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qssgrenderdata_p.h
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1// Copyright (C) 2025 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 QSSGRENDERDATA_P_H
7#define QSSGRENDERDATA_P_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 <QtGui/qmatrix4x4.h>
21
23
24#include <vector>
25#include <unordered_map>
26#include <memory>
27
28class tst_NodeIndexing;
29
30QT_BEGIN_NAMESPACE
31
32struct QSSGRenderNode;
33class QSSGRenderRoot;
34
35class QThreadPool;
36
37class QSGRenderContext;
38class QSGRenderer;
39
40// Per window node data
41class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGGlobalRenderNodeData
42{
43 Q_DISABLE_COPY_MOVE(QSSGGlobalRenderNodeData)
44public:
45 struct InstanceTransforms
46 {
47 QMatrix4x4 local;
48 QMatrix4x4 global;
49 };
50
52 {
55 };
56
57 using VersionType = QSSGRenderNodeVersionType;
58
59 using LayerNodeView = QSSGDataView<QSSGRenderNode *>;
60
61 using GlobalTransformStore = std::vector<QMatrix4x4>;
62 using GlobalOpacityStore = std::vector<float>;
63 using InstanceTransformStore = std::vector<InstanceTransforms>;
64 using NodeStore = std::vector<QSSGRenderNode *>;
65 using LayerNodeViewStore = std::vector<LayerNodeSection>;
66
67 using NormalMatrixStore = std::vector<QMatrix3x3>;
68 using MeshStore = std::vector<QSSGRenderMesh *>;
69 using MaterialList = QVector<QSSGRenderGraphObject *>;
70 using MaterialStore = std::vector<MaterialList>;
71
72 explicit QSSGGlobalRenderNodeData(QSSGRenderRoot *root);
73 ~QSSGGlobalRenderNodeData();
74
75 void reindex();
76
77 // Once this is called we expect teardown as bugn and no further
78 // updates will be made. We do however keep the data around in case
79 // anyone holding a reference to us decides to query something.
80 void invalidate();
81
82 [[nodiscard]] VersionType version() const { return m_version; }
83
84 // NOTE: The node count is the number of nodes in the "world" tree.
85 // This is not the the same as the storage size. as some nodes
86 // may not be stored in the data or use the same storage location!
87 [[nodiscard]] size_t nodeCount() const { return m_nodeCount; }
88 [[nodiscard]] size_t storageSize() const { return m_size; }
89
90 [[nodiscard]] QMatrix4x4 getGlobalTransform(QSSGRenderNodeHandle h, const QMatrix4x4 &defaultValue) const;
91 [[nodiscard]] QMatrix4x4 getGlobalTransform(QSSGRenderNodeHandle h) const;
92 [[nodiscard]] QMatrix4x4 getGlobalTransform(const QSSGRenderNode &node) const;
93 [[nodiscard]] float getGlobalOpacity(QSSGRenderNodeHandle h, float defaultValue = 1.0f) const;
94 [[nodiscard]] float getGlobalOpacity(const QSSGRenderNode &node) const;
95 [[nodiscard]] InstanceTransforms getInstanceTransforms(QSSGRenderNodeHandle h) const;
96 [[nodiscard]] InstanceTransforms getInstanceTransforms(const QSSGRenderNode &node) const;
97
98 [[nodiscard]] LayerNodeView getLayerNodeView(QSSGRenderLayerHandle h) const;
99 [[nodiscard]] LayerNodeView getLayerNodeView(const QSSGRenderLayer &layer) const;
100
109
110#if QT_CONFIG(thread)
111 // NOTE: Thread pool for parallel processing of render data.
112 // This thread pool is not intended for async calls.
113 // For long running tasks use the global thread pool instead.
114 // (Threads executed here are expected to be done before the sync has ended).
115 QThreadPool *threadPool() const;
116#endif // QT_CONFIG(thread)
117
118private:
119 friend class ::tst_NodeIndexing;
120
121 void collectNodes(QSSGRenderRoot *rootNode);
122 void updateGlobalState();
123
124#if QT_CONFIG(thread) && !defined(Q_OS_WASM)
125 std::unique_ptr<QThreadPool> m_threadPool;
126#endif // QT_CONFIG(thread)
127
128 QSSGRenderRoot *m_rootNode = nullptr;
129 size_t m_size = 0;
130 size_t m_nodeCount = 0;
131 VersionType m_version = 0;
132};
133
134using QSSGGlobalRenderNodeDataPtr = std::shared_ptr<QSSGGlobalRenderNodeData>;
135
137{
138 QSSGRenderDataHelpers() = delete;
139public:
140 enum class Strategy
141 {
142 Initial, // Initial calculation of ALL global variables
143 Update, // Update calculation of ONLY changed global variables
144 };
145
152
155
156 /*!
157 \brief calcGlobalNodeData
158 \param node The node to calculate the global data for.
159 \param version The version of the node current node tree.
160 \param globalTransforms The global transforms store.
161 \param globalOpacities The global opacities store.
162 \return true if the data was updated, false otherwise.
163
164 The function is used to calculate the global node data for the given node.
165 It will use the given strategy to determine if it should calculate
166 the initial values or update the existing values based on the node's dirty state.
167
168 NOTE: This function assumes the output data is already allocated and can be directly
169 indexed!!!
170 */
171 template <Strategy strategy>
172 static bool calcGlobalNodeData(QSSGRenderNode *node,
173 const VersionType version,
174 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
175 QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities)
176 {
177 if constexpr (strategy == Strategy::Initial)
178 return calcGlobalVariablesIndexed(node, version, globalTransforms, globalOpacities);
179 else
180 return updateGlobalNodeDataIndexed(node, version, globalTransforms, globalOpacities);
181 }
182
183 /*!
184 \brief calcInstanceTransforms
185 \param node The node to calculate the instance transforms for.
186 \param version The version of the node current node tree.
187 \param globalTransforms The global transforms store.
188 \param instanceTransforms The instance transforms store.
189 \return true if the data was updated, false otherwise.
190
191 The function is used to calculate the instance transforms for the given node.
192
193 NOTE: This function assumes the output data is already allocated and can be directly
194 indexed!!!
195 */
196 static bool calcInstanceTransforms(QSSGRenderNode *node,
197 const VersionType version,
198 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
199 QSSGGlobalRenderNodeData::InstanceTransformStore &instanceTransforms);
200
201
202 /*!
203 \brief updateGlobalNodeState
204 \param node The node to update the global state for.
205 \param version The version of the node current node tree.
206 \return The result of the update.
207
208 The function is used to update the global state flagsfor the given node,
209 meaning the global active and pickable state of the node.
210 */
211 static GlobalStateResult updateGlobalNodeState(QSSGRenderNode *node, const VersionType version);
212private:
213 static bool updateGlobalNodeDataIndexed(QSSGRenderNode *node,
214 const VersionType version,
215 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
216 QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities);
217 static bool calcGlobalVariablesIndexed(QSSGRenderNode *node,
218 const VersionType version,
219 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
220 QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities);
221};
222
223// Per layer model data
225{
227public:
229
232
234
235 [[nodiscard]] ModelViewProjections getModelViewProjection(QSSGRenderNodeHandle h) const;
236 [[nodiscard]] ModelViewProjections getModelViewProjection(const QSSGRenderModel &model) const;
237
238 [[nodiscard]] QMatrix3x3 getNormalMatrix(QSSGRenderNodeHandle h, QMatrix3x3 defaultValue) const;
239 [[nodiscard]] QMatrix3x3 getNormalMatrix(const QSSGRenderModel &model) const;
240
241 [[nodiscard]] QSSGRenderMesh *getMesh(const QSSGRenderModel &model) const;
242
243 [[nodiscard]] MaterialList getMaterials(const QSSGRenderModel &model) const;
244
245 [[nodiscard]] const QSSGGlobalRenderNodeDataPtr &globalNodeData() const { return m_gnd; }
246
247 void updateModelData(QSSGModelsView &models, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData);
248
249private:
250 ModelViewProjectionStore modelViewProjections;
251
252 void prepareMeshData(const QSSGModelsView &models, QSSGRenderer *renderer);
253 void prepareMaterials(const QSSGModelsView &models);
254
255 QSSGGlobalRenderNodeDataPtr m_gnd;
256
257 quint32 m_version = 0;
258};
259
261{
263public:
266
269
271
272 [[nodiscard]] ModelViewProjections getModelViewProjection(QSSGRenderNodeHandle h) const;
273 [[nodiscard]] ModelViewProjections getModelViewProjection(const QSSGRenderItem2D &item) const;
274
275 [[nodiscard]] Item2DRenderer getItem2DRenderer(const QSSGRenderItem2D &item) const;
276
277 [[nodiscard]] const QSSGGlobalRenderNodeDataPtr &globalNodeData() const { return m_gnd; }
278
279 void updateItem2DData(QSSGItem2DsView &items, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData);
280
281 void releaseRenderData(const QSSGRenderItem2D &item);
282 void releaseAll();
283
284private:
285 // The association between the 2D item and its renderer and render pass descriptor, is cached and has
286 // a strong connection to the item itself. We therefore use a map here. The other stores are
287 // indexed stores as those are pure data.
289
290 QSSGGlobalRenderNodeDataPtr m_gnd;
291
292 QPointer<QSGRenderContext> item2DRenderContext;
293 Item2DRendererStore item2DRenderers;
294 ModelViewProjectionStore modelViewProjections;
295
296 const QMatrix4x4 flipMatrix { 1.0f, 0.0f, 0.0f, 0.0f,
297 0.0f, -1.0f, 0.0f, 0.0f,
298 0.0f, 0.0f, 1.0f, 0.0f,
299 0.0f, 0.0f, 0.0f, 1.0f };
300
301
302 quint32 m_version = 0;
303};
304
305QT_END_NAMESPACE
306
307#endif // QSSGRENDERDATA_P_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
QRect viewport() const
Returns the viewport rectangle.
InstanceTransforms getInstanceTransforms(QSSGRenderNodeHandle h) const
float getGlobalOpacity(const QSSGRenderNode &node) const
LayerNodeView getLayerNodeView(const QSSGRenderLayer &layer) const
float getGlobalOpacity(QSSGRenderNodeHandle h, float defaultValue=1.0f) const
InstanceTransformStore instanceTransforms
GlobalOpacityStore globalOpacities
QMatrix4x4 getGlobalTransform(QSSGRenderNodeHandle h) const
QMatrix4x4 getGlobalTransform(const QSSGRenderNode &node) const
LayerNodeView getLayerNodeView(QSSGRenderLayerHandle h) const
QMatrix4x4 getGlobalTransform(QSSGRenderNodeHandle h, const QMatrix4x4 &defaultValue) const
InstanceTransforms getInstanceTransforms(const QSSGRenderNode &node) const
VersionType version() const
GlobalTransformStore globalTransforms
NormalMatrixStore normalMatrices
LayerNodeViewStore layerNodes
QSSGLayerRenderPreparationResult(const QRectF &inViewport, QSSGRenderLayer &inLayer)
const QSSGLayerRenderPreparationResultFlags & getFlags() const
static GlobalStateResult updateGlobalNodeState(QSSGRenderNode *node, const VersionType version)
updateGlobalNodeState
static bool calcInstanceTransforms(QSSGRenderNode *node, const VersionType version, QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms, QSSGGlobalRenderNodeData::InstanceTransformStore &instanceTransforms)
calcInstanceTransforms
void releaseRenderData(const QSSGRenderItem2D &item)
void updateItem2DData(QSSGItem2DsView &items, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData)
Item2DRenderer getItem2DRenderer(const QSSGRenderItem2D &item) const
const QSSGGlobalRenderNodeDataPtr & globalNodeData() const
ModelViewProjections getModelViewProjection(const QSSGRenderItem2D &item) const
ModelViewProjections getModelViewProjection(QSSGRenderNodeHandle h) const
ModelViewProjections getModelViewProjection(QSSGRenderNodeHandle h) const
void updateModelData(QSSGModelsView &models, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData)
QMatrix3x3 getNormalMatrix(const QSSGRenderModel &model) const
const QSSGGlobalRenderNodeDataPtr & globalNodeData() const
QSSGRenderMesh * getMesh(const QSSGRenderModel &model) const
ModelViewProjections getModelViewProjection(const QSSGRenderModel &model) const
MaterialList getMaterials(const QSSGRenderModel &model) const
QMatrix3x3 getNormalMatrix(QSSGRenderNodeHandle h, QMatrix3x3 defaultValue) const
virtual ~QSSGRenderPass()
virtual void resetForFrame()=0
virtual Type passType() const =0
bool prepareLayerForRender(QSSGRenderLayer &inLayer)
friend class QSSGParticleRenderer
void rhiRender(QSSGRenderLayer &inLayer)
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 rhiPrepare(QSSGRenderLayer &inLayer)
bool endFrame(QSSGRenderLayer &layer, bool allowRecursion=true)
void setViewport(QRect inViewport)
void beginSubLayerRender(QSSGLayerRenderData &inLayer)
void beginFrame(QSSGRenderLayer &layer, bool allowRecursion=true)
const std::unique_ptr< QSSGRhiCubeRenderer > & rhiCubeRenderer() const
void setDpr(float dpr)
void setScissorRect(QRect inScissorRect)
void endSubLayerRender(QSSGLayerRenderData &inLayer)
QSSGRenderContextInterface * contextInterface() const
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
void resetForFrame() final
Type passType() const final
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