// Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #include "buffer_p.h" #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { Buffer::Buffer() : BackendNode(QBackendNode::ReadWrite) , m_usage(Qt3DCore::QBuffer::StaticDraw) , m_bufferDirty(false) , m_access(Qt3DCore::QBuffer::Write) , m_manager(nullptr) { // Maybe it could become read write if we want to inform // the frontend QBuffer node of any backend issue } Buffer::~Buffer() { } void Buffer::cleanup() { m_usage = Qt3DCore::QBuffer::StaticDraw; m_data.clear(); m_bufferUpdates.clear(); m_bufferDirty = false; m_access = Qt3DCore::QBuffer::Write; } void Buffer::setManager(BufferManager *manager) { m_manager = manager; } //Called from th sendBufferJob void Buffer::updateDataFromGPUToCPU(QByteArray data) { // Note: when this is called, data is what's currently in GPU memory // so m_data shouldn't be reuploaded m_data = data; } void Buffer::forceDataUpload() { // We push back an update with offset = -1 // As this is the way to force data to be loaded Qt3DCore::QBufferUpdate updateNewData; updateNewData.offset = -1; m_bufferUpdates.clear(); //previous updates are pointless m_bufferUpdates.push_back(updateNewData); } void Buffer::syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime) { BackendNode::syncFromFrontEnd(frontEnd, firstTime); const Qt3DCore::QBuffer *node = qobject_cast(frontEnd); if (!node) return; if (firstTime && m_manager != nullptr) { m_manager->addBufferReference(peerId()); m_bufferDirty = true; } m_access = node->accessType(); if (m_usage != node->usage()) { m_usage = node->usage(); m_bufferDirty = true; } { const QVariant v = node->property(Qt3DCore::QBufferPrivate::UpdateDataPropertyName); // Make sure we record data if it's the first time we are called // or if we have no partial updates if (firstTime || !v.isValid()){ const QByteArray newData = node->data(); const bool dirty = m_data != newData; m_bufferDirty |= dirty; m_data = newData; // Since frontend applies partial updates to its m_data // if we enter this code block, there's no problem in actually // ignoring the partial updates if (v.isValid()) const_cast(node)->setProperty(Qt3DCore::QBufferPrivate::UpdateDataPropertyName, {}); if (dirty && !m_data.isEmpty()) forceDataUpload(); } else if (v.isValid()) { // Apply partial updates and record them to allow partial upload to the GPU const QVariantList updateList = v.toList(); for (const QVariant &update : updateList) { Qt3DCore::QBufferUpdate updateData = update.value(); m_data.replace(updateData.offset, updateData.data.size(), updateData.data); m_bufferUpdates.push_back(updateData); m_bufferDirty = true; } const_cast(node)->setProperty(Qt3DCore::QBufferPrivate::UpdateDataPropertyName, {}); } } markDirty(AbstractRenderer::BuffersDirty); } // Called by Renderer once the buffer has been uploaded to OpenGL void Buffer::unsetDirty() { m_bufferDirty = false; } BufferFunctor::BufferFunctor(AbstractRenderer *renderer, BufferManager *manager) : m_manager(manager) , m_renderer(renderer) { } Qt3DCore::QBackendNode *BufferFunctor::create(Qt3DCore::QNodeId id) const { Buffer *buffer = m_manager->getOrCreateResource(id); buffer->setManager(m_manager); buffer->setRenderer(m_renderer); return buffer; } Qt3DCore::QBackendNode *BufferFunctor::get(Qt3DCore::QNodeId id) const { return m_manager->lookupResource(id); } void BufferFunctor::destroy(Qt3DCore::QNodeId id) const { if (m_manager->contains(id)) { m_manager->removeBufferReference(id); m_manager->releaseResource(id); } } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE