Trying to improve the Job/Task classes and testing it with the ZoneRenderer

This commit is contained in:
Sam Cake 2017-04-09 11:08:35 -07:00
parent e6844f4294
commit b65448bcbe
19 changed files with 143 additions and 103 deletions

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@ -1880,9 +1880,9 @@ void Application::initializeGL() {
assert(items.canCast<RenderFetchCullSortTask::Output>());
static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
if (QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD)) {
_renderEngine->addJob<RenderForwardTask>("Forward", items.get<RenderFetchCullSortTask::Output>());
_renderEngine->addJob<RenderForwardTask>("Forward", items);
} else {
_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items.get<RenderFetchCullSortTask::Output>());
_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items);
}
_renderEngine->load();
_renderEngine->registerScene(_main3DScene);

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@ -368,7 +368,7 @@ bool EntityTreeRenderer::applyLayeredZones() {
qCWarning(entitiesrenderer) << "EntityTreeRenderer::applyLayeredZones(), Unexpected null scene, possibly during application shutdown";
}
return true;
}

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@ -50,7 +50,9 @@ using namespace render;
extern void initOverlay3DPipelines(render::ShapePlumber& plumber);
extern void initDeferredPipelines(render::ShapePlumber& plumber);
RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
void RenderDeferredTask::build(render::Task& task, const render::Varying& input, render::Varying& output) {
auto items = input.get<Input>();
// Prepare the ShapePipelines
ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
initDeferredPipelines(*shapePlumber);
@ -67,130 +69,130 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
// Filter the non antialiaased overlays
const int LAYER_NO_AA = 3;
const auto nonAAOverlays = addJob<FilterLayeredItems>("Filter2DWebOverlays", overlayOpaques, LAYER_NO_AA);
const auto nonAAOverlays = task.addJob<FilterLayeredItems>("Filter2DWebOverlays", overlayOpaques, LAYER_NO_AA);
// Prepare deferred, generate the shared Deferred Frame Transform
const auto deferredFrameTransform = addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
const auto lightingModel = addJob<MakeLightingModel>("LightingModel");
const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
// 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 prepareDeferredOutputs = addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);
const auto prepareDeferredOutputs = task.addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);
const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);
const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);
// Render opaque objects in DeferredBuffer
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
addJob<DrawStencilDeferred>("DrawOpaqueStencil", deferredFramebuffer);
task.addJob<DrawStencilDeferred>("DrawOpaqueStencil", deferredFramebuffer);
addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);
task.addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);
// Opaque all rendered
// Linear Depth Pass
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);
// Curvature pass
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 curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1);
const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2);
const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3);
// Simply update the scattering resource
const auto scatteringResource = addJob<SubsurfaceScattering>("Scattering");
const auto scatteringResource = task.addJob<SubsurfaceScattering>("Scattering");
// AO job
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 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.
addJob<DrawLight>("DrawLight", lights);
task.addJob<DrawLight>("DrawLight", lights);
// Light Clustering
// Create the cluster grid of lights, cpu job for now
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
const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
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
const auto backgroundInputs = DrawBackgroundDeferred::Inputs(background, lightingModel).hasVarying();
addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", backgroundInputs);
task.addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", backgroundInputs);
// Render transparent objects forward in LightingBuffer
const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).hasVarying();
addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
// LIght Cluster Grid Debuging job
{
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
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
addJob<DrawBounds>("DrawMetaBounds", metas);
addJob<DrawBounds>("DrawOpaqueBounds", opaques);
addJob<DrawBounds>("DrawTransparentBounds", transparents);
task.addJob<DrawBounds>("DrawMetaBounds", metas);
task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);
task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
task.addJob<ZoneRendererTask>("ZoneRenderer", opaques);
}
// Overlays
const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).hasVarying();
const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).hasVarying();
addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
task.addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
task.addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
{ // DEbug the bounds of the rendered OVERLAY items, still look at the zbuffer
addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);
addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);
task.addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);
task.addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);
}
// Debugging stages
{
// Debugging Deferred buffer job
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,
surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).hasVarying();
addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);
task.addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);
const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).hasVarying();
addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
addJob<ZoneRendererTask>("ZoneRenderer", opaques);
task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
// Scene Octree Debugging job
{
addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
addJob<DrawItemSelection>("DrawItemSelection", spatialSelection);
task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection);
}
// Status icon rendering job
@ -198,22 +200,22 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
// Grab a texture map representing the different status icons and assign that to the drawStatsuJob
auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";
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
addJob<Antialiasing>("Antialiasing", primaryFramebuffer);
task.addJob<Antialiasing>("Antialiasing", primaryFramebuffer);
// Draw 2DWeb non AA
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!
addJob<Blit>("Blit", primaryFramebuffer);
task.addJob<Blit>("Blit", primaryFramebuffer);
}
void BeginGPURangeTimer::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {

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@ -194,9 +194,12 @@ public:
class RenderDeferredTask : public render::Task {
public:
using JobModel = Model<RenderDeferredTask>;
using Input = RenderFetchCullSortTask::Output;
using JobModel = render::Task::ModelI<RenderDeferredTask, Input>;
RenderDeferredTask(RenderFetchCullSortTask::Output items);
RenderDeferredTask() {}
void build(render::Task& task, const render::Varying& inputs, render::Varying& outputs);
};
#endif // hifi_RenderDeferredTask_h

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

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@ -18,9 +18,12 @@
class RenderForwardTask : public render::Task {
public:
using JobModel = Model<RenderForwardTask>;
using Input = RenderFetchCullSortTask::Output;
using JobModel = render::Task::ModelI<RenderForwardTask, Input>;
RenderForwardTask(RenderFetchCullSortTask::Output items);
RenderForwardTask() {}
void build(render::Task& task, const render::Varying& inputs, render::Varying& outputs);
};
class PrepareFramebuffer {

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@ -90,7 +90,7 @@ void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const
});
}
RenderShadowTask::RenderShadowTask(CullFunctor cullFunctor) {
void RenderShadowTask::build(render::Task& task, const render::Varying& input, render::Varying& output, CullFunctor cullFunctor) {
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
// Prepare the ShapePipeline
@ -115,22 +115,22 @@ RenderShadowTask::RenderShadowTask(CullFunctor cullFunctor) {
skinProgram, state);
}
const auto cachedMode = addJob<RenderShadowSetup>("Setup");
const auto cachedMode = task.addJob<RenderShadowSetup>("Setup");
// CPU jobs:
// Fetch and cull the items from the scene
auto shadowFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered();
const auto shadowSelection = addJob<FetchSpatialTree>("FetchShadowSelection", shadowFilter);
const auto culledShadowSelection = addJob<CullSpatialSelection>("CullShadowSelection", shadowSelection, cullFunctor, RenderDetails::SHADOW, shadowFilter);
const auto shadowSelection = task.addJob<FetchSpatialTree>("FetchShadowSelection", shadowFilter);
const auto culledShadowSelection = task.addJob<CullSpatialSelection>("CullShadowSelection", shadowSelection, cullFunctor, RenderDetails::SHADOW, shadowFilter);
// Sort
const auto sortedPipelines = addJob<PipelineSortShapes>("PipelineSortShadowSort", culledShadowSelection);
const auto sortedShapes = addJob<DepthSortShapes>("DepthSortShadowMap", sortedPipelines);
const auto sortedPipelines = task.addJob<PipelineSortShapes>("PipelineSortShadowSort", culledShadowSelection);
const auto sortedShapes = task.addJob<DepthSortShapes>("DepthSortShadowMap", sortedPipelines);
// 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) {

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@ -44,9 +44,10 @@ signals:
class RenderShadowTask : public render::Task {
public:
using Config = RenderShadowTaskConfig;
using JobModel = Model<RenderShadowTask, Config>;
using JobModel = render::Task::Model<RenderShadowTask, Config>;
RenderShadowTask(render::CullFunctor shouldRender);
RenderShadowTask() {}
void build(render::Task& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor shouldRender);
void configure(const Config& configuration);
};

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@ -17,13 +17,11 @@ using namespace render;
const Selection::Name ZoneRendererTask::ZONES_SELECTION { "RankedZones" };
ZoneRendererTask::ZoneRendererTask(const Inputs& inputs) {
void ZoneRendererTask::build(render::Task& task, const Varying& input, Varying& ouput) {
const auto zoneItems = addJob<SelectItems>("FilterZones", inputs, ZONES_SELECTION);
const auto zoneItems = task.addJob<render::SelectItems>("FilterZones", input, ZONES_SELECTION.c_str());
// just draw them...
addJob<DrawBounds>("DrawZones", zoneItems);
task.addJob<DrawBounds>("DrawZones", zoneItems);
}

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@ -14,7 +14,7 @@
#include "render/Engine.h"
class ZoneRendererConfig : public render::Job::Config {
class ZoneRendererConfig : public render::Task::Config {
Q_OBJECT
Q_PROPERTY(int maxDrawn MEMBER maxDrawn NOTIFY dirty)
public:
@ -37,7 +37,9 @@ public:
using Config = ZoneRendererConfig;
using JobModel = Model<ZoneRendererTask, Config>;
ZoneRendererTask(const Inputs& inputs);
ZoneRendererTask() {}
void build(render::Task& task, const render::Varying& inputs, render::Varying& outputs);
void configure(const Config& config) { _maxDrawn = config.maxDrawn; }

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@ -25,6 +25,9 @@ using namespace render;
Engine::Engine() :
_sceneContext(std::make_shared<SceneContext>()),
_renderContext(std::make_shared<RenderContext>()) {
}
void Engine::build() {
addJob<EngineStats>("Stats");
}

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@ -25,6 +25,7 @@ namespace render {
public:
Engine();
void build();
~Engine() = default;
// Load any persisted settings, and set up the presets

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@ -57,6 +57,7 @@ void SliceItems::run(const SceneContextPointer& sceneContext, const RenderContex
void SelectItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
auto& scene = sceneContext->_scene;
outItems.clear();
auto selection = scene->getSelection(_name);
const auto& selectedItems = selection.getItems();
if (!selectedItems.empty()) {

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@ -17,17 +17,17 @@
using namespace render;
RenderFetchCullSortTask::RenderFetchCullSortTask(CullFunctor cullFunctor) {
void RenderFetchCullSortTask::build(Task& task, const Varying& input, Varying& output, CullFunctor cullFunctor) {
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
// CPU jobs:
// Fetch and cull the items from the scene
auto spatialFilter = ItemFilter::Builder::visibleWorldItems().withoutLayered();
const auto spatialSelection = addJob<FetchSpatialTree>("FetchSceneSelection", spatialFilter);
const auto culledSpatialSelection = addJob<CullSpatialSelection>("CullSceneSelection", spatialSelection, cullFunctor, RenderDetails::ITEM, spatialFilter);
const auto spatialSelection = task.addJob<FetchSpatialTree>("FetchSceneSelection", spatialFilter);
const auto culledSpatialSelection = task.addJob<CullSpatialSelection>("CullSceneSelection", spatialSelection, cullFunctor, RenderDetails::ITEM, spatialFilter);
// Overlays are not culled
const auto nonspatialSelection = addJob<FetchNonspatialItems>("FetchOverlaySelection");
const auto nonspatialSelection = task.addJob<FetchNonspatialItems>("FetchOverlaySelection");
// Multi filter visible items into different buckets
const int NUM_SPATIAL_FILTERS = 4;
@ -49,22 +49,22 @@ RenderFetchCullSortTask::RenderFetchCullSortTask(CullFunctor cullFunctor) {
ItemFilter::Builder::background()
} };
const auto filteredSpatialBuckets =
addJob<MultiFilterItems<NUM_SPATIAL_FILTERS>>("FilterSceneSelection", culledSpatialSelection, spatialFilters)
task.addJob<MultiFilterItems<NUM_SPATIAL_FILTERS>>("FilterSceneSelection", culledSpatialSelection, spatialFilters)
.get<MultiFilterItems<NUM_SPATIAL_FILTERS>::ItemBoundsArray>();
const auto filteredNonspatialBuckets =
addJob<MultiFilterItems<NUM_NON_SPATIAL_FILTERS>>("FilterOverlaySelection", nonspatialSelection, nonspatialFilters)
task.addJob<MultiFilterItems<NUM_NON_SPATIAL_FILTERS>>("FilterOverlaySelection", nonspatialSelection, nonspatialFilters)
.get<MultiFilterItems<NUM_NON_SPATIAL_FILTERS>::ItemBoundsArray>();
// Extract opaques / transparents / lights / overlays
const auto opaques = addJob<DepthSortItems>("DepthSortOpaque", filteredSpatialBuckets[OPAQUE_SHAPE_BUCKET]);
const auto transparents = addJob<DepthSortItems>("DepthSortTransparent", filteredSpatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
const auto opaques = task.addJob<DepthSortItems>("DepthSortOpaque", filteredSpatialBuckets[OPAQUE_SHAPE_BUCKET]);
const auto transparents = task.addJob<DepthSortItems>("DepthSortTransparent", filteredSpatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
const auto lights = filteredSpatialBuckets[LIGHT_BUCKET];
const auto metas = filteredSpatialBuckets[META_BUCKET];
const auto overlayOpaques = addJob<DepthSortItems>("DepthSortOverlayOpaque", filteredNonspatialBuckets[OPAQUE_SHAPE_BUCKET]);
const auto overlayTransparents = addJob<DepthSortItems>("DepthSortOverlayTransparent", filteredNonspatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
const auto overlayOpaques = task.addJob<DepthSortItems>("DepthSortOverlayOpaque", filteredNonspatialBuckets[OPAQUE_SHAPE_BUCKET]);
const auto overlayTransparents = task.addJob<DepthSortItems>("DepthSortOverlayTransparent", filteredNonspatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
const auto background = filteredNonspatialBuckets[BACKGROUND_BUCKET];
setOutput(Output{{
output = Varying(Output{{
opaques, transparents, lights, metas, overlayOpaques, overlayTransparents, background, spatialSelection }});
}

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@ -34,9 +34,11 @@ public:
};
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(render::Task& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor);
};
#endif // hifi_RenderFetchCullSortTask_h

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@ -542,7 +542,10 @@ public:
template <class... A>
Model(const Varying& input, A&&... args) :
Concept(std::make_shared<C>()), _data(Data(std::forward<A>(args)...)), _input(input), _output(Output()) {
Concept(std::make_shared<C>()),
_data(Data(std::forward<A>(args)...)),
_input(input),
_output(Output()) {
applyConfiguration();
}
@ -585,31 +588,47 @@ public:
_concept->setCPURunTime((double)(usecTimestampNow() - start) / 1000.0);
}
protected:
protected:
ConceptPointer _concept;
std::string _name = "";
};
template <class T, class... A> void jobBuild(T& data, const Varying& input, Varying& output, A&&... args) {
data.build(*(dynamic_cast<Task*>(&data)), input, output, std::forward<A>(args)...);
}
// A task is a specialized job to run a collection of other jobs
// It is defined with JobModel = Task::Model<T>
class Task {
public:
using Config = TaskConfig;
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 {
template <class T, class C = Config, class I = None, class O = None> class Model : public Concept {
public:
using Data = T;
using Config = C;
using Input = Job::None;
using Input = I;
using Output = O;
Data _data;
Varying _input;
Varying _output;
const Varying getOutput() const override { return _data._output; }
const Varying getInput() const override { return _input; }
const Varying getOutput() const override { return _output; }
template <class... A>
Model(const Varying& input, A&&... args) :
Concept(nullptr), _data(Data(std::forward<A>(args)...)) {
Concept(nullptr),
_data(Data()),
_input(input) {
jobBuild(_data, _input, _output, std::forward<A>(args)...);
// Recreate the Config to use the templated type
_data.template createConfiguration<C>();
_config = _data.getConfiguration();
@ -621,7 +640,7 @@ public:
}
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) {
for (auto job : _data._jobs) {
job.run(sceneContext, renderContext);
@ -629,9 +648,9 @@ public:
}
}
};
template <class T, class C = Config> using ModelO = Model<T, C>;
using Jobs = std::vector<Job>;
template <class T, class I, class C = Config> using ModelI = Model<T, C, I, None>;
template <class T, class O, class C = Config> using ModelO = Model<T, C, None, O>;
template <class T, class I, class O, class C = Config> using ModelIO = Model<T, C, I, O>;
// 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) {
@ -656,7 +675,7 @@ public:
}
template <class O> void setOutput(O&& output) {
_output = Varying(output);
_concept->_output = Varying(output);
}
template <class C> void createConfiguration() {
@ -688,7 +707,6 @@ public:
void configure(const QObject& configuration) {
for (auto& job : _jobs) {
job.applyConfiguration();
}
}
@ -698,12 +716,11 @@ public:
}
}
protected:
template <class T, class C> friend class Model;
QConfigPointer _config;
Jobs _jobs;
Varying _output;
};
}

View file

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

View file

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

View file

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