { return m_lightGathererJob; }
inline RenderableEntityFilterPtr renderableEntityFilterJob() const { return m_renderableEntityFilterJob; }
inline ComputableEntityFilterPtr computableEntityFilterJob() const { return m_computableEntityFilterJob; }
Qt3DCore::QAbstractFrameAdvanceService *frameAdvanceService() const override;
void setSettings(RenderSettings *settings) override;
RenderSettings *settings() const override;
QOpenGLContext *shareContext() const override;
inline GLResourceManagers *glResourceManagers() const { return m_glResourceManagers; }
void updateGLResources();
void updateTexture(Texture *texture);
void cleanupTexture(Qt3DCore::QNodeId cleanedUpTextureId);
void cleanupShader(const Shader *shader);
void downloadGLBuffers();
void blitFramebuffer(Qt3DCore::QNodeId inputRenderTargetId,
Qt3DCore::QNodeId outputRenderTargetId,
QRect inputRect,
QRect outputRect,
GLuint defaultFramebuffer);
void prepareCommandsSubmission(const std::vector<RenderView *> &renderViews);
bool executeCommandsSubmission(RenderView *rv);
bool updateVAOWithAttributes(Geometry *geometry,
const RenderCommand *command,
GLShader *shader,
bool forceUpdate);
bool requiresVAOAttributeUpdate(Geometry *geometry,
const RenderCommand *command) const;
// For Scene3D/Scene2D rendering
void setOpenGLContext(QOpenGLContext *context) override;
void setRHIContext(QRhi *) override {};
void setDefaultRHIRenderTarget(QRhiRenderTarget *) override {};
void setRHICommandBuffer(QRhiCommandBuffer *) override {};
bool accessOpenGLTexture(Qt3DCore::QNodeId nodeId,
QOpenGLTexture **texture,
QMutex **lock,
bool readonly) override;
QSharedPointer<RenderBackendResourceAccessor> resourceAccessor() const override;
const GraphicsApiFilterData *contextInfo() const override;
SubmissionContext *submissionContext() const;
inline RenderStateSet *defaultRenderState() const { return m_defaultRenderStateSet; }
void enqueueRenderView(RenderView *renderView, int submitOrder);
bool waitUntilReadyToSubmit();
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 std::vector<RenderView *> &renderViews);
RendererCache<RenderCommand> *cache() { return &m_cache; }
void setScreen(QScreen *scr) override;
QScreen *screen() const override;
#ifdef QT3D_RENDER_UNIT_TESTS
public:
#else
private:
#endif
Profiling::FrameProfiler *activeProfiler() const;
Qt3DCore::QServiceLocator *m_services;
QRenderAspect *m_aspect;
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<RenderView> m_renderQueue;
QScopedPointer<VSyncFrameAdvanceService> m_vsyncFrameAdvanceService;
QSemaphore m_submitRenderViewsSemaphore;
QLatch m_waitForInitializationToBeCompleted{1};
mutable QMutex m_hasBeenInitializedMutex;
QAtomicInt m_running;
std::vector<Attribute *> m_dirtyAttributes;
std::vector<Geometry *> m_dirtyGeometry;
QAtomicInt m_exposed;
struct DirtyBits {
BackendNodeDirtySet marked; // marked dirty since last job build
BackendNodeDirtySet remaining; // remaining dirty after jobs have finished
};
DirtyBits m_dirtyBits;
QAtomicInt m_lastFrameCorrect;
QOpenGLContext *m_glContext;
QOpenGLContext *m_shareContext;
qint64 m_time;
RenderSettings *m_settings;
UpdateShaderDataTransformJobPtr m_updateShaderDataTransformJob;
FrameCleanupJobPtr m_cleanupJob;
SendBufferCaptureJobPtr m_sendBufferCaptureJob;
FilterCompatibleTechniqueJobPtr m_filterCompatibleTechniqueJob;
LightGathererPtr m_lightGathererJob;
RenderableEntityFilterPtr m_renderableEntityFilterJob;
ComputableEntityFilterPtr m_computableEntityFilterJob;
QMutex m_pendingRenderCaptureSendRequestsMutex;
std::vector<Qt3DCore::QNodeId> m_pendingRenderCaptureSendRequests;
void performDraw(const 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_introspectShaderJob;
void lookForAbandonedVaos();
void lookForDirtyBuffers();
void lookForDownloadableBuffers();
void lookForDirtyTextures();
void reloadDirtyShaders();
void sendShaderChangesToFrontend(Qt3DCore::QAspectManager *manager);
void sendTextureChangesToFrontend(Qt3DCore::QAspectManager *manager);
void sendSetFenceHandlesToFrontend(Qt3DCore::QAspectManager *manager);
void sendDisablesToFrontend(Qt3DCore::QAspectManager *manager);
QMutex m_abandonedVaosMutex;
std::vector<HVao> m_abandonedVaos;
std::vector<HBuffer> m_dirtyBuffers;
std::vector<Qt3DCore::QNodeId> m_downloadableBuffers;
std::vector<HShader> m_dirtyShaders;
std::vector<HTexture> m_dirtyTextures;
std::vector<QPair<Texture::TextureUpdateInfo, Qt3DCore::QNodeIdVector>> m_updatedTextureProperties;
std::vector<QPair<Qt3DCore::QNodeId, GLFence>> m_updatedSetFences;
std::vector<Qt3DCore::QNodeId> m_updatedDisableSubtreeEnablers;
Qt3DCore::QNodeIdVector m_textureIdsToCleanup;
std::vector<ShaderBuilderUpdate> m_shaderBuilderUpdates;
Qt3DCore::QNodeIdVector m_lastLoadedShaderIds;
bool m_ownedContext;
OffscreenSurfaceHelper *m_offscreenHelper;
GLResourceManagers *m_glResourceManagers;
QMutex m_offscreenSurfaceMutex;
QScopedPointer<Qt3DRender::Debug::CommandExecuter> m_commandExecuter;
mutable QScopedPointer<Qt3DRender::Render::Profiling::FrameProfiler> m_frameProfiler;
#ifdef QT_BUILD_INTERNAL
friend class ::tst_Renderer;
#endif
QMetaObject::Connection m_contextConnection;
RendererCache<RenderCommand> m_cache;
bool m_shouldSwapBuffers;
RenderDriver m_driver = RenderDriver::Qt3D;
std::vector<FrameGraphNode *> m_frameGraphLeaves;
QScreen *m_screen = nullptr;
QSharedPointer<ResourceAccessor> m_scene2DResourceAccessor;
Debug::ImGuiRenderer *m_imGuiRenderer;
int m_jobsInLastFrame;
};
} // namespace OpenGL
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_RENDER_OPENGL_RENDERER_H