1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
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
|