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// Copyright (C) 2015 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 "buffer_p.h"
#include <Qt3DCore/private/qbuffer_p.h>
#include <Qt3DRender/private/buffermanager_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
Buffer::Buffer()
: BackendNode(QBackendNode::ReadWrite)
, m_usage(Qt3DCore::QBuffer::StaticDraw)
, m_bufferDirty(false)
, m_access(Qt3DCore::QBuffer::Write)
, m_manager(nullptr)
{
// Maybe it could become read write if we want to inform
// the frontend QBuffer node of any backend issue
}
Buffer::~Buffer()
{
}
void Buffer::cleanup()
{
m_usage = Qt3DCore::QBuffer::StaticDraw;
m_data.clear();
m_bufferUpdates.clear();
m_bufferDirty = false;
m_access = Qt3DCore::QBuffer::Write;
}
void Buffer::setManager(BufferManager *manager)
{
m_manager = manager;
}
//Called from th sendBufferJob
void Buffer::updateDataFromGPUToCPU(QByteArray data)
{
// Note: when this is called, data is what's currently in GPU memory
// so m_data shouldn't be reuploaded
m_data = data;
}
void Buffer::forceDataUpload()
{
// We push back an update with offset = -1
// As this is the way to force data to be loaded
Qt3DCore::QBufferUpdate updateNewData;
updateNewData.offset = -1;
m_bufferUpdates.clear(); //previous updates are pointless
m_bufferUpdates.push_back(updateNewData);
}
void Buffer::syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime)
{
BackendNode::syncFromFrontEnd(frontEnd, firstTime);
const Qt3DCore::QBuffer *node = qobject_cast<const Qt3DCore::QBuffer *>(frontEnd);
if (!node)
return;
if (firstTime && m_manager != nullptr) {
m_manager->addBufferReference(peerId());
m_bufferDirty = true;
}
m_access = node->accessType();
if (m_usage != node->usage()) {
m_usage = node->usage();
m_bufferDirty = true;
}
{
const QVariant v = node->property(Qt3DCore::QBufferPrivate::UpdateDataPropertyName);
// Make sure we record data if it's the first time we are called
// or if we have no partial updates
if (firstTime || !v.isValid()){
const QByteArray newData = node->data();
const bool dirty = m_data != newData;
m_bufferDirty |= dirty;
m_data = newData;
// Since frontend applies partial updates to its m_data
// if we enter this code block, there's no problem in actually
// ignoring the partial updates
if (v.isValid())
const_cast<Qt3DCore::QBuffer *>(node)->setProperty(Qt3DCore::QBufferPrivate::UpdateDataPropertyName, {});
if (dirty && !m_data.isEmpty())
forceDataUpload();
} else if (v.isValid()) {
// Apply partial updates and record them to allow partial upload to the GPU
const QVariantList updateList = v.toList();
for (const QVariant &update : updateList) {
Qt3DCore::QBufferUpdate updateData = update.value<Qt3DCore::QBufferUpdate>();
m_data.replace(updateData.offset, updateData.data.size(), updateData.data);
m_bufferUpdates.push_back(updateData);
m_bufferDirty = true;
}
const_cast<Qt3DCore::QBuffer *>(node)->setProperty(Qt3DCore::QBufferPrivate::UpdateDataPropertyName, {});
}
}
markDirty(AbstractRenderer::BuffersDirty);
}
// Called by Renderer once the buffer has been uploaded to OpenGL
void Buffer::unsetDirty()
{
m_bufferDirty = false;
}
BufferFunctor::BufferFunctor(AbstractRenderer *renderer, BufferManager *manager)
: m_manager(manager)
, m_renderer(renderer)
{
}
Qt3DCore::QBackendNode *BufferFunctor::create(Qt3DCore::QNodeId id) const
{
Buffer *buffer = m_manager->getOrCreateResource(id);
buffer->setManager(m_manager);
buffer->setRenderer(m_renderer);
return buffer;
}
Qt3DCore::QBackendNode *BufferFunctor::get(Qt3DCore::QNodeId id) const
{
return m_manager->lookupResource(id);
}
void BufferFunctor::destroy(Qt3DCore::QNodeId id) const
{
if (m_manager->contains(id)) {
m_manager->removeBufferReference(id);
m_manager->releaseResource(id);
}
}
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE