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// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include "qquick3dscenemanager_p.h"
#include "qquick3dobject_p.h"
#include "qquick3dviewport_p.h"
#include "qquick3dmodel_p.h"
#include <QtQuick/QQuickWindow>
#include <QtQuick3DRuntimeRender/private/qssgrenderlayer_p.h>
#include <ssg/qssgrendercontextcore.h>
#include <QtQuick3DRuntimeRender/private/qssgrendermodel_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderer_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderimage_p.h>
#include <QtQuick3DUtils/private/qssgassert_p.h>
#include "qquick3drenderextensions.h"
QT_BEGIN_NAMESPACE
// NOTE: Another indiraction to try to clean-up resource in a nice way.
QSSGCleanupObject::QSSGCleanupObject(std::shared_ptr<QSSGRenderContextInterface> rci, QList<QSSGRenderGraphObject *> resourceCleanupQueue, QQuickWindow *window)
: QObject(window)
, m_rci(rci)
, m_window(window)
, m_resourceCleanupQueue(resourceCleanupQueue)
{
Q_ASSERT(window != nullptr && rci); // We need a window and a rci for this!
if (QSGRenderContext *rc = QQuickWindowPrivate::get(window)->context) {
connect(rc, &QSGRenderContext::releaseCachedResourcesRequested, this, &QSSGCleanupObject::cleanupResources, Qt::DirectConnection);
connect(rc, &QSGRenderContext::invalidated, this, &QSSGCleanupObject::cleanupResources, Qt::DirectConnection);
} else {
qWarning() << "No QSGRenderContext, cannot cleanup resources!";
}
}
QSSGCleanupObject::~QSSGCleanupObject()
{
QSSG_CHECK(QSSG_DEBUG_COND(m_resourceCleanupQueue.isEmpty()));
}
void QSSGCleanupObject::cleanupResources()
{
m_rci->renderer()->cleanupResources(m_resourceCleanupQueue);
deleteLater();
}
static constexpr char qtQQ3DWAPropName[] { "_qtquick3dWindowAttachment" };
QQuick3DSceneManager::QQuick3DSceneManager(QObject *parent)
: QObject(parent)
{
}
// Should be deleted by QQuick3DWindowAttachment to ensure it's done
// on the render thread.
QQuick3DSceneManager::~QQuick3DSceneManager()
{
cleanupNodes();
if (wattached)
wattached->unregisterSceneManager(*this);
}
void QQuick3DSceneManager::setWindow(QQuickWindow *window)
{
if (window == m_window)
return;
if (window != m_window) {
if (wattached) {
// Unregister from old windows attached object
wattached->unregisterSceneManager(*this);
wattached = nullptr;
}
m_window = window;
if (m_window) {
wattached = getOrSetWindowAttachment(*m_window);
if (wattached)
wattached->registerSceneManager(*this);
}
emit windowChanged();
}
}
QQuickWindow *QQuick3DSceneManager::window()
{
return m_window;
}
void QQuick3DSceneManager::dirtyItem(QQuick3DObject *item)
{
Q_UNUSED(item);
emit needsUpdate();
}
void QQuick3DSceneManager::requestUpdate()
{
emit needsUpdate();
}
void QQuick3DSceneManager::cleanup(QSSGRenderGraphObject *item)
{
cleanupNodeList.insert(item);
if (auto front = m_nodeMap[item]) {
auto *po = QQuick3DObjectPrivate::get(front);
sharedResourceRemoved |= po->sharedResource;
po->spatialNode = nullptr;
// The front-end object is no longer reachable (destroyed) so make sure we don't return it
// when doing a node look-up.
m_nodeMap[item] = nullptr;
}
}
void QQuick3DSceneManager::polishItems()
{
}
void QQuick3DSceneManager::forcePolish()
{
}
void QQuick3DSceneManager::sync()
{
}
void QQuick3DSceneManager::updateBoundingBoxes(QSSGBufferManager &mgr)
{
const QList<QQuick3DObject *> dirtyList = dirtyBoundingBoxList;
for (auto object : dirtyList) {
QQuick3DObjectPrivate *itemPriv = QQuick3DObjectPrivate::get(object);
if (itemPriv->sceneManager == nullptr)
continue;
auto model = static_cast<QSSGRenderModel *>(itemPriv->spatialNode);
if (model) {
QSSGBounds3 bounds = mgr.getModelBounds(model);
static_cast<QQuick3DModel *>(object)->setBounds(bounds.minimum, bounds.maximum);
}
dirtyBoundingBoxList.removeOne(object);
}
}
QQuick3DSceneManager::SyncResult QQuick3DSceneManager::updateDirtyResourceNodes()
{
SyncResult ret = SyncResultFlag::None;
auto it = std::begin(dirtyResources);
const auto end = std::end(dirtyResources);
for (; it != end; ++it)
ret |= updateResources(it);
return ret;
}
void QQuick3DSceneManager::updateDirtySpatialNodes()
{
auto it = std::begin(dirtyNodes);
const auto end = std::end(dirtyNodes);
for (; it != end; ++it)
updateNodes(it);
}
QQuick3DSceneManager::SyncResult QQuick3DSceneManager::updateDiryExtensions()
{
SyncResult ret = SyncResultFlag::None;
auto it = std::begin(dirtyExtensions);
const auto end = std::end(dirtyExtensions);
for (; it != end; ++it)
ret |= updateExtensions(it);
return ret;
}
QQuick3DSceneManager::SyncResult QQuick3DSceneManager::updateDirtyResourceSecondPass()
{
const auto updateDirtyResourceNode = [this](QQuick3DObject *resource) {
QQuick3DObjectPrivate *po = QQuick3DObjectPrivate::get(resource);
po->dirtyAttributes = 0; // Not used, but we should still reset it.
QSSGRenderGraphObject *node = po->spatialNode;
po->spatialNode = resource->updateSpatialNode(node);
if (po->spatialNode)
m_nodeMap.insert(po->spatialNode, resource);
return po->sharedResource ? SyncResultFlag::SharedResourcesDirty : SyncResultFlag::None;
};
SyncResult res = SyncResultFlag::None;
auto it = dirtySecondPassResources.constBegin();
const auto end = dirtySecondPassResources.constEnd();
for (; it != end; ++it)
res |= updateDirtyResourceNode(*it);
// Expectation is that we won't get here often, for other updates the
// backend nodes should have been realized and we won't get here, so
// just release space used by the set.
dirtySecondPassResources = {};
return res;
}
void QQuick3DSceneManager::updateDirtyResource(QQuick3DObject *resourceObject)
{
QQuick3DObjectPrivate *itemPriv = QQuick3DObjectPrivate::get(resourceObject);
quint32 dirty = itemPriv->dirtyAttributes;
Q_UNUSED(dirty);
itemPriv->dirtyAttributes = 0;
QSSGRenderGraphObject *oldNode = itemPriv->spatialNode;
QSSGRenderGraphObject *newNode = resourceObject->updateSpatialNode(itemPriv->spatialNode);
const bool backendNodeChanged = oldNode != newNode;
// If the backend resource object changed, we need to clean up the old one.
if (oldNode && backendNodeChanged)
cleanup(oldNode);
// NOTE: cleanup() will remove the item from the node map and set the spatial node to nullptr.
// so we need to set it here.
