Update textures and disables in postJobs

Work was done in postFrame() in main thread anyway, so reduce
amount of jobs slightly

Change-Id: I8bbb3efcaf9246eb8df1033bde133bc16233f889
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
This commit is contained in:
Mike Krus 2019-12-07 20:37:43 +00:00
parent e77c85a200
commit 94e79666cc
4 changed files with 14 additions and 52 deletions

View File

@ -277,13 +277,7 @@ Renderer::Renderer(QRenderAspect::RenderType type)
, m_bufferGathererJob(SynchronizerJobPtr::create([this] { lookForDirtyBuffers(); }, JobTypes::DirtyBufferGathering))
, m_vaoGathererJob(SynchronizerJobPtr::create([this] { lookForAbandonedVaos(); }, JobTypes::DirtyVaoGathering))
, m_textureGathererJob(SynchronizerJobPtr::create([this] { lookForDirtyTextures(); }, JobTypes::DirtyTextureGathering))
, m_sendTextureChangesToFrontendJob(SynchronizerPostFramePtr::create([] {},
[this] (Qt3DCore::QAspectManager *m) { sendTextureChangesToFrontend(m); },
JobTypes::SendTextureChangesToFrontend))
, m_sendSetFenceHandlesToFrontendJob(SynchronizerJobPtr::create([this] { sendSetFenceHandlesToFrontend(); }, JobTypes::SendSetFenceHandlesToFrontend))
, m_sendDisablesToFrontendJob(SynchronizerPostFramePtr::create([] {},
[this] (Qt3DCore::QAspectManager *m) { sendDisablesToFrontend(m); },
JobTypes::SendDisablesToFrontend))
, m_introspectShaderJob(SynchronizerPostFramePtr::create([this] { reloadDirtyShaders(); },
[this] (Qt3DCore::QAspectManager *m) { sendShaderChangesToFrontend(m); },
JobTypes::DirtyShaderGathering))
@ -434,7 +428,7 @@ QOpenGLContext *Renderer::shareContext() const
// Executed in the reloadDirtyShader job
void Renderer::loadShader(Shader *shader, HShader shaderHandle)
{
Q_UNUSED(shader);
Q_UNUSED(shader)
m_dirtyShaders.push_back(shaderHandle);
}
@ -1114,7 +1108,7 @@ void Renderer::reloadDirtyShaders()
// If api of the renderer matches the one from the technique
if (technique->isCompatibleWithRenderer()) {
const auto passIds = technique->renderPasses();
for (const QNodeId passId : passIds) {
for (const QNodeId &passId : passIds) {
RenderPass *renderPass = m_nodesManager->renderPassManager()->lookupResource(passId);
HShader shaderHandle = m_nodesManager->shaderManager()->lookupHandle(renderPass->shaderProgram());
Shader *shader = m_nodesManager->shaderManager()->data(shaderHandle);
@ -1154,7 +1148,7 @@ void Renderer::reloadDirtyShaders()
}
}
// Executed in job postFrame
// Executed in job (in main thread when jobs are done)
void Renderer::sendShaderChangesToFrontend(Qt3DCore::QAspectManager *manager)
{
Q_ASSERT(isRunning());
@ -1181,14 +1175,13 @@ void Renderer::sendShaderChangesToFrontend(Qt3DCore::QAspectManager *manager)
}
}
// Executed in a job (as postFrame)
// Executed in a job (in main thread when jobs are done)
void Renderer::sendTextureChangesToFrontend(Qt3DCore::QAspectManager *manager)
{
const QVector<QPair<Texture::TextureUpdateInfo, Qt3DCore::QNodeIdVector>> updateTextureProperties = std::move(m_updatedTextureProperties);
for (const auto &pair : updateTextureProperties) {
const Qt3DCore::QNodeIdVector targetIds = pair.second;
for (const Qt3DCore::QNodeId targetId: targetIds) {
for (const Qt3DCore::QNodeId &targetId: targetIds) {
// Lookup texture
Texture *t = m_nodesManager->textureManager()->lookupResource(targetId);
// If backend texture is Dirty, some property has changed and the properties we are
@ -1234,7 +1227,7 @@ void Renderer::sendSetFenceHandlesToFrontend()
}
}
// Executed in a job postFrame
// Executed in a job (in main thread when jobs done)
void Renderer::sendDisablesToFrontend(Qt3DCore::QAspectManager *manager)
{
// SubtreeEnabled
@ -1713,7 +1706,7 @@ Renderer::ViewSubmissionResultData Renderer::submitRenderViews(const QVector<Ren
void Renderer::markDirty(BackendNodeDirtySet changes, BackendNode *node)
{
Q_UNUSED(node);
Q_UNUSED(node)
m_dirtyBits.marked |= changes;
}
@ -1760,6 +1753,12 @@ void Renderer::jobsDone(Qt3DCore::QAspectManager *manager)
(m_nodesManager->frameGraphManager()->lookupNode(id));
backend->syncRenderCapturesToFrontend(manager);
}
// Do we need to notify any texture about property changes?
if (m_updatedTextureProperties.size() > 0)
sendTextureChangesToFrontend(manager);
sendDisablesToFrontend(manager);
}
// Jobs we may have to run even if no rendering will happen
@ -1767,10 +1766,6 @@ QVector<QAspectJobPtr> Renderer::preRenderingJobs()
{
QVector<QAspectJobPtr> jobs;
// Do we need to notify any texture about property changes?
if (m_updatedTextureProperties.size() > 0)
jobs.push_back(m_sendTextureChangesToFrontendJob);
// Do we need to notify frontend about fence change?
if (m_updatedSetFences.size() > 0)
jobs.push_back(m_sendSetFenceHandlesToFrontendJob);
@ -1841,7 +1836,6 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
renderBinJobs.push_back(m_updateSkinningPaletteJob);
renderBinJobs.push_back(m_updateLevelOfDetailJob);
renderBinJobs.push_back(m_cleanupJob);
renderBinJobs.push_back(m_sendDisablesToFrontendJob);
renderBinJobs.append(bufferJobs);
// Jobs to prepare GL Resource upload

