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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
4#ifndef QSSGRENDERDATA_P_H
5#define QSSGRENDERDATA_P_H
6
7//
8// W A R N I N G
9// -------------
10//
11// This file is not part of the Qt API. It exists purely as an
12// implementation detail. This header file may change from version to
13// version without notice, or even be removed.
14//
15// We mean it.
16//
17
18#include <QtGui/qmatrix4x4.h>
19
21
22#include <vector>
23#include <unordered_map>
24#include <memory>
25
27
28struct QSSGRenderNode;
29class QSSGRenderRoot;
30
31class QThreadPool;
32
33class QSGRenderContext;
34class QSGRenderer;
35
36// Per window node data
37class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGGlobalRenderNodeData
38{
39 Q_DISABLE_COPY_MOVE(QSSGGlobalRenderNodeData)
40public:
41 struct InstanceTransforms
42 {
43 QMatrix4x4 local;
44 QMatrix4x4 global;
45 };
46
48 {
51 };
52
53 using LayerNodeView = QSSGDataView<QSSGRenderNode *>;
54
55 using GlobalTransformStore = std::vector<QMatrix4x4>;
56 using GlobalOpacityStore = std::vector<float>;
57 using InstanceTransformStore = std::vector<InstanceTransforms>;
58 using NodeStore = std::vector<QSSGRenderNode *>;
59 using LayerNodeViewStore = std::vector<LayerNodeSection>;
60
61 explicit QSSGGlobalRenderNodeData(QSSGRenderRoot *root);
62 ~QSSGGlobalRenderNodeData();
63
64 void reindex();
65
66 // Once this is called we expect teardown as bugn and no further
67 // updates will be made. We do however keep the data around in case
68 // anyone holding a reference to us decides to query something.
69 void invalidate();
70
71 [[nodiscard]] quint32 version() const { return m_version; }
72
73 // NOTE: The node count is the number of nodes in the "world" tree.
74 // This is not the the same as the storage size. as some nodes
75 // may not be stored in the data or use the same storage location!
76 [[nodiscard]] size_t nodeCount() const { return m_nodeCount; }
77 [[nodiscard]] size_t storageSize() const { return m_size; }
78
79 [[nodiscard]] QMatrix4x4 getGlobalTransform(QSSGRenderNodeHandle h, QMatrix4x4 defaultValue) const;
80 [[nodiscard]] QMatrix4x4 getGlobalTransform(QSSGRenderNodeHandle h) const;
81 [[nodiscard]] QMatrix4x4 getGlobalTransform(const QSSGRenderNode &node) const;
82 [[nodiscard]] float getGlobalOpacity(QSSGRenderNodeHandle h, float defaultValue = 1.0f) const;
83 [[nodiscard]] float getGlobalOpacity(const QSSGRenderNode &node) const;
84 [[nodiscard]] InstanceTransforms getInstanceTransforms(QSSGRenderNodeHandle h) const;
85 [[nodiscard]] InstanceTransforms getInstanceTransforms(const QSSGRenderNode &node) const;
86
87 [[nodiscard]] LayerNodeView getLayerNodeView(QSSGRenderLayerHandle h) const;
88 [[nodiscard]] LayerNodeView getLayerNodeView(const QSSGRenderLayer &layer) const;
89
95
96#if QT_CONFIG(thread)
97 // NOTE: Thread pool for parallel processing of render data.
98 // This thread pool is not intended for async calls.
99 // For long running tasks use the global thread pool instead.
100 // (Threads executed here are expected to be done before the sync has ended).
101 const std::unique_ptr<QThreadPool> &threadPool() const;
102#endif // QT_CONFIG(thread)
103
104private:
105 void collectNodes(QSSGRenderRoot *rootNode);
106 void updateGlobalState();
107
108#if QT_CONFIG(thread)
109 std::unique_ptr<QThreadPool> m_threadPool;
110#endif // QT_CONFIG(thread)
111
112 QSSGRenderRoot *m_rootNode = nullptr;
113 size_t m_size = 0;
114 size_t m_nodeCount = 0;
115 quint32 m_version = 0;
116};
117
118using QSSGGlobalRenderNodeDataPtr = std::shared_ptr<QSSGGlobalRenderNodeData>;
119
121{
122 QSSGRenderDataHelpers() = delete;
123public:
124 enum class Strategy
125 {
126 Initial, // Initial calculation of ALL global variables
127 Update, // Update calculation of ONLY changed global variables
128 };
129
136
138
139 /*!
140 \brief calcGlobalNodeData
141 \param node The node to calculate the global data for.
142 \param version The version of the node current node tree.
143 \param globalTransforms The global transforms store.
144 \param globalOpacities The global opacities store.
145 \return true if the data was updated, false otherwise.
