/**************************************************************************** ** ** Copyright (C) 2015 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "computecommand_p.h" #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { ComputeCommand::ComputeCommand() : BackendNode(ReadWrite) , m_frameCount(0) , m_runType(QComputeCommand::Continuous) , m_hasReachedFrameCount(false) { m_workGroups[0] = 1; m_workGroups[1] = 1; m_workGroups[2] = 1; } ComputeCommand::~ComputeCommand() { } void ComputeCommand::cleanup() { QBackendNode::setEnabled(false); m_workGroups[0] = 1; m_workGroups[1] = 1; m_workGroups[2] = 1; m_frameCount = 0; m_runType = QComputeCommand::Continuous; m_hasReachedFrameCount = false; } void ComputeCommand::syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime) { const QComputeCommand *node = qobject_cast(frontEnd); if (!node) return; BackendNode::syncFromFrontEnd(frontEnd, firstTime); if (m_workGroups[0] != node->workGroupX()) { m_workGroups[0] = node->workGroupX(); markDirty(AbstractRenderer::ComputeDirty); } if (m_workGroups[1] != node->workGroupY()) { m_workGroups[1] = node->workGroupY(); markDirty(AbstractRenderer::ComputeDirty); } if (m_workGroups[2] != node->workGroupZ()) { m_workGroups[2] = node->workGroupZ(); markDirty(AbstractRenderer::ComputeDirty); } if (node->runType() != m_runType) { m_runType = node->runType(); markDirty(AbstractRenderer::ComputeDirty); } const QComputeCommandPrivate *d = static_cast(Qt3DCore::QNodePrivate::get(node)); // Check frame count only if frontend is enabled // If disabled that means we might have disabled the frontend because // framecount reached 0 if (d->m_enabled && d->m_frameCount != m_frameCount) { m_frameCount = d->m_frameCount; m_hasReachedFrameCount = m_frameCount <= 0; markDirty(AbstractRenderer::ComputeDirty); } if (firstTime) markDirty(AbstractRenderer::ComputeDirty); } // Called from buildComputeRenderCommands in a job void ComputeCommand::updateFrameCount() { // Disable frontend node when reaching 0 --m_frameCount; if (m_frameCount <= 0) m_hasReachedFrameCount = true; // Backend will be disabled on the next sync } void ComputeCommand::resetHasReachedFrameCount() { m_hasReachedFrameCount = false; } bool ComputeCommand::hasReachedFrameCount() const { return m_hasReachedFrameCount; } } // Render } // Qt3DRender QT_END_NAMESPACE