Merge branch 'brown' of https://github.com/samcake/hifi into brown

This commit is contained in:
samcake 2017-04-18 11:04:07 -07:00
commit fc7e2edc51
58 changed files with 1231 additions and 656 deletions

View file

@ -33,6 +33,7 @@
#include <SoundCache.h> #include <SoundCache.h>
#include <UUID.h> #include <UUID.h>
#include <recording/ClipCache.h>
#include <recording/Deck.h> #include <recording/Deck.h>
#include <recording/Recorder.h> #include <recording/Recorder.h>
#include <recording/Frame.h> #include <recording/Frame.h>
@ -53,7 +54,8 @@ static const int RECEIVED_AUDIO_STREAM_CAPACITY_FRAMES = 10;
Agent::Agent(ReceivedMessage& message) : Agent::Agent(ReceivedMessage& message) :
ThreadedAssignment(message), ThreadedAssignment(message),
_receivedAudioStream(RECEIVED_AUDIO_STREAM_CAPACITY_FRAMES, RECEIVED_AUDIO_STREAM_CAPACITY_FRAMES) { _receivedAudioStream(RECEIVED_AUDIO_STREAM_CAPACITY_FRAMES, RECEIVED_AUDIO_STREAM_CAPACITY_FRAMES)
{
DependencyManager::get<EntityScriptingInterface>()->setPacketSender(&_entityEditSender); DependencyManager::get<EntityScriptingInterface>()->setPacketSender(&_entityEditSender);
ResourceManager::init(); ResourceManager::init();
@ -64,12 +66,16 @@ Agent::Agent(ReceivedMessage& message) :
DependencyManager::set<SoundCache>(); DependencyManager::set<SoundCache>();
DependencyManager::set<AudioScriptingInterface>(); DependencyManager::set<AudioScriptingInterface>();
DependencyManager::set<AudioInjectorManager>(); DependencyManager::set<AudioInjectorManager>();
DependencyManager::set<recording::Deck>(); DependencyManager::set<recording::Deck>();
DependencyManager::set<recording::Recorder>(); DependencyManager::set<recording::Recorder>();
DependencyManager::set<RecordingScriptingInterface>(); DependencyManager::set<recording::ClipCache>();
DependencyManager::set<ScriptCache>(); DependencyManager::set<ScriptCache>();
DependencyManager::set<ScriptEngines>(ScriptEngine::AGENT_SCRIPT); DependencyManager::set<ScriptEngines>(ScriptEngine::AGENT_SCRIPT);
DependencyManager::set<RecordingScriptingInterface>();
auto& packetReceiver = DependencyManager::get<NodeList>()->getPacketReceiver(); auto& packetReceiver = DependencyManager::get<NodeList>()->getPacketReceiver();
packetReceiver.registerListenerForTypes( packetReceiver.registerListenerForTypes(
@ -327,6 +333,8 @@ void Agent::executeScript() {
_scriptEngine = std::unique_ptr<ScriptEngine>(new ScriptEngine(ScriptEngine::AGENT_SCRIPT, _scriptContents, _payload)); _scriptEngine = std::unique_ptr<ScriptEngine>(new ScriptEngine(ScriptEngine::AGENT_SCRIPT, _scriptContents, _payload));
_scriptEngine->setParent(this); // be the parent of the script engine so it gets moved when we do _scriptEngine->setParent(this); // be the parent of the script engine so it gets moved when we do
DependencyManager::get<RecordingScriptingInterface>()->setScriptEngine(_scriptEngine.get());
// setup an Avatar for the script to use // setup an Avatar for the script to use
auto scriptedAvatar = DependencyManager::get<ScriptableAvatar>(); auto scriptedAvatar = DependencyManager::get<ScriptableAvatar>();
@ -470,6 +478,8 @@ void Agent::executeScript() {
Frame::clearFrameHandler(AUDIO_FRAME_TYPE); Frame::clearFrameHandler(AUDIO_FRAME_TYPE);
Frame::clearFrameHandler(AVATAR_FRAME_TYPE); Frame::clearFrameHandler(AVATAR_FRAME_TYPE);
DependencyManager::destroy<RecordingScriptingInterface>();
setFinished(true); setFinished(true);
} }
@ -753,8 +763,19 @@ void Agent::aboutToFinish() {
// cleanup the AudioInjectorManager (and any still running injectors) // cleanup the AudioInjectorManager (and any still running injectors)
DependencyManager::destroy<AudioInjectorManager>(); DependencyManager::destroy<AudioInjectorManager>();
// destroy all other created dependencies
DependencyManager::destroy<ScriptCache>();
DependencyManager::destroy<ScriptEngines>(); DependencyManager::destroy<ScriptEngines>();
DependencyManager::destroy<ResourceCacheSharedItems>();
DependencyManager::destroy<SoundCache>();
DependencyManager::destroy<AudioScriptingInterface>();
DependencyManager::destroy<recording::Deck>();
DependencyManager::destroy<recording::Recorder>();
DependencyManager::destroy<recording::ClipCache>();
emit stopAvatarAudioTimer(); emit stopAvatarAudioTimer();
_avatarAudioTimerThread.quit(); _avatarAudioTimerThread.quit();

View file

@ -46,9 +46,6 @@ class Agent : public ThreadedAssignment {
public: public:
Agent(ReceivedMessage& message); Agent(ReceivedMessage& message);
void setIsAvatar(bool isAvatar);
bool isAvatar() const { return _isAvatar; }
bool isPlayingAvatarSound() const { return _avatarSound != NULL; } bool isPlayingAvatarSound() const { return _avatarSound != NULL; }
bool isListeningToAudioStream() const { return _isListeningToAudioStream; } bool isListeningToAudioStream() const { return _isListeningToAudioStream; }
@ -66,6 +63,9 @@ public slots:
void run() override; void run() override;
void playAvatarSound(SharedSoundPointer avatarSound); void playAvatarSound(SharedSoundPointer avatarSound);
void setIsAvatar(bool isAvatar);
bool isAvatar() const { return _isAvatar; }
private slots: private slots:
void requestScript(); void requestScript();
void scriptRequestFinished(); void scriptRequestFinished();

View file

@ -118,6 +118,7 @@
#include <udt/PacketHeaders.h> #include <udt/PacketHeaders.h>
#include <UserActivityLogger.h> #include <UserActivityLogger.h>
#include <UsersScriptingInterface.h> #include <UsersScriptingInterface.h>
#include <recording/ClipCache.h>
#include <recording/Deck.h> #include <recording/Deck.h>
#include <recording/Recorder.h> #include <recording/Recorder.h>
#include <shared/StringHelpers.h> #include <shared/StringHelpers.h>
@ -467,6 +468,7 @@ bool setupEssentials(int& argc, char** argv) {
DependencyManager::set<StatTracker>(); DependencyManager::set<StatTracker>();
DependencyManager::set<ScriptEngines>(ScriptEngine::CLIENT_SCRIPT); DependencyManager::set<ScriptEngines>(ScriptEngine::CLIENT_SCRIPT);
DependencyManager::set<Preferences>(); DependencyManager::set<Preferences>();
DependencyManager::set<recording::ClipCache>();
DependencyManager::set<recording::Deck>(); DependencyManager::set<recording::Deck>();
DependencyManager::set<recording::Recorder>(); DependencyManager::set<recording::Recorder>();
DependencyManager::set<AddressManager>(); DependencyManager::set<AddressManager>();
@ -1884,9 +1886,9 @@ void Application::initializeGL() {
assert(items.canCast<RenderFetchCullSortTask::Output>()); assert(items.canCast<RenderFetchCullSortTask::Output>());
static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD"; static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
if (QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD)) { if (QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD)) {
_renderEngine->addJob<RenderForwardTask>("Forward", items.get<RenderFetchCullSortTask::Output>()); _renderEngine->addJob<RenderForwardTask>("Forward", items);
} else { } else {
_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items.get<RenderFetchCullSortTask::Output>()); _renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items);
} }
_renderEngine->load(); _renderEngine->load();
_renderEngine->registerScene(_main3DScene); _renderEngine->registerScene(_main3DScene);
@ -5439,6 +5441,9 @@ void Application::registerScriptEngineWithApplicationServices(ScriptEngine* scri
// AvatarManager has some custom types // AvatarManager has some custom types
AvatarManager::registerMetaTypes(scriptEngine); AvatarManager::registerMetaTypes(scriptEngine);
// give the script engine to the RecordingScriptingInterface for its callbacks
DependencyManager::get<RecordingScriptingInterface>()->setScriptEngine(scriptEngine);
if (property(hifi::properties::TEST).isValid()) { if (property(hifi::properties::TEST).isValid()) {
scriptEngine->registerGlobalObject("Test", TestScriptingInterface::getInstance()); scriptEngine->registerGlobalObject("Test", TestScriptingInterface::getInstance());
} }

View file

@ -43,6 +43,8 @@
#include "AddressManager.h" #include "AddressManager.h"
#include <Rig.h> #include <Rig.h>
#include "ZoneRenderer.h"
EntityTreeRenderer::EntityTreeRenderer(bool wantScripts, AbstractViewStateInterface* viewState, EntityTreeRenderer::EntityTreeRenderer(bool wantScripts, AbstractViewStateInterface* viewState,
AbstractScriptingServicesInterface* scriptingServices) : AbstractScriptingServicesInterface* scriptingServices) :
_wantScripts(wantScripts), _wantScripts(wantScripts),
@ -266,6 +268,9 @@ bool EntityTreeRenderer::findBestZoneAndMaybeContainingEntities(QVector<EntityIt
} }
} }
_layeredZones.apply(); _layeredZones.apply();
applyLayeredZones();
didUpdate = true; didUpdate = true;
}); });
@ -343,6 +348,30 @@ void EntityTreeRenderer::forceRecheckEntities() {
_avatarPosition = _viewState->getAvatarPosition() + glm::vec3((float)TREE_SCALE); _avatarPosition = _viewState->getAvatarPosition() + glm::vec3((float)TREE_SCALE);
} }
bool EntityTreeRenderer::applyLayeredZones() {
// from the list of zones we are going to build a selection list the Render Item corresponding to the zones
// in the expected layered order and update the scene with it
auto scene = _viewState->getMain3DScene();
if (scene) {
render::Transaction transaction;
render::ItemIDs list;
for (auto& zone : _layeredZones) {
auto id = std::dynamic_pointer_cast<RenderableZoneEntityItem>(zone.zone)->getRenderItemID();
list.push_back(id);
}
render::Selection selection("RankedZones", list);
transaction.resetSelection(selection);
scene->enqueueTransaction(transaction);
} else {
qCWarning(entitiesrenderer) << "EntityTreeRenderer::applyLayeredZones(), Unexpected null scene, possibly during application shutdown";
}
return true;
}
bool EntityTreeRenderer::applyZoneAndHasSkybox(const std::shared_ptr<ZoneEntityItem>& zone) { bool EntityTreeRenderer::applyZoneAndHasSkybox(const std::shared_ptr<ZoneEntityItem>& zone) {
auto textureCache = DependencyManager::get<TextureCache>(); auto textureCache = DependencyManager::get<TextureCache>();
auto scene = DependencyManager::get<SceneScriptingInterface>(); auto scene = DependencyManager::get<SceneScriptingInterface>();

View file

@ -150,6 +150,7 @@ private:
bool applyZoneAndHasSkybox(const std::shared_ptr<ZoneEntityItem>& zone); bool applyZoneAndHasSkybox(const std::shared_ptr<ZoneEntityItem>& zone);
bool layerZoneAndHasSkybox(const std::shared_ptr<ZoneEntityItem>& zone); bool layerZoneAndHasSkybox(const std::shared_ptr<ZoneEntityItem>& zone);
bool applySkyboxAndHasAmbient(); bool applySkyboxAndHasAmbient();
bool applyLayeredZones();
void checkAndCallPreload(const EntityItemID& entityID, const bool reload = false, const bool unloadFirst = false); void checkAndCallPreload(const EntityItemID& entityID, const bool reload = false, const bool unloadFirst = false);

View file

@ -41,6 +41,8 @@ public:
virtual bool addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::Transaction& transaction) override; virtual bool addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::Transaction& transaction) override;
virtual void removeFromScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::Transaction& transaction) override; virtual void removeFromScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::Transaction& transaction) override;
render::ItemID getRenderItemID() const { return _myMetaItem; }
private: private:
virtual void locationChanged(bool tellPhysics = true) override { EntityItem::locationChanged(tellPhysics); notifyBoundChanged(); } virtual void locationChanged(bool tellPhysics = true) override { EntityItem::locationChanged(tellPhysics); notifyBoundChanged(); }
virtual void dimensionsChanged() override { EntityItem::dimensionsChanged(); notifyBoundChanged(); } virtual void dimensionsChanged() override { EntityItem::dimensionsChanged(); notifyBoundChanged(); }

View file

@ -17,12 +17,12 @@
namespace gl { namespace gl {
#ifdef SEPARATE_PROGRAM #ifdef SEPARATE_PROGRAM
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& error = std::string()); bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& error);
#else #else
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& error = std::string()); bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& error);
#endif #endif
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& error = std::string()); GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& error);
} }

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@ -421,6 +421,8 @@ protected:
ElementResource(Element&& elem, uint16 resource) : _element(elem), _resource(resource) {} ElementResource(Element&& elem, uint16 resource) : _element(elem), _resource(resource) {}
}; };
ElementResource getFormatFromGLUniform(GLenum gltype); ElementResource getFormatFromGLUniform(GLenum gltype);
static const GLint UNUSED_SLOT {-1};
static bool isUnusedSlot(GLint binding) { return (binding == UNUSED_SLOT); }
virtual int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, virtual int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,
Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers); Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers);
virtual int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers); virtual int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers);