146
147 The function is used to calculate the global node data for the given node.
148 It will use the given strategy to determine if it should calculate
149 the initial values or update the existing values based on the node's dirty state.
150
151 NOTE: This function assumes the output data is already allocated and can be directly
152 indexed!!!
153 */
154 template <Strategy strategy>
155 static bool calcGlobalNodeData(QSSGRenderNode *node,
156 const quint32 version,
157 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
158 QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities)
159 {
160 if constexpr (strategy == Strategy::Initial)
161 return calcGlobalVariablesIndexed(node, version, globalTransforms, globalOpacities);
162 else
163 return updateGlobalNodeDataIndexed(node, version, globalTransforms, globalOpacities);
164 }
165
166 /*!
167 \brief calcInstanceTransforms
168 \param node The node to calculate the instance transforms for.
169 \param version The version of the node current node tree.
170 \param globalTransforms The global transforms store.
171 \param instanceTransforms The instance transforms store.
172 \return true if the data was updated, false otherwise.
173
174 The function is used to calculate the instance transforms for the given node.
175
176 NOTE: This function assumes the output data is already allocated and can be directly
177 indexed!!!
178 */
179 static bool calcInstanceTransforms(QSSGRenderNode *node,
180 const quint32 version,
181 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
182 QSSGGlobalRenderNodeData::InstanceTransformStore &instanceTransforms);
183
184
185 /*!
186 \brief updateGlobalNodeState
187 \param node The node to update the global state for.
188 \param version The version of the node current node tree.
189 \return The result of the update.
190
191 The function is used to update the global state flagsfor the given node,
192 meaning the global active and pickable state of the node.
193 */
194 static GlobalStateResult updateGlobalNodeState(QSSGRenderNode *node, const quint32 version);
195private:
196 static bool updateGlobalNodeDataIndexed(QSSGRenderNode *node,
197 const quint32 version,
198 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
199 QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities);
200 static bool calcGlobalVariablesIndexed(QSSGRenderNode *node,
201 const quint32 version,
202 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
203 QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities);
204};
205
206// Per layer model data
208{
210public:
212
215
220
221 [[nodiscard]] ModelViewProjections getModelViewProjection(QSSGRenderModelHandle h) const;
222 [[nodiscard]] ModelViewProjections getModelViewProjection(const QSSGRenderModel &model) const;
223
224 [[nodiscard]] QMatrix3x3 getNormalMatrix(QSSGRenderModelHandle h, QMatrix3x3 defaultValue) const;
225 [[nodiscard]] QMatrix3x3 getNormalMatrix(const QSSGRenderModel &model) const;
226
227 [[nodiscard]] QSSGRenderMesh *getMesh(QSSGRenderModelHandle h) const;
228 [[nodiscard]] QSSGRenderMesh *getMesh(const QSSGRenderModel &model) const;
229
230 [[nodiscard]] MaterialList getMaterials(QSSGRenderModelHandle h) const;
231 [[nodiscard]] MaterialList getMaterials(const QSSGRenderModel &model) const;
232
233 [[nodiscard]] const QSSGGlobalRenderNodeDataPtr &globalNodeData() const { return m_gnd; }
234
235 void updateModelData(QSSGModelsView &models, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData);
236
237private:
238 ModelViewProjectionStore modelViewProjections;
239 NormalMatrixStore normalMatrices;
240 MeshStore meshes;
241 MaterialStore materials;
242
243 void prepareMeshData(const QSSGModelsView &models, QSSGRenderer *renderer);
244 void prepareMaterials(const QSSGModelsView &models);
245
246 QSSGGlobalRenderNodeDataPtr m_gnd;
247
248 quint32 m_version = 0;
249};
250
252{
254public:
257
260
262
263 [[nodiscard]] ModelViewProjections getModelViewProjection(QSSGRenderItem2DHandle h) const;
264 [[nodiscard]] ModelViewProjections getModelViewProjection(const QSSGRenderItem2D &item) const;
265
266 [[nodiscard]] Item2DRenderer getItem2DRenderer(const QSSGRenderItem2D &item) const;
268
269 [[nodiscard]] const QSSGGlobalRenderNodeDataPtr &globalNodeData() const { return m_gnd; }
270
271 void updateItem2DData(QSSGItem2DsView &items, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData);
272
273 void releaseRenderData(const QSSGRenderItem2D &item);
274 void releaseAll();
275
276private:
277 // The association between the 2D item and its renderer and render pass descriptor, is cached and has
278 // a strong connection to the item itself. We therefore use a map here. The other stores are
279 // indexed stores as those are pure data.
