/**************************************************************************** ** ** 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