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-rw-r--r--src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp57
-rw-r--r--src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h70
2 files changed, 81 insertions, 46 deletions
diff --git a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
index 49bbbf0ba8..81aa641e03 100644
--- a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
+++ b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
@@ -90,7 +90,7 @@ DECLARE_DEBUG_VAR(noclip)
static QElapsedTimer qsg_renderer_timer;
#define QSGNODE_TRAVERSE(NODE) for (QSGNode *child = NODE->firstChild(); child; child = child->nextSibling())
-#define SHADOWNODE_TRAVERSE(NODE) for (Node *child = NODE->firstChild; child; child = child->nextSibling)
+#define SHADOWNODE_TRAVERSE(NODE) for (Node *child = NODE->firstChild(); child; child = child->sibling())
static inline int size_of_type(GLenum type)
{
@@ -510,7 +510,7 @@ void Updater::updateRootTransforms(Node *node, Node *root, const QMatrix4x4 &com
while (n != root) {
if (n->type() == QSGNode::TransformNodeType)
m = static_cast<QSGTransformNode *>(n->sgNode)->matrix() * m;
- n = n->parent;
+ n = n->parent();
}
m = combined * m;
@@ -1013,16 +1013,8 @@ void Renderer::nodeWasAdded(QSGNode *node, Node *shadowParent)
Node *snode = m_nodeAllocator.allocate();
snode->sgNode = node;
m_nodes.insert(node, snode);
- if (shadowParent) {
- snode->parent = shadowParent;
- if (shadowParent->lastChild) {
- shadowParent->lastChild->nextSibling = snode;
- shadowParent->lastChild = snode;
- } else {
- shadowParent->firstChild = snode;
- shadowParent->lastChild = snode;
- }
- }
+ if (shadowParent)
+ shadowParent->append(snode);
if (node->type() == QSGNode::GeometryNodeType) {
snode->data = m_elementAllocator.allocate();
@@ -1054,17 +1046,12 @@ void Renderer::nodeWasRemoved(Node *node)
// here, because we delete 'child' (when recursed, down below), so we'd
// have a use-after-free.
{
- Node *child = node->firstChild;
- Node *nextChild = 0;
-
+ Node *child = node->firstChild();
while (child) {
- // Get the next child now before we proceed
- nextChild = child->nextSibling;
-
// Remove (and delete) child
+ node->remove(child);
nodeWasRemoved(child);
-
- child = nextChild;
+ child = node->firstChild();
}
}
@@ -1110,6 +1097,7 @@ void Renderer::nodeWasRemoved(Node *node)
}
Q_ASSERT(m_nodes.contains(node->sgNode));
+
m_nodeAllocator.release(m_nodes.take(node->sgNode));
}
@@ -1120,13 +1108,13 @@ void Renderer::turnNodeIntoBatchRoot(Node *node)
node->isBatchRoot = true;
node->becameBatchRoot = true;
- Node *p = node->parent;
+ Node *p = node->parent();
while (p) {
if (p->type() == QSGNode::ClipNodeType || p->isBatchRoot) {
registerBatchRoot(node, p);
break;
}
- p = p->parent;
+ p = p->parent();
}
SHADOWNODE_TRAVERSE(node)
@@ -1255,33 +1243,18 @@ void Renderer::nodeChanged(QSGNode *node, QSGNode::DirtyState state)
| QSGNode::DirtyForceUpdate);
if (dirtyChain != 0) {
dirtyChain = QSGNode::DirtyState(dirtyChain << 16);
- Node *sn = shadowNode->parent;
+ Node *sn = shadowNode->parent();
while (sn) {
sn->dirtyState |= dirtyChain;
- sn = sn->parent;
+ sn = sn->parent();
}
}
// Delete happens at the very end because it deletes the shadownode.
if (state & QSGNode::DirtyNodeRemoved) {
- Node *parent = shadowNode->parent;
- if (parent) {
- Q_ASSERT(parent->firstChild);
- Q_ASSERT(parent->lastChild);
- shadowNode->parent = 0;
- Node *child = parent->firstChild;
- if (child == shadowNode) {
- parent->firstChild = shadowNode->nextSibling;
- if (parent->lastChild == shadowNode)
- parent->lastChild = 0;
- } else {
- while (child->nextSibling != shadowNode)
- child = child->nextSibling;
- child->nextSibling = shadowNode->nextSibling;
- if (shadowNode == parent->lastChild)
- parent->lastChild = child;
- }
- }
+ Node *parent = shadowNode->parent();
+ if (parent)
+ parent->remove(shadowNode);
nodeWasRemoved(shadowNode);
Q_ASSERT(m_nodes.value(node) == 0);
}
diff --git a/src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h b/src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h
index 01e517e65b..eb5bfca1ee 100644
--- a/src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h
+++ b/src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h
@@ -451,11 +451,73 @@ struct Batch
struct Node
{
QSGNode *sgNode;
- Node *parent;
void *data;
- Node *firstChild;
- Node *nextSibling;
- Node *lastChild;
+
+ Node *m_parent;
+ Node *m_child;
+ Node *m_next;
+ Node *m_prev;
+
+ Node *parent() const { return m_parent; }
+
+ void append(Node *child) {
+ Q_ASSERT(child);
+ Q_ASSERT(!hasChild(child));
+ Q_ASSERT(child->m_parent == 0);
+ Q_ASSERT(child->m_next == 0);
+ Q_ASSERT(child->m_prev == 0);
+
+ if (!m_child) {
+ child->m_next = child;
+ child->m_prev = child;
+ m_child = child;
+ } else {
+ m_child->m_prev->m_next = child;
+ child->m_prev = m_child->m_prev;
+ m_child->m_prev = child;
+ child->m_next = m_child;
+ }
+ child->setParent(this);
+ }
+
+ void remove(Node *child) {
+ Q_ASSERT(child);
+ Q_ASSERT(hasChild(child));
+
+ // only child..
+ if (child->m_next == child) {
+ m_child = 0;
+ } else {
+ if (m_child == child)
+ m_child = child->m_next;
+ child->m_next->m_prev = child->m_prev;
+ child->m_prev->m_next = child->m_next;
+ }
+ child->m_next = 0;
+ child->m_prev = 0;
+ child->setParent(0);
+ }
+
+ Node *firstChild() const { return m_child; }
+
+ Node *sibling() const {
+ Q_ASSERT(m_parent);
+ return m_next == m_parent->m_child ? 0 : m_next;
+ }
+
+ void setParent(Node *p) {
+ Q_ASSERT(m_parent == 0 || p == 0);
+ m_parent = p;
+ }
+
+ bool hasChild(Node *child) const {
+ Node *n = m_child;
+ while (n && n != child)
+ n = n->sibling();
+ return n;
+ }
+
+
QSGNode::DirtyState dirtyState;