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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::max()), indexTo(-1) {} BindingLoopMaterial material; int indexFrom; int indexTo; QVector m_expandedRows; const QVector &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 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::TimelineAbstractRenderer *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( renderer->model()); if (!model || indexFrom < 0 || indexTo > model->count()) return oldState; 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(oldState); } 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); Q_UNUSED(attributes); return static_cast(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; } } }