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+/****************************************************************************
+**
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "resourceaccessor_p.h"
+
+#include <Qt3DRender/qrendertargetoutput.h>
+
+#include <private/qrendertargetoutput_p.h>
+#include <private/nodemanagers_p.h>
+#include <private/texture_p.h>
+#include <private/rendertargetoutput_p.h>
+#include <private/texturedatamanager_p.h>
+#include <private/gltexturemanager_p.h>
+#include <private/managers_p.h>
+#include <private/gltexture_p.h>
+
+#include <QtCore/qmutex.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+namespace Render {
+
+RenderBackendResourceAccessor::~RenderBackendResourceAccessor()
+{
+
+}
+
+ResourceAccessor::ResourceAccessor(NodeManagers *mgr)
+ : m_glTextureManager(mgr->glTextureManager())
+ , m_textureManager(mgr->textureManager())
+ , m_attachmentManager(mgr->attachmentManager())
+ , m_entityManager(mgr->renderNodesManager())
+{
+
+}
+
+// called by render plugins from arbitrary thread
+bool ResourceAccessor::accessResource(ResourceType type, Qt3DCore::QNodeId nodeId, void **handle, QMutex **lock)
+{
+ switch (type) {
+
+ case RenderBackendResourceAccessor::OGLTexture: {
+ Texture *tex = m_textureManager->lookupResource(nodeId);
+ if (!tex)
+ return false;
+
+ GLTexture *glTex = m_glTextureManager->lookupResource(tex->peerId());
+ if (!glTex)
+ return false;
+
+ if (glTex->isDirty())
+ return false;
+
+ QOpenGLTexture **glTextureHandle = reinterpret_cast<QOpenGLTexture **>(handle);
+ *glTextureHandle = glTex->getOrCreateGLTexture();
+ *lock = glTex->textureLock();
+ return true;
+ }
+
+ case RenderBackendResourceAccessor::OutputAttachment: {
+ RenderTargetOutput *output = m_attachmentManager->lookupResource(nodeId);
+ if (output) {
+ Attachment **attachmentData = reinterpret_cast<Attachment **>(handle);
+ *attachmentData = output->attachment();
+ return true;
+ }
+ break;
+ }
+
+ case RenderBackendResourceAccessor::EntityHandle: {
+ Entity *entity = m_entityManager->lookupResource(nodeId);
+ if (entity) {
+ Entity **pEntity = reinterpret_cast<Entity **>(handle);
+ *pEntity = entity;
+ return true;
+ }
+ break;
+ }
+
+ default:
+ break;
+ }
+ return false;
+}
+
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE