Introducing the SCeneUpdtate job to the engine to take care of performing transactions and introducing the stages

This commit is contained in:
samcake 2017-06-14 18:06:42 -07:00
parent 15a5464bab
commit d8380923f0
7 changed files with 134 additions and 4 deletions

View file

@ -5140,10 +5140,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
}
{
PerformanceTimer perfTimer("SceneProcessTransaction");
_main3DScene->enqueueTransaction(transaction);
_main3DScene->processTransactionQueue();
}
// For now every frame pass the renderContext

View file

@ -18,6 +18,8 @@
#include <gpu/Context.h>
#include "EngineStats.h"
#include "SceneTask.h"
#include "Logging.h"
using namespace render;
@ -31,6 +33,7 @@ public:
void build(JobModel& task, const Varying& in, Varying& out) {
task.addJob<EngineStats>("Stats");
task.addJob<PerformSceneTransaction>("PerformSceneTransaction");
}
};

View file

@ -128,7 +128,6 @@ protected:
void removeItems(const ItemIDs& ids);
void updateItems(const ItemIDs& ids, UpdateFunctors& functors);
// The Selection map
mutable std::mutex _selectionsMutex; // mutable so it can be used in the thread safe getSelection const method
SelectionMap _selections;
@ -139,6 +138,11 @@ protected:
// void appendToSelection(const Selection& selection);
// void mergeWithSelection(const Selection& selection);
// The Stages
StageMap _stages;
friend class Engine;
};

View file

@ -0,0 +1,21 @@
//
// SceneTask.cpp
// render/src/render
//
// Created by Sam Gateau on 6/14/2017.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "SceneTask.h"
using namespace render;
void PerformSceneTransaction::configure(const Config& config) {
}
void PerformSceneTransaction::run(const RenderContextPointer& renderContext) {
renderContext->_scene->processTransactionQueue();
}

View file

@ -0,0 +1,41 @@
//
// SceneTask.h
// render/src/render
//
// Created by Sam Gateau on 6/14/2017.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_render_SceneTask_h
#define hifi_render_SceneTask_h
#include "Engine.h"
namespace render {
class PerformSceneTransactionConfig : public Job::Config {
Q_OBJECT
public:
signals:
void dirty();
protected:
};
class PerformSceneTransaction {
public:
using Config = PerformSceneTransactionConfig;
using JobModel = Job::Model<PerformSceneTransaction, Config>;
void configure(const Config& config);
void run(const RenderContextPointer& renderContext);
protected:
};
}
#endif // hifi_render_SceneTask_h

View file

@ -0,0 +1,26 @@
//
// Stage.cpp
// render/src/render
//
// Created by Sam Gateau on 6/14/2017.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Stage.h"
using namespace render;
Stage::~Stage() {
}
Stage::Stage() :
_name()
{
}

View file

@ -0,0 +1,38 @@
//
// Stage.h
// render/src/render
//
// Created by Sam Gateau on 6/14/2017.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_render_Stage_h
#define hifi_render_Stage_h
#include <memory>
#include <map>
#include <string>
namespace render {
class Stage {
public:
using Name = std::string;
Stage();
virtual ~Stage();
protected:
Name _name;
};
using StagePointer = std::shared_ptr<Stage>;
using StageMap = std::map<const Stage::Name, StagePointer>;
}
#endif // hifi_render_Stage_h