forked from qt-creator/qt-creator
Like that we don't have to expose any private members and we don't have to care about QSGNodes we'll never create in a render pass. Change-Id: I4e71da24c85de8f8f73d58fc2e76dc5e82ee31ae Reviewed-by: Kai Koehne <kai.koehne@theqtcompany.com>
363 lines
13 KiB
C++
363 lines
13 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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**
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** This file is part of Qt Creator.
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**
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and Digia. For licensing terms and
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** conditions see http://www.qt.io/licensing. For further information
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** use the contact form at http://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 or version 3 as published by the Free
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** Software Foundation and appearing in the file LICENSE.LGPLv21 and
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** LICENSE.LGPLv3 included in the packaging of this file. Please review the
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** following information to ensure the GNU Lesser General Public License
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** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Digia gives you certain additional
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** rights. These rights are described in the Digia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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****************************************************************************/
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#include "qmlprofilerbindingloopsrenderpass.h"
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namespace QmlProfiler {
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namespace Internal {
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class BindingLoopMaterial : public QSGMaterial {
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public:
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QSGMaterialType *type() const;
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QSGMaterialShader *createShader() const;
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BindingLoopMaterial();
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};
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struct BindingLoopsRenderPassState : public Timeline::TimelineRenderPass::State {
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BindingLoopsRenderPassState() : indexFrom(std::numeric_limits<int>::max()), indexTo(-1) {}
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BindingLoopMaterial material;
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int indexFrom;
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int indexTo;
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QVector<QSGNode *> m_expandedRows;
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const QVector<QSGNode *> &expandedRows() const { return m_expandedRows; }
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QSGNode *m_collapsedOverlay;
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QSGNode *collapsedOverlay() const { return m_collapsedOverlay; }
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};
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struct Point2DWithOffset {
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float x, y, x2, y2;
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void set(float nx, float ny, float nx2, float ny2);
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};
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struct BindlingLoopsGeometry {
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static const QSGGeometry::AttributeSet &point2DWithOffset();
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static const int maxEventsPerNode = 0xffff / 18;
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BindlingLoopsGeometry() : allocatedVertices(0), usedVertices(0), currentY(-1), node(0) {}
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uint allocatedVertices;
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uint usedVertices;
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float currentY;
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QSGGeometryNode *node;
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Point2DWithOffset *vertexData();
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void allocate(QSGMaterial *material);
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void addExpandedEvent(float itemCenter);
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void addCollapsedEvent(float horizontalCenterSource, float horizontalCenterTarget,
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float verticalCenterSource, float verticalCenterTarget);
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};
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const QmlProfilerBindingLoopsRenderPass *QmlProfilerBindingLoopsRenderPass::instance()
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{
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static const QmlProfilerBindingLoopsRenderPass pass;
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return &pass;
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}
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QmlProfilerBindingLoopsRenderPass::QmlProfilerBindingLoopsRenderPass()
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{
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}
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void updateNodes(const QmlProfilerRangeModel *model, int from, int to,
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const Timeline::TimelineRenderState *parentState,
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BindingLoopsRenderPassState *state)
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{
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QVector<BindlingLoopsGeometry> expandedPerRow(model->expandedRowCount());
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BindlingLoopsGeometry collapsed;
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for (int i = from; i < to; ++i) {
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int bindingLoopDest = model->bindingLoopDest(i);
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if (bindingLoopDest == -1)
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continue;
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qint64 start = qMax(parentState->start(), model->startTime(i));
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qint64 end = qMin(parentState->end(), model->startTime(i) + model->duration(i));
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if (start > end)
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continue;
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expandedPerRow[model->expandedRow(i)].usedVertices += 4;
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collapsed.usedVertices += 18;
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}
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for (int i = 0; i < model->expandedRowCount(); ++i) {
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BindlingLoopsGeometry &row = expandedPerRow[i];
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if (row.usedVertices > 0) {
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row.allocate(&state->material);
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state->m_expandedRows[i]->appendChildNode(row.node);
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}
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}
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if (collapsed.usedVertices > 0) {
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collapsed.allocate(&state->material);
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state->m_collapsedOverlay->appendChildNode(collapsed.node);
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}
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int rowHeight = Timeline::TimelineModel::defaultRowHeight();
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for (int i = from; i < to; ++i) {
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int bindingLoopDest = model->bindingLoopDest(i);
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if (bindingLoopDest == -1)
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continue;
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if (model->startTime(i) > parentState->end() || model->endTime(i) < parentState->start())
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continue;
