/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** 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 "renderqueues_p.h" #include #include QT_BEGIN_NAMESPACE namespace Qt3D { namespace Render { RenderQueues::RenderQueues(int capacity) : m_targetRenderViewCount(1), m_queues(capacity), m_currentWorkQueue(1) { m_currentRenderViewCount.fetchAndStoreOrdered(0); } int RenderQueues::currentRenderViewCount() const { return m_currentRenderViewCount.loadAcquire(); } /*! * In case framegraph changed we have to be able to externally * reset the RenderQueues */ void RenderQueues::reset() { m_currentRenderViewCount.fetchAndStoreOrdered(0); Q_ASSERT(currentRenderViewCount() == 0); QMutexLocker locker(&m_mutex); m_queues.clear(); } /*! * Queue up a RenderView for the frame being built. * Thread safe as long as we're sure that 2 threads won't use the same submissionOrderIndex. */ void RenderQueues::queueRenderView(RenderView *renderView, uint submissionOrderIndex) { m_currentWorkQueue[submissionOrderIndex] = renderView; m_currentRenderViewCount.ref(); } /*! * Called by the Rendering Thread to retrieve the a frame queue to render. * A call to popFrameQueue is required after rendering of the frame. */ QVector RenderQueues::nextFrameQueue() { return m_queues.front(); } /*! * Sets the number \a targetRenderViewCount of RenderView objects that make up a frame. */ void RenderQueues::setTargetRenderViewCount(int targetRenderViewCount) { m_targetRenderViewCount = targetRenderViewCount; m_currentWorkQueue.resize(targetRenderViewCount); } /*! * Returns true if all the RenderView objects making up the current frame have been queued. * Returns false otherwise. */ bool RenderQueues::isFrameQueueComplete() const { return m_targetRenderViewCount == currentRenderViewCount(); } /*! * Called by the Rendering Thread to pop the frame queue that has just been rendered * and allow the Jobs to restart if the bounded circular buffer had reached its limit. */ void RenderQueues::popFrameQueue() { m_queues.pop_front(); } /*! * Called by RenderViewJobs to push the current frame queue when all jobs * are done. */ void RenderQueues::pushFrameQueue() { // Only one RenderViewJob should be able to switch to the next work queue // It should cost less to have the mutex here and make a second check of timeToSubmit // Than having the QMutexLocker in the Renderer enqueueRenderView for each timeToSubmit QMutexLocker locker(&m_mutex); if (isFrameQueueComplete()) { m_currentRenderViewCount.fetchAndStoreOrdered(0); Q_ASSERT(currentRenderViewCount() == 0); locker.unlock(); m_queues.push_back(QVector(m_currentWorkQueue)); for (int i = 0; i < m_currentWorkQueue.size(); i++) m_currentWorkQueue[i] = 0; } } } // Render } // Qt3D QT_END_NAMESPACE