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| ** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB). |
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| |
| #include "openglvertexarrayobject_p.h" |
| #include <submissioncontext_p.h> |
| #include <renderer_p.h> |
| #include <glresourcemanagers_p.h> |
| #include <Qt3DRender/private/managers_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| namespace Qt3DRender { |
| namespace Render { |
| namespace OpenGL { |
| |
| OpenGLVertexArrayObject::OpenGLVertexArrayObject() |
| : m_ctx(nullptr) |
| , m_specified(false) |
| , m_supportsVao(false) |
| {} |
| |
| void OpenGLVertexArrayObject::bind() |
| { |
| Q_ASSERT(m_ctx); |
| if (m_supportsVao) { |
| Q_ASSERT(!m_vao.isNull()); |
| Q_ASSERT(m_vao->isCreated()); |
| m_vao->bind(); |
| } else { |
| // Unbind any other VAO that may have been bound and not released correctly |
| if (m_ctx->m_currentVAO != nullptr && m_ctx->m_currentVAO != this) |
| m_ctx->m_currentVAO->release(); |
| |
| m_ctx->m_currentVAO = this; |
| // We need to specify array and vertex attributes |
| for (const SubmissionContext::VAOVertexAttribute &attr : qAsConst(m_vertexAttributes)) |
| m_ctx->enableAttribute(attr); |
| if (!m_indexAttribute.isNull()) |
| m_ctx->bindGLBuffer(m_ctx->m_renderer->glResourceManagers()->glBufferManager()->data(m_indexAttribute), |
| GLBuffer::IndexBuffer); |
| } |
| } |
| |
| void OpenGLVertexArrayObject::release() |
| { |
| Q_ASSERT(m_ctx); |
| if (m_supportsVao) { |
| Q_ASSERT(!m_vao.isNull()); |
| Q_ASSERT(m_vao->isCreated()); |
| m_vao->release(); |
| } else { |
| if (m_ctx->m_currentVAO == this) { |
| for (const SubmissionContext::VAOVertexAttribute &attr : qAsConst(m_vertexAttributes)) |
| m_ctx->disableAttribute(attr); |
| m_ctx->m_currentVAO = nullptr; |
| } |
| } |
| } |
| |
| // called from Render thread |
| void OpenGLVertexArrayObject::create(SubmissionContext *ctx, const VAOIdentifier &key) |
| { |
| QMutexLocker lock(&m_mutex); |
| |
| Q_ASSERT(!m_ctx && !m_vao); |
| |
| m_ctx = ctx; |
| m_supportsVao = m_ctx->supportsVAO(); |
| if (m_supportsVao) { |
| m_vao.reset(new QOpenGLVertexArrayObject()); |
| m_vao->create(); |
| } |
| m_owners = key; |
| } |
| |
| VAOIdentifier OpenGLVertexArrayObject::key() const |
| { |
| return m_owners; |
| } |
| |
| // called from Render thread |
| void OpenGLVertexArrayObject::destroy() |
| { |
| QMutexLocker locker(&m_mutex); |
| |
| Q_ASSERT(m_ctx); |
| cleanup(); |
| } |
| |
| void OpenGLVertexArrayObject::cleanup() |
| { |
| m_vao.reset(); |
| m_ctx = nullptr; |
| m_specified = false; |
| m_supportsVao = false; |
| m_indexAttribute = SubmissionContext::VAOIndexAttribute(); |
| m_vertexAttributes.clear(); |
| } |
| |
| // called from job |
| bool OpenGLVertexArrayObject::isAbandoned(GeometryManager *geomMgr, GLShaderManager *shaderMgr) |
| { |
| QMutexLocker lock(&m_mutex); |
| |
| if (!m_ctx) |
| return false; |
| |
| const bool geometryExists = (geomMgr->data(m_owners.first) != nullptr); |
| const bool shaderExists = (shaderMgr->lookupResource(m_owners.second) != nullptr); |
| |
| return !geometryExists || !shaderExists; |
| } |
| |
| void OpenGLVertexArrayObject::saveVertexAttribute(const SubmissionContext::VAOVertexAttribute &attr) |
| { |
| // Remove any vertexAttribute already at location |
| for (auto i = m_vertexAttributes.size() - 1; i >= 0; --i) { |
| if (m_vertexAttributes.at(i).location == attr.location) { |
| m_vertexAttributes.removeAt(i); |
| break; |
| } |
| } |
| m_vertexAttributes.push_back(attr); |
| } |
| |
| |
| } // namespace OpenGL |
| } // namespace Render |
| } // namespace Qt3DRender |
| |
| QT_END_NAMESPACE |