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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
31
32class QSSGRenderShadowMap;
33class QSSGRenderReflectionMap;
35class QSSGRenderCamera;
36class QSGRenderer;
37class QSSGRenderExtension;
38class QSSGRenderUserPass;
39
40class QRhiTexture;
41
43{
44public:
45 enum class Type
46 {
50 };
51 // Input:
52
53 virtual ~QSSGRenderPass();
54 virtual void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) = 0;
55 virtual void renderPass(QSSGRenderer &renderer) = 0;
56 virtual Type passType() const = 0;
57 virtual void resetForFrame() = 0;
58
59 // Output:
60
61 // Flags: Debug markers(?)
62
63 // Dependency
64};
65
67{
68public:
69 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
70 void renderPass(QSSGRenderer &renderer) final;
71 Type passType() const final { return Type::Standalone; }
72 void resetForFrame() final;
73
75
76 static constexpr int MaxBuckets = 8; // (int(skin) << 2) | (int(instance) << 1) | int(morph);
78 QSSGRenderCamera *camera = nullptr;
80 bool enabled = false;
82};
83
85{
86public:
87 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
88 void renderPass(QSSGRenderer &renderer) final;
89 Type passType() const final { return Type::Standalone; }
90 void resetForFrame() final;
91
92 std::shared_ptr<QSSGRenderShadowMap> shadowMapManager;
95 QSSGRenderCamera *camera = nullptr;
100 bool enabled = false;
101};
102
104{
105public:
107 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
108 void renderPass(QSSGRenderer &renderer) final;
109 Type passType() const final { return Type::Standalone; }
110 void resetForFrame() final;
111
112 std::shared_ptr<QSSGRenderReflectionMap> reflectionMapManager;
116 bool m_includeSTO = false; // Compatibility flag to include STO objects in reflection map rendering.
117};
118
120{
121public:
122 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
123 void renderPass(QSSGRenderer &renderer) final;
124 Type passType() const final { return Type::Main; }
125 void resetForFrame() final;
126
130 bool active = false;
131};
132
134{
135public:
136 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
137 void renderPass(QSSGRenderer &renderer) final;
138 Type passType() const final { return Type::Standalone; }
139 void resetForFrame() final;
140
142 const QSSGRenderCamera *camera = nullptr;
147};
148
149class Q_QUICK3DRUNTIMERENDER_EXPORT DepthMapPass : public QSSGRenderPass
150{
151public:
152 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
153 void renderPass(QSSGRenderer &renderer) final;
154 Type passType() const final { return Type::Standalone; }
155 void resetForFrame() final;
156 void setMultisamplingEnabled(bool enabled) { m_multisampling = enabled; }
157 bool isMultisamplingEnabled() const { return m_multisampling; }
158
159 QSSGRenderableObjectList sortedOpaqueObjects;
160 QSSGRenderableObjectList sortedTransparentObjects;
161 QSSGRhiGraphicsPipelineState ps;
162 QSSGRhiRenderableTexture *rhiDepthTexture = nullptr;
163 bool m_multisampling = false;
164};
165
166class Q_QUICK3DRUNTIMERENDER_EXPORT NormalPass : public QSSGRenderPass
167{
168public:
169 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
170 void renderPass(QSSGRenderer &renderer) final;
171 Type passType() const final { return Type::Standalone; }
172 void resetForFrame() final;
173
174 QSSGRenderableObjectList sortedOpaqueObjects;
175 QSSGRhiGraphicsPipelineState ps;
176 QSSGRhiRenderableTexture *normalTexture = nullptr;
177 QSSGRhiRenderableTexture *depthBuffer = nullptr;
178};
179
181{
182public:
183 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
184 void renderPass(QSSGRenderer &renderer) final;
185 Type passType() const final { return Type::Main; }
186 void resetForFrame() final;
187
191 bool skipTonemapping = false;
192 bool skipPrep = false;
193};
194
196{
197public:
198 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
199 void renderPass(QSSGRenderer &renderer) final;
200 Type passType() const final { return Type::Main; }
201 void resetForFrame() final;
202
207 bool skipTonemapping = false;
208};
209
211{
212public:
213 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
214 void renderPass(QSSGRenderer &renderer) final;
215 Type passType() const final { return Type::Standalone; }
216 void resetForFrame() final;
217
221 QSSGShaderFeatures shaderFeatures;
225 bool wantsMips = false;
226};
227
229{
230public:
231 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
232 void renderPass(QSSGRenderer &renderer) final;
233 Type passType() const final { return Type::Main; }
234 void resetForFrame() final;
235
239};
240
242{
243public:
244 static void prep(const QSSGRenderContextInterface &ctx,
246 QSSGPassKey passKey,
247 QSSGRhiGraphicsPipelineState &ps,
248 QSSGShaderFeatures shaderFeatures,
249 QRhiRenderPassDescriptor *rpDesc,
250 const QSSGRenderableObjectList &sortedOpaqueObjects);
251
252 static void render(const QSSGRenderContextInterface &ctx,
253 const QSSGRhiGraphicsPipelineState &ps,
254 const QSSGRenderableObjectList &sortedOpaqueObjects);
255
256 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
257 void renderPass(QSSGRenderer &renderer) final;
258 Type passType() const final { return Type::Main; }
259 void resetForFrame() final;
260
263 QSSGShaderFeatures shaderFeatures;
264};
265
266struct QSSGCameraRenderData;
267
269{
270public:
271 static void prep(const QSSGRenderContextInterface &ctx,
273 QSSGPassKey passKey,
274 QSSGRhiGraphicsPipelineState &ps,
275 QSSGShaderFeatures shaderFeatures,
276 QRhiRenderPassDescriptor *rpDesc,
277 const QSSGRenderableObjectList &sortedTransparentObjects,
278 bool oit = false);
279
280 static void render(const QSSGRenderContextInterface &ctx,
281 const QSSGRhiGraphicsPipelineState &ps,
282 const QSSGRenderableObjectList &sortedTransparentObjects);
283
284
285 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
286 void renderPass(QSSGRenderer &renderer) final;
287 Type passType() const final { return Type::Main; }
288 void resetForFrame() final;
289
292 QSSGShaderFeatures shaderFeatures;
293};
294
296{
297public:
298 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
299 void renderPass(QSSGRenderer &renderer) final;
300 Type passType() const final { return Type::Main; }
301 void resetForFrame() final;
302
303protected:
305};
306
308{
309public:
310 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
311 void renderPass(QSSGRenderer &renderer) final;
312 Type passType() const final { return Type::Main; }
313 void resetForFrame() final;
314
318};
319
321{
322public:
323 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
324 void renderPass(QSSGRenderer &renderer) final;
325 Type passType() const final { return Type::Main; }
326 void resetForFrame() final;
327
330};
331
333{
334public:
335 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
336 void renderPass(QSSGRenderer &renderer) final;
337 Type passType() const final { return Type::Extension; }
338 void resetForFrame() final;
339
340 bool hasData() const { return extensions.size() != 0; }
341
343};
344
346{
347public:
348 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
349 void renderPass(QSSGRenderer &renderer) final;
350 Type passType() const final { return Type::Standalone; }
351 void resetForFrame() final;
352
353 bool hasData() const { return (userPasses.size() != 0); }
354
356
357protected:
373
374 void prepareTopLevelPass(QSSGRenderer &renderer, QSSGLayerRenderData &data, QSSGRenderUserPass *passNode)
375 {
376 visitedPasses.clear(); // clear visited passes for each top-level pass
377 preparePassImpl(renderer, data, passNode, userPassData, {/* null */});
378 }
379
380 void prepareSubPass(QSSGRenderer &renderer,
382 QSSGRenderUserPass *subPassNode,
383 std::vector<UserPassData> &subPassData,
384 const QSSGRhiRenderableTextureV2Ptr &renderableTexture)
385 {
386 Q_ASSERT(renderableTexture != nullptr);
387 preparePassImpl(renderer, data, subPassNode, subPassData, renderableTexture);
388 }
389
390 void preparePassImpl(QSSGRenderer &renderer,
392 QSSGRenderUserPass *passNode,
393 std::vector<UserPassData> &outData,
394 QSSGRhiRenderableTextureV2Ptr renderableTexture);
396 std::set<QSSGResourceId> visitedPasses; // For circular dependency detection
397 static constexpr size_t MAX_SUBPASS_DEPTH = 16;
398};
399
437
462
463QT_END_NAMESPACE
464
465#endif // QSSGRENDERPASS_H
QSSGRhiShaderPipelinePtr debugObjectShader
QSSGRhiGraphicsPipelineState ps
Type passType() const final
void resetForFrame() final
QSSGRhiGraphicsPipelineState ps
QSSGRenderLayer * layer
QSSGRhiShaderPipelinePtr gridShader
void resetForFrame() final
Type passType() const final
Type passType() const final
std::vector< QSGRenderer * > prepdItem2DRenderers
void resetForFrame() final
static constexpr int MaxBuckets
QSSGRhiGraphicsPipelineState ps
QSSGRenderMotionVectorMapPtr motionVectorMapManager
QSSGRenderableObjectList motionVectorPassObjects[MaxBuckets]
Type passType() const final
QSSGRhiRenderableTexture * rhiMotionVectorTexture
QSSGRenderCamera * camera
QSSGShaderFeatures shaderFeatures
QSSGRhiRenderableTexture * rhiABufferImage
QSSGRhiRenderableTexture * rhiAccumTexture
QRhiShaderResourceBindings * compositeSrb
QSSGRhiShaderPipelinePtr compositeShaderPipeline
QRhiBuffer * rhiAuxBuffer
QSSGRhiRenderableTexture * rhiAuxiliaryImage
QSSGRenderLayer::OITMethod method
QRhiBuffer * rhiABuffer
void resetForFrame() final
Type passType() const final
QSSGRhiRenderableTexture * rhiRevealageTexture
QSSGRhiGraphicsPipelineState ps
void setMethod(QSSGRenderLayer::OITMethod m)
QSSGRhiRenderableTexture * rhiRevealageTexture
QRhiResourceUpdateBatch * rub
void setMethod(QSSGRenderLayer::OITMethod m)
QSSGRhiRenderableTexture * rhiABufferImage
QList< QRhiReadbackResult * > results
QRhiBuffer * rhiABuffer
quint32 reportedNodeCount
QSSGShaderFeatures shaderFeatures
QSSGRenderLayer::OITMethod method
QRhiShaderResourceBindings * clearSrb
QSSGRenderableObjectList sortedTransparentObjects
QSSGRhiRenderableTexture * rhiAuxiliaryImage
QSSGRhiRenderableTexture * rhiCounterImage
QRhiTextureRenderTarget * renderTarget
QRhiBuffer * rhiAuxBuffer
void resetForFrame() final
QSSGRhiShaderPipelinePtr clearPipeline
QSSGRhiRenderableTexture * rhiDepthTexture
QSSGRhiGraphicsPipelineState ps
QRhiTexture * readbackImage
Type passType() const final
QRhiBuffer * rhiCounterBuffer
QSSGRhiRenderableTexture * rhiAccumTexture
static void prep(const QSSGRenderContextInterface &ctx, QSSGLayerRenderData &data, QSSGPassKey passKey, QSSGRhiGraphicsPipelineState &ps, QSSGShaderFeatures shaderFeatures, QRhiRenderPassDescriptor *rpDesc, const QSSGRenderableObjectList &sortedOpaqueObjects)
void resetForFrame() final
Type passType() const final
QSSGShaderFeatures shaderFeatures
QSSGRhiGraphicsPipelineState ps
static void render(const QSSGRenderContextInterface &ctx, const QSSGRhiGraphicsPipelineState &ps, const QSSGRenderableObjectList &sortedOpaqueObjects)
QSSGRenderableObjectList sortedOpaqueObjects
QSSGLayerRenderPreparationResult(const QRectF &inViewport, QSSGRenderLayer &inLayer)
const QSSGLayerRenderPreparationResultFlags & getFlags() const
virtual ~QSSGRenderPass()
virtual void resetForFrame()=0
virtual Type passType() const =0
friend class QSSGRenderContextInterface
void resetForFrame() final
std::shared_ptr< QSSGRenderReflectionMap > reflectionMapManager
QSSGRenderableObjectList reflectionPassObjects
QSSGRhiGraphicsPipelineState ps
QList< QSSGRenderReflectionProbe * > reflectionProbes
Type passType() const final
Type passType() const final
QSSGRhiRenderableTexture * rhiAoTexture
const QSSGRhiRenderableTexture * rhiDepthTexture
void resetForFrame() final
QSSGRhiShaderPipelinePtr ssaoShaderPipeline
QSSGAmbientOcclusionSettings aoSettings
const QSSGRenderCamera * camera
QSSGRhiGraphicsPipelineState ps
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
QSSGRhiGraphicsPipelineState ps
Type passType() const final
QSSGRenderCamera * camera
QSSGBounds3 castingObjectsBox
QSSGShaderLightList globalLights
QSSGRenderableObjectList shadowPassObjects
QSSGRhiGraphicsPipelineState ps
QSSGBounds3 receivingObjectsBox
void resetForFrame() final
std::unique_ptr< QSSGRenderCamera > debugCamera
Type passType() const final
std::shared_ptr< QSSGRenderShadowMap > shadowMapManager
QRhiRenderPassDescriptor * rpDesc
QSSGRenderLayer * layer
QSSGRhiShaderPipelinePtr skyBoxCubeShader
QSSGRhiGraphicsPipelineState ps
void resetForFrame() final
Type passType() const final
void resetForFrame() final
QRhiRenderPassDescriptor * rpDesc
Type passType() const final
QSSGRenderLayer * layer
QSSGRhiGraphicsPipelineState ps
static void prep(const QSSGRenderContextInterface &ctx, QSSGLayerRenderData &data, QSSGPassKey passKey, QSSGRhiGraphicsPipelineState &ps, QSSGShaderFeatures shaderFeatures, QRhiRenderPassDescriptor *rpDesc, const QSSGRenderableObjectList &sortedTransparentObjects, bool oit=false)
QSSGRenderableObjectList sortedTransparentObjects
static void render(const QSSGRenderContextInterface &ctx, const QSSGRhiGraphicsPipelineState &ps, const QSSGRenderableObjectList &sortedTransparentObjects)
QSSGShaderFeatures shaderFeatures
QSSGRhiGraphicsPipelineState ps
void resetForFrame() final
Type passType() const final
Type passType() const final
QList< QSSGRenderExtension * > extensions
void resetForFrame() final
bool hasData() const
void resetForFrame() final
static constexpr size_t MAX_SUBPASS_DEPTH
QList< QSSGRenderUserPass * > userPasses
std::vector< UserPassData > userPassData
Type passType() const final
std::set< QSSGResourceId > visitedPasses
void resetForFrame() final
QSSGRenderableObjectList renderedOpaqueDepthPrepassObjects
Type passType() const final
QSSGRhiGraphicsPipelineState ps
QSSGRenderableObjectList renderedDepthWriteObjects
QSSGRenderResult::Key toInternalRenderResultKey(QSSGFrameData::RenderResult id)
Combined button and popup list for selecting options.
QSSGLayerRenderPreparationResultFlag
static const char * effect_fragment_main_with_tonemapping
static const char * effect_vertex_main_post
static const char * effect_vertex_main_pre
static const char * effect_vertex_main_position
static const char * effect_fragment_main
QVector< QSSGRenderableObjectHandle > renderables
QSSGBakedLightingModel(const QSSGRenderModel *model, const QVector< QSSGRenderableObjectHandle > &renderables)
const QSSGRenderModel * model
QSSGDefaultMaterialPreparationResult(QSSGShaderDefaultMaterialKey inMaterialKey)
QSSGShaderDefaultMaterialKey materialKey
QRhiTextureRenderTarget * oitRenderTarget
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