/**************************************************************************** ** ** 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. ** ** $QT_BEGIN_LICENSE:COMM$ ** ** 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. ** ** $QT_END_LICENSE$ ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ****************************************************************************/ #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 #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { class Shader; template class APIShaderManager { public: explicit APIShaderManager() { } ~APIShaderManager() { } QVector 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 &referencedShaderNodes = m_apiShaders[apiShader]; referencedShaderNodes.removeAll(shader->peerId()); if (referencedShaderNodes.empty()) { m_abandonedShaders.push_back(apiShader); m_apiShaders.remove(apiShader); } } QVector takeAbandonned() { QWriteLocker lock(&m_readWriteLock); return std::move(m_abandonedShaders); } QVector takeUpdated() { QWriteLocker lock(&m_readWriteLock); return std::move(m_updatedShaders); } QVector 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 nodeShaderCode = shaderNode->shaderCode(); const QVector 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 m_nodeIdToAPIShader; QHash> m_apiShaders; QVector m_abandonedShaders; QVector m_updatedShaders; mutable QReadWriteLock m_readWriteLock; }; } // Render } // Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_APISHADERMANAGER_H