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qint64 center = qMax(parentState->start(), qMin(parentState->end(),
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(model->startTime(i) + model->endTime(i)) /
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(qint64)2));
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float itemCenter = (center - parentState->start()) * parentState->scale();
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expandedPerRow[model->expandedRow(i)].addExpandedEvent(itemCenter);
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center = qMax(parentState->start(), qMin(parentState->end(),
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(model->startTime(bindingLoopDest) +
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model->endTime(bindingLoopDest)) / (qint64)2));
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float itemCenterTarget = (center - parentState->start()) * parentState->scale();
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collapsed.addCollapsedEvent(itemCenter, itemCenterTarget,
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(model->collapsedRow(i) + 0.5) * rowHeight,
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(model->collapsedRow(bindingLoopDest) + 0.5) * rowHeight);
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}
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}
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Timeline::TimelineRenderPass::State *QmlProfilerBindingLoopsRenderPass::update(
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const Timeline::TimelineRenderer *renderer,
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const Timeline::TimelineRenderState *parentState, State *oldState,
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int indexFrom, int indexTo, bool stateChanged, qreal spacing) const
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{
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Q_UNUSED(stateChanged);
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Q_UNUSED(spacing);
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const QmlProfilerRangeModel *model = qobject_cast<const QmlProfilerRangeModel *>(
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renderer->model());
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BindingLoopsRenderPassState *state;
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if (oldState == 0) {
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state = new BindingLoopsRenderPassState;
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state->m_expandedRows.reserve(model->expandedRowCount());
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for (int i = 0; i < model->expandedRowCount(); ++i)
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state->m_expandedRows << new QSGNode;
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state->m_collapsedOverlay = new QSGNode;
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} else {
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state = static_cast<BindingLoopsRenderPassState *>(oldState);
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}
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if (!model)
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return state;
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if (indexFrom < 0 || indexTo > model->count())
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return state;
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if (state->indexFrom < state->indexTo) {
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if (indexFrom < state->indexFrom) {
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for (int i = indexFrom; i < state->indexFrom;
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i += BindlingLoopsGeometry::maxEventsPerNode)
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updateNodes(model, i, qMin(i + BindlingLoopsGeometry::maxEventsPerNode,
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state->indexFrom), parentState, state);
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}
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if (indexTo > state->indexTo) {
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for (int i = state->indexTo; i < indexTo; i+= BindlingLoopsGeometry::maxEventsPerNode)
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updateNodes(model, i, qMin(i + BindlingLoopsGeometry::maxEventsPerNode, indexTo),
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parentState, state);
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}
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} else {
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for (int i = indexFrom; i < indexTo; i+= BindlingLoopsGeometry::maxEventsPerNode)
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updateNodes(model, i, qMin(i + BindlingLoopsGeometry::maxEventsPerNode, indexTo),
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parentState, state);
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}
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state->indexFrom = qMin(state->indexFrom, indexFrom);
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state->indexTo = qMax(state->indexTo, indexTo);
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return state;
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}
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const QSGGeometry::AttributeSet &BindlingLoopsGeometry::point2DWithOffset()
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{
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static QSGGeometry::Attribute data[] = {
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QSGGeometry::Attribute::create(0, 2, GL_FLOAT, true),
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QSGGeometry::Attribute::create(1, 2, GL_FLOAT),
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};
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static QSGGeometry::AttributeSet attrs = {
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2,
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sizeof(Point2DWithOffset),
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data
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};
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return attrs;
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}
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Point2DWithOffset *BindlingLoopsGeometry::vertexData()
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{
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QSGGeometry *geometry = node->geometry();
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Q_ASSERT(geometry->attributeCount() == 2);
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Q_ASSERT(geometry->sizeOfVertex() == sizeof(Point2DWithOffset));
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const QSGGeometry::Attribute *attributes = geometry->attributes();
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Q_ASSERT(attributes[0].position == 0);
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Q_ASSERT(attributes[0].tupleSize == 2);
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Q_ASSERT(attributes[0].type == GL_FLOAT);
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Q_ASSERT(attributes[1].position == 1);
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Q_ASSERT(attributes[1].tupleSize == 2);
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Q_ASSERT(attributes[1].type == GL_FLOAT);
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return static_cast<Point2DWithOffset *>(geometry->vertexData());
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}
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void BindlingLoopsGeometry::allocate(QSGMaterial *material)
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{
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QSGGeometry *geometry = new QSGGeometry(BindlingLoopsGeometry::point2DWithOffset(),
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usedVertices);
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geometry->setIndexDataPattern(QSGGeometry::StaticPattern);
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geometry->setVertexDataPattern(QSGGeometry::StaticPattern);
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node = new QSGGeometryNode;
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node->setGeometry(geometry);
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node->setFlag(QSGNode::OwnsGeometry, true);
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node->setMaterial(material);
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allocatedVertices = usedVertices;
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usedVertices = 0;
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}
