/**************************************************************************** ** ** 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() { SET_JOB_RUN_STAT_TYPE(this, JobTypes::LoadTextureData, 0); } LoadTextureDataJob::~LoadTextureDataJob() { } void LoadTextureDataJob::run() { // NOTE: This must run after Renderer::updateGLResources(), // because that is where pendingGenerators is populated. // We are therefore not able to create one job for each texture // before we add the ability for running jobs (like this) to // spawn new jobs. const QVector pendingImgGen = m_manager->textureImageDataManager()->pendingGenerators(); for (const QTextureImageDataGeneratorPtr &imgGen : pendingImgGen) { QTextureImageDataPtr imgData = (*imgGen)(); m_manager->textureImageDataManager()->assignData(imgGen, imgData); } const QVector pendingTexGen = m_manager->textureDataManager()->pendingGenerators(); for (const QTextureGeneratorPtr &texGen : pendingTexGen) { QTextureDataPtr texData = (*texGen)(); m_manager->textureDataManager()->assignData(texGen, texData); } } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE