1 /**************************************************************************** 2 ** 3 ** Copyright (C) 2008-2012 NVIDIA Corporation. 4 ** Copyright (C) 2019 The Qt Company Ltd. 5 ** Contact: https://www.qt.io/licensing/ 6 ** 7 ** This file is part of Qt Quick 3D. 8 ** 9 ** $QT_BEGIN_LICENSE:GPL$ 10 ** Commercial License Usage 11 ** Licensees holding valid commercial Qt licenses may use this file in 12 ** accordance with the commercial license agreement provided with the 13 ** Software or, alternatively, in accordance with the terms contained in 14 ** a written agreement between you and The Qt Company. For licensing terms 15 ** and conditions see https://www.qt.io/terms-conditions. For further 16 ** information use the contact form at https://www.qt.io/contact-us. 17 ** 18 ** GNU General Public License Usage 19 ** Alternatively, this file may be used under the terms of the GNU 20 ** General Public License version 3 or (at your option) any later version 21 ** approved by the KDE Free Qt Foundation. The licenses are as published by 22 ** the Free Software Foundation and appearing in the file LICENSE.GPL3 23 ** included in the packaging of this file. Please review the following 24 ** information to ensure the GNU General Public License requirements will 25 ** be met: https://www.gnu.org/licenses/gpl-3.0.html. 26 ** 27 ** $QT_END_LICENSE$ 28 ** 29 ****************************************************************************/ 30 31 #ifndef QSSG_RENDERER_IMPL_LAYER_RENDER_DATA_H 32 #define QSSG_RENDERER_IMPL_LAYER_RENDER_DATA_H 33 34 // 35 // W A R N I N G 36 // ------------- 37 // 38 // This file is not part of the Qt API. It exists purely as an 39 // implementation detail. This header file may change from version to 40 // version without notice, or even be removed. 41 // 42 // We mean it. 43 // 44 45 #include <QtQuick3DRuntimeRender/private/qssgrendererimpllayerrenderpreparationdata_p.h> 46 #include <QtQuick3DRuntimeRender/private/qssgrenderresourcebufferobjects_p.h> 47 #include <QtQuick3DRuntimeRender/private/qssgrenderresourcetexture2d_p.h> 48 49 QT_BEGIN_NAMESPACE 50 51 struct QSSGLayerRenderData : public QSSGLayerRenderPreparationData 52 { 53 QAtomicInt ref; 54 55 // Layers can be rendered offscreen for many reasons; effects, progressive aa, 56 // or just because a flag forces it. If they are rendered offscreen we can then 57 // cache the result so we don't render the layer again if it isn't dirty. 58 QSSGResourceTexture2D m_layerTexture; 59 QSSGResourceTexture2D m_temporalAATexture; 60 QSSGResourceTexture2D m_prevTemporalAATexture; 61 // Sometimes we need to render our depth buffer to a depth texture. 62 QSSGResourceTexture2D m_layerDepthTexture; 63 QSSGResourceTexture2D m_layerPrepassDepthTexture; 64 QSSGResourceTexture2D m_layerSsaoTexture; 65 // if we render multisampled we need resolve buffers 66 QSSGResourceTexture2D m_layerMultisampleTexture; 67 QSSGResourceTexture2D m_layerMultisamplePrepassDepthTexture; 68 QSSGResourceTexture2D m_layerMultisampleWidgetTexture; 69 70 // GPU profiler per layer 71 QScopedPointer<QSSGRenderGPUProfiler> m_layerProfilerGpu; 72 73 QSSGRenderCamera m_sceneCamera; 74 QVector2D m_sceneDimensions; 75 76 // ProgressiveAA algorithm details. 77 quint32 m_progressiveAAPassIndex; 78 // Increments every frame regardless to provide appropriate jittering 79 quint32 m_temporalAAPassIndex; 80 // Ensures we don't stop on an in-between frame; we will run two frames after the dirty flag 81 // is clear. 82 quint32 m_nonDirtyTemporalAAPassIndex; 83 float m_textScale; 84 85 QSSGOption<QVector3D> m_boundingRectColor; 86 QSSGRenderTextureFormat m_depthBufferFormat; 87 88 QSize m_previousDimensions; 89 90 QSSGLayerRenderData(QSSGRenderLayer &inLayer, const QSSGRef<QSSGRendererImpl> &inRenderer); 91 92 virtual ~QSSGLayerRenderData() override; 93 94 void prepareForRender(); 95 96 // Internal Call 97 void prepareForRender(const QSize &inViewportDimensions) override; 98 99 QSSGRenderTextureFormat getDepthBufferFormat(); 100 QSSGRenderFrameBufferAttachment getFramebufferDepthAttachmentFormat(QSSGRenderTextureFormat depthFormat); 101 102 // Render this layer assuming viewport and RT are setup. Just renders exactly this item 103 // no effects. 104 void renderClearPass(); 105 void renderDepthPass(bool inEnableTransparentDepthWrite = false); 106 void renderAoPass(); 107 #ifdef QT_QUICK3D_DEBUG_SHADOWS 108 void renderDebugDepthMap(QSSGRenderTexture2D *theDepthTex, QSSGRenderTextureCube *theDepthCube); 109 #endif 110 void renderShadowMapPass(QSSGResourceFrameBuffer *theFB); 111 void renderShadowCubeBlurPass(QSSGResourceFrameBuffer *theFB, 112 const QSSGRef<QSSGRenderTextureCube> &target0, 113 const QSSGRef<QSSGRenderTextureCube> &target1, 114 float filterSz, 115 float clipFar); 116 void renderShadowMapBlurPass(QSSGResourceFrameBuffer *theFB, 117 const QSSGRef<QSSGRenderTexture2D> &target0, 118 const QSSGRef<QSSGRenderTexture2D> &target1, 119 float filterSz, 120 float clipFar); 121 122 void render(QSSGResourceFrameBuffer *theFB = nullptr); 123 void resetForFrame() override; 124 125 void createGpuProfiler(); 126 void startProfiling(QString &nameID, bool sync); 127 void endProfiling(QString &nameID); 128 void startProfiling(const char *nameID, bool sync); 129 void endProfiling(const char *nameID); 130 void addVertexCount(quint32 count); 131 132 void applyLayerPostEffects(const QSSGRef<QSSGRenderFrameBuffer> &theFB); 133 void runnableRenderToViewport(const QSSGRef<QSSGRenderFrameBuffer> &theFB); 134 135 // test method to render this layer to a given view projection without running the entire 136 // layer setup system. This assumes the client has setup the viewport, scissor, and render 137 // target 138 // the way they want them. 139 void prepareAndRender(const QMatrix4x4 &inViewProjection); 140 141 bool progressiveAARenderRequest() const; 142 143 protected: 144 // Used for both the normal passes and the depth pass. 145 // When doing the depth pass, we disable blending completely because it does not really make 146 // sense 147 // to write blend equations into 148 void runRenderPass(TRenderRenderableFunction renderFn, 149 bool inEnableBlending, 150 bool inEnableDepthWrite, 151 bool inEnableTransparentDepthWrite, 152 bool inSortOpaqueRenderables, 153 quint32 indexLight, 154 const QSSGRenderCamera &inCamera, 155 QSSGResourceFrameBuffer *theFB = nullptr); 156 }; 157 QT_END_NAMESPACE 158 #endif 159