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NodeRenderer.hpp
1#pragma once
2#include <Gfx/Graph/Node.hpp>
3
4namespace score::gfx
5{
6
10class SCORE_PLUGIN_GFX_EXPORT NodeRenderer
11{
12public:
13 explicit NodeRenderer(const Node& node)
14 : node{node}
15 {
16 }
17 virtual ~NodeRenderer();
18
19 virtual TextureRenderTarget renderTargetForInput(const Port& input);
20 virtual BufferView bufferForInput(const Port& input);
21 virtual BufferView bufferForOutput(const Port& output);
22
27 virtual QRhiTexture* textureForOutput(const Port& output);
28
33 virtual void updateInputTexture(const Port& input, QRhiTexture* tex, QRhiTexture* depthTex = nullptr);
34
37 virtual void updateInputSamplerFilter(
38 const Port& input, const RenderTargetSpecs& spec);
39
42 virtual void
43 inputAboutToFinish(RenderList& renderer, const Port& p, QRhiResourceUpdateBatch*&);
44
45 virtual void init(RenderList& renderer, QRhiResourceUpdateBatch& res) = 0;
46 virtual void update(RenderList& renderer, QRhiResourceUpdateBatch& res, Edge* edge)
47 = 0;
48
49 virtual void runInitialPasses(
50 RenderList&, QRhiCommandBuffer& commands, QRhiResourceUpdateBatch*& res,
51 Edge& edge);
52
53 virtual void runRenderPass(RenderList&, QRhiCommandBuffer& commands, Edge& edge);
54
56 virtual QRhiGraphicsPipeline::CompareOp depthCompare() const noexcept
57 {
58 return QRhiGraphicsPipeline::Greater;
59 }
60
61 virtual void release(RenderList&) = 0;
62
79 virtual void initState(RenderList& renderer, QRhiResourceUpdateBatch& res);
80
83 virtual void releaseState(RenderList& renderer);
84
86 virtual void addOutputPass(
87 RenderList& renderer, Edge& edge, QRhiResourceUpdateBatch& res);
88
93 virtual void removeOutputPass(RenderList& renderer, Edge& edge) = 0;
94
97 virtual void
98 addInputEdge(RenderList& renderer, Edge& edge, QRhiResourceUpdateBatch& res);
99
101 virtual void removeInputEdge(RenderList& renderer, Edge& edge);
102
104 virtual bool hasOutputPassForEdge(Edge& edge) const;
105
114 virtual void seedInitialOutputs(RenderList& renderer);
115
119 virtual bool followsRenderSize() const noexcept { return false; }
120
123 void checkForChanges()
124 {
125 // Use |= to preserve flags set externally (e.g. by reconciliation
126 // or maybeRebuild). The flag is cleared by the renderer's update()
127 // after processing, preventing infinite re-uploads.
128 materialChanged |= node.hasMaterialChanged(materialChangedIndex);
129 renderTargetSpecsChanged |= node.hasRenderTargetChanged(renderTargetSpecsChangedIndex);
130 }
131
136 {
137 node.hasRenderTargetChanged(renderTargetSpecsChangedIndex);
138 renderTargetSpecsChanged = false;
139 }
140
141 void process(int32_t port, const ossia::geometry_spec& v);
142 void process(int32_t port, const ossia::scene_spec& v);
143 virtual void process(int32_t port, const ossia::transform3d& v);
144
151 void process(int32_t port, const ossia::geometry_spec& v, const void* source_key);
152 void process(int32_t port, const ossia::scene_spec& v, const void* source_key);
153
157 const ossia::geometry_spec* findGeometryByPort(int32_t port) const
158 {
159 for(const auto& [k, v] : m_portGeometries)
160 if(k.first == port)
161 return &v;
162 return nullptr;
163 }
164
171 template <typename F>
172 void forEachSceneOnPort(int32_t port, F&& fn) const
173 {
174 for(const auto* kv : portScenesInEdgeOrder())
175 if(kv->first.first == port && kv->second.state)
176 fn(kv->second);
177 }
178
179private:
182 void rebuildMergedScene();
183
189 ossia::small_vector<const std::pair<std::pair<int32_t, const void*>, ossia::scene_spec>*, 4>
190 portScenesInEdgeOrder() const;
191
192public:
193
194 const Node& node;
195
206 ossia::geometry_spec geometry;
207
213 using PortSourceKey = std::pair<int32_t, const void*>;
214 ossia::small_flat_map<PortSourceKey, ossia::geometry_spec, 4> m_portGeometries;
215
223 ossia::scene_spec scene;
224
226 ossia::small_flat_map<PortSourceKey, ossia::scene_spec, 4> m_portScenes;
227
236 using MergeCacheKey = std::pair<const ossia::scene_state*, int64_t>;
237 ossia::small_vector<MergeCacheKey, 4> m_mergeCacheInputs;
238 ossia::scene_spec m_mergeCacheOutput;
239
244 ossia::small_flat_map<
245 PortSourceKey, std::pair<ossia::geometry_spec, ossia::scene_spec>, 4>
247
248 int32_t nodeId{-1};
249 bool materialChanged{false};
250 bool geometryChanged{false};
251 bool sceneChanged{false};
252 bool renderTargetSpecsChanged{false};
253
256 bool m_initialized{false};
257
258private:
259 int64_t materialChangedIndex{-1};
260 int64_t renderTargetSpecsChangedIndex{-1};
261};
262
263struct Pass
264{
265 // User-declared ctors (including the implicit ones spelled out here)
266 // suppress -Wmissing-field-initializers on the many call sites that
267 // brace-init this struct with three arguments.
268 Pass() = default;
269 Pass(TextureRenderTarget rt, Pipeline pi, QRhiBuffer* ubo)
270 : renderTarget{std::move(rt)}, p{pi}, processUBO{ubo} {}
271 // Compat for addons that build a pass from a bare Pipeline; such passes
272 // fetch their render target through renderer.renderTargetForOutput(edge)
273 // at draw time.
274 Pass(Pipeline pi)
275 : p{pi} {}
276
277 TextureRenderTarget renderTarget;
278 Pipeline p;
279 QRhiBuffer* processUBO{};
280
281 void release()
282 {
283 p.release();
284 if(processUBO)
285 {
286 processUBO->deleteLater();
287 processUBO = nullptr;
288 }
289 // renderTarget NOT released here — owned by RenderList
290 }
291};
292
293using PassMap = ossia::small_vector<std::pair<Edge*, Pass>, 2>;
294SCORE_PLUGIN_GFX_EXPORT
295void defaultPassesInit(
296 PassMap& passes, const std::vector<Edge*>& edges, RenderList& renderer,
297 const Mesh& mesh, const QShader& v, const QShader& f, QRhiBuffer* processUBO,
298 QRhiBuffer* matUBO, std::span<const Sampler> samplers,
299 std::span<QRhiShaderResourceBinding> additionalBindings = {});
300
301SCORE_PLUGIN_GFX_EXPORT
302void defaultPassesInit(
303 PassMap& passes, const std::vector<Edge*>& edges, RenderList& renderer,
304 const Mesh& mesh, const QShader& v, const QShader& f, QRhiBuffer* processUBO,
305 QRhiBuffer* matUBO, std::span<const Sampler> samplers,
306 const QRhiGraphicsPipeline::TargetBlend& blend,
307 std::span<QRhiShaderResourceBinding> additionalBindings = {});
308
309SCORE_PLUGIN_GFX_EXPORT
310void defaultRenderPass(
311 RenderList& renderer, const Mesh& mesh, const MeshBuffers& bufs,
312 QRhiCommandBuffer& cb, Edge& edge, PassMap& passes);
313
314SCORE_PLUGIN_GFX_EXPORT
315void quadRenderPass(
316 RenderList& renderer, const MeshBuffers& bufs, QRhiCommandBuffer& cb, Edge& edge,
317 PassMap& passes);
318
325class SCORE_PLUGIN_GFX_EXPORT GenericNodeRenderer : public score::gfx::NodeRenderer
326{
327public:
328 GenericNodeRenderer(const NodeModel& node) noexcept
329 : NodeRenderer{node}
330 {
331 }
332
333 virtual ~GenericNodeRenderer() { }
334
336 score::gfx::Port* imageOutlet() const noexcept;
337
343 virtual std::span<const Sampler> samplersForOutputEdge(const Edge& edge) const noexcept
344 {
345 return m_samplers;
346 }
347
348 ossia::small_vector<Sampler, 8> m_samplers;
349
350 QShader m_vertexS;
351 QShader m_fragmentS;
352
357 bool m_outputPremultiplied{false};
358
359 // Pipeline
360 PassMap m_p;
361
362 // Per-renderer pipeline cache, keyed by the rp-desc's serializedFormat().
