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+/****************************************************************************
+**
+** Copyright (C) 1993-2009 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** 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 General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) 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.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-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "RuntimePrefix.h"
+
+//==============================================================================
+// Includes
+//==============================================================================
+#include "Qt3DSPresentationFrameData.h"
+
+//==============================================================================
+// Namespace
+//==============================================================================
+namespace Q3DStudio {
+
+//==============================================================================
+// Constants
+//==============================================================================
+const FLOAT DIRTY_STORE_RATIO = 0.1f;
+const FLOAT TRAVERSAL_STORE_RATIO = 0.5f;
+const FLOAT ACTIVATION_STORE_RATIO = 0.3f;
+const FLOAT DEACTIVATION_STORE_RATIO = 0.3f;
+
+//==============================================================================
+/**
+ * Constructor
+ */
+CPresentationFrameData::CPresentationFrameData()
+ : m_DirtyList(0, 0, "Frame:DirtyList")
+ , m_TraversalList(0, 0, "Frame:TraversalList")
+ , m_ScriptsList(0, 0, "Frame:ScriptsList")
+ , m_ActivationList(0, 0, "Frame:ActivationList")
+ , m_DeactivationList(0, 0, "Frame:DeactivationList") /*,*/
+// m_SlideExitList( 0, 0, "Frame:SlideExitList" ),
+// m_SlideEnterList( 0, 0, "Frame:SlideEnterList" )
+{
+}
+
+//==============================================================================
+/**
+ * Reserve memory from the memory subsytem to store the various arrays.
+ * @param inElementCount the number of elements loaded
+ */
+void CPresentationFrameData::Reserve(const INT32 /*inElementCount*/)
+{
+}
+
+//==============================================================================
+/**
+ * Clean up the data. This is usually called at the start of the frame rhythm to
+ * clean up the data from previous frame
+ * Memory allocation should be clear by default.
+ * Previous list could be a lot longer than current or future list which means
+ * the appliation is using more memory than needed. The heuristics of both
+ * initialization and runtime freeing is dependent on the presentation.
+ */
+void CPresentationFrameData::Reset()
+{
+ // Keep the capacity of these lists every frame since they have consistent
+ // sizes from frame to frame
+ m_TraversalList.Clear(false);
+ m_ScriptsList.Clear(false);
+
+ // These lists are more sporatic (slide changes) for now, clear them as
+ // above but potential memory saving could occur by calling Clear( true ) instead
+ m_ActivationList.Clear(false);
+ m_DeactivationList.Clear(false);
+
+ // NOTE: When we clear the dirty list, we also must ensure that the elements
+ // themselves are un-dirtied to prepare for the next frame. This is done
+ // by the caller of "CPresentationFrameData::Reset"
+ m_DirtyList.Clear(false);
+
+ // m_SlideExitList.Clear( false );
+ // m_SlideEnterList.Clear( false );
+}
+
+} // namespace Q3DStudio