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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/src/runtime/Qt3DSPresentationFrameData.cpp105
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diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
new file mode 160000
+Subproject 427fddb50d43aa21a90fc7356ee3cdd8a908df5
diff --git a/src/Runtime/ogl-runtime/src/runtime/Qt3DSPresentationFrameData.cpp b/src/Runtime/ogl-runtime/src/runtime/Qt3DSPresentationFrameData.cpp
deleted file mode 100644
index 649462aa..00000000
--- a/src/Runtime/ogl-runtime/src/runtime/Qt3DSPresentationFrameData.cpp
+++ /dev/null
@@ -1,105 +0,0 @@
-/****************************************************************************
-**
-** 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