/**************************************************************************** ** ** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the Qt scene graph research project. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the Technology Preview License Agreement accompanying ** this package. ** ** 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 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qsgtexturemanager.h" #include #include #include #include #include QSGTexture::QSGTexture() : m_status(Null) , m_texture_id(0) , m_ref_count(0) , m_has_alpha(false) , m_owns_texture(true) , m_has_mipmaps(false) { } QSGTexture::~QSGTexture() { if (m_owns_texture) glDeleteTextures(1, (GLuint *) &m_texture_id); } void QSGTexture::setStatus(Status s) { m_status = s; Q_ASSERT(s != Ready || (m_texture_id > 0 && !m_texture_size.isEmpty())); emit statusChanged(s); } struct QSGTextureCacheKey { quint64 cacheKey; bool operator==(const QSGTextureCacheKey &other) const { return other.cacheKey == cacheKey; } }; struct QSGTextureAsyncUpload { QImage image; int progress; QSGTexture *texture; }; uint qHash(const QSGTextureCacheKey &key) { return (key.cacheKey >> 32) ^ uint(key.cacheKey); } class QSGTextureManagerPrivate { public: QSGTextureManagerPrivate() : context(0) , maxUploadTime(5) , uploadChunkSize(64) , uploadTimer(0) { } QSGContext *context; QHash cache; QQueue asyncUploads; int maxUploadTime; int uploadChunkSize; int uploadTimer; QTime lastUpload; }; QSGTextureManager::QSGTextureManager() : d(new QSGTextureManagerPrivate) { } void QSGTextureManager::setContext(QSGContext *context) { Q_ASSERT(!d->context); d->context = context; connect(d->context, SIGNAL(aboutToRenderNextFrame()), this, SLOT(processAsyncTextures())); } QSGContext *QSGTextureManager::context() const { return d->context; } void QSGTextureManager::textureDestroyed(QObject *destroyed) { for (int i=0; iasyncUploads.size(); ++i) { if (destroyed == d->asyncUploads[i].texture) { d->asyncUploads.removeAt(i); break; } } } void QSGTextureManager::swizzleBGRAToRGBA(QImage *image) { const int width = image->width(); const int height = image->height(); for (int i = 0; i < height; ++i) { uint *p = (uint *) image->scanLine(i); for (int x = 0; x < width; ++x) p[x] = ((p[x] << 16) & 0xff0000) | ((p[x] >> 16) & 0xff) | (p[x] & 0xff00ff00); } } QSGTextureRef QSGTextureManager::upload(const QImage &image) { QSGTextureCacheKey key = { image.cacheKey() }; QSGTexture *texture = d->cache.value(key); if (texture) return QSGTextureRef(texture); GLuint id; glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); #ifdef QT_OPENGL_ES QImage i = image; swizzleBGRAToRGBA(&i); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, i.width(), i.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, i.constBits()); #else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, image.constBits()); #endif texture = new QSGTexture; texture->setTextureId(id); texture->setTextureSize(image.size()); texture->setAlphaChannel(image.hasAlphaChannel()); texture->setStatus(QSGTexture::Ready); connect(texture, SIGNAL(destroyed(QObject*)), this, SLOT(textureDestroyed(QObject*))); d->cache.insert(key, texture); QSGTextureRef ref(texture); return ref; } QSGTextureRef QSGTextureManager::requestUpload(const QImage &image, const QObject *listener, const char *slot) { QSGTexture *t = new QSGTexture(); connect(t, SIGNAL(statusChanged(int)), listener, slot); QSGTextureAsyncUpload work; work.image = image; work.progress = 0; work.texture = t; d->asyncUploads << work; if (d->uploadTimer == 0) { d->uploadTimer = startTimer(30); } return QSGTextureRef(t); } void QSGTextureManager::timerEvent(QTimerEvent *) { // ### gunnar: // In the future, I forsee us starting / stopping this timer based // on wether the vsync animation driver is running or not. // Then we can also skip the "time since last upload" logic which // is currently kinda messy and unpredictable. if (d->lastUpload.elapsed() > 50) { // Its been a while since the last frame tick, so we are pausing... // Upload a "big" chunk... int old = d->maxUploadTime; d->maxUploadTime = 50; processAsyncTextures(); d->maxUploadTime = old; } } void QSGTextureManager::processAsyncTextures() { QTime time; time.start(); d->lastUpload.restart(); while (!d->asyncUploads.isEmpty()) { QSGTextureAsyncUpload &upload = d->asyncUploads.first(); int w = upload.image.width(); int h = upload.image.height(); int hChunkCount = (w + d->uploadChunkSize - 1) / d->uploadChunkSize; int vChunkCount = (h + d->uploadChunkSize - 1) / d->uploadChunkSize; int chunkCount = hChunkCount * vChunkCount; QSGTexture *t = upload.texture; // printf("\nASYNC: texture: %p, id=%d, size=(%dx%d), progress: %d / %d (%dx%d)\n", // t, // t->textureId(), // w, h, // upload.progress, chunkCount, hChunkCount, vChunkCount); // Create or bind the texture... if (upload.texture->textureId() == 0) { GLuint id; glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); t->setTextureId(id); t->setTextureSize(QSize(w, h)); t->setAlphaChannel(upload.image.hasAlphaChannel()); t->setStatus(QSGTexture::Loading); // printf("ASYNC: created texture %p with id=%d\n", t, id); } else { glBindTexture(GL_TEXTURE_2D, t->textureId()); } if (time.elapsed() > d->maxUploadTime) return; int steps = 0; while (upload.progress < chunkCount && time.elapsed() < d->maxUploadTime) { int x = (upload.progress % hChunkCount) * d->uploadChunkSize; int y = (upload.progress / hChunkCount) * d->uploadChunkSize; QRect area = QRect(x, y, d->uploadChunkSize, d->uploadChunkSize) & upload.image.rect(); QImage subImage = upload.image.copy(area); // printf("ASYNC: - doing another batch: %d (x=%d, y=%d, w=%d, h=%d\n", // upload.progress, // x, y, subImage.width(), subImage.height()); swizzleBGRAToRGBA(&subImage); glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, subImage.width(), subImage.height(), GL_RGBA, GL_UNSIGNED_BYTE, subImage.constBits()); ++upload.progress; } if (upload.progress == chunkCount) { t->setStatus(QSGTexture::Ready); disconnect(t, SIGNAL(destroyed(QObject*)), this, SLOT(textureDestroyed(QObject*))); d->asyncUploads.dequeue(); if (d->asyncUploads.size() == 0) { killTimer(d->uploadTimer); d->uploadTimer = 0; } } } glBindTexture(GL_TEXTURE_2D, 0); }