itemPriv->spatialNode = newNode;
if (itemPriv->spatialNode) {
m_nodeMap.insert(itemPriv->spatialNode, resourceObject);
if (itemPriv->spatialNode->type == QSSGRenderGraphObject::Type::ResourceLoader) {
resourceLoaders.insert(itemPriv->spatialNode);
} else if (itemPriv->spatialNode->type == QQuick3DObjectPrivate::Type::Image2D && backendNodeChanged) {
++inputHandlingEnabled;
}
}
if (QSSGRenderGraphObject::isTexture(itemPriv->type) && qobject_cast<QQuick3DTexture *>(resourceObject)->extensionDirty())
dirtySecondPassResources.insert(resourceObject);
// resource nodes dont go in the tree, so we dont need to parent them
}
void QQuick3DSceneManager::updateDirtySpatialNode(QQuick3DNode *spatialNode)
{
QQuick3DObjectPrivate *itemPriv = QQuick3DObjectPrivate::get(spatialNode);
quint32 dirty = itemPriv->dirtyAttributes;
itemPriv->dirtyAttributes = 0;
QSSGRenderGraphObject *oldNode = itemPriv->spatialNode;
QSSGRenderGraphObject *newNode = spatialNode->updateSpatialNode(oldNode);
const bool backendNodeChanged = oldNode != newNode;
// If the backend node changed, we need to clean up the old one.
if (oldNode && backendNodeChanged)
cleanup(oldNode);
// NOTE: cleanup() will remove the item from the node map and set the spatial node to nullptr.
// so we need to set it here.
itemPriv->spatialNode = newNode;
// NOTE: We always update the node map, as we can end-up with the a node map where the mapping
// has been 'disconnected', e.g., the front-end object removed from the scene only to be later
// re-used.
if (itemPriv->spatialNode) {
m_nodeMap.insert(itemPriv->spatialNode, spatialNode);
if (itemPriv->type == QQuick3DObjectPrivate::Type::Item2D && itemPriv->spatialNode != oldNode)
++inputHandlingEnabled;
}
QSSGRenderNode *graphNode = static_cast<QSSGRenderNode *>(itemPriv->spatialNode);
if (graphNode && graphNode->parent && dirty & QQuick3DObjectPrivate::ParentChanged) {
QQuick3DNode *nodeParent = qobject_cast<QQuick3DNode *>(spatialNode->parentItem());
if (nodeParent) {
QSSGRenderNode *parentGraphNode = static_cast<QSSGRenderNode *>(
QQuick3DObjectPrivate::get(nodeParent)->spatialNode);
if (parentGraphNode) {
graphNode->parent->removeChild(*graphNode);
parentGraphNode->addChild(*graphNode);
}
}
}
if (graphNode && graphNode->parent == nullptr) {
QQuick3DNode *nodeParent = qobject_cast<QQuick3DNode *>(spatialNode->parentItem());
if (nodeParent) {
QSSGRenderNode *parentGraphNode = static_cast<QSSGRenderNode *>(QQuick3DObjectPrivate::get(nodeParent)->spatialNode);
if (!parentGraphNode) {
// The parent spatial node hasn't been created yet
auto parentNode = QQuick3DObjectPrivate::get(nodeParent);
parentNode->spatialNode = nodeParent->updateSpatialNode(parentNode->spatialNode);
if (parentNode->spatialNode)
m_nodeMap.insert(parentNode->spatialNode, nodeParent);
parentGraphNode = static_cast<QSSGRenderNode *>(parentNode->spatialNode);
}
if (parentGraphNode)
parentGraphNode->addChild(*graphNode);
} else {
QQuick3DViewport *viewParent = qobject_cast<QQuick3DViewport *>(spatialNode->parent());
if (viewParent) {
auto sceneRoot = QQuick3DObjectPrivate::get(viewParent->scene());
if (!sceneRoot->spatialNode) // must have a scene root spatial node first
sceneRoot->spatialNode = viewParent->scene()->updateSpatialNode(sceneRoot->spatialNode);
if (sceneRoot->spatialNode) {
m_nodeMap.insert(sceneRoot->spatialNode, viewParent->scene());
static_cast<QSSGRenderNode *>(sceneRoot->spatialNode)->addChild(*graphNode);
}
}
}
}
}
QQuick3DObject *QQuick3DSceneManager::lookUpNode(const QSSGRenderGraphObject *node) const
{
return m_nodeMap[const_cast<QSSGRenderGraphObject *>(node)];
}
QQuick3DWindowAttachment *QQuick3DSceneManager::getOrSetWindowAttachment(QQuickWindow &window)
{
QQuick3DWindowAttachment *wa = nullptr;
if (auto aProperty = window.property(qtQQ3DWAPropName); aProperty.isValid())
wa = aProperty.value<QQuick3DWindowAttachment *>();
if (!wa) {
// WindowAttachment will not be created under 'window'.
// It should be deleted after all the cleanups related with 'window',
// otherwise some resourses deleted after it, will not be cleaned correctly.
wa = new QQuick3DWindowAttachment(&window);
window.setProperty(qtQQ3DWAPropName, QVariant::fromValue(wa));
}
return wa;
}
QQuick3DSceneManager::SyncResult QQuick3DSceneManager::cleanupNodes()
{
SyncResult res = sharedResourceRemoved ? SyncResultFlag::SharedResourcesDirty : SyncResultFlag::None;
// Reset the shared resource removed value.
sharedResourceRemoved = false;
for (auto node : std::as_const(cleanupNodeList)) {
// Remove "spatial" nodes from scenegraph
if (QSSGRenderGraphObject::isNodeType(node->type)) {
QSSGRenderNode *spatialNode = static_cast<QSSGRenderNode *>(node);
spatialNode->removeFromGraph();
}
if (node->type == QQuick3DObjectPrivate::Type::Item2D) {
--inputHandlingEnabled;
} else if (node->type == QQuick3DObjectPrivate::Type::Image2D) {
auto image = static_cast<QSSGRenderImage *>(node);
if (image && image->m_qsgTexture != nullptr ) {
--inputHandlingEnabled;
}
}
// Remove all nodes from the node map because they will no
// longer be usable from this point from the frontend
m_nodeMap.remove(node);
// Some nodes will trigger resource cleanups that need to
// happen at a specified time (when graphics backend is active)
// So build another queue for graphics assets marked for removal
if (node->hasGraphicsResources()) {
wattached->queueForCleanup(node);
if (node->type == QSSGRenderGraphObject::Type::ResourceLoader)
resourceLoaders.remove(node);
} else {
delete node;
}
}
// Nodes are now "cleaned up" so clear the cleanup list
cleanupNodeList.clear();
return res;
}
QQuick3DSceneManager::SyncResult QQuick3DSceneManager::updateResources(QQuick3DObject **listHead)
{
SyncResult res = SyncResultFlag::None;
// Detach the current list head first, and consume all reachable entries.
// New entries may be added to the new list while traversing, which will be
// visited on the next updateDirtyNodes() call.
bool hasSharedResources = false;
QQuick3DObject *updateList = *listHead;
*listHead = nullptr;
if (updateList)
QQuick3DObjectPrivate::get(updateList)->prevDirtyItem = &updateList;
QQuick3DObject *item = updateList;
while (item) {
// Different processing for resource nodes vs hierarchical nodes etc.
Q_ASSERT(!QSSGRenderGraphObject::isNodeType(QQuick3DObjectPrivate::get(item)->type) || !QSSGRenderGraphObject::isExtension(QQuick3DObjectPrivate::get(item)->type));
// handle hierarchical nodes
updateDirtyResource(item);
auto *po = QQuick3DObjectPrivate::get(item);
hasSharedResources |= po->sharedResource;
po->removeFromDirtyList();
item = updateList;
}
if (hasSharedResources)
res |= SyncResultFlag::SharedResourcesDirty;
return res;
}
void QQuick3DSceneManager::updateNodes(QQuick3DObject **listHead)
{
// Detach the current list head first, and consume all reachable entries.
// New entries may be added to the new list while traversing, which will be
// visited on the next updateDirtyNodes() call.
QQuick3DObject *updateList = *listHead;
*listHead = nullptr;
if (updateList)
QQuick3DObjectPrivate::get(updateList)->prevDirtyItem = &updateList;
QQuick3DObject *item = updateList;
while (item) {
// Different processing for resource nodes vs hierarchical nodes (anything that's _not_ a resource)
Q_ASSERT(QSSGRenderGraphObject::isNodeType(QQuick3DObjectPrivate::get(item)->type));
// handle hierarchical nodes
updateDirtySpatialNode(static_cast<QQuick3DNode *>(item));
QQuick3DObjectPrivate::get(item)->removeFromDirtyList();
item = updateList;
}
}
QQuick3DSceneManager::SyncResult QQuick3DSceneManager::updateExtensions(QQuick3DObject **listHead)
{
SyncResult ret = SyncResultFlag::None;
const auto updateDirtyExtensionNode = [this, &ret](QQuick3DObject *extension) {
QQuick3DObjectPrivate *po = QQuick3DObjectPrivate::get(extension);
po->dirtyAttributes = 0; // Not used, but we should still reset it.
QSSGRenderGraphObject *oldNode = po->spatialNode;
QSSGRenderGraphObject *newNode = extension->updateSpatialNode(oldNode);
const bool backendNodeChanged = oldNode != newNode;
if (backendNodeChanged)
ret |= SyncResultFlag::ExtensionsDiry;
// If the backend node changed, we need to clean up the old one.
if (oldNode && backendNodeChanged)
cleanup(oldNode);
// NOTE: cleanup() will remove the item from the node map and set the spatial node to nullptr.
// so we need to set it here.
po->spatialNode = newNode;
if (po->spatialNode)
m_nodeMap.insert(po->spatialNode, extension);
};
// Detach the current list head first, and consume all reachable entries.
// New entries may be added to the new list while traversing, which will be
// visited on the next updateDirtyNodes() call.
QQuick3DObject *updateList = *listHead;
*listHead = nullptr;
if (updateList)
QQuick3DObjectPrivate::get(updateList)->prevDirtyItem = &updateList;
QQuick3DObject *item = updateList;
while (item) {
// Different processing for resource nodes vs hierarchical nodes (anything that's _not_ a resource)
Q_ASSERT(QSSGRenderGraphObject::isExtension(QQuick3DObjectPrivate::get(item)->type));
// handle hierarchical nodes
updateDirtyExtensionNode(item);
QQuick3DObjectPrivate::get(item)->removeFromDirtyList();
item = updateList;
}
return ret;
}
void QQuick3DSceneManager::preSync()
{
for (auto it = std::begin(dirtyResources), end = std::end(dirtyResources); it != end; ++it) {
QQuick3DObject *next = *it;
while (next) {
next->preSync();
next = QQuick3DObjectPrivate::get(next)->nextDirtyItem;
}
}
for (auto it = std::begin(dirtyNodes), end = std::end(dirtyNodes); it != end; ++it) {
QQuick3DObject *next = *it;
while (next) {
next->preSync();
next = QQuick3DObjectPrivate::get(next)->nextDirtyItem;
}
}
for (auto it = std::begin(dirtyExtensions), end = std::end(dirtyExtensions); it != end; ++it) {
QQuick3DObject *next = *it;
while (next) {
next->preSync();
next = QQuick3DObjectPrivate::get(next)->nextDirtyItem;
}
}
}
////////
/// QQuick3DWindowAttachment
////////
QQuick3DWindowAttachment::QQuick3DWindowAttachment(QQuickWindow *window)
: m_window(window)
{
if (window) {
// Act when the application calls window->releaseResources() and the
// render loop emits the corresponding signal in order to forward the
// event to us as well. (do not confuse with other release-resources
// type of functions, this is about dropping pipeline and other resource
// caches than can be automatically recreated if needed on the next frame)
QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window);
QSGRenderContext *rc = wd->context;
if (QSSG_GUARD_X(rc, "QQuickWindow has no QSGRenderContext, this should not happen")) {
// QSGRenderContext signals are emitted on the render thread, if there is one; use DirectConnection
connect(rc, &QSGRenderContext::releaseCachedResourcesRequested, this, &QQuick3DWindowAttachment::onReleaseCachedResources, Qt::DirectConnection);
connect(rc, &QSGRenderContext::invalidated, this, &QQuick3DWindowAttachment::onInvalidated, Qt::DirectConnection);
}
// We put this in the back of the queue to allow any clean-up of resources to happen first.
connect(window, &QQuickWindow::destroyed, this, &QObject::deleteLater);
// afterAnimating is emitted on the main thread.
connect(window, &QQuickWindow::afterAnimating, this, &QQuick3DWindowAttachment::preSync);
// afterFrameEnd is emitted on render thread.
connect(window, &QQuickWindow::afterFrameEnd, this, &QQuick3DWindowAttachment::cleanupResources, Qt::DirectConnection);
}
}
QQuick3DWindowAttachment::~QQuick3DWindowAttachment()
{
for (auto manager: sceneManagerCleanupQueue) {
sceneManagers.removeOne(manager);
delete manager;
}
// remaining sceneManagers should also be removed
qDeleteAll(sceneManagers);
QSSG_CHECK(QSSG_DEBUG_COND(resourceCleanupQueue.isEmpty()));
if (!pendingResourceCleanupQueue.isEmpty()) {
// Let's try to recover from this situation. Most likely this is some loader usage
// situation, where all View3Ds have been destroyed while the window still lives and might
// eventually just create a new View3D. We cannot release the resources here, as we'll need
// to do that on the render thread. Instaed we'll transform the pendingResourceCleanupQueue
// to a cleanup object that can be called on the render thread.
if (m_rci && m_window) {
new QSSGCleanupObject(m_rci, std::move(pendingResourceCleanupQueue), m_window);
QMetaObject::invokeMethod(m_window, &QQuickWindow::releaseResources, Qt::QueuedConnection);
} else {
qWarning() << "Pending resource cleanup queue not empty, but no RCI or window to clean it up!";
}
}
if (m_window)
m_window->setProperty(qtQQ3DWAPropName, QVariant());
}
void QQuick3DWindowAttachment::preSync()
{
for (auto &sceneManager : std::as_const(sceneManagers))
sceneManager->preSync();
}
// Called from the render thread
void QQuick3DWindowAttachment::cleanupResources()
{
// Pass the scene managers list of resources marked for
// removal to the render context for deletion
// The render context will take ownership of the nodes
// and clear the list
// In special cases there is no rci because synchronize() is never called.
// This can happen when running with the software backend of Qt Quick.
// Handle this gracefully.
if (!m_rci)
return;
// Check if there's orphaned resources that needs to be
// cleaned out first.
if (resourceCleanupQueue.size() != 0)
m_rci->renderer()->cleanupResources(resourceCleanupQueue);
}
// Called on the render thread, if there is one
void QQuick3DWindowAttachment::onReleaseCachedResources()
{
if (m_rci)
m_rci->releaseCachedResources();
Q_EMIT releaseCachedResources();
}
void QQuick3DWindowAttachment::onInvalidated()
{
// Find all objects that have graphics resources and queue them
// for cleanup.
// 1. We'll need to manually go through the nodes of each scene manager and mark
// objects with graphics resources for deletion.
// The scene graph is invalidated so we need to release graphics resources now, on the render thread.
for (auto &sceneManager : std::as_const(sceneManagers)) {
const auto objects = sceneManager->m_nodeMap.keys();
for (QSSGRenderGraphObject *obj : objects) {
if (obj->hasGraphicsResources())
sceneManager->cleanup(obj);
}
}
// Start: follow the normal clean-up procedure
for (auto &sceneManager : std::as_const(sceneManagers))
sceneManager->cleanupNodes();
for (const auto &pr : std::as_const(pendingResourceCleanupQueue))
resourceCleanupQueue.insert(pr);
pendingResourceCleanupQueue.clear();
// NOTE!: It's essential that we release the cached resources before we
// call cleanupResources(), to avoid the expensive bookkeeping code involved
// for models. This is achieved by dropping the data to avoid expensive look-ups; it's going away anyways.
// (In the future, if/when cleanupDrawCallData() is improved, then this step might not be necessary).
onReleaseCachedResources();
cleanupResources();
// end
// If the SG RenderContex is invalidated and we're the only one holding onto the SSG
// RenderContextInterface then just release it. If the application is not going down
// a new RCI will be created/set during the next sync.
if (m_rci.use_count() == 1) {
m_rci.reset();
emit renderContextInterfaceChanged();
}
}
QQuick3DWindowAttachment::SyncResult QQuick3DWindowAttachment::synchronize(QSet<QSSGRenderGraphObject *> &resourceLoaders)
{
// Terminate old scene managers
for (auto manager: sceneManagerCleanupQueue) {
sceneManagers.removeOne(manager);
delete manager;
}
// Terminate old scene managers
sceneManagerCleanupQueue = {};
SyncResult syncResult = SyncResultFlag::None;
// Cleanup
for (auto &sceneManager : std::as_const(sceneManagers))
syncResult |= sceneManager->cleanupNodes();
// Resources
for (auto &sceneManager : std::as_const(sceneManagers))
syncResult |= sceneManager->updateDirtyResourceNodes();
// Spatial Nodes
for (auto &sceneManager : std::as_const(sceneManagers))
sceneManager->updateDirtySpatialNodes();
for (auto &sceneManager : std::as_const(sceneManagers))
syncResult |= sceneManager->updateDiryExtensions();
for (auto &sceneManager : std::as_const(sceneManagers))
syncResult |= sceneManager->updateDirtyResourceSecondPass();
// Bounding Boxes
for (auto &sceneManager : std::as_const(sceneManagers))
sceneManager->updateBoundingBoxes(*m_rci->bufferManager());
// Resource Loaders
for (auto &sceneManager : std::as_const(sceneManagers))
resourceLoaders.unite(sceneManager->resourceLoaders);
if ((syncResult & SyncResultFlag::SharedResourcesDirty)) {
// We know there are shared resources in the scene, so notify the "world".
// Ideally we should be more targeted, but for now this will do the job.
for (auto &sceneManager : std::as_const(sceneManagers))
sceneManager->requestUpdate();
}
// Prepare pending (adopted) resources for clean-up (will happen as a result of afterFrameEnd()).
for (const auto &pr : std::as_const(pendingResourceCleanupQueue))
resourceCleanupQueue.insert(pr);
pendingResourceCleanupQueue.clear();
return syncResult;
}
void QQuick3DWindowAttachment::requestUpdate()
{
for (const auto &sm : std::as_const(sceneManagers))
sm->requestUpdate();
}
void QQuick3DWindowAttachment::evaluateEol()
{
// NOTE: We'll re-iterate this list either on the next sync or if there's no sceneManagers left.
// See: sync and dtor.
for (QQuick3DSceneManager *manager : std::as_const(sceneManagerCleanupQueue))
sceneManagers.removeOne(manager);
if (sceneManagers.isEmpty())
delete this;
}
QQuickWindow *QQuick3DWindowAttachment::window() const { return m_window; }
void QQuick3DWindowAttachment::setRci(const std::shared_ptr<QSSGRenderContextInterface> &rciptr)
{
QSSG_CHECK_X(m_rci == nullptr || m_rci.use_count() == 1, "Old render context was not released!");
m_rci = rciptr;
emit renderContextInterfaceChanged();
}
void QQuick3DWindowAttachment::registerSceneManager(QQuick3DSceneManager &manager)
{
if (!sceneManagers.contains(&manager))
sceneManagers.push_back(&manager);
}
void QQuick3DWindowAttachment::unregisterSceneManager(QQuick3DSceneManager &manager)
{
sceneManagers.removeOne(&manager);
}
void QQuick3DWindowAttachment::queueForCleanup(QSSGRenderGraphObject *obj)
{
Q_ASSERT(obj->hasGraphicsResources());
pendingResourceCleanupQueue.push_back(obj);
}
void QQuick3DWindowAttachment::queueForCleanup(QQuick3DSceneManager *manager)
{
if (!sceneManagerCleanupQueue.contains(manager))
sceneManagerCleanupQueue.push_back(manager);
}
QT_END_NAMESPACE
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