363 // QRhi guarantees a pipeline can be used with any render target whose
364 // rp-desc isCompatible with the pipeline's, and serializedFormat() is
365 // documented as the in-memory comparison key for exactly that relation —
366 // identical blobs ⇔ isCompatible. Keying by pointer instead would be
367 // ABA-unsafe: a freshly allocated rp-desc can reuse the address of one
368 // just destroyed, silently serving a pipeline built for a dead layout.
369 //
370 // Ownership: Pass::p.pipeline is NON-OWNING — the actual QRhiGraphicsPipeline
371 // lives in this cache. Pass::p.srb is still per-edge and owned by the Pass.
372 // GenericNodeRenderer::removeOutputPass and releaseState take care of
373 // nulling Pass::p.pipeline before calling Pipeline::release() so it
374 // does not try to deleteLater() a pointer we still own here.
375 ossia::small_vector<
376 std::pair<QVector<quint32>, QRhiGraphicsPipeline*>, 2>
377 m_pipelineCache;
378
379 // The vertex-binding plan every cached pipeline was built with. The cache
380 // stores bare pipelines, so without this a hit would hand the Pass an empty
381 // plan and the draw would bind the geometry's streams one-to-one against a
382 // layout that was compacted.
383 FallbackBindingPlan m_pipelinePlan;
384
385 MeshBuffers m_meshbufs;
386
387 QRhiBuffer* m_processUBO{};
388
389 DefaultShaderMaterial m_material;
390
391 const score::gfx::Mesh* m_mesh{};
392
393 // Render loop
394 void
395 defaultMeshInit(RenderList& renderer, const Mesh& mesh, QRhiResourceUpdateBatch& res);
396 void processUBOInit(RenderList& renderer);
397 void defaultPassesInit(RenderList& renderer, const Mesh& mesh);
398 void defaultPassesInit(
399 RenderList& renderer, const Mesh& mesh, const QShader& v, const QShader& f,
400 std::span<QRhiShaderResourceBinding> additionalBindings = {});
401
402 void init(RenderList& renderer, QRhiResourceUpdateBatch& res) override;
403
404 void initState(RenderList& renderer, QRhiResourceUpdateBatch& res) override;
405 void releaseState(RenderList& renderer) override;
406 void addOutputPass(
407 RenderList& renderer, Edge& edge, QRhiResourceUpdateBatch& res) override;
408 void removeOutputPass(RenderList& renderer, Edge& edge) override;
409 bool hasOutputPassForEdge(Edge& edge) const override;
410
411 void defaultUBOUpdate(RenderList& renderer, QRhiResourceUpdateBatch& res);
412 void defaultMeshUpdate(RenderList& renderer, QRhiResourceUpdateBatch& res);
413 void update(RenderList& renderer, QRhiResourceUpdateBatch& res, Edge* edge) override;
414
415 void defaultRelease(RenderList&);
416 void release(RenderList&) override;
417
418 void defaultRenderPass(
419 RenderList&, const Mesh& mesh, QRhiCommandBuffer& commands, Edge& edge);
420
421 void defaultRenderPass(
422 RenderList&, const Mesh& mesh, QRhiCommandBuffer& commands, Edge& edge,
423 PassMap& passes);
424
425 void runRenderPass(RenderList&, QRhiCommandBuffer& commands, Edge& edge) override;
426
427 void updateInputTexture(const Port& input, QRhiTexture* tex, QRhiTexture* depthTex = nullptr) override;
428};
429
430}
Generic renderer.
Definition NodeRenderer.hpp:326
virtual std::span< const Sampler > samplersForOutputEdge(const Edge &edge) const noexcept
Definition NodeRenderer.hpp:343
Root data model for visual nodes.
Definition score-plugin-gfx/Gfx/Graph/Node.hpp:76
Common base class for most single-pass, simple nodes.
Definition score-plugin-gfx/Gfx/Graph/Node.hpp:279
Renderer for a given node.
Definition NodeRenderer.hpp:11
virtual void removeOutputPass(RenderList &renderer, Edge &edge)=0
std::pair< const ossia::scene_state *, int64_t > MergeCacheKey
Definition NodeRenderer.hpp:236
ossia::small_flat_map< PortSourceKey, ossia::scene_spec, 4 > m_portScenes
Per-(port, source) scene storage. See m_portGeometries comment.
Definition NodeRenderer.hpp:226
ossia::scene_spec scene
The scene to use (when receiving scene_spec data).
Definition NodeRenderer.hpp:223
ossia::geometry_spec geometry
The geometry to use.
Definition NodeRenderer.hpp:206
std::pair< int32_t, const void * > PortSourceKey
Definition NodeRenderer.hpp:213
ossia::small_flat_map< PortSourceKey, std::pair< ossia::geometry_spec, ossia::scene_spec >, 4 > m_wrapCache
Definition NodeRenderer.hpp:246
void syncRenderTargetIndex()
Definition NodeRenderer.hpp:135
virtual bool followsRenderSize() const noexcept
Definition NodeRenderer.hpp:119
virtual QRhiGraphicsPipeline::CompareOp depthCompare() const noexcept
The depth compare this renderer's pipeline was built with.
Definition NodeRenderer.hpp:56
void forEachSceneOnPort(int32_t port, F &&fn) const
Definition NodeRenderer.hpp:172
const ossia::geometry_spec * findGeometryByPort(int32_t port) const
Definition NodeRenderer.hpp:157
List of nodes to be rendered to an output.
Definition RenderList.hpp:33
Graphics rendering pipeline for ossia score.
Definition Filter/PreviewWidget.hpp:11
void updateInputSamplerFilter(std::span< const Sampler > samplers, const score::gfx::Node &node, const Port &input, const RenderTargetSpecs &spec)
Give the sampler initInputSamplers() created for input, one of node's input ports,...
Definition score-plugin-gfx/Gfx/Graph/Utils.cpp:1849
Definition Mesh.hpp:18
Connection between two score::gfx::Port.
Definition score-plugin-gfx/Gfx/Graph/Utils.hpp:220
Definition VertexFallbackPlan.hpp:27
Definition Mesh.hpp:95
Data model for meshes.
Definition Mesh.hpp:182
Definition NodeRenderer.hpp:264
Useful abstraction for storing a graphics pipeline and associated resource bindings.
Definition score-plugin-gfx/Gfx/Graph/Utils.hpp:262
Port of a score::gfx::Node.
Definition score-plugin-gfx/Gfx/Graph/Utils.hpp:199
Definition score-plugin-gfx/Gfx/Graph/Node.hpp:58
Useful abstraction for storing all the data related to a render target.
Definition score-plugin-gfx/Gfx/Graph/Utils.hpp:291