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path: root/src/render/jobs/loadtexturedatajob.cpp
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/****************************************************************************
**
** 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 <Qt3DRender/private/nodemanagers_p.h>
#include <Qt3DRender/private/managers_p.h>
#include <Qt3DRender/private/texturedatamanager_p.h>
#include <Qt3DRender/qtexturedata.h>
#include <QThread>

QT_BEGIN_NAMESPACE

namespace Qt3DRender {
namespace Render {

LoadTextureDataJob::LoadTextureDataJob(const Qt3DCore::QNodeId &textureId)
    : m_textureId(textureId)
{
}

LoadTextureDataJob::~LoadTextureDataJob()
{
}

static QPair<HTextureData, QTexImageData *> 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<QTexImageData, TextureDataManager>();

    if (txt != Q_NULLPTR) {
        if (txt->dataFunctor()) {
            QTextureDataFunctorPtr functor = txt->dataFunctor();

            QPair<HTextureData, QTexImageData *> handleData = textureDataFromFunctor(textureDataManager, functor);

            HTextureData textureDataHandle = handleData.first;
            QTexImageData *data = handleData.second;

            if (txt->target() == QAbstractTextureProvider::TargetAutomatic)
                txt->setTarget(static_cast<QAbstractTextureProvider::Target>(data->target()));

            if (!txt->isAutoMipMapGenerationEnabled())
                txt->setMipLevels(data->mipLevels());

            txt->setSize(data->width(), data->height(), data->depth());
            txt->setFormat(static_cast<QAbstractTextureProvider::TextureFormat>(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<HTextureData, QTexImageData *> 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<QTexImageData, TextureDataManager>();
                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<QAbstractTextureProvider::TextureFormat>(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