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/****************************************************************************
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** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
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#include "texture_p.h"
#include <QDebug>
#include <QOpenGLFunctions>
#include <QOpenGLTexture>
#include <Qt3DCore/qpropertyupdatedchange.h>
#include <Qt3DCore/qpropertynodeaddedchange.h>
#include <Qt3DCore/qpropertynoderemovedchange.h>
#include <Qt3DRender/private/texture_p.h>
#include <Qt3DRender/private/qabstracttexture_p.h>
#include <Qt3DRender/private/managers_p.h>
QT_BEGIN_NAMESPACE
using namespace Qt3DCore;
namespace Qt3DRender {
namespace Render {
Texture::Texture()
// We need backend -> frontend notifications to update the status of the texture
: BackendNode(ReadWrite)
, m_dirty(DirtyImageGenerators|DirtyProperties|DirtyParameters|DirtyDataGenerator)
, m_sharedTextureId(-1)
{
}
Texture::~Texture()
{
// We do not abandon the api texture
// because if the dtor is called that means
// the manager was destroyed otherwise cleanup
// would have been called
}
void Texture::addDirtyFlag(DirtyFlags flags)
{
QMutexLocker lock(&m_flagsMutex);
m_dirty |= flags;
if (m_renderer)
markDirty(AbstractRenderer::TexturesDirty);
}
Texture::DirtyFlags Texture::dirtyFlags()
{
QMutexLocker lock(&m_flagsMutex);
return m_dirty;
}
void Texture::unsetDirty()
{
QMutexLocker lock(&m_flagsMutex);
m_dirty = Texture::NotDirty;
}
// This is called by Renderer::updateGLResources
// when the texture has been marked for cleanup
void Texture::cleanup()
{
// Whoever calls this must make sure to also check if this
// texture is being referenced by a shared API specific texture (GLTexture)
m_dataFunctor.reset();
m_textureImageIds.clear();
m_pendingTextureDataUpdates.clear();
m_sharedTextureId = -1;
// set default values
m_properties = {};
m_parameters = {};
m_dirty = NotDirty;
}
void Texture::syncFromFrontEnd(const QNode *frontEnd, bool firstTime)
{
BackendNode::syncFromFrontEnd(frontEnd, firstTime);
const QAbstractTexture *node = qobject_cast<const QAbstractTexture *>(frontEnd);
if (!node)
return;
TextureProperties p = m_properties;
p.width = node->width();
p.height = node->height();
p.depth = node->depth();
p.format = node->format();
p.target = node->target();
p.generateMipMaps = node->generateMipMaps();
p.layers = node->layers();
p.samples = node->samples();
if (p != m_properties) {
m_properties = p;
addDirtyFlag(DirtyProperties);
}
TextureParameters q = m_parameters;
q.magnificationFilter = node->magnificationFilter();
q.minificationFilter = node->minificationFilter();
q.wrapModeX = const_cast<QAbstractTexture *>(node)->wrapMode()->x();
q.wrapModeY = const_cast<QAbstractTexture *>(node)->wrapMode()->y();
q.wrapModeZ = const_cast<QAbstractTexture *>(node)->wrapMode()->z();
q.maximumAnisotropy = node->maximumAnisotropy();
q.comparisonFunction = node->comparisonFunction();
q.comparisonMode = node->comparisonMode();
if (q != m_parameters) {
m_parameters = q;
addDirtyFlag(DirtyParameters);
}
auto newGenerator = node->dataGenerator();
if (newGenerator != m_dataFunctor) {
setDataGenerator(newGenerator);
QAbstractTexturePrivate *dTexture = static_cast<QAbstractTexturePrivate *>(QNodePrivate::get(const_cast<QNode *>(frontEnd)));
dTexture->setStatus(QAbstractTexture::Loading);
}
QAbstractTexturePrivate *dnode = dynamic_cast<QAbstractTexturePrivate *>(QAbstractTexturePrivate::get(const_cast<QAbstractTexture *>(node)));
if (dnode) {
for (const QTextureDataUpdate &pendingUpdate : dnode->m_pendingDataUpdates)
addTextureDataUpdate(pendingUpdate);
dnode->m_pendingDataUpdates.clear();
auto ids = Qt3DCore::qIdsForNodes(dnode->m_textureImages);
std::sort(std::begin(ids), std::end(ids));
if (ids != m_textureImageIds) {
m_textureImageIds = ids;
addDirtyFlag(DirtyImageGenerators);
}
if (dnode->m_sharedTextureId != m_sharedTextureId) {
m_sharedTextureId = dnode->m_sharedTextureId;
addDirtyFlag(DirtySharedTextureId);
}
}
}
// Called by sceneChangeEvent or TextureDownloadRequest (both in AspectThread context)
void Texture::setDataGenerator(const QTextureGeneratorPtr &generator)
{
m_dataFunctor = generator;
addDirtyFlag(DirtyDataGenerator);
}
bool Texture::isValid(TextureImageManager *manager) const
{
for (const QNodeId &id : m_textureImageIds) {
TextureImage *img = manager->lookupResource(id);
if (img == nullptr)
return false;
}
return true;
}
void Texture::initializeFromPeer(const Qt3DCore::QNodeCreatedChangeBasePtr &change)
{
const auto typedChange = qSharedPointerCast<Qt3DCore::QNodeCreatedChange<QAbstractTextureData>>(change);
const auto &data = typedChange->data;
m_properties.target = data.target;
m_properties.format = data.format;
m_properties.width = data.width;
m_properties.height = data.height;
m_properties.depth = data.depth;
m_properties.generateMipMaps = data.autoMipMap;
m_properties.layers = data.layers;
m_properties.samples = data.samples;
m_parameters.minificationFilter = data.minFilter;
m_parameters.magnificationFilter = data.magFilter;
m_parameters.wrapModeX = data.wrapModeX;
m_parameters.wrapModeY = data.wrapModeY;
m_parameters.wrapModeZ = data.wrapModeZ;
m_parameters.maximumAnisotropy = data.maximumAnisotropy;
m_parameters.comparisonFunction = data.comparisonFunction;
m_parameters.comparisonMode = data.comparisonMode;
m_dataFunctor = data.dataFunctor;
m_sharedTextureId = data.sharedTextureId;
m_textureImageIds = data.textureImageIds;
if (m_textureImageIds.size())
addDirtyFlag(DirtyImageGenerators);
const QVector<QTextureDataUpdate> initialDataUpdates = data.initialDataUpdates;
for (const QTextureDataUpdate &initialUpdate : initialDataUpdates)
addTextureDataUpdate(initialUpdate);
addDirtyFlag(DirtyFlags(DirtyImageGenerators|DirtyProperties|DirtyParameters));
if (m_sharedTextureId > 0)
addDirtyFlag(DirtySharedTextureId);
}
void Texture::addTextureDataUpdate(const QTextureDataUpdate &update)
{
m_pendingTextureDataUpdates.push_back(update);
addDirtyFlag(DirtyPendingDataUpdates);
}
TextureFunctor::TextureFunctor(AbstractRenderer *renderer,
TextureManager *textureNodeManager)
: m_renderer(renderer)
, m_textureNodeManager(textureNodeManager)
{
}
Qt3DCore::QBackendNode *TextureFunctor::create(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const
{
Texture *backend = m_textureNodeManager->getOrCreateResource(change->subjectId());
backend->setRenderer(m_renderer);
// Remove id from cleanupList if for some reason we were in the dirty list of texture
// (Can happen when a node destroyed is followed by a node created change
// in the same loop, when changing parent for instance)
m_textureNodeManager->removeTextureIdToCleanup(change->subjectId());
return backend;
}
Qt3DCore::QBackendNode *TextureFunctor::get(Qt3DCore::QNodeId id) const
{
return m_textureNodeManager->lookupResource(id);
}
void TextureFunctor::destroy(Qt3DCore::QNodeId id) const
{
m_textureNodeManager->addTextureIdToCleanup(id);
// We add ourselves to the dirty list to tell the shared texture managers
// in the renderer that this texture has been destroyed
m_textureNodeManager->releaseResource(id);
}
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE