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qssgrenderpass_p.h
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1// Copyright (C) 2022 The Qt Company Ltd.
2// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
3// Qt-Security score:significant reason:default
4
5
6#ifndef QSSGRENDERPASS_H
7#define QSSGRENDERPASS_H
8
9//
10// W A R N I N G
11// -------------
12//
13// This file is not part of the Qt API. It exists purely as an
14// implementation detail. This header file may change from version to
15// version without notice, or even be removed.
16//
17// We mean it.
18//
19
20#include <QtCore/qglobal.h>
21
22#include <ssg/qssgrenderhelpers.h>
23#include <QtQuick3DUtils/private/qssgaosettings_p.h>
24#include <QtQuick3DRuntimeRender/private/qssgrhicontext_p.h>
25#include <QtQuick3DRuntimeRender/private/qssgrendershadercache_p.h>
26#include <QtQuick3DRuntimeRender/private/qssgrenderableobjects_p.h>
27#include <QtQuick3DRuntimeRender/private/qssgrendermotionvectormap_p.h>
28#include "qssgrenderer_p.h"
29
30QT_BEGIN_NAMESPACE
31
32class QSSGRenderShadowMap;
33class QSSGRenderReflectionMap;
35class QSSGRenderCamera;
36struct QSSGRenderSkyMaterial;
37class QSGRenderer;
38class QSSGRenderExtension;
39class QSSGRenderUserPass;
40
41class QRhiTexture;
42
44{
45public:
46 enum class Type
47 {
51 };
52 // Input:
53
54 virtual ~QSSGRenderPass();
55 virtual void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) = 0;
56 virtual void renderPass(QSSGRenderer &renderer) = 0;
57 virtual Type passType() const = 0;
58 virtual void resetForFrame() = 0;
59
60 // Output:
61
62 // Flags: Debug markers(?)
63
64 // Dependency
65};
66
68{
69public:
70 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
71 void renderPass(QSSGRenderer &renderer) final;
72 Type passType() const final { return Type::Standalone; }
73 void resetForFrame() final;
74
76
77 static constexpr int MaxBuckets = 8; // (int(skin) << 2) | (int(instance) << 1) | int(morph);
79 QSSGRenderCamera *camera = nullptr;
81 bool enabled = false;
83};
84
103
105{
106public:
108 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
109 void renderPass(QSSGRenderer &renderer) final;
110 Type passType() const final { return Type::Standalone; }
111 void resetForFrame() final;
112
117 bool m_includeSTO = false; // Compatibility flag to include STO objects in reflection map rendering.
118};
119
121{
122public:
123 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
124 void renderPass(QSSGRenderer &renderer) final;
125 Type passType() const final { return Type::Standalone; }
126 void resetForFrame() final;
127};
128
130{
131public:
132 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
133 void renderPass(QSSGRenderer &renderer) final;
134 Type passType() const final { return Type::Main; }
135 void resetForFrame() final;
136
140 bool active = false;
141};
142
144{
145public:
146 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
147 void renderPass(QSSGRenderer &renderer) final;
148 Type passType() const final { return Type::Standalone; }
149 void resetForFrame() final;
150
152 const QSSGRenderCamera *camera = nullptr;
157};
158
159class Q_QUICK3DRUNTIMERENDER_EXPORT DepthMapPass : public QSSGRenderPass
160{
161public:
162 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
163 void renderPass(QSSGRenderer &renderer) final;
164 Type passType() const final { return Type::Standalone; }
165 void resetForFrame() final;
166 void setMultisamplingEnabled(bool enabled) { m_multisampling = enabled; }
167 bool isMultisamplingEnabled() const { return m_multisampling; }
168
169 QSSGRenderableObjectList sortedOpaqueObjects;
170 QSSGRenderableObjectList sortedTransparentObjects;
171 QSSGRhiGraphicsPipelineState ps;
172 QSSGRhiRenderableTexture *rhiDepthTexture = nullptr;
173 bool m_multisampling = false;
174};
175
176class Q_QUICK3DRUNTIMERENDER_EXPORT NormalPass : public QSSGRenderPass
177{
178public:
179 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
180 void renderPass(QSSGRenderer &renderer) final;
181 Type passType() const final { return Type::Standalone; }
182 void resetForFrame() final;
183
184 QSSGRenderableObjectList sortedOpaqueObjects;
185 QSSGRhiGraphicsPipelineState ps;
186 QSSGRhiRenderableTexture *normalTexture = nullptr;
187 QSSGRhiRenderableTexture *depthBuffer = nullptr;
188};
189
191{
192public:
193 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
194 void renderPass(QSSGRenderer &renderer) final;
195 Type passType() const final { return Type::Main; }
196 void resetForFrame() final;
197
199 QRhiRenderPassDescriptor *rpDesc = nullptr;
201 bool skipTonemapping = false;
202 bool skipPrep = false;
203};
204
206{
207public:
208 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
209 void renderPass(QSSGRenderer &renderer) final;
210 Type passType() const final { return Type::Main; }
211 void resetForFrame() final;
212
214 QRhiRenderPassDescriptor *rpDesc = nullptr;
216 bool skipTonemapping = false;
217 bool ready = false;
218 int scaleDivisor = 1; // 1=Full, 2=Half, 4=Quarter
221 // Offscreen target (owned by the layer render data) used for reduced-scale rendering.
223};
224
226{
227public:
228 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
229 void renderPass(QSSGRenderer &renderer) final;
230 Type passType() const final { return Type::Main; }
231 void resetForFrame() final;
232
235 QRhiRenderPassDescriptor *rpDesc = nullptr;
237 bool skipTonemapping = false;
238};
239
241{
242public:
243 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
244 void renderPass(QSSGRenderer &renderer) final;
245 Type passType() const final { return Type::Standalone; }
246 void resetForFrame() final;
247
251 QSSGShaderFeatures shaderFeatures;
255 bool wantsMips = false;
256};
257
259{
260public:
261 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
262 void renderPass(QSSGRenderer &renderer) final;
263 Type passType() const final { return Type::Main; }
264 void resetForFrame() final;
265
269};
270
272{
273public:
274 static void prep(const QSSGRenderContextInterface &ctx,
276 QSSGPassKey passKey,
277 QSSGRhiGraphicsPipelineState &ps,
278 QSSGShaderFeatures shaderFeatures,
279 QRhiRenderPassDescriptor *rpDesc,
280 const QSSGRenderableObjectList &sortedOpaqueObjects);
281
282 static void render(const QSSGRenderContextInterface &ctx,
283 const QSSGRhiGraphicsPipelineState &ps,
284 const QSSGRenderableObjectList &sortedOpaqueObjects);
285
286 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
287 void renderPass(QSSGRenderer &renderer) final;
288 Type passType() const final { return Type::Main; }
289 void resetForFrame() final;
290
293 QSSGShaderFeatures shaderFeatures;
294};
295
296struct QSSGCameraRenderData;
297
299{
300public:
301 static void prep(const QSSGRenderContextInterface &ctx,
303 QSSGPassKey passKey,
304 QSSGRhiGraphicsPipelineState &ps,
305 QSSGShaderFeatures shaderFeatures,
306 QRhiRenderPassDescriptor *rpDesc,
307 const QSSGRenderableObjectList &sortedTransparentObjects,
308 bool oit = false);
309
310 static void render(const QSSGRenderContextInterface &ctx,
311 const QSSGRhiGraphicsPipelineState &ps,
312 const QSSGRenderableObjectList &sortedTransparentObjects);
313
314
315 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
316 void renderPass(QSSGRenderer &renderer) final;
317 Type passType() const final { return Type::Main; }
318 void resetForFrame() final;
319
322 QSSGShaderFeatures shaderFeatures;
323};
324
326{
327public:
328 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
329 void renderPass(QSSGRenderer &renderer) final;
330 Type passType() const final { return Type::Main; }
331 void resetForFrame() final;
332
333protected:
335};
336
338{
339public:
340 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
341 void renderPass(QSSGRenderer &renderer) final;
342 Type passType() const final { return Type::Main; }
343 void resetForFrame() final;
344
348};
349
351{
352public:
353 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
354 void renderPass(QSSGRenderer &renderer) final;
355 Type passType() const final { return Type::Main; }
356 void resetForFrame() final;
357
360};
361
363{
364public:
365 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
366 void renderPass(QSSGRenderer &renderer) final;
367 Type passType() const final { return Type::Extension; }
368 void resetForFrame() final;
369
370 bool hasData() const { return extensions.size() != 0; }
371
373};
374
376{
377public:
378 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
379 void renderPass(QSSGRenderer &renderer) final;
380 Type passType() const final { return Type::Standalone; }
381 void resetForFrame() final;
382
383 bool hasData() const { return (userPasses.size() != 0); }
384
386
387protected:
403
404 void prepareTopLevelPass(QSSGRenderer &renderer, QSSGLayerRenderData &data, QSSGRenderUserPass *passNode)
405 {
406 visitedPasses.clear(); // clear visited passes for each top-level pass
407 preparePassImpl(renderer, data, passNode, userPassData, {/* null */});
408 }
409
410 void prepareSubPass(QSSGRenderer &renderer,
412 QSSGRenderUserPass *subPassNode,
413 std::vector<UserPassData> &subPassData,
414 const QSSGRhiRenderableTextureV2Ptr &renderableTexture)
415 {
416 Q_ASSERT(renderableTexture != nullptr);
417 preparePassImpl(renderer, data, subPassNode, subPassData, renderableTexture);
418 }
419
420 void preparePassImpl(QSSGRenderer &renderer,
422 QSSGRenderUserPass *passNode,
423 std::vector<UserPassData> &outData,
424 QSSGRhiRenderableTextureV2Ptr renderableTexture);
426 std::set<QSSGResourceId> visitedPasses; // For circular dependency detection
427 static constexpr size_t MAX_SUBPASS_DEPTH = 16;
428};
429
432{
433public:
434 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
435 void renderPass(QSSGRenderer &renderer) final;
436 Type passType() const final;
437 void resetForFrame() final;
438 void setMethod(QSSGRenderLayer::OITMethod m) { method = m; }
439 bool linkedListRequiresResize(QSize dim);
440
442
445
448 QSSGShaderFeatures shaderFeatures;
449 union {
450 QSSGRhiRenderableTexture *rhiAccumTexture = nullptr;
451 QSSGRhiRenderableTexture *rhiABufferImage;
452 QRhiBuffer *rhiABuffer;
453 };
454 union {
455 QSSGRhiRenderableTexture *rhiRevealageTexture = nullptr;
456 QSSGRhiRenderableTexture *rhiAuxiliaryImage;
457 QRhiBuffer *rhiAuxBuffer;
458 };
461 QRhiTexture *readbackImage = nullptr;
467};
468
470{
471public:
472 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
473 void renderPass(QSSGRenderer &renderer) final;
474 Type passType() const final { return Type::Main; }
475 void resetForFrame() final;
476 void setMethod(QSSGRenderLayer::OITMethod m) { method = m; }
480 QSSGShaderFeatures shaderFeatures;
482 union {
483 QSSGRhiRenderableTexture *rhiAccumTexture = nullptr;
484 QSSGRhiRenderableTexture *rhiABufferImage;
485 QRhiBuffer *rhiABuffer;
486 };
487 union {
488 QSSGRhiRenderableTexture *rhiRevealageTexture = nullptr;
489 QSSGRhiRenderableTexture *rhiAuxiliaryImage;
490 QRhiBuffer *rhiAuxBuffer;
491 };
492};
493
494QT_END_NAMESPACE
495
496#endif // QSSGRENDERPASS_H
QSSGRhiShaderPipelinePtr debugObjectShader
QSSGRhiGraphicsPipelineState ps
void renderPass(QSSGRenderer &renderer) final
Type passType() const final
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void resetForFrame() final
void renderPass(QSSGRenderer &renderer) final
QSSGRhiGraphicsPipelineState ps
QSSGRenderLayer * layer
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
QSSGRhiShaderPipelinePtr gridShader
void resetForFrame() final
Type passType() const final
Type passType() const final
std::vector< QSGRenderer * > prepdItem2DRenderers
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void renderPass(QSSGRenderer &renderer) final
void resetForFrame() final
static constexpr int MaxBuckets
QSSGRhiGraphicsPipelineState ps
QSSGRenderMotionVectorMapPtr motionVectorMapManager
QSSGRenderableObjectList motionVectorPassObjects[MaxBuckets]
Type passType() const final
QSSGRhiRenderableTexture * rhiMotionVectorTexture
QSSGRenderCamera * camera
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void renderPass(QSSGRenderer &renderer) final
QSSGShaderFeatures shaderFeatures
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
QRhiShaderResourceBindings * compositeSrb
QSSGRhiShaderPipelinePtr compositeShaderPipeline
QSSGRenderLayer::OITMethod method
void resetForFrame() final
Type passType() const final
void renderPass(QSSGRenderer &renderer) final
QSSGRhiGraphicsPipelineState ps
void setMethod(QSSGRenderLayer::OITMethod m)
void setMethod(QSSGRenderLayer::OITMethod m)
quint32 reportedNodeCount
QSSGShaderFeatures shaderFeatures
QSSGRenderLayer::OITMethod method
QRhiShaderResourceBindings * clearSrb
QSSGRenderableObjectList sortedTransparentObjects
QSSGRhiRenderableTexture * rhiCounterImage
QRhiTextureRenderTarget * renderTarget
void resetForFrame() final
QSSGRhiShaderPipelinePtr clearPipeline
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
QSSGRhiRenderableTexture * rhiDepthTexture
QSSGRhiGraphicsPipelineState ps
QRhiTexture * readbackImage
bool linkedListRequiresResize(QSize dim)
Type passType() const final
void renderPass(QSSGRenderer &renderer) final
QSSGOITRenderContext * oitRenderContext
QRhiBuffer * rhiCounterBuffer
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void resetForFrame() final
Type passType() const final
void renderPass(QSSGRenderer &renderer) final
QSSGShaderFeatures shaderFeatures
QSSGRhiGraphicsPipelineState ps
static void render(const QSSGRenderContextInterface &ctx, const QSSGRhiGraphicsPipelineState &ps, const QSSGRenderableObjectList &sortedOpaqueObjects)
QSSGRenderableObjectList sortedOpaqueObjects
QRect viewport() const
Returns the viewport rectangle.
void drawLine(const QVector3D &startPoint, const QVector3D &endPoint, const QColor &color, bool isPersistent=false)
void recordRenderDebugObjects(QSSGRhiContext *rhiCtx, QSSGRhiGraphicsPipelineState *ps, QRhiShaderResourceBindings *srb, QRhiRenderPassDescriptor *rpDesc)
void drawPoint(const QVector3D &vertex, const QColor &color, bool isPersistent=false)
void prepareGeometry(QSSGRhiContext *rhiCtx, QRhiResourceUpdateBatch *rub)
void drawBounds(const QSSGBounds3 &bounds, const QColor &color, bool isPersistent=false)
QSSGLayerRenderPreparationResult(const QRectF &inViewport, QSSGRenderLayer &inLayer)
const QSSGLayerRenderPreparationResultFlags & getFlags() const
virtual ~QSSGRenderPass()
virtual void resetForFrame()=0
virtual Type passType() const =0
virtual void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data)=0
virtual void renderPass(QSSGRenderer &renderer)=0
QSSGRenderableObjectFlags renderableFlags
friend class QSSGParticleRenderer
void releaseItem2DData(const QSSGRenderItem2D &item2D)
const std::unique_ptr< QSSGRhiQuadRenderer > & rhiQuadRenderer() const
quint32 frameDepth() const
float dpr() const
friend class QSSGRenderContextInterface
QRect scissorRect() const
void cleanupResources(QSet< QSSGRenderGraphObject * > &resources)
void setViewport(QRect inViewport)
void beginSubLayerRender(QSSGLayerRenderData &inLayer)
const std::unique_ptr< QSSGRhiCubeRenderer > & rhiCubeRenderer() const
void setDpr(float dpr)
void setScissorRect(QRect inScissorRect)
void endSubLayerRender(QSSGLayerRenderData &inLayer)
QSSGRenderContextInterface * contextInterface() const
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void renderPass(QSSGRenderer &renderer) final
void resetForFrame() final
std::shared_ptr< QSSGRenderReflectionMap > reflectionMapManager
QSSGRenderableObjectList reflectionPassObjects
std::vector< QSSGRenderReflectionProbe * > reflectionProbes
QSSGRhiGraphicsPipelineState ps
Type passType() const final
Type passType() const final
QSSGRhiRenderableTexture * rhiAoTexture
const QSSGRhiRenderableTexture * rhiDepthTexture
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void resetForFrame() final
QSSGRhiShaderPipelinePtr ssaoShaderPipeline
QSSGAmbientOcclusionSettings aoSettings
void renderPass(QSSGRenderer &renderer) final
const QSSGRenderCamera * camera
QSSGRhiGraphicsPipelineState ps
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void renderPass(QSSGRenderer &renderer) final
void resetForFrame() final
QSSGRhiGraphicsPipelineState ps
Type passType() const final
std::optional< SkyboxPass > skyboxPass
QSSGShaderFeatures shaderFeatures
QSSGRenderableObjectList sortedOpaqueObjects
std::optional< SkyboxCubeMapPass > skyboxCubeMapPass
QSSGRhiRenderableTexture * rhiScreenTexture
QSSGRenderableObjectList sortedScreenTextureObjects
const QSSGRhiRenderableTexture * rhiScreenTexture
void renderPass(QSSGRenderer &renderer) final
QSSGRhiGraphicsPipelineState ps
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
Type passType() const final
QSSGRenderCamera * camera
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
QSSGBounds3 castingObjectsBox
QSSGShaderLightList globalLights
QSSGRenderableObjectList shadowPassObjects
QSSGRhiGraphicsPipelineState ps
QSSGBounds3 receivingObjectsBox
void resetForFrame() final
std::unique_ptr< QSSGRenderCamera > debugCamera
Type passType() const final
void renderPass(QSSGRenderer &renderer) final
std::shared_ptr< QSSGRenderShadowMap > shadowMapManager
QSSGRhiRenderableTexture * offscreenTexture
QRhiShaderResourceBindings * backgroundSrb
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
Type passType() const final
QSSGRhiShaderPipelinePtr pipeline
QSSGRhiGraphicsPipelineState ps
void renderPass(QSSGRenderer &renderer) final
QRhiRenderPassDescriptor * rpDesc
void renderPass(QSSGRenderer &renderer) final
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void resetForFrame() final
Type passType() const final
QRhiRenderPassDescriptor * rpDesc
QSSGRenderLayer * layer
void renderPass(QSSGRenderer &renderer) final
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
QSSGRhiShaderPipelinePtr skyBoxCubeShader
QSSGRhiGraphicsPipelineState ps
void resetForFrame() final
Type passType() const final
void renderPass(QSSGRenderer &renderer) final
void resetForFrame() final
QRhiRenderPassDescriptor * rpDesc
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
Type passType() const final
QSSGRenderLayer * layer
QSSGRhiGraphicsPipelineState ps
QSSGRenderableObjectList sortedTransparentObjects
static void render(const QSSGRenderContextInterface &ctx, const QSSGRhiGraphicsPipelineState &ps, const QSSGRenderableObjectList &sortedTransparentObjects)
void renderPass(QSSGRenderer &renderer) final
QSSGShaderFeatures shaderFeatures
QSSGRhiGraphicsPipelineState ps
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void resetForFrame() final
Type passType() const final
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void renderPass(QSSGRenderer &renderer) final
Type passType() const final
QList< QSSGRenderExtension * > extensions
void resetForFrame() final
bool hasData() const
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void resetForFrame() final
void renderPass(QSSGRenderer &renderer) final
static constexpr size_t MAX_SUBPASS_DEPTH
QList< QSSGRenderUserPass * > userPasses
std::vector< UserPassData > userPassData
void preparePassImpl(QSSGRenderer &renderer, QSSGLayerRenderData &data, QSSGRenderUserPass *passNode, std::vector< UserPassData > &outData, QSSGRhiRenderableTextureV2Ptr renderableTexture)
Type passType() const final
void prepareSubPass(QSSGRenderer &renderer, QSSGLayerRenderData &data, QSSGRenderUserPass *subPassNode, std::vector< UserPassData > &subPassData, const QSSGRhiRenderableTextureV2Ptr &renderableTexture)
void prepareTopLevelPass(QSSGRenderer &renderer, QSSGLayerRenderData &data, QSSGRenderUserPass *passNode)
std::set< QSSGResourceId > visitedPasses
void resetForFrame() final
void renderPass(QSSGRenderer &renderer) final
QSSGRenderableObjectList renderedOpaqueDepthPrepassObjects
Type passType() const final
QSSGRhiGraphicsPipelineState ps
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
QSSGRenderableObjectList renderedDepthWriteObjects
QSSGRenderResult::Key toInternalRenderResultKey(QSSGFrameData::RenderResult id)
Combined button and popup list for selecting options.
qsizetype rhiPrepareOverrideMaterialUserPass(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGRhiGraphicsPipelineState &basePipelineState, QRhiRenderPassDescriptor *rpDesc, QSSGRenderGraphObject *overrideMaterial, QSSGLayerRenderData &inData, QSSGRenderableObjectList &inObjects, QSSGShaderFeatures featureSet)
void rhiRenderUserAugmentedPass(QSSGRhiContext *rhiCtx, QSSGRenderableObjectList &inObjects)
quint32 rhiCalculateABufferSize(int nodeCount)
void rhiRenderAoTexture(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderer &renderer, QSSGRhiShaderPipeline &shaderPipeline, QSSGRhiGraphicsPipelineState &ps, const QSSGAmbientOcclusionSettings &ao, const QSSGRhiRenderableTexture &rhiAoTexture, const QSSGRhiRenderableTexture &rhiDepthTexture, const QSSGRenderCamera &camera)
bool rhiPrepareNormalPass(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGRhiGraphicsPipelineState &basePipelineState, QRhiRenderPassDescriptor *rpDesc, QSSGLayerRenderData &inData, const QSSGRenderableObjectList &sortedOpaqueObjects)
bool rhiPrepareMotionVectorTexture(QSSGRhiContext *rhiCtx, const QSize &size, QSSGRhiRenderableTexture *renderableTex)
void rhiRenderReflectionMap(const QSSGRenderContextInterface &context, QSSGPassKey passKey, const QSSGLayerRenderData &inData, QSSGRhiGraphicsPipelineState *ps, QSSGRenderReflectionMap &reflectionMapManager, const std::vector< QSSGRenderReflectionProbe * > &reflectionProbes, const QSSGRenderableObjectList &reflectionPassObjects, QSSGRenderer &renderer)
void rhiRenderNormalPass(QSSGRhiContext *rhiCtx, const QSSGRhiGraphicsPipelineState &ps, const QSSGRenderableObjectList &sortedOpaqueObjects, bool *needsSetViewport)
Q_QUICK3DRUNTIMERENDER_EXPORT void rhiRenderRenderable(QSSGRhiContext *rhiCtx, const QSSGRhiGraphicsPipelineState &state, QSSGRenderableObject &object, bool *needsSetViewport, QSSGRenderTextureCubeFace cubeFace=QSSGRenderTextureCubeFaceNone, qsizetype userPassIndex=-1)
qsizetype rhiPrepareAugmentedUserPass(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGRhiGraphicsPipelineState &basePipelineState, QRhiRenderPassDescriptor *rpDesc, const QSSGUserShaderAugmentation &shaderAugmentation, const QSSGLayerRenderData &inData, QSSGRenderableObjectList &inObjects, QSSGShaderFeatures featureSet)
bool rhiPrepareDepthPass(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGRhiGraphicsPipelineState &basePipelineState, QRhiRenderPassDescriptor *rpDesc, QSSGLayerRenderData &inData, const QSSGRenderableObjectList &sortedOpaqueObjects, const QSSGRenderableObjectList &sortedTransparentObjects, int samples, int viewCount)
qsizetype rhiPrepareOriginalMaterialUserPass(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGRhiGraphicsPipelineState &basePipelineState, QRhiRenderPassDescriptor *rpDesc, const QSSGLayerRenderData &inData, QSSGRenderableObjectList &inObjects, QSSGShaderFeatures featureSet)
bool rhiPrepareScreenTexture(QSSGRhiContext *rhiCtx, const QSize &size, bool wantsMips, QSSGRhiRenderableTexture *renderableTex, quint8 viewCount)
QRect correctViewportCoordinates(const QRectF &layerViewport, const QRect &deviceRect)
void addAccumulatorImageBindings(QSSGRhiShaderPipeline *shaderPipeline, QSSGRhiShaderResourceBindingList &bindings)
bool rhiPrepareDepthTexture(QSSGRhiContext *rhiCtx, const QSize &size, QSSGRhiRenderableTexture *renderableTex, quint8 viewCount, int samples=1)
void rhiRenderMotionVector(QSSGRhiContext *rhiCtx, const QSSGRhiGraphicsPipelineState &state, const QSSGRenderableObjectList *motionVectorPassObjects, int bucketsCount)
bool rhiPrepareAoTexture(QSSGRhiContext *rhiCtx, const QSize &size, QSSGRhiRenderableTexture *renderableTex, quint8 viewCount)
quint32 rhiCalculateABufferSize(const QSize &size, int levels)
void rhiRenderDepthPass(QSSGRhiContext *rhiCtx, const QSSGRhiGraphicsPipelineState &ps, const QSSGRenderableObjectList &sortedOpaqueObjects, const QSSGRenderableObjectList &sortedTransparentObjects, bool *needsSetViewport)
void addDebugFrustum(const QSSGBoxPoints &frustumPoints, const QColor &color, QSSGDebugDrawSystem *debugDrawSystem)
void addDebugBox(const QSSGBoxPoints &boxUnsorted, const QColor &color, QSSGDebugDrawSystem *debugDrawSystem)
void addDirectionalLightDebugBox(const QSSGBoxPoints &box, QSSGDebugDrawSystem *debugDrawSystem)
#define M_PI_2
Definition qmath.h:205
#define M_PI
Definition qmath.h:201
QSSGLayerRenderPreparationResultFlag
QVarLengthArray< QSSGShaderLight, 16 > QSSGShaderLightList
static void setupCubeShadowCameras(const QSSGLayerRenderData &inData, const QSSGRenderLight *inLight, float shadowMapFar, QSSGRenderCamera inCameras[6])
static void updateUniformsForDefaultMaterial(QSSGRhiShaderPipeline &shaderPipeline, QSSGRhiContext *rhiCtx, const QSSGLayerRenderData &inData, char *ubufData, QSSGRhiGraphicsPipelineState *ps, QSSGSubsetRenderable &subsetRenderable, const QSSGRenderCameraList &cameras, const QVector2D *depthAdjust, const QMatrix4x4 *alteredModelViewProjection, const QSSGRenderGraphObject *materialOverride=nullptr)
static QSSGRhiShaderPipelinePtr shadersForParticleMaterial(QSSGRhiGraphicsPipelineState *ps, QSSGParticlesRenderable &particleRenderable, const QSSGShaderFeatures &featureSet)
static QSSGRhiShaderPipelinePtr shadersForDefaultMaterial(QSSGRhiGraphicsPipelineState *ps, QSSGSubsetRenderable &subsetRenderable, const QSSGShaderFeatures &featureSet, const QSSGUserShaderAugmentation &shaderAugmentation={})
static std::unique_ptr< QSSGRenderCamera > computeShadowCameraFromFrustum(const QMatrix4x4 &lightMatrix, const QMatrix4x4 &lightMatrixInverted, const QVector3D &lightPivot, const QVector3D &lightForward, const QVector3D &lightUp, const float shadowMapResolution, const float pcfRadius, const QSSGBoxPoints &frustumPoints, float frustumStartT, float frustumEndT, float frustumRadius, bool lockShadowmapTexels, const QSSGBounds3 &castingBox, const QSSGBounds3 &receivingBox, QSSGDebugDrawSystem *debugDrawSystem, const bool drawCascades, const bool drawSceneCascadeIntersection)
static QRhiViewport calculateAtlasViewport(QSize atlasPixelSize, const QSSGShadowMapEntry::AtlasEntry &atlasEntry, bool yIsUp)
static QSSGBoxPoints sliceFrustum(const QSSGBoxPoints &frustumPoints, float t0, float t1)
static void rhiPrepareSkyBox_helper(const QSSGRenderContextInterface &context, QSSGPassKey passKey, QSSGRenderLayer &layer, QSSGRenderCameraList &cameras, QSSGRenderer &renderer, QSSGReflectionMapEntry *entry=nullptr, QSSGRenderTextureCubeFace cubeFace=QSSGRenderTextureCubeFaceNone, uint tonemapMode=0)
static QT_BEGIN_NAMESPACE constexpr float QSSG_PI
static void rhiPrepareResourcesForReflectionMap(const QSSGRenderContextInterface &context, QSSGPassKey passKey, const QSSGLayerRenderData &inData, QSSGReflectionMapEntry *pEntry, QSSGRhiGraphicsPipelineState *ps, const QSSGRenderableObjectList &sortedOpaqueObjects, QSSGRenderCamera &inCamera, QSSGRenderer &renderer, QSSGRenderTextureCubeFace cubeFace)
static void rhiPrepareResourcesForShadowMap(QSSGRhiContext *rhiCtx, const QSSGLayerRenderData &inData, QSSGPassKey passKey, QSSGShadowMapEntry *pEntry, QSSGRhiGraphicsPipelineState *ps, const QVector2D *depthAdjust, const QSSGRenderableObjectList &sortedOpaqueObjects, QSSGRenderCamera &inCamera, bool orthographic, QSSGRenderTextureCubeFace cubeFace, quint32 cascadeIndex)
static void addOpaqueDepthPrePassBindings(QSSGRhiContext *rhiCtx, QSSGRhiShaderPipeline *shaderPipeline, QSSGRenderableImage *renderableImage, QSSGRhiShaderResourceBindingList &bindings, bool isCustomMaterialMeshSubset=false)
static QSSGBoxPoints computeFrustumBounds(const QMatrix4x4 &projection)
static void addNormalTextureBindings(QSSGRhiContext *rhiCtx, QSSGRhiShaderPipeline *shaderPipeline, QSSGRhiShaderResourceBindingList &bindings)
static const QRhiShaderResourceBinding::StageFlags RENDERER_VISIBILITY_ALL
static QRhiShaderResourceBindings * drawCallDataSrb(QSSGRhiContextPrivate *rhiCtxD, QSSGRhiDrawCallData &dcd, const QSSGRhiShaderResourceBindingList &bindings)
static constexpr float QSSG_HALFPI
void rhiPrepareRenderableImp(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGLayerRenderData &inData, QSSGRenderableObject &inObject, QRhiRenderPassDescriptor *renderPassDescriptor, QSSGRhiGraphicsPipelineState *ps, QSSGShaderFeatures featureSet, int samples, int viewCount, bool screenMapPass, QSSGRenderCamera *alteredCamera, QMatrix4x4 *alteredModelViewProjection, QSSGRenderTextureCubeFace cubeFace, QSSGReflectionMapEntry *entry, bool oit)
static int setupInstancing(QSSGSubsetRenderable *renderable, QSSGRhiGraphicsPipelineState *ps, QSSGRhiContext *rhiCtx, const QVector3D &cameraDirection, const QVector3D &cameraPosition)
static void setupCubeReflectionCameras(const QSSGLayerRenderData &inData, const QSSGRenderReflectionProbe *inProbe, QSSGRenderCamera inCameras[6])
static void fillTargetBlend(QRhiGraphicsPipeline::TargetBlend *targetBlend, QSSGRenderDefaultMaterial::MaterialBlendMode materialBlend)
static void addDepthTextureBindings(QSSGRhiContext *rhiCtx, QSSGRhiShaderPipeline *shaderPipeline, QSSGRhiShaderResourceBindingList &bindings, QBitArray *specifiedBindings=nullptr)
static QVarLengthArray< std::unique_ptr< QSSGRenderCamera >, 4 > setupCascadingCamerasForShadowMap(const QSSGLayerRenderData &data, const QSSGRenderCamera &inCamera, const QSSGRenderLight *inLight, const int shadowMapResolution, const float pcfRadius, const float clipNear, const float clipFar, const QSSGBounds3 &castingObjectsBox, const QSSGBounds3 &receivingObjectsBox, bool lockShadowmapTexels, QSSGDebugDrawSystem *debugDrawSystem, bool drawCascades, bool drawSceneCascadeIntersection)
QVector< QSSGRenderableObjectHandle > renderables
QSSGBakedLightingModel(const QSSGRenderModel *model, const QVector< QSSGRenderableObjectHandle > &renderables)
const QSSGRenderModel * model
QSSGDefaultMaterialPreparationResult(QSSGShaderDefaultMaterialKey inMaterialKey)
QSSGShaderDefaultMaterialKey materialKey
QRhiReadbackResult * pendingResult
QList< QRhiReadbackResult * > completedResults
QRhiTextureRenderTarget * oitRenderTarget
QRhiResourceUpdateBatch * rub
QRhiRenderPassDescriptor * renderPassDescriptor
QSSGRhiRenderableTextureV2Ptr renderableTexture
std::optional< SkyboxCubeMapPass > skyboxCubeMapPass
std::vector< UserPassData > subPassData
QSSGRhiGraphicsPipelineState ps
QSSGShaderDefineList shaderDefines
QRhiDepthStencilClearValue depthStencilClearValue
QSSGRenderableObjectList renderables
std::optional< SkyboxPass > skyboxPass
std::optional< Item2DPass > item2DPass