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void BindlingLoopsGeometry::addExpandedEvent(float itemCenter)
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{
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float verticalCenter = Timeline::TimelineModel::defaultRowHeight() / 2.0;
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Point2DWithOffset *v = vertexData() + usedVertices;
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v[0].set(itemCenter, verticalCenter, -1.0f, currentY);
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v[1].set(itemCenter, verticalCenter, +1.0f, currentY);
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currentY = -currentY;
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v[2].set(itemCenter, verticalCenter, -1.0f, currentY);
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v[3].set(itemCenter, verticalCenter, +1.0f, currentY);
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usedVertices += 4;
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}
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void BindlingLoopsGeometry::addCollapsedEvent(float horizontalCenterSource,
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float horizontalCenterTarget,
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float verticalCenterSource,
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float verticalCenterTarget)
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{
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if (verticalCenterSource < verticalCenterTarget) {
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qSwap(verticalCenterSource, verticalCenterTarget);
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qSwap(horizontalCenterSource, horizontalCenterTarget);
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}
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float tilt = horizontalCenterSource < horizontalCenterTarget ? +0.3 : -0.3;
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Point2DWithOffset *v = vertexData() + usedVertices;
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v[0].set(horizontalCenterSource, verticalCenterSource, -0.3f, tilt);
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v[1].set(horizontalCenterSource, verticalCenterSource, -0.3f, tilt);
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v[2].set(horizontalCenterSource, verticalCenterSource, +0.3f, -tilt);
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v[3].set(horizontalCenterTarget, verticalCenterTarget, -0.3f, tilt);
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v[4].set(horizontalCenterTarget, verticalCenterTarget, +0.3f, -tilt);
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v[5].set(horizontalCenterTarget, verticalCenterTarget, -1.0f, -1.0f);
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v[6].set(horizontalCenterTarget, verticalCenterTarget, +1.0f, -1.0f);
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v[7].set(horizontalCenterTarget, verticalCenterTarget, -1.0f, +1.0f);
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v[8].set(horizontalCenterTarget, verticalCenterTarget, +1.0f, +1.0f);
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v[9].set(horizontalCenterTarget, verticalCenterTarget, -0.3f, tilt);
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v[10].set(horizontalCenterTarget, verticalCenterTarget, +0.3f, -tilt);
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v[11].set(horizontalCenterSource, verticalCenterSource, -0.3f, tilt);
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v[12].set(horizontalCenterSource, verticalCenterSource, +0.3f, -tilt);
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v[13].set(horizontalCenterSource, verticalCenterSource, -1.0f, +1.0f);
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v[14].set(horizontalCenterSource, verticalCenterSource, +1.0f, +1.0f);
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v[15].set(horizontalCenterSource, verticalCenterSource, -1.0f, -1.0f);
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v[16].set(horizontalCenterSource, verticalCenterSource, +1.0f, -1.0f);
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v[17].set(horizontalCenterSource, verticalCenterSource, +1.0f, -1.0f);
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usedVertices += 18;
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}
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class BindingLoopMaterialShader : public QSGMaterialShader
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{
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public:
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BindingLoopMaterialShader();
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virtual void updateState(const RenderState &state, QSGMaterial *newEffect,
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QSGMaterial *oldEffect);
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virtual char const *const *attributeNames() const;
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private:
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virtual void initialize();
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int m_matrix_id;
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int m_z_range_id;
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};
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BindingLoopMaterialShader::BindingLoopMaterialShader()
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: QSGMaterialShader()
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{
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setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qmlprofiler/bindingloops.vert"));
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setShaderSourceFile(QOpenGLShader::Fragment,
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QStringLiteral(":/qmlprofiler/bindingloops.frag"));
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}
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void BindingLoopMaterialShader::updateState(const RenderState &state, QSGMaterial *, QSGMaterial *)
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{
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if (state.isMatrixDirty()) {
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program()->setUniformValue(m_matrix_id, state.combinedMatrix());
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program()->setUniformValue(m_z_range_id, GLfloat(1.0));
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}
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}
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char const *const *BindingLoopMaterialShader::attributeNames() const
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{
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static const char *const attr[] = {"vertexCoord", "postScaleOffset", 0};
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return attr;
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}
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void BindingLoopMaterialShader::initialize()
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{
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m_matrix_id = program()->uniformLocation("matrix");
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m_z_range_id = program()->uniformLocation("_qt_zRange");
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}
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BindingLoopMaterial::BindingLoopMaterial()
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{
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setFlag(QSGMaterial::Blending, false);
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}
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QSGMaterialType *BindingLoopMaterial::type() const
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{
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static QSGMaterialType type;
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return &type;
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}
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QSGMaterialShader *BindingLoopMaterial::createShader() const
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{
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return new BindingLoopMaterialShader;
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}
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void Point2DWithOffset::set(float nx, float ny, float nx2, float ny2)
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{
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x = nx; y = ny; x2 = nx2; y2 = ny2;
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}
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}
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}
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