View File

@ -233,7 +233,6 @@ public:
inline SynchronizerPostFramePtr introspectShadersJob() const { return m_introspectShaderJob; }
inline Qt3DCore::QAspectJobPtr bufferGathererJob() const { return m_bufferGathererJob; }
inline Qt3DCore::QAspectJobPtr textureGathererJob() const { return m_textureGathererJob; }
inline Qt3DCore::QAspectJobPtr sendTextureChangesToFrontendJob() const { return m_sendTextureChangesToFrontendJob; }
inline UpdateEntityLayersJobPtr updateEntityLayersJob() const { return m_updateEntityLayersJob; }
inline LightGathererPtr lightGathererJob() const { return m_lightGathererJob; }
inline RenderableEntityFilterPtr renderableEntityFilterJob() const { return m_renderableEntityFilterJob; }
@ -394,9 +393,7 @@ private:
SynchronizerJobPtr m_bufferGathererJob;
SynchronizerJobPtr m_vaoGathererJob;
SynchronizerJobPtr m_textureGathererJob;
SynchronizerPostFramePtr m_sendTextureChangesToFrontendJob;
SynchronizerJobPtr m_sendSetFenceHandlesToFrontendJob;
SynchronizerPostFramePtr m_sendDisablesToFrontendJob;
SynchronizerPostFramePtr m_introspectShaderJob;
SynchronizerJobPtr m_syncLoadingJobs;
SynchronizerJobPtr m_cacheRenderableEntitiesJob;

View File

@ -54,11 +54,6 @@ public:
~tst_Renderer() {
shutdown();
}
Qt3DRender::Render::SynchronizerPostFramePtr sendDisablesToFrontendJob() const
{
return m_sendDisablesToFrontendJob;
}
};
@ -337,8 +332,7 @@ private Q_SLOTS:
QCOMPARE(computeCommand.isEnabled(), true);
// WHEN
auto sendDisablesJob = renderer.sendDisablesToFrontendJob();
Qt3DCore::QAspectJobPrivate::get(sendDisablesJob.data())->postFrame(&manager);
renderer.jobsDone(&manager); // so Renderer::sendDisablesToFrontend gets called
// THEN
QCOMPARE(computeCommand.isEnabled(), false);

View File

@ -100,20 +100,6 @@ private Q_SLOTS:
1); // SendSetFenceHandlesJob
// Note: pending set fence handles are only cleared when the job is run
// WHEN
renderer.m_updatedTextureProperties.push_back({{}, {}});
jobs = renderer.preRenderingJobs();
// THEN
QCOMPARE(jobs.size(),
1 + // PickBoundingVolumeJob
1 + // RayCastingJob
1 + // SendBufferCaptureJob
1 + // SendSetFenceHandlesJob
1); // SendTextureChangesToFrontend
// Note: pending texture changes are only cleared when the job is run
// Properly shutdown command thread
renderer.shutdown();
}
@ -182,7 +168,6 @@ private Q_SLOTS:
1 + // SyncLoadingJobs
1 + // updateLevelOfDetailJob
1 + // cleanupJob
1 + // sendDisablesToFrontend
1 + // VAOGatherer
1 + // BufferGathererJob
1 + // TexturesGathererJob
@ -212,7 +197,6 @@ private Q_SLOTS:
1 + // VAOGatherer
1 + // updateSkinningPaletteJob
1 + // SyncLoadingJobs
1 + // sendDisablesToFrontend
singleRenderViewJobCount +
singleRenderViewCommandRebuildJobCount +
renderViewBuilderMaterialCacheJobCount +
@ -233,7 +217,6 @@ private Q_SLOTS:
1 + // VAOGatherer
1 + // updateSkinningPaletteJob
1 + // SyncLoadingJobs
1 + // sendDisablesToFrontend
singleRenderViewJobCount +
singleRenderViewCommandRebuildJobCount +
renderViewBuilderMaterialCacheJobCount +
@ -253,7 +236,6 @@ private Q_SLOTS:
1 + // VAOGatherer
1 + // updateSkinningPaletteJob
1 + // SyncLoadingJobs
1 + // sendDisablesToFrontend
1 + // EntityEnabledDirty
singleRenderViewJobCount +
layerCacheJobCount);
@ -275,7 +257,6 @@ private Q_SLOTS:
1 + // UpdateShaderDataTransform
1 + // updateSkinningPaletteJob
1 + // SyncLoadingJobs
1 + // sendDisablesToFrontend
1 + // ExpandBoundingVolumeJob
singleRenderViewJobCount);
@ -293,7 +274,6 @@ private Q_SLOTS:
1 + // VAOGatherer
1 + // updateSkinningPaletteJob
1 + // SyncLoadingJobs
1 + // sendDisablesToFrontend
singleRenderViewJobCount +
singleRenderViewCommandRebuildJobCount +
renderViewBuilderMaterialCacheJobCount);
@ -317,7 +297,6 @@ private Q_SLOTS:
1 + // ExpandBoundingVolumeJob
1 + // RenderableEntityFilterPtr
1 + // SyncRenderableEntities
1 + // sendDisablesToFrontend
singleRenderViewCommandRebuildJobCount +
singleRenderViewJobCount);
@ -338,7 +317,6 @@ private Q_SLOTS:
1 + // CalculateBoundingVolumeJob
1 + // UpdateMeshTriangleListJob
1 + // BufferGathererJob
1 + // sendDisablesToFrontend
singleRenderViewJobCount);
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);
@ -356,7 +334,6 @@ private Q_SLOTS:
1 + // TexturesGathererJob
1 + // updateSkinningPaletteJob
1 + // SyncTexturesGathererJob
1 + // sendDisablesToFrontend
singleRenderViewJobCount);
renderer.clearDirtyBits(Qt3DRender::Render::AbstractRenderer::AllDirty);