View file

@ -331,11 +331,6 @@ int GLBackend::makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slot
return uniformsCount; return uniformsCount;
} }
const GLint UNUSED_SLOT = -1;
bool isUnusedSlot(GLint binding) {
return (binding == UNUSED_SLOT);
}
int GLBackend::makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers) { int GLBackend::makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers) {
GLint buffersCount = 0; GLint buffersCount = 0;
@ -393,9 +388,9 @@ int GLBackend::makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet&
} }
// If the binding is 0, or the binding maps to an already used binding // If the binding is 0, or the binding maps to an already used binding
if (info.binding == 0 || uniformBufferSlotMap[info.binding] != UNUSED_SLOT) { if (info.binding == 0 || !isUnusedSlot(uniformBufferSlotMap[info.binding])) {
// If no binding was assigned then just do it finding a free slot // If no binding was assigned then just do it finding a free slot
auto slotIt = std::find_if(uniformBufferSlotMap.begin(), uniformBufferSlotMap.end(), isUnusedSlot); auto slotIt = std::find_if(uniformBufferSlotMap.begin(), uniformBufferSlotMap.end(), GLBackend::isUnusedSlot);
if (slotIt != uniformBufferSlotMap.end()) { if (slotIt != uniformBufferSlotMap.end()) {
info.binding = slotIt - uniformBufferSlotMap.begin(); info.binding = slotIt - uniformBufferSlotMap.begin();
glUniformBlockBinding(glprogram, info.index, info.binding); glUniformBlockBinding(glprogram, info.index, info.binding);
@ -518,30 +513,5 @@ void GLBackend::makeProgramBindings(ShaderObject& shaderObject) {
if (!linked) { if (!linked) {
qCWarning(gpugllogging) << "GLShader::makeBindings - failed to link after assigning slotBindings?"; qCWarning(gpugllogging) << "GLShader::makeBindings - failed to link after assigning slotBindings?";
} }
// now assign the ubo binding, then DON't relink!
//Check for gpu specific uniform slotBindings
#ifdef GPU_SSBO_DRAW_CALL_INFO
loc = glGetProgramResourceIndex(glprogram, GL_SHADER_STORAGE_BLOCK, "transformObjectBuffer");
if (loc >= 0) {
glShaderStorageBlockBinding(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT);
shaderObject.transformObjectSlot = gpu::TRANSFORM_OBJECT_SLOT;
}
#else
loc = glGetUniformLocation(glprogram, "transformObjectBuffer");
if (loc >= 0) {
glProgramUniform1i(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT);
shaderObject.transformObjectSlot = gpu::TRANSFORM_OBJECT_SLOT;
}
#endif
loc = glGetUniformBlockIndex(glprogram, "transformCameraBuffer");
if (loc >= 0) {
glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_CAMERA_SLOT);
shaderObject.transformCameraSlot = gpu::TRANSFORM_CAMERA_SLOT;
}
(void)CHECK_GL_ERROR();
} }

View file

@ -82,25 +82,6 @@ int GL41Backend::makeResourceBufferSlots(GLuint glprogram, const Shader::Binding
} }
return ssboCount; return ssboCount;
/*glGetProgramInterfaceiv(glprogram, GL_SHADER_STORAGE_BLOCK, GL_ACTIVE_RESOURCES, &ssboCount);
if (ssboCount > 0) {
GLint maxNameLength = 0;
glGetProgramInterfaceiv(glprogram, GL_SHADER_STORAGE_BLOCK, GL_MAX_NAME_LENGTH, &maxNameLength);
std::vector<GLchar> nameBytes(maxNameLength);
for (GLint b = 0; b < ssboCount; b++) {
GLint length;
glGetProgramResourceName(glprogram, GL_SHADER_STORAGE_BLOCK, b, maxNameLength, &length, nameBytes.data());
std::string bufferName(nameBytes.data());
qCWarning(gpugllogging) << "GLShader::makeBindings - " << bufferName.c_str();
static const Element element(SCALAR, gpu::UINT32, gpu::UNIFORM_BUFFER);
resourceBuffers.insert(Shader::Slot(bufferName, b, element, -1));
}
}*/
return ssboCount;
} }
void GL41Backend::makeProgramBindings(gl::ShaderObject& shaderObject) { void GL41Backend::makeProgramBindings(gl::ShaderObject& shaderObject) {
@ -110,77 +91,16 @@ void GL41Backend::makeProgramBindings(gl::ShaderObject& shaderObject) {
GLuint glprogram = shaderObject.glprogram; GLuint glprogram = shaderObject.glprogram;
GLint loc = -1; GLint loc = -1;
//Check for gpu specific attribute slotBindings GLBackend::makeProgramBindings(shaderObject);
loc = glGetAttribLocation(glprogram, "inPosition");
if (loc >= 0 && loc != gpu::Stream::POSITION) {
glBindAttribLocation(glprogram, gpu::Stream::POSITION, "inPosition");
}
loc = glGetAttribLocation(glprogram, "inNormal");
if (loc >= 0 && loc != gpu::Stream::NORMAL) {
glBindAttribLocation(glprogram, gpu::Stream::NORMAL, "inNormal");
}
loc = glGetAttribLocation(glprogram, "inColor");
if (loc >= 0 && loc != gpu::Stream::COLOR) {
glBindAttribLocation(glprogram, gpu::Stream::COLOR, "inColor");
}
loc = glGetAttribLocation(glprogram, "inTexCoord0");
if (loc >= 0 && loc != gpu::Stream::TEXCOORD) {
glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD, "inTexCoord0");
}
loc = glGetAttribLocation(glprogram, "inTangent");
if (loc >= 0 && loc != gpu::Stream::TANGENT) {
glBindAttribLocation(glprogram, gpu::Stream::TANGENT, "inTangent");
}
loc = glGetAttribLocation(glprogram, "inTexCoord1");
if (loc >= 0 && loc != gpu::Stream::TEXCOORD1) {
glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD1, "inTexCoord1");
}
loc = glGetAttribLocation(glprogram, "inSkinClusterIndex");
if (loc >= 0 && loc != gpu::Stream::SKIN_CLUSTER_INDEX) {
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_INDEX, "inSkinClusterIndex");
}
loc = glGetAttribLocation(glprogram, "inSkinClusterWeight");
if (loc >= 0 && loc != gpu::Stream::SKIN_CLUSTER_WEIGHT) {
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_WEIGHT, "inSkinClusterWeight");
}
loc = glGetAttribLocation(glprogram, "_drawCallInfo");
if (loc >= 0 && loc != gpu::Stream::DRAW_CALL_INFO) {
glBindAttribLocation(glprogram, gpu::Stream::DRAW_CALL_INFO, "_drawCallInfo");
}
// Link again to take into account the assigned attrib location
glLinkProgram(glprogram);
GLint linked = 0;
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
if (!linked) {
qCWarning(gpugllogging) << "GLShader::makeBindings - failed to link after assigning slotBindings?";
}
// now assign the ubo binding, then DON't relink! // now assign the ubo binding, then DON't relink!
//Check for gpu specific uniform slotBindings //Check for gpu specific uniform slotBindings
#ifdef GPU_SSBO_DRAW_CALL_INFO
loc = glGetProgramResourceIndex(glprogram, GL_SHADER_STORAGE_BLOCK, "transformObjectBuffer");
if (loc >= 0) {
glShaderStorageBlockBinding(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT);
shaderObject.transformObjectSlot = gpu::TRANSFORM_OBJECT_SLOT;
}
#else
loc = glGetUniformLocation(glprogram, "transformObjectBuffer"); loc = glGetUniformLocation(glprogram, "transformObjectBuffer");
if (loc >= 0) { if (loc >= 0) {
glProgramUniform1i(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT); glProgramUniform1i(glprogram, loc, GL41Backend::TRANSFORM_OBJECT_SLOT);
shaderObject.transformObjectSlot = gpu::TRANSFORM_OBJECT_SLOT; shaderObject.transformObjectSlot = GL41Backend::TRANSFORM_OBJECT_SLOT;
} }
#endif
loc = glGetUniformBlockIndex(glprogram, "transformCameraBuffer"); loc = glGetUniformBlockIndex(glprogram, "transformCameraBuffer");
if (loc >= 0) { if (loc >= 0) {

View file

@ -38,15 +38,9 @@ void GL41Backend::transferTransformState(const Batch& batch) const {
} }
if (!batch._objects.empty()) { if (!batch._objects.empty()) {
#ifdef GPU_SSBO_DRAW_CALL_INFO
glBindBuffer(GL_SHADER_STORAGE_BUFFER, _transform._objectBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sysmem.getSize(), sysmem.readData(), GL_STREAM_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
#else
glBindBuffer(GL_TEXTURE_BUFFER, _transform._objectBuffer); glBindBuffer(GL_TEXTURE_BUFFER, _transform._objectBuffer);
glBufferData(GL_TEXTURE_BUFFER, batch._objects.size() * sizeof(Batch::TransformObject), batch._objects.data(), GL_DYNAMIC_DRAW); glBufferData(GL_TEXTURE_BUFFER, batch._objects.size() * sizeof(Batch::TransformObject), batch._objects.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_TEXTURE_BUFFER, 0); glBindBuffer(GL_TEXTURE_BUFFER, 0);
#endif
} }
if (!batch._namedData.empty()) { if (!batch._namedData.empty()) {
@ -64,15 +58,11 @@ void GL41Backend::transferTransformState(const Batch& batch) const {
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
} }
#ifdef GPU_SSBO_DRAW_CALL_INFO glActiveTexture(GL_TEXTURE0 + GL41Backend::TRANSFORM_OBJECT_SLOT);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, TRANSFORM_OBJECT_SLOT, _transform._objectBuffer);
#else
glActiveTexture(GL_TEXTURE0 + TRANSFORM_OBJECT_SLOT);
glBindTexture(GL_TEXTURE_BUFFER, _transform._objectBufferTexture); glBindTexture(GL_TEXTURE_BUFFER, _transform._objectBufferTexture);
if (!batch._objects.empty()) { if (!batch._objects.empty()) {
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, _transform._objectBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, _transform._objectBuffer);
} }
#endif
CHECK_GL_ERROR(); CHECK_GL_ERROR();

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@ -18,6 +18,7 @@
#define INCREMENTAL_TRANSFER 0 #define INCREMENTAL_TRANSFER 0
#define THREADED_TEXTURE_BUFFERING 1 #define THREADED_TEXTURE_BUFFERING 1
#define GPU_SSBO_TRANSFORM_OBJECT 1
namespace gpu { namespace gl45 { namespace gpu { namespace gl45 {
@ -30,6 +31,13 @@ class GL45Backend : public GLBackend {
friend class Context; friend class Context;
public: public:
#ifdef GPU_SSBO_TRANSFORM_OBJECT
static const GLint TRANSFORM_OBJECT_SLOT { 14 }; // SSBO binding slot
#else
static const GLint TRANSFORM_OBJECT_SLOT { 31 }; // TBO binding slot
#endif
explicit GL45Backend(bool syncCache) : Parent(syncCache) {} explicit GL45Backend(bool syncCache) : Parent(syncCache) {}
GL45Backend() : Parent() {} GL45Backend() : Parent() {}

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@ -14,10 +14,93 @@ using namespace gpu::gl45;
// GLSL version // GLSL version
std::string GL45Backend::getBackendShaderHeader() const { std::string GL45Backend::getBackendShaderHeader() const {
return std::string("#version 450 core"); const char header[] =
R"GLSL(#version 450 core
#define GPU_GL450
)GLSL"
#ifdef GPU_SSBO_TRANSFORM_OBJECT
R"GLSL(#define GPU_SSBO_TRANSFORM_OBJECT 1)GLSL"
#endif
;
return std::string(header);
} }
int GL45Backend::makeResourceBufferSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) { int GL45Backend::makeResourceBufferSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) {
GLint buffersCount = 0;
glGetProgramInterfaceiv(glprogram, GL_SHADER_STORAGE_BLOCK, GL_ACTIVE_RESOURCES, &buffersCount);
// fast exit
if (buffersCount == 0) {
return 0;
}
GLint maxNumResourceBufferSlots = 0;
glGetIntegerv(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, &maxNumResourceBufferSlots);
std::vector<GLint> resourceBufferSlotMap(maxNumResourceBufferSlots, -1);
struct ResourceBlockInfo {
using Vector = std::vector<ResourceBlockInfo>;
const GLuint index{ 0 };
const std::string name;
GLint binding{ -1 };
GLint size{ 0 };
static std::string getName(GLuint glprogram, GLuint i) {
static const GLint NAME_LENGTH = 256;
GLint length = 0;
GLchar nameBuffer[NAME_LENGTH];
glGetProgramResourceName(glprogram, GL_SHADER_STORAGE_BLOCK, i, NAME_LENGTH, &length, nameBuffer);
return std::string(nameBuffer);
}
ResourceBlockInfo(GLuint glprogram, GLuint i) : index(i), name(getName(glprogram, i)) {
GLenum props[2] = { GL_BUFFER_BINDING, GL_BUFFER_DATA_SIZE};
glGetProgramResourceiv(glprogram, GL_SHADER_STORAGE_BLOCK, i, 2, props, 2, nullptr, &binding);
}
};
ResourceBlockInfo::Vector resourceBlocks;
resourceBlocks.reserve(buffersCount);
for (int i = 0; i < buffersCount; i++) {
resourceBlocks.push_back(ResourceBlockInfo(glprogram, i));
}
for (auto& info : resourceBlocks) {
auto requestedBinding = slotBindings.find(info.name);
if (requestedBinding != slotBindings.end()) {
info.binding = (*requestedBinding)._location;
glUniformBlockBinding(glprogram, info.index, info.binding);
resourceBufferSlotMap[info.binding] = info.index;
}
}
for (auto& info : resourceBlocks) {
if (slotBindings.count(info.name)) {
continue;
}
// If the binding is -1, or the binding maps to an already used binding
if (info.binding == -1 || !isUnusedSlot(resourceBufferSlotMap[info.binding])) {
// If no binding was assigned then just do it finding a free slot
auto slotIt = std::find_if(resourceBufferSlotMap.begin(), resourceBufferSlotMap.end(), GLBackend::isUnusedSlot);
if (slotIt != resourceBufferSlotMap.end()) {
info.binding = slotIt - resourceBufferSlotMap.begin();
glUniformBlockBinding(glprogram, info.index, info.binding);
} else {
// This should never happen, an active ssbo cannot find an available slot among the max available?!
info.binding = -1;
}
}
resourceBufferSlotMap[info.binding] = info.index;
}
for (auto& info : resourceBlocks) {
static const Element element(SCALAR, gpu::UINT32, gpu::RESOURCE_BUFFER);
resourceBuffers.insert(Shader::Slot(info.name, info.binding, element, Resource::BUFFER, info.size));
}
return buffersCount;
/*
GLint ssboCount = 0; GLint ssboCount = 0;
glGetProgramInterfaceiv(glprogram, GL_SHADER_STORAGE_BLOCK, GL_ACTIVE_RESOURCES, &ssboCount); glGetProgramInterfaceiv(glprogram, GL_SHADER_STORAGE_BLOCK, GL_ACTIVE_RESOURCES, &ssboCount);
if (ssboCount > 0) { if (ssboCount > 0) {
@ -28,15 +111,25 @@ int GL45Backend::makeResourceBufferSlots(GLuint glprogram, const Shader::Binding
for (GLint b = 0; b < ssboCount; b++) { for (GLint b = 0; b < ssboCount; b++) {
GLint length; GLint length;
glGetProgramResourceName(glprogram, GL_SHADER_STORAGE_BLOCK, b, maxNameLength, &length, nameBytes.data()); glGetProgramResourceName(glprogram, GL_SHADER_STORAGE_BLOCK, b, maxNameLength, &length, nameBytes.data());
std::string bufferName(nameBytes.data()); std::string bufferName(nameBytes.data());
qCWarning(gpugllogging) << "GLShader::makeBindings - " << bufferName.c_str();
GLenum props = GL_BUFFER_BINDING;
GLint binding = -1;
glGetProgramResourceiv(glprogram, GL_SHADER_STORAGE_BLOCK, b, 1, &props, 1, nullptr, &binding);
auto requestedBinding = slotBindings.find(std::string(bufferName));
if (requestedBinding != slotBindings.end()) {
if (binding != (*requestedBinding)._location) {
binding = (*requestedBinding)._location;
glShaderStorageBlockBinding(glprogram, b, binding);
}
}
static const Element element(SCALAR, gpu::UINT32, gpu::RESOURCE_BUFFER); static const Element element(SCALAR, gpu::UINT32, gpu::RESOURCE_BUFFER);
resourceBuffers.insert(Shader::Slot(bufferName, b, element, -1)); resourceBuffers.insert(Shader::Slot(bufferName, binding, element, -1));
} }
} }
return ssboCount; return ssboCount;*/
} }
void GL45Backend::makeProgramBindings(gl::ShaderObject& shaderObject) { void GL45Backend::makeProgramBindings(gl::ShaderObject& shaderObject) {
@ -46,75 +139,22 @@ void GL45Backend::makeProgramBindings(gl::ShaderObject& shaderObject) {
GLuint glprogram = shaderObject.glprogram; GLuint glprogram = shaderObject.glprogram;
GLint loc = -1; GLint loc = -1;
//Check for gpu specific attribute slotBindings GLBackend::makeProgramBindings(shaderObject);
loc = glGetAttribLocation(glprogram, "inPosition");
if (loc >= 0 && loc != gpu::Stream::POSITION) {
glBindAttribLocation(glprogram, gpu::Stream::POSITION, "inPosition");
}
loc = glGetAttribLocation(glprogram, "inNormal");
if (loc >= 0 && loc != gpu::Stream::NORMAL) {
glBindAttribLocation(glprogram, gpu::Stream::NORMAL, "inNormal");
}
loc = glGetAttribLocation(glprogram, "inColor");
if (loc >= 0 && loc != gpu::Stream::COLOR) {
glBindAttribLocation(glprogram, gpu::Stream::COLOR, "inColor");
}
loc = glGetAttribLocation(glprogram, "inTexCoord0");
if (loc >= 0 && loc != gpu::Stream::TEXCOORD) {
glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD, "inTexCoord0");
}
loc = glGetAttribLocation(glprogram, "inTangent");
if (loc >= 0 && loc != gpu::Stream::TANGENT) {
glBindAttribLocation(glprogram, gpu::Stream::TANGENT, "inTangent");
}
loc = glGetAttribLocation(glprogram, "inTexCoord1");
if (loc >= 0 && loc != gpu::Stream::TEXCOORD1) {
glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD1, "inTexCoord1");
}
loc = glGetAttribLocation(glprogram, "inSkinClusterIndex");
if (loc >= 0 && loc != gpu::Stream::SKIN_CLUSTER_INDEX) {
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_INDEX, "inSkinClusterIndex");
}
loc = glGetAttribLocation(glprogram, "inSkinClusterWeight");
if (loc >= 0 && loc != gpu::Stream::SKIN_CLUSTER_WEIGHT) {
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_WEIGHT, "inSkinClusterWeight");
}
loc = glGetAttribLocation(glprogram, "_drawCallInfo");
if (loc >= 0 && loc != gpu::Stream::DRAW_CALL_INFO) {
glBindAttribLocation(glprogram, gpu::Stream::DRAW_CALL_INFO, "_drawCallInfo");
}
// Link again to take into account the assigned attrib location
glLinkProgram(glprogram);
GLint linked = 0;
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
if (!linked) {
qCWarning(gpugllogging) << "GLShader::makeBindings - failed to link after assigning slotBindings?";
}
// now assign the ubo binding, then DON't relink! // now assign the ubo binding, then DON't relink!
//Check for gpu specific uniform slotBindings //Check for gpu specific uniform slotBindings
#ifdef GPU_SSBO_DRAW_CALL_INFO #ifdef GPU_SSBO_TRANSFORM_OBJECT
loc = glGetProgramResourceIndex(glprogram, GL_SHADER_STORAGE_BLOCK, "transformObjectBuffer"); loc = glGetProgramResourceIndex(glprogram, GL_SHADER_STORAGE_BLOCK, "transformObjectBuffer");
if (loc >= 0) { if (loc >= 0) {
glShaderStorageBlockBinding(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT); glShaderStorageBlockBinding(glprogram, loc, GL45Backend::TRANSFORM_OBJECT_SLOT);
shaderObject.transformObjectSlot = gpu::TRANSFORM_OBJECT_SLOT; shaderObject.transformObjectSlot = GL45Backend::TRANSFORM_OBJECT_SLOT;
} }
#else #else
loc = glGetUniformLocation(glprogram, "transformObjectBuffer"); loc = glGetUniformLocation(glprogram, "transformObjectBuffer");
if (loc >= 0) { if (loc >= 0) {
glProgramUniform1i(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT); glProgramUniform1i(glprogram, loc, GL45Backend::TRANSFORM_OBJECT_SLOT);
shaderObject.transformObjectSlot = gpu::TRANSFORM_OBJECT_SLOT; shaderObject.transformObjectSlot = GL45Backend::TRANSFORM_OBJECT_SLOT;
} }
#endif #endif

View file

@ -19,7 +19,10 @@ void GL45Backend::initTransform() {
_transform._objectBuffer = transformBuffers[0]; _transform._objectBuffer = transformBuffers[0];
_transform._cameraBuffer = transformBuffers[1]; _transform._cameraBuffer = transformBuffers[1];
_transform._drawCallInfoBuffer = transformBuffers[2]; _transform._drawCallInfoBuffer = transformBuffers[2];
#ifdef GPU_SSBO_TRANSFORM_OBJECT
#else
glCreateTextures(GL_TEXTURE_BUFFER, 1, &_transform._objectBufferTexture); glCreateTextures(GL_TEXTURE_BUFFER, 1, &_transform._objectBufferTexture);
#endif
size_t cameraSize = sizeof(TransformStageState::CameraBufferElement); size_t cameraSize = sizeof(TransformStageState::CameraBufferElement);
while (_transform._cameraUboSize < cameraSize) { while (_transform._cameraUboSize < cameraSize) {
_transform._cameraUboSize += _uboAlignment; _transform._cameraUboSize += _uboAlignment;
@ -53,10 +56,10 @@ void GL45Backend::transferTransformState(const Batch& batch) const {
glNamedBufferData(_transform._drawCallInfoBuffer, bufferData.size(), bufferData.data(), GL_STREAM_DRAW); glNamedBufferData(_transform._drawCallInfoBuffer, bufferData.size(), bufferData.data(), GL_STREAM_DRAW);
} }
#ifdef GPU_SSBO_DRAW_CALL_INFO #ifdef GPU_SSBO_TRANSFORM_OBJECT
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, TRANSFORM_OBJECT_SLOT, _transform._objectBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, GL45Backend::TRANSFORM_OBJECT_SLOT, _transform._objectBuffer);
#else #else
glActiveTexture(GL_TEXTURE0 + TRANSFORM_OBJECT_SLOT); glActiveTexture(GL_TEXTURE0 + GL45Backend::TRANSFORM_OBJECT_SLOT);
glBindTexture(GL_TEXTURE_BUFFER, _transform._objectBufferTexture); glBindTexture(GL_TEXTURE_BUFFER, _transform._objectBufferTexture);
glTextureBuffer(_transform._objectBufferTexture, GL_RGBA32F, _transform._objectBuffer); glTextureBuffer(_transform._objectBufferTexture, GL_RGBA32F, _transform._objectBuffer);
#endif #endif

View file

@ -30,12 +30,6 @@ class QDebug;
namespace gpu { namespace gpu {
enum ReservedSlot { enum ReservedSlot {
#ifdef GPU_SSBO_DRAW_CALL_INFO
TRANSFORM_OBJECT_SLOT = 14,
#else
TRANSFORM_OBJECT_SLOT = 31,
#endif
TRANSFORM_CAMERA_SLOT = 15, TRANSFORM_CAMERA_SLOT = 15,
}; };

View file

@ -119,15 +119,14 @@ struct TransformObject {
layout(location=15) in ivec2 _drawCallInfo; layout(location=15) in ivec2 _drawCallInfo;
<@if FALSE @> #if defined(GPU_SSBO_TRANSFORM_OBJECT)
// Disable SSBOs for now
layout(std140) buffer transformObjectBuffer { layout(std140) buffer transformObjectBuffer {
TransformObject _object[]; TransformObject _object[];
}; };
TransformObject getTransformObject() { TransformObject getTransformObject() {
return _object[_drawCallInfo.x]; return _object[_drawCallInfo.x];
} }
<@else@> #else
uniform samplerBuffer transformObjectBuffer; uniform samplerBuffer transformObjectBuffer;
TransformObject getTransformObject() { TransformObject getTransformObject() {
@ -145,7 +144,8 @@ TransformObject getTransformObject() {
return object; return object;
} }
<@endif@> #endif
<@endfunc@> <@endfunc@>

View file

@ -19,7 +19,6 @@ QThreadStorage<QNetworkAccessManager*> networkAccessManagers;
QNetworkAccessManager& NetworkAccessManager::getInstance() { QNetworkAccessManager& NetworkAccessManager::getInstance() {
if (!networkAccessManagers.hasLocalData()) { if (!networkAccessManagers.hasLocalData()) {
networkAccessManagers.setLocalData(new QNetworkAccessManager()); networkAccessManagers.setLocalData(new QNetworkAccessManager());
} }
return *networkAccessManagers.localData(); return *networkAccessManagers.localData();

View file

@ -5,8 +5,12 @@
// Distributed under the Apache License, Version 2.0. // Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
// //
#include <QThread>
#include "ClipCache.h" #include "ClipCache.h"
#include "impl/PointerClip.h" #include "impl/PointerClip.h"
#include "Logging.h"
using namespace recording; using namespace recording;
NetworkClipLoader::NetworkClipLoader(const QUrl& url) : NetworkClipLoader::NetworkClipLoader(const QUrl& url) :
@ -21,18 +25,28 @@ void NetworkClip::init(const QByteArray& clipData) {
void NetworkClipLoader::downloadFinished(const QByteArray& data) { void NetworkClipLoader::downloadFinished(const QByteArray& data) {
_clip->init(data); _clip->init(data);
finishedLoading(true); finishedLoading(true);
emit clipLoaded();
} }
ClipCache& ClipCache::instance() { ClipCache::ClipCache(QObject* parent) :
static ClipCache _instance; ResourceCache(parent)
return _instance; {
} }
NetworkClipLoaderPointer ClipCache::getClipLoader(const QUrl& url) { NetworkClipLoaderPointer ClipCache::getClipLoader(const QUrl& url) {
return ResourceCache::getResource(url, QUrl(), nullptr).staticCast<NetworkClipLoader>(); if (QThread::currentThread() != thread()) {
NetworkClipLoaderPointer result;
QMetaObject::invokeMethod(this, "getClipLoader", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(NetworkClipLoaderPointer, result), Q_ARG(const QUrl&, url));
return result;
}
return getResource(url).staticCast<NetworkClipLoader>();
} }
QSharedPointer<Resource> ClipCache::createResource(const QUrl& url, const QSharedPointer<Resource>& fallback, const void* extra) { QSharedPointer<Resource> ClipCache::createResource(const QUrl& url, const QSharedPointer<Resource>& fallback, const void* extra) {
qCDebug(recordingLog) << "Loading recording at" << url;
return QSharedPointer<Resource>(new NetworkClipLoader(url), &Resource::deleter); return QSharedPointer<Resource>(new NetworkClipLoader(url), &Resource::deleter);
} }

View file

@ -30,26 +30,34 @@ private:
}; };
class NetworkClipLoader : public Resource { class NetworkClipLoader : public Resource {
Q_OBJECT
public: public:
NetworkClipLoader(const QUrl& url); NetworkClipLoader(const QUrl& url);
virtual void downloadFinished(const QByteArray& data) override; virtual void downloadFinished(const QByteArray& data) override;
ClipPointer getClip() { return _clip; } ClipPointer getClip() { return _clip; }
bool completed() { return _failedToLoad || isLoaded(); } bool completed() { return _failedToLoad || isLoaded(); }
signals:
void clipLoaded();
private: private:
const NetworkClip::Pointer _clip; const NetworkClip::Pointer _clip;
}; };
using NetworkClipLoaderPointer = QSharedPointer<NetworkClipLoader>; using NetworkClipLoaderPointer = QSharedPointer<NetworkClipLoader>;
class ClipCache : public ResourceCache { class ClipCache : public ResourceCache, public Dependency {
public: Q_OBJECT
static ClipCache& instance(); SINGLETON_DEPENDENCY
public slots:
NetworkClipLoaderPointer getClipLoader(const QUrl& url); NetworkClipLoaderPointer getClipLoader(const QUrl& url);
protected: protected:
virtual QSharedPointer<Resource> createResource(const QUrl& url, const QSharedPointer<Resource>& fallback, const void* extra) override; virtual QSharedPointer<Resource> createResource(const QUrl& url, const QSharedPointer<Resource>& fallback, const void* extra) override;
private:
ClipCache(QObject* parent = nullptr);
}; };
} }

