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+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DRENDER_RENDER_APISHADERMANAGER_H
+#define QT3DRENDER_RENDER_APISHADERMANAGER_H
+
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of other Qt classes. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <Qt3DCore/qnodeid.h>
+#include <Qt3DRender/private/shader_p.h>
+#include <QtCore/QReadLocker>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+namespace Render {
+
+class Shader;
+
+template<class APIShader>
+class APIShaderManager
+{
+public:
+ explicit APIShaderManager()
+ {
+ }
+
+ ~APIShaderManager()
+ {
+ }
+
+ QVector<APIShader *> takeActiveResources() const
+ {
+ QReadLocker lock(&m_readWriteLock);
+ return m_apiShaders.keys().toVector() + m_abandonedShaders;
+ }
+
+ APIShader *lookupResource(Qt3DCore::QNodeId shaderId)
+ {
+ QReadLocker lock(&m_readWriteLock);
+ return m_nodeIdToAPIShader.value(shaderId);
+ }
+
+ // Note: automatically adopts the Shader if it needs to be created
+ APIShader *createOrAdoptExisting(const Shader *shader)
+ {
+ // Try to find if an APIShader that matches shader
+ // already exists
+
+ {
+ QReadLocker readLock(&m_readWriteLock);
+ {
+ const auto end = m_apiShaders.cend();
+ for (auto it = m_apiShaders.cbegin(); it != end; ++it)
+ if (isSameShader(it.key(), shader)) {
+ APIShader *apiShader = it.key();
+ // Adopt if needed
+ readLock.unlock();
+ adopt(apiShader, shader);
+ return apiShader;
+ }
+ }
+
+ // Try to find if one of the scheduled for deletion APIShader
+ // could be reused
+ {
+ const auto end = m_abandonedShaders.end();
+ for (auto it = m_abandonedShaders.begin(); it != end; ++it)
+ if (isSameShader(*it, shader)) {
+ APIShader *apiShader = *it;
+ // Adopt if needed
+ readLock.unlock();
+ // Remove from list of shaders scheduled for relase
+ m_abandonedShaders.erase(it);
+ adopt(apiShader, shader);
+ return apiShader;
+ }
+ }
+ }
+
+ // If not create one
+ APIShader *apiShader = create();
+ adopt(apiShader, shader);
+ return apiShader;
+ }
+
+ // Should never be called from outside code
+ // but left public to maintain adopt/abandon symmetry
+ void adopt(APIShader *apiShader, const Shader *shader)
+ {
+ QWriteLocker lock(&m_readWriteLock);
+ if (!m_apiShaders[apiShader].contains(shader->peerId())) {
+ m_apiShaders[apiShader].push_back(shader->peerId());
+ m_nodeIdToAPIShader.insert(shader->peerId(), apiShader);
+ }
+ }
+
+ void abandon(APIShader *apiShader, const Shader *shader)
+ {
+ QWriteLocker lock(&m_readWriteLock);
+ APIShader *storedApiShader = m_nodeIdToAPIShader.take(shader->peerId());
+ Q_ASSERT(apiShader != nullptr && apiShader == storedApiShader);
+
+ QVector<Qt3DCore::QNodeId> &referencedShaderNodes = m_apiShaders[apiShader];
+ referencedShaderNodes.removeAll(shader->peerId());
+
+ if (referencedShaderNodes.empty()) {
+ m_abandonedShaders.push_back(apiShader);
+ m_apiShaders.remove(apiShader);
+ }
+ }
+
+ QVector<APIShader *> takeAbandonned()
+ {
+ QWriteLocker lock(&m_readWriteLock);
+ return std::move(m_abandonedShaders);
+ }
+
+ QVector<APIShader *> takeUpdated()
+ {
+ QWriteLocker lock(&m_readWriteLock);
+ return std::move(m_updatedShaders);
+ }
+
+ QVector<Qt3DCore::QNodeId> shaderIdsForProgram(APIShader *glShader) const
+ {
+ QReadLocker lock(&m_readWriteLock);
+ return m_apiShaders.value(glShader);
+ }
+
+ void purge()
+ {
+ qDeleteAll(takeAbandonned());
+ }
+
+private:
+
+ bool isSameShader(const APIShader *apiShader, const Shader *shaderNode)
+ {
+ const QVector<QByteArray> nodeShaderCode = shaderNode->shaderCode();
+ const QVector<QByteArray> apiShaderCode = apiShader->shaderCode();
+
+ const int s = nodeShaderCode.size();
+
+ Q_ASSERT(s == apiShaderCode.size());
+
+ for (int i = 0; i < s; ++i)
+ if (nodeShaderCode.at(i) != apiShaderCode.at(i))
+ return false;
+
+ return true;
+ }
+
+ APIShader *create()
+ {
+ APIShader *apiShader = new APIShader();
+ m_updatedShaders.push_back(apiShader);
+ return apiShader;
+ }
+
+
+ QHash<Qt3DCore::QNodeId, APIShader *> m_nodeIdToAPIShader;
+ QHash<APIShader *, QVector<Qt3DCore::QNodeId>> m_apiShaders;
+
+ QVector<APIShader *> m_abandonedShaders;
+ QVector<APIShader *> m_updatedShaders;
+
+ mutable QReadWriteLock m_readWriteLock;
+};
+
+} // Render
+
+} // Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // QT3DRENDER_RENDER_APISHADERMANAGER_H