/**************************************************************************** ** ** Copyright (C) 2014 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 "renderqueue_p.h" #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { RenderQueue::RenderQueue() : m_noRender(false) , m_wasReset(true) , m_targetRenderViewCount(0) , m_currentRenderViewCount(0) , m_currentWorkQueue(1) { } int RenderQueue::currentRenderViewCount() const { return m_currentRenderViewCount; } /* * In case the framegraph changed or when the current number of render queue * needs to be reset. */ void RenderQueue::reset() { m_currentRenderViewCount = 0; m_targetRenderViewCount = 0; m_currentWorkQueue.clear(); m_noRender = false; m_wasReset = true; } void RenderQueue::setNoRender() { Q_ASSERT(m_targetRenderViewCount == 0); m_noRender = true; } /* * Queue up a RenderView for the frame being built. * Thread safe as this is called from the renderer which is locked. * Returns true if the renderView is complete */ bool RenderQueue::queueRenderView(RenderView *renderView, uint submissionOrderIndex) { Q_ASSERT(!m_noRender); m_currentWorkQueue[submissionOrderIndex] = renderView; ++m_currentRenderViewCount; Q_ASSERT(m_currentRenderViewCount <= m_targetRenderViewCount); return isFrameQueueComplete(); } /* * Called by the Rendering Thread to retrieve the a frame queue to render. * A call to reset is required after rendering of the frame. Otherwise under some * conditions the current but then invalidated frame queue could be reused. */ QVector RenderQueue::nextFrameQueue() { return m_currentWorkQueue; } /* * Sets the number \a targetRenderViewCount of RenderView objects that make up a frame. */ void RenderQueue::setTargetRenderViewCount(int targetRenderViewCount) { Q_ASSERT(!m_noRender); m_targetRenderViewCount = targetRenderViewCount; m_currentWorkQueue.resize(targetRenderViewCount); m_wasReset = false; } /* * Returns true if all the RenderView objects making up the current frame have been queued. * Returns false otherwise. * \note a frameQueue or size 0 is considered incomplete. */ bool RenderQueue::isFrameQueueComplete() const { return (m_noRender || (m_targetRenderViewCount > 0 && m_targetRenderViewCount == m_currentRenderViewCount)); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE