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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#if QT_CONFIG(thread) && !defined(Q_OS_WASM)
28#include <mutex>
29#include <condition_variable>
30#endif
31
32class tst_NodeIndexing;
33
34QT_BEGIN_NAMESPACE
35
36struct QSSGRenderNode;
37class QSSGRenderRoot;
38
39class QThreadPool;
40
41class QSGRenderContext;
42class QSGRenderer;
43
44// Per window node data
45class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGGlobalRenderNodeData
46{
47 Q_DISABLE_COPY_MOVE(QSSGGlobalRenderNodeData)
48public:
49 struct InstanceTransforms
50 {
51 QMatrix4x4 local;
52 QMatrix4x4 global;
53 };
54
56 {
59 };
60
61 using VersionType = QSSGRenderNodeVersionType;
62
63 using LayerNodeView = QSSGDataView<QSSGRenderNode *>;
64
65 using GlobalTransformStore = std::vector<QMatrix4x4>;
66 using GlobalOpacityStore = std::vector<float>;
67 using InstanceTransformStore = std::vector<InstanceTransforms>;
68 using NodeStore = std::vector<QSSGRenderNode *>;
69 using LayerNodeViewStore = std::vector<LayerNodeSection>;
70
71 using NormalMatrixStore = std::vector<QMatrix3x3>;
72 using MeshStore = std::vector<QSSGRenderMesh *>;
73 using MaterialList = QVector<QSSGRenderGraphObject *>;
74 using MaterialStore = std::vector<MaterialList>;
75
76 explicit QSSGGlobalRenderNodeData(QSSGRenderRoot *root);
77 ~QSSGGlobalRenderNodeData();
78
79 void reindex();
80
81 // Once this is called we expect teardown as bugn and no further
82 // updates will be made. We do however keep the data around in case
83 // anyone holding a reference to us decides to query something.
84 void invalidate();
85
86 [[nodiscard]] VersionType version() const { return m_version; }
87
88 // NOTE: The node count is the number of nodes in the "world" tree.
89 // This is not the the same as the storage size. as some nodes
90 // may not be stored in the data or use the same storage location!
91 [[nodiscard]] size_t nodeCount() const { return m_nodeCount; }
92 [[nodiscard]] size_t storageSize() const { return m_size; }
93
94 [[nodiscard]] QMatrix4x4 getGlobalTransform(QSSGRenderNodeHandle h, const QMatrix4x4 &defaultValue) const;
95 [[nodiscard]] QMatrix4x4 getGlobalTransform(QSSGRenderNodeHandle h) const;
96 [[nodiscard]] QMatrix4x4 getGlobalTransform(const QSSGRenderNode &node) const;
97 [[nodiscard]] float getGlobalOpacity(QSSGRenderNodeHandle h, float defaultValue = 1.0f) const;
98 [[nodiscard]] float getGlobalOpacity(const QSSGRenderNode &node) const;
99 [[nodiscard]] InstanceTransforms getInstanceTransforms(QSSGRenderNodeHandle h) const;
100 [[nodiscard]] InstanceTransforms getInstanceTransforms(const QSSGRenderNode &node) const;
101
102 [[nodiscard]] LayerNodeView getLayerNodeView(QSSGRenderLayerHandle h) const;
103 [[nodiscard]] LayerNodeView getLayerNodeView(const QSSGRenderLayer &layer) const;
104
113
114#if QT_CONFIG(thread)
115 // NOTE: Thread pool for parallel processing of render data.
116 // This thread pool is not intended for async calls.
117 // For long running tasks use the global thread pool instead.
118 // (Threads executed here are expected to be done before the sync has ended).
119 QThreadPool *threadPool() const;
120#endif // QT_CONFIG(thread)
121
122private:
123 friend class ::tst_NodeIndexing;
124
125 void collectNodes(QSSGRenderRoot *rootNode);
126 void updateGlobalState();
127
128#if QT_CONFIG(thread) && !defined(Q_OS_WASM)
129 std::unique_ptr<QThreadPool> m_threadPool;
130#endif // QT_CONFIG(thread)
131
132 QSSGRenderRoot *m_rootNode = nullptr;
133 size_t m_size = 0;
134 size_t m_nodeCount = 0;
135 VersionType m_version = 0;
136};
137
138using QSSGGlobalRenderNodeDataPtr = std::shared_ptr<QSSGGlobalRenderNodeData>;
139
141{
142 QSSGRenderDataHelpers() = delete;
143public:
144 enum class Strategy
145 {
146 Initial, // Initial calculation of ALL global variables
147 Update, // Update calculation of ONLY changed global variables
148 };
149
156
159
160 /*!
161 \brief calcGlobalNodeData
162 \param node The node to calculate the global data for.
163 \param version The version of the node current node tree.
164 \param globalTransforms The global transforms store.
165 \param globalOpacities The global opacities store.
166 \return true if the data was updated, false otherwise.
167
168 The function is used to calculate the global node data for the given node.
169 It will use the given strategy to determine if it should calculate
170 the initial values or update the existing values based on the node's dirty state.
171
172 NOTE: This function assumes the output data is already allocated and can be directly
173 indexed!!!
174 */
175 template <Strategy strategy>
176 static bool calcGlobalNodeData(QSSGRenderNode *node,
177 const VersionType version,
178 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
179 QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities)
180 {
181 if constexpr (strategy == Strategy::Initial)
182 return calcGlobalVariablesIndexed(node, version, globalTransforms, globalOpacities);
183 else
184 return updateGlobalNodeDataIndexed(node, version, globalTransforms, globalOpacities);
185 }
186
187 /*!
188 \brief calcInstanceTransforms
189 \param node The node to calculate the instance transforms for.
190 \param version The version of the node current node tree.
191 \param globalTransforms The global transforms store.
192 \param instanceTransforms The instance transforms store.
193 \return true if the data was updated, false otherwise.
194
195 The function is used to calculate the instance transforms for the given node.
196
197 NOTE: This function assumes the output data is already allocated and can be directly
198 indexed!!!
199 */
200 static bool calcInstanceTransforms(QSSGRenderNode *node,
201 const VersionType version,
202 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
203 QSSGGlobalRenderNodeData::InstanceTransformStore &instanceTransforms);
204
205
206 /*!
207 \brief updateGlobalNodeState
208 \param node The node to update the global state for.
209 \param version The version of the node current node tree.
210 \return The result of the update.
211
212 The function is used to update the global state flagsfor the given node,
213 meaning the global active and pickable state of the node.
214 */
215 static GlobalStateResult updateGlobalNodeState(QSSGRenderNode *node, const VersionType version);
216private:
217 static bool updateGlobalNodeDataIndexed(QSSGRenderNode *node,
218 const VersionType version,
219 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
220 QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities);
221 static bool calcGlobalVariablesIndexed(QSSGRenderNode *node,
222 const VersionType version,
223 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
224 QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities);
225};
226
227// Per layer model data
229{
231public:
233
236
238
239 [[nodiscard]] ModelViewProjections getModelViewProjection(QSSGRenderNodeHandle h) const;
240 [[nodiscard]] ModelViewProjections getModelViewProjection(const QSSGRenderModel &model) const;
241
242 [[nodiscard]] QMatrix3x3 getNormalMatrix(QSSGRenderNodeHandle h, QMatrix3x3 defaultValue) const;
243 [[nodiscard]] QMatrix3x3 getNormalMatrix(const QSSGRenderModel &model) const;
244
245 [[nodiscard]] QSSGRenderMesh *getMesh(const QSSGRenderModel &model) const;
246
247 [[nodiscard]] MaterialList getMaterials(const QSSGRenderModel &model) const;
248
249 [[nodiscard]] const QSSGGlobalRenderNodeDataPtr &globalNodeData() const { return m_gnd; }
250
251 void updateModelData(QSSGModelsView &models, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData);
252
253private:
254 static quint32 getThreadPoolThreshold();
255
256 ModelViewProjectionStore modelViewProjections;
257
258 void prepareMeshData(const QSSGModelsView &models, QSSGRenderer *renderer);
259 void prepareMaterials(const QSSGModelsView &models);
260
261 QSSGGlobalRenderNodeDataPtr m_gnd;
262
263 quint32 m_version = 0;
264 const quint32 m_threadPoolThreshold = getThreadPoolThreshold();
265#if QT_CONFIG(thread) && !defined(Q_OS_WASM)
268#endif
269};
270
272{
274public:
277
280
282
283 [[nodiscard]] ModelViewProjections getModelViewProjection(QSSGRenderNodeHandle h) const;
284 [[nodiscard]] ModelViewProjections getModelViewProjection(const QSSGRenderItem2D &item) const;
285
286 [[nodiscard]] Item2DRenderer getItem2DRenderer(const QSSGRenderItem2D &item) const;
287
288 [[nodiscard]] const QSSGGlobalRenderNodeDataPtr &globalNodeData() const { return m_gnd; }
289
290 void updateItem2DData(QSSGItem2DsView &items, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData);
291
292 void releaseRenderData(const QSSGRenderItem2D &item);
293 void releaseAll();
294
295private:
296 // The association between the 2D item and its renderer and render pass descriptor, is cached and has
297 // a strong connection to the item itself. We therefore use a map here. The other stores are
298 // indexed stores as those are pure data.
300
301 QSSGGlobalRenderNodeDataPtr m_gnd;
302
303 QPointer<QSGRenderContext> item2DRenderContext;
304 Item2DRendererStore item2DRenderers;
305 ModelViewProjectionStore modelViewProjections;
306
307 const QMatrix4x4 flipMatrix { 1.0f, 0.0f, 0.0f, 0.0f,
308 0.0f, -1.0f, 0.0f, 0.0f,
309 0.0f, 0.0f, 1.0f, 0.0f,
310 0.0f, 0.0f, 0.0f, 1.0f };
311
312
313 quint32 m_version = 0;
314};
315
316QT_END_NAMESPACE
317
318#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
bool linkedListRequiresResize(QSize dim)
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
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 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 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
QSSGRhiRenderableTexture * offscreenTexture
QRhiShaderResourceBindings * backgroundSrb
Type passType() const final
QSSGRhiShaderPipelinePtr pipeline
QSSGRhiGraphicsPipelineState ps
QRhiRenderPassDescriptor * rpDesc
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