// Copyright (C) 2016 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 #include "texture_p.h" #include #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { using namespace Qt3DCore; 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(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(); p.mipLevels = node->mipLevels(); 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(node)->wrapMode()->x(); q.wrapModeY = const_cast(node)->wrapMode()->y(); q.wrapModeZ = const_cast(node)->wrapMode()->z(); q.maximumAnisotropy = node->maximumAnisotropy(); q.comparisonFunction = node->comparisonFunction(); q.comparisonMode = node->comparisonMode(); if (q != m_parameters) { m_parameters = q; addDirtyFlag(DirtyParameters); } QAbstractTexturePrivate *dnode = static_cast(QAbstractTexturePrivate::get(const_cast(node))); auto newGenerator = dnode->dataFunctor(); if (newGenerator != m_dataFunctor) { setDataGenerator(newGenerator); QAbstractTexturePrivate *dTexture = static_cast(QNodePrivate::get(const_cast(frontEnd))); dTexture->setStatus(QAbstractTexture::Loading); } 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 syncFromFrontend 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::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(Qt3DCore::QNodeId id) const { Texture *backend = m_textureNodeManager->getOrCreateResource(id); 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(id); 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