// Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #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 #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { class Shader; template class APIShaderManager { public: explicit APIShaderManager() { } ~APIShaderManager() { } std::vector takeActiveResources() const { QReadLocker lock(&m_readWriteLock); std::vector keysV; const QList tmp = m_apiShaders.keys(); std::copy(tmp.cbegin(), tmp.cend(), std::back_insert_iterator(keysV)); keysV.insert(keysV.end(), m_abandonedShaders.begin(), m_abandonedShaders.end()); return keysV; } 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); auto &shaderIds = m_apiShaders[apiShader]; if (!Qt3DCore::contains(shaderIds, shader->peerId())) { shaderIds.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); std::vector &referencedShaderNodes = m_apiShaders[apiShader]; referencedShaderNodes.erase(std::remove(referencedShaderNodes.begin(), referencedShaderNodes.end(), shader->peerId()), referencedShaderNodes.end()); if (referencedShaderNodes.empty()) { m_abandonedShaders.push_back(apiShader); m_apiShaders.remove(apiShader); } } std::vector takeAbandonned() { QWriteLocker lock(&m_readWriteLock); return Qt3DCore::moveAndClear(m_abandonedShaders); } std::vector takeUpdated() { QWriteLocker lock(&m_readWriteLock); return Qt3DCore::moveAndClear(m_updatedShaders); } std::vector 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 std::vector &nodeShaderCode = shaderNode->shaderCode(); const std::vector &apiShaderCode = apiShader->shaderCode(); const size_t s = nodeShaderCode.size(); Q_ASSERT(s == apiShaderCode.size()); for (size_t i = 0; i < s; ++i) if (nodeShaderCode[i] != apiShaderCode[i]) return false; return true; } APIShader *create() { APIShader *apiShader = new APIShader(); m_updatedShaders.push_back(apiShader); return apiShader; } QHash m_nodeIdToAPIShader; QHash> m_apiShaders; std::vector m_abandonedShaders; std::vector m_updatedShaders; mutable QReadWriteLock m_readWriteLock; }; } // Render } // Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_APISHADERMANAGER_H