/**************************************************************************** ** ** Copyright (C) 2008-2012 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 "render/Qt3DSRenderContext.h" #include "render/Qt3DSRenderSync.h" #include "render/Qt3DSRenderBaseTypes.h" #include "foundation/Qt3DSFoundation.h" namespace qt3ds { namespace render { NVRenderSync::NVRenderSync(NVRenderContextImpl &context, NVFoundationBase &fnd) : m_Context(context) , m_Foundation(fnd) , mRefCount(0) , m_Backend(context.GetBackend()) , m_SyncHandle(NULL) { } NVRenderSync::~NVRenderSync() { if (m_SyncHandle) m_Backend->ReleaseSync(m_SyncHandle); } void NVRenderSync::Sync() { // On every sync call we need to create a new sync object // A sync object can only be used once // First delete the old object // We can safely do this because it is actually not deleted until // it is unused if (m_SyncHandle) m_Backend->ReleaseSync(m_SyncHandle); m_SyncHandle = m_Backend->CreateSync(NVRenderSyncType::GpuCommandsComplete, NVRenderSyncFlags()); } void NVRenderSync::Wait() { // wait until the sync object is signaled or a timeout happens if (m_SyncHandle) m_Backend->WaitSync(m_SyncHandle, NVRenderCommandFlushFlags(), 0); } NVRenderSync *NVRenderSync::Create(NVRenderContextImpl &context) { if (!context.IsCommandSyncSupported()) return NULL; NVRenderSync *retval = QT3DS_NEW(context.GetFoundation().getAllocator(), NVRenderSync)(context, context.GetFoundation()); return retval; } } }