/**************************************************************************** ** ** 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 "loadtexturedatajob_p.h" #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { LoadTextureDataJob::LoadTextureDataJob(const Qt3DCore::QNodeId &textureId) : m_textureId(textureId) { } LoadTextureDataJob::~LoadTextureDataJob() { } static QPair textureDataFromFunctor(TextureDataManager *textureDataManager, QTextureDataFunctorPtr functor) { HTextureData textureDataHandle; QTexImageData *data = Q_NULLPTR; QMutexLocker locker(textureDataManager->mutex()); // We don't want to take the chance of having two jobs uploading the same functor // because of sync issues textureDataHandle = textureDataManager->textureDataFromFunctor(functor); // Texture data handle isn't null == there's already a matching TextureData if (!textureDataHandle.isNull()) { data = textureDataManager->data(textureDataHandle); } else { QTexImageDataPtr dataPtr = functor->operator ()(); if (dataPtr.isNull()) { qCDebug(Jobs) << Q_FUNC_INFO << "Texture has no raw data"; } else { // Save the QTexImageDataPtr with it's functor as a key textureDataHandle = textureDataManager->acquire(); data = textureDataManager->data(textureDataHandle); *data = *(dataPtr.data()); textureDataManager->addTextureDataForFunctor(textureDataHandle, functor); } } return qMakePair(textureDataHandle, data); } void LoadTextureDataJob::run() { qCDebug(Jobs) << "Entering" << Q_FUNC_INFO << QThread::currentThread(); Texture *txt = m_manager->textureManager()->lookupResource(m_textureId); TextureDataManager *textureDataManager = m_manager->manager(); if (txt != Q_NULLPTR) { if (txt->dataFunctor()) { QTextureDataFunctorPtr functor = txt->dataFunctor(); QPair handleData = textureDataFromFunctor(textureDataManager, functor); HTextureData textureDataHandle = handleData.first; QTexImageData *data = handleData.second; if (txt->target() == QAbstractTextureProvider::TargetAutomatic) txt->setTarget(static_cast(data->target())); if (!txt->isAutoMipMapGenerationEnabled()) txt->setMipLevels(data->mipLevels()); txt->setSize(data->width(), data->height(), data->depth()); txt->setFormat(static_cast(data->format())); txt->setTextureDataHandle(textureDataHandle); } // Load update each TextureImage Q_FOREACH (HTextureImage texImgHandle, txt->textureImages()) { TextureImage *texImg = m_manager->textureImageManager()->data(texImgHandle); if (texImg != Q_NULLPTR && texImg->isDirty() && !texImg->dataFunctor().isNull()) { QTextureDataFunctorPtr functor = texImg->dataFunctor(); QPair handleData = textureDataFromFunctor(textureDataManager, functor); HTextureData textureDataHandle = handleData.first; QTexImageData *data = handleData.second; // XXX released textureDataManager mutex, do we have a race here? // Update HTextureImage Functor to release TextureData when needed TextureDataManager *textureDataManager = m_manager->manager(); textureDataManager->assignFunctorToTextureImage(functor, texImgHandle); // Set texture size of texture if the first layer / level / face has a valid size // otherwise assume the size was set on the texture itself if (texImg->layer() == 0 && texImg->mipmapLevel() == 0 && texImg->face() == QAbstractTextureProvider::CubeMapPositiveX) { if (data == Q_NULLPTR) { qWarning() << "Texture data is null, texture data failed to load"; } else { // Set the size of the texture based on the layer 0 / level 0 // if the functor provides something valid. Otherwise we assume the texture // already has the correct size if (data->width() != -1 && data->height() != -1 && data->depth() != -1) { txt->setSize(data->width(), data->height(), data->depth()); } // Set the format of the texture if the texture format is set to Automatic if (txt->format() == QAbstractTextureProvider::Automatic) { txt->setFormat(static_cast(data->format())); } } } // Set the textureDataHandle on the texture image texImg->setTextureDataHandle(textureDataHandle); } } // Tell the renderer to reload the TextureImage for the Texture // next frame txt->requestTextureDataUpdate(); } } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE