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qt-creator/src/plugins/qmlprofiler/qmlprofilerbindingloopsrenderpass.cpp

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/****************************************************************************
**
** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of Qt Creator.
**
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://www.qt.io/licensing. For further information
** use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 or version 3 as published by the Free
** Software Foundation and appearing in the file LICENSE.LGPLv21 and
** LICENSE.LGPLv3 included in the packaging of this file. Please review the
** following information to ensure the GNU Lesser General Public License
** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
****************************************************************************/
#include "qmlprofilerbindingloopsrenderpass.h"
namespace QmlProfiler {
namespace Internal {
class BindingLoopMaterial : public QSGMaterial {
public:
QSGMaterialType *type() const;
QSGMaterialShader *createShader() const;
BindingLoopMaterial();
};
struct BindingLoopsRenderPassState : public Timeline::TimelineRenderPass::State {
BindingLoopsRenderPassState() : indexFrom(std::numeric_limits<int>::max()), indexTo(-1) {}
BindingLoopMaterial material;
int indexFrom;
int indexTo;
QVector<QSGNode *> m_expandedRows;
const QVector<QSGNode *> &expandedRows() const { return m_expandedRows; }
QSGNode *m_collapsedOverlay;
QSGNode *collapsedOverlay() const { return m_collapsedOverlay; }
};
struct Point2DWithOffset {
float x, y, x2, y2;
void set(float nx, float ny, float nx2, float ny2);
};
struct BindlingLoopsGeometry {
static const QSGGeometry::AttributeSet &point2DWithOffset();
static const int maxEventsPerNode = 0xffff / 18;
BindlingLoopsGeometry() : allocatedVertices(0), usedVertices(0), currentY(-1), node(0) {}
uint allocatedVertices;
uint usedVertices;
float currentY;
QSGGeometryNode *node;
Point2DWithOffset *vertexData();
void allocate(QSGMaterial *material);
void addExpandedEvent(float itemCenter);
void addCollapsedEvent(float horizontalCenterSource, float horizontalCenterTarget,
float verticalCenterSource, float verticalCenterTarget);
};
const QmlProfilerBindingLoopsRenderPass *QmlProfilerBindingLoopsRenderPass::instance()
{
static const QmlProfilerBindingLoopsRenderPass pass;
return &pass;
}
QmlProfilerBindingLoopsRenderPass::QmlProfilerBindingLoopsRenderPass()
{
}
void updateNodes(const QmlProfilerRangeModel *model, int from, int to,
const Timeline::TimelineRenderState *parentState,
BindingLoopsRenderPassState *state)
{
QVector<BindlingLoopsGeometry> expandedPerRow(model->expandedRowCount());
BindlingLoopsGeometry collapsed;
for (int i = from; i < to; ++i) {
int bindingLoopDest = model->bindingLoopDest(i);
if (bindingLoopDest == -1)
continue;
qint64 start = qMax(parentState->start(), model->startTime(i));
qint64 end = qMin(parentState->end(), model->startTime(i) + model->duration(i));
if (start > end)
continue;
expandedPerRow[model->expandedRow(i)].usedVertices += 4;
collapsed.usedVertices += 18;
}
for (int i = 0; i < model->expandedRowCount(); ++i) {
BindlingLoopsGeometry &row = expandedPerRow[i];
if (row.usedVertices > 0) {
row.allocate(&state->material);
state->m_expandedRows[i]->appendChildNode(row.node);
}
}
if (collapsed.usedVertices > 0) {
collapsed.allocate(&state->material);
state->m_collapsedOverlay->appendChildNode(collapsed.node);
}
int rowHeight = Timeline::TimelineModel::defaultRowHeight();
for (int i = from; i < to; ++i) {
int bindingLoopDest = model->bindingLoopDest(i);
if (bindingLoopDest == -1)
continue;
if (model->startTime(i) > parentState->end() || model->endTime(i) < parentState->start())
continue;
qint64 center = qMax(parentState->start(), qMin(parentState->end(),
(model->startTime(i) + model->endTime(i)) /
(qint64)2));
float itemCenter = (center - parentState->start()) * parentState->scale();
expandedPerRow[model->expandedRow(i)].addExpandedEvent(itemCenter);
center = qMax(parentState->start(), qMin(parentState->end(),
(model->startTime(bindingLoopDest) +
model->endTime(bindingLoopDest)) / (qint64)2));
float itemCenterTarget = (center - parentState->start()) * parentState->scale();
collapsed.addCollapsedEvent(itemCenter, itemCenterTarget,
(model->collapsedRow(i) + 0.5) * rowHeight,
(model->collapsedRow(bindingLoopDest) + 0.5) * rowHeight);
}
}
Timeline::TimelineRenderPass::State *QmlProfilerBindingLoopsRenderPass::update(
const Timeline::TimelineRenderer *renderer,
const Timeline::TimelineRenderState *parentState, State *oldState,
int indexFrom, int indexTo, bool stateChanged, qreal spacing) const
{
Q_UNUSED(stateChanged);
Q_UNUSED(spacing);
const QmlProfilerRangeModel *model = qobject_cast<const QmlProfilerRangeModel *>(
renderer->model());
BindingLoopsRenderPassState *state;
if (oldState == 0) {
state = new BindingLoopsRenderPassState;
state->m_expandedRows.reserve(model->expandedRowCount());
for (int i = 0; i < model->expandedRowCount(); ++i)
state->m_expandedRows << new QSGNode;
state->m_collapsedOverlay = new QSGNode;
} else {
state = static_cast<BindingLoopsRenderPassState *>(oldState);
}
if (!model)
return state;
if (indexFrom < 0 || indexTo > model->count())
return state;
if (state->indexFrom < state->indexTo) {
if (indexFrom < state->indexFrom) {
for (int i = indexFrom; i < state->indexFrom;
i += BindlingLoopsGeometry::maxEventsPerNode)
updateNodes(model, i, qMin(i + BindlingLoopsGeometry::maxEventsPerNode,
state->indexFrom), parentState, state);
}
if (indexTo > state->indexTo) {
for (int i = state->indexTo; i < indexTo; i+= BindlingLoopsGeometry::maxEventsPerNode)
updateNodes(model, i, qMin(i + BindlingLoopsGeometry::maxEventsPerNode, indexTo),
parentState, state);
}
} else {
for (int i = indexFrom; i < indexTo; i+= BindlingLoopsGeometry::maxEventsPerNode)
updateNodes(model, i, qMin(i + BindlingLoopsGeometry::maxEventsPerNode, indexTo),
parentState, state);
}
state->indexFrom = qMin(state->indexFrom, indexFrom);
state->indexTo = qMax(state->indexTo, indexTo);
return state;
}
const QSGGeometry::AttributeSet &BindlingLoopsGeometry::point2DWithOffset()
{
static QSGGeometry::Attribute data[] = {
QSGGeometry::Attribute::create(0, 2, GL_FLOAT, true),
QSGGeometry::Attribute::create(1, 2, GL_FLOAT),
};
static QSGGeometry::AttributeSet attrs = {
2,
sizeof(Point2DWithOffset),
data
};
return attrs;
}
Point2DWithOffset *BindlingLoopsGeometry::vertexData()
{
QSGGeometry *geometry = node->geometry();
Q_ASSERT(geometry->attributeCount() == 2);
Q_ASSERT(geometry->sizeOfVertex() == sizeof(Point2DWithOffset));
const QSGGeometry::Attribute *attributes = geometry->attributes();
Q_ASSERT(attributes[0].position == 0);
Q_ASSERT(attributes[0].tupleSize == 2);
Q_ASSERT(attributes[0].type == GL_FLOAT);
Q_ASSERT(attributes[1].position == 1);
Q_ASSERT(attributes[1].tupleSize == 2);
Q_ASSERT(attributes[1].type == GL_FLOAT);
return static_cast<Point2DWithOffset *>(geometry->vertexData());
}
void BindlingLoopsGeometry::allocate(QSGMaterial *material)
{
QSGGeometry *geometry = new QSGGeometry(BindlingLoopsGeometry::point2DWithOffset(),
usedVertices);
geometry->setIndexDataPattern(QSGGeometry::StaticPattern);
geometry->setVertexDataPattern(QSGGeometry::StaticPattern);
node = new QSGGeometryNode;
node->setGeometry(geometry);
node->setFlag(QSGNode::OwnsGeometry, true);
node->setMaterial(material);
allocatedVertices = usedVertices;
usedVertices = 0;
}
void BindlingLoopsGeometry::addExpandedEvent(float itemCenter)
{
float verticalCenter = Timeline::TimelineModel::defaultRowHeight() / 2.0;
Point2DWithOffset *v = vertexData() + usedVertices;
v[0].set(itemCenter, verticalCenter, -1.0f, currentY);
v[1].set(itemCenter, verticalCenter, +1.0f, currentY);
currentY = -currentY;
v[2].set(itemCenter, verticalCenter, -1.0f, currentY);
v[3].set(itemCenter, verticalCenter, +1.0f, currentY);
usedVertices += 4;
}
void BindlingLoopsGeometry::addCollapsedEvent(float horizontalCenterSource,
float horizontalCenterTarget,
float verticalCenterSource,
float verticalCenterTarget)
{
if (verticalCenterSource < verticalCenterTarget) {
qSwap(verticalCenterSource, verticalCenterTarget);
qSwap(horizontalCenterSource, horizontalCenterTarget);
}
float tilt = horizontalCenterSource < horizontalCenterTarget ? +0.3 : -0.3;
Point2DWithOffset *v = vertexData() + usedVertices;
v[0].set(horizontalCenterSource, verticalCenterSource, -0.3f, tilt);
v[1].set(horizontalCenterSource, verticalCenterSource, -0.3f, tilt);
v[2].set(horizontalCenterSource, verticalCenterSource, +0.3f, -tilt);
v[3].set(horizontalCenterTarget, verticalCenterTarget, -0.3f, tilt);
v[4].set(horizontalCenterTarget, verticalCenterTarget, +0.3f, -tilt);
v[5].set(horizontalCenterTarget, verticalCenterTarget, -1.0f, -1.0f);
v[6].set(horizontalCenterTarget, verticalCenterTarget, +1.0f, -1.0f);
v[7].set(horizontalCenterTarget, verticalCenterTarget, -1.0f, +1.0f);
v[8].set(horizontalCenterTarget, verticalCenterTarget, +1.0f, +1.0f);
v[9].set(horizontalCenterTarget, verticalCenterTarget, -0.3f, tilt);
v[10].set(horizontalCenterTarget, verticalCenterTarget, +0.3f, -tilt);
v[11].set(horizontalCenterSource, verticalCenterSource, -0.3f, tilt);
v[12].set(horizontalCenterSource, verticalCenterSource, +0.3f, -tilt);
v[13].set(horizontalCenterSource, verticalCenterSource, -1.0f, +1.0f);
v[14].set(horizontalCenterSource, verticalCenterSource, +1.0f, +1.0f);
v[15].set(horizontalCenterSource, verticalCenterSource, -1.0f, -1.0f);
v[16].set(horizontalCenterSource, verticalCenterSource, +1.0f, -1.0f);
v[17].set(horizontalCenterSource, verticalCenterSource, +1.0f, -1.0f);
usedVertices += 18;
}
class BindingLoopMaterialShader : public QSGMaterialShader
{
public:
BindingLoopMaterialShader();
virtual void updateState(const RenderState &state, QSGMaterial *newEffect,
QSGMaterial *oldEffect);
virtual char const *const *attributeNames() const;
private:
virtual void initialize();
int m_matrix_id;
int m_z_range_id;
};
BindingLoopMaterialShader::BindingLoopMaterialShader()
: QSGMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qmlprofiler/bindingloops.vert"));
setShaderSourceFile(QOpenGLShader::Fragment,
QStringLiteral(":/qmlprofiler/bindingloops.frag"));
}
void BindingLoopMaterialShader::updateState(const RenderState &state, QSGMaterial *, QSGMaterial *)
{
if (state.isMatrixDirty()) {
program()->setUniformValue(m_matrix_id, state.combinedMatrix());
program()->setUniformValue(m_z_range_id, GLfloat(1.0));
}
}
char const *const *BindingLoopMaterialShader::attributeNames() const
{
static const char *const attr[] = {"vertexCoord", "postScaleOffset", 0};
return attr;
}
void BindingLoopMaterialShader::initialize()
{
m_matrix_id = program()->uniformLocation("matrix");
m_z_range_id = program()->uniformLocation("_qt_zRange");
}
BindingLoopMaterial::BindingLoopMaterial()
{
setFlag(QSGMaterial::Blending, false);
}
QSGMaterialType *BindingLoopMaterial::type() const
{
static QSGMaterialType type;
return &type;
}
QSGMaterialShader *BindingLoopMaterial::createShader() const
{
return new BindingLoopMaterialShader;
}
void Point2DWithOffset::set(float nx, float ny, float nx2, float ny2)
{
x = nx; y = ny; x2 = nx2; y2 = ny2;
}
}
}