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// Copyright (C) 2014 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_RENDERQUEUE_H
#define QT3DRENDER_RENDER_RENDERQUEUE_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 <vector>
#include <QMutex>
#include <Qt3DCore/private/vector_helper_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
template<class RenderView>
class RenderQueue
{
public:
RenderQueue()
: m_noRender(false)
, m_wasReset(true)
, m_targetRenderViewCount(0)
, m_currentRenderViewCount(0)
, m_currentWorkQueue(1)
{}
/*
Sets the number \a targetRenderViewCount of RenderView objects that make
up a frame.
*/
void setTargetRenderViewCount(int targetRenderViewCount)
{
Q_ASSERT(!m_noRender);
m_targetRenderViewCount = targetRenderViewCount;
m_currentWorkQueue.resize(targetRenderViewCount);
m_wasReset = false;
}
inline int targetRenderViewCount() const { return m_targetRenderViewCount; }
inline int currentRenderViewCount() const { return m_currentRenderViewCount; }
/*
Returns true if all the RenderView objects making up the current frame
have been queued. Returns false otherwise.
\note a frameQueue or size 0 is considered incomplete.
*/
inline bool isFrameQueueComplete() const
{
return (m_noRender
|| (m_targetRenderViewCount > 0 && m_targetRenderViewCount == m_currentRenderViewCount));
}
/*
Queue up a RenderView for the frame being built.
Thread safe as this is called from the renderer which is locked.
Returns true if the renderView is complete
*/
bool queueRenderView(RenderView *renderView, uint submissionOrderIndex)
{
Q_ASSERT(!m_noRender);
m_currentWorkQueue[submissionOrderIndex] = renderView;
++m_currentRenderViewCount;
Q_ASSERT(m_currentRenderViewCount <= m_targetRenderViewCount);
return isFrameQueueComplete();
}
/*
Called by the Rendering Thread to retrieve the a frame queue to render.
A call to reset is required after rendering of the frame. Otherwise under some
conditions the current but then invalidated frame queue could be reused.
*/
inline const std::vector<RenderView *> &nextFrameQueue() const { return m_currentWorkQueue; }
/*
In case the framegraph changed or when the current number of render queue
needs to be reset.
*/
void reset()
{
m_currentRenderViewCount = 0;
m_targetRenderViewCount = 0;
Qt3DCore::deleteAll(m_currentWorkQueue);
m_currentWorkQueue.clear();
m_noRender = false;
m_wasReset = true;
}
void setNoRender()
{
Q_ASSERT(m_targetRenderViewCount == 0);
m_noRender = true;
}
inline bool isNoRender() const { return m_noRender; }
inline bool wasReset() const { return m_wasReset; }
inline QMutex *mutex() { return &m_mutex; }
private:
bool m_noRender;
bool m_wasReset;
int m_targetRenderViewCount;
int m_currentRenderViewCount;
std::vector<RenderView *> m_currentWorkQueue;
QMutex m_mutex;
};
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_RENDER_RENDERQUEUE_H