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#ifndef QT3DRENDER_RENDER_APISHADERMANAGER_H
#define QT3DRENDER_RENDER_APISHADERMANAGER_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <Qt3DCore/qnodeid.h>
#include <Qt3DRender/private/shader_p.h>
#include <QtCore/QReadLocker>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
class Shader;
template<class APIShader>
class APIShaderManager
{
public:
explicit APIShaderManager()
{
}
~APIShaderManager()
{
}
QVector<APIShader *> takeActiveResources() const
{
QReadLocker lock(&m_readWriteLock);
return m_apiShaders.keys().toVector() + m_abandonedShaders;
}
APIShader *lookupResource(Qt3DCore::QNodeId shaderId)
{
QReadLocker lock(&m_readWriteLock);
return m_nodeIdToAPIShader.value(shaderId);
}
// Note: automatically adopts the Shader if it needs to be created
APIShader *createOrAdoptExisting(const Shader *shader)
{
// Try to find if an APIShader that matches shader
// already exists
{
QReadLocker readLock(&m_readWriteLock);
{
const auto end = m_apiShaders.cend();
for (auto it = m_apiShaders.cbegin(); it != end; ++it)
if (isSameShader(it.key(), shader)) {
APIShader *apiShader = it.key();
// Adopt if needed
readLock.unlock();
adopt(apiShader, shader);
return apiShader;
}
}
// Try to find if one of the scheduled for deletion APIShader
// could be reused
{
const auto end = m_abandonedShaders.end();
for (auto it = m_abandonedShaders.begin(); it != end; ++it)
if (isSameShader(*it, shader)) {
APIShader *apiShader = *it;
// Adopt if needed
readLock.unlock();
// Remove from list of shaders scheduled for relase
m_abandonedShaders.erase(it);
adopt(apiShader, shader);
return apiShader;
}
}
}
// If not create one
APIShader *apiShader = create();
adopt(apiShader, shader);
return apiShader;
}
// Should never be called from outside code
// but left public to maintain adopt/abandon symmetry
void adopt(APIShader *apiShader, const Shader *shader)
{
QWriteLocker lock(&m_readWriteLock);
if (!m_apiShaders[apiShader].contains(shader->peerId())) {
m_apiShaders[apiShader].push_back(shader->peerId());
m_nodeIdToAPIShader.insert(shader->peerId(), apiShader);
}
}
void abandon(APIShader *apiShader, const Shader *shader)
{
QWriteLocker lock(&m_readWriteLock);
APIShader *storedApiShader = m_nodeIdToAPIShader.take(shader->peerId());
Q_ASSERT(apiShader != nullptr && apiShader == storedApiShader);
QVector<Qt3DCore::QNodeId> &referencedShaderNodes = m_apiShaders[apiShader];
referencedShaderNodes.removeAll(shader->peerId());
if (referencedShaderNodes.empty()) {
m_abandonedShaders.push_back(apiShader);
m_apiShaders.remove(apiShader);
}
}
QVector<APIShader *> takeAbandonned()
{
QWriteLocker lock(&m_readWriteLock);
return std::move(m_abandonedShaders);
}
QVector<APIShader *> takeUpdated()
{
QWriteLocker lock(&m_readWriteLock);
return std::move(m_updatedShaders);
}
QVector<Qt3DCore::QNodeId> shaderIdsForProgram(APIShader *glShader) const
{
QReadLocker lock(&m_readWriteLock);
return m_apiShaders.value(glShader);
}
void purge()
{
qDeleteAll(takeAbandonned());
}
private:
bool isSameShader(const APIShader *apiShader, const Shader *shaderNode)
{
const QVector<QByteArray> nodeShaderCode = shaderNode->shaderCode();
const QVector<QByteArray> apiShaderCode = apiShader->shaderCode();
const int s = nodeShaderCode.size();
Q_ASSERT(s == apiShaderCode.size());
for (int i = 0; i < s; ++i)
if (nodeShaderCode.at(i) != apiShaderCode.at(i))
return false;
return true;
}
APIShader *create()
{
APIShader *apiShader = new APIShader();
m_updatedShaders.push_back(apiShader);
return apiShader;
}
QHash<Qt3DCore::QNodeId, APIShader *> m_nodeIdToAPIShader;
QHash<APIShader *, QVector<Qt3DCore::QNodeId>> m_apiShaders;
QVector<APIShader *> m_abandonedShaders;
QVector<APIShader *> m_updatedShaders;
mutable QReadWriteLock m_readWriteLock;
};
} // Render
} // Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_RENDER_APISHADERMANAGER_H