/**************************************************************************** ** ** Copyright (C) 2016 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 "texture_p.h" #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DCore; namespace Qt3DRender { namespace Render { Texture::Texture() // We need backend -> frontend notifications to update the status of the texture : BackendNode(ReadWrite) , m_dirty(DirtyImageGenerators|DirtyProperties|DirtyParameters|DirtyDataGenerator) , m_sharedTextureId(-1) { } Texture::~Texture() { // We do not abandon the api texture // because if the dtor is called that means // the manager was destroyed otherwise cleanup // would have been called } void Texture::addDirtyFlag(DirtyFlags flags) { QMutexLocker lock(&m_flagsMutex); m_dirty |= flags; if (m_renderer) markDirty(AbstractRenderer::TexturesDirty); } Texture::DirtyFlags Texture::dirtyFlags() { QMutexLocker lock(&m_flagsMutex); return m_dirty; } void Texture::unsetDirty() { QMutexLocker lock(&m_flagsMutex); m_dirty = Texture::NotDirty; } // This is called by Renderer::updateGLResources // when the texture has been marked for cleanup void Texture::cleanup() { // Whoever calls this must make sure to also check if this // texture is being referenced by a shared API specific texture (GLTexture) m_dataFunctor.reset(); m_textureImageIds.clear(); m_pendingTextureDataUpdates.clear(); m_sharedTextureId = -1; // set default values m_properties = {}; m_parameters = {}; m_dirty = NotDirty; } void Texture::syncFromFrontEnd(const QNode *frontEnd, bool firstTime) { BackendNode::syncFromFrontEnd(frontEnd, firstTime); const QAbstractTexture *node = qobject_cast(frontEnd); if (!node) return; TextureProperties p = m_properties; p.width = node->width(); p.height = node->height(); p.depth = node->depth(); p.format = node->format(); p.target = node->target(); p.generateMipMaps = node->generateMipMaps(); p.layers = node->layers(); p.samples = node->samples(); p.mipLevels = static_cast(QAbstractTexturePrivate::get(node))->m_mipmapLevels; if (p != m_properties) { m_properties = p; addDirtyFlag(DirtyProperties); } TextureParameters q = m_parameters; q.magnificationFilter = node->magnificationFilter(); q.minificationFilter = node->minificationFilter(); q.wrapModeX = const_cast(node)->wrapMode()->x(); q.wrapModeY = const_cast(node)->wrapMode()->y(); q.wrapModeZ = const_cast(node)->wrapMode()->z(); q.maximumAnisotropy = node->maximumAnisotropy(); q.comparisonFunction = node->comparisonFunction(); q.comparisonMode = node->comparisonMode(); if (q != m_parameters) { m_parameters = q; addDirtyFlag(DirtyParameters); } auto newGenerator = node->dataGenerator(); if (newGenerator != m_dataFunctor) { setDataGenerator(newGenerator); QAbstractTexturePrivate *dTexture = static_cast(QNodePrivate::get(const_cast(frontEnd))); dTexture->setStatus(QAbstractTexture::Loading); } QAbstractTexturePrivate *dnode = dynamic_cast(QAbstractTexturePrivate::get(const_cast(node))); if (dnode) { for (const QTextureDataUpdate &pendingUpdate : dnode->m_pendingDataUpdates) addTextureDataUpdate(pendingUpdate); dnode->m_pendingDataUpdates.clear(); auto ids = Qt3DCore::qIdsForNodes(dnode->m_textureImages); std::sort(std::begin(ids), std::end(ids)); if (ids != m_textureImageIds) { m_textureImageIds = ids; addDirtyFlag(DirtyImageGenerators); } if (dnode->m_sharedTextureId != m_sharedTextureId) { m_sharedTextureId = dnode->m_sharedTextureId; addDirtyFlag(DirtySharedTextureId); } } } // Called by sceneChangeEvent or TextureDownloadRequest (both in AspectThread context) void Texture::setDataGenerator(const QTextureGeneratorPtr &generator) { m_dataFunctor = generator; addDirtyFlag(DirtyDataGenerator); } bool Texture::isValid(TextureImageManager *manager) const { for (const QNodeId &id : m_textureImageIds) { TextureImage *img = manager->lookupResource(id); if (img == nullptr) return false; } return true; } void Texture::initializeFromPeer(const Qt3DCore::QNodeCreatedChangeBasePtr &change) { const auto typedChange = qSharedPointerCast>(change); const auto &data = typedChange->data; m_properties.target = data.target; m_properties.format = data.format; m_properties.width = data.width; m_properties.height = data.height; m_properties.depth = data.depth; m_properties.generateMipMaps = data.autoMipMap; m_properties.layers = data.layers; m_properties.samples = data.samples; m_parameters.minificationFilter = data.minFilter; m_parameters.magnificationFilter = data.magFilter; m_parameters.wrapModeX = data.wrapModeX; m_parameters.wrapModeY = data.wrapModeY; m_parameters.wrapModeZ = data.wrapModeZ; m_parameters.maximumAnisotropy = data.maximumAnisotropy; m_parameters.comparisonFunction = data.comparisonFunction; m_parameters.comparisonMode = data.comparisonMode; m_dataFunctor = data.dataFunctor; m_sharedTextureId = data.sharedTextureId; m_textureImageIds = data.textureImageIds; if (m_textureImageIds.size()) addDirtyFlag(DirtyImageGenerators); const QVector initialDataUpdates = data.initialDataUpdates; for (const QTextureDataUpdate &initialUpdate : initialDataUpdates) addTextureDataUpdate(initialUpdate); addDirtyFlag(DirtyFlags(DirtyImageGenerators|DirtyProperties|DirtyParameters)); if (m_sharedTextureId > 0) addDirtyFlag(DirtySharedTextureId); } void Texture::addTextureDataUpdate(const QTextureDataUpdate &update) { m_pendingTextureDataUpdates.push_back(update); addDirtyFlag(DirtyPendingDataUpdates); } TextureFunctor::TextureFunctor(AbstractRenderer *renderer, TextureManager *textureNodeManager) : m_renderer(renderer) , m_textureNodeManager(textureNodeManager) { } Qt3DCore::QBackendNode *TextureFunctor::create(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const { Texture *backend = m_textureNodeManager->getOrCreateResource(change->subjectId()); backend->setRenderer(m_renderer); // Remove id from cleanupList if for some reason we were in the dirty list of texture // (Can happen when a node destroyed is followed by a node created change // in the same loop, when changing parent for instance) m_textureNodeManager->removeTextureIdToCleanup(change->subjectId()); return backend; } Qt3DCore::QBackendNode *TextureFunctor::get(Qt3DCore::QNodeId id) const { return m_textureNodeManager->lookupResource(id); } void TextureFunctor::destroy(Qt3DCore::QNodeId id) const { m_textureNodeManager->addTextureIdToCleanup(id); // We add ourselves to the dirty list to tell the shared texture managers // in the renderer that this texture has been destroyed m_textureNodeManager->releaseResource(id); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE