QMLProfiler: Use scene graph for painting events in timeline

By using the scene graph we can retain the geometry for events in
the timeline on the GPU and potentially speed up the rendering for
large amounts of items.

Change-Id: I2cfbb8ef4ebc7b56f1977ec1facb4f2e7f2002ee
Reviewed-by: Kai Koehne <kai.koehne@theqtcompany.com>
This commit is contained in:
Ulf Hermann
2014-11-18 18:32:43 +01:00
parent 62d21d123c
commit ef064154a4
30 changed files with 2395 additions and 390 deletions

View File

@@ -0,0 +1,259 @@
/****************************************************************************
**
** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of Qt Creator.
**
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** use the contact form at http://www.qt.io/contact-us.
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** General Public License version 2.1 or version 3 as published by the Free
** Software Foundation and appearing in the file LICENSE.LGPLv21 and
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** following information to ensure the GNU Lesser General Public License
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#include "timelinenotesrenderpass.h"
#include "timelinerenderstate.h"
#include "qmlprofilernotesmodel.h"
namespace QmlProfiler {
namespace Internal {
struct Point2DWithDistanceFromTop {
float x, y, d;
void set(float nx, float ny, float nd);
};
class NotesMaterial : public QSGMaterial
{
public:
QSGMaterialType *type() const;
QSGMaterialShader *createShader() const;
};
struct NotesGeometry
{
static const int maxNotes;
static const QSGGeometry::AttributeSet &point2DWithDistanceFromTop();
static QSGGeometry *createGeometry(QVector<int> &ids, const TimelineModel *model,
const TimelineRenderState *parentState, bool collapsed);
};
const int NotesGeometry::maxNotes = 0xffff / 2;
struct TimelineNotesRenderPassState : public TimelineRenderPass::State
{
TimelineNotesRenderPassState(int expandedRows);
QSGGeometryNode *createNode();
NotesMaterial material;
QSGGeometry nullGeometry;
};
const QSGGeometry::AttributeSet &NotesGeometry::point2DWithDistanceFromTop()
{
static QSGGeometry::Attribute data[] = {
QSGGeometry::Attribute::create(0, 2, GL_FLOAT, true),
QSGGeometry::Attribute::create(1, 1, GL_FLOAT),
};
static QSGGeometry::AttributeSet attrs = {
2,
sizeof(Point2DWithDistanceFromTop),
data
};
return attrs;
}
const TimelineNotesRenderPass *TimelineNotesRenderPass::instance()
{
static const TimelineNotesRenderPass pass;
return &pass;
}
TimelineNotesRenderPass::TimelineNotesRenderPass()
{
}
TimelineRenderPass::State *TimelineNotesRenderPass::update(const TimelineRenderer *renderer,
const TimelineRenderState *parentState,
State *oldState, int firstIndex,
int lastIndex, bool stateChanged,
qreal spacing) const
{
Q_UNUSED(firstIndex);
Q_UNUSED(lastIndex);
Q_UNUSED(spacing);
const QmlProfilerNotesModel *notes = renderer->notes();
const TimelineModel *model = renderer->model();
TimelineNotesRenderPassState *state;
if (oldState == 0) {
state = new TimelineNotesRenderPassState(model->expandedRowCount());
} else {
if (!stateChanged && !renderer->notesDirty())
return oldState;
state = static_cast<TimelineNotesRenderPassState *>(oldState);
}
QVector<QVector<int> > expanded(model->expandedRowCount());
QVector<int> collapsed;
for (int i = 0; i < qMin(notes->count(), NotesGeometry::maxNotes); ++i) {
if (notes->timelineModel(i) != model->modelId())
continue;
int timelineIndex = notes->timelineIndex(i);
if (model->startTime(timelineIndex) > parentState->end() ||
model->endTime(timelineIndex) < parentState->start())
continue;
expanded[model->expandedRow(timelineIndex)] << timelineIndex;
collapsed << timelineIndex;
}
QSGGeometryNode *collapsedNode = static_cast<QSGGeometryNode *>(state->collapsedOverlay);
if (collapsed.count() > 0) {
collapsedNode->setGeometry(NotesGeometry::createGeometry(collapsed, model, parentState,
true));
collapsedNode->setFlag(QSGGeometryNode::OwnsGeometry, true);
} else {
collapsedNode->setGeometry(&state->nullGeometry);
collapsedNode->setFlag(QSGGeometryNode::OwnsGeometry, false);
}
for (int row = 0; row < model->expandedRowCount(); ++row) {
QSGGeometryNode *rowNode = static_cast<QSGGeometryNode *>(state->expandedRows[row]);
if (expanded[row].isEmpty()) {
rowNode->setGeometry(&state->nullGeometry);
rowNode->setFlag(QSGGeometryNode::OwnsGeometry, false);
} else {
rowNode->setGeometry(NotesGeometry::createGeometry(expanded[row], model, parentState,
false));
collapsedNode->setFlag(QSGGeometryNode::OwnsGeometry, true);
}
}
return state;
}
TimelineNotesRenderPassState::TimelineNotesRenderPassState(int numExpandedRows) :
nullGeometry(NotesGeometry::point2DWithDistanceFromTop(), 0)
{
material.setFlag(QSGMaterial::Blending, true);
expandedRows.reserve(numExpandedRows);
for (int i = 0; i < numExpandedRows; ++i)
expandedRows << createNode();
collapsedOverlay = createNode();
}
QSGGeometryNode *TimelineNotesRenderPassState::createNode()
{
QSGGeometryNode *node = new QSGGeometryNode;
node->setGeometry(&nullGeometry);
node->setMaterial(&material);
return node;
}
QSGGeometry *NotesGeometry::createGeometry(QVector<int> &ids, const TimelineModel *model,
const TimelineRenderState *parentState, bool collapsed)
{
float rowHeight = TimelineModel::defaultRowHeight();
QSGGeometry *geometry = new QSGGeometry(point2DWithDistanceFromTop(),
ids.count() * 2);
geometry->setDrawingMode(GL_LINES);
geometry->setLineWidth(3);
Point2DWithDistanceFromTop *v =
static_cast<Point2DWithDistanceFromTop *>(geometry->vertexData());
for (int i = 0; i < ids.count(); ++i) {
int timelineIndex = ids[i];
float horizontalCenter = ((model->startTime(timelineIndex) +
model->endTime(timelineIndex)) / (qint64)2 -
parentState->start()) * parentState->scale();
float verticalStart = (collapsed ? (model->collapsedRow(timelineIndex) + 0.1) : 0.1) *
rowHeight;
float verticalEnd = verticalStart + 0.8 * rowHeight;
v[i * 2].set(horizontalCenter, verticalStart, 0);
v[i * 2 + 1].set(horizontalCenter, verticalEnd, 1);
}
return geometry;
}
class NotesMaterialShader : public QSGMaterialShader
{
public:
NotesMaterialShader();
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;
};
NotesMaterialShader::NotesMaterialShader()
: QSGMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qmlprofiler/notes.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qmlprofiler/notes.frag"));
}
void NotesMaterialShader::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 *NotesMaterialShader::attributeNames() const
{
static const char *const attr[] = {"vertexCoord", "distanceFromTop", 0};
return attr;
}
void NotesMaterialShader::initialize()
{
m_matrix_id = program()->uniformLocation("matrix");
m_z_range_id = program()->uniformLocation("_qt_zRange");
}
QSGMaterialType *NotesMaterial::type() const
{
static QSGMaterialType type;
return &type;
}
QSGMaterialShader *NotesMaterial::createShader() const
{
return new NotesMaterialShader;
}
void Point2DWithDistanceFromTop::set(float nx, float ny, float nd)
{
x = nx; y = ny; d = nd;
}
}
}