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** Copyright (C) 2008-2012 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
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** This file is part of Qt Quick 3D.
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** the Free Software Foundation and appearing in the file LICENSE.GPL3
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#ifndef QSSG_RENDER_BUFFER_MANAGER_H
#define QSSG_RENDER_BUFFER_MANAGER_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRuntimeRender/private/qtquick3druntimerenderglobal_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderimagetexturedata_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendermesh_p.h>
#include <QtQuick3DAssetImport/private/qssgmeshutilities_p.h>
#include <QtQuick3DUtils/private/qssgperftimer_p.h>
#include <QtQuick3DUtils/private/qssgbounds3_p.h>
#include <QtCore/qmutex.h>
QT_BEGIN_NAMESPACE
struct QSSGRenderMesh;
struct QSSGLoadedTexture;
class QSSGRenderContext;
class QSSGInputStreamFactory;
namespace QSSGMeshUtilities {
struct MultiLoadResult;
}
class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGBufferManager
{
public:
QAtomicInt ref;
private:
typedef QSet<QString> StringSet;
typedef QHash<QString, QSSGRenderImageTextureData> ImageMap;
typedef QHash<QSGTexture *, QSSGRenderImageTextureData> QSGImageMap;
typedef QHash<QSSGRenderMeshPath, QSSGRenderMesh *> MeshMap;
typedef QHash<QString, QString> AliasImageMap;
QSSGRef<QSSGRenderContext> context;
QSSGRef<QSSGInputStreamFactory> inputStreamFactory;
QSSGPerfTimer *perfTimer;
ImageMap imageMap;
QSGImageMap qsgImageMap;
QMutex loadedImageSetMutex;
StringSet loadedImageSet;
AliasImageMap aliasImageMap;
MeshMap meshMap;
QVector<QSSGRenderVertexBufferEntry> entryBuffer;
bool gpuSupportsDXT;
void clear();
QSSGMeshUtilities::MultiLoadResult loadPrimitive(const QString &inRelativePath) const;
QVector<QVector3D> createPackedPositionDataArray(
const QSSGMeshUtilities::MultiLoadResult &inResult) const;
static void releaseMesh(QSSGRenderMesh &inMesh);
static void releaseTexture(QSSGRenderImageTextureData &inEntry);
public:
QSSGBufferManager(const QSSGRef<QSSGRenderContext> &inRenderContext,
const QSSGRef<QSSGInputStreamFactory> &inInputStreamFactory,
QSSGPerfTimer *inTimer);
~QSSGBufferManager();
void setImageHasTransparency(QString inSourcePath, bool inHasTransparency);
bool getImageHasTransparency(QString inSourcePath) const;
void setImageTransparencyToFalseIfNotSet(QString inSourcePath);
void setInvertImageUVCoords(QString inSourcePath, bool inShouldInvertCoords);
// Returns true if this image has been loaded into memory
// This call is threadsafe. Nothing else on this object is guaranteed to be.
bool isImageLoaded(QString inSourcePath);
// Alias one image path with another image path. Optionally this object will ignore the
// call if
// the source path is already loaded. Aliasing is currently used to allow a default image
// to be shown
// in place of an image that is loading offline.
// Returns true if the image was aliased, false otherwise.
bool aliasImagePath(QString inSourcePath, QString inAliasPath, bool inIgnoreIfLoaded);
void unaliasImagePath(QString inSourcePath);
// Returns the given source path unless the source path is aliased; in which case returns
// the aliased path.
QString getImagePath(const QString &inSourcePath) const;
// Returns a texture and a boolean indicating if this texture has transparency in it or not.
// Can't name this LoadImage because that gets mangled by windows to LoadImageA (uggh)
// In some cases we need to only scan particular images for transparency.
QSSGRenderImageTextureData loadRenderImage(const QString &inImagePath,
const QSSGRef<QSSGLoadedTexture> &inTexture,
bool inForceScanForTransparency = false,
bool inBsdfMipmaps = false);
QSSGRenderImageTextureData loadRenderImage(const QString &inSourcePath,
const QSSGRenderTextureFormat &inFormat = QSSGRenderTextureFormat::Unknown,
bool inForceScanForTransparency = false,
bool inBsdfMipmaps = false);
QSSGRenderImageTextureData loadRenderImage(QSGTexture *qsgTexture);
QSSGRenderMesh *getMesh(const QSSGRenderMeshPath &inSourcePath) const;
QSSGRenderMesh *loadMesh(const QSSGRenderMeshPath &inSourcePath);
QSSGRenderMesh *loadCustomMesh(const QSSGRenderMeshPath &inSourcePath,
QSSGMeshUtilities::Mesh *mesh,
bool update = false);
QSSGRenderMesh *createMesh(const QString &inSourcePath,
quint8 *inVertData,
quint32 inNumVerts,
quint32 inVertStride,
quint32 *inIndexData,
quint32 inIndexCount,
QSSGBounds3 inBounds);
QSSGRenderMesh *createRenderMesh(const QSSGMeshUtilities::MultiLoadResult &result,
const QSSGRenderMeshPath &inSourcePath);
// Remove *all* buffers from the buffer manager;
void invalidateBuffer(const QString &inSourcePath);
};
QT_END_NAMESPACE
#endif