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-rw-r--r--src/render/frontend/qrenderaspect.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/render/frontend/qrenderaspect.cpp b/src/render/frontend/qrenderaspect.cpp
index c0db60eca..5d421dc01 100644
--- a/src/render/frontend/qrenderaspect.cpp
+++ b/src/render/frontend/qrenderaspect.cpp
@@ -653,7 +653,7 @@ void QRenderAspectPrivate::renderShutdown()
m_renderer->shutdown();
}
-QVector<Qt3DCore::QAspectJobPtr> QRenderAspect::jobsToExecute(qint64 time)
+std::vector<Qt3DCore::QAspectJobPtr> QRenderAspect::jobsToExecute(qint64 time)
{
using namespace Render;
@@ -665,7 +665,7 @@ QVector<Qt3DCore::QAspectJobPtr> QRenderAspect::jobsToExecute(qint64 time)
#endif
// Create jobs that will get executed by the threadpool
- QVector<QAspectJobPtr> jobs;
+ std::vector<QAspectJobPtr> jobs;
// 1 GeometryJobs, SceneLoaderJobs, LoadTextureJobs
// 2 CalculateBoundingVolumeJob (depends on LoadBuffer)
@@ -692,24 +692,24 @@ QVector<Qt3DCore::QAspectJobPtr> QRenderAspect::jobsToExecute(qint64 time)
auto loadSkeletonJob = Render::LoadSkeletonJobPtr::create(skeletonHandle);
loadSkeletonJob->setNodeManagers(manager);
d->m_syncLoadingJobs->addDependency(loadSkeletonJob);
- jobs.append(loadSkeletonJob);
+ jobs.push_back(loadSkeletonJob);
}
// TO DO: Have 2 jobs queue
// One for urgent jobs that are mandatory for the rendering of a frame
// Another for jobs that can span across multiple frames (Scene/Mesh loading)
- const QVector<Render::LoadSceneJobPtr> sceneJobs = manager->sceneManager()->takePendingSceneLoaderJobs();
+ const std::vector<Render::LoadSceneJobPtr> sceneJobs = manager->sceneManager()->takePendingSceneLoaderJobs();
for (const Render::LoadSceneJobPtr &job : sceneJobs) {
job->setNodeManagers(d->m_nodeManagers);
job->setSceneImporters(d->m_sceneImporter);
- jobs.append(job);
+ jobs.push_back(job);
}
- const QVector<QAspectJobPtr> geometryJobs = d->createGeometryRendererJobs();
- jobs.append(geometryJobs);
+ const std::vector<QAspectJobPtr> geometryJobs = d->createGeometryRendererJobs();
+ jobs.insert(jobs.end(), std::make_move_iterator(geometryJobs.begin()), std::make_move_iterator(geometryJobs.end()));
- const QVector<QAspectJobPtr> preRenderingJobs = d->createPreRendererJobs();
- jobs.append(preRenderingJobs);
+ const std::vector<QAspectJobPtr> preRenderingJobs = d->createPreRendererJobs();
+ jobs.insert(jobs.end(), std::make_move_iterator(preRenderingJobs.begin()), std::make_move_iterator(preRenderingJobs.end()));
// Don't spawn any rendering jobs, if the renderer decides to skip this frame
// Note: this only affects rendering jobs (jobs that load buffers,
@@ -758,8 +758,8 @@ QVector<Qt3DCore::QAspectJobPtr> QRenderAspect::jobsToExecute(qint64 time)
if (layersDirty)
jobs.push_back(d->m_updateEntityLayersJob);
- const QVector<QAspectJobPtr> renderBinJobs = d->m_renderer->renderBinJobs();
- jobs.append(renderBinJobs);
+ const std::vector<QAspectJobPtr> renderBinJobs = d->m_renderer->renderBinJobs();
+ jobs.insert(jobs.end(), std::make_move_iterator(renderBinJobs.begin()), std::make_move_iterator(renderBinJobs.end()));
}
return jobs;
@@ -876,11 +876,11 @@ void QRenderAspect::onUnregistered()
d->m_offscreenHelper = nullptr;
}
-QVector<Qt3DCore::QAspectJobPtr> QRenderAspectPrivate::createGeometryRendererJobs() const
+std::vector<Qt3DCore::QAspectJobPtr> QRenderAspectPrivate::createGeometryRendererJobs() const
{
Render::GeometryRendererManager *geomRendererManager = m_nodeManagers->geometryRendererManager();
const QVector<QNodeId> dirtyGeometryRenderers = geomRendererManager->dirtyGeometryRenderers();
- QVector<QAspectJobPtr> dirtyGeometryRendererJobs;
+ std::vector<QAspectJobPtr> dirtyGeometryRendererJobs;
dirtyGeometryRendererJobs.reserve(dirtyGeometryRenderers.size());
for (const QNodeId &geoRendererId : dirtyGeometryRenderers) {
@@ -895,7 +895,7 @@ QVector<Qt3DCore::QAspectJobPtr> QRenderAspectPrivate::createGeometryRendererJob
return dirtyGeometryRendererJobs;
}
-QVector<QAspectJobPtr> QRenderAspectPrivate::createPreRendererJobs() const
+std::vector<QAspectJobPtr> QRenderAspectPrivate::createPreRendererJobs() const
{
if (!m_renderer)
return {};
@@ -912,8 +912,8 @@ QVector<QAspectJobPtr> QRenderAspectPrivate::createPreRendererJobs() const
m_rayCastingJob->setFrameGraphRoot(m_renderer->frameGraphRoot());
}
- jobs.append(m_pickBoundingVolumeJob);
- jobs.append(m_rayCastingJob);
+ jobs.push_back(m_pickBoundingVolumeJob);
+ jobs.push_back(m_rayCastingJob);
return jobs;
}