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/****************************************************************************
**
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "resourceaccessor_p.h"
#include <Qt3DRender/qrendertargetoutput.h>
#include <private/qrendertargetoutput_p.h>
#include <private/nodemanagers_p.h>
#include <private/texture_p.h>
#include <private/rendertargetoutput_p.h>
#include <private/managers_p.h>
#include <QtCore/qmutex.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
RenderBackendResourceAccessor::~RenderBackendResourceAccessor()
{
}
ResourceAccessor::ResourceAccessor(NodeManagers *mgr)
// : m_glTextureManager(mgr->glTextureManager())
// , m_textureManager(mgr->textureManager())
// , m_attachmentManager(mgr->attachmentManager())
// , m_entityManager(mgr->renderNodesManager())
{
}
// called by render plugins from arbitrary thread
bool ResourceAccessor::accessResource(ResourceType type, Qt3DCore::QNodeId nodeId, void **handle, QMutex **lock)
{
// switch (type) {
// case RenderBackendResourceAccessor::OGLTextureWrite:
// Q_FALLTHROUGH();
// case RenderBackendResourceAccessor::OGLTextureRead:
// {
// Texture *tex = m_textureManager->lookupResource(nodeId);
// if (!tex)
// return false;
// GLTexture *glTex = m_glTextureManager->lookupResource(tex->peerId());
// if (!glTex)
// return false;
// if (glTex->isDirty())
// return false;
// if (type == RenderBackendResourceAccessor::OGLTextureWrite)
// glTex->setExternalRenderingEnabled(true);
// QOpenGLTexture **glTextureHandle = reinterpret_cast<QOpenGLTexture **>(handle);
// *glTextureHandle = glTex->getGLTexture();
// if (type == RenderBackendResourceAccessor::OGLTextureWrite)
// *lock = glTex->externalRenderingLock();
// return true;
// }
// case RenderBackendResourceAccessor::OutputAttachment: {
// RenderTargetOutput *output = m_attachmentManager->lookupResource(nodeId);
// if (output) {
// Attachment **attachmentData = reinterpret_cast<Attachment **>(handle);
// *attachmentData = output->attachment();
// return true;
// }
// break;
// }
// case RenderBackendResourceAccessor::EntityHandle: {
// Entity *entity = m_entityManager->lookupResource(nodeId);
// if (entity) {
// Entity **pEntity = reinterpret_cast<Entity **>(handle);
// *pEntity = entity;
// return true;
// }
// break;
// }
// default:
// break;
// }
return false;
}
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
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