281
282 QSSGGlobalRenderNodeDataPtr m_gnd;
283
284 QPointer<QSGRenderContext> item2DRenderContext;
285 Item2DRendererStore item2DRenderers;
286 std::unique_ptr<QRhiRenderPassDescriptor> rpd;
287 ModelViewProjectionStore modelViewProjections;
288
289 const QMatrix4x4 flipMatrix { 1.0f, 0.0f, 0.0f, 0.0f,
290 0.0f, -1.0f, 0.0f, 0.0f,
291 0.0f, 0.0f, 1.0f, 0.0f,
292 0.0f, 0.0f, 0.0f, 1.0f };
293
294
295 quint32 m_version = 0;
296};
297
298QT_END_NAMESPACE
299
300#endif // QSSGRENDERDATA_P_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
QSSGShaderFeatures shaderFeatures
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
QSSGRhiRenderableTexture * rhiAccumTexture
QRhiShaderResourceBindings * compositeSrb
QSSGRhiShaderPipelinePtr compositeShaderPipeline
QSSGRenderLayer::OITMethod method
void resetForFrame() final
Type passType() const final
QSSGRhiRenderableTexture * rhiRevealageTexture
void renderPass(QSSGRenderer &renderer) final
QSSGRhiGraphicsPipelineState ps
void setMethod(QSSGRenderLayer::OITMethod m)
QSSGRhiRenderableTexture * rhiRevealageTexture
void setMethod(QSSGRenderLayer::OITMethod m)
QSSGShaderFeatures shaderFeatures
QSSGRenderLayer::OITMethod method
QRhiShaderResourceBindings * clearSrb
QSSGRenderableObjectList sortedTransparentObjects
QRhiTextureRenderTarget * renderTarget
void resetForFrame() final
QSSGRhiShaderPipelinePtr clearPipeline
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
QSSGRhiRenderableTexture * rhiDepthTexture
QSSGRhiGraphicsPipelineState ps
Type passType() const final
void renderPass(QSSGRenderer &renderer) final
QSSGRhiRenderableTexture * rhiAccumTexture
static void prep(const QSSGRenderContextInterface &ctx, QSSGLayerRenderData &data, QSSGPassKey passKey, QSSGRhiGraphicsPipelineState &ps, QSSGShaderFeatures shaderFeatures, QRhiRenderPassDescriptor *rpDesc, const QSSGRenderableObjectList &sortedOpaqueObjects)
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.
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, QMatrix4x4 defaultValue) const
InstanceTransforms getInstanceTransforms(const QSSGRenderNode &node) const
GlobalTransformStore globalTransforms
LayerNodeViewStore layerNodes
QSSGLayerRenderPreparationResult(const QRectF &inViewport, QSSGRenderLayer &inLayer)
const QSSGLayerRenderPreparationResultFlags & getFlags() const
static bool calcInstanceTransforms(QSSGRenderNode *node, const quint32 version, QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms, QSSGGlobalRenderNodeData::InstanceTransformStore &instanceTransforms)
calcInstanceTransforms
static GlobalStateResult updateGlobalNodeState(QSSGRenderNode *node, const quint32 version)
updateGlobalNodeState
const std::unique_ptr< QRhiRenderPassDescriptor > & getItem2DRenderPassDescriptor() const
void releaseRenderData(const QSSGRenderItem2D &item)
void updateItem2DData(QSSGItem2DsView &items, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData)
Item2DRenderer getItem2DRenderer(const QSSGRenderItem2D &item) const
ModelViewProjections getModelViewProjection(QSSGRenderItem2DHandle h) const
const QSSGGlobalRenderNodeDataPtr & globalNodeData() const
ModelViewProjections getModelViewProjection(const QSSGRenderItem2D &item) const
void updateModelData(QSSGModelsView &models, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData)
QMatrix3x3 getNormalMatrix(QSSGRenderModelHandle h, QMatrix3x3 defaultValue) const
QMatrix3x3 getNormalMatrix(const QSSGRenderModel &model) const
QSSGRenderMesh * getMesh(QSSGRenderModelHandle h) const
const QSSGGlobalRenderNodeDataPtr & globalNodeData() const
MaterialList getMaterials(QSSGRenderModelHandle h) const
ModelViewProjections getModelViewProjection(QSSGRenderModelHandle h) const
QSSGRenderMesh * getMesh(const QSSGRenderModel &model) const
ModelViewProjections getModelViewProjection(const QSSGRenderModel &model) const
MaterialList getMaterials(const QSSGRenderModel &model) 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
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
QSSGRhiGraphicsPipelineState ps
QList< QSSGRenderReflectionProbe * > reflectionProbes
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
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
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)
void renderPass(QSSGRenderer &renderer) final
QSSGShaderFeatures shaderFeatures
QSSGRhiGraphicsPipelineState ps
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void resetForFrame() final
Type passType() const final
void renderPass(QSSGRenderer &renderer) final
QList< QSSGRenderExtension * > extensions
Type passType() const final
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void resetForFrame() final
bool hasData() const
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
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