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/****************************************************************************
**
** 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/Qt3DSRenderInputAssembler.h"
#include "render/Qt3DSRenderAttribLayout.h"
#include "render/Qt3DSRenderContext.h"
namespace qt3ds {
namespace render {
///< constructor
NVRenderInputAssembler::NVRenderInputAssembler(
NVRenderContextImpl &context, NVRenderAttribLayout *attribLayout,
NVConstDataRef<NVRenderVertexBuffer *> buffers, const NVRenderIndexBuffer *indexBuffer,
NVConstDataRef<QT3DSU32> strides, NVConstDataRef<QT3DSU32> offsets,
NVRenderDrawMode::Enum primType, QT3DSU32 patchVertexCount)
: m_Context(context)
, m_Foundation(context.GetFoundation())
, mRefCount(0)
, m_Backend(context.GetBackend())
, m_AttribLayout(attribLayout)
, m_VertexBuffers(context.GetAllocator(), "m_VertexBuffers")
, m_IndexBuffer(indexBuffer)
, m_PrimitiveType(primType)
, m_PatchVertexCount(patchVertexCount)
{
// we cannot currently attach more than 16 vertex buffers
QT3DS_ASSERT(buffers.size() < 16);
// if primitive is "Patch" we need a patch per vertex count > 0
QT3DS_ASSERT(m_PrimitiveType != NVRenderDrawMode::Patches || m_PatchVertexCount > 1);
QT3DSU32 entrySize = sizeof(NVRenderBackend::NVRenderBackendBufferObject) * buffers.size();
NVRenderBackend::NVRenderBackendBufferObject *bufferHandle =
(NVRenderBackend::NVRenderBackendBufferObject *)QT3DS_ALLOC(
m_Foundation.getAllocator(), entrySize, "NVRenderInputAssembler");
// setup vertex buffer backend handle array
QT3DS_FOREACH(idx, buffers.size())
{
m_VertexBuffers.push_back(buffers.mData[idx]);
bufferHandle[idx] = buffers.mData[idx]->GetBuffertHandle();
};
m_VertexbufferHandles = toConstDataRef(bufferHandle, buffers.size());
m_InputAssemblertHandle = m_Backend->CreateInputAssembler(
m_AttribLayout->GetAttribLayoutHandle(), m_VertexbufferHandles,
(m_IndexBuffer) ? m_IndexBuffer->GetBuffertHandle() : NULL, strides, offsets,
patchVertexCount);
attribLayout->addRef();
}
///< destructor
NVRenderInputAssembler::~NVRenderInputAssembler()
{
m_AttribLayout->release();
if (m_InputAssemblertHandle) {
m_Backend->ReleaseInputAssembler(m_InputAssemblertHandle);
}
QT3DS_FREE(m_Foundation.getAllocator(), (void *)m_VertexbufferHandles.mData);
}
QT3DSU32 NVRenderInputAssembler::GetIndexCount() const
{
return (m_IndexBuffer) ? m_IndexBuffer->GetNumIndices() : 0;
}
QT3DSU32 NVRenderInputAssembler::GetVertexCount() const
{
// makes only sense if we have a single vertex buffer
QT3DS_ASSERT(m_VertexBuffers.size() == 1);
return m_VertexBuffers[0]->GetNumVertexes();
}
}
}
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