/**************************************************************************** ** ** 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 "buffer_p.h" #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DCore; namespace Qt3DRender { namespace Render { Buffer::Buffer() : BackendNode(QBackendNode::ReadWrite) , m_usage(QBuffer::StaticDraw) , m_bufferDirty(false) , m_syncData(false) , m_access(QBuffer::Write) , m_manager(nullptr) { // Maybe it could become read write if we want to inform // the frontend QBuffer node of any backend issue } Buffer::~Buffer() { } void Buffer::cleanup() { m_usage = QBuffer::StaticDraw; m_data.clear(); m_bufferUpdates.clear(); m_functor.reset(); m_bufferDirty = false; m_syncData = false; m_access = QBuffer::Write; } void Buffer::setManager(BufferManager *manager) { m_manager = manager; } void Buffer::executeFunctor() { Q_ASSERT(m_functor); m_data = (*m_functor)(); // Request data to be loaded forceDataUpload(); } //Called from th sendBufferJob void Buffer::updateDataFromGPUToCPU(QByteArray data) { // Note: when this is called, data is what's currently in GPU memory // so m_data shouldn't be reuploaded m_data = data; } void Buffer::forceDataUpload() { // We push back an update with offset = -1 // As this is the way to force data to be loaded QBufferUpdate updateNewData; updateNewData.offset = -1; m_bufferUpdates.clear(); //previous updates are pointless m_bufferUpdates.push_back(updateNewData); } void Buffer::syncFromFrontEnd(const QNode *frontEnd, bool firstTime) { BackendNode::syncFromFrontEnd(frontEnd, firstTime); const QBuffer *node = qobject_cast(frontEnd); if (!node) return; if (firstTime && m_manager != nullptr) { m_manager->addBufferReference(peerId()); m_bufferDirty = true; } m_syncData = node->isSyncData(); m_access = node->accessType(); if (m_usage != node->usage()) { m_usage = node->usage(); m_bufferDirty = true; } { QBufferDataGeneratorPtr newGenerator = node->dataGenerator(); bool dirty = (newGenerator && m_functor && !(*newGenerator == *m_functor)) || (newGenerator.isNull() && !m_functor.isNull()) || (!newGenerator.isNull() && m_functor.isNull()); m_bufferDirty |= dirty; m_functor = newGenerator; if (m_functor && m_manager != nullptr) m_manager->addDirtyBuffer(peerId()); } { const QVariant v = node->property("QT3D_updateData"); // Make sure we record data if it's the first time we are called // or if we have no partial updates if (firstTime || !v.isValid()){ const QByteArray newData = node->data(); const bool dirty = m_data != newData; m_bufferDirty |= dirty; m_data = newData; // Since frontend applies partial updates to its m_data // if we enter this code block, there's no problem in actually // ignoring the partial updates if (v.isValid()) const_cast(node)->setProperty("QT3D_updateData", {}); if (dirty && !m_data.isEmpty()) forceDataUpload(); } else if (v.isValid()) { // Apply partial updates and record them to allow partial upload to the GPU Qt3DRender::QBufferUpdate updateData = v.value(); m_data.replace(updateData.offset, updateData.data.size(), updateData.data); m_bufferUpdates.push_back(updateData); m_bufferDirty = true; const_cast(node)->setProperty("QT3D_updateData", {}); } } markDirty(AbstractRenderer::BuffersDirty); } // Called by Renderer once the buffer has been uploaded to OpenGL void Buffer::unsetDirty() { m_bufferDirty = false; } BufferFunctor::BufferFunctor(AbstractRenderer *renderer, BufferManager *manager) : m_manager(manager) , m_renderer(renderer) { } Qt3DCore::QBackendNode *BufferFunctor::create(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const { Buffer *buffer = m_manager->getOrCreateResource(change->subjectId()); buffer->setManager(m_manager); buffer->setRenderer(m_renderer); return buffer; } Qt3DCore::QBackendNode *BufferFunctor::get(Qt3DCore::QNodeId id) const { return m_manager->lookupResource(id); } void BufferFunctor::destroy(Qt3DCore::QNodeId id) const { m_manager->removeBufferReference(id); return m_manager->releaseResource(id); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE