Revision control
++ // Copyright (C) 2017 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++
++ #include "resourceaccessor_p.h"
++
++ #include <Qt3DRender/qrendertargetoutput.h>
++
++ #include <private/qrendertargetoutput_p.h>
++ #include <private/nodemanagers_p.h>
++ #include <private/rendertargetoutput_p.h>
++ #include <private/managers_p.h>
++
++ #include <QtCore/qmutex.h>
++
++ QT_BEGIN_NAMESPACE
++
++ namespace Qt3DRender {
++ namespace Render {
++
++ RenderBackendResourceAccessor::~RenderBackendResourceAccessor()
++ {
++
++ }
++
++ ResourceAccessor::ResourceAccessor(AbstractRenderer *renderer, NodeManagers *mgr)
++ : m_renderer(renderer)
++ , m_textureManager(mgr->textureManager())
++ , m_attachmentManager(mgr->attachmentManager())
++ , m_entityManager(mgr->renderNodesManager())
++ {
++
++ }
++
++ // called by render plugins from arbitrary thread
++ bool ResourceAccessor::accessResource(ResourceType type,
++ Qt3DCore::QNodeId nodeId,
++ void **handle,
++ QMutex **lock)
++ {
++ switch (type) {
++
++ // This is purely made so that Scene2D works, this should be completely
++ // redesigned to avoid introducing this kind of coupling and reliance on
++ // OpenGL
++ case RenderBackendResourceAccessor::OGLTextureWrite:
++ Q_FALLTHROUGH();
++ case RenderBackendResourceAccessor::OGLTextureRead:
++ {
++ if (m_renderer->api() != API::OpenGL) {
++ qWarning() << "Renderer plugin is not compatible with Scene2D";
++ return false;
++ }
++ return m_renderer->accessOpenGLTexture(nodeId,
++ reinterpret_cast<QOpenGLTexture **>(handle),
++ lock,
++ type == RenderBackendResourceAccessor::OGLTextureRead);
++ }
++
++ case RenderBackendResourceAccessor::OutputAttachment: {
++ RenderTargetOutput *output = m_attachmentManager->lookupResource(nodeId);
++ if (output) {
++ Attachment **attachmentData = reinterpret_cast<Attachment **>(handle);
++ *attachmentData = output->attachment();
++ return true;
++ }
++ break;
++ }
++
++ case RenderBackendResourceAccessor::EntityHandle: {
++ Entity *entity = m_entityManager->lookupResource(nodeId);
++ if (entity) {
++ Entity **pEntity = reinterpret_cast<Entity **>(handle);
++ *pEntity = entity;
++ return true;
++ }
++ break;
++ }
++
++ default:
++ break;
++ }
++ return false;
++ }
++
++ } // namespace Render
++ } // namespace Qt3DRender
++
++ QT_END_NAMESPACE