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qssgrenderbuffermanager_p.h
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1// Copyright (C) 2008-2012 NVIDIA Corporation.
2// Copyright (C) 2019 The Qt Company Ltd.
3// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
4// Qt-Security score:significant reason:default
5
6
7#ifndef QSSG_RENDER_BUFFER_MANAGER_H
8#define QSSG_RENDER_BUFFER_MANAGER_H
9
10//
11// W A R N I N G
12// -------------
13//
14// This file is not part of the Qt API. It exists purely as an
15// implementation detail. This header file may change from version to
16// version without notice, or even be removed.
17//
18// We mean it.
19//
20
21#include <QtQuick3DRuntimeRender/private/qtquick3druntimerenderglobal_p.h>
22#include <QtQuick3DRuntimeRender/private/qssgrenderimagetexture_p.h>
23#include <QtQuick3DRuntimeRender/private/qssgrendermesh_p.h>
24#include <QtQuick3DRuntimeRender/private/qssgrendererutil_p.h>
25#include <QtQuick3DRuntimeRender/private/qssgrendershadercache_p.h>
26#include <QtQuick3DRuntimeRender/private/qssguserrenderpassmanager_p.h>
27#include <QtQuick3DRuntimeRender/private/qssgrenderuserpass_p.h>
28#include <QtQuick3DUtils/private/qssgmesh_p.h>
29
30#include <QtQuick3DUtils/private/qquick3dprofiler_p.h>
31
32#include <QtCore/QMutex>
33#include <QtCore/qhash.h>
34#include <QtCore/qsize.h>
35
37
38struct QSSGRenderMesh;
39struct QSSGLoadedTexture;
40class QSSGRhiContext;
41class QSSGMeshBVH;
42class QSGTexture;
43class QSSGRenderGeometry;
44class QSSGRenderTextureData;
45struct QSSGRenderModel;
46struct QSSGRenderImage;
47struct QSSGRenderResourceLoader;
48struct QSSGRenderLayer;
49struct QSSGRenderSkin;
50
51// There is one QSSGBufferManager per QSSGRenderContextInterface, and so per
52// QQuickWindow, and by extension, per scenegraph render thread. This is
53// essential here because graphics resources (vertex/index buffers, textures)
54// are always specific to one render thread, they cannot be used and shared
55// between different threads (and so windows). This is ensured by design, by
56// having a dedicated BufferManager for each render thread (window).
57
59class QQuick3DRenderExtension;
60
62{
65
66 inline bool isCompatible(const QSSGMeshProcessingOptions &other) const
67 {
68 // if lightmap UVs are wanted, the request can only use other's data
69 // if the lightmap key is identical
70 return lightmapPath == other.lightmapPath && lightmapKey == other.lightmapKey;
71 }
72};
73
74class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGBufferManager
75{
76 Q_DISABLE_COPY(QSSGBufferManager)
77public:
78 enum MipMode : quint8 {
79 MipModeFollowRenderImage,
80 MipModeEnable,
81 MipModeDisable,
82 MipModeBsdf
83 };
84
88 Q_DECLARE_FLAGS(LoadRenderImageFlags, LoadRenderImageFlag)
89
96
98 QSSGRenderTextureData *data;
101 };
102
108
115
120
122 ~QSSGBufferManager();
123
125
126 void releaseCachedResources();
127 // called on the destuction of a layer to release its referenced resources
128 void releaseResourcesForLayer(QSSGRenderLayer *layer);
129
130 QSSGRenderImageTexture loadRenderImage(const QSSGRenderImage *image,
131 MipMode inMipMode = MipModeFollowRenderImage,
132 LoadRenderImageFlags flags = LoadWithFlippedY);
133 QSSGRenderImageTexture loadTextureData(QSSGRenderTextureData *data, MipMode inMipMode);
134 QSSGRenderImageTexture loadLightmap(const QSSGRenderModel &model);
135 QSSGRenderImageTexture loadSkinmap(QSSGRenderTextureData *skin);
136
137 QSSGRenderMesh *getMeshForPicking(const QSSGRenderModel &model) const;
138 QSSGBounds3 getModelBounds(const QSSGRenderModel *model);
139
140 QSSGRenderMesh *loadMesh(const QSSGRenderModel &model);
141 QSSGMesh::Mesh loadLightmapMesh(const QSSGRenderModel &model);
142
143 // Called at the end of the frame to release unreferenced geometry and textures
144 void cleanupUnreferencedBuffers(quint32 frameId, QSSGRenderLayer *layer);
145 void resetUsageCounters(quint32 frameId, QSSGRenderLayer *layer);
146
147 void releaseGeometry(QSSGRenderGeometry *geometry);
148 void releaseTextureData(const QSSGRenderTextureData *data);
150 void releaseExtensionResult(const QSSGRenderExtension &rext);
151 void releaseUserRenderPass(const QSSGRenderUserPass &upass);
152
154
155 void processResourceLoader(const QSSGRenderResourceLoader *loader);
156
157 static std::unique_ptr<QSSGMeshBVH> loadMeshBVH(const QSSGRenderPath &inSourcePath);
158 static std::unique_ptr<QSSGMeshBVH> loadMeshBVH(QSSGRenderGeometry *geometry);
159 static std::unique_ptr<QSSGMeshBVH> loadMeshBVH(const QSSGMesh::Mesh &mesh);
160
161 static QSSGMesh::Mesh loadMeshData(const QSSGRenderPath &inSourcePath);
162 QSSGMesh::Mesh loadMeshData(const QSSGRenderGeometry *geometry);
163
164 void registerExtensionResult(const QSSGRenderExtension &extensions, QRhiTexture *texture);
165
166 static QRhiTexture::Format toRhiFormat(const QSSGRenderTextureFormat format);
167
168 static void registerMeshData(const QString &assetId, const QVector<QSSGMesh::Mesh> &meshData);
169 static void unregisterMeshData(const QString &assetId);
170 static QString runtimeMeshSourceName(const QString &assetId, qsizetype meshId);
171 static QString primitivePath(const QString &primitive);
172
174
175 void increaseMemoryStat(QRhiTexture *texture);
176 void decreaseMemoryStat(QRhiTexture *texture);
179
180 // Views for testing
181 const QHash<ImageCacheKey, ImageData> &getImageMap() const { return imageMap; }
182 const QHash<CustomImageCacheKey, ImageData> &getCustomTextureMap() const { return customTextureMap; }
183 const QHash<QSGTexture *, ImageData> &getSGImageMap() const { return qsgImageMap; }
184 const QHash<QSSGRenderPath, MeshData> &getMeshMap() const { return meshMap; }
185 const QHash<QSSGRenderGeometry *, MeshData> &getCustomMeshMap() const { return customMeshMap; }
186
187 void setLightmapSource(const QString &source);
188 void setCurrentlyLightmapBaking(bool value);
189
190 void registerUserRenderPassManager(const QSSGUserRenderPassManagerPtr &userPassManager);
191
192private:
193 void clear();
194 QRhiResourceUpdateBatch *meshBufferUpdateBatch();
195
196 static QSSGMesh::Mesh loadPrimitive(const QString &inRelativePath);
197 enum CreateRhiTextureFlag {
198 ScanForTransparency = 0x01,
199 CubeMap = 0x02,
200 Texture3D = 0x04
201 };
202 Q_DECLARE_FLAGS(CreateRhiTextureFlags, CreateRhiTextureFlag)
203 bool setRhiTexture(QSSGRenderImageTexture &texture,
204 const QSSGLoadedTexture *inTexture,
205 MipMode inMipMode,
206 CreateRhiTextureFlags inFlags,
207 const QString &debugObjectName,
208 bool *wasTextureCreated = nullptr);
209
210 QSSGRenderMesh *loadRenderMesh(const QSSGRenderPath &inSourcePath, QSSGMeshProcessingOptions options);
211 QSSGRenderMesh *loadRenderMesh(QSSGRenderGeometry *geometry, QSSGMeshProcessingOptions options);
212
213 QSSGRenderMesh *createRenderMesh(const QSSGMesh::Mesh &mesh, const QString &debugObjectName = {});
214 bool createEnvironmentMap(const QSSGLoadedTexture *inImage, QSSGRenderImageTexture *outTexture, const QString &debugObjectName);
215
216 void releaseMesh(const QSSGRenderPath &inSourcePath);
217 void releaseImage(const ImageCacheKey &key);
218
219 QSSGRenderContextInterface *m_contextInterface = nullptr; // ContextInterfaces owns BufferManager
220
221 // These store the actual buffer handles
222 QHash<ImageCacheKey, ImageData> imageMap; // Textures (specificed by path)
223 QHash<CustomImageCacheKey, ImageData> customTextureMap; // Textures (QQuick3DTextureData)
224 QHash<QSGTexture *, ImageData> qsgImageMap; // Textures (from Qt Quick)
225 QHash<const QSSGRenderExtension *, ImageData> renderExtensionTexture; // Textures (from QQuick3DRenderExtension)
226 QHash<QSSGRenderPath, MeshData> meshMap; // Meshes (specififed by path)
227 QHash<QSSGRenderGeometry *, MeshData> customMeshMap; // Meshes (QQuick3DGeometry)
228
229 using QSSGUserRenderPassManagerWeakPtr = std::weak_ptr<QSSGUserRenderPassManager>;
230 std::vector<QSSGUserRenderPassManagerWeakPtr> userRenderPassManagers;
231
232 QRhiResourceUpdateBatch *meshBufferUpdates = nullptr;
233 QMutex meshBufferMutex;
234
235 quint32 frameCleanupIndex = 0;
236 quint32 frameResetIndex = 0;
237 QSSGRenderLayer *currentLayer = nullptr;
238 MemoryStats stats;
239
240 QString lightmapSource;
241 bool lightmapFileValid = false;
242 bool lightmapSourceDirty = true;
243 bool currentlyLightmapBaking = false;
244 bool validateLightmap();
245};
246
247Q_DECLARE_OPERATORS_FOR_FLAGS(QSSGBufferManager::LoadRenderImageFlags)
248
249inline size_t qHash(const QSSGBufferManager::ImageCacheKey &k, size_t seed) Q_DECL_NOTHROW
250{
251 return qHash(k.path, seed) ^ k.mipMode ^ k.type ^ qHash(k.key, seed);
252}
253
254inline bool operator==(const QSSGBufferManager::ImageCacheKey &a, const QSSGBufferManager::ImageCacheKey &b) Q_DECL_NOTHROW
255{
256 return a.path == b.path && a.mipMode == b.mipMode && a.type == b.type && a.key == b.key;
257}
258
259size_t qHash(const QSSGBufferManager::CustomImageCacheKey &k, size_t seed) noexcept;
260
261inline bool operator==(const QSSGBufferManager::CustomImageCacheKey &a, const QSSGBufferManager::CustomImageCacheKey &b) Q_DECL_NOTHROW
262{
263 return a.data == b.data && a.pixelSize == b.pixelSize && a.mipMode == b.mipMode;
264}
265
266QT_END_NAMESPACE
267
268#endif
void decreaseMemoryStat(QSSGRenderMesh *mesh)
void setRenderContextInterface(QSSGRenderContextInterface *ctx)
QSSGRenderImageTexture loadSkinmap(QSSGRenderTextureData *skin)
void increaseMemoryStat(QSSGRenderMesh *mesh)
static std::unique_ptr< QSSGMeshBVH > loadMeshBVH(const QSSGRenderPath &inSourcePath)
const QHash< ImageCacheKey, ImageData > & getImageMap() const
void releaseGeometry(QSSGRenderGeometry *geometry)
const QHash< QSGTexture *, ImageData > & getSGImageMap() const
const QHash< CustomImageCacheKey, ImageData > & getCustomTextureMap() const
static QRhiTexture::Format toRhiFormat(const QSSGRenderTextureFormat format)
void increaseMemoryStat(QRhiTexture *texture)
void registerUserRenderPassManager(const QSSGUserRenderPassManagerPtr &userPassManager)
static std::unique_ptr< QSSGMeshBVH > loadMeshBVH(QSSGRenderGeometry *geometry)
void releaseResourcesForLayer(QSSGRenderLayer *layer)
void cleanupUnreferencedBuffers(quint32 frameId, QSSGRenderLayer *layer)
QSSGRenderMesh * getMeshForPicking(const QSSGRenderModel &model) const
static QSSGMesh::Mesh loadMeshData(const QSSGRenderPath &inSourcePath)
QSSGMesh::Mesh loadLightmapMesh(const QSSGRenderModel &model)
QSSGMesh::Mesh loadMeshData(const QSSGRenderGeometry *geometry)
QSSGRenderImageTexture loadRenderImage(const QSSGRenderImage *image, MipMode inMipMode=MipModeFollowRenderImage, LoadRenderImageFlags flags=LoadWithFlippedY)
void registerExtensionResult(const QSSGRenderExtension &extensions, QRhiTexture *texture)
QSSGRenderMesh * loadMesh(const QSSGRenderModel &model)
void releaseUserRenderPass(const QSSGRenderUserPass &upass)
static void unregisterMeshData(const QString &assetId)
static QString primitivePath(const QString &primitive)
void releaseTextureData(const QSSGRenderTextureData *data)
void releaseExtensionResult(const QSSGRenderExtension &rext)
QSSGRenderImageTexture loadTextureData(QSSGRenderTextureData *data, MipMode inMipMode)
QSSGRenderImageTexture loadLightmap(const QSSGRenderModel &model)
void setLightmapSource(const QString &source)
static void registerMeshData(const QString &assetId, const QVector< QSSGMesh::Mesh > &meshData)
const QHash< QSSGRenderPath, MeshData > & getMeshMap() const
void setCurrentlyLightmapBaking(bool value)
void decreaseMemoryStat(QRhiTexture *texture)
static QString runtimeMeshSourceName(const QString &assetId, qsizetype meshId)
void resetUsageCounters(quint32 frameId, QSSGRenderLayer *layer)
QSSGBounds3 getModelBounds(const QSSGRenderModel *model)
void releaseTextureData(const CustomImageCacheKey &key)
const QHash< QSSGRenderGeometry *, MeshData > & getCustomMeshMap() const
void processResourceLoader(const QSSGRenderResourceLoader *loader)
friend class QSSGRenderContextInterface
Combined button and popup list for selecting options.
QHash< QSSGRenderLayer *, uint32_t > usageCounts
QHash< QSSGRenderLayer *, uint32_t > usageCounts
bool isCompatible(const QSSGMeshProcessingOptions &other) const
QSSGRenderMesh(QSSGRenderDrawMode inDrawMode, QSSGRenderWinding inWinding)
std::unique_ptr< QSSGMeshBVH > bvh
QSSGRenderDrawMode drawMode
QSSGRenderWinding winding
QSSGRhiBufferPtr indexBuffer
QSSGRhiInputAssemblerState ia
quint32 lodOffset(int lodLevel) const
QSSGMeshBVHNode::Handle bvhRoot
quint32 lodCount(int lodLevel) const
QVector< Lod > lods
QSSGRenderSubset & operator=(const QSSGRenderSubset &inOther)
QRhiTexture * targetsTexture
QSSGRhiBufferPtr vertexBuffer
QSSGRenderSubset(const QSSGRenderSubset &inOther)
QSSGRenderSubset()=default