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Diffstat (limited to 'src/runtime/Qt3DSPresentationFrameData.cpp')
-rw-r--r-- | src/runtime/Qt3DSPresentationFrameData.cpp | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/src/runtime/Qt3DSPresentationFrameData.cpp b/src/runtime/Qt3DSPresentationFrameData.cpp new file mode 100644 index 0000000..649462a --- /dev/null +++ b/src/runtime/Qt3DSPresentationFrameData.cpp @@ -0,0 +1,105 @@ +/**************************************************************************** +** +** 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 |