View file

@ -19,6 +19,7 @@
#include <gpu/Context.h> #include <gpu/Context.h>
#include <render/CullTask.h> #include <render/CullTask.h>
#include <render/FilterTask.h>
#include <render/SortTask.h> #include <render/SortTask.h>
#include <render/DrawTask.h> #include <render/DrawTask.h>
#include <render/DrawStatus.h> #include <render/DrawStatus.h>
@ -33,6 +34,7 @@
#include "FramebufferCache.h" #include "FramebufferCache.h"
#include "HitEffect.h" #include "HitEffect.h"
#include "TextureCache.h" #include "TextureCache.h"
#include "ZoneRenderer.h"
#include "AmbientOcclusionEffect.h" #include "AmbientOcclusionEffect.h"
#include "AntialiasingEffect.h" #include "AntialiasingEffect.h"
@ -48,7 +50,9 @@ using namespace render;
extern void initOverlay3DPipelines(render::ShapePlumber& plumber); extern void initOverlay3DPipelines(render::ShapePlumber& plumber);
extern void initDeferredPipelines(render::ShapePlumber& plumber); extern void initDeferredPipelines(render::ShapePlumber& plumber);
RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) { void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
auto items = input.get<Input>();
// Prepare the ShapePipelines // Prepare the ShapePipelines
ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>(); ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
initDeferredPipelines(*shapePlumber); initDeferredPipelines(*shapePlumber);
@ -65,129 +69,130 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
// Filter the non antialiaased overlays // Filter the non antialiaased overlays
const int LAYER_NO_AA = 3; const int LAYER_NO_AA = 3;
const auto nonAAOverlays = addJob<FilterItemLayer>("Filter2DWebOverlays", overlayOpaques, LAYER_NO_AA); const auto nonAAOverlays = task.addJob<FilterLayeredItems>("Filter2DWebOverlays", overlayOpaques, LAYER_NO_AA);
// Prepare deferred, generate the shared Deferred Frame Transform // Prepare deferred, generate the shared Deferred Frame Transform
const auto deferredFrameTransform = addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform"); const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
const auto lightingModel = addJob<MakeLightingModel>("LightingModel"); const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
// GPU jobs: Start preparing the primary, deferred and lighting buffer // GPU jobs: Start preparing the primary, deferred and lighting buffer
const auto primaryFramebuffer = addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer"); const auto primaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
const auto opaqueRangeTimer = addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques"); const auto opaqueRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");
const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).hasVarying(); const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).hasVarying();
const auto prepareDeferredOutputs = addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs); const auto prepareDeferredOutputs = task.addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);
const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0); const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);
const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1); const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);
// Render opaque objects in DeferredBuffer // Render opaque objects in DeferredBuffer
const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).hasVarying(); const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).hasVarying();
addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber); task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);
// Once opaque is all rendered create stencil background // Once opaque is all rendered create stencil background
addJob<DrawStencilDeferred>("DrawOpaqueStencil", deferredFramebuffer); task.addJob<DrawStencilDeferred>("DrawOpaqueStencil", deferredFramebuffer);
addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer); task.addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);
// Opaque all rendered // Opaque all rendered
// Linear Depth Pass // Linear Depth Pass
const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).hasVarying(); const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).hasVarying();
const auto linearDepthPassOutputs = addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs); const auto linearDepthPassOutputs = task.addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs);
const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0); const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0);
// Curvature pass // Curvature pass
const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).hasVarying(); const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).hasVarying();
const auto surfaceGeometryPassOutputs = addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs); const auto surfaceGeometryPassOutputs = task.addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);
const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(0); const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(0);
const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1); const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1);
const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2); const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2);
const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3); const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3);
// Simply update the scattering resource // Simply update the scattering resource
const auto scatteringResource = addJob<SubsurfaceScattering>("Scattering"); const auto scatteringResource = task.addJob<SubsurfaceScattering>("Scattering");
// AO job // AO job
const auto ambientOcclusionInputs = AmbientOcclusionEffect::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).hasVarying(); const auto ambientOcclusionInputs = AmbientOcclusionEffect::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).hasVarying();
const auto ambientOcclusionOutputs = addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs); const auto ambientOcclusionOutputs = task.addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);
const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0); const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);
const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1); const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);
// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now. // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
addJob<DrawLight>("DrawLight", lights); task.addJob<DrawLight>("DrawLight", lights);
// Light Clustering // Light Clustering
// Create the cluster grid of lights, cpu job for now // Create the cluster grid of lights, cpu job for now
const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).hasVarying(); const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).hasVarying();
const auto lightClusters = addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs); const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);
// DeferredBuffer is complete, now let's shade it into the LightingBuffer // DeferredBuffer is complete, now let's shade it into the LightingBuffer
const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters).hasVarying(); surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters).hasVarying();
addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs); task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
// Use Stencil and draw background in Lighting buffer to complete filling in the opaque // Use Stencil and draw background in Lighting buffer to complete filling in the opaque
const auto backgroundInputs = DrawBackgroundDeferred::Inputs(background, lightingModel).hasVarying(); const auto backgroundInputs = DrawBackgroundDeferred::Inputs(background, lightingModel).hasVarying();
addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", backgroundInputs); task.addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", backgroundInputs);
// Render transparent objects forward in LightingBuffer // Render transparent objects forward in LightingBuffer
const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).hasVarying(); const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).hasVarying();
addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber); task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
// LIght Cluster Grid Debuging job // LIght Cluster Grid Debuging job
{ {
const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).hasVarying(); const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).hasVarying();
addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs); task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
} }
const auto toneAndPostRangeTimer = addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing"); const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
// Lighting Buffer ready for tone mapping // Lighting Buffer ready for tone mapping
const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer)); const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));
addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs); task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
{ // DEbug the bounds of the rendered items, still look at the zbuffer { // DEbug the bounds of the rendered items, still look at the zbuffer
addJob<DrawBounds>("DrawMetaBounds", metas); task.addJob<DrawBounds>("DrawMetaBounds", metas);
addJob<DrawBounds>("DrawOpaqueBounds", opaques); task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);
addJob<DrawBounds>("DrawTransparentBounds", transparents); task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
task.addJob<ZoneRendererTask>("ZoneRenderer", opaques);
} }
// Overlays // Overlays
const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).hasVarying(); const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).hasVarying();
const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).hasVarying(); const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).hasVarying();
addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true); task.addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false); task.addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
{ // DEbug the bounds of the rendered OVERLAY items, still look at the zbuffer { // DEbug the bounds of the rendered OVERLAY items, still look at the zbuffer
addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques); task.addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);
addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents); task.addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);
} }
// Debugging stages // Debugging stages
{ {
// Debugging Deferred buffer job // Debugging Deferred buffer job
const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer)); const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer));
addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers); task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).hasVarying(); surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).hasVarying();
addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs); task.addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);
const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).hasVarying(); const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).hasVarying();
addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs); task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
// Scene Octree Debugging job // Scene Octree Debugging job
{ {
addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection); task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
addJob<DrawItemSelection>("DrawItemSelection", spatialSelection); task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection);
} }
// Status icon rendering job // Status icon rendering job
@ -195,22 +200,22 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
// Grab a texture map representing the different status icons and assign that to the drawStatsuJob // Grab a texture map representing the different status icons and assign that to the drawStatsuJob
auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg"; auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";
auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, NetworkTexture::STRICT_TEXTURE); auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, NetworkTexture::STRICT_TEXTURE);
addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap)); task.addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap));
} }
} }
// AA job to be revisited // AA job to be revisited
addJob<Antialiasing>("Antialiasing", primaryFramebuffer); task.addJob<Antialiasing>("Antialiasing", primaryFramebuffer);
// Draw 2DWeb non AA // Draw 2DWeb non AA
const auto nonAAOverlaysInputs = DrawOverlay3D::Inputs(nonAAOverlays, lightingModel).hasVarying(); const auto nonAAOverlaysInputs = DrawOverlay3D::Inputs(nonAAOverlays, lightingModel).hasVarying();
addJob<DrawOverlay3D>("Draw2DWebSurfaces", nonAAOverlaysInputs, false); task.addJob<DrawOverlay3D>("Draw2DWebSurfaces", nonAAOverlaysInputs, false);
addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer); task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
// Blit! // Blit!
addJob<Blit>("Blit", primaryFramebuffer); task.addJob<Blit>("Blit", primaryFramebuffer);
} }
void BeginGPURangeTimer::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) { void BeginGPURangeTimer::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {

View file

@ -192,11 +192,14 @@ public:
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer); void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer);
}; };
class RenderDeferredTask : public render::Task { class RenderDeferredTask {
public: public:
using JobModel = Model<RenderDeferredTask>; using Input = RenderFetchCullSortTask::Output;
using JobModel = render::Task::ModelI<RenderDeferredTask, Input>;
RenderDeferredTask(RenderFetchCullSortTask::Output items); RenderDeferredTask() {}
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
}; };
#endif // hifi_RenderDeferredTask_h #endif // hifi_RenderDeferredTask_h

View file

@ -29,7 +29,9 @@
using namespace render; using namespace render;
extern void initForwardPipelines(ShapePlumber& plumber); extern void initForwardPipelines(ShapePlumber& plumber);
RenderForwardTask::RenderForwardTask(RenderFetchCullSortTask::Output items) { void RenderForwardTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
auto items = input.get<Input>();
// Prepare the ShapePipelines // Prepare the ShapePipelines
ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>(); ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
initForwardPipelines(*shapePlumber); initForwardPipelines(*shapePlumber);
@ -44,17 +46,17 @@ RenderForwardTask::RenderForwardTask(RenderFetchCullSortTask::Output items) {
const auto background = items[RenderFetchCullSortTask::BACKGROUND]; const auto background = items[RenderFetchCullSortTask::BACKGROUND];
const auto spatialSelection = items[RenderFetchCullSortTask::SPATIAL_SELECTION]; const auto spatialSelection = items[RenderFetchCullSortTask::SPATIAL_SELECTION];
const auto framebuffer = addJob<PrepareFramebuffer>("PrepareFramebuffer"); const auto framebuffer = task.addJob<PrepareFramebuffer>("PrepareFramebuffer");
addJob<Draw>("DrawOpaques", opaques, shapePlumber); task.addJob<Draw>("DrawOpaques", opaques, shapePlumber);
addJob<Stencil>("Stencil"); task.addJob<Stencil>("Stencil");
addJob<DrawBackground>("DrawBackground", background); task.addJob<DrawBackground>("DrawBackground", background);
// Bounds do not draw on stencil buffer, so they must come last // Bounds do not draw on stencil buffer, so they must come last
addJob<DrawBounds>("DrawBounds", opaques); task.addJob<DrawBounds>("DrawBounds", opaques);
// Blit! // Blit!
addJob<Blit>("Blit", framebuffer); task.addJob<Blit>("Blit", framebuffer);
} }
void PrepareFramebuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, void PrepareFramebuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext,

View file

@ -16,11 +16,14 @@
#include <render/RenderFetchCullSortTask.h> #include <render/RenderFetchCullSortTask.h>
#include "LightingModel.h" #include "LightingModel.h"
class RenderForwardTask : public render::Task { class RenderForwardTask {
public: public:
using JobModel = Model<RenderForwardTask>; using Input = RenderFetchCullSortTask::Output;
using JobModel = render::Task::ModelI<RenderForwardTask, Input>;
RenderForwardTask(RenderFetchCullSortTask::Output items); RenderForwardTask() {}
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
}; };
class PrepareFramebuffer { class PrepareFramebuffer {

View file

@ -90,7 +90,7 @@ void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const
}); });
} }
RenderShadowTask::RenderShadowTask(CullFunctor cullFunctor) { void RenderShadowTask::build(JobModel& task, const render::Varying& input, render::Varying& output, CullFunctor cullFunctor) {
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; }; cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
// Prepare the ShapePipeline // Prepare the ShapePipeline
@ -115,28 +115,28 @@ RenderShadowTask::RenderShadowTask(CullFunctor cullFunctor) {
skinProgram, state); skinProgram, state);
} }
const auto cachedMode = addJob<RenderShadowSetup>("Setup"); const auto cachedMode = task.addJob<RenderShadowSetup>("Setup");
// CPU jobs: // CPU jobs:
// Fetch and cull the items from the scene // Fetch and cull the items from the scene
auto shadowFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered(); auto shadowFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered();
const auto shadowSelection = addJob<FetchSpatialTree>("FetchShadowSelection", shadowFilter); const auto shadowSelection = task.addJob<FetchSpatialTree>("FetchShadowSelection", shadowFilter);
const auto culledShadowSelection = addJob<CullSpatialSelection>("CullShadowSelection", shadowSelection, cullFunctor, RenderDetails::SHADOW, shadowFilter); const auto culledShadowSelection = task.addJob<CullSpatialSelection>("CullShadowSelection", shadowSelection, cullFunctor, RenderDetails::SHADOW, shadowFilter);
// Sort // Sort
const auto sortedPipelines = addJob<PipelineSortShapes>("PipelineSortShadowSort", culledShadowSelection); const auto sortedPipelines = task.addJob<PipelineSortShapes>("PipelineSortShadowSort", culledShadowSelection);
const auto sortedShapes = addJob<DepthSortShapes>("DepthSortShadowMap", sortedPipelines); const auto sortedShapes = task.addJob<DepthSortShapes>("DepthSortShadowMap", sortedPipelines);
// GPU jobs: Render to shadow map // GPU jobs: Render to shadow map
addJob<RenderShadowMap>("RenderShadowMap", sortedShapes, shapePlumber); task.addJob<RenderShadowMap>("RenderShadowMap", sortedShapes, shapePlumber);
addJob<RenderShadowTeardown>("Teardown", cachedMode); task.addJob<RenderShadowTeardown>("Teardown", cachedMode);
} }
void RenderShadowTask::configure(const Config& configuration) { void RenderShadowTask::configure(const Config& configuration) {
DependencyManager::get<DeferredLightingEffect>()->setShadowMapEnabled(configuration.enabled); DependencyManager::get<DeferredLightingEffect>()->setShadowMapEnabled(configuration.enabled);
// This is a task, so must still propogate configure() to its Jobs // This is a task, so must still propogate configure() to its Jobs
Task::configure(configuration); // Task::configure(configuration);
} }
void RenderShadowSetup::run(const SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, Output& output) { void RenderShadowSetup::run(const SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, Output& output) {

View file

@ -41,12 +41,13 @@ signals:
void dirty(); void dirty();
}; };
class RenderShadowTask : public render::Task { class RenderShadowTask {
public: public:
using Config = RenderShadowTaskConfig; using Config = RenderShadowTaskConfig;
using JobModel = Model<RenderShadowTask, Config>; using JobModel = render::Task::Model<RenderShadowTask, Config>;
RenderShadowTask(render::CullFunctor shouldRender); RenderShadowTask() {}
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor shouldRender);
void configure(const Config& configuration); void configure(const Config& configuration);
}; };

View file

@ -0,0 +1,27 @@
//
// ZoneRenderer.cpp
// render/src/render-utils
//
// Created by Sam Gateau on 4/4/2017.
// 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 "ZoneRenderer.h"
#include <render/FilterTask.h>
#include <render/DrawTask.h>
using namespace render;
const Selection::Name ZoneRendererTask::ZONES_SELECTION { "RankedZones" };
void ZoneRendererTask::build(JobModel& task, const Varying& input, Varying& ouput) {
const auto zoneItems = task.addJob<render::SelectSortItems>("FilterZones", input, ZONES_SELECTION.c_str());
// just draw them...
task.addJob<DrawBounds>("DrawZones", zoneItems);
}

View file

@ -0,0 +1,52 @@
//
// ZoneRenderer.h
// render/src/render-utils
//
// Created by Sam Gateau on 4/4/2017.
// 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_ZoneRenderer_h
#define hifi_ZoneRenderer_h
#include "render/Engine.h"
class ZoneRendererConfig : public render::Task::Config {
Q_OBJECT
Q_PROPERTY(int maxDrawn MEMBER maxDrawn NOTIFY dirty)
public:
ZoneRendererConfig() : render::Task::Config(false) {}
int maxDrawn { -1 };
signals:
void dirty();
protected:
};
class ZoneRendererTask {
public:
static const render::Selection::Name ZONES_SELECTION;
using Inputs = render::ItemBounds;
using Config = ZoneRendererConfig;
using JobModel = render::Task::ModelI<ZoneRendererTask, Inputs, Config>;
ZoneRendererTask() {}
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
void configure(const Config& config) { _maxDrawn = config.maxDrawn; }
protected:
int _maxDrawn; // initialized by Config
};
#endif

View file

@ -16,8 +16,6 @@
#include <OctreeUtils.h> #include <OctreeUtils.h>
#include <PerfStat.h> #include <PerfStat.h>
#include <ViewFrustum.h>
#include <gpu/Context.h>
using namespace render; using namespace render;
@ -306,19 +304,3 @@ void CullSpatialSelection::run(const SceneContextPointer& sceneContext, const Re
std::static_pointer_cast<Config>(renderContext->jobConfig)->numItems = (int)outItems.size(); std::static_pointer_cast<Config>(renderContext->jobConfig)->numItems = (int)outItems.size();
} }
void FilterItemLayer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
auto& scene = sceneContext->_scene;
// Clear previous values
outItems.clear();
// For each item, filter it into one bucket
for (auto itemBound : inItems) {
auto& item = scene->getItem(itemBound.id);
if (item.getLayer() == _keepLayer) {
outItems.emplace_back(itemBound);
}
}
}

View file

@ -109,85 +109,6 @@ namespace render {
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& inSelection, ItemBounds& outItems); void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& inSelection, ItemBounds& outItems);
}; };
class FilterItemSelectionConfig : public Job::Config {
Q_OBJECT
Q_PROPERTY(int numItems READ getNumItems)
public:
int numItems{ 0 };
int getNumItems() { return numItems; }
};
class FilterItemSelection {
public:
using Config = FilterItemSelectionConfig;
using JobModel = Job::ModelIO<FilterItemSelection, ItemBounds, ItemBounds, Config>;
FilterItemSelection() {}
FilterItemSelection(const ItemFilter& filter) :
_filter(filter) {}
ItemFilter _filter{ ItemFilter::Builder::opaqueShape().withoutLayered() };
void configure(const Config& config);
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
};
class MultiFilterItemConfig : public Job::Config {
Q_OBJECT
Q_PROPERTY(int numItems READ getNumItems)
public:
int numItems{ 0 };
int getNumItems() { return numItems; }
};
template <int NUM_FILTERS>
class MultiFilterItem {
public:
using ItemFilterArray = std::array<ItemFilter, NUM_FILTERS>;
using ItemBoundsArray = VaryingArray<ItemBounds, NUM_FILTERS>;
using Config = MultiFilterItemConfig;
using JobModel = Job::ModelIO<MultiFilterItem, ItemBounds, ItemBoundsArray, Config>;
MultiFilterItem() {}
MultiFilterItem(const ItemFilterArray& filters) :
_filters(filters) {}
ItemFilterArray _filters;
void configure(const Config& config) {}
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBoundsArray& outItems) {
auto& scene = sceneContext->_scene;
// Clear previous values
for (size_t i = 0; i < NUM_FILTERS; i++) {
outItems[i].template edit<ItemBounds>().clear();
}
// For each item, filter it into one bucket
for (auto itemBound : inItems) {
auto& item = scene->getItem(itemBound.id);
auto itemKey = item.getKey();
for (size_t i = 0; i < NUM_FILTERS; i++) {
if (_filters[i].test(itemKey)) {
outItems[i].template edit<ItemBounds>().emplace_back(itemBound);
}
}
}
}
};
class FilterItemLayer {
public:
using JobModel = Job::ModelIO<FilterItemLayer, ItemBounds, ItemBounds>;
FilterItemLayer() {}
FilterItemLayer(int keepLayer) :
_keepLayer(keepLayer) {}
int _keepLayer { 0 };
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
};
} }
#endif // hifi_render_CullTask_h; #endif // hifi_render_CullTask_h;

View file

@ -148,8 +148,7 @@ const gpu::PipelinePointer DrawBounds::getPipeline() {
gpu::Shader::BindingSet slotBindings; gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings); gpu::Shader::makeProgram(*program, slotBindings);
_cornerLocation = program->getUniforms().findLocation("inBoundPos"); _colorLocation = program->getUniforms().findLocation("inColor");
_scaleLocation = program->getUniforms().findLocation("inBoundDim");
auto state = std::make_shared<gpu::State>(); auto state = std::make_shared<gpu::State>();
state->setDepthTest(true, false, gpu::LESS_EQUAL); state->setDepthTest(true, false, gpu::LESS_EQUAL);
@ -166,7 +165,7 @@ void DrawBounds::run(const SceneContextPointer& sceneContext, const RenderContex
const Inputs& items) { const Inputs& items) {
RenderArgs* args = renderContext->args; RenderArgs* args = renderContext->args;
auto numItems = items.size(); uint32_t numItems = (uint32_t) items.size();
if (numItems == 0) { if (numItems == 0) {
return; return;
} }
@ -192,19 +191,9 @@ void DrawBounds::run(const SceneContextPointer& sceneContext, const RenderContex
// Bind program // Bind program
batch.setPipeline(getPipeline()); batch.setPipeline(getPipeline());
// assert(_cornerLocation >= 0);
// assert(_scaleLocation >= 0);
// Render bounds
/* for (const auto& item : items) {
batch._glUniform3fv(_cornerLocation, 1, (const float*)(&item.bound.getCorner()));
batch._glUniform3fv(_scaleLocation, 1, (const float*)(&item.bound.getScale()));
static const int NUM_VERTICES_PER_CUBE = 24;
batch.draw(gpu::LINES, NUM_VERTICES_PER_CUBE, 0);
}
*/
glm::vec4 color(glm::vec3(0.0f), -(float) numItems);
batch._glUniform4fv(_colorLocation, 1, (const float*)(&color));
batch.setResourceBuffer(0, _drawBuffer); batch.setResourceBuffer(0, _drawBuffer);
static const int NUM_VERTICES_PER_CUBE = 24; static const int NUM_VERTICES_PER_CUBE = 24;

View file

@ -52,7 +52,7 @@ class DrawBounds {
public: public:
class Config : public render::JobConfig { class Config : public render::JobConfig {
public: public:
Config() : JobConfig(false) {} Config(bool enabled = false) : JobConfig(enabled) {}
}; };
using Inputs = render::ItemBounds; using Inputs = render::ItemBounds;
@ -65,9 +65,9 @@ public:
private: private:
const gpu::PipelinePointer getPipeline(); const gpu::PipelinePointer getPipeline();
gpu::PipelinePointer _boundsPipeline; gpu::PipelinePointer _boundsPipeline;
int _cornerLocation { -1 };
int _scaleLocation { -1 };
gpu::BufferPointer _drawBuffer; gpu::BufferPointer _drawBuffer;
int _colorLocation { -1 };
}; };
} }

View file

@ -22,10 +22,22 @@
using namespace render; using namespace render;
Engine::Engine() : class EngineTask {
public:
using JobModel = Task::Model<EngineTask>;
EngineTask() {}
void build(JobModel& task, const Varying& in, Varying& out) {
task.addJob<EngineStats>("Stats");
}
};
Engine::Engine() : Task("Engine", EngineTask::JobModel::create()),
_sceneContext(std::make_shared<SceneContext>()), _sceneContext(std::make_shared<SceneContext>()),
_renderContext(std::make_shared<RenderContext>()) { _renderContext(std::make_shared<RenderContext>())
addJob<EngineStats>("Stats"); {
} }
void Engine::load() { void Engine::load() {

View file

@ -0,0 +1,113 @@
//
// FilterTask.cpp
// render/src/render
//
// Created by Sam Gateau on 2/2/16.
// Copyright 2016 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 "FilterTask.h"
#include <algorithm>
#include <assert.h>
#include <OctreeUtils.h>
#include <PerfStat.h>
#include <ViewFrustum.h>
#include <gpu/Context.h>
using namespace render;
void FilterLayeredItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
auto& scene = sceneContext->_scene;
// Clear previous values
outItems.clear();
// For each item, filter it into one bucket
for (auto itemBound : inItems) {
auto& item = scene->getItem(itemBound.id);
if (item.getLayer() == _keepLayer) {
outItems.emplace_back(itemBound);
}
}
}
void SliceItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
outItems.clear();
std::static_pointer_cast<Config>(renderContext->jobConfig)->setNumItems((int)inItems.size());
if (_rangeOffset < 0) return;
int maxItemNum = std::min(_rangeOffset + _rangeLength, (int)inItems.size());
for (int i = _rangeOffset; i < maxItemNum; i++) {
outItems.emplace_back(inItems[i]);
}
}
void SelectItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
auto selection = sceneContext->_scene->getSelection(_name);
const auto& selectedItems = selection.getItems();
outItems.clear();
if (!selectedItems.empty()) {
outItems.reserve(selectedItems.size());
for (auto src : inItems) {
if (selection.contains(src.id)) {
outItems.emplace_back(src);
}
}
}
}
void SelectSortItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
auto selection = sceneContext->_scene->getSelection(_name);
const auto& selectedItems = selection.getItems();
outItems.clear();
if (!selectedItems.empty()) {
struct Pair { int src; int dst; };
std::vector<Pair> indices;
indices.reserve(selectedItems.size());
// Collect
for (int srcIndex = 0; ((std::size_t) srcIndex < inItems.size()) && (indices.size() < selectedItems.size()) ; srcIndex++ ) {
int index = selection.find(inItems[srcIndex].id);
if (index != Selection::NOT_FOUND) {
indices.emplace_back( Pair{ srcIndex, index } );
}
}
// Then sort
if (!indices.empty()) {
std::sort(indices.begin(), indices.end(), [] (Pair a, Pair b) {
return (a.dst < b.dst);
});
for (auto& pair: indices) {
outItems.emplace_back(inItems[pair.src]);
}
}
}
}
void MetaToSubItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemIDs& outItems) {
auto& scene = sceneContext->_scene;
// Now we have a selection of items to render
outItems.clear();
for (auto idBound : inItems) {
auto& item = scene->getItem(idBound.id);
item.fetchMetaSubItems(outItems);
}
}

View file

@ -0,0 +1,147 @@
//
// FilterTask.h
// render/src/render
//
// Created by Sam Gateau on 2/2/16.
// Copyright 2016 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_FilterTask_h
#define hifi_render_FilterTask_h
#include "Engine.h"
#include "ViewFrustum.h"
namespace render {
class MultiFilterItemsConfig : public Job::Config {
Q_OBJECT
Q_PROPERTY(int numItems READ getNumItems)
public:
int numItems{ 0 };
int getNumItems() { return numItems; }
};
// Filter inbound of items into multiple buckets defined from the job's Filter array
template <int NUM_FILTERS>
class MultiFilterItems {
public:
using ItemFilterArray = std::array<ItemFilter, NUM_FILTERS>;
using ItemBoundsArray = VaryingArray<ItemBounds, NUM_FILTERS>;
using Config = MultiFilterItemsConfig;
using JobModel = Job::ModelIO<MultiFilterItems, ItemBounds, ItemBoundsArray, Config>;
MultiFilterItems() {}
MultiFilterItems(const ItemFilterArray& filters) :
_filters(filters) {}
ItemFilterArray _filters;
void configure(const Config& config) {}
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBoundsArray& outItems) {
auto& scene = sceneContext->_scene;
// Clear previous values
for (size_t i = 0; i < NUM_FILTERS; i++) {
outItems[i].template edit<ItemBounds>().clear();
}
// For each item, filter it into one bucket
for (auto itemBound : inItems) {
auto& item = scene->getItem(itemBound.id);
auto itemKey = item.getKey();
for (size_t i = 0; i < NUM_FILTERS; i++) {
if (_filters[i].test(itemKey)) {
outItems[i].template edit<ItemBounds>().emplace_back(itemBound);
}
}
}
}
};
// Filter the items belonging to the job's keep layer
class FilterLayeredItems {
public:
using JobModel = Job::ModelIO<FilterLayeredItems, ItemBounds, ItemBounds>;
FilterLayeredItems() {}
FilterLayeredItems(int keepLayer) :
_keepLayer(keepLayer) {}
int _keepLayer { 0 };
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
};
// SliceItems job config defining the slice range
class SliceItemsConfig : public Job::Config {
Q_OBJECT
Q_PROPERTY(int rangeOffset MEMBER rangeOffset)
Q_PROPERTY(int rangeLength MEMBER rangeLength)
Q_PROPERTY(int numItems READ getNumItems NOTIFY dirty())
int numItems { 0 };
public:
int rangeOffset{ -1 };
int rangeLength{ 1 };
int getNumItems() { return numItems; }
void setNumItems(int n) { numItems = n; emit dirty(); }
signals:
void dirty();
};
// Keep items in the job slice (defined from config)
class SliceItems {
public:
using Config = SliceItemsConfig;
using JobModel = Job::ModelIO<SliceItems, ItemBounds, ItemBounds, Config>;
SliceItems() {}
int _rangeOffset{ -1 };
int _rangeLength{ 1 };
void configure(const Config& config) {
_rangeOffset = config.rangeOffset;
_rangeLength = config.rangeLength;
}
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
};
// Keep items belonging to the job selection
class SelectItems {
public:
using JobModel = Job::ModelIO<SelectItems, ItemBounds, ItemBounds>;
std::string _name;
SelectItems(const Selection::Name& name) : _name(name) {}
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
};
// Same as SelectItems but reorder the output to match the selection order
class SelectSortItems {
public:
using JobModel = Job::ModelIO<SelectSortItems, ItemBounds, ItemBounds>;
std::string _name;
SelectSortItems(const Selection::Name& name) : _name(name) {}
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
};
// From meta-Items, generate the sub-items
class MetaToSubItems {
public:
using JobModel = Job::ModelIO<MetaToSubItems, ItemBounds, ItemIDs>;
MetaToSubItems() {}
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemIDs& outItems);
};
}
#endif // hifi_render_FilterTask_h;

View file

@ -12,21 +12,22 @@
#include "RenderFetchCullSortTask.h" #include "RenderFetchCullSortTask.h"
#include "CullTask.h" #include "CullTask.h"
#include "FilterTask.h"
#include "SortTask.h" #include "SortTask.h"
using namespace render; using namespace render;
RenderFetchCullSortTask::RenderFetchCullSortTask(CullFunctor cullFunctor) { void RenderFetchCullSortTask::build(JobModel& task, const Varying& input, Varying& output, CullFunctor cullFunctor) {
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; }; cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
// CPU jobs: // CPU jobs:
// Fetch and cull the items from the scene // Fetch and cull the items from the scene
auto spatialFilter = ItemFilter::Builder::visibleWorldItems().withoutLayered(); auto spatialFilter = ItemFilter::Builder::visibleWorldItems().withoutLayered();
const auto spatialSelection = addJob<FetchSpatialTree>("FetchSceneSelection", spatialFilter); const auto spatialSelection = task.addJob<FetchSpatialTree>("FetchSceneSelection", spatialFilter);
const auto culledSpatialSelection = addJob<CullSpatialSelection>("CullSceneSelection", spatialSelection, cullFunctor, RenderDetails::ITEM, spatialFilter); const auto culledSpatialSelection = task.addJob<CullSpatialSelection>("CullSceneSelection", spatialSelection, cullFunctor, RenderDetails::ITEM, spatialFilter);
// Overlays are not culled // Overlays are not culled
const auto nonspatialSelection = addJob<FetchNonspatialItems>("FetchOverlaySelection"); const auto nonspatialSelection = task.addJob<FetchNonspatialItems>("FetchOverlaySelection");
// Multi filter visible items into different buckets // Multi filter visible items into different buckets
const int NUM_SPATIAL_FILTERS = 4; const int NUM_SPATIAL_FILTERS = 4;
@ -36,34 +37,34 @@ RenderFetchCullSortTask::RenderFetchCullSortTask(CullFunctor cullFunctor) {
const int LIGHT_BUCKET = 2; const int LIGHT_BUCKET = 2;
const int META_BUCKET = 3; const int META_BUCKET = 3;
const int BACKGROUND_BUCKET = 2; const int BACKGROUND_BUCKET = 2;
MultiFilterItem<NUM_SPATIAL_FILTERS>::ItemFilterArray spatialFilters = { { MultiFilterItems<NUM_SPATIAL_FILTERS>::ItemFilterArray spatialFilters = { {
ItemFilter::Builder::opaqueShape(), ItemFilter::Builder::opaqueShape(),
ItemFilter::Builder::transparentShape(), ItemFilter::Builder::transparentShape(),
ItemFilter::Builder::light(), ItemFilter::Builder::light(),
ItemFilter::Builder::meta() ItemFilter::Builder::meta()
} }; } };
MultiFilterItem<NUM_NON_SPATIAL_FILTERS>::ItemFilterArray nonspatialFilters = { { MultiFilterItems<NUM_NON_SPATIAL_FILTERS>::ItemFilterArray nonspatialFilters = { {
ItemFilter::Builder::opaqueShape(), ItemFilter::Builder::opaqueShape(),
ItemFilter::Builder::transparentShape(), ItemFilter::Builder::transparentShape(),
ItemFilter::Builder::background() ItemFilter::Builder::background()
} }; } };
const auto filteredSpatialBuckets = const auto filteredSpatialBuckets =
addJob<MultiFilterItem<NUM_SPATIAL_FILTERS>>("FilterSceneSelection", culledSpatialSelection, spatialFilters) task.addJob<MultiFilterItems<NUM_SPATIAL_FILTERS>>("FilterSceneSelection", culledSpatialSelection, spatialFilters)
.get<MultiFilterItem<NUM_SPATIAL_FILTERS>::ItemBoundsArray>(); .get<MultiFilterItems<NUM_SPATIAL_FILTERS>::ItemBoundsArray>();
const auto filteredNonspatialBuckets = const auto filteredNonspatialBuckets =
addJob<MultiFilterItem<NUM_NON_SPATIAL_FILTERS>>("FilterOverlaySelection", nonspatialSelection, nonspatialFilters) task.addJob<MultiFilterItems<NUM_NON_SPATIAL_FILTERS>>("FilterOverlaySelection", nonspatialSelection, nonspatialFilters)
.get<MultiFilterItem<NUM_NON_SPATIAL_FILTERS>::ItemBoundsArray>(); .get<MultiFilterItems<NUM_NON_SPATIAL_FILTERS>::ItemBoundsArray>();
// Extract opaques / transparents / lights / overlays // Extract opaques / transparents / lights / overlays
const auto opaques = addJob<DepthSortItems>("DepthSortOpaque", filteredSpatialBuckets[OPAQUE_SHAPE_BUCKET]); const auto opaques = task.addJob<DepthSortItems>("DepthSortOpaque", filteredSpatialBuckets[OPAQUE_SHAPE_BUCKET]);
const auto transparents = addJob<DepthSortItems>("DepthSortTransparent", filteredSpatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false)); const auto transparents = task.addJob<DepthSortItems>("DepthSortTransparent", filteredSpatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
const auto lights = filteredSpatialBuckets[LIGHT_BUCKET]; const auto lights = filteredSpatialBuckets[LIGHT_BUCKET];
const auto metas = filteredSpatialBuckets[META_BUCKET]; const auto metas = filteredSpatialBuckets[META_BUCKET];
const auto overlayOpaques = addJob<DepthSortItems>("DepthSortOverlayOpaque", filteredNonspatialBuckets[OPAQUE_SHAPE_BUCKET]); const auto overlayOpaques = task.addJob<DepthSortItems>("DepthSortOverlayOpaque", filteredNonspatialBuckets[OPAQUE_SHAPE_BUCKET]);
const auto overlayTransparents = addJob<DepthSortItems>("DepthSortOverlayTransparent", filteredNonspatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false)); const auto overlayTransparents = task.addJob<DepthSortItems>("DepthSortOverlayTransparent", filteredNonspatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
const auto background = filteredNonspatialBuckets[BACKGROUND_BUCKET]; const auto background = filteredNonspatialBuckets[BACKGROUND_BUCKET];
setOutput(Output{{ output = Varying(Output{{
opaques, transparents, lights, metas, overlayOpaques, overlayTransparents, background, spatialSelection }}); opaques, transparents, lights, metas, overlayOpaques, overlayTransparents, background, spatialSelection }});
} }

View file

@ -17,7 +17,7 @@
#include "Task.h" #include "Task.h"
#include "CullTask.h" #include "CullTask.h"
class RenderFetchCullSortTask : public render::Task { class RenderFetchCullSortTask {
public: public:
enum Buckets { enum Buckets {
@ -34,9 +34,11 @@ public:
}; };
using Output = std::array<render::Varying, Buckets::NUM_BUCKETS>; using Output = std::array<render::Varying, Buckets::NUM_BUCKETS>;
using JobModel = ModelO<RenderFetchCullSortTask>; using JobModel = render::Task::ModelO<RenderFetchCullSortTask, Output>;
RenderFetchCullSortTask(render::CullFunctor cullFunctor); RenderFetchCullSortTask() {}
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor);
}; };
#endif // hifi_RenderFetchCullSortTask_h #endif // hifi_RenderFetchCullSortTask_h

View file

@ -18,8 +18,8 @@ using namespace render;
void Transaction::resetItem(ItemID id, const PayloadPointer& payload) { void Transaction::resetItem(ItemID id, const PayloadPointer& payload) {
if (payload) { if (payload) {
_resetItems.push_back(id); _resetItems.emplace_back(id);
_resetPayloads.push_back(payload); _resetPayloads.emplace_back(payload);
} else { } else {
qCDebug(renderlogging) << "WARNING: Transaction::resetItem with a null payload!"; qCDebug(renderlogging) << "WARNING: Transaction::resetItem with a null payload!";
removeItem(id); removeItem(id);
@ -27,12 +27,16 @@ void Transaction::resetItem(ItemID id, const PayloadPointer& payload) {
} }
void Transaction::removeItem(ItemID id) { void Transaction::removeItem(ItemID id) {
_removedItems.push_back(id); _removedItems.emplace_back(id);
} }
void Transaction::updateItem(ItemID id, const UpdateFunctorPointer& functor) { void Transaction::updateItem(ItemID id, const UpdateFunctorPointer& functor) {
_updatedItems.push_back(id); _updatedItems.emplace_back(id);
_updateFunctors.push_back(functor); _updateFunctors.emplace_back(functor);
}
void Transaction::resetSelection(const Selection& selection) {
_resetSelections.emplace_back(selection);
} }
void Transaction::merge(const Transaction& transaction) { void Transaction::merge(const Transaction& transaction) {
@ -41,8 +45,10 @@ void Transaction::merge(const Transaction& transaction) {
_removedItems.insert(_removedItems.end(), transaction._removedItems.begin(), transaction._removedItems.end()); _removedItems.insert(_removedItems.end(), transaction._removedItems.begin(), transaction._removedItems.end());
_updatedItems.insert(_updatedItems.end(), transaction._updatedItems.begin(), transaction._updatedItems.end()); _updatedItems.insert(_updatedItems.end(), transaction._updatedItems.begin(), transaction._updatedItems.end());
_updateFunctors.insert(_updateFunctors.end(), transaction._updateFunctors.begin(), transaction._updateFunctors.end()); _updateFunctors.insert(_updateFunctors.end(), transaction._updateFunctors.begin(), transaction._updateFunctors.end());
_resetSelections.insert(_resetSelections.end(), transaction._resetSelections.begin(), transaction._resetSelections.end());
} }
Scene::Scene(glm::vec3 origin, float size) : Scene::Scene(glm::vec3 origin, float size) :
_masterSpatialTree(origin, size) _masterSpatialTree(origin, size)
{ {
@ -112,6 +118,13 @@ void Scene::processTransactionQueue() {
// Update the numItemsAtomic counter AFTER the pending changes went through // Update the numItemsAtomic counter AFTER the pending changes went through
_numAllocatedItems.exchange(maxID); _numAllocatedItems.exchange(maxID);
} }
if (consolidatedTransaction.touchTransactions()) {
std::unique_lock<std::mutex> lock(_selectionsMutex);
// resets and potential NEW items
resetSelections(consolidatedTransaction._resetSelections);
}
} }
void Scene::resetItems(const ItemIDs& ids, Payloads& payloads) { void Scene::resetItems(const ItemIDs& ids, Payloads& payloads) {
@ -202,3 +215,25 @@ void Scene::updateItems(const ItemIDs& ids, UpdateFunctors& functors) {
updateFunctor++; updateFunctor++;
} }
} }
// THis fucntion is thread safe
Selection Scene::getSelection(const Selection::Name& name) const {
std::unique_lock<std::mutex> lock(_selectionsMutex);
auto found = _selections.find(name);
if (found == _selections.end()) {
return Selection();
} else {
return (*found).second;
}
}
void Scene::resetSelections(const Selections& selections) {
for (auto selection : selections) {
auto found = _selections.find(selection.getName());
if (found == _selections.end()) {
_selections.insert(SelectionMap::value_type(selection.getName(), selection));
} else {
(*found).second = selection;
}
}
}

View file

@ -14,6 +14,7 @@
#include "Item.h" #include "Item.h"
#include "SpatialTree.h" #include "SpatialTree.h"
#include "Selection.h"
namespace render { namespace render {
@ -33,6 +34,7 @@ public:
Transaction() {} Transaction() {}
~Transaction() {} ~Transaction() {}
// Item transactions
void resetItem(ItemID id, const PayloadPointer& payload); void resetItem(ItemID id, const PayloadPointer& payload);
void removeItem(ItemID id); void removeItem(ItemID id);
@ -43,14 +45,22 @@ public:
void updateItem(ItemID id, const UpdateFunctorPointer& functor); void updateItem(ItemID id, const UpdateFunctorPointer& functor);
void updateItem(ItemID id) { updateItem(id, nullptr); } void updateItem(ItemID id) { updateItem(id, nullptr); }
// Selection transactions
void resetSelection(const Selection& selection);
void merge(const Transaction& transaction); void merge(const Transaction& transaction);
// Checkers if there is work to do when processing the transaction
bool touchTransactions() const { return !_resetSelections.empty(); }
ItemIDs _resetItems; ItemIDs _resetItems;
Payloads _resetPayloads; Payloads _resetPayloads;
ItemIDs _removedItems; ItemIDs _removedItems;
ItemIDs _updatedItems; ItemIDs _updatedItems;
UpdateFunctors _updateFunctors; UpdateFunctors _updateFunctors;
Selections _resetSelections;
protected: protected:
}; };
typedef std::queue<Transaction> TransactionQueue; typedef std::queue<Transaction> TransactionQueue;
@ -81,6 +91,10 @@ public:
// Process the pending transactions queued // Process the pending transactions queued
void processTransactionQueue(); void processTransactionQueue();
// Access a particular selection (empty if doesn't exist)
// Thread safe
Selection getSelection(const Selection::Name& name) const;
// This next call are NOT threadsafe, you have to call them from the correct thread to avoid any potential issues // This next call are NOT threadsafe, you have to call them from the correct thread to avoid any potential issues
// Access a particular item form its ID // Access a particular item form its ID
@ -114,6 +128,17 @@ protected:
void removeItems(const ItemIDs& ids); void removeItems(const ItemIDs& ids);
void updateItems(const ItemIDs& ids, UpdateFunctors& functors); 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;
void resetSelections(const Selections& selections);
// More actions coming to selections soon:
// void removeFromSelection(const Selection& selection);
// void appendToSelection(const Selection& selection);
// void mergeWithSelection(const Selection& selection);
friend class Engine; friend class Engine;
}; };

View file

@ -0,0 +1,68 @@
//
// Selection.cpp
// render/src/render
//
// Created by Sam Gateau on 4/4/2017.
// 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 "Selection.h"
#include "Logging.h"
using namespace render;
Selection::~Selection() {
}
Selection::Selection() :
_name(),
_items()
{
}
Selection::Selection(const Selection& selection) :
_name(selection._name),
_items(selection._items)
{
}
Selection& Selection::operator= (const Selection& selection) {
_name = (selection._name);
_items = (selection._items);
return (*this);
}
Selection::Selection(Selection&& selection) :
_name(selection._name),
_items(selection._items)
{
}
Selection& Selection::operator= (Selection&& selection) {
_name = (selection._name);
_items = (selection._items);
return (*this);
}
Selection::Selection(const Name& name, const ItemIDs& items) :
_name(name),
_items(items)
{
}
int Selection::find(ItemID id) const {
int index = 0;
for (auto selected : _items) {
if (selected == id) {
return index;
}
index++;
}
return NOT_FOUND;
}

View file

@ -0,0 +1,54 @@
//
// Selection.h
// render/src/render
//
// Created by Sam Gateau on 4/4/2017.
// 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_Selection_h
#define hifi_render_Selection_h
#include "Item.h"
namespace render {
class Selection {
public:
using Name = std::string;
~Selection();
Selection();
Selection(const Selection& selection);
Selection& operator = (const Selection& selection);
Selection(Selection&& selection);
Selection& operator = (Selection&& selection);
Selection(const Name& name, const ItemIDs& items);
const Name& getName() const { return _name; }
const ItemIDs& getItems() const { return _items; }
bool isEmpty() const { return _items.empty(); }
// Test if the ID is in the selection, return the index or -1 if not present
static const int NOT_FOUND{ -1 };
int find(ItemID id) const;
bool contains(ItemID id) const { return find(id) > NOT_FOUND; }
protected:
Name _name;
ItemIDs _items;
};
using Selections = std::vector<Selection>;
using SelectionMap = std::map<const Selection::Name, Selection>;
}
#endif

View file

@ -15,12 +15,42 @@
using namespace render; using namespace render;
void TaskConfig::connectChildConfig(QConfigPointer childConfig, const std::string& name) {
childConfig->setParent(this);
childConfig->setObjectName(name.c_str());
// Connect loaded->refresh
QObject::connect(childConfig.get(), SIGNAL(loaded()), this, SLOT(refresh()));
static const char* DIRTY_SIGNAL = "dirty()";
if (childConfig->metaObject()->indexOfSignal(DIRTY_SIGNAL) != -1) {
// Connect dirty->refresh if defined
QObject::connect(childConfig.get(), SIGNAL(dirty()), this, SLOT(refresh()));
}
}
void TaskConfig::transferChildrenConfigs(QConfigPointer source) {
if (!source) {
return;
}
// Transfer children to the new configuration
auto children = source->children();
for (auto& child : children) {
child->setParent(this);
QObject::connect(child, SIGNAL(loaded()), this, SLOT(refresh()));
static const char* DIRTY_SIGNAL = "dirty()";
if (child->metaObject()->indexOfSignal(DIRTY_SIGNAL) != -1) {
// Connect dirty->refresh if defined
QObject::connect(child, SIGNAL(dirty()), this, SLOT(refresh()));
}
}
}
void TaskConfig::refresh() { void TaskConfig::refresh() {
if (QThread::currentThread() != thread()) { if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "refresh", Qt::BlockingQueuedConnection); QMetaObject::invokeMethod(this, "refresh", Qt::BlockingQueuedConnection);
return; return;
} }
_task->configure(*this); _task->applyConfiguration();
} }

View file

@ -301,6 +301,7 @@ public:
}; };
class Job; class Job;
class JobConcept;
class Task; class Task;
class JobNoIO {}; class JobNoIO {};
@ -415,6 +416,8 @@ signals:
class TaskConfig : public JobConfig { class TaskConfig : public JobConfig {
Q_OBJECT Q_OBJECT
public: public:
using QConfigPointer = std::shared_ptr<QObject>;
using Persistent = PersistentConfig<TaskConfig>; using Persistent = PersistentConfig<TaskConfig>;
TaskConfig() = default ; TaskConfig() = default ;
@ -428,12 +431,15 @@ public:
return findChild<typename T::Config*>(name); return findChild<typename T::Config*>(name);
} }
void connectChildConfig(QConfigPointer childConfig, const std::string& name);
void transferChildrenConfigs(QConfigPointer source);
public slots: public slots:
void refresh(); void refresh();
private: private:
friend class Task; friend Task;
Task* _task; JobConcept* _task;
}; };
template <class T, class C> void jobConfigure(T& data, const C& configuration) { template <class T, class C> void jobConfigure(T& data, const C& configuration) {
@ -458,57 +464,14 @@ template <class T, class I, class O> void jobRun(T& data, const SceneContextPoin
data.run(sceneContext, renderContext, input, output); data.run(sceneContext, renderContext, input, output);
} }
class GPUJobConfig : public JobConfig { // The guts of a job
Q_OBJECT class JobConcept {
Q_PROPERTY(double gpuRunTime READ getGPURunTime)
Q_PROPERTY(double batchRunTime READ getBatchRunTime)
double _msGPURunTime { 0.0 };
double _msBatchRunTime { 0.0 };
public:
using Persistent = PersistentConfig<GPUJobConfig>;
GPUJobConfig() = default;
GPUJobConfig(bool enabled) : JobConfig(enabled) {}
// Running Time measurement on GPU and for Batch execution
void setGPUBatchRunTime(double msGpuTime, double msBatchTime) { _msGPURunTime = msGpuTime; _msBatchRunTime = msBatchTime; }
double getGPURunTime() const { return _msGPURunTime; }
double getBatchRunTime() const { return _msBatchRunTime; }
};
class GPUTaskConfig : public TaskConfig {
Q_OBJECT
Q_PROPERTY(double gpuRunTime READ getGPURunTime)
Q_PROPERTY(double batchRunTime READ getBatchRunTime)
double _msGPURunTime { 0.0 };
double _msBatchRunTime { 0.0 };
public:
using Persistent = PersistentConfig<GPUTaskConfig>;
GPUTaskConfig() = default;
GPUTaskConfig(bool enabled) : TaskConfig(enabled) {}
// Running Time measurement on GPU and for Batch execution
void setGPUBatchRunTime(double msGpuTime, double msBatchTime) { _msGPURunTime = msGpuTime; _msBatchRunTime = msBatchTime; }
double getGPURunTime() const { return _msGPURunTime; }
double getBatchRunTime() const { return _msBatchRunTime; }
};
class Job {
public: public:
using Config = JobConfig; using Config = JobConfig;
using QConfigPointer = std::shared_ptr<QObject>; using QConfigPointer = std::shared_ptr<QObject>;
using None = JobNoIO;
// The guts of a job JobConcept(QConfigPointer config) : _config(config) {}
class Concept { virtual ~JobConcept() = default;
public:
Concept(QConfigPointer config) : _config(config) {}
virtual ~Concept() = default;
virtual const Varying getInput() const { return Varying(); } virtual const Varying getInput() const { return Varying(); }
virtual const Varying getOutput() const { return Varying(); } virtual const Varying getOutput() const { return Varying(); }
@ -525,6 +488,13 @@ public:
friend class Job; friend class Job;
}; };
class Job {
public:
using Concept = JobConcept;
using Config = JobConfig;
using QConfigPointer = std::shared_ptr<QObject>;
using None = JobNoIO;
using ConceptPointer = std::shared_ptr<Concept>; using ConceptPointer = std::shared_ptr<Concept>;
template <class T, class C = Config, class I = None, class O = None> class Model : public Concept { template <class T, class C = Config, class I = None, class O = None> class Model : public Concept {
@ -541,11 +511,20 @@ public:
const Varying getOutput() const override { return _output; } const Varying getOutput() const override { return _output; }
template <class... A> template <class... A>
Model(const Varying& input, A&&... args) : Model(const Varying& input, QConfigPointer config, A&&... args) :
Concept(std::make_shared<C>()), _data(Data(std::forward<A>(args)...)), _input(input), _output(Output()) { Concept(config),
_data(Data(std::forward<A>(args)...)),
_input(input),
_output(Output()) {
applyConfiguration(); applyConfiguration();
} }
template <class... A>
static std::shared_ptr<Model> create(const Varying& input, A&&... args) {
return std::make_shared<Model>(input, std::make_shared<C>(), std::forward<A>(args)...);
}
void applyConfiguration() override { void applyConfiguration() override {
jobConfigure(_data, *std::static_pointer_cast<C>(_config)); jobConfigure(_data, *std::static_pointer_cast<C>(_config));
} }
@ -591,119 +570,174 @@ public:
}; };
// A task is a specialized job to run a collection of other jobs // A task is a specialized job to run a collection of other jobs
// It is defined with JobModel = Task::Model<T> // It can be created on any type T by aliasing the type JobModel in the class T
class Task { // using JobModel = Task::Model<T>
// The class T is expected to have a "build" method acting as a constructor.
// The build method is where child Jobs can be added internally to the task
// where the input of the task can be setup to feed the child jobs
// and where the output of the task is defined
class Task : public Job {
public: public:
using Config = TaskConfig; using Config = TaskConfig;
using QConfigPointer = Job::QConfigPointer; using QConfigPointer = Job::QConfigPointer;
using None = Job::None;
using Concept = Job::Concept;
using Jobs = std::vector<Job>;
template <class T, class C = Config> class Model : public Job::Concept { Task(std::string name, ConceptPointer concept) : Job(name, concept) {}
class TaskConcept : public Concept {
public:
Varying _input;
Varying _output;
Jobs _jobs;
const Varying getInput() const override { return _input; }
const Varying getOutput() const override { return _output; }
TaskConcept(const Varying& input, QConfigPointer config) : Concept(config), _input(input) {}
// Create a new job in the container's queue; returns the job's output
template <class NT, class... NA> const Varying addJob(std::string name, const Varying& input, NA&&... args) {
_jobs.emplace_back(name, (NT::JobModel::create(input, std::forward<NA>(args)...)));
// Conect the child config to this task's config
std::static_pointer_cast<TaskConfig>(getConfiguration())->connectChildConfig(_jobs.back().getConfiguration(), name);
return _jobs.back().getOutput();
}
template <class NT, class... NA> const Varying addJob(std::string name, NA&&... args) {
const auto input = Varying(typename NT::JobModel::Input());
return addJob<NT>(name, input, std::forward<NA>(args)...);
}
};
template <class T, class C = Config, class I = None, class O = None> class TaskModel : public TaskConcept {
public: public:
using Data = T; using Data = T;
using Config = C; using Input = I;
using Input = Job::None; using Output = O;
Data _data; Data _data;
const Varying getOutput() const override { return _data._output; } TaskModel(const Varying& input, QConfigPointer config) :
TaskConcept(input, config),
_data(Data()) {}
template <class... A> template <class... A>
Model(const Varying& input, A&&... args) : static std::shared_ptr<TaskModel> create(const Varying& input, A&&... args) {
Concept(nullptr), _data(Data(std::forward<A>(args)...)) { auto model = std::make_shared<TaskModel>(input, std::make_shared<C>());
// std::static_pointer_cast<C>(model->_config)->_task = model.get();
model->_data.build(*(model), model->_input, model->_output, std::forward<A>(args)...);
// Recreate the Config to use the templated type // Recreate the Config to use the templated type
_data.template createConfiguration<C>(); model->createConfiguration();
_config = _data.getConfiguration(); model->applyConfiguration();
applyConfiguration();
return model;
}
template <class... A>
static std::shared_ptr<TaskModel> create(A&&... args) {
const auto input = Varying(Input());
return create(input, std::forward<A>(args)...);
}
void createConfiguration() {
// A brand new config
auto config = std::make_shared<C>();
// Make sure we transfer the former children configs to the new config
config->transferChildrenConfigs(_config);
// swap
_config = config;
// Capture this
std::static_pointer_cast<C>(_config)->_task = this;
}
QConfigPointer& getConfiguration() override {
if (!_config) {
createConfiguration();
}
return _config;
} }
void applyConfiguration() override { void applyConfiguration() override {
jobConfigure(_data, *std::static_pointer_cast<C>(_config)); jobConfigure(_data, *std::static_pointer_cast<C>(_config));
for (auto& job : _jobs) {
job.applyConfiguration();
}
} }
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) override { void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) override {
auto config = std::static_pointer_cast<Config>(_config); auto config = std::static_pointer_cast<C>(_config);
if (config->alwaysEnabled || config->enabled) { if (config->alwaysEnabled || config->enabled) {
for (auto job : _data._jobs) { for (auto job : _jobs) {
job.run(sceneContext, renderContext); job.run(sceneContext, renderContext);
} }
} }
} }
}; };
template <class T, class C = Config> using ModelO = Model<T, C>; template <class T, class C = Config> using Model = TaskModel<T, C, None, None>;
template <class T, class I, class C = Config> using ModelI = TaskModel<T, C, I, None>;
template <class T, class O, class C = Config> using ModelO = TaskModel<T, C, None, O>;
template <class T, class I, class O, class C = Config> using ModelIO = TaskModel<T, C, I, O>;
using Jobs = std::vector<Job>; // Create a new job in the Task's queue; returns the job's output
// Create a new job in the container's queue; returns the job's output
template <class T, class... A> const Varying addJob(std::string name, const Varying& input, A&&... args) { template <class T, class... A> const Varying addJob(std::string name, const Varying& input, A&&... args) {
_jobs.emplace_back(name, std::make_shared<typename T::JobModel>(input, std::forward<A>(args)...)); return std::static_pointer_cast<TaskConcept>( _concept)->addJob<T>(name, input, std::forward<A>(args)...);
QConfigPointer config = _jobs.back().getConfiguration();
config->setParent(getConfiguration().get());
config->setObjectName(name.c_str());
// Connect loaded->refresh
QObject::connect(config.get(), SIGNAL(loaded()), getConfiguration().get(), SLOT(refresh()));
static const char* DIRTY_SIGNAL = "dirty()";
if (config->metaObject()->indexOfSignal(DIRTY_SIGNAL) != -1) {
// Connect dirty->refresh if defined
QObject::connect(config.get(), SIGNAL(dirty()), getConfiguration().get(), SLOT(refresh()));
}
return _jobs.back().getOutput();
} }
template <class T, class... A> const Varying addJob(std::string name, A&&... args) { template <class T, class... A> const Varying addJob(std::string name, A&&... args) {
const auto input = Varying(typename T::JobModel::Input()); const auto input = Varying(typename T::JobModel::Input());
return addJob<T>(name, input, std::forward<A>(args)...); return std::static_pointer_cast<TaskConcept>( _concept)->addJob<T>(name, input, std::forward<A>(args)...);
}
template <class O> void setOutput(O&& output) {
_output = Varying(output);
}
template <class C> void createConfiguration() {
auto config = std::make_shared<C>();
if (_config) {
// Transfer children to the new configuration
auto children = _config->children();
for (auto& child : children) {
child->setParent(config.get());
QObject::connect(child, SIGNAL(loaded()), config.get(), SLOT(refresh()));
static const char* DIRTY_SIGNAL = "dirty()";
if (child->metaObject()->indexOfSignal(DIRTY_SIGNAL) != -1) {
// Connect dirty->refresh if defined
QObject::connect(child, SIGNAL(dirty()), config.get(), SLOT(refresh()));
}
}
}
_config = config;
std::static_pointer_cast<Config>(_config)->_task = this;
} }
std::shared_ptr<Config> getConfiguration() { std::shared_ptr<Config> getConfiguration() {
if (!_config) { return std::static_pointer_cast<Config>(_concept->getConfiguration());
createConfiguration<Config>();
}
return std::static_pointer_cast<Config>(_config);
}
void configure(const QObject& configuration) {
for (auto& job : _jobs) {
job.applyConfiguration();
}
}
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
for (auto job : _jobs) {
job.run(sceneContext, renderContext);
}
} }
protected: protected:
template <class T, class C> friend class Model; };
QConfigPointer _config; // Versions of the COnfig integrating a gpu & batch timer
Jobs _jobs; class GPUJobConfig : public JobConfig {
Varying _output; Q_OBJECT
Q_PROPERTY(double gpuRunTime READ getGPURunTime)
Q_PROPERTY(double batchRunTime READ getBatchRunTime)
double _msGPURunTime { 0.0 };
double _msBatchRunTime { 0.0 };
public:
using Persistent = PersistentConfig<GPUJobConfig>;
GPUJobConfig() = default;
GPUJobConfig(bool enabled) : JobConfig(enabled) {}
// Running Time measurement on GPU and for Batch execution
void setGPUBatchRunTime(double msGpuTime, double msBatchTime) { _msGPURunTime = msGpuTime; _msBatchRunTime = msBatchTime; }
double getGPURunTime() const { return _msGPURunTime; }
double getBatchRunTime() const { return _msBatchRunTime; }
};
class GPUTaskConfig : public TaskConfig {
Q_OBJECT
Q_PROPERTY(double gpuRunTime READ getGPURunTime)
Q_PROPERTY(double batchRunTime READ getBatchRunTime)
double _msGPURunTime { 0.0 };
double _msBatchRunTime { 0.0 };
public:
using Persistent = PersistentConfig<GPUTaskConfig>;
GPUTaskConfig() = default;
GPUTaskConfig(bool enabled) : TaskConfig(enabled) {}
// Running Time measurement on GPU and for Batch execution
void setGPUBatchRunTime(double msGpuTime, double msBatchTime) { _msGPURunTime = msGpuTime; _msBatchRunTime = msBatchTime; }
double getGPURunTime() const { return _msGPURunTime; }
double getBatchRunTime() const { return _msBatchRunTime; }
}; };
} }

View file

@ -18,9 +18,7 @@
<@include gpu/Color.slh@> <@include gpu/Color.slh@>
<$declareColorWheel()$> <$declareColorWheel()$>
uniform vec3 inBoundPos; uniform vec4 inColor;
uniform vec3 inBoundDim;
uniform ivec4 inCellLocation;
struct ItemBound { struct ItemBound {
@ -93,9 +91,11 @@ void main(void) {
TransformObject obj = getTransformObject(); TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, pos, gl_Position)$> <$transformModelToClipPos(cam, obj, pos, gl_Position)$>
bool subcell = bool((inCellLocation.z)); if (inColor.w < 0.0) {
float cellDepth = float(inCellLocation.w); varColor = vec4(colorWheel(float(boundID)/(-inColor.w)), 1.0);
varColor = vec4(colorWheel(fract(cellDepth / 5.0)), 1.0 - float(subcell)); } else {
varColor = vec4(colorWheel(float(inColor.w)), 1.0);
}
varTexcoord = vec2(cubeVec.w, length(boundDim)); varTexcoord = vec2(cubeVec.w, length(boundDim));
} }

View file

@ -52,32 +52,49 @@ float RecordingScriptingInterface::playerLength() const {
return _player->length(); return _player->length();
} }
bool RecordingScriptingInterface::loadRecording(const QString& url) { void RecordingScriptingInterface::loadRecording(const QString& url, QScriptValue callback) {
using namespace recording; auto clipLoader = DependencyManager::get<recording::ClipCache>()->getClipLoader(url);
auto loader = ClipCache::instance().getClipLoader(url); // hold a strong pointer to the loading clip so that it has a chance to load
if (!loader) { _clipLoaders.insert(clipLoader);
qWarning() << "Clip failed to load from " << url;
return false; auto weakClipLoader = clipLoader.toWeakRef();
// when clip loaded, call the callback with the URL and success boolean
connect(clipLoader.data(), &recording::NetworkClipLoader::clipLoaded, this,
[this, weakClipLoader, url, callback]() mutable {
if (auto clipLoader = weakClipLoader.toStrongRef()) {
qCDebug(scriptengine) << "Loaded recording from" << url;
_player->queueClip(clipLoader->getClip());
if (callback.isFunction()) {
QScriptValueList args { true, url };
callback.call(_scriptEngine->globalObject(), args);
} }
if (!loader->isLoaded()) { // drop our strong pointer to this clip so it is cleaned up
QEventLoop loop; _clipLoaders.remove(clipLoader);
QObject::connect(loader.data(), &Resource::loaded, &loop, &QEventLoop::quit); }
QObject::connect(loader.data(), &Resource::failed, &loop, &QEventLoop::quit); });
loop.exec();
// when clip load fails, call the callback with the URL and failure boolean
connect(clipLoader.data(), &recording::NetworkClipLoader::failed, this, [this, weakClipLoader, url, callback](QNetworkReply::NetworkError error) mutable {
qCDebug(scriptengine) << "Failed to load recording from" << url;
if (callback.isFunction()) {
QScriptValueList args { false, url };
callback.call(_scriptEngine->currentContext()->thisObject(), args);
} }
if (!loader->isLoaded()) { if (auto clipLoader = weakClipLoader.toStrongRef()) {
qWarning() << "Clip failed to load from " << url; // drop out strong pointer to this clip so it is cleaned up
return false; _clipLoaders.remove(clipLoader);
} }
});
_player->queueClip(loader->getClip());
return true;
} }
void RecordingScriptingInterface::startPlaying() { void RecordingScriptingInterface::startPlaying() {
if (QThread::currentThread() != thread()) { if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "startPlaying", Qt::BlockingQueuedConnection); QMetaObject::invokeMethod(this, "startPlaying", Qt::BlockingQueuedConnection);

View file

@ -15,9 +15,11 @@
#include <QtCore/QObject> #include <QtCore/QObject>
#include <DependencyManager.h> #include <DependencyManager.h>
#include <recording/ClipCache.h>
#include <recording/Forward.h> #include <recording/Forward.h>
#include <recording/Frame.h> #include <recording/Frame.h>
class QScriptEngine;
class QScriptValue; class QScriptValue;
class RecordingScriptingInterface : public QObject, public Dependency { class RecordingScriptingInterface : public QObject, public Dependency {
@ -26,8 +28,10 @@ class RecordingScriptingInterface : public QObject, public Dependency {
public: public:
RecordingScriptingInterface(); RecordingScriptingInterface();
void setScriptEngine(QScriptEngine* scriptEngine) { _scriptEngine = scriptEngine; }
public slots: public slots:
bool loadRecording(const QString& url); void loadRecording(const QString& url, QScriptValue callback = QScriptValue());
void startPlaying(); void startPlaying();
void pausePlayer(); void pausePlayer();
@ -79,6 +83,9 @@ protected:
Flag _useAttachments { false }; Flag _useAttachments { false };
Flag _useSkeletonModel { false }; Flag _useSkeletonModel { false };
recording::ClipPointer _lastClip; recording::ClipPointer _lastClip;
QScriptEngine* _scriptEngine;
QSet<recording::NetworkClipLoaderPointer> _clipLoaders;
}; };
#endif // hifi_RecordingScriptingInterface_h #endif // hifi_RecordingScriptingInterface_h

View file

@ -21,7 +21,7 @@
#include <typeinfo> #include <typeinfo>
#define SINGLETON_DEPENDENCY \ #define SINGLETON_DEPENDENCY \
friend class DependencyManager; friend class ::DependencyManager;
class Dependency { class Dependency {
public: public:

View file

@ -769,7 +769,7 @@ bool similarStrings(const QString& stringA, const QString& stringB) {
void disableQtBearerPoll() { void disableQtBearerPoll() {
// to work around the Qt constant wireless scanning, set the env for polling interval very high // to work around the Qt constant wireless scanning, set the env for polling interval very high
const QByteArray EXTREME_BEARER_POLL_TIMEOUT = QString::number(INT_MAX).toLocal8Bit(); const QByteArray EXTREME_BEARER_POLL_TIMEOUT = QString::number(INT16_MAX).toLocal8Bit();
qputenv("QT_BEARER_POLL_TIMEOUT", EXTREME_BEARER_POLL_TIMEOUT); qputenv("QT_BEARER_POLL_TIMEOUT", EXTREME_BEARER_POLL_TIMEOUT);
} }

View file

@ -196,9 +196,10 @@ public:
std::string vsSource = HMD_REPROJECTION_VERT; std::string vsSource = HMD_REPROJECTION_VERT;
std::string fsSource = HMD_REPROJECTION_FRAG; std::string fsSource = HMD_REPROJECTION_FRAG;
GLuint vertexShader { 0 }, fragmentShader { 0 }; GLuint vertexShader { 0 }, fragmentShader { 0 };
::gl::compileShader(GL_VERTEX_SHADER, vsSource, "", vertexShader); std::string error;
::gl::compileShader(GL_FRAGMENT_SHADER, fsSource, "", fragmentShader); ::gl::compileShader(GL_VERTEX_SHADER, vsSource, "", vertexShader, error);
_program = ::gl::compileProgram({ { vertexShader, fragmentShader } }); ::gl::compileShader(GL_FRAGMENT_SHADER, fsSource, "", fragmentShader, error);
_program = ::gl::compileProgram({ { vertexShader, fragmentShader } }, error);
glDeleteShader(vertexShader); glDeleteShader(vertexShader);
glDeleteShader(fragmentShader); glDeleteShader(fragmentShader);
qDebug() << "Rebuild proigram"; qDebug() << "Rebuild proigram";

View file

@ -138,7 +138,13 @@ Agent.isAvatar = true;
Agent.isListeningToAudioStream = true; Agent.isListeningToAudioStream = true;
Avatar.skeletonModelURL = AVATAR_URL; // FIXME - currently setting an avatar while playing a recording doesn't work it will be ignored Avatar.skeletonModelURL = AVATAR_URL; // FIXME - currently setting an avatar while playing a recording doesn't work it will be ignored
Recording.loadRecording(RECORDING_URL); Recording.loadRecording(RECORDING_URL, function(success) {
if (success) {
Script.update.connect(update);
} else {
print("Failed to load recording from " + RECORDING_URL);
}
});
count = 300; // This is necessary to wait for the audio mixer to connect count = 300; // This is necessary to wait for the audio mixer to connect
function update(event) { function update(event) {
@ -179,5 +185,3 @@ function update(event) {
Script.update.disconnect(update); Script.update.disconnect(update);
} }
} }
Script.update.connect(update);

View file

@ -20,7 +20,13 @@ Avatar.orientation = Quat.fromPitchYawRollDegrees(0, 0, 0);
Avatar.scale = 1.0; Avatar.scale = 1.0;
Agent.isAvatar = true; Agent.isAvatar = true;
Recording.loadRecording(recordingFile); Recording.loadRecording(recordingFile, function(success) {
if (success) {
Script.update.connect(update);
} else {
print("Failed to load recording from " + recordingFile);
}
});
count = 300; // This is necessary to wait for the audio mixer to connect count = 300; // This is necessary to wait for the audio mixer to connect
function update(event) { function update(event) {
@ -44,5 +50,3 @@ function update(event) {
Script.update.disconnect(update); Script.update.disconnect(update);
} }
} }
Script.update.connect(update);

View file

@ -42,10 +42,15 @@ var playRecording = function() {
Recording.setPlayerLoop(false); Recording.setPlayerLoop(false);
Recording.setPlayerTime(STARTING_TIME); Recording.setPlayerTime(STARTING_TIME);
Recording.setPlayerAudioOffset(AUDIO_OFFSET); Recording.setPlayerAudioOffset(AUDIO_OFFSET);
Recording.loadRecording(CLIP_URL); Recording.loadRecording(CLIP_URL, function(success) {
if (success) {
Recording.startPlaying(); Recording.startPlaying();
isPlaying = true; isPlaying = true;
isPlayable = false; // Set this true again after the cooldown period isPlayable = false; // Set this true again after the cooldown period
} else {
print("Failed to load recording from " + CLIP_URL);
}
});
}; };
Script.update.connect(function(deltaTime) { Script.update.connect(function(deltaTime) {

View file

@ -10,9 +10,15 @@ Agent.isAvatar = true;
Script.setTimeout(function () { Script.setTimeout(function () {
Avatar.position = origin; Avatar.position = origin;
Recording.loadRecording("d:/hifi.rec"); Recording.loadRecording("d:/hifi.rec", function(success) {
if (success) {
Recording.setPlayerLoop(true); Recording.setPlayerLoop(true);
Recording.startPlaying(); Recording.startPlaying();
} else {
print("Failed to load recording");
}
});
}, millisecondsToWaitBeforeStarting); }, millisecondsToWaitBeforeStarting);

View file

@ -52,13 +52,18 @@ function update(deltaTime) {
if (!subscribed) { if (!subscribed) {
Messages.subscribe(PLAYBACK_CHANNEL); Messages.subscribe(PLAYBACK_CHANNEL);
subscribed = true; subscribed = true;
Recording.loadRecording(clip_url); Recording.loadRecording(clip_url, function(success) {
if (success) {
Recording.setPlayFromCurrentLocation(playFromCurrentLocation); Recording.setPlayFromCurrentLocation(playFromCurrentLocation);
Recording.setPlayerUseDisplayName(useDisplayName); Recording.setPlayerUseDisplayName(useDisplayName);
Recording.setPlayerUseAttachments(useAttachments); Recording.setPlayerUseAttachments(useAttachments);
Recording.setPlayerUseHeadModel(false); Recording.setPlayerUseHeadModel(false);
Recording.setPlayerUseSkeletonModel(useAvatarModel); Recording.setPlayerUseSkeletonModel(useAvatarModel);
Agent.isAvatar = true; Agent.isAvatar = true;
} else {
print("Failed to load recording from " + clip_url);
}
});
} }
} }

View file

@ -49,11 +49,15 @@ function getAction(channel, message, senderID) {
case SHOW: case SHOW:
print("Show"); print("Show");
Recording.loadRecording(clip_url); Recording.loadRecording(clip_url, function(success) {
if (success) {
Agent.isAvatar = true; Agent.isAvatar = true;
Recording.setPlayerTime(0.0); Recording.setPlayerTime(0.0);
Recording.startPlaying(); Recording.startPlaying();
Recording.stopPlaying(); Recording.stopPlaying();
}
});
break; break;
case HIDE: case HIDE:

View file

@ -281,8 +281,13 @@ function mousePressEvent(event) {
if (!Recording.isRecording() && !Recording.isPlaying()) { if (!Recording.isRecording() && !Recording.isPlaying()) {
recordingFile = Window.browse("Load recording from file", ".", "Recordings (*.hfr *.rec *.HFR *.REC)"); recordingFile = Window.browse("Load recording from file", ".", "Recordings (*.hfr *.rec *.HFR *.REC)");
if (!(recordingFile === "null" || recordingFile === null || recordingFile === "")) { if (!(recordingFile === "null" || recordingFile === null || recordingFile === "")) {
Recording.loadRecording(recordingFile); Recording.loadRecording(recordingFile, function(success) {
if (success) {
setDefaultPlayerOptions(); setDefaultPlayerOptions();
} else {
print("Failed to load recording from " + recordingFile);
}
});
} }
if (Recording.playerLength() > 0) { if (Recording.playerLength() > 0) {
toolBar.setAlpha(ALPHA_ON, playIcon); toolBar.setAlpha(ALPHA_ON, playIcon);

View file

@ -13,7 +13,7 @@ var qml = Script.resolvePath('deferredLighting.qml');
var window = new OverlayWindow({ var window = new OverlayWindow({
title: 'Lighting', title: 'Lighting',
source: qml, source: qml,
width: 400, height:280, width: 400, height:350,
}); });
window.setPosition(Window.innerWidth - 420, 50); window.setPosition(Window.innerWidth - 420, 50);
window.closed.connect(function() { Script.stop(); }); window.closed.connect(function() { Script.stop(); });

View file

@ -189,6 +189,11 @@ Column {
checked: Render.getConfig("DrawOverlayTransparentBounds")["enabled"] checked: Render.getConfig("DrawOverlayTransparentBounds")["enabled"]
onCheckedChanged: { Render.getConfig("DrawOverlayTransparentBounds")["enabled"] = checked } onCheckedChanged: { Render.getConfig("DrawOverlayTransparentBounds")["enabled"] = checked }
} }
CheckBox {
text: "Zones"
checked: Render.getConfig("DrawZones")["enabled"]
onCheckedChanged: { Render.getConfig("ZoneRenderer")["enabled"] = checked; Render.getConfig("DrawZones")["enabled"] = checked; }
}
} }
} }

View file

@ -543,9 +543,9 @@ public:
assert(items.canCast<RenderFetchCullSortTask::Output>()); assert(items.canCast<RenderFetchCullSortTask::Output>());
static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD"; static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
if (QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD)) { if (QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD)) {
_renderEngine->addJob<RenderForwardTask>("RenderForwardTask", items.get<RenderFetchCullSortTask::Output>()); _renderEngine->addJob<RenderForwardTask>("RenderForwardTask", items);
} else { } else {
_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items.get<RenderFetchCullSortTask::Output>()); _renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items);
} }
_renderEngine->load(); _renderEngine->load();
_renderEngine->registerScene(_main3DScene); _renderEngine->registerScene